diff options
author | Erich Eckner <git@eckner.net> | 2018-05-27 10:13:52 +0200 |
---|---|---|
committer | Erich Eckner <git@eckner.net> | 2018-05-27 10:13:52 +0200 |
commit | 14a8f5d3c7889f2046a008b1b1dc29f485ebb359 (patch) | |
tree | 644ebb60f7155dd5c139d233857684fbcd8546e6 /manualPorts/openttd-git | |
download | crux-ports-14a8f5d3c7889f2046a008b1b1dc29f485ebb359.tar.xz |
initial commit
Diffstat (limited to 'manualPorts/openttd-git')
-rw-r--r-- | manualPorts/openttd-git/.footprint | 117 | ||||
-rw-r--r-- | manualPorts/openttd-git/.md5sum | 6 | ||||
-rw-r--r-- | manualPorts/openttd-git/.signature | 10 | ||||
-rw-r--r-- | manualPorts/openttd-git/Pkgfile | 93 | ||||
-rw-r--r-- | manualPorts/openttd-git/clipboard.grf | bin | 0 -> 5405 bytes | |||
-rw-r--r-- | manualPorts/openttd-git/everything.patch | 48252 | ||||
-rwxr-xr-x | manualPorts/openttd-git/lastVersion.sh | 13 |
7 files changed, 48491 insertions, 0 deletions
diff --git a/manualPorts/openttd-git/.footprint b/manualPorts/openttd-git/.footprint new file mode 100644 index 0000000..e1251b4 --- /dev/null +++ b/manualPorts/openttd-git/.footprint @@ -0,0 +1,117 @@ +drwxr-xr-x root/root usr/ +drwxr-xr-x root/root usr/bin/ +-rwxr-xr-x root/root usr/bin/openttd +drwxr-xr-x root/root usr/share/ +drwxr-xr-x root/root usr/share/applications/ +-rw-r--r-- root/root usr/share/applications/openttd.desktop +drwxr-xr-x root/root usr/share/icons/ +drwxr-xr-x root/root usr/share/icons/hicolor/ +drwxr-xr-x root/root usr/share/icons/hicolor/128x128/ +drwxr-xr-x root/root usr/share/icons/hicolor/128x128/apps/ +-rw-r--r-- root/root usr/share/icons/hicolor/128x128/apps/openttd.png +drwxr-xr-x root/root usr/share/icons/hicolor/16x16/ +drwxr-xr-x root/root usr/share/icons/hicolor/16x16/apps/ +-rw-r--r-- root/root usr/share/icons/hicolor/16x16/apps/openttd.png +drwxr-xr-x root/root usr/share/icons/hicolor/256x256/ +drwxr-xr-x root/root usr/share/icons/hicolor/256x256/apps/ +-rw-r--r-- root/root usr/share/icons/hicolor/256x256/apps/openttd.png +drwxr-xr-x root/root usr/share/icons/hicolor/32x32/ +drwxr-xr-x root/root usr/share/icons/hicolor/32x32/apps/ +-rw-r--r-- root/root usr/share/icons/hicolor/32x32/apps/openttd.png +drwxr-xr-x root/root usr/share/icons/hicolor/48x48/ +drwxr-xr-x root/root usr/share/icons/hicolor/48x48/apps/ +-rw-r--r-- root/root usr/share/icons/hicolor/48x48/apps/openttd.png +drwxr-xr-x root/root usr/share/icons/hicolor/64x64/ +drwxr-xr-x root/root usr/share/icons/hicolor/64x64/apps/ +-rw-r--r-- root/root usr/share/icons/hicolor/64x64/apps/openttd.png +drwxr-xr-x root/root usr/share/man/ +drwxr-xr-x root/root usr/share/man/man6/ +-rw-r--r-- root/root usr/share/man/man6/openttd.6.gz +drwxr-xr-x root/root usr/share/openttd/ +drwxr-xr-x root/root usr/share/openttd/ai/ +-rw-r--r-- root/root usr/share/openttd/ai/compat_0.7.nut +-rw-r--r-- root/root usr/share/openttd/ai/compat_1.0.nut +-rw-r--r-- root/root usr/share/openttd/ai/compat_1.1.nut +-rw-r--r-- root/root usr/share/openttd/ai/compat_1.2.nut +-rw-r--r-- root/root usr/share/openttd/ai/compat_1.3.nut +-rw-r--r-- root/root usr/share/openttd/ai/compat_1.4.nut +-rw-r--r-- root/root usr/share/openttd/ai/compat_1.5.nut +-rw-r--r-- root/root usr/share/openttd/ai/compat_1.6.nut +-rw-r--r-- root/root usr/share/openttd/ai/compat_1.7.nut +-rw-r--r-- root/root usr/share/openttd/ai/compat_1.8.nut +-rw-r--r-- root/root usr/share/openttd/ai/compat_1.9.nut +drwxr-xr-x root/root usr/share/openttd/baseset/ +-rw-r--r-- root/root usr/share/openttd/baseset/clipboard.grf +-rw-r--r-- root/root usr/share/openttd/baseset/no_music.obm +-rw-r--r-- root/root usr/share/openttd/baseset/no_sound.obs +-rw-r--r-- root/root usr/share/openttd/baseset/openttd.32.bmp +-rw-r--r-- root/root usr/share/openttd/baseset/openttd.grf +-rw-r--r-- root/root usr/share/openttd/baseset/opntitle.dat +-rw-r--r-- root/root usr/share/openttd/baseset/orig_dos.obg +-rw-r--r-- root/root usr/share/openttd/baseset/orig_dos.obs +-rw-r--r-- root/root usr/share/openttd/baseset/orig_dos_de.obg +-rw-r--r-- root/root usr/share/openttd/baseset/orig_extra.grf +-rw-r--r-- root/root usr/share/openttd/baseset/orig_win.obg +-rw-r--r-- root/root usr/share/openttd/baseset/orig_win.obm +-rw-r--r-- root/root usr/share/openttd/baseset/orig_win.obs +drwxr-xr-x root/root usr/share/openttd/data/ +drwxr-xr-x root/root usr/share/openttd/data/opengfx-0.5.4/ +-rw-r--r-- root/root usr/share/openttd/data/opengfx-0.5.4/license.txt +-rw-r--r-- root/root usr/share/openttd/data/opengfx-0.5.4/ogfx1_base.grf +-rw-r--r-- root/root usr/share/openttd/data/opengfx-0.5.4/ogfxc_arctic.grf +-rw-r--r-- root/root usr/share/openttd/data/opengfx-0.5.4/ogfxe_extra.grf +-rw-r--r-- root/root usr/share/openttd/data/opengfx-0.5.4/ogfxh_tropical.grf +-rw-r--r-- root/root usr/share/openttd/data/opengfx-0.5.4/ogfxi_logos.grf +-rw-r--r-- root/root usr/share/openttd/data/opengfx-0.5.4/ogfxt_toyland.grf +-rw-r--r-- root/root usr/share/openttd/data/opengfx-0.5.4/opengfx.obg +drwxr-xr-x root/root usr/share/openttd/data/opensfx-0.2.3/ +-rw-r--r-- root/root usr/share/openttd/data/opensfx-0.2.3/license.txt +-rw-r--r-- root/root usr/share/openttd/data/opensfx-0.2.3/opensfx.cat +-rw-r--r-- root/root usr/share/openttd/data/opensfx-0.2.3/opensfx.obs +drwxr-xr-x root/root usr/share/openttd/game/ +-rw-r--r-- root/root usr/share/openttd/game/compat_1.2.nut +-rw-r--r-- root/root usr/share/openttd/game/compat_1.3.nut +-rw-r--r-- root/root usr/share/openttd/game/compat_1.4.nut +-rw-r--r-- root/root usr/share/openttd/game/compat_1.5.nut +-rw-r--r-- root/root usr/share/openttd/game/compat_1.6.nut +-rw-r--r-- root/root usr/share/openttd/game/compat_1.7.nut +-rw-r--r-- root/root usr/share/openttd/game/compat_1.8.nut +-rw-r--r-- root/root usr/share/openttd/game/compat_1.9.nut +drwxr-xr-x root/root usr/share/openttd/gm/ +-rw-r--r-- root/root usr/share/openttd/gm/5432gone_redfarn.mid +-rw-r--r-- root/root usr/share/openttd/gm/be_sharp_bw_redfarn.mid +-rw-r--r-- root/root usr/share/openttd/gm/big_man_boogie_redfarn.mid +-rw-r--r-- root/root usr/share/openttd/gm/boogi_marabi_redfarn.mid +-rw-r--r-- root/root usr/share/openttd/gm/busy_schedule.mid +-rw-r--r-- root/root usr/share/openttd/gm/careless_perc_redfarn.mid +-rw-r--r-- root/root usr/share/openttd/gm/chemistry_lab.mid +-rw-r--r-- root/root usr/share/openttd/gm/chuggachugga.mid +-rw-r--r-- root/root usr/share/openttd/gm/city_blues_redfarn.mid +-rw-r--r-- root/root usr/share/openttd/gm/coconut_run2.mid +-rw-r--r-- root/root usr/share/openttd/gm/flying_scotsman.mid +-rw-r--r-- root/root usr/share/openttd/gm/harp_harmony.mid +-rw-r--r-- root/root usr/share/openttd/gm/license.txt +-rw-r--r-- root/root usr/share/openttd/gm/linns_basket.mid +-rw-r--r-- root/root usr/share/openttd/gm/midnight_snow_run.mid +-rw-r--r-- root/root usr/share/openttd/gm/mighty_giant_run.mid +-rw-r--r-- root/root usr/share/openttd/gm/modern_motion.mid +-rw-r--r-- root/root usr/share/openttd/gm/moo_redfarn.mid +-rw-r--r-- root/root usr/share/openttd/gm/mosey_along_redfarn.mid +-rw-r--r-- root/root usr/share/openttd/gm/no_work_song_redfarn.mid +-rw-r--r-- root/root usr/share/openttd/gm/openmsx.obm +-rw-r--r-- root/root usr/share/openttd/gm/relax_song.mid +-rw-r--r-- root/root usr/share/openttd/gm/run_for_your_life.mid +-rw-r--r-- root/root usr/share/openttd/gm/say_what_redfarn.mid +-rw-r--r-- root/root usr/share/openttd/gm/slow_neasy_redfarn.mid +-rw-r--r-- root/root usr/share/openttd/gm/the_fast_route.mid +-rw-r--r-- root/root usr/share/openttd/gm/the_hobo_redfarn.mid +-rw-r--r-- root/root usr/share/openttd/gm/train_filled_with_cash.mid +-rw-r--r-- root/root usr/share/openttd/gm/ttsong_iii_imuh3.mid +-rw-r--r-- root/root usr/share/openttd/gm/ttsong_iv_imuh3.mid +-rw-r--r-- root/root usr/share/openttd/gm/tttheme2.mid +-rw-r--r-- root/root usr/share/openttd/gm/ultimate_run.mid +-rw-r--r-- root/root usr/share/openttd/gm/wood_whistles.mid +drwxr-xr-x root/root usr/share/openttd/lang/ +-rw-r--r-- root/root usr/share/openttd/lang/english.lng +-rw-r--r-- root/root usr/share/openttd/lang/german.lng +-rw-r--r-- root/root usr/share/openttd/openttd.32.xpm diff --git a/manualPorts/openttd-git/.md5sum b/manualPorts/openttd-git/.md5sum new file mode 100644 index 0000000..f5ef971 --- /dev/null +++ b/manualPorts/openttd-git/.md5sum @@ -0,0 +1,6 @@ +47a15ba014973e0f1c969b9cbd25844a clipboard.grf +25817b3aa767632b23dd3bce3df26df6 e1a164b531.tar.gz +a2d67a7da4488d83c3add004ac328f94 everything.patch +4f4a6465cd5b84964b7ceecd1c06d686 opengfx-0.5.4.zip +858b79d44aea6de5e15d9d1439e86cc3 openmsx-0.3.1.zip +6e3a5cf97fe69e3a351c3e0615a14b04 opensfx-0.2.3.zip diff --git a/manualPorts/openttd-git/.signature b/manualPorts/openttd-git/.signature new file mode 100644 index 0000000..c327567 --- /dev/null +++ b/manualPorts/openttd-git/.signature @@ -0,0 +1,10 @@ +untrusted comment: verify with /etc/ports/deepthought.pub +RWQxCptPusLGGv7+AX4/H48UYsKN5uUWvoPGy/qXhOrZNpkjV+xbzdOdtpu82YACDlD+012l/ADWu7s0+MzSL4WUz4QYDhG/qgw= +SHA256 (Pkgfile) = 8400f320ea33f0aa7f10ecbe4c070338681839bcc6e729c6d0949225c65e0e64 +SHA256 (.footprint) = 7fcaa73ef754a08dd0fe7208f9887333f0b9d24315a63d1eb89646bfee3c97ed +SHA256 (opengfx-0.5.4.zip) = 3d136d776906dbe8b5df1434cb9a68d1249511a3c4cfaca55cc24cc0028ae078 +SHA256 (opensfx-0.2.3.zip) = 3574745ac0c138bae53b56972591db8d778ad9faffd51deae37a48a563e71662 +SHA256 (openmsx-0.3.1.zip) = 92e293ae89f13ad679f43185e83fb81fb8cad47fe63f4af3d3d9f955130460f5 +SHA256 (everything.patch) = 6205be9ee10e1cfeec8986e9be507564b8525920b8f4846c63e807409f4d8e02 +SHA256 (clipboard.grf) = 12b90fe53f2d61d2d45d74ecc6b97d3a5f041c4215a5c1b02a6b1ba162e4572a +SHA256 (e1a164b531.tar.gz) = 04c08eb08f9441d47bba6b093af7d326a4531af476963ef5d613c9e7b0d7b891 diff --git a/manualPorts/openttd-git/Pkgfile b/manualPorts/openttd-git/Pkgfile new file mode 100644 index 0000000..a0a90a6 --- /dev/null +++ b/manualPorts/openttd-git/Pkgfile @@ -0,0 +1,93 @@ +# Description: A FOSS clone of Transport Tycoon Deluxe. +# URL: http://www.openttd.org +# Maintainer: Erich Eckner, crux at eckner dot net +# Packager: Lennart Sauerbeck, devel at lennart dot sauerbeck dot org +# Depends on: libsdl libpng fontconfig lzo + +name=openttd-git +version=28106.e1a164b531 + +gfxversion=0.5.4 +sfxversion=0.2.3 +msxversion=0.3.1 +release=1 +source=(http://bundles.openttdcoop.org/opengfx/releases/$gfxversion/opengfx-$gfxversion.zip + http://bundles.openttdcoop.org/opensfx/releases/$sfxversion/opensfx-$sfxversion.zip + http://bundles.openttdcoop.org/openmsx/releases/$msxversion/openmsx-$msxversion.zip + everything.patch + clipboard.grf + https://github.com/OpenTTD/OpenTTD/archive/${version##*.}.tar.gz) + +build() { + + tar -xf opengfx-$gfxversion.tar + + cd OpenTTD-${version##*.}* + + ISODATE=$(find {src,bin} -type f -printf "%TY%Tm%Td\n" | sort -n | tail -n1) + HASH=$(find {src,bin} -type f -exec sha512sum {} \; | sort | sha512sum - | cut -d' ' -f1) + SHORTHASH=$(echo ${HASH} | cut -c1-8) + printf '%s\t%s\t%s\t%s\n' \ + "${ISODATE}-ewe-g${SHORTHASH}" \ + "${ISODATE}" \ + "0" \ + "${HASH}" \ + > .ottdrev + sed -i ' + s,"\$ROOT_DIR/\.git","/dev/does/not/exist", + ' findversion.sh + cat $SRC/everything.patch | \ + ( + read zeile + while read zeile + do + [[ "${zeile}" == "diff --git a/"* ]] && break + done + echo "${zeile}" + cat + ) | \ + patch -p1 + + sed -i ' + s/readme\.txt/README.md/g + ' Makefile.bundle.in + + ./configure --prefix-dir=/usr \ + --binary-dir=bin \ + --data-dir=share/openttd \ + --icon-dir=share/openttd \ + --man-dir=share/man/man6 \ + --personal-dir=.openttd \ + --install-dir=$PKG \ + + make + make DESTDIR=$PKG install + + # Install OpenGFX + install -d $PKG/usr/share/openttd/data/opengfx-$gfxversion + install -m 644 $SRC/opengfx-$gfxversion/* $PKG/usr/share/openttd/data/opengfx-$gfxversion + chown -R root:root $PKG/usr/share/openttd/data/opengfx-$gfxversion + + # Install OpenSFX + install -d $PKG/usr/share/openttd/data/opensfx-$sfxversion + install -m 644 $SRC/opensfx-$sfxversion/* $PKG/usr/share/openttd/data/opensfx-$sfxversion + chown -R root:root $PKG/usr/share/openttd/data/opensfx-$sfxversion + + # Install OpenMSX + install -d $PKG/usr/share/openttd/gm + install -m 644 $SRC/openmsx-$msxversion/* $PKG/usr/share/openttd/gm + chown -R root:root $PKG/usr/share/openttd/gm/* + install -m644 $SRC/clipboard.grf $PKG/usr/share/openttd/baseset/ + + # Remove unnecessary languages + cp $PKG/usr/share/openttd/lang/{english,german}.lng $SRC + rm $PKG/usr/share/openttd/lang/* + install -m 644 $SRC/{english,german}.lng $PKG/usr/share/openttd/lang + + # Remove junk + rm -rf $PKG/usr/share/doc + rm -rf $PKG/usr/share/openttd/scripts + rm $PKG/usr/share/openttd/data/opengfx-$gfxversion/{changelog,readme}.txt + rm $PKG/usr/share/openttd/data/opensfx-$sfxversion/{changelog,readme}.txt + rm $PKG/usr/share/openttd/gm/{changelog,readme}.txt +} diff --git a/manualPorts/openttd-git/clipboard.grf b/manualPorts/openttd-git/clipboard.grf Binary files differnew file mode 100644 index 0000000..60ebb06 --- /dev/null +++ b/manualPorts/openttd-git/clipboard.grf diff --git a/manualPorts/openttd-git/everything.patch b/manualPorts/openttd-git/everything.patch new file mode 100644 index 0000000..cd7ce0b --- /dev/null +++ b/manualPorts/openttd-git/everything.patch @@ -0,0 +1,48252 @@ +diff --git a/.gitignore b/.gitignore +index e30aabe37..b1bee14ed 100644 +--- a/.gitignore ++++ b/.gitignore +@@ -6,6 +6,7 @@ bin/ai/* + !bin/data + bin/baseset/* + !bin/baseset/openttd.grf ++!bin/baseset/clipboard.grf + !bin/baseset/opntitle.dat + !bin/baseset/orig_extra.grf + !bin/baseset/orig_*.obg +diff --git a/config.lib b/config.lib +index d6ebb68a1..40db190d9 100644 +--- a/config.lib ++++ b/config.lib +@@ -1753,7 +1753,8 @@ make_cflags_and_ldflags() { + CFLAGS="$CFLAGS `$freetype_config --cflags | tr '\n\r' ' '`" + + if [ "$enable_static" != "0" ]; then +- LIBS="$LIBS `$freetype_config --libs --static | tr '\n\r' ' '`" ++ # Is it possible to do static with freetype, if so: how? ++ LIBS="$LIBS `$freetype_config --libs | tr '\n\r' ' '`" + else + LIBS="$LIBS `$freetype_config --libs | tr '\n\r' ' '`" + fi +diff --git a/docs/tile_index_transformations.svg b/docs/tile_index_transformations.svg +new file mode 100644 +index 000000000..47fffb238 +--- /dev/null ++++ b/docs/tile_index_transformations.svg +@@ -0,0 +1,1849 @@ ++<?xml version="1.0" encoding="UTF-8" standalone="no"?> ++<!-- Created with Inkscape (http://www.inkscape.org/) --> ++ ++<svg ++ xmlns:dc="http://purl.org/dc/elements/1.1/" ++ xmlns:cc="http://creativecommons.org/ns#" ++ xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" ++ xmlns:svg="http://www.w3.org/2000/svg" ++ xmlns="http://www.w3.org/2000/svg" ++ xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd" ++ xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape" ++ width="752.40002" ++ height="359.76001" ++ id="svg2" ++ version="1.1" ++ inkscape:version="0.48.3.1 r9886" ++ sodipodi:docname="tile_index_transformations.svg" ++ style="enable-background:new"> ++ <defs ++ id="defs4"> ++ <marker ++ inkscape:stockid="Arrow2Sstart" ++ orient="auto" ++ refY="0" ++ refX="0" ++ id="Arrow2Sstart" ++ style="overflow:visible"> ++ <path ++ id="path4778" ++ style="font-size:12px;fill-rule:evenodd;stroke-width:0.625;stroke-linejoin:round" ++ d="M 8.7185878,4.0337352 -2.2072895,0.01601326 8.7185884,-4.0017078 c -1.7454984,2.3720609 -1.7354408,5.6174519 -6e-7,8.035443 z" ++ transform="matrix(0.3,0,0,0.3,-0.69,0)" ++ inkscape:connector-curvature="0" /> ++ </marker> ++ <marker ++ inkscape:stockid="Arrow1Mstart" ++ orient="auto" ++ refY="0" ++ refX="0" ++ id="Arrow1Mstart" ++ style="overflow:visible"> ++ <path ++ id="path4754" ++ d="M 0,0 5,-5 -12.5,0 5,5 0,0 z" ++ style="fill-rule:evenodd;stroke:#000000;stroke-width:1pt;marker-start:none" ++ transform="matrix(0.4,0,0,0.4,4,0)" ++ 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sodipodi:role="line" ++ id="tspan3145" ++ x="25.466791" ++ y="996.85114" ++ style="font-weight:bold">1</tspan></text> ++ <text ++ sodipodi:linespacing="125%" ++ id="text3147" ++ y="1016.1264" ++ x="25.762766" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ xml:space="preserve"><tspan ++ style="font-weight:bold" ++ y="1016.1264" ++ x="25.762766" ++ id="tspan3149" ++ sodipodi:role="line">2</tspan></text> ++ <rect ++ transform="matrix(-0.89442719,0.4472136,-0.89442719,-0.4472136,0,0)" ++ style="fill:#ff2a2a;stroke:none;display:inline" ++ id="rect3231" ++ width="15.939886" ++ height="15.939886" ++ x="1063.8177" ++ y="-1112.9579" /> ++ <text ++ xml:space="preserve" ++ 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style="font-size:11px;font-style:normal;font-variant:normal;font-weight:normal;font-stretch:normal;line-height:226.99999809%;font-family:Sans;-inkscape-font-specification:Sans" ++ id="tspan3309" ++ y="1033.2249" ++ x="406.78116" ++ sodipodi:role="line">TileAreaT::ReverseTransformedNorth:</tspan></text> ++ <rect ++ transform="matrix(0.89442719,-0.44721359,-0.89442719,-0.44721359,0,0)" ++ y="-1548.417" ++ x="-765.8595" ++ height="15.939887" ++ width="15.939887" ++ id="rect3313" ++ style="fill:#5599ff;fill-opacity:1;stroke:none;display:inline" /> ++ <text ++ sodipodi:linespacing="125%" ++ id="text3315" ++ y="-1023.6799" ++ x="668.86713" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ xml:space="preserve" ++ transform="scale(1,-1)"><tspan ++ style="font-weight:bold" ++ y="-1023.6799" ++ x="668.86713" ++ id="tspan3317" ++ sodipodi:role="line">→</tspan></text> ++ <text ++ xml:space="preserve" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ x="643.63861" ++ y="1032.0898" ++ id="text3327" ++ sodipodi:linespacing="125%"><tspan ++ sodipodi:role="line" ++ id="tspan3329" ++ x="643.63861" ++ y="1032.0898" ++ style="font-weight:bold">2</tspan></text> ++ <rect ++ transform="matrix(-0.89442719,-0.4472136,0.89442719,-0.4472136,0,0)" ++ y="-740.44305" ++ x="-1522.8073" ++ height="15.939886" ++ width="15.939886" ++ id="rect3331" ++ style="fill:#ff2a2a;stroke:none;display:inline" /> ++ <rect ++ style="fill:#5599ff;fill-opacity:1;stroke:none;display:inline" ++ id="rect3333" ++ width="15.939887" ++ height="15.939887" ++ x="-1493.599" ++ y="-769.65118" ++ transform="matrix(-0.89442719,-0.44721359,0.89442719,-0.44721359,0,0)" /> ++ <text ++ xml:space="preserve" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ x="668.79767" ++ y="-1000.8605" ++ id="text3335" ++ sodipodi:linespacing="125%" ++ transform="scale(1,-1)"><tspan ++ sodipodi:role="line" ++ id="tspan3337" ++ x="668.79767" ++ y="-1000.8605" ++ style="font-weight:bold">→</tspan></text> ++ <text ++ sodipodi:linespacing="125%" ++ id="text3339" ++ y="1009.2702" ++ x="695.83484" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ xml:space="preserve"><tspan ++ style="font-weight:bold" ++ y="1009.2702" ++ x="695.83484" ++ id="tspan3341" ++ sodipodi:role="line">2</tspan></text> ++ <rect ++ transform="matrix(0.89442719,0.4472136,-0.89442719,0.4472136,0,0)" ++ y="710.38507" ++ x="1408.5416" ++ height="15.939886" ++ width="15.939886" ++ id="rect3343" ++ style="fill:#7fff2a;fill-opacity:1;stroke:none;display:inline" /> ++ <rect ++ style="fill:#7fff2a;fill-opacity:1;stroke:none;display:inline" ++ id="rect3345" ++ width="15.939887" ++ height="15.939887" ++ x="1464.4972" ++ y="654.42877" ++ transform="matrix(0.89442719,0.44721359,-0.89442719,0.44721359,0,0)" /> ++ <text ++ xml:space="preserve" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ x="694.79431" ++ y="958.90826" ++ id="text3347" ++ sodipodi:linespacing="125%"><tspan ++ sodipodi:role="line" ++ id="tspan3349" ++ x="694.79431" ++ y="958.90826" ++ style="font-weight:bold">→</tspan></text> ++ <text ++ sodipodi:linespacing="125%" ++ id="text3351" ++ y="958.98401" ++ x="620.51727" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ xml:space="preserve"><tspan ++ style="font-weight:bold" ++ y="958.98401" ++ x="620.51727" ++ id="tspan3353" ++ sodipodi:role="line">1</tspan></text> ++ <rect ++ style="fill:#ff2a2a;stroke:none;display:inline" ++ id="rect3355" ++ width="15.939886" ++ height="15.939886" ++ x="1432.6057" ++ y="686.32031" ++ transform="matrix(0.89442719,0.4472136,-0.89442719,0.4472136,0,0)" /> ++ <text ++ xml:space="preserve" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ x="663.5658" ++ y="958.98401" ++ id="text3357" ++ sodipodi:linespacing="125%"><tspan ++ sodipodi:role="line" ++ id="tspan3359" ++ x="663.5658" ++ y="958.98401" ++ style="font-weight:bold">2</tspan></text> ++ <text ++ sodipodi:linespacing="125%" ++ id="text3361" ++ y="958.90826" ++ x="643.74567" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ xml:space="preserve"><tspan ++ style="font-weight:bold" ++ y="958.90826" ++ x="643.74567" ++ id="tspan3363" ++ sodipodi:role="line">,</tspan></text> ++ <text ++ sodipodi:linespacing="125%" ++ id="text4175" ++ y="958.98364" ++ x="720.61444" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ xml:space="preserve"><tspan ++ style="font-weight:bold" ++ y="958.98364" ++ x="720.61444" ++ id="tspan4177" ++ sodipodi:role="line">2</tspan></text> ++ <rect ++ style="fill:#7fff2a;fill-opacity:1;stroke:none;display:inline" ++ id="rect4179" ++ width="15.939886" ++ height="15.939886" ++ x="1435.2516" ++ y="737.54517" ++ transform="matrix(0.89442719,0.4472136,-0.89442719,0.4472136,0,0)" /> ++ <rect ++ transform="matrix(-0.89442719,0.44721359,0.89442719,0.44721359,0,0)" ++ y="1459.3159" ++ x="713.48022" ++ height="15.939887" ++ width="15.939887" ++ id="rect4181" ++ style="fill:#7fff2a;fill-opacity:1;stroke:none;display:inline" /> ++ <text ++ sodipodi:linespacing="125%" ++ id="text4183" ++ y="982.99976" ++ x="694.39142" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ xml:space="preserve"><tspan ++ style="font-weight:bold" ++ y="982.99976" ++ x="694.39142" ++ id="tspan4185" ++ sodipodi:role="line">→</tspan></text> ++ <text ++ xml:space="preserve" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ x="662.77679" ++ y="983.07538" ++ id="text4187" ++ sodipodi:linespacing="125%"><tspan ++ sodipodi:role="line" ++ id="tspan4189" ++ x="662.77679" ++ y="983.07538" ++ style="font-weight:bold">2</tspan></text> ++ <rect ++ transform="matrix(-0.89442719,0.4472136,0.89442719,0.4472136,0,0)" ++ y="1491.2074" ++ x="681.58911" ++ height="15.939886" ++ width="15.939886" ++ id="rect4191" ++ style="fill:#ff2a2a;stroke:none;display:inline" /> ++ <text ++ sodipodi:linespacing="125%" ++ id="text4193" ++ y="983.07538" ++ x="720.21057" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ xml:space="preserve"><tspan ++ style="font-weight:bold" ++ y="983.07538" ++ x="720.21057" ++ id="tspan4195" ++ sodipodi:role="line">2</tspan></text> ++ <text ++ xml:space="preserve" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ x="643.34283" ++ y="982.99976" ++ id="text4197" ++ sodipodi:linespacing="125%"><tspan ++ sodipodi:role="line" ++ id="tspan4199" ++ x="643.34283" ++ y="982.99976" ++ style="font-weight:bold">,</tspan></text> ++ <text ++ xml:space="preserve" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ x="619.72919" ++ y="983.07507" ++ id="text4201" ++ sodipodi:linespacing="125%"><tspan ++ sodipodi:role="line" ++ id="tspan4203" ++ x="619.72919" ++ y="983.07507" ++ style="font-weight:bold">1</tspan></text> ++ <text ++ xml:space="preserve" ++ style="font-size:26.54228592px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;font-family:Sans" ++ x="95.972397" ++ y="746.4621" ++ id="text5106" ++ sodipodi:linespacing="125%"><tspan ++ sodipodi:role="line" ++ id="tspan5108" ++ x="95.972397" ++ y="746.4621">Explanation on TileAreaT transformations</tspan></text> ++ <g ++ id="g6532" ++ transform="matrix(1.2,0,0,1.2,25.4513,-206.20779)"> ++ <path ++ inkscape:connector-curvature="0" ++ id="path4743" ++ d="m 38.351894,925.43359 33.224791,0" ++ style="fill:none;stroke:#000000;stroke-width:1.28295767;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:4;stroke-opacity:1;stroke-dasharray:none;marker-start:url(#Arrow2Sstart);marker-end:url(#Arrow2Send)" /> ++ <path ++ style="fill:none;stroke:#000000;stroke-width:2.00492573;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:4;stroke-opacity:1;stroke-dasharray:none;marker-start:url(#Arrow2Sstart);marker-end:url(#Arrow2Send)" ++ d="m 54.96429,918.13257 0,14.60204" ++ id="path5805" ++ inkscape:connector-curvature="0" /> ++ <text ++ sodipodi:linespacing="125%" ++ id="text5824" ++ y="915.06653" ++ x="50.374447" ++ style="font-size:10px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;font-family:Sans" ++ xml:space="preserve"><tspan ++ style="font-style:normal;font-variant:normal;font-weight:bold;font-stretch:normal;font-family:Serif;-inkscape-font-specification:Serif Bold" ++ y="915.06653" ++ x="50.374447" ++ id="tspan5826" ++ sodipodi:role="line">N</tspan></text> ++ <text ++ xml:space="preserve" ++ style="font-size:10px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;font-family:Sans" ++ x="51.324154" ++ y="943.08575" ++ id="text5828" ++ sodipodi:linespacing="125%"><tspan ++ sodipodi:role="line" ++ id="tspan5830" ++ x="51.324154" ++ y="943.08575" ++ style="font-style:normal;font-variant:normal;font-weight:bold;font-stretch:normal;font-family:Serif;-inkscape-font-specification:Serif Bold">S</tspan></text> ++ <text ++ sodipodi:linespacing="125%" ++ id="text5832" ++ y="929.07861" ++ x="78.171951" ++ style="font-size:10px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;font-family:Sans" ++ xml:space="preserve"><tspan ++ style="font-style:normal;font-variant:normal;font-weight:bold;font-stretch:normal;font-family:Serif;-inkscape-font-specification:Serif Bold" ++ y="929.07861" ++ x="78.171951" ++ id="tspan5834" ++ sodipodi:role="line">E</tspan></text> ++ <text ++ xml:space="preserve" ++ style="font-size:10px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;font-family:Sans" ++ x="22.337685" ++ y="929.07861" ++ id="text5836" ++ sodipodi:linespacing="125%"><tspan ++ sodipodi:role="line" ++ id="tspan5838" ++ x="22.337685" ++ y="929.07861" ++ style="font-style:normal;font-variant:normal;font-weight:bold;font-stretch:normal;font-family:Serif;-inkscape-font-specification:Serif Bold">W</tspan></text> ++ <path ++ inkscape:connector-curvature="0" ++ id="path6075" ++ d="M 90.015437,942.72921 19.30476,907.37387" ++ style="fill:none;stroke:#000000;stroke-width:1px;stroke-linecap:butt;stroke-linejoin:miter;stroke-opacity:1;marker-start:url(#Arrow2Sstart);marker-end:none;display:inline;enable-background:new" /> ++ <path ++ inkscape:connector-curvature="0" ++ id="path5870" ++ d="M 19.30476,942.72921 90.015437,907.37387" ++ style="fill:none;stroke:#000000;stroke-width:1px;stroke-linecap:butt;stroke-linejoin:miter;stroke-opacity:1;marker-start:url(#Arrow2Sstart);marker-end:none;display:inline;enable-background:new" /> ++ <text ++ sodipodi:linespacing="125%" ++ id="text6477" ++ y="948.11798" ++ x="11.056497" ++ style="font-size:10px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;enable-background:new;font-family:Sans" ++ xml:space="preserve"><tspan ++ y="948.11798" ++ x="11.056497" ++ id="tspan6479" ++ sodipodi:role="line">x</tspan></text> ++ <text ++ sodipodi:linespacing="125%" ++ id="text6481" ++ y="946.11218" ++ x="91.75" ++ style="font-size:10px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;enable-background:new;font-family:Sans" ++ xml:space="preserve"><tspan ++ y="946.11218" ++ x="91.75" ++ id="tspan6483" ++ sodipodi:role="line">y</tspan></text> ++ </g> ++ <text ++ xml:space="preserve" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ x="604.51727" ++ y="958.98401" ++ id="text3188" ++ sodipodi:linespacing="125%"><tspan ++ sodipodi:role="line" ++ id="tspan3190" ++ x="604.51727" ++ y="958.98401" ++ style="font-weight:bold">(</tspan></text> ++ <text ++ sodipodi:linespacing="125%" ++ id="text3192" ++ y="958.98401" ++ x="682.51727" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ xml:space="preserve"><tspan ++ style="font-weight:bold" ++ y="958.98401" ++ x="682.51727" ++ id="tspan3194" ++ sodipodi:role="line">)</tspan></text> ++ <text ++ sodipodi:linespacing="125%" ++ id="text3196" ++ y="982.98401" ++ x="604.51727" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ xml:space="preserve"><tspan ++ style="font-weight:bold" ++ y="982.98401" ++ x="604.51727" ++ id="tspan3198" ++ sodipodi:role="line">(</tspan></text> ++ <text ++ xml:space="preserve" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ x="682.51727" ++ y="982.98401" ++ id="text3200" ++ sodipodi:linespacing="125%"><tspan ++ sodipodi:role="line" ++ id="tspan3202" ++ x="682.51727" ++ y="982.98401" ++ style="font-weight:bold">)</tspan></text> ++ <text ++ xml:space="preserve" ++ style="font-size:13.60865021px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;enable-background:new;font-family:Sans" ++ x="204.80836" ++ y="823.93964" ++ id="text5672" ++ sodipodi:linespacing="125%"><tspan ++ sodipodi:role="line" ++ id="tspan5674" ++ x="204.80836" ++ y="823.93964" ++ style="font-weight:bold">1</tspan></text> ++ <text ++ sodipodi:linespacing="125%" ++ id="text5676" ++ y="866.36603" ++ x="255.71988" ++ style="font-size:13.60865021px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;enable-background:new;font-family:Sans" ++ xml:space="preserve"><tspan ++ style="font-weight:bold" ++ y="866.36603" ++ x="255.71988" ++ id="tspan5678" ++ sodipodi:role="line">1</tspan></text> ++ <text ++ xml:space="preserve" ++ style="font-size:13.60865021px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;enable-background:new;font-family:Sans" ++ x="510.63068" ++ y="891.9115" ++ id="text5680" ++ sodipodi:linespacing="125%"><tspan ++ sodipodi:role="line" ++ id="tspan5682" ++ x="510.63068" ++ y="891.9115" ++ style="font-weight:bold">2</tspan></text> ++ <text ++ sodipodi:linespacing="125%" ++ id="text5684" ++ y="866.45581" ++ x="595.48383" ++ style="font-size:13.60865021px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;enable-background:new;font-family:Sans" ++ xml:space="preserve"><tspan ++ style="font-weight:bold" ++ y="866.45581" ++ x="595.48383" ++ id="tspan5686" ++ sodipodi:role="line">2</tspan></text> ++ <text ++ xml:space="preserve" ++ style="font-size:10px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;font-family:Sans" ++ x="49.000977" ++ y="1067.2064" ++ id="text3205" ++ sodipodi:linespacing="125%"><tspan ++ sodipodi:role="line" ++ id="tspan3207" ++ x="49.000977" ++ y="1067.2064" ++ style="font-size:11px">northern tile of the source area</tspan></text> ++ <text ++ sodipodi:linespacing="125%" ++ id="text3213" ++ y="1087.2064" ++ x="49.000977" ++ style="font-size:10px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;font-family:Sans" ++ xml:space="preserve"><tspan ++ style="font-size:11px" ++ y="1087.2064" ++ x="49.000977" ++ id="tspan3215" ++ sodipodi:role="line">tile of the source area</tspan></text> ++ <text ++ xml:space="preserve" ++ style="font-size:10px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;font-family:Sans" ++ x="49.000977" ++ y="1107.2064" ++ id="text3217" ++ sodipodi:linespacing="125%"><tspan ++ sodipodi:role="line" ++ id="tspan3219" ++ x="49.000977" ++ y="1107.2064" ++ style="font-size:11px">source tile of the northern tile of the transformed area </tspan></text> ++ <text ++ sodipodi:linespacing="125%" ++ id="text3221" ++ y="1127.2064" ++ x="49.000977" ++ style="font-size:10px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;font-family:Sans" ++ xml:space="preserve"><tspan ++ style="font-size:11px" ++ y="1127.2064" ++ x="49.000977" ++ id="tspan3223" ++ sodipodi:role="line">source area</tspan></text> ++ <text ++ xml:space="preserve" ++ style="font-size:10px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;font-family:Sans" ++ x="49.000977" ++ y="1147.2064" ++ id="text3225" ++ sodipodi:linespacing="125%"><tspan ++ sodipodi:role="line" ++ id="tspan3227" ++ x="49.000977" ++ y="1147.2064" ++ style="font-size:11px">transformation</tspan></text> ++ <rect ++ style="fill:#ff2a2a;stroke:none;display:inline" ++ id="rect3229" ++ width="15.939886" ++ height="15.939886" ++ x="1198.6404" ++ y="1162.7954" ++ transform="matrix(0.89442719,0.4472136,-0.89442719,0.4472136,0,0)" /> ++ <text ++ xml:space="preserve" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ x="27.83223" ++ y="1067.3622" ++ id="text3231" ++ sodipodi:linespacing="125%"><tspan ++ sodipodi:role="line" ++ id="tspan3233" ++ x="27.83223" ++ y="1067.3622" ++ style="font-weight:bold">1</tspan></text> ++ <rect ++ transform="matrix(0.89442719,0.4472136,-0.89442719,0.4472136,0,0)" ++ y="1185.1561" ++ x="1221.0011" ++ height="15.939886" ++ width="15.939886" ++ id="rect3235" ++ style="fill:#7fff2a;stroke:none;display:inline" /> ++ <text ++ sodipodi:linespacing="125%" ++ id="text3237" ++ y="1087.3622" ++ x="27.83223" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ xml:space="preserve"><tspan ++ style="font-weight:bold" ++ y="1087.3622" ++ x="27.83223" ++ id="tspan3239" ++ sodipodi:role="line">1</tspan></text> ++ <rect ++ style="fill:#5599ff;stroke:none;display:inline" ++ id="rect3241" ++ width="15.939886" ++ height="15.939886" ++ x="1243.3618" ++ y="1207.5168" ++ transform="matrix(0.89442719,0.4472136,-0.89442719,0.4472136,0,0)" /> ++ <text ++ xml:space="preserve" ++ 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sodipodi:role="line">2</tspan></text> ++ <rect ++ style="fill:#7fff2a;stroke:none;display:inline" ++ id="rect4121" ++ width="15.939886" ++ height="15.939886" ++ x="1422.2466" ++ y="983.91058" ++ transform="matrix(0.89442719,0.4472136,-0.89442719,0.4472136,0,0)" /> ++ <text ++ xml:space="preserve" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ x="387.83221" ++ y="1087.3622" ++ id="text4123" ++ sodipodi:linespacing="125%"><tspan ++ sodipodi:role="line" ++ id="tspan4125" ++ x="387.83221" ++ y="1087.3622" ++ style="font-weight:bold">2</tspan></text> ++ <rect ++ transform="matrix(0.89442719,0.4472136,-0.89442719,0.4472136,0,0)" ++ y="1006.2711" ++ x="1444.6073" ++ height="15.939886" ++ width="15.939886" ++ id="rect4127" ++ style="fill:#5599ff;stroke:none;display:inline" /> ++ <text ++ sodipodi:linespacing="125%" ++ id="text4129" ++ 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style="font-size:10px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;font-family:Sans" ++ x="49.000977" ++ y="1187.2064" ++ id="text4147" ++ sodipodi:linespacing="125%"><tspan ++ sodipodi:role="line" ++ id="tspan4149" ++ x="49.000977" ++ y="1187.2064" ++ style="font-size:11px">.TransformTile(</tspan></text> ++ <text ++ sodipodi:linespacing="125%" ++ id="text4151" ++ y="1187.2064" ++ x="163.00098" ++ style="font-size:10px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;font-family:Sans" ++ xml:space="preserve"><tspan ++ style="font-size:11px" ++ y="1187.2064" ++ x="163.00098" ++ id="tspan4153" ++ sodipodi:role="line">,</tspan></text> ++ <text ++ xml:space="preserve" ++ style="font-size:10px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;font-family:Sans" ++ x="199.00098" ++ y="1187.2064" ++ id="text4155" ++ sodipodi:linespacing="125%"><tspan ++ sodipodi:role="line" ++ id="tspan4157" ++ x="199.00098" ++ y="1187.2064" ++ style="font-size:11px">,</tspan></text> ++ <text ++ sodipodi:linespacing="125%" ++ id="text4159" ++ y="1187.2064" ++ x="217.00098" ++ style="font-size:10px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;font-family:Sans" ++ xml:space="preserve"><tspan ++ style="font-size:11px" ++ y="1187.2064" ++ x="217.00098" ++ id="tspan4161" ++ sodipodi:role="line">) →</tspan></text> ++ <rect ++ style="fill:#7fff2a;stroke:none;display:inline" ++ id="rect4169" ++ width="15.939886" ++ height="15.939886" ++ x="1396.5323" ++ y="1233.2321" ++ transform="matrix(0.89442719,0.4472136,-0.89442719,0.4472136,0,0)" /> ++ <text ++ xml:space="preserve" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ x="141.83223" ++ y="1187.3622" ++ id="text4171" ++ sodipodi:linespacing="125%"><tspan ++ sodipodi:role="line" ++ id="tspan4173" ++ x="141.83223" ++ y="1187.3622" ++ style="font-weight:bold">1</tspan></text> ++ <rect ++ style="fill:#ff2a2a;stroke:none;display:inline" ++ id="rect3253" ++ width="15.939886" ++ height="15.939886" ++ x="1417.7751" ++ y="1211.989" ++ transform="matrix(0.89442719,0.4472136,-0.89442719,0.4472136,0,0)" /> ++ <text ++ xml:space="preserve" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ x="179.83221" ++ y="1187.3622" ++ id="text3255" ++ sodipodi:linespacing="125%"><tspan ++ sodipodi:role="line" ++ id="tspan3257" ++ x="179.83221" ++ y="1187.3622" ++ style="font-weight:bold">2</tspan></text> ++ <text ++ xml:space="preserve" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ x="205.83223" ++ y="1187.3622" ++ id="text3259" ++ sodipodi:linespacing="125%"><tspan ++ sodipodi:role="line" ++ id="tspan3261" ++ x="205.83223" ++ y="1187.3622" ++ style="font-weight:bold">↷</tspan></text> ++ <rect ++ transform="matrix(0.89442719,0.4472136,-0.89442719,0.4472136,0,0)" ++ y="1173.9766" ++ x="1455.7881" ++ height="15.939886" ++ width="15.939886" ++ id="rect3263" ++ style="fill:#7fff2a;stroke:none;display:inline" /> ++ <text ++ sodipodi:linespacing="125%" ++ id="text3265" ++ y="1187.3622" ++ x="247.83221" ++ 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→</tspan></text> ++ <rect ++ transform="matrix(0.89442719,0.4472136,-0.89442719,0.4472136,0,0)" ++ y="1233.2321" ++ x="1396.5323" ++ height="15.939886" ++ width="15.939886" ++ id="rect3288" ++ style="fill:#7fff2a;stroke:none;display:inline" /> ++ <text ++ sodipodi:linespacing="125%" ++ id="text3290" ++ y="1187.3622" ++ x="141.83223" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ xml:space="preserve"><tspan ++ style="font-weight:bold" ++ y="1187.3622" ++ x="141.83223" ++ id="tspan3292" ++ sodipodi:role="line">1</tspan></text> ++ <rect ++ transform="matrix(0.89442719,0.4472136,-0.89442719,0.4472136,0,0)" ++ y="1211.989" ++ x="1417.7751" ++ height="15.939886" ++ width="15.939886" ++ id="rect3294" ++ style="fill:#ff2a2a;stroke:none;display:inline" /> ++ <text ++ sodipodi:linespacing="125%" ++ id="text3296" ++ y="1187.3622" ++ x="179.83221" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ xml:space="preserve"><tspan ++ style="font-weight:bold" ++ y="1187.3622" ++ x="179.83221" ++ id="tspan3298" ++ sodipodi:role="line">2</tspan></text> ++ <text ++ sodipodi:linespacing="125%" ++ id="text3300" ++ y="1187.3622" ++ x="205.83223" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ xml:space="preserve"><tspan ++ style="font-weight:bold" ++ y="1187.3622" ++ x="205.83223" ++ id="tspan3302" ++ sodipodi:role="line">↷</tspan></text> ++ <rect ++ style="fill:#7fff2a;stroke:none;display:inline" ++ id="rect3304" ++ width="15.939886" ++ height="15.939886" ++ x="1455.7881" ++ y="1173.9766" ++ transform="matrix(0.89442719,0.4472136,-0.89442719,0.4472136,0,0)" /> ++ <text ++ xml:space="preserve" ++ style="font-size:11.43270588px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;display:inline;font-family:Sans" ++ x="247.83221" ++ y="1187.3622" ++ id="text3306" ++ sodipodi:linespacing="125%"><tspan ++ sodipodi:role="line" ++ id="tspan3308" ++ x="247.83221" ++ y="1187.3622" ++ style="font-weight:bold">2</tspan></text> ++ </g> ++</svg> +diff --git a/projects/openttd_vs100.vcxproj b/projects/openttd_vs100.vcxproj +index f8daad6c9..8b92a930e 100644 +--- a/projects/openttd_vs100.vcxproj ++++ b/projects/openttd_vs100.vcxproj +@@ -325,6 +325,7 @@ + <ClCompile Include="..\src\cargopacket.cpp" /> + <ClCompile Include="..\src\cargotype.cpp" /> + <ClCompile Include="..\src\cheat.cpp" /> ++ <ClCompile Include="..\src\clipboard.cpp" /> + <ClCompile Include="..\src\command.cpp" /> + <ClCompile Include="..\src\console.cpp" /> + <ClCompile Include="..\src\console_cmds.cpp" /> +@@ -436,6 +437,9 @@ + <ClInclude Include="..\src\cheat_func.h" /> + <ClInclude Include="..\src\cheat_type.h" /> + <ClInclude Include="..\src\clear_func.h" /> ++ <ClInclude Include="..\src\clipboard_func.h" /> ++ <ClInclude Include="..\src\clipboard_gui.h" /> ++ <ClInclude Include="..\src\clipboard_type.h" /> + <ClInclude Include="..\src\cmd_helper.h" /> + <ClInclude Include="..\src\command_func.h" /> + <ClInclude Include="..\src\command_type.h" /> +@@ -448,6 +452,7 @@ + <ClInclude Include="..\src\console_gui.h" /> + <ClInclude Include="..\src\console_internal.h" /> + <ClInclude Include="..\src\console_type.h" /> ++ <ClInclude Include="..\src\copypaste_cmd.h" /> + <ClInclude Include="..\src\cpu.h" /> + <ClInclude Include="..\src\crashlog.h" /> + <ClInclude Include="..\src\currency.h" /> +@@ -582,6 +587,8 @@ + <ClInclude Include="..\src\order_base.h" /> + <ClInclude Include="..\src\order_func.h" /> + <ClInclude Include="..\src\order_type.h" /> ++ <ClInclude Include="..\src\overlay.h" /> ++ <ClInclude Include="..\src\overlay_cmd.h" /> + <ClInclude Include="..\src\pbs.h" /> + <ClInclude Include="..\src\progress.h" /> + <ClInclude Include="..\src\querystring_gui.h" /> +@@ -647,6 +654,7 @@ + <ClInclude Include="..\src\tgp.h" /> + <ClInclude Include="..\src\tile_cmd.h" /> + <ClInclude Include="..\src\tile_type.h" /> ++ <ClInclude Include="..\src\tilearea_func.h" /> + <ClInclude Include="..\src\tilearea_type.h" /> + <ClInclude Include="..\src\tilehighlight_func.h" /> + <ClInclude Include="..\src\tilehighlight_type.h" /> +@@ -722,6 +730,7 @@ + <ClCompile Include="..\src\bridge_gui.cpp" /> + <ClCompile Include="..\src\build_vehicle_gui.cpp" /> + <ClCompile Include="..\src\cheat_gui.cpp" /> ++ <ClCompile Include="..\src\clipboard_gui.cpp" /> + <ClCompile Include="..\src\company_gui.cpp" /> + <ClCompile Include="..\src\console_gui.cpp" /> + <ClCompile Include="..\src\date_gui.cpp" /> +@@ -779,6 +788,7 @@ + <ClInclude Include="..\src\widgets\bridge_widget.h" /> + <ClInclude Include="..\src\widgets\build_vehicle_widget.h" /> + <ClInclude Include="..\src\widgets\cheat_widget.h" /> ++ <ClInclude Include="..\src\widgets\clipboard_widget.h" /> + <ClInclude Include="..\src\widgets\company_widget.h" /> + <ClInclude Include="..\src\widgets\console_widget.h" /> + <ClInclude Include="..\src\widgets\date_widget.h" /> +@@ -832,6 +842,7 @@ + <ClCompile Include="..\src\aircraft_cmd.cpp" /> + <ClCompile Include="..\src\autoreplace_cmd.cpp" /> + <ClCompile Include="..\src\clear_cmd.cpp" /> ++ <ClCompile Include="..\src\copypaste_cmd.cpp" /> + <ClCompile Include="..\src\company_cmd.cpp" /> + <ClCompile Include="..\src\depot_cmd.cpp" /> + <ClCompile Include="..\src\group_cmd.cpp" /> +@@ -839,6 +850,7 @@ + <ClCompile Include="..\src\misc_cmd.cpp" /> + <ClCompile Include="..\src\object_cmd.cpp" /> + <ClCompile Include="..\src\order_cmd.cpp" /> ++ <ClCompile Include="..\src\overlay_cmd.cpp" /> + <ClCompile Include="..\src\rail_cmd.cpp" /> + <ClCompile Include="..\src\road_cmd.cpp" /> + <ClCompile Include="..\src\roadveh_cmd.cpp" /> +diff --git a/projects/openttd_vs100.vcxproj.filters b/projects/openttd_vs100.vcxproj.filters +index c5dfab137..bfebba57b 100644 +--- a/projects/openttd_vs100.vcxproj.filters ++++ b/projects/openttd_vs100.vcxproj.filters +@@ -132,6 +132,9 @@ + <ClCompile Include="..\src\cheat.cpp"> + <Filter>Source Files</Filter> + </ClCompile> ++ <ClCompile Include="..\src\clipboard.cpp"> ++ <Filter>Source Files</Filter> ++ </ClCompile> + <ClCompile Include="..\src\command.cpp"> + <Filter>Source Files</Filter> + </ClCompile> +@@ -465,6 +468,15 @@ + <ClInclude Include="..\src\clear_func.h"> + <Filter>Header Files</Filter> + </ClInclude> ++ <ClInclude Include="..\src\clipboard_func.h"> ++ <Filter>Header Files</Filter> ++ </ClInclude> ++ <ClInclude Include="..\src\clipboard_gui.h"> ++ <Filter>Header Files</Filter> ++ </ClInclude> ++ <ClInclude Include="..\src\clipboard_type.h"> ++ <Filter>Header Files</Filter> ++ </ClInclude> + <ClInclude Include="..\src\cmd_helper.h"> + <Filter>Header Files</Filter> + </ClInclude> +@@ -501,6 +513,9 @@ + <ClInclude Include="..\src\console_type.h"> + <Filter>Header Files</Filter> + </ClInclude> ++ <ClInclude Include="..\src\copypaste_cmd.h"> ++ <Filter>Header Files</Filter> ++ </ClInclude> + <ClInclude Include="..\src\cpu.h"> + <Filter>Header Files</Filter> + </ClInclude> +@@ -903,6 +918,12 @@ + <ClInclude Include="..\src\order_type.h"> + <Filter>Header Files</Filter> + </ClInclude> ++ <ClInclude Include="..\src\overlay.h"> ++ <Filter>Header Files</Filter> ++ </ClInclude> ++ <ClInclude Include="..\src\overlay_cmd.h"> ++ <Filter>Header Files</Filter> ++ </ClInclude> + <ClInclude Include="..\src\pbs.h"> + <Filter>Header Files</Filter> + </ClInclude> +@@ -1098,6 +1119,9 @@ + <ClInclude Include="..\src\tile_type.h"> + <Filter>Header Files</Filter> + </ClInclude> ++ <ClInclude Include="..\src\tilearea_func.h"> ++ <Filter>Header Files</Filter> ++ </ClInclude> + <ClInclude Include="..\src\tilearea_type.h"> + <Filter>Header Files</Filter> + </ClInclude> +@@ -1323,6 +1347,9 @@ + <ClCompile Include="..\src\cheat_gui.cpp"> + <Filter>GUI Source Code</Filter> + </ClCompile> ++ <ClCompile Include="..\src\clipboard_gui.cpp"> ++ <Filter>GUI Source Code</Filter> ++ </ClCompile> + <ClCompile Include="..\src\company_gui.cpp"> + <Filter>GUI Source Code</Filter> + </ClCompile> +@@ -1494,6 +1521,9 @@ + <ClInclude Include="..\src\widgets\cheat_widget.h"> + <Filter>Widgets</Filter> + </ClInclude> ++ <ClInclude Include="..\src\widgets\clipboard_widget.h"> ++ <Filter>Widgets</Filter> ++ </ClInclude> + <ClInclude Include="..\src\widgets\company_widget.h"> + <Filter>Widgets</Filter> + </ClInclude> +@@ -1653,6 +1683,9 @@ + <ClCompile Include="..\src\clear_cmd.cpp"> + <Filter>Command handlers</Filter> + </ClCompile> ++ <ClCompile Include="..\src\copypaste_cmd.cpp"> ++ <Filter>Command handlers</Filter> ++ </ClCompile> + <ClCompile Include="..\src\company_cmd.cpp"> + <Filter>Command handlers</Filter> + </ClCompile> +@@ -1674,6 +1707,9 @@ + <ClCompile Include="..\src\order_cmd.cpp"> + <Filter>Command handlers</Filter> + </ClCompile> ++ <ClCompile Include="..\src\overlay_cmd.cpp"> ++ <Filter>Command handlers</Filter> ++ </ClCompile> + <ClCompile Include="..\src\rail_cmd.cpp"> + <Filter>Command handlers</Filter> + </ClCompile> +diff --git a/projects/openttd_vs80.vcproj b/projects/openttd_vs80.vcproj +index 88899bbbc..bc8b9759f 100644 +--- a/projects/openttd_vs80.vcproj ++++ b/projects/openttd_vs80.vcproj +@@ -482,6 +482,10 @@ + RelativePath=".\..\src\cheat.cpp" + > + </File> ++ <File ++ RelativePath=".\..\src\clipboard.cpp" ++ > ++ </File> + <File + RelativePath=".\..\src\command.cpp" + > +@@ -930,6 +934,18 @@ + RelativePath=".\..\src\clear_func.h" + > + </File> ++ <File ++ RelativePath=".\..\src\clipboard_func.h" ++ > ++ </File> ++ <File ++ RelativePath=".\..\src\clipboard_gui.h" ++ > ++ </File> ++ <File ++ RelativePath=".\..\src\clipboard_type.h" ++ > ++ </File> + <File + RelativePath=".\..\src\cmd_helper.h" + > +@@ -978,6 +994,10 @@ + RelativePath=".\..\src\console_type.h" + > + </File> ++ <File ++ RelativePath=".\..\src\copypaste_cmd.h" ++ > ++ </File> + <File + RelativePath=".\..\src\cpu.h" + > +@@ -1514,6 +1534,14 @@ + RelativePath=".\..\src\order_type.h" + > + </File> ++ <File ++ RelativePath=".\..\src\overlay.h" ++ > ++ </File> ++ <File ++ RelativePath=".\..\src\overlay_cmd.h" ++ > ++ </File> + <File + RelativePath=".\..\src\pbs.h" + > +@@ -1774,6 +1802,10 @@ + RelativePath=".\..\src\tile_type.h" + > + </File> ++ <File ++ RelativePath=".\..\src\tilearea_func.h" ++ > ++ </File> + <File + RelativePath=".\..\src\tilearea_type.h" + > +@@ -2082,6 +2114,10 @@ + RelativePath=".\..\src\cheat_gui.cpp" + > + </File> ++ <File ++ RelativePath=".\..\src\clipboard_gui.cpp" ++ > ++ </File> + <File + RelativePath=".\..\src\company_gui.cpp" + > +@@ -2314,6 +2350,10 @@ + RelativePath=".\..\src\widgets\cheat_widget.h" + > + </File> ++ <File ++ RelativePath=".\..\src\widgets\clipboard_widget.h" ++ > ++ </File> + <File + RelativePath=".\..\src\widgets\company_widget.h" + > +@@ -2530,6 +2570,10 @@ + RelativePath=".\..\src\clear_cmd.cpp" + > + </File> ++ <File ++ RelativePath=".\..\src\copypaste_cmd.cpp" ++ > ++ </File> + <File + RelativePath=".\..\src\company_cmd.cpp" + > +@@ -2558,6 +2602,10 @@ + RelativePath=".\..\src\order_cmd.cpp" + > + </File> ++ <File ++ RelativePath=".\..\src\overlay_cmd.cpp" ++ > ++ </File> + <File + RelativePath=".\..\src\rail_cmd.cpp" + > +diff --git a/projects/openttd_vs90.vcproj b/projects/openttd_vs90.vcproj +index 6fb57832d..98375bc95 100644 +--- a/projects/openttd_vs90.vcproj ++++ b/projects/openttd_vs90.vcproj +@@ -479,6 +479,10 @@ + RelativePath=".\..\src\cheat.cpp" + > + </File> ++ <File ++ RelativePath=".\..\src\clipboard.cpp" ++ > ++ </File> + <File + RelativePath=".\..\src\command.cpp" + > +@@ -927,6 +931,18 @@ + RelativePath=".\..\src\clear_func.h" + > + </File> ++ <File ++ RelativePath=".\..\src\clipboard_func.h" ++ > ++ </File> ++ <File ++ RelativePath=".\..\src\clipboard_gui.h" ++ > ++ </File> ++ <File ++ RelativePath=".\..\src\clipboard_type.h" ++ > ++ </File> + <File + RelativePath=".\..\src\cmd_helper.h" + > +@@ -975,6 +991,10 @@ + RelativePath=".\..\src\console_type.h" + > + </File> ++ <File ++ RelativePath=".\..\src\copypaste_cmd.h" ++ > ++ </File> + <File + RelativePath=".\..\src\cpu.h" + > +@@ -1511,6 +1531,14 @@ + RelativePath=".\..\src\order_type.h" + > + </File> ++ <File ++ RelativePath=".\..\src\overlay.h" ++ > ++ </File> ++ <File ++ RelativePath=".\..\src\overlay_cmd.h" ++ > ++ </File> + <File + RelativePath=".\..\src\pbs.h" + > +@@ -1771,6 +1799,10 @@ + RelativePath=".\..\src\tile_type.h" + > + </File> ++ <File ++ RelativePath=".\..\src\tilearea_func.h" ++ > ++ </File> + <File + RelativePath=".\..\src\tilearea_type.h" + > +@@ -2079,6 +2111,10 @@ + RelativePath=".\..\src\cheat_gui.cpp" + > + </File> ++ <File ++ RelativePath=".\..\src\clipboard_gui.cpp" ++ > ++ </File> + <File + RelativePath=".\..\src\company_gui.cpp" + > +@@ -2311,6 +2347,10 @@ + RelativePath=".\..\src\widgets\cheat_widget.h" + > + </File> ++ <File ++ RelativePath=".\..\src\widgets\clipboard_widget.h" ++ > ++ </File> + <File + RelativePath=".\..\src\widgets\company_widget.h" + > +@@ -2527,6 +2567,10 @@ + RelativePath=".\..\src\clear_cmd.cpp" + > + </File> ++ <File ++ RelativePath=".\..\src\copypaste_cmd.cpp" ++ > ++ </File> + <File + RelativePath=".\..\src\company_cmd.cpp" + > +@@ -2555,6 +2599,10 @@ + RelativePath=".\..\src\order_cmd.cpp" + > + </File> ++ <File ++ RelativePath=".\..\src\overlay_cmd.cpp" ++ > ++ </File> + <File + RelativePath=".\..\src\rail_cmd.cpp" + > +diff --git a/source.list b/source.list +index 7555044d2..a7ca5de26 100644 +--- a/source.list ++++ b/source.list +@@ -9,6 +9,7 @@ cargomonitor.cpp + cargopacket.cpp + cargotype.cpp + cheat.cpp ++clipboard.cpp + command.cpp + console.cpp + console_cmds.cpp +@@ -148,6 +149,9 @@ cargotype.h + cheat_func.h + cheat_type.h + clear_func.h ++clipboard_func.h ++clipboard_gui.h ++clipboard_type.h + cmd_helper.h + command_func.h + command_type.h +@@ -160,6 +164,7 @@ console_func.h + console_gui.h + console_internal.h + console_type.h ++copypaste_cmd.h + cpu.h + crashlog.h + currency.h +@@ -294,6 +299,8 @@ order_backup.h + order_base.h + order_func.h + order_type.h ++overlay.h ++overlay_cmd.h + pbs.h + progress.h + querystring_gui.h +@@ -359,6 +366,7 @@ textfile_type.h + tgp.h + tile_cmd.h + tile_type.h ++tilearea_func.h + tilearea_type.h + tilehighlight_func.h + tilehighlight_type.h +@@ -453,6 +461,7 @@ bootstrap_gui.cpp + bridge_gui.cpp + build_vehicle_gui.cpp + cheat_gui.cpp ++clipboard_gui.cpp + company_gui.cpp + console_gui.cpp + date_gui.cpp +@@ -512,6 +521,7 @@ widgets/bootstrap_widget.h + widgets/bridge_widget.h + widgets/build_vehicle_widget.h + widgets/cheat_widget.h ++widgets/clipboard_widget.h + widgets/company_widget.h + widgets/console_widget.h + widgets/date_widget.h +@@ -567,6 +577,7 @@ widgets/waypoint_widget.h + aircraft_cmd.cpp + autoreplace_cmd.cpp + clear_cmd.cpp ++copypaste_cmd.cpp + company_cmd.cpp + depot_cmd.cpp + group_cmd.cpp +@@ -574,6 +585,7 @@ industry_cmd.cpp + misc_cmd.cpp + object_cmd.cpp + order_cmd.cpp ++overlay_cmd.cpp + rail_cmd.cpp + road_cmd.cpp + roadveh_cmd.cpp +diff --git a/src/airport_gui.cpp b/src/airport_gui.cpp +index 6437f236c..1ba911594 100644 +--- a/src/airport_gui.cpp ++++ b/src/airport_gui.cpp +@@ -57,7 +57,7 @@ void CcBuildAirport(const CommandCost &result, TileIndex tile, uint32 p1, uint32 + static void PlaceAirport(TileIndex tile) + { + if (_selected_airport_index == -1) return; +- uint32 p2 = _ctrl_pressed; ++ uint32 p2 = _settings_game.station.adjacent_stations && _ctrl_pressed; // adjacent? + SB(p2, 16, 16, INVALID_STATION); // no station to join + + uint32 p1 = AirportClass::Get(_selected_airport_class)->GetSpec(_selected_airport_index)->GetIndex(); +diff --git a/src/bridge.h b/src/bridge.h +index badf045e3..2c7fc080f 100644 +--- a/src/bridge.h ++++ b/src/bridge.h +@@ -73,6 +73,7 @@ static inline const BridgeSpec *GetBridgeSpec(BridgeType i) + void DrawBridgeMiddle(const TileInfo *ti); + + CommandCost CheckBridgeAvailability(BridgeType bridge_type, uint bridge_len, DoCommandFlag flags = DC_NONE); ++BridgeType FastestAvailableBridgeType(uint bridge_len); + int CalcBridgeLenCostFactor(int x); + + void ResetBridges(); +diff --git a/src/bridge_map.cpp b/src/bridge_map.cpp +index d1e0d6024..c76374512 100644 +--- a/src/bridge_map.cpp ++++ b/src/bridge_map.cpp +@@ -21,9 +21,10 @@ + * @param tile the bridge tile to find the bridge ramp for + * @param dir the direction to search in + */ +-static TileIndex GetBridgeEnd(TileIndex tile, DiagDirection dir) ++template <bool Tgeneric> ++static typename TileIndexT<Tgeneric>::T GetBridgeEnd(typename TileIndexT<Tgeneric>::T tile, DiagDirection dir) + { +- TileIndexDiff delta = TileOffsByDiagDir(dir); ++ TileIndexDiff delta = TileOffsByDiagDir<Tgeneric>(dir, MapOf(tile)); + + dir = ReverseDiagDir(dir); + do { +@@ -32,6 +33,10 @@ static TileIndex GetBridgeEnd(TileIndex tile, DiagDirection dir) + + return tile; + } ++/** @copydoc GetBridgeEnd(TileIndexT<Tgeneric>::T,DiagDirection) */ ++static inline TileIndex GetBridgeEnd(TileIndex t, DiagDirection dir) { return GetBridgeEnd<false>(t, dir); } ++/** @copydoc GetBridgeEnd(TileIndexT<Tgeneric>::T,DiagDirection) */ ++static inline GenericTileIndex GetBridgeEnd(GenericTileIndex t, DiagDirection dir) { return GetBridgeEnd<true>(t, dir); } + + + /** +@@ -58,18 +63,23 @@ TileIndex GetSouthernBridgeEnd(TileIndex t) + * Starting at one bridge end finds the other bridge end + * @param t the bridge ramp tile to find the other bridge ramp for + */ +-TileIndex GetOtherBridgeEnd(TileIndex tile) ++template <bool Tgeneric> ++typename TileIndexT<Tgeneric>::T GetOtherBridgeEnd(typename TileIndexT<Tgeneric>::T tile) + { + assert(IsBridgeTile(tile)); + return GetBridgeEnd(tile, GetTunnelBridgeDirection(tile)); + } ++/* instantiate */ ++template TileIndex GetOtherBridgeEnd<false>(TileIndex tile); ++template GenericTileIndex GetOtherBridgeEnd<true>(GenericTileIndex tile); + + /** + * Get the height ('z') of a bridge. + * @param tile the bridge ramp tile to get the bridge height from + * @return the height of the bridge. + */ +-int GetBridgeHeight(TileIndex t) ++template <bool Tgeneric> ++int GetBridgeHeight(typename TileIndexT<Tgeneric>::T t) + { + int h; + Slope tileh = GetTileSlope(t, &h); +@@ -78,3 +88,6 @@ int GetBridgeHeight(TileIndex t) + /* one height level extra for the ramp */ + return h + 1 + ApplyFoundationToSlope(f, &tileh); + } ++/* instantiate */ ++template int GetBridgeHeight<false>(TileIndex t); ++template int GetBridgeHeight<true>(GenericTileIndex t); +diff --git a/src/bridge_map.h b/src/bridge_map.h +index 74c6974db..c2e4d9b23 100644 +--- a/src/bridge_map.h ++++ b/src/bridge_map.h +@@ -21,31 +21,46 @@ + * @pre IsTileType(t, MP_TUNNELBRIDGE) + * @return true if the structure is a bridge one + */ +-static inline bool IsBridge(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsBridge(typename TileIndexT<Tgeneric>::T t) + { + assert(IsTileType(t, MP_TUNNELBRIDGE)); +- return HasBit(_m[t].m5, 7); ++ return HasBit(GetTile(t)->m5, 7); + } ++/** @copydoc IsBridge(TileIndexT<Tgeneric>::T) */ ++static inline bool IsBridge(TileIndex t) { return IsBridge<false>(t); } ++/** @copydoc IsBridge(TileIndexT<Tgeneric>::T) */ ++static inline bool IsBridge(GenericTileIndex t) { return IsBridge<true>(t); } + + /** + * checks if there is a bridge on this tile + * @param t The tile to analyze + * @return true if a bridge is present + */ +-static inline bool IsBridgeTile(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsBridgeTile(typename TileIndexT<Tgeneric>::T t) + { + return IsTileType(t, MP_TUNNELBRIDGE) && IsBridge(t); + } ++/** @copydoc IsBridgeTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsBridgeTile(TileIndex t) { return IsBridgeTile<false>(t); } ++/** @copydoc IsBridgeTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsBridgeTile(GenericTileIndex t) { return IsBridgeTile<true>(t); } + + /** + * checks if a bridge is set above the ground of this tile + * @param t The tile to analyze + * @return true if a bridge is detected above + */ +-static inline bool IsBridgeAbove(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsBridgeAbove(typename TileIndexT<Tgeneric>::T t) + { +- return GB(_m[t].type, 2, 2) != 0; ++ return GB(GetTile(t)->type, 2, 2) != 0; + } ++/** @copydoc IsBridgeAbove(TileIndexT<Tgeneric>::T) */ ++static inline bool IsBridgeAbove(TileIndex t) { return IsBridgeAbove<false>(t); } ++/** @copydoc IsBridgeAbove(TileIndexT<Tgeneric>::T) */ ++static inline bool IsBridgeAbove(GenericTileIndex t) { return IsBridgeAbove<true>(t); } + + /** + * Determines the type of bridge on a tile +@@ -53,11 +68,16 @@ static inline bool IsBridgeAbove(TileIndex t) + * @pre IsBridgeTile(t) + * @return The bridge type + */ +-static inline BridgeType GetBridgeType(TileIndex t) ++template <bool Tgeneric> ++static inline BridgeType GetBridgeType(typename TileIndexT<Tgeneric>::T t) + { + assert(IsBridgeTile(t)); +- return GB(_me[t].m6, 2, 4); ++ return GB(GetTileEx(t)->m6, 2, 4); + } ++/** @copydoc GetBridgeType(TileIndexT<Tgeneric>::T) */ ++static inline BridgeType GetBridgeType(TileIndex t) { return GetBridgeType<false>(t); } ++/** @copydoc GetBridgeType(TileIndexT<Tgeneric>::T) */ ++static inline BridgeType GetBridgeType(GenericTileIndex t) { return GetBridgeType<true>(t); } + + /** + * Get the axis of the bridge that goes over the tile. Not the axis or the ramp. +@@ -65,17 +85,34 @@ static inline BridgeType GetBridgeType(TileIndex t) + * @pre IsBridgeAbove(t) + * @return the above mentioned axis + */ +-static inline Axis GetBridgeAxis(TileIndex t) ++template <bool Tgeneric> ++static inline Axis GetBridgeAxis(typename TileIndexT<Tgeneric>::T t) + { + assert(IsBridgeAbove(t)); +- return (Axis)(GB(_m[t].type, 2, 2) - 1); ++ return (Axis)(GB(GetTile(t)->type, 2, 2) - 1); + } ++/** @copydoc GetBridgeAxis(TileIndexT<Tgeneric>::T) */ ++static inline Axis GetBridgeAxis(TileIndex t) { return GetBridgeAxis<false>(t); } ++/** @copydoc GetBridgeAxis(TileIndexT<Tgeneric>::T) */ ++static inline Axis GetBridgeAxis(GenericTileIndex t) { return GetBridgeAxis<true>(t); } + + TileIndex GetNorthernBridgeEnd(TileIndex t); + TileIndex GetSouthernBridgeEnd(TileIndex t); +-TileIndex GetOtherBridgeEnd(TileIndex t); + +-int GetBridgeHeight(TileIndex tile); ++template <bool Tgeneric> ++typename TileIndexT<Tgeneric>::T GetOtherBridgeEnd(typename TileIndexT<Tgeneric>::T t); ++/** @copydoc GetOtherBridgeEnd(TileIndexT<Tgeneric>::T) */ ++static inline TileIndex GetOtherBridgeEnd(TileIndex t) { return GetOtherBridgeEnd<false>(t); } ++/** @copydoc GetOtherBridgeEnd(TileIndexT<Tgeneric>::T) */ ++static inline GenericTileIndex GetOtherBridgeEnd(GenericTileIndex t) { return GetOtherBridgeEnd<true>(t); } ++ ++template <bool Tgeneric> ++int GetBridgeHeight(typename TileIndexT<Tgeneric>::T tile); ++/** @copydoc GetBridgeHeight(TileIndexT<Tgeneric>::T) */ ++static inline int GetBridgeHeight(TileIndex t) { return GetBridgeHeight<false>(t); } ++/** @copydoc GetBridgeHeight(TileIndexT<Tgeneric>::T) */ ++static inline int GetBridgeHeight(GenericTileIndex t) { return GetBridgeHeight<true>(t); } ++ + /** + * Get the height ('z') of a bridge in pixels. + * @param tile the bridge ramp tile to get the bridge height from +@@ -93,7 +130,7 @@ static inline int GetBridgePixelHeight(TileIndex tile) + */ + static inline void ClearSingleBridgeMiddle(TileIndex t, Axis a) + { +- ClrBit(_m[t].type, 2 + a); ++ ClrBit(GetTile(t)->type, 2 + a); + } + + /** +@@ -111,10 +148,15 @@ static inline void ClearBridgeMiddle(TileIndex t) + * @param t the tile to add the bridge to + * @param a the axis of the bridge to add + */ +-static inline void SetBridgeMiddle(TileIndex t, Axis a) ++template <bool Tgeneric> ++static inline void SetBridgeMiddle(typename TileIndexT<Tgeneric>::T t, Axis a) + { +- SetBit(_m[t].type, 2 + a); ++ SetBit(GetTile(t)->type, 2 + a); + } ++/** @copydoc SetBridgeMiddle(TileIndexT<Tgeneric>::T,Axis) */ ++static inline void SetBridgeMiddle(TileIndex t, Axis a) { return SetBridgeMiddle<false>(t, a); } ++/** @copydoc SetBridgeMiddle(TileIndexT<Tgeneric>::T,Axis) */ ++static inline void SetBridgeMiddle(GenericTileIndex t, Axis a) { return SetBridgeMiddle<true>(t, a); } + + /** + * Generic part to make a bridge ramp for both roads and rails. +@@ -126,17 +168,22 @@ static inline void SetBridgeMiddle(TileIndex t, Axis a) + * @param rt the road or rail type + * @note this function should not be called directly. + */ +-static inline void MakeBridgeRamp(TileIndex t, Owner o, BridgeType bridgetype, DiagDirection d, TransportType tt, uint rt) ++template <bool Tgeneric> ++static inline void MakeBridgeRamp(typename TileIndexT<Tgeneric>::T t, Owner o, BridgeType bridgetype, DiagDirection d, TransportType tt, uint rt) + { + SetTileType(t, MP_TUNNELBRIDGE); + SetTileOwner(t, o); +- _m[t].m2 = 0; +- _m[t].m3 = rt; +- _m[t].m4 = 0; +- _m[t].m5 = 1 << 7 | tt << 2 | d; +- SB(_me[t].m6, 2, 4, bridgetype); +- _me[t].m7 = 0; ++ GetTile(t)->m2 = 0; ++ GetTile(t)->m3 = rt; ++ GetTile(t)->m4 = 0; ++ GetTile(t)->m5 = 1 << 7 | tt << 2 | d; ++ SB(GetTileEx(t)->m6, 2, 4, bridgetype); ++ GetTileEx(t)->m7 = 0; + } ++/** @copydoc MakeBridgeRamp(TileIndexT<Tgeneric>::T,Owner,BridgeType,DiagDirection,TransportType,uint)*/ ++static inline void MakeBridgeRamp(TileIndex t, Owner o, BridgeType bridgetype, DiagDirection d, TransportType tt, uint rt) { return MakeBridgeRamp<false>(t, o, bridgetype, d, tt, rt); } ++/** @copydoc MakeBridgeRamp(TileIndexT<Tgeneric>::T,Owner,BridgeType,DiagDirection,TransportType,uint)*/ ++static inline void MakeBridgeRamp(GenericTileIndex t, Owner o, BridgeType bridgetype, DiagDirection d, TransportType tt, uint rt) { return MakeBridgeRamp<true>(t, o, bridgetype, d, tt, rt); } + + /** + * Make a bridge ramp for roads. +@@ -148,13 +195,18 @@ static inline void MakeBridgeRamp(TileIndex t, Owner o, BridgeType bridgetype, D + * @param d the direction this ramp must be facing + * @param r the road type of the bridge + */ +-static inline void MakeRoadBridgeRamp(TileIndex t, Owner o, Owner owner_road, Owner owner_tram, BridgeType bridgetype, DiagDirection d, RoadTypes r) ++template <bool Tgeneric> ++static inline void MakeRoadBridgeRamp(typename TileIndexT<Tgeneric>::T t, Owner o, Owner owner_road, Owner owner_tram, BridgeType bridgetype, DiagDirection d, RoadTypes r) + { + MakeBridgeRamp(t, o, bridgetype, d, TRANSPORT_ROAD, 0); + SetRoadOwner(t, ROADTYPE_ROAD, owner_road); + if (owner_tram != OWNER_TOWN) SetRoadOwner(t, ROADTYPE_TRAM, owner_tram); + SetRoadTypes(t, r); + } ++/** @copydoc MakeRoadBridgeRamp(TileIndexT<Tgeneric>::T,Owner,Owner,Owner,BridgeType,DiagDirection,RoadTypes) */ ++static inline void MakeRoadBridgeRamp(TileIndex t, Owner o, Owner owner_road, Owner owner_tram, BridgeType bridgetype, DiagDirection d, RoadTypes r) { return MakeRoadBridgeRamp<false>(t, o, owner_road, owner_tram, bridgetype, d, r); } ++/** @copydoc MakeRoadBridgeRamp(TileIndexT<Tgeneric>::T,Owner,Owner,Owner,BridgeType,DiagDirection,RoadTypes) */ ++static inline void MakeRoadBridgeRamp(GenericTileIndex t, Owner o, Owner owner_road, Owner owner_tram, BridgeType bridgetype, DiagDirection d, RoadTypes r) { return MakeRoadBridgeRamp<true>(t, o, owner_road, owner_tram, bridgetype, d, r); } + + /** + * Make a bridge ramp for rails. +@@ -164,10 +216,15 @@ static inline void MakeRoadBridgeRamp(TileIndex t, Owner o, Owner owner_road, Ow + * @param d the direction this ramp must be facing + * @param r the rail type of the bridge + */ +-static inline void MakeRailBridgeRamp(TileIndex t, Owner o, BridgeType bridgetype, DiagDirection d, RailType r) ++template <bool Tgeneric> ++static inline void MakeRailBridgeRamp(typename TileIndexT<Tgeneric>::T t, Owner o, BridgeType bridgetype, DiagDirection d, RailType r) + { + MakeBridgeRamp(t, o, bridgetype, d, TRANSPORT_RAIL, r); + } ++/** @copydoc MakeRailBridgeRamp(TileIndexT<Tgeneric>::T,Owner,BridgeType,DiagDirection,RailType) */ ++static inline void MakeRailBridgeRamp(TileIndex t, Owner o, BridgeType bridgetype, DiagDirection d, RailType r) { return MakeRailBridgeRamp<false>(t, o, bridgetype, d, r); } ++/** @copydoc MakeRailBridgeRamp(TileIndexT<Tgeneric>::T,Owner,BridgeType,DiagDirection,RailType) */ ++static inline void MakeRailBridgeRamp(GenericTileIndex t, Owner o, BridgeType bridgetype, DiagDirection d, RailType r) { return MakeRailBridgeRamp<true>(t, o, bridgetype, d, r); } + + /** + * Make a bridge ramp for aqueducts. +@@ -175,9 +232,14 @@ static inline void MakeRailBridgeRamp(TileIndex t, Owner o, BridgeType bridgetyp + * @param o the new owner of the bridge ramp + * @param d the direction this ramp must be facing + */ +-static inline void MakeAqueductBridgeRamp(TileIndex t, Owner o, DiagDirection d) ++template <bool Tgeneric> ++static inline void MakeAqueductBridgeRamp(typename TileIndexT<Tgeneric>::T t, Owner o, DiagDirection d) + { + MakeBridgeRamp(t, o, 0, d, TRANSPORT_WATER, 0); + } ++/** @copydoc MakeAqueductBridgeRamp(TileIndexT<Tgeneric>::T,Owner,DiagDirection) */ ++static inline void MakeAqueductBridgeRamp(TileIndex t, Owner o, DiagDirection d) { return MakeAqueductBridgeRamp<false>(t, o, d); } ++/** @copydoc MakeAqueductBridgeRamp(TileIndexT<Tgeneric>::T,Owner,DiagDirection) */ ++static inline void MakeAqueductBridgeRamp(GenericTileIndex t, Owner o, DiagDirection d) { return MakeAqueductBridgeRamp<true>(t, o, d); } + + #endif /* BRIDGE_MAP_H */ +diff --git a/src/clear_cmd.cpp b/src/clear_cmd.cpp +index f9eb88df5..a32806ca2 100644 +--- a/src/clear_cmd.cpp ++++ b/src/clear_cmd.cpp +@@ -126,6 +126,7 @@ static void DrawTile_Clear(TileInfo *ti) + break; + } + ++ DrawOverlay(ti, MP_CLEAR); + DrawBridgeMiddle(ti); + } + +@@ -399,4 +400,5 @@ extern const TileTypeProcs _tile_type_clear_procs = { + NULL, ///< vehicle_enter_tile_proc + GetFoundation_Clear, ///< get_foundation_proc + TerraformTile_Clear, ///< terraform_tile_proc ++ NULL, ///< copypaste_tile_proc + }; +diff --git a/src/clear_map.h b/src/clear_map.h +index 76b1e82d0..b8ddb34be 100644 +--- a/src/clear_map.h ++++ b/src/clear_map.h +@@ -37,7 +37,7 @@ enum ClearGround { + static inline bool IsSnowTile(TileIndex t) + { + assert(IsTileType(t, MP_CLEAR)); +- return HasBit(_m[t].m3, 4); ++ return HasBit(GetTile(t)->m3, 4); + } + + /** +@@ -49,7 +49,7 @@ static inline bool IsSnowTile(TileIndex t) + static inline ClearGround GetRawClearGround(TileIndex t) + { + assert(IsTileType(t, MP_CLEAR)); +- return (ClearGround)GB(_m[t].m5, 2, 3); ++ return (ClearGround)GB(GetTile(t)->m5, 2, 3); + } + + /** +@@ -85,7 +85,7 @@ static inline bool IsClearGround(TileIndex t, ClearGround ct) + static inline uint GetClearDensity(TileIndex t) + { + assert(IsTileType(t, MP_CLEAR)); +- return GB(_m[t].m5, 0, 2); ++ return GB(GetTile(t)->m5, 0, 2); + } + + /** +@@ -97,7 +97,7 @@ static inline uint GetClearDensity(TileIndex t) + static inline void AddClearDensity(TileIndex t, int d) + { + assert(IsTileType(t, MP_CLEAR)); // XXX incomplete +- _m[t].m5 += d; ++ GetTile(t)->m5 += d; + } + + /** +@@ -109,7 +109,7 @@ static inline void AddClearDensity(TileIndex t, int d) + static inline void SetClearDensity(TileIndex t, uint d) + { + assert(IsTileType(t, MP_CLEAR)); +- SB(_m[t].m5, 0, 2, d); ++ SB(GetTile(t)->m5, 0, 2, d); + } + + +@@ -122,7 +122,7 @@ static inline void SetClearDensity(TileIndex t, uint d) + static inline uint GetClearCounter(TileIndex t) + { + assert(IsTileType(t, MP_CLEAR)); +- return GB(_m[t].m5, 5, 3); ++ return GB(GetTile(t)->m5, 5, 3); + } + + /** +@@ -134,7 +134,7 @@ static inline uint GetClearCounter(TileIndex t) + static inline void AddClearCounter(TileIndex t, int c) + { + assert(IsTileType(t, MP_CLEAR)); // XXX incomplete +- _m[t].m5 += c << 5; ++ GetTile(t)->m5 += c << 5; + } + + /** +@@ -146,7 +146,7 @@ static inline void AddClearCounter(TileIndex t, int c) + static inline void SetClearCounter(TileIndex t, uint c) + { + assert(IsTileType(t, MP_CLEAR)); // XXX incomplete +- SB(_m[t].m5, 5, 3, c); ++ SB(GetTile(t)->m5, 5, 3, c); + } + + +@@ -160,7 +160,7 @@ static inline void SetClearCounter(TileIndex t, uint c) + static inline void SetClearGroundDensity(TileIndex t, ClearGround type, uint density) + { + assert(IsTileType(t, MP_CLEAR)); // XXX incomplete +- _m[t].m5 = 0 << 5 | type << 2 | density; ++ GetTile(t)->m5 = 0 << 5 | type << 2 | density; + } + + +@@ -173,7 +173,7 @@ static inline void SetClearGroundDensity(TileIndex t, ClearGround type, uint den + static inline uint GetFieldType(TileIndex t) + { + assert(GetClearGround(t) == CLEAR_FIELDS); +- return GB(_m[t].m3, 0, 4); ++ return GB(GetTile(t)->m3, 0, 4); + } + + /** +@@ -185,7 +185,7 @@ static inline uint GetFieldType(TileIndex t) + static inline void SetFieldType(TileIndex t, uint f) + { + assert(GetClearGround(t) == CLEAR_FIELDS); // XXX incomplete +- SB(_m[t].m3, 0, 4, f); ++ SB(GetTile(t)->m3, 0, 4, f); + } + + /** +@@ -197,7 +197,7 @@ static inline void SetFieldType(TileIndex t, uint f) + static inline IndustryID GetIndustryIndexOfField(TileIndex t) + { + assert(GetClearGround(t) == CLEAR_FIELDS); +- return(IndustryID) _m[t].m2; ++ return(IndustryID) GetTile(t)->m2; + } + + /** +@@ -209,7 +209,7 @@ static inline IndustryID GetIndustryIndexOfField(TileIndex t) + static inline void SetIndustryIndexOfField(TileIndex t, IndustryID i) + { + assert(GetClearGround(t) == CLEAR_FIELDS); +- _m[t].m2 = i; ++ GetTile(t)->m2 = i; + } + + +@@ -225,10 +225,10 @@ static inline uint GetFence(TileIndex t, DiagDirection side) + assert(IsClearGround(t, CLEAR_FIELDS)); + switch (side) { + default: NOT_REACHED(); +- case DIAGDIR_SE: return GB(_m[t].m4, 2, 3); +- case DIAGDIR_SW: return GB(_m[t].m4, 5, 3); +- case DIAGDIR_NE: return GB(_m[t].m3, 5, 3); +- case DIAGDIR_NW: return GB(_me[t].m6, 2, 3); ++ case DIAGDIR_SE: return GB(GetTile(t)->m4, 2, 3); ++ case DIAGDIR_SW: return GB(GetTile(t)->m4, 5, 3); ++ case DIAGDIR_NE: return GB(GetTile(t)->m3, 5, 3); ++ case DIAGDIR_NW: return GB(GetTileEx(t)->m6, 2, 3); + } + } + +@@ -244,10 +244,10 @@ static inline void SetFence(TileIndex t, DiagDirection side, uint h) + assert(IsClearGround(t, CLEAR_FIELDS)); + switch (side) { + default: NOT_REACHED(); +- case DIAGDIR_SE: SB(_m[t].m4, 2, 3, h); break; +- case DIAGDIR_SW: SB(_m[t].m4, 5, 3, h); break; +- case DIAGDIR_NE: SB(_m[t].m3, 5, 3, h); break; +- case DIAGDIR_NW: SB(_me[t].m6, 2, 3, h); break; ++ case DIAGDIR_SE: SB(GetTile(t)->m4, 2, 3, h); break; ++ case DIAGDIR_SW: SB(GetTile(t)->m4, 5, 3, h); break; ++ case DIAGDIR_NE: SB(GetTile(t)->m3, 5, 3, h); break; ++ case DIAGDIR_NW: SB(GetTileEx(t)->m6, 2, 3, h); break; + } + } + +@@ -261,14 +261,14 @@ static inline void SetFence(TileIndex t, DiagDirection side, uint h) + static inline void MakeClear(TileIndex t, ClearGround g, uint density) + { + SetTileType(t, MP_CLEAR); +- _m[t].m1 = 0; ++ GetTile(t)->m1 = 0; + SetTileOwner(t, OWNER_NONE); +- _m[t].m2 = 0; +- _m[t].m3 = 0; +- _m[t].m4 = 0 << 5 | 0 << 2; ++ GetTile(t)->m2 = 0; ++ GetTile(t)->m3 = 0; ++ GetTile(t)->m4 = 0 << 5 | 0 << 2; + SetClearGroundDensity(t, g, density); // Sets m5 +- _me[t].m6 = 0; +- _me[t].m7 = 0; ++ GetTileEx(t)->m6 = 0; ++ GetTileEx(t)->m7 = 0; + } + + +@@ -281,14 +281,14 @@ static inline void MakeClear(TileIndex t, ClearGround g, uint density) + static inline void MakeField(TileIndex t, uint field_type, IndustryID industry) + { + SetTileType(t, MP_CLEAR); +- _m[t].m1 = 0; ++ GetTile(t)->m1 = 0; + SetTileOwner(t, OWNER_NONE); +- _m[t].m2 = industry; +- _m[t].m3 = field_type; +- _m[t].m4 = 0 << 5 | 0 << 2; ++ GetTile(t)->m2 = industry; ++ GetTile(t)->m3 = field_type; ++ GetTile(t)->m4 = 0 << 5 | 0 << 2; + SetClearGroundDensity(t, CLEAR_FIELDS, 3); +- SB(_me[t].m6, 2, 4, 0); +- _me[t].m7 = 0; ++ SB(GetTileEx(t)->m6, 2, 4, 0); ++ GetTileEx(t)->m7 = 0; + } + + /** +@@ -300,7 +300,7 @@ static inline void MakeField(TileIndex t, uint field_type, IndustryID industry) + static inline void MakeSnow(TileIndex t, uint density = 0) + { + assert(GetClearGround(t) != CLEAR_SNOW); +- SetBit(_m[t].m3, 4); ++ SetBit(GetTile(t)->m3, 4); + if (GetRawClearGround(t) == CLEAR_FIELDS) { + SetClearGroundDensity(t, CLEAR_GRASS, density); + } else { +@@ -316,7 +316,7 @@ static inline void MakeSnow(TileIndex t, uint density = 0) + static inline void ClearSnow(TileIndex t) + { + assert(GetClearGround(t) == CLEAR_SNOW); +- ClrBit(_m[t].m3, 4); ++ ClrBit(GetTile(t)->m3, 4); + SetClearDensity(t, 3); + } + +diff --git a/src/clipboard.cpp b/src/clipboard.cpp +new file mode 100644 +index 000000000..4981a0590 +--- /dev/null ++++ b/src/clipboard.cpp +@@ -0,0 +1,293 @@ ++/* $Id$ */ ++ ++/* ++ * 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/>. ++ */ ++ ++/** @file clipboard.cpp Implementaion of clipboard related to both copying and pasting. */ ++ ++#include "stdafx.h" ++#include "core/alloc_func.hpp" ++#include "core/mem_func.hpp" ++#include "clipboard_func.h" ++#include "tilearea_type.h" ++#include "station_map.h" ++#include "void_map.h" ++#include "newgrf_airport.h" ++ ++static Map _clipboard_buffers[NUM_CLIPBOARD_BUFFERS]; ++static ClipboardStationList _clipboard_stations[NUM_CLIPBOARD_BUFFERS]; ++ ++/** ++ * Get the list of stations associated to a given clipboard buffer. ++ * @param buffer the buffer ++ * @return the list ++ * ++ * @pre IsClipboardBuffer(buffer) ++ */ ++static ClipboardStationList GetClipboardStationList(Map *buffer) ++{ ++ uint index = GetClipboardBufferIndex(buffer); ++ assert(index < lengthof(_clipboard_stations)); ++ return _clipboard_stations[index]; ++} ++ ++/** ++ * Associate a list of stations to a given clipboard buffer. ++ * @param list the list ++ * @param buffer the buffer ++ * ++ * @pre IsClipboardBuffer(buffer) ++ */ ++static void SetClipboardStationList(ClipboardStationList list, Map *buffer) ++{ ++ uint index = GetClipboardBufferIndex(buffer); ++ assert(index < lengthof(_clipboard_stations)); ++ FreeClipboardStationList(&_clipboard_stations[index]); ++ _clipboard_stations[index] = list; ++} ++ ++/** ++ * Free a list of clipboard stations. ++ * @param list the list ++ */ ++void FreeClipboardStationList(ClipboardStationList *list) ++{ ++ for (ClipboardStation *item = *list, *next; item != NULL; item = next) { ++ next = item->next; ++ delete item; ++ } ++ *list = NULL; ++} ++ ++/** ++ * Test whether a given #Map is a clipboard buffer. ++ * @return if the map a clipboard buffer ++ */ ++bool IsClipboardBuffer(const Map *map) ++{ ++ return (size_t)(map - _clipboard_buffers) < NUM_CLIPBOARD_BUFFERS; ++} ++ ++/** ++ * Get a clipboard buffer by it's index. ++ * @param index the index ++ * @return the buffer ++ * ++ * @pre index < NUM_CLIPBOARD_BUFFERS ++ */ ++Map *GetClipboardBuffer(uint index) ++{ ++ assert(index < NUM_CLIPBOARD_BUFFERS); ++ return &_clipboard_buffers[index]; ++} ++ ++/** ++ * Get the index of a clipboard buffer. ++ * @param buffer the buffer ++ * @return the index ++ * ++ * @pre IsClipboardBuffer(buffer) ++ */ ++uint GetClipboardBufferIndex(const Map *buffer) ++{ ++ assert(IsClipboardBuffer(buffer)); ++ return buffer - _clipboard_buffers; ++} ++ ++/** ++ * Test if a clipboard buffer is empty. ++ * @param buffer the buffer ++ * @return true iff there is no content in the buffer ++ * ++ * @pre IsClipboardBuffer(buffer) ++ */ ++bool IsClipboardBufferEmpty(const Map *buffer) ++{ ++ assert(IsClipboardBuffer(buffer)); ++ return buffer->m == NULL; ++}; ++ ++/** ++ * Clear content of a clipboard buffer. ++ * @param buffer the buffer ++ * ++ * @pre IsClipboardBuffer(buffer) ++ */ ++void EmptyClipboardBuffer(Map *buffer) ++{ ++ if (IsClipboardBufferEmpty(buffer)) return; ++ ++ SetClipboardStationList(NULL, buffer); ++ ++ buffer->size_x = 0; ++ buffer->size_y = 0; ++ buffer->size = 0; ++ ++ free(buffer->m); ++ buffer->m = NULL; ++ free(buffer->me); ++ buffer->me = NULL; ++} ++ ++/** ++ * Allocate space in a clipboard buffer. ++ * @param buffer the buffer ++ * @param content_size_x X size of the content (excluding MP_VOID tiles on southern borders) ++ * @param content_size_y Y size of the content (excluding MP_VOID tiles on southern borders) ++ * ++ * @pre IsClipboardBuffer(buffer) ++ */ ++void AllocateClipboardBuffer(Map *buffer, uint content_size_x, uint content_size_y) ++{ ++ assert(IsClipboardBuffer(buffer)); ++ assert(IsInsideMM(content_size_x, 1, INT_MAX - 1)); ++ assert(IsInsideMM(content_size_y, 1, INT_MAX - 1)); ++ ++ SetClipboardStationList(NULL, buffer); ++ ++ buffer->size_x = content_size_x + 1; ++ buffer->size_y = content_size_y + 1; ++ buffer->size = buffer->size_x * buffer->size_y; ++ ++ free(buffer->m); ++ free(buffer->me); ++ buffer->m = CallocT<Tile>(buffer->size); ++ buffer->me = CallocT<TileExtended>(buffer->size); ++ ++ GENERIC_TILE_AREA_LOOP(iter, GenericTileArea(TileXY(buffer->size_x - 1, 0, buffer), 1, buffer->size_y)) { ++ MakeVoid(iter); ++ } ++ GENERIC_TILE_AREA_LOOP(iter, GenericTileArea(TileXY(0, buffer->size_y - 1, buffer), buffer->size_x - 1, 1)) { ++ MakeVoid(iter); ++ } ++} ++ ++/** ++ * Get #ClipboardStation by a given ID. ++ * @param id the ID of the station ++ * @param buffer clipboard buffer to get the station from ++ * ++ * @pre IsClipboardBuffer(buffer) ++ */ ++/* static */ ClipboardStation *ClipboardStation::Get(StationID id, Map *buffer) ++{ ++ for (ClipboardStation *ret = GetClipboardStationList(buffer); ret != NULL; ret = ret->next) { ++ if (ret->id == id) return ret; ++ } ++ return NULL; ++} ++ ++/** ++ * Get #ClipboardStation by a given tile. ++ * @param tile any tile that belongs to the station ++ * @return station pointer or NULL if the tile is not a station ++ * ++ * @pre IsClipboardBuffer(MapOf(tile)) ++ */ ++/* static */ ClipboardStation *ClipboardStation::GetByTile(GenericTileIndex tile) ++{ ++ return ClipboardStation::Get(GetStationIndex(tile), MapOf(tile)); ++} ++ ++ClipboardStation::ClipboardStation() ++{ ++ this->id = INVALID_STATION; ++ this->airport.tile = INVALID_TILE_INDEX; ++ this->airport.w = 0; ++ this->airport.h = 0; ++ this->airport.type = AT_INVALID; ++ this->airport.layout = 0; ++ this->num_specs = 0; ++ this->speclist = NULL; ++ this->next = NULL; ++} ++ ++ClipboardStation::~ClipboardStation() ++{ ++ free(this->speclist); ++} ++ ++ClipboardStation **ClipboardStationsBuilder::FindStation(StationID sid) ++{ ++ ClipboardStation **ret = &this->stations; ++ while (*ret != NULL) { ++ if ((*ret)->id == sid) break; ++ ret = &((*ret)->next); ++ } ++ return ret; ++} ++ ++ClipboardStation *ClipboardStationsBuilder::AddStation(StationID sid) ++{ ++ ClipboardStation **st_link = this->FindStation(sid); ++ ClipboardStation *st = *st_link; ++ if (st == NULL) { ++ st = new ClipboardStation; ++ st->id = sid; ++ *st_link = st; // put new item on the back of the list ++ } ++ return st; ++} ++ ++void ClipboardStationsBuilder::AddSpecToStation(ClipboardStation *st, StationClassID station_class, byte station_type, byte specindex) ++{ ++ assert(specindex != 0 || (station_type == 0 && (station_class == STAT_CLASS_DFLT || station_class == STAT_CLASS_WAYP))); ++ ++ if (specindex >= st->num_specs) { ++ /* Add "empty" placeholders. */ ++ st->speclist = ReallocT(st->speclist, specindex + 1); ++ for (int i = st->num_specs; i < specindex; i++) { ++ st->speclist[i].stat_class = STAT_CLASS_DFLT; ++ st->speclist[i].stat_type = 0; ++ } ++ st->num_specs = specindex + 1; ++ } else { ++ /* We can override an "empty" placeholder, but if the spec was added before, it shouldn't change. */ ++ assert((st->speclist[specindex].stat_class == station_class && st->speclist[specindex].stat_type == station_type) || ++ (st->speclist[specindex].stat_class == STAT_CLASS_DFLT && st->speclist[specindex].stat_type == 0)); ++ } ++ st->speclist[specindex].stat_class = station_class; ++ st->speclist[specindex].stat_type = station_type; ++} ++ ++/** ++ * Add an airport part. ++ * ++ * @param sid id of the station ++ * @param tile northern tile of the airport ++ * @param type airport type ++ * @param layout airport layout ++ */ ++void ClipboardStationsBuilder::AddAirportPart(StationID sid, RawTileIndex tile, AirportTypes type, byte layout) ++{ ++ ClipboardStation *st = this->AddStation(sid); ++ ++ assert(st->airport.type == AT_INVALID); // single airport per station! ++ const AirportSpec *spec = AirportSpec::Get(type); ++ st->airport.tile = tile; ++ if (spec->rotation[layout] != DIR_E && spec->rotation[layout] != DIR_W) { ++ st->airport.w = spec->size_x; ++ st->airport.h = spec->size_y; ++ } else { ++ st->airport.w = spec->size_y; ++ st->airport.h = spec->size_x; ++ } ++ st->airport.type = type; ++ st->airport.layout = layout; ++} ++ ++/** ++ * Finish building and store results. ++ * @param buffer clipboard buffer to store the list in ++ * ++ * @pre IsClipboardBuffer(MapOf(tile)) ++ */ ++void ClipboardStationsBuilder::BuildDone(Map *buffer) ++{ ++ SetClipboardStationList(this->stations, buffer); ++ this->stations = NULL; ++} +diff --git a/src/clipboard_func.h b/src/clipboard_func.h +new file mode 100644 +index 000000000..63582ce11 +--- /dev/null ++++ b/src/clipboard_func.h +@@ -0,0 +1,73 @@ ++/* $Id$ */ ++ ++/* ++ * 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/>. ++ */ ++ ++/** @file clipboard_func.h Functions related to the clipboad. */ ++ ++#ifndef CLIPBOARD_FUNC_H ++#define CLIPBOARD_FUNC_H ++ ++#include "clipboard_type.h" ++ ++void FreeClipboardStationList(ClipboardStationList *list); ++ ++/** Helper class to build a station list while copying to the clipboard. */ ++class ClipboardStationsBuilder { ++protected: ++ ClipboardStationList stations; ///< the list of stations ++ ++ ClipboardStation **FindStation(StationID sid); ++ ClipboardStation *AddStation(StationID sid); ++ void AddSpecToStation(ClipboardStation *st, StationClassID station_class, byte station_type, byte specindex); ++ ++public: ++ ClipboardStationsBuilder() : stations(NULL) ++ { } ++ ++ ~ClipboardStationsBuilder() ++ { ++ FreeClipboardStationList(&this->stations); ++ } ++ ++ /** ++ * Add a "simple" station part (bus/truck/dock/buoy). ++ * @param sid id of the station ++ */ ++ inline void AddPart(StationID sid) ++ { ++ this->AddStation(sid); ++ } ++ ++ /** ++ * Add a rail station/waypoint part. ++ * @param sid id of the station ++ * @param station_class custom station class ++ * @param station_type type within the custom station class ++ * @param specindex index of the given station spec in the list of specs of this station (aka custom station spec index) ++ */ ++ inline void AddRailPart(StationID sid, StationClassID station_class, byte station_type, byte specindex) ++ { ++ this->AddSpecToStation(this->AddStation(sid), station_class, station_type, specindex); ++ } ++ ++ void AddAirportPart(StationID sid, RawTileIndex tile, AirportTypes type, byte layout); ++ ++ void BuildDone(Map *clipboard); ++}; ++ ++static const uint NUM_CLIPBOARD_BUFFERS = 5; ///< Total amount of clipboard buffers ++ ++bool IsClipboardBuffer(const Map *map); ++Map *GetClipboardBuffer(uint index); ++uint GetClipboardBufferIndex(const Map *clipboard); ++void AllocateClipboardBuffer(Map *clipboard, uint size_x, uint size_y); ++bool IsClipboardBufferEmpty(const Map *clipboard); ++void EmptyClipboardBuffer(Map *clipboard); ++void ClearClipboard(); ++ ++#endif /* CLIPBOARD_FUNC_H */ +diff --git a/src/clipboard_gui.cpp b/src/clipboard_gui.cpp +new file mode 100644 +index 000000000..50cdc9696 +--- /dev/null ++++ b/src/clipboard_gui.cpp +@@ -0,0 +1,730 @@ ++/* $Id$ */ ++ ++/* ++ * 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/>. ++ */ ++ ++/** @file clipboard_gui.cpp GUIs related to the clipboard. */ ++ ++#include "stdafx.h" ++#include "core/geometry_func.hpp" ++#include "network/network.h" ++#include "widgets/clipboard_widget.h" ++#include "clipboard_func.h" ++#include "clipboard_gui.h" ++#include "command_func.h" ++#include "company_func.h" ++#include "company_base.h" ++#include "copypaste_cmd.h" ++#include "direction_func.h" ++#include "error.h" ++#include "gfx_func.h" ++#include "gui.h" ++#include "hotkeys.h" ++#include "rail.h" ++#include "rail_gui.h" ++#include "rail_map.h" ++#include "road_map.h" ++#include "slope_func.h" ++#include "sound_func.h" ++#include "station_map.h" ++#include "strings_func.h" ++#include "terraform_gui.h" ++#include "tilearea_type.h" ++#include "tilehighlight_func.h" ++#include "track_func.h" ++#include "tunnelbridge_map.h" ++#include "viewport_func.h" ++#include "window_gui.h" ++#include "window_func.h" ++ ++#include "table/sprites.h" ++#include "table/strings.h" ++ ++static const int CLIPBOARD_ADDITIONAL_HEIGHT_MAX = 7; ++static const int CLIPBOARD_ADDITIONAL_HEIGHT_MIN = -7; ++static const uint NUM_USER_CLIPBOARDS = NUM_CLIPBOARD_BUFFERS - 1; ///< Number of clipboards available ++ ++/** Clipboard parameters. */ ++struct ClipboardProps { ++ TileArea copy_area; ///< Area on the main map selected as source of a copy operation ++ CopyPasteMode mode; ///< Various flags that will be applied when pasting ++ RailType railtype; ///< #Railtype to convert to when pasting ++ DirTransformation transformation; ///< Rotation/reflection to apply when pasting ++ int additional_height_delta; ///< Additional amount of tile heights to add when pasting ++ ++ ClipboardProps() ++ : copy_area(INVALID_TILE, 0, 0) ++ , mode(CPM_DEFAULT) ++ , railtype(INVALID_RAILTYPE) ++ , transformation(DTR_IDENTITY) ++ , additional_height_delta(0) ++ { } ++}; ++ ++ClipboardProps _clipboard_props[NUM_USER_CLIPBOARDS]; ///< Clipboard parameters selected via GUI ++ClipboardProps *_current_clipboard = &_clipboard_props[0]; ///< Currently selected clipboard ++static TileArea _clipboard_paste_area = TileArea(INVALID_TILE, 0, 0); ///< Area on the main map selected as destination for a paste operation ++ ++/** Clear entire clipboard. */ ++void ClearClipboard() ++{ ++ for (uint i = 0; i < NUM_CLIPBOARD_BUFFERS; i++) EmptyClipboardBuffer(GetClipboardBuffer(i)); ++ for (uint i = 0; i < NUM_USER_CLIPBOARDS; i++) _clipboard_props[i].copy_area = TileArea(INVALID_TILE, 0, 0); ++} ++ ++/** ++ * Whether the copy/paste operations are performed with the clipboard buffer, or instantantly. ++ * ++ * If true, clipboard buffer is on. Each "copy" user action moves selected area to the clipboard ++ * (to the buffer) and each "paste" tries to reproduce contents of the clipboard on the main map. ++ * ++ * If false, clipboard buffer is off. "copy" user action just selects area and ++ * "paste" makes an instant copy&paste from the selected area to pointed place. ++ * ++ * @return whether the clipboard buffer is available for local company ++ */ ++static inline bool IsClipboardBufferOn() { return !_networking; } ++ ++static inline Map *GetCurrentClipboardBuffer() ++{ ++ return IsClipboardBufferOn() ? GetClipboardBuffer(_current_clipboard - _clipboard_props) : NULL; ++} ++ ++static inline bool IsClipboardCopyAreaSelected() ++{ ++ return _current_clipboard->copy_area.tile != INVALID_TILE; ++} ++ ++static inline bool IsClipboardPasteSourceSet() ++{ ++ return IsClipboardBufferOn() ? !IsClipboardBufferEmpty(GetCurrentClipboardBuffer()) : IsClipboardCopyAreaSelected(); ++} ++ ++static void ClipboardRecalcPasteAreaSize() ++{ ++ assert(IsClipboardPasteSourceSet()); ++ ++ Dimension size; ++ if (IsClipboardBufferOn()) { ++ size.width = GetCurrentClipboardBuffer()->size_x - 1; ++ size.height = GetCurrentClipboardBuffer()->size_y - 1; ++ } else { ++ size.width = _current_clipboard->copy_area.w; ++ size.height = _current_clipboard->copy_area.h; ++ } ++ size = TransformDimension(size, _current_clipboard->transformation); ++ ++ _clipboard_paste_area.w = size.width; ++ _clipboard_paste_area.h = size.height; ++} ++ ++void CcPaste(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2) ++{ ++ if (_paste_err_tile != INVALID_TILE) SetRedErrorSquare(_paste_err_tile); ++ ++ if (result.Succeeded()) { ++ if (_settings_client.sound.confirm) SndPlayTileFx(SND_1F_SPLAT_OTHER, tile); ++ if (!_settings_client.gui.persistent_buildingtools) ResetObjectToPlace(); ++ } ++} ++ ++void GetTilePastePreview(TileIndex tile, TilePastePreview *ret) ++{ ++ _clipboard_paste_area.tile = TileVirtXY(_thd.pos.x, _thd.pos.y); ++ ++ extern bool TestRailTileCopyability(GenericTileIndex tile, CopyPasteMode mode, CompanyID company, TileContentPastePreview *preview); ++ extern bool TestRoadTileCopyability(GenericTileIndex tile, CopyPasteMode mode, CompanyID company, TileContentPastePreview *preview); ++ extern bool TestWaterTileCopyability(GenericTileIndex tile, const GenericTileArea &src_area, CopyPasteMode mode, GenericTileArea *object_rect, CompanyID company, TileContentPastePreview *preview); ++ extern bool TestTunnelBridgeTileCopyability(GenericTileIndex tile, const GenericTileArea &src_area, CopyPasteMode mode, GenericTileIndex *other_end, CompanyID company, TileContentPastePreview *preview); ++ extern bool TestStationTileCopyability(GenericTileIndex tile, const GenericTileArea &src_area, CopyPasteMode mode, GenericTileArea *station_part_area, CompanyID company, TileContentPastePreview *preview); ++ ++ Map *clipboard = GetCurrentClipboardBuffer(); ++ ++ /* the area we are copying from */ ++ GenericTileArea src_area = IsClipboardBufferOn() ? ++ GenericTileArea(TileXY(0, 0, clipboard), clipboard->size_x - 1, clipboard->size_y - 1) : ++ GenericTileArea(_current_clipboard->copy_area); ++ ++ DirTransformation inv_dtr = InvertDirTransform(_current_clipboard->transformation); ++ /* area containing all tile corners (also those at SW and SE borders) */ ++ TileArea paste_area_corners(_clipboard_paste_area.tile, _clipboard_paste_area.w + 1, _clipboard_paste_area.h + 1); ++ /* source corner of the most norther corner */ ++ GenericTileIndex src_of_north_corner = paste_area_corners.TransformedNorth(src_area.tile, inv_dtr); ++ /* source corner of the tile corner (source of it's height) */ ++ GenericTileIndex src_of_tile_corner = paste_area_corners.TransformTile(tile, src_of_north_corner, inv_dtr); ++ /* calculate the height difference between areas */ ++ int height_delta = TileHeight(paste_area_corners.tile) - TileHeight(src_of_north_corner) + _current_clipboard->additional_height_delta; ++ ++ if (_clipboard_paste_area.Contains(tile)) { ++ /* source tile of the tile */ ++ GenericTileIndex src_tile = _clipboard_paste_area.TransformTile(tile, _clipboard_paste_area.TransformedNorth(src_area.tile, inv_dtr), inv_dtr); ++ ++ bool has_preview = false; ++ switch(GetTileType(src_tile)) { ++ case MP_RAILWAY: has_preview = TestRailTileCopyability(src_tile, _current_clipboard->mode, _local_company, ret); break; ++ case MP_ROAD: has_preview = TestRoadTileCopyability(src_tile, _current_clipboard->mode, _local_company, ret); break; ++ case MP_STATION: has_preview = TestStationTileCopyability(src_tile, src_area, _current_clipboard->mode, NULL, _local_company, ret); break; ++ case MP_WATER: has_preview = TestWaterTileCopyability(src_tile, src_area, _current_clipboard->mode, NULL, _local_company, ret); break; ++ case MP_TUNNELBRIDGE: has_preview = TestTunnelBridgeTileCopyability(src_tile, src_area, _current_clipboard->mode, NULL, _local_company, ret); break; ++ default: MemSetT(ret, 0); break; ++ } ++ ++ if (has_preview) ret->highlight_track_bits = TransformTrackBits(ret->highlight_track_bits, _current_clipboard->transformation); ++ } else { ++ assert(paste_area_corners.Contains(tile)); ++ MemSetT(ret, 0); ++ } ++ ++ ret->tile_height = TileHeight(src_of_tile_corner) + height_delta; ++} ++ ++struct ClipboardToolbarWindow : Window { ++ static HotkeyList hotkeys; ++ ++ static CopyPasteMode FlagButtonToFlagBit(int button) ++ { ++ switch (button) { ++ case WID_CT_WITH_RAIL: return CPM_WITH_RAIL_TRANSPORT; ++ case WID_CT_WITH_ROAD: return CPM_WITH_ROAD_TRANSPORT; ++ case WID_CT_WITH_WATER: return CPM_WITH_WATER_TRANSPORT; ++ case WID_CT_WITH_AIR: return CPM_WITH_AIR_TRANSPORT; ++ case WID_CT_MIRROR_SIGNALS: return CPM_MIRROR_SIGNALS; ++ case WID_CT_UPGRADE_BRIDGES: return CPM_UPGRADE_BRIDGES; ++ case WID_CT_WITH_STATIONS: return CPM_WITH_STATIONS; ++ default: NOT_REACHED(); break; ++ }; ++ return CPM_NONE; ++ } ++ ++ ClipboardToolbarWindow(WindowDesc *desc) : Window(desc) ++ { ++ this->InitNested(); ++ ++ if (!IsClipboardBufferOn()) { ++ NWidgetCore *button = this->GetWidget<NWidgetCore>(WID_CT_COPY); ++ button->widget_data = SPR_IMG_CLIPBOARD_SELECT_COPY_AREA; // instead of SPR_IMG_CLIPBOARD_COPY ++ button->tool_tip = STR_CLIPBOARD_TOOLTIP_SELECT_COPY_AREA; // instead of STR_CLIPBOARD_TOOLTIP_COPY ++ ++ button = this->GetWidget<NWidgetCore>(WID_CT_PASTE); ++ button->widget_data = SPR_IMG_CLIPBOARD_INSTANT_COPY_PASTE; // instead of SPR_IMG_CLIPBOARD_PASTE ++ button->tool_tip = STR_CLIPBOARD_TOOLTIP_INSTANT_COPY_PASTE; // instead of STR_CLIPBOARD_TOOLTIP_PASTE ++ } ++ ++ /* select another railtype if the one that was used last time is invalid/unavailable */ ++ for (uint i = 0; i < lengthof(_clipboard_props); i++) { ++ if (!IsInsideMM(_clipboard_props[i].railtype, RAILTYPE_BEGIN, RAILTYPE_END)) { ++ _clipboard_props[i].railtype = RAILTYPE_BEGIN; ++ } ++ RailType rt = _clipboard_props[i].railtype; ++ while (!HasRailtypeAvail(_local_company, rt)) { ++ rt++; ++ if (rt >= RAILTYPE_END) rt = RAILTYPE_BEGIN; ++ ++ if (rt == _clipboard_props[i].railtype) { // did we get back to the point where we started? ++ rt = INVALID_RAILTYPE; ++ _clipboard_props[i].mode &= ~CPM_CONVERT_RAILTYPE; ++ break; ++ } ++ } ++ _clipboard_props[i].railtype = rt; ++ } ++ ++ this->UpdateButtons(); ++ ++ if (_settings_client.gui.link_terraform_toolbar) ShowTerraformToolbar(this); ++ } ++ ++ ~ClipboardToolbarWindow() ++ { ++ if (_settings_client.gui.link_terraform_toolbar) DeleteWindowById(WC_SCEN_LAND_GEN, 0, false); ++ } ++ ++ void UpdateButtons() ++ { ++ /* lower clipboard index indicator */ ++ this->SetWidgetLoweredState(WID_CT_CLIPBOARD_1, _current_clipboard == &_clipboard_props[0]); ++ this->SetWidgetLoweredState(WID_CT_CLIPBOARD_2, _current_clipboard == &_clipboard_props[1]); ++ this->SetWidgetLoweredState(WID_CT_CLIPBOARD_3, _current_clipboard == &_clipboard_props[2]); ++ this->SetWidgetLoweredState(WID_CT_CLIPBOARD_4, _current_clipboard == &_clipboard_props[3]); ++ /* disable the paste button if there is nothing to paste */ ++ this->SetWidgetDisabledState(WID_CT_PASTE, !IsClipboardPasteSourceSet()); ++ /* lower on/off buttons */ ++ for (int widget = WID_CT_PASTE_FLAG_BUTTON_BEGIN; widget < WID_CT_PASTE_FLAG_BUTTON_END; widget++) { ++ this->SetWidgetLoweredState(widget, (_current_clipboard->mode & ClipboardToolbarWindow::FlagButtonToFlagBit(widget)) != 0); ++ } ++ this->SetWidgetLoweredState(WID_CT_TERRAFORM, (_current_clipboard->mode & CPM_TERRAFORM_MASK) != CPM_TERRAFORM_NONE); ++ /* set the sprite on the railtype button */ ++ this->GetWidget<NWidgetCore>(WID_CT_CONVERT_RAILTYPE)->widget_data = ++ (_current_clipboard->mode & CPM_CONVERT_RAILTYPE) ? ++ GetRailTypeInfo(_current_clipboard->railtype)->gui_sprites.convert_rail : ++ SPR_IMG_CLIPBOARD_NO_RAIL_CONVERTION; ++ ++ this->SetDirty(); ++ } ++ ++ virtual void DrawWidget(const Rect &r, int widget) const ++ { ++ int offset = this->IsWidgetLowered(widget) ? 2 : 1; ++ switch (widget) { ++ case WID_CT_WITH_RAIL: ++ case WID_CT_WITH_ROAD: ++ case WID_CT_WITH_WATER: ++ case WID_CT_WITH_AIR: { ++ offset++; ++ DrawSprite(SPR_BLOT, this->IsWidgetLowered(widget) ? PALETTE_TO_GREEN : PALETTE_TO_RED, r.left + offset, r.top + offset); ++ break; ++ } ++ ++ case WID_CT_TERRAFORM: { ++ offset++; ++ PaletteID pal; ++ switch (_current_clipboard->mode & CPM_TERRAFORM_MASK) { ++ case CPM_TERRAFORM_FULL: pal = PALETTE_TO_GREEN; break; ++ case CPM_TERRAFORM_MINIMAL: pal = PALETTE_TO_YELLOW; break; ++ default: pal = PALETTE_TO_RED; break; ++ } ++ DrawSprite(SPR_BLOT, pal, r.left + offset, r.top + offset); ++ break; ++ } ++ ++ case WID_CT_TRANSFORMATION: ++ DrawSprite(SPR_IMG_TRANFORMATION_IDENTITY + _current_clipboard->transformation, PAL_NONE, r.left + offset, r.top + offset); ++ break; ++ ++ case WID_CT_HEIGHT_DIFF_GLYPH: ++ DrawSprite(SPR_IMG_CLIPBOARD_HEIGHT_PANEL, PAL_NONE, r.left, r.top); ++ break; ++ ++ default: ++ break; ++ } ++ } ++ ++ virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) ++ { ++ Dimension d; ++ ++ switch (widget) { ++ case WID_CT_CLIPBOARD_1: ++ case WID_CT_CLIPBOARD_2: ++ case WID_CT_CLIPBOARD_3: ++ case WID_CT_CLIPBOARD_4: ++ d.width = GetDigitWidth() + 4; ++ d.height = FONT_HEIGHT_NORMAL; ++ break; ++ ++ case WID_CT_HEIGHT_DIFF_GLYPH: ++ d = GetSpriteSize(SPR_IMG_CLIPBOARD_HEIGHT_PANEL); ++ break; ++ ++ case WID_CT_HEIGHT_DIFF: { ++ /* Backup the height delta. The variable will be used to calculate the size of the widget. */ ++ int backup = _current_clipboard->additional_height_delta; ++ /* calculate the size */ ++ d.width = d.height = 0; ++ for (_current_clipboard->additional_height_delta = CLIPBOARD_ADDITIONAL_HEIGHT_MIN; _current_clipboard->additional_height_delta <= CLIPBOARD_ADDITIONAL_HEIGHT_MAX; _current_clipboard->additional_height_delta++) { ++ this->SetStringParameters(WID_CT_HEIGHT_DIFF); // additional_height_delta will be used there ++ d = maxdim(d, GetStringBoundingBox(this->GetWidget<NWidgetCore>(WID_CT_HEIGHT_DIFF)->widget_data)); ++ } ++ d.width += 1; ++ /* restore */ ++ _current_clipboard->additional_height_delta = backup; ++ break; ++ } ++ ++ default: ++ return; ++ } ++ ++ d.width += padding.width; ++ d.height += padding.height; ++ *size = maxdim(*size, d); ++ } ++ ++ virtual void SetStringParameters(int widget) const ++ { ++ switch (widget) { ++ case WID_CT_CLIPBOARD_1: ++ case WID_CT_CLIPBOARD_2: ++ case WID_CT_CLIPBOARD_3: ++ case WID_CT_CLIPBOARD_4: ++ SetDParam(0, widget - WID_CT_CLIPBOARD_1 + 1); ++ break; ++ ++ case WID_CT_HEIGHT_DIFF: ++ SetDParam(0, (StringID)(STR_CLIPBOARD_HEIGHT_DIFF_NEUTRAL + sgn(_current_clipboard->additional_height_delta))); ++ SetDParam(1, abs(_current_clipboard->additional_height_delta)); ++ break; ++ } ++ } ++ ++ virtual void OnClick(Point pt, int widget, int click_count) ++ { ++ if (this->IsWidgetDisabled(widget)) return; ++ ++ DirTransformation add_clipboard_transformation = DTR_IDENTITY; // additional transformation ++ ++ switch (widget) { ++ case WID_CT_CLIPBOARD_1: ++ case WID_CT_CLIPBOARD_2: ++ case WID_CT_CLIPBOARD_3: ++ case WID_CT_CLIPBOARD_4: ++ /* switch to another clipboard */ ++ assert(IsInsideMM(widget - WID_CT_CLIPBOARD_1, 0, lengthof(_clipboard_props))); ++ _current_clipboard = &_clipboard_props[widget - WID_CT_CLIPBOARD_1]; ++ this->UpdateButtons(); ++ ++ if (this->IsWidgetLowered(WID_CT_PASTE)) { ++ if (IsClipboardPasteSourceSet()) { ++ /* update paste preview */ ++ ClipboardRecalcPasteAreaSize(); ++ SetTileSelectSize(_clipboard_paste_area.w + 1, _clipboard_paste_area.h + 1); ++ UpdateTileSelection(); ++ MarkWholeScreenDirty(); ++ } else { ++ ResetObjectToPlace(); // current clipboard is empty! ++ } ++ } ++ break; ++ ++ case WID_CT_COPY: ++ if (HandlePlacePushButton(this, widget, SPR_CURSOR_COPY, HT_RECT)) { ++ this->SetWidgetDirty(widget); ++ } ++ return; ++ ++ case WID_CT_PASTE: ++ if (HandlePlacePushButton(this, widget, _ctrl_pressed ? SPR_CURSOR_ADJUST_HEIGHT : SPR_CURSOR_PASTE, HT_POINT | HT_PASTE_PREVIEW)) { ++ ClipboardRecalcPasteAreaSize(); ++ SetTileSelectSize(_clipboard_paste_area.w + 1, _clipboard_paste_area.h + 1); ++ this->SetWidgetDirty(widget); ++ } ++ return; ++ ++ case WID_CT_TERRAFORM: { ++ switch (_current_clipboard->mode & CPM_TERRAFORM_MASK) { ++ case CPM_TERRAFORM_NONE: (_current_clipboard->mode &= ~CPM_TERRAFORM_MASK) |= CPM_TERRAFORM_FULL; break; ++ case CPM_TERRAFORM_MINIMAL: (_current_clipboard->mode &= ~CPM_TERRAFORM_MASK) |= CPM_TERRAFORM_NONE; break; ++ case CPM_TERRAFORM_FULL: (_current_clipboard->mode &= ~CPM_TERRAFORM_MASK) |= CPM_TERRAFORM_MINIMAL; break; ++ default: NOT_REACHED(); ++ } ++ this->UpdateButtons(); ++ break; ++ } ++ ++ case WID_CT_TRANSFORMATION: ++ /* reset transformation - combined with its inversion will give identity */ ++ add_clipboard_transformation = InvertDirTransform(_current_clipboard->transformation); ++ break; ++ ++ case WID_CT_ROTATE_LEFT: add_clipboard_transformation = DTR_ROTATE_90_L; break; ++ case WID_CT_ROTATE_RIGHT: add_clipboard_transformation = DTR_ROTATE_90_R; break; ++ case WID_CT_REFLECT_NE_SW: add_clipboard_transformation = DTR_REFLECT_NE_SW; break; ++ case WID_CT_REFLECT_NW_SE: add_clipboard_transformation = DTR_REFLECT_NW_SE; break; ++ ++ case WID_CT_WITH_RAIL: ++ case WID_CT_WITH_ROAD: ++ case WID_CT_WITH_WATER: ++ case WID_CT_WITH_AIR: ++ case WID_CT_MIRROR_SIGNALS: ++ case WID_CT_UPGRADE_BRIDGES: ++ case WID_CT_WITH_STATIONS: ++ _current_clipboard->mode ^= ClipboardToolbarWindow::FlagButtonToFlagBit(widget); ++ this->UpdateButtons(); ++ break; ++ ++ case WID_CT_CONVERT_RAILTYPE: ++ ShowDropDownList(this, GetRailTypeDropDownList(), ++ (_current_clipboard->mode & CPM_CONVERT_RAILTYPE) ? INVALID_RAILTYPE : _current_clipboard->railtype, ++ WID_CT_CONVERT_RAILTYPE, 140, true, true); ++ break; ++ ++ case WID_CT_HEIGHT_DIFF_INCREASE: this->ModifyAdditionalHeightDelta(+1); break; ++ case WID_CT_HEIGHT_DIFF_DECREASE: this->ModifyAdditionalHeightDelta(-1); break; ++ ++ default: ++ return; ++ } ++ ++ if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP); ++ ++ if (add_clipboard_transformation != DTR_IDENTITY) { ++ _current_clipboard->transformation = CombineDirTransform(_current_clipboard->transformation, add_clipboard_transformation); ++ this->SetWidgetDirty(WID_CT_TRANSFORMATION); ++ if (this->IsWidgetLowered(WID_CT_PASTE)) { ++ ClipboardRecalcPasteAreaSize(); ++ SetTileSelectSize(_clipboard_paste_area.w + 1, _clipboard_paste_area.h + 1); ++ } ++ } ++ } ++ ++ virtual EventState OnHotkey(int hotkey) ++ { ++ switch (hotkey) { ++ case WID_CT_CONVERT_RAILTYPE: ++ this->OnDropdownSelect(WID_CT_CONVERT_RAILTYPE, (_current_clipboard->mode & CPM_CONVERT_RAILTYPE) ? INVALID_RAILTYPE : _current_clipboard->railtype); ++ this->SetWidgetDirty(WID_CT_CONVERT_RAILTYPE); ++ if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP); ++ return ES_HANDLED; ++ ++ case WID_CT_WITH_RAIL: ++ case WID_CT_WITH_ROAD: ++ case WID_CT_WITH_WATER: ++ case WID_CT_WITH_AIR: ++ case WID_CT_TERRAFORM: ++ case WID_CT_WITH_STATIONS: ++ if (this->IsWidgetLowered(WID_CT_PASTE)) MarkWholeScreenDirty(); // redraw tile selection ++ break; ++ ++ default: ++ break; ++ } ++ ++ return this->Window::OnHotkey(hotkey); ++ } ++ ++ virtual void OnDropdownSelect(int widget, int index) ++ { ++ assert(widget == WID_CT_CONVERT_RAILTYPE); ++ if (index == INVALID_RAILTYPE) { ++ _current_clipboard->mode &= ~CPM_CONVERT_RAILTYPE; ++ } else { ++ _current_clipboard->mode |= CPM_CONVERT_RAILTYPE; ++ _current_clipboard->railtype = (RailType)index; ++ } ++ this->UpdateButtons(); ++ } ++ ++ virtual EventState OnCTRLStateChange() ++ { ++ if (this->IsWidgetLowered(WID_CT_PASTE)) SetMouseCursor(_ctrl_pressed ? SPR_CURSOR_ADJUST_HEIGHT : SPR_CURSOR_PASTE, PAL_NONE); ++ ++ return ES_NOT_HANDLED; ++ } ++ ++ virtual void OnPlaceObject(Point pt, TileIndex tile) ++ { ++ if (this->IsWidgetLowered(WID_CT_COPY)) { ++ /* start copy area dragging */ ++ VpStartPlaceSizing(tile, VPM_X_AND_Y_LIMITED, DDSP_COPY_TO_CLIPBOARD); ++ VpSetPlaceSizingLimit(_settings_game.construction.clipboard_capacity); ++ } else { ++ _clipboard_paste_area.tile = tile; ++ ++ /* do paste */ ++ assert(IsClipboardPasteSourceSet()); ++ ++ uint32 p1 = 0, p2 = 0; ++ SB(p1, 28, 4, _current_clipboard->railtype); ++ SB(p2, 12, 4, _current_clipboard->additional_height_delta); ++ SB(p2, 16, 3, _current_clipboard->transformation); ++ SB(p2, 19, 10, _current_clipboard->mode); ++ if (IsClipboardBufferOn()) { ++ /* copy/paste clipboard-to-map */ ++ SB(p1, 0, 2, GetClipboardBufferIndex(GetCurrentClipboardBuffer())); ++ SetDParam(COPY_PASTE_ERR_SUMMARY_PARAM, STR_ERROR_CAN_T_PASTE_HERE); ++ DoCommandP(tile, p1, p2, CMD_PASTE_FROM_CLIPBOARD | CMD_MSG(STR_COPY_PASTE_ERROR_SUMMARY), CcPaste); ++ } else { ++ /* copy/paste map-to-map */ ++ SB(p1, 0, 28, _current_clipboard->copy_area.tile); ++ SB(p2, 0, 6, _current_clipboard->copy_area.w); ++ SB(p2, 6, 6, _current_clipboard->copy_area.h); ++ SetDParam(COPY_PASTE_ERR_SUMMARY_PARAM, STR_ERROR_CAN_T_PASTE_HERE); ++ DoCommandP(tile, p1, p2, CMD_INSTANT_COPY_PASTE | CMD_MSG(STR_COPY_PASTE_ERROR_SUMMARY), CcPaste); ++ } ++ ++ MarkWholeScreenDirty(); // redraw tile selection ++ } ++ } ++ ++ virtual void OnPlaceDrag(ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, Point pt) ++ { ++ VpSelectTilesWithMethod(pt.x, pt.y, select_method); ++ } ++ ++ virtual void OnPlaceMouseUp(ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, Point pt, TileIndex start_tile, TileIndex end_tile) ++ { ++ if (pt.x != -1) { ++ switch (select_proc) { ++ case DDSP_COPY_TO_CLIPBOARD: { ++ TileArea ta = TileArea(start_tile, end_tile); ++ ++ /* do copy */ ++ if (IsClipboardBufferOn()) { ++ /* copy into the buffer */ ++ uint32 p1 = 0, p2 = 0; ++ SB(p1, 0, 2, GetClipboardBufferIndex(GetCurrentClipboardBuffer())); ++ SB(p2, 0, 6, ta.w); // source area width ++ SB(p2, 6, 6, ta.h); // source area height ++ if (!DoCommandP(ta.tile, p1, p2, CMD_COPY_TO_CLIPBOARD) || _shift_pressed) return; // leave copy tool opened ++ } ++ ResetObjectToPlace(); ++ ++ /* select copy area */ ++ _current_clipboard->copy_area = ta; ++ ++ /* reset transformation and update buttons */ ++ _current_clipboard->transformation = DTR_IDENTITY; ++ this->ModifyAdditionalHeightDelta(-_current_clipboard->additional_height_delta); ++ this->UpdateButtons(); ++ break; ++ } ++ ++ default: ++ NOT_REACHED(); ++ } ++ } ++ } ++ ++ virtual void OnPlaceObjectAbort() ++ { ++ /* Unclick "copy" and "paste" buttons */ ++ this->RaiseWidget(WID_CT_COPY); ++ this->RaiseWidget(WID_CT_PASTE); ++ this->SetWidgetDirty(WID_CT_COPY); ++ this->SetWidgetDirty(WID_CT_PASTE); ++ } ++ ++ EventState OnPlaceMouseWheel(Point pt, int mousewheel) ++ { ++ if (mousewheel == 0 || !_ctrl_pressed || !this->IsWidgetLowered(WID_CT_PASTE)) return ES_NOT_HANDLED; ++ this->ModifyAdditionalHeightDelta(-sgn(mousewheel)); ++ return ES_HANDLED; ++ } ++ ++ void ModifyAdditionalHeightDelta(int diff) ++ { ++ _current_clipboard->additional_height_delta = Clamp(_current_clipboard->additional_height_delta + diff, CLIPBOARD_ADDITIONAL_HEIGHT_MIN, CLIPBOARD_ADDITIONAL_HEIGHT_MAX); ++ this->SetWidgetDirty(WID_CT_HEIGHT_DIFF); ++ } ++}; ++ ++EventState ClipboardGlobalHotkeys(int hotkey) ++{ ++ Window *w = ShowClipboardToolbar(); ++ if (w == NULL) return ES_NOT_HANDLED; ++ return w->OnHotkey(hotkey); ++} ++ ++static Hotkey _clipboard_hotkeys[] = { ++ Hotkey('C' | WKC_CTRL | WKC_GLOBAL_HOTKEY, "copy", WID_CT_COPY), ++ Hotkey('V' | WKC_CTRL | WKC_GLOBAL_HOTKEY, "paste", WID_CT_PASTE), ++ Hotkey('1', "clipboard1", WID_CT_CLIPBOARD_1), ++ Hotkey('2', "clipboard2", WID_CT_CLIPBOARD_2), ++ Hotkey('3', "clipboard3", WID_CT_CLIPBOARD_3), ++ Hotkey('4', "clipboard4", WID_CT_CLIPBOARD_4), ++ Hotkey('5', "rail", WID_CT_WITH_RAIL), ++ Hotkey('6', "road", WID_CT_WITH_ROAD), ++ Hotkey('7', "water", WID_CT_WITH_WATER), ++ Hotkey('8', "air", WID_CT_WITH_AIR), ++ Hotkey('9', "terrain", WID_CT_TERRAFORM), ++ Hotkey('0', "rail_conversion", WID_CT_CONVERT_RAILTYPE), ++ Hotkey('S', "signal_mirror", WID_CT_MIRROR_SIGNALS), ++ Hotkey('B', "bridge_upgrade", WID_CT_UPGRADE_BRIDGES), ++ Hotkey('N', "with_stations", WID_CT_WITH_STATIONS), ++ HOTKEY_LIST_END ++}; ++HotkeyList ClipboardToolbarWindow::hotkeys("clipboard", _clipboard_hotkeys, ClipboardGlobalHotkeys); ++ ++static const NWidgetPart _nested_clipboard_toolbar_widgets[] = { ++ NWidget(NWID_HORIZONTAL), ++ NWidget(WWT_CLOSEBOX, COLOUR_DARK_GREEN), ++ NWidget(WWT_CAPTION, COLOUR_DARK_GREEN), SetDataTip(STR_CLIPBOARD_TOOLBAR_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS), ++ NWidget(WWT_STICKYBOX, COLOUR_DARK_GREEN), ++ EndContainer(), ++ NWidget(NWID_HORIZONTAL), ++ /* CLIPBOARD INDEX BUTTONS */ ++ NWidget(WWT_TEXTBTN, COLOUR_DARK_GREEN, WID_CT_CLIPBOARD_1), ++ SetFill(0, 1), SetMinimalSize(8, 22), SetDataTip(STR_BLACK_INT, STR_CLIPBOARD_TOOLTIP_SWITCH_TO_1ST_CLIPBOARD), ++ NWidget(WWT_TEXTBTN, COLOUR_DARK_GREEN, WID_CT_CLIPBOARD_2), ++ SetFill(0, 1), SetMinimalSize(8, 22), SetDataTip(STR_BLACK_INT, STR_CLIPBOARD_TOOLTIP_SWITCH_TO_2ND_CLIPBOARD), ++ NWidget(WWT_TEXTBTN, COLOUR_DARK_GREEN, WID_CT_CLIPBOARD_3), ++ SetFill(0, 1), SetMinimalSize(8, 22), SetDataTip(STR_BLACK_INT, STR_CLIPBOARD_TOOLTIP_SWITCH_TO_3RD_CLIPBOARD), ++ NWidget(WWT_TEXTBTN, COLOUR_DARK_GREEN, WID_CT_CLIPBOARD_4), ++ SetFill(0, 1), SetMinimalSize(8, 22), SetDataTip(STR_BLACK_INT, STR_CLIPBOARD_TOOLTIP_SWITCH_TO_4TH_CLIPBOARD), ++ NWidget(WWT_PANEL, COLOUR_DARK_GREEN), ++ SetFill(0, 1), SetMinimalSize(4, 22), EndContainer(), ++ ++ /* COPY / PASTE BUTTONS */ ++ NWidget(WWT_IMGBTN, COLOUR_DARK_GREEN, WID_CT_COPY), ++ SetFill(0, 1), SetMinimalSize(22, 22), SetDataTip(SPR_IMG_CLIPBOARD_COPY, STR_CLIPBOARD_TOOLTIP_COPY), ++ NWidget(WWT_IMGBTN, COLOUR_DARK_GREEN, WID_CT_PASTE), ++ SetFill(0, 1), SetMinimalSize(22, 22), SetDataTip(SPR_IMG_CLIPBOARD_PASTE, STR_CLIPBOARD_TOOLTIP_PASTE), ++ NWidget(WWT_PANEL, COLOUR_DARK_GREEN), ++ SetFill(0, 1), SetMinimalSize(4, 22), EndContainer(), ++ ++ /* COPY/PASTE MODE SELECTORS */ ++ NWidget(WWT_IMGBTN, COLOUR_DARK_GREEN, WID_CT_WITH_RAIL), ++ SetFill(0, 1), SetMinimalSize(22, 22), SetDataTip(SPR_IMG_BUILDRAIL, STR_CLIPBOARD_TOOLTIP_COPY_WITH_RAIL_TRANSPORT), ++ NWidget(WWT_IMGBTN, COLOUR_DARK_GREEN, WID_CT_WITH_ROAD), ++ SetFill(0, 1), SetMinimalSize(22, 22), SetDataTip(SPR_IMG_BUILDROAD, STR_CLIPBOARD_TOOLTIP_COPY_WITH_ROAD_TRANSPORT), ++ NWidget(WWT_IMGBTN, COLOUR_DARK_GREEN, WID_CT_WITH_WATER), ++ SetFill(0, 1), SetMinimalSize(22, 22), SetDataTip(SPR_IMG_BUILDWATER, STR_CLIPBOARD_TOOLTIP_COPY_WITH_WATER_TRANSPORT), ++ NWidget(WWT_IMGBTN, COLOUR_DARK_GREEN, WID_CT_WITH_AIR), ++ SetFill(0, 1), SetMinimalSize(22, 22), SetDataTip(SPR_IMG_BUILDAIR, STR_CLIPBOARD_TOOLTIP_COPY_WITH_AIR_TRANSPORT), ++ NWidget(WWT_IMGBTN, COLOUR_DARK_GREEN, WID_CT_TERRAFORM), ++ SetFill(0, 1), SetMinimalSize(22, 22), SetDataTip(SPR_IMG_LANDSCAPING, STR_CLIPBOARD_TOOLTIP_TERRAFORM), ++ NWidget(WWT_IMGBTN, COLOUR_DARK_GREEN, WID_CT_CONVERT_RAILTYPE), ++ SetFill(0, 1), SetMinimalSize(22, 22), SetDataTip(SPR_IMG_CLIPBOARD_NO_RAIL_CONVERTION, STR_CLIPBOARD_TOOLTIP_CONVERT_RAIL), ++ NWidget(WWT_IMGBTN_2, COLOUR_DARK_GREEN, WID_CT_MIRROR_SIGNALS), ++ SetFill(0, 1), SetMinimalSize(22, 22), SetDataTip(SPR_IMG_CLIPBOARD_MIRROR_SIGNALS_OFF, STR_CLIPBOARD_TOOLTIP_MIRROR_SIGNALS), ++ NWidget(WWT_IMGBTN, COLOUR_DARK_GREEN, WID_CT_UPGRADE_BRIDGES), ++ SetFill(0, 1), SetMinimalSize(22, 22), SetDataTip(SPR_IMG_CLIPBOARD_UPGRADE_BRIDGES, STR_CLIPBOARD_TOOLTIP_UPGRADE_BRIDGES), ++ NWidget(WWT_IMGBTN, COLOUR_DARK_GREEN, WID_CT_WITH_STATIONS), ++ SetFill(0, 1), SetMinimalSize(22, 22), SetDataTip(SPR_IMG_COMPANY_LIST, STR_CLIPBOARD_TOOLTIP_WITH_STATIONS), ++ NWidget(WWT_PANEL, COLOUR_DARK_GREEN), ++ SetFill(0, 1), SetMinimalSize(4, 22), EndContainer(), ++ ++ /* TRANSFORMATIONS */ ++ NWidget(WWT_PUSHBTN, COLOUR_DARK_GREEN, WID_CT_TRANSFORMATION), ++ SetFill(0, 1), SetMinimalSize(23, 22), SetDataTip(0, STR_CLIPBOARD_TOOLTIP_TRANSFORMATION), ++ NWidget(WWT_PUSHIMGBTN, COLOUR_DARK_GREEN, WID_CT_ROTATE_LEFT), ++ SetFill(0, 1), SetMinimalSize(22, 22), SetDataTip(SPR_IMG_CLIPBOARD_ROTATE_LEFT, STR_CLIPBOARD_TOOLTIP_ROTATE_LEFT), ++ NWidget(WWT_PUSHIMGBTN, COLOUR_DARK_GREEN, WID_CT_ROTATE_RIGHT), ++ SetFill(0, 1), SetMinimalSize(22, 22), SetDataTip(SPR_IMG_CLIPBOARD_ROTATE_RIGHT, STR_CLIPBOARD_TOOLTIP_ROTATE_RIGHT), ++ NWidget(WWT_PUSHIMGBTN, COLOUR_DARK_GREEN, WID_CT_REFLECT_NE_SW), ++ SetFill(0, 1), SetMinimalSize(22, 22), SetDataTip(SPR_IMG_CLIPBOARD_REFLECT_NE_SW, STR_CLIPBOARD_TOOLTIP_REFLECT_NE_SW), ++ NWidget(WWT_PUSHIMGBTN, COLOUR_DARK_GREEN, WID_CT_REFLECT_NW_SE), ++ SetFill(0, 1), SetMinimalSize(22, 22), SetDataTip(SPR_IMG_CLIPBOARD_REFLECT_NW_SE, STR_CLIPBOARD_TOOLTIP_REFLECT_NW_SE), ++ NWidget(WWT_PANEL, COLOUR_DARK_GREEN), ++ SetFill(0, 1), SetMinimalSize(4, 22), EndContainer(), ++ ++ /* HEIGHT MANIPULATOR */ ++ NWidget(WWT_PANEL, COLOUR_DARK_GREEN), SetMinimalSize(0, 22), ++ NWidget(NWID_HORIZONTAL), ++ NWidget(WWT_TEXT, COLOUR_DARK_GREEN, WID_CT_HEIGHT_DIFF_GLYPH), SetDataTip(STR_EMPTY, STR_NULL), SetFill(0, 1), ++ NWidget(WWT_TEXT, COLOUR_DARK_GREEN, WID_CT_HEIGHT_DIFF), SetDataTip(STR_CLIPBOARD_HEIGHT_DIFF, STR_NULL), SetFill(0, 1), ++ NWidget(NWID_VERTICAL), SetPIP(3, 0, 3), ++ NWidget(NWID_HORIZONTAL), SetPIP(0, 1, 3), ++ NWidget(WWT_PUSHIMGBTN, COLOUR_GREY, WID_CT_HEIGHT_DIFF_INCREASE), SetDataTip(SPR_ARROW_UP, STR_NULL), SetFill(0, 1), ++ NWidget(WWT_PUSHIMGBTN, COLOUR_GREY, WID_CT_HEIGHT_DIFF_DECREASE), SetDataTip(SPR_ARROW_DOWN, STR_NULL), SetFill(0, 1), ++ EndContainer(), ++ EndContainer(), ++ EndContainer(), ++ EndContainer(), ++ EndContainer(), ++}; ++ ++static WindowDesc _clipboard_toolbar_desc( ++ WDP_ALIGN_TOOLBAR, "toolbar_clipboard", 0, 0, ++ WC_BUILD_TOOLBAR, WC_NONE, ++ WDF_CONSTRUCTION, ++ _nested_clipboard_toolbar_widgets, lengthof(_nested_clipboard_toolbar_widgets), ++ &ClipboardToolbarWindow::hotkeys ++); ++ ++ ++/** ++ * Open the clipboard toolbar to copy and paste map pieces. ++ * @return newly opened clipboard toolbar, or NULL if the toolbar could not be opened. ++ */ ++Window *ShowClipboardToolbar() ++{ ++ if (!Company::IsValidID(_local_company)) return NULL; ++ DeleteWindowByClass(WC_BUILD_TOOLBAR); ++ return new ClipboardToolbarWindow(&_clipboard_toolbar_desc); ++} +diff --git a/src/clipboard_gui.h b/src/clipboard_gui.h +new file mode 100644 +index 000000000..4cd232047 +--- /dev/null ++++ b/src/clipboard_gui.h +@@ -0,0 +1,30 @@ ++/* $Id$ */ ++ ++/* ++ * 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/>. ++ */ ++ ++/** @file clipboard_gui.h GUIs related to the clipboard. */ ++ ++#ifndef CLIPBOARD_GUI_H ++#define CLIPBOARD_GUI_H ++ ++#include "tile_type.h" ++#include "road_type.h" ++#include "track_type.h" ++ ++struct TileContentPastePreview { ++ bool highlight_tile_rect; ///< Whether to highlight tile borders ++ TrackBitsByte highlight_track_bits; ///< Rail tracks to highlight ++}; ++ ++struct TilePastePreview : TileContentPastePreview { ++ int tile_height; ///< Destination height of the tile ++}; ++ ++void GetTilePastePreview(TileIndex tile, TilePastePreview *ret); ++ ++#endif /* CLIPBOARD_GUI_H */ +diff --git a/src/clipboard_type.h b/src/clipboard_type.h +new file mode 100644 +index 000000000..e3b19803d +--- /dev/null ++++ b/src/clipboard_type.h +@@ -0,0 +1,46 @@ ++/* $Id$ */ ++ ++/* ++ * 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/>. ++ */ ++ ++/** @file clipboard_type.h Types related to the clipboard. */ ++ ++#ifndef CLIPBOARD_TYPE_H ++#define CLIPBOARD_TYPE_H ++ ++#include "airport.h" ++#include "newgrf_station.h" ++#include "station_type.h" ++#include "tilearea_type.h" ++ ++struct ClipboardStation { ++ struct Spec { ++ StationClassIDByte stat_class; ++ byte stat_type; ++ }; ++ ++ struct AirportPart : RawTileArea { ++ SimpleTinyEnumT<AirportTypes, byte> type; ///< Airport type ++ byte layout; ///< Airport layout ++ }; ++ ++ StationID id; ///< ID ++ AirportPart airport; ///< Airport details ++ uint8 num_specs; ///< Number of specs in the speclist ++ Spec *speclist; ///< List of station specs of this station ++ ClipboardStation *next; ///< "Next" pointer to make a linked list ++ ++ static ClipboardStation *Get(StationID id, Map *clipboard); ++ static ClipboardStation *GetByTile(GenericTileIndex tile); ++ ++ ClipboardStation(); ++ ~ClipboardStation(); ++}; ++ ++typedef ClipboardStation *ClipboardStationList; ++ ++#endif /* CLIPBOARD_TYPE_H */ +diff --git a/src/command.cpp b/src/command.cpp +index df0cd004c..bca03f295 100644 +--- a/src/command.cpp ++++ b/src/command.cpp +@@ -34,6 +34,7 @@ + CommandProc CmdBuildRailroadTrack; + CommandProc CmdRemoveRailroadTrack; + CommandProc CmdBuildSingleRail; ++CommandProc CmdBuildSingleRails; + CommandProc CmdRemoveSingleRail; + + CommandProc CmdLandscapeClear; +@@ -199,6 +200,10 @@ CommandProc CmdSetTimetableStart; + + CommandProc CmdOpenCloseAirport; + ++CommandProc CmdInstantCopyPaste; ++CommandProc CmdCopyToClipboard; ++CommandProc CmdPasteFromClipboard; ++ + #define DEF_CMD(proc, flags, type) {proc, #proc, (CommandFlags)flags, type} + + /** +@@ -212,6 +217,7 @@ static const Command _command_proc_table[] = { + DEF_CMD(CmdBuildRailroadTrack, CMD_NO_WATER | CMD_AUTO, CMDT_LANDSCAPE_CONSTRUCTION), // CMD_BUILD_RAILROAD_TRACK + DEF_CMD(CmdRemoveRailroadTrack, CMD_AUTO, CMDT_LANDSCAPE_CONSTRUCTION), // CMD_REMOVE_RAILROAD_TRACK + DEF_CMD(CmdBuildSingleRail, CMD_NO_WATER | CMD_AUTO, CMDT_LANDSCAPE_CONSTRUCTION), // CMD_BUILD_SINGLE_RAIL ++ DEF_CMD(CmdBuildSingleRails, CMD_NO_WATER | CMD_AUTO, CMDT_LANDSCAPE_CONSTRUCTION), // CMD_BUILD_MULTI_RAIL + DEF_CMD(CmdRemoveSingleRail, CMD_AUTO, CMDT_LANDSCAPE_CONSTRUCTION), // CMD_REMOVE_SINGLE_RAIL + DEF_CMD(CmdLandscapeClear, 0, CMDT_LANDSCAPE_CONSTRUCTION), // CMD_LANDSCAPE_CLEAR + DEF_CMD(CmdBuildBridge, CMD_DEITY | CMD_NO_WATER | CMD_AUTO, CMDT_LANDSCAPE_CONSTRUCTION), // CMD_BUILD_BRIDGE +@@ -356,6 +362,10 @@ static const Command _command_proc_table[] = { + DEF_CMD(CmdSetTimetableStart, 0, CMDT_ROUTE_MANAGEMENT ), // CMD_SET_TIMETABLE_START + + DEF_CMD(CmdOpenCloseAirport, 0, CMDT_ROUTE_MANAGEMENT ), // CMD_OPEN_CLOSE_AIRPORT ++ ++ DEF_CMD(CmdCopyToClipboard, CMD_OFFLINE, CMDT_OTHER_MANAGEMENT ), // CMD_COPY_TO_CLIPBOARD ++ DEF_CMD(CmdPasteFromClipboard,CMD_OFFLINE|CMD_NO_TEST|CMD_AUTO,CMDT_LANDSCAPE_CONSTRUCTION),// CMD_PASTE_FROM_CLIPBOARD ++ DEF_CMD(CmdInstantCopyPaste, CMD_NO_TEST | CMD_AUTO, CMDT_LANDSCAPE_CONSTRUCTION), // CMD_INSTANT_COPY_PASTE + }; + + /*! +diff --git a/src/command_func.h b/src/command_func.h +index 336947567..de037e68b 100644 +--- a/src/command_func.h ++++ b/src/command_func.h +@@ -125,4 +125,7 @@ CommandCallback CcFoundRandomTown; + CommandCallback CcBuildPrimaryVehicle; + CommandCallback CcStartStopVehicle; + ++/* clipboard_gui.cpp */ ++CommandCallback CcPaste; ++ + #endif /* COMMAND_FUNC_H */ +diff --git a/src/command_type.h b/src/command_type.h +index 0a2fde297..b3a125dd9 100644 +--- a/src/command_type.h ++++ b/src/command_type.h +@@ -162,6 +162,21 @@ public: + { + return !this->success; + } ++ ++ /** ++ * Compare equeal. ++ * ++ * In case of two successes, money and type of expenses are comapred. ++ * In case of two failures, error message is comapred. ++ * ++ * @param cost the other cost to compare to ++ * @return whether booth costs are equeal ++ */ ++ bool operator == (const CommandCost &cost) const ++ { ++ if (!this->success) return !cost.success && this->message == cost.message; ++ return cost.success && this->expense_type == cost.expense_type && this->cost == cost.cost; ++ } + }; + + /** +@@ -178,6 +193,7 @@ enum Commands { + CMD_BUILD_RAILROAD_TRACK, ///< build a rail track + CMD_REMOVE_RAILROAD_TRACK, ///< remove a rail track + CMD_BUILD_SINGLE_RAIL, ///< build a single rail track ++ CMD_BUILD_SINGLE_RAILS, ///< build a set of rail tracks on a single tile + CMD_REMOVE_SINGLE_RAIL, ///< remove a single rail track + CMD_LANDSCAPE_CLEAR, ///< demolish a tile + CMD_BUILD_BRIDGE, ///< build a bridge +@@ -331,6 +347,10 @@ enum Commands { + + CMD_OPEN_CLOSE_AIRPORT, ///< open/close an airport to incoming aircraft + ++ CMD_COPY_TO_CLIPBOARD, ///< copy selected tile area into the clipboard ++ CMD_PASTE_FROM_CLIPBOARD, ///< paste content of the clipboard onto the map ++ CMD_INSTANT_COPY_PASTE, ///< copy selected tile area and instantly paste it at a given location ++ + CMD_END, ///< Must ALWAYS be on the end of this list!! (period) + }; + +@@ -340,19 +360,20 @@ enum Commands { + * This enums defines some flags which can be used for the commands. + */ + enum DoCommandFlag { +- DC_NONE = 0x000, ///< no flag is set +- DC_EXEC = 0x001, ///< execute the given command +- DC_AUTO = 0x002, ///< don't allow building on structures +- DC_QUERY_COST = 0x004, ///< query cost only, don't build. +- DC_NO_WATER = 0x008, ///< don't allow building on water +- DC_NO_RAIL_OVERLAP = 0x010, ///< don't allow overlap of rails (used in buildrail) +- DC_NO_TEST_TOWN_RATING = 0x020, ///< town rating does not disallow you from building +- DC_BANKRUPT = 0x040, ///< company bankrupts, skip money check, skip vehicle on tile check in some cases +- DC_AUTOREPLACE = 0x080, ///< autoreplace/autorenew is in progress, this shall disable vehicle limits when building, and ignore certain restrictions when undoing things (like vehicle attach callback) +- DC_NO_CARGO_CAP_CHECK = 0x100, ///< when autoreplace/autorenew is in progress, this shall prevent truncating the amount of cargo in the vehicle to prevent testing the command to remove cargo +- DC_ALL_TILES = 0x200, ///< allow this command also on MP_VOID tiles +- DC_NO_MODIFY_TOWN_RATING = 0x400, ///< do not change town rating +- DC_FORCE_CLEAR_TILE = 0x800, ///< do not only remove the object on the tile, but also clear any water left on it ++ DC_NONE = 0x0000, ///< no flag is set ++ DC_EXEC = 0x0001, ///< execute the given command ++ DC_AUTO = 0x0002, ///< don't allow building on structures ++ DC_QUERY_COST = 0x0004, ///< query cost only, don't build. ++ DC_NO_WATER = 0x0008, ///< don't allow building on water ++ DC_NO_RAIL_OVERLAP = 0x0010, ///< don't allow overlap of rails (used in buildrail) ++ DC_NO_TEST_TOWN_RATING = 0x0020, ///< town rating does not disallow you from building ++ DC_BANKRUPT = 0x0040, ///< company bankrupts, skip money check, skip vehicle on tile check in some cases ++ DC_AUTOREPLACE = 0x0080, ///< autoreplace/autorenew is in progress, this shall disable vehicle limits when building, and ignore certain restrictions when undoing things (like vehicle attach callback) ++ DC_NO_CARGO_CAP_CHECK = 0x0100, ///< when autoreplace/autorenew is in progress, this shall prevent truncating the amount of cargo in the vehicle to prevent testing the command to remove cargo ++ DC_ALL_TILES = 0x0200, ///< allow this command also on MP_VOID tiles ++ DC_NO_MODIFY_TOWN_RATING = 0x0400, ///< do not change town rating ++ DC_FORCE_CLEAR_TILE = 0x0800, ///< do not only remove the object on the tile, but also clear any water left on it ++ DC_PASTE = 0x1000, ///< this command is a part of a paste process + }; + DECLARE_ENUM_AS_BIT_SET(DoCommandFlag) + +diff --git a/src/copypaste_cmd.cpp b/src/copypaste_cmd.cpp +new file mode 100644 +index 000000000..5b6acbe00 +--- /dev/null ++++ b/src/copypaste_cmd.cpp +@@ -0,0 +1,689 @@ ++/* $Id$ */ ++ ++/* ++ * 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/>. ++ */ ++ ++/** @file clipboard_cmd.cpp Helper functions for copy/paste commands. */ ++ ++#include "stdafx.h" ++#include "core/alloc_func.hpp" ++#include "core/geometry_func.hpp" ++#include "network/network.h" ++#include "clear_map.h" ++#include "clipboard_func.h" ++#include "command_func.h" ++#include "company_base.h" ++#include "company_func.h" ++#include "copypaste_cmd.h" ++#include "error.h" ++#include "gui.h" ++#include "rail.h" ++#include "rail_map.h" ++#include "strings_func.h" ++#include "tile_cmd.h" ++#include "tilearea_func.h" ++#include "tunnelbridge_map.h" ++#include <cmath> ++ ++#include "table/strings.h" ++ ++static const uint INSTANT_COPY_PASTE_BUFFER = NUM_CLIPBOARD_BUFFERS - 1; ///< Index of the buffer reserved for the CmdInstantCopyPaste (temporary buffer) ++ ++PasteCmdHelper *_current_pasting = NULL; ///< State of currently executed paste command ++TileIndex _paste_err_tile = INVALID_TILE; ///< Tile where occured error of the last paste command ++ ++/** ++ * Importance of an error in context of pasting. Bigger value is bigger importance. ++ * ++ * Various command errors may be encountered when copy/pasting. The importance decides which one ++ * to show to the user - it will be one of most important errors, the one that was encountered ++ * first. Errors with importance PEI_CRITICAL cancel a paste operation e.g. company run out of money. ++ */ ++typedef int PasteErrorImportance; ++ ++static const PasteErrorImportance PEI_CRITICAL = 0x100; ///< Critical paste error ++ ++/** ++ * Get importance of a certain error message. ++ * ++ * @param error_msg The error. ++ * @return Importance of the error. ++ * ++ * @see PasteCmdHelper::DoCommand ++ * @see PasteCmdHelper::IsInterrupted ++ */ ++static PasteErrorImportance GetPasteErrorImportance(StringID error_msg) ++{ ++ switch (error_msg) { ++ /* Ignored errors, these will be newer stored as they are less important then the default error. */ ++ case STR_ERROR_ALREADY_LEVELLED: ++ case STR_ERROR_ALREADY_BUILT: ++ return -1; ++ ++ /* The default error which is set initially right before copy/pasting. */ ++ case STR_ERROR_NOTHING_TO_DO: ++ return 0; ++ ++ /* "Can't distant join" must be the least important error among all non-ignored and non-default ++ * errors. We must be able to reset it to the default one (see AfterPasteingStations). */ ++ case STR_ERROR_CAN_T_DISTANT_JOIN: ++ return 1; ++ ++ /* Messageless CMD_ERROR, it's not descriptive so it has a very low importance. */ ++ case INVALID_STRING_ID: ++ return 2; ++ ++ /* Low importance errors */ ++ case STR_ERROR_MUST_REMOVE_RAILWAY_STATION_FIRST: ++ case STR_ERROR_BUILDING_MUST_BE_DEMOLISHED: ++ case STR_ERROR_MUST_DEMOLISH_AIRPORT_FIRST: ++ case STR_ERROR_MUST_REMOVE_ROAD_STOP_FIRST: ++ case STR_ERROR_MUST_DEMOLISH_DOCK_FIRST: ++ case STR_ERROR_BUOY_IN_THE_WAY: ++ return 3; ++ ++ /* High importance errors */ ++ default: ++ return 4; ++ ++ /* Critical errors */ ++ case STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY: ++ return PEI_CRITICAL; ++ } ++} ++ ++/** ++ * Check if the current paste operations is interrupted. ++ * ++ * @return True if pasting is interrupted, false if we can continue pasting. ++ * ++ * @see PasteErrorImportance ++ * @see PasteCmdHelper::DoCommand ++ */ ++bool PasteCmdHelper::IsInterrupted() const ++{ ++ return GetPasteErrorImportance(this->err_message) >= PEI_CRITICAL; ++} ++ ++/** ++ * Call a given command as an ingredient of a paste operation. ++ * ++ * Costs and possible errors will be aggregated. After return, call PasteCmdHelper::IsInterrupted to ++ * test if the paste operation is disallowed to be continued. ++ * ++ * @param tile The tile to apply the command on. ++ * @param p1 Additional data for the command. ++ * @param p2 Additional data for the command. ++ * @param cmd The command-id to execute (a value of the CMD_* enums) and the error summary message (CMD_MSG). ++ * @return The cost of this operation or an error. ++ * ++ * @pre The command is not flagged with CMD_NO_TEST. ++ * @pre The type of the command is CMDT_LANDSCAPE_CONSTRUCTION. ++ * ++ * @see PasteCmdHelper::IsInterrupted ++ * @see PasteCmdHelper::CollectCost ++ * @see PasteCmdHelper::CollectError ++ */ ++void PasteCmdHelper::DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd) ++{ ++ /* make sure we are still allowed to paste */ ++ if (this->IsInterrupted()) { ++ this->last_result = CMD_ERROR; // mark that the command didn't succeed ++ return; ++ } ++ ++ /* PasteCmdHelper::DoCommand can handle only fully predictable commands, those without ++ * CMD_NO_TEST flag. Unpredictable command have to be handled separately. */ ++ assert(!(GetCommandFlags(cmd) & CMD_NO_TEST)); ++ ++ /* ignore some of the given flags, instead use those from the command proc table */ ++ DoCommandFlag flags = this->dc_flags; ++ flags &= ~DC_AUTO & ~DC_NO_WATER & ~DC_ALL_TILES; ++ flags |= CommandFlagsToDCFlags(GetCommandFlags(cmd)); ++ ++ /* use given error message or the default one */ ++ StringID summary_error_msg = GB(cmd, 16, 16); ++ if (summary_error_msg == 0) summary_error_msg = STR_ERROR_CAN_T_PASTE_HERE; ++ ++ /* test the command, output is the return value */ ++ CommandCost ret = ::DoCommand(tile, p1, p2, flags & ~DC_EXEC, cmd); ++ ++ /* apply if exec'ing */ ++ if (ret.Succeeded() && (flags & DC_EXEC)) { ++ /* check if there is enough money */ ++ if (ret.GetCost() > 0 && this->GetAvailableMoney() < ret.GetCost()) { ++ SetDParam(0, ret.GetCost()); ++ ret = CommandCost(STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY); ++ } else { ++ CommandCost ret2 = ::DoCommand(tile, p1, p2, flags, cmd); ++ assert(ret == ret2); ++ } ++ } ++ ++ /* aggregate costs */ ++ this->CollectCost(ret, tile, summary_error_msg); ++} ++ ++/** ++ * Aggreagate paste command costs without calling PasteCmdHelper::DoCommand. ++ * ++ * The function works similarly to the PasteCmdHelper::DoCommand but doesn't actually execute any ++ * commands, it just collects a given result. ++ * ++ * When collecting a success, cost must be of type EXPENSES_CONSTRUCTION. A success also makes ++ * STR_ERROR_NOTHING_TO_DO no more applies (we "did" something). ++ * ++ * Call PasteCmdHelper::IsInterrupted to test whether the paste operation can be continued. ++ * ++ * @param cost The return value of the command, a cost or an error. ++ * @param tile The tile the error concerns. ++ * @param error_message Summary message of the error. ++ * ++ * @pre The company has enough money if DC_EXEC'ing. ++ * ++ * @see PasteCmdHelper::IsInterrupted ++ * @see PasteCmdHelper::CollectError ++ * @see PasteCmdHelper::DoCommand ++ */ ++void PasteCmdHelper::CollectCost(const CommandCost &cost, TileIndex tile, StringID error_summary) ++{ ++ if (cost.Succeeded()) { ++ assert(!this->IsInterrupted()); ++ /* Currently only EXPENSES_CONSTRUCTION expenses are allowed when copy/pasting. If this ++ * is not sufficient, some upgrade will be required. To allow proper update of finacial ++ * statistics, the overal cost of paste operation will have to be stored separatly for ++ * each supported type of expenses. */ ++ assert(cost.GetExpensesType() == EXPENSES_CONSTRUCTION); ++ ++ /* make sure we are not expending too much */ ++ assert(!(this->dc_flags & DC_EXEC) || cost.GetCost() <= 0 || this->GetAvailableMoney() >= 0); ++ ++ this->had_success = true; // mark that we had a succes and STR_ERROR_NOTHING_TO_DO no more applies ++ this->overal_cost += cost.GetCost(); ++ this->last_result = cost; ++ } else { ++ this->CollectError(tile, cost.GetErrorMessage(), error_summary); ++ } ++} ++ ++/** ++ * Collect a paste error without calling PasteCmdHelper::DoCommand or PasteCmdHelper::CollectCost. ++ * ++ * The function works similary to PasteCmdHelper::DoCommand and PasteCmdHelper::CollectCost, ++ * but it only generates an error. After return, call PasteCmdHelper::IsInterrupted to test whether ++ * the paste operation is allowd to be continued. ++ * ++ * @param tile The tile the error concerns. ++ * @param error_message Error message. ++ * @param error_message Summary error message. ++ * ++ * @see PasteCmdHelper::IsInterrupted ++ * @see PasteCmdHelper::CollectCost ++ * @see PasteCmdHelper::DoCommand ++ */ ++void PasteCmdHelper::CollectError(TileIndex tile, StringID error_message, StringID error_summary) ++{ ++ /* store the error only if it is more important then the previous one */ ++ if (GetPasteErrorImportance(error_message) > GetPasteErrorImportance(this->err_message)) { ++ this->err_tile = IsValidTile(tile) ? tile : INVALID_TILE; ++ this->err_message = error_message; ++ this->err_summary = error_summary; ++ CopyOutDParam(this->err_params, 0, lengthof(this->err_params)); ++ } ++ ++ this->last_result = CommandCost(error_message); ++} ++ ++/** ++ * Calculate how far tiles can be altered beyond a given paste area bound. ++ * ++ * When pasting, some tiles around the paste area may be altered (during terraforming). ++ * The function return the limit on how far it can happen. Calculations are not exact, ++ * the goal is to give a safe range that will include any possible case. ++ * ++ * Result is based on current and desired heights at neighbour corners of the paste area. ++ * ++ * @param curr_h1 Current height on the first corner. ++ * @param curr_h2 Current height on the second corner. ++ * @param new_h1 Desired height on the first corner. ++ * @param new_h2 Desired height on the second corner. ++ * @param length Distance (in tiles) between corners. ++ * @return How far (in tiles) terraforming can reach beyond the given bound. ++ * ++ * @pre Tile heights and the length can't create an impossible layout, heights can't differ ++ * too much: \n ++ * <tt> Delta(curr_h1, curr_h2) <= length </tt> \n ++ * <tt> Delta(new_h1, new_h2) <= length </tt> \n ++ * ++ * @see CopyPasteAreasMayColide ++ */ ++static uint CalcMaxPasteRange(uint curr_h1, uint new_h1, uint curr_h2, uint new_h2, uint length) ++{ ++ uint min_curr_h = CeilDiv(max<int>(curr_h1 + curr_h2 - length, 0), 2); ++ uint max_curr_h = min((curr_h1 + curr_h2 + length) / 2, MAX_TILE_HEIGHT); ++ uint min_new_h = CeilDiv(max<int>(new_h1 + new_h2 - length, 0), 2); ++ uint max_new_h = min((new_h1 + new_h2 + length) / 2, MAX_TILE_HEIGHT); ++ ++ return max(Delta(max_new_h, min_curr_h), Delta(max_curr_h, min_new_h)); ++} ++ ++/** ++ * Test if this is safe to copy and paste contents of the map instantly, without ++ * using an intermediate buffer. ++ * ++ * If the copy and the paste areas are close enough (especially when they intersect), ++ * sequential copy-pasting may alter at some point of time those tile of the copy ++ * area which hasn't been copied yet. In this case, further copy-pasting will read ++ * modified values, not the original and this is somthing we don't want to happen. ++ * We can deal with it by firstly copying all the content to the clipboard buffer and ++ * then pasting it onto the map. This function tels us whether we should use the ++ * clipboard as an intermediate buffer because there may happen such a colision. ++ * ++ * @param copy_paste What, where and how we are copying. ++ * @return \c true if intermediate buffer might be required, \c false if it's surely not required ++ * ++ * @pre booth the source area and the destination area are on the main map ++ * ++ * @see CalcMaxPasteRange ++ */ ++static bool CopyPasteAreasMayColide(const CopyPasteParams ©_paste) ++{ ++ /* No need to check surroundings if we are not terraforming. Just test for content intersection. */ ++ if ((copy_paste.mode & CPM_TERRAFORM_MASK) == CPM_TERRAFORM_NONE) return copy_paste.src_area.Intersects(copy_paste.dst_area); ++ ++ /* As we are interested in tile heights, increase areas to include all tile ++ * corners, also these at SW and SE borders. */ ++ TileArea src_corner_area(AsMainMapTile(copy_paste.src_area.tile), copy_paste.src_area.w + 1, copy_paste.src_area.h + 1); ++ TileArea dst_corner_area(AsMainMapTile(copy_paste.dst_area.tile), copy_paste.dst_area.w + 1, copy_paste.dst_area.h + 1); ++ ++ DirTransformation inv_transformation = InvertDirTransform(copy_paste.transformation); ++ /* source of the destination area most northern tile corner */ ++ TileIndex source_of_north = dst_corner_area.TransformedNorth(src_corner_area.tile, inv_transformation); ++ ++ /* calculate current and new heights on destination area corners */ ++ /* N */ ++ TileIndex dst_corner = dst_corner_area.tile; ++ TileIndex src_corner = source_of_north; ++ uint curr_n = TileHeight(dst_corner); ++ uint new_n = TileHeight(src_corner) + copy_paste.height_delta; ++ /* W */ ++ dst_corner = TILE_ADDXY(dst_corner_area.tile, dst_corner_area.w, 0); ++ src_corner = dst_corner_area.TransformTile(dst_corner, source_of_north, inv_transformation); ++ uint curr_w = TileHeight(dst_corner); ++ uint new_w = TileHeight(src_corner) + copy_paste.height_delta; ++ /* S */ ++ dst_corner = TILE_ADDXY(dst_corner_area.tile, dst_corner_area.w, dst_corner_area.h); ++ src_corner = dst_corner_area.TransformTile(dst_corner, source_of_north, inv_transformation); ++ uint curr_s = TileHeight(dst_corner); ++ uint new_s = TileHeight(src_corner) + copy_paste.height_delta; ++ /* E */ ++ dst_corner = TILE_ADDXY(dst_corner_area.tile, 0, dst_corner_area.h); ++ src_corner = dst_corner_area.TransformTile(dst_corner, source_of_north, inv_transformation); ++ uint curr_e = TileHeight(dst_corner); ++ uint new_e = TileHeight(src_corner) + copy_paste.height_delta; ++ ++ /* calculate how far tiles can be altered beyon the paste area (safe approximation) */ ++ uint range_ne = CalcMaxPasteRange(curr_n, new_n, curr_e, new_e, dst_corner_area.h - 1); ++ uint range_sw = CalcMaxPasteRange(curr_s, new_s, curr_w, new_w, dst_corner_area.h - 1); ++ uint range_nw = CalcMaxPasteRange(curr_n, new_n, curr_w, new_w, dst_corner_area.w - 1); ++ uint range_se = CalcMaxPasteRange(curr_s, new_s, curr_e, new_e, dst_corner_area.w - 1); ++ ++ /* calculate the exact area which may be altered by the paste process */ ++ uint x = TileX(dst_corner_area.tile); ++ uint y = TileY(dst_corner_area.tile); ++ range_ne = max(range_ne, x); // cut the area at the NE border (don't let x to go below 0) ++ range_nw = max(range_nw, y); // cut the area at the NW border (don't let y to go below 0) ++ TileArea forbidden_area( ++ TileXY(x - range_ne, y - range_nw), ++ dst_corner_area.w + range_ne + range_sw, ++ dst_corner_area.h + range_nw + range_se); ++ ++ /* test if the source area is within the paste range */ ++ return src_corner_area.Intersects(forbidden_area); ++} ++ ++/** ++ * Calculate how much to add to each height of a tile while copy-pasteing. ++ * @param src_area Area we are copying from. ++ * @param dst_area Area we are pasting at. ++ * @param transformation Transformation to perform. ++ * @param additional_height Extra amount of units to add. ++ */ ++static inline int CalcCopyPasteHeightDelta(const GenericTileArea &src_area, const GenericTileArea &dst_area, DirTransformation transformation, int additional_height) ++{ ++ GenericTileArea dst_corners(dst_area.tile, dst_area.w + 1, dst_area.h + 1); ++ GenericTileIndex source_of_north = dst_corners.TransformedNorth(src_area.tile, InvertDirTransform(transformation)); ++ return TileHeight(dst_corners.tile) - TileHeight(source_of_north) + additional_height; ++} ++ ++/** ++ * Do a sequential copy-pasting by calling appropriate CopyPasteCommandProc on each selected tile. ++ * @param copy_paste What, where and how we are copying. ++ */ ++static inline void DoCopyPaste(const CopyPasteParams ©_paste) ++{ ++ /* Copying to the clipboard buffer should always success. ++ * Some content may be intransformable (e.g. airport) so we can't use any transformation. */ ++ assert(IsMainMapTile(copy_paste.dst_area.tile) || (copy_paste.transformation == DTR_IDENTITY && (copy_paste.mode & CPM_TERRAFORM_MASK) == CPM_TERRAFORM_FULL)); ++ ++ if ((copy_paste.mode & CPM_TERRAFORM_MASK) == CPM_TERRAFORM_FULL) { ++ CopyPasteHeights(copy_paste.src_area, copy_paste.dst_area.tile, copy_paste.transformation, copy_paste.height_delta); ++ if (IsPastingInterrupted()) return; ++ } ++ ++ for (TransformationTileIteratorT<true, true> ti(copy_paste.src_area, copy_paste.src_area.TransformedNorth(copy_paste.dst_area.tile, copy_paste.transformation), copy_paste.transformation); IsValidTileIndex(ti); ++ti) { ++ CopyPasteTileProc *proc = _tile_type_procs[GetTileType(ti.SrcTile())]->copy_paste_tile_proc; ++ if (proc == NULL) continue; ++ proc(ti.SrcTile(), ti.DstTile(), copy_paste); ++ if (IsPastingInterrupted()) break; ++ } ++ ++ if (IsMainMapTile(copy_paste.dst_area.tile)) { ++ AfterPastingStations(copy_paste); ++ } else { ++ AfterCopyingStations(copy_paste); ++ } ++} ++ ++/** ++ * Test if a given TileArea is valid. ++ * @return \c true if the area is non-empty and fits inside the map, \c false otherwise. ++ */ ++static CommandCost ValParamCopyPasteArea(const GenericTileArea &ta) ++{ ++ if (!IsValidTile(ta.tile) || ++ !IsInsideBS(ta.w, 1, _settings_game.construction.clipboard_capacity) || ++ !IsInsideBS(ta.h, 1, _settings_game.construction.clipboard_capacity)) { ++ return CMD_ERROR; ++ } ++ ++ if (TileX(ta.tile) + ta.w > MapMaxX(MapOf(ta.tile)) || ++ TileY(ta.tile) + ta.h > MapMaxY(MapOf(ta.tile))) { ++ return_cmd_error(STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB); ++ } ++ ++ return CommandCost(); ++} ++ ++/** ++ * Test if a CopyPasteMode is valid. ++ * @return \c true if does, \c false otherwise ++ */ ++static bool ValParamCopyPasteMode(CopyPasteMode mode) ++{ ++ if (mode & ~CPM_MASK) return false; ++ mode &= CPM_TERRAFORM_MASK; ++ return mode == CPM_TERRAFORM_NONE || mode == CPM_TERRAFORM_MINIMAL || mode == CPM_TERRAFORM_FULL; ++} ++ ++/** ++ * Copy content of a given tile area into the clipboard buffer. ++ * @param buffer Clipboard buffer to copy into ++ * @param ta The area to copy ++ */ ++static void CopyToClipboard(Map *buffer, const TileArea &ta) ++{ ++ AllocateClipboardBuffer(buffer, ta.w, ta.h); ++ ++ CopyPasteParams copy_paste = { ++ GenericTileArea(ta), // src_area ++ GenericTileArea(TileXY(0, 0, buffer), ta.w, ta.h), // dst_area ++ CPM_COPY, // mode ++ INVALID_RAILTYPE, // railtype ++ DTR_IDENTITY, // transformation ++ 0 // height_delta ++ }; ++ ++ DoCopyPaste(copy_paste); ++} ++ ++/** ++ * Begin a paste process. ++ * @param flags Flags for the command. ++ * @param params What, where and how to paste. ++ */ ++static void InitializePasting(DoCommandFlag flags, const CopyPasteParams ¶ms) ++{ ++ assert(_current_pasting == NULL); ++ _current_pasting = new PasteCmdHelper; ++ ++ _current_pasting->dc_flags = flags | DC_PASTE; ++ _current_pasting->overal_cost = 0; ++ _current_pasting->had_success = false; ++ _current_pasting->err_summary = STR_ERROR_CAN_T_PASTE_HERE; ++ _current_pasting->err_message = STR_ERROR_NOTHING_TO_DO; ++ MemSetT(_current_pasting->err_params, 0, lengthof(_current_pasting->err_params)); ++ _current_pasting->err_tile = INVALID_TILE; ++ _current_pasting->last_result = CommandCost(STR_ERROR_NOTHING_TO_DO); ++} ++ ++/** ++ * Finish a paste process. ++ * @return Total cost. ++ */ ++static CommandCost FinalizePasting() ++{ ++ /* Set error string parameters */ ++ CopyInDParam(0, _current_pasting->err_params, lengthof(_current_pasting->err_params)); ++ /* Set error summary message (see COPY_PASTE_ERR_SUMMARY_PARAM for details). */ ++ SetDParam(COPY_PASTE_ERR_SUMMARY_PARAM, _current_pasting->err_summary); ++ /* Store the error tile so the GUI (CcPaste) can highlight it. */ ++ _paste_err_tile = _current_pasting->err_tile; ++ ++ CommandCost ret; ++ if (_current_pasting->had_success) { ++ /* Return overal cost of the operation */ ++ ret = CommandCost(EXPENSES_CONSTRUCTION, _current_pasting->overal_cost); ++ /* Here we are about to return a success. However, there could occured some meaningful ++ * errors (those except "already built", "already leveled" etc.) and we should inform ++ * the user that not everything went right. Show the message now. */ ++ if ((_current_pasting->dc_flags & DC_EXEC) && IsLocalCompany() && GetPasteErrorImportance(_current_pasting->err_message) > GetPasteErrorImportance(STR_ERROR_NOTHING_TO_DO)) { ++ ShowErrorMessage(_current_pasting->err_summary, _current_pasting->err_message, WL_INFO); ++ } else { ++ /* If we are not showing error message then clear the error tile to prevent GUI ++ * (CcPaste) from higlighting it. */ ++ _paste_err_tile = INVALID_TILE; ++ } ++ } else { ++ /* Return an error if we didn't have any success. */ ++ ret = CommandCost(_current_pasting->err_message); ++ } ++ ++ /* cleanup */ ++ delete _current_pasting; ++ _current_pasting = NULL; ++ ++ return ret; ++} ++ ++/** ++ * Paste onto the main map content of a clipboard buffer. ++ * @param buffer The buffer. ++ * @param tile Tile where to paste (most northern). ++ * @param flags Flags for the command. ++ * @param mode Copy-paste mode. ++ * @param transformation Transformation to perform. ++ * @param railtype #RailType to convert to. ++ * @param additional_height_delta Additional amount of units to add to each tile height. ++ * @return Total cost. ++ */ ++static CommandCost PasteFromClipboard(Map *buffer, TileIndex tile, DoCommandFlag flags, CopyPasteMode mode, DirTransformation transformation, RailType railtype, int additional_height_delta) ++{ ++ assert(!IsClipboardBufferEmpty(buffer)); ++ ++ CopyPasteParams copy_paste; ++ ++ /* calculate and validate copy/paste area */ ++ copy_paste.src_area = GenericTileArea(TileXY(0, 0, buffer), MapMaxX(buffer), MapMaxY(buffer)); ++ copy_paste.dst_area = TransformTileArea(copy_paste.src_area, GenericTileIndex(tile), transformation); ++ CommandCost ret = ValParamCopyPasteArea(copy_paste.dst_area); ++ if (ret.Failed()) return ret; ++ ++ copy_paste.mode = mode; ++ copy_paste.railtype = railtype; ++ copy_paste.transformation = transformation; ++ copy_paste.height_delta = CalcCopyPasteHeightDelta(copy_paste.src_area, copy_paste.dst_area, transformation, additional_height_delta); ++ ++ /* do sequential copy-pasting */ ++ InitializePasting(flags, copy_paste); ++ DoCopyPaste(copy_paste); ++ return FinalizePasting(); ++} ++ ++/** ++ * Copy tile area into clipboard. ++ * ++ * @param tile Northern tile of the area to copy. ++ * @param flags Command flags. ++ * @param p1 Various bits: ++ * \li bits 0..1 [2] - clipboard buffer index ++ * \li bits 2..31 [30] - [ unused ] ++ * @param p2 Various bits: ++ * \li bits 0..5 [6] - width of area to copy ++ * \li bits 6..11 [6] - height of area to copy ++ * \li bits 12..31 [20] - [ unused ] ++ * @param text Unused. ++ * @return The cost of this operation or an error. ++ */ ++CommandCost CmdCopyToClipboard(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) ++{ ++ /* clipboard is available only in a sigle player game and only to the local company */ ++ if (_networking || !IsLocalCompany()) return CMD_ERROR; ++ ++ /* extract and validate clipboard buffer index */ ++ uint index = GB(p1, 0, 2); ++ if (index >= NUM_CLIPBOARD_BUFFERS || index == INSTANT_COPY_PASTE_BUFFER) return CMD_ERROR; ++ ++ /* calculate and validate source area */ ++ TileArea src_area(tile, GB(p2, 0, 6), GB(p2, 6, 6)); ++ CommandCost ret = ValParamCopyPasteArea(src_area); ++ if (ret.Failed()) return ret; ++ ++ /* copy to clipboard only when executing (DC_EXEC) */ ++ if (flags & DC_EXEC) CopyToClipboard(GetClipboardBuffer(index), src_area); ++ ++ /* return the cost */ ++ return CommandCost(INVALID_EXPENSES, 0); ++} ++ ++/** ++ * Paste clipboard contents onto the map. ++ * ++ * @param tile Tile where to paste (northern). ++ * @param flags Command flags. ++ * @param p1 Various bits: ++ * \li bits 0..1 [2] - clipboard buffer index ++ * \li bits 2..27 [26] - [ unused ] ++ * \li bits 28..31 [4] - rail type (RailType) to convert to, ignored if CPM_CONVERT_RAILTYPE mode is off ++ * @param p2 Various bits: ++ * \li bits 0..11 [12] - [ unused ] ++ * \li bits 12..15 [4] - additional amount of tile heights to add to each tile (-8..7) ++ * \li bits 16..18 [3] - transformation to perform (DirTransformation) ++ * \li bits 19..28 [10] - mode (CopyPasteMode) ++ * \li bits 29..31 [3] - [ unused ] ++ * @param text Unused. ++ * @return The cost of this operation or an error. ++ */ ++CommandCost CmdPasteFromClipboard(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) ++{ ++ /* extract and validate clipboard buffer index */ ++ uint index = GB(p1, 0, 2); ++ if (index >= NUM_CLIPBOARD_BUFFERS || index == INSTANT_COPY_PASTE_BUFFER) return CMD_ERROR; ++ ++ /* clipboard is available only in a sigle player game and only to the local company */ ++ if (_networking || !IsLocalCompany() || IsClipboardBufferEmpty(GetClipboardBuffer(index))) return CMD_ERROR; ++ ++ /* extract and validate copy/paste mode */ ++ CopyPasteMode mode = (CopyPasteMode)GB(p2, 19, 10); ++ if (!ValParamCopyPasteMode(mode)) return CMD_ERROR; ++ ++ /* extract and validate rail type */ ++ RailType railtype = (RailType)GB(p1, 28, 4); ++ if (!ValParamRailtype(railtype)) return CMD_ERROR; ++ ++ /* extract transformation and additional height delta */ ++ DirTransformation transformation = (DirTransformation)GB(p2, 16, 3); ++ int additional_height_delta = GB(p2, 12, 4); ++ additional_height_delta |= -(additional_height_delta & (1 << 3)); // propagate sign bit ++ ++ return PasteFromClipboard(GetClipboardBuffer(index), tile, flags, mode, transformation, railtype, additional_height_delta); ++} ++ ++/** ++ * Copy a piece of map and instantly paste at given location. ++ * ++ * @param tile Tile where to paste (northern). ++ * @param flags Command flags. ++ * @param p1 Various bits: ++ * \li bits 0..27 [28] - northern tile of the source area ++ * \li bits 28..31 [4] - rail type (RailType) to convert to, ignored if CPM_CONVERT_RAILTYPE mode is off ++ * @param p2 Various bits: ++ * \li bits 0..5 [6] - source area width ++ * \li bits 6..11 [6] - source area height ++ * \li bits 12..15 [4] - additional amount of tile heights to add to each tile (-8..7) ++ * \li bits 16..18 [3] - transformation to perform (DirTransformation) ++ * \li bits 19..28 [10] - mode (CopyPasteMode) ++ * \li bits 29..31 [3] - [ unused ] ++ * @param text Unused. ++ * @return The cost of this operation or an error. ++ */ ++CommandCost CmdInstantCopyPaste(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) ++{ ++ CopyPasteParams copy_paste; ++ ++ /* extract and validate source area */ ++ copy_paste.src_area.tile = GenericTileIndex(TileIndex(GB(p1, 0, 28))); ++ copy_paste.src_area.w = GB(p2, 0, 6); ++ copy_paste.src_area.h = GB(p2, 6, 6); ++ CommandCost ret = ValParamCopyPasteArea(copy_paste.src_area); ++ if (ret.Failed()) return ret; ++ ++ /* calculate and validate destination area */ ++ copy_paste.dst_area = TransformTileArea(copy_paste.src_area, GenericTileIndex(tile), copy_paste.transformation); ++ ret = ValParamCopyPasteArea(copy_paste.dst_area); ++ if (ret.Failed()) return ret; ++ ++ /* extract and validate copy/paste mode */ ++ copy_paste.mode = (CopyPasteMode)GB(p2, 19, 10); ++ if (!ValParamCopyPasteMode(copy_paste.mode)) return CMD_ERROR; ++ ++ /* extract and validate rail type */ ++ copy_paste.railtype = (RailType)GB(p1, 28, 4); ++ if (!ValParamRailtype(copy_paste.railtype)) return CMD_ERROR; ++ ++ /* extract transformation */ ++ copy_paste.transformation = (DirTransformation)GB(p2, 16, 3); ++ ++ /* extract the additional number of height units */ ++ int additional_height_delta = GB(p2, 12, 4); // this is a 4-bit SIGNED integer (-8..7) ++ additional_height_delta |= -(additional_height_delta & (1 << 3)); // propagate the sign bit ++ ++ /* calculate the height */ ++ copy_paste.height_delta = CalcCopyPasteHeightDelta(copy_paste.src_area, copy_paste.dst_area, copy_paste.transformation, additional_height_delta); ++ ++ /* when copy and paste areas are too close each other, firstly ++ * copy to the clipboard and then from the clipboard to the map */ ++ if (CopyPasteAreasMayColide(copy_paste)) { ++ Map *clipboard = GetClipboardBuffer(INSTANT_COPY_PASTE_BUFFER); ++ /* Copy to a buffer, but only in the first stage of the command. ++ * In a single player game and also while we are a server, the first one is non-DC_EXEC ++ * stage (which is fallowed then by a DC_EXEC stage). When we are a client, there is only ++ * one stage which is either a single non-DC_EXEC stage (shift pressed), or a single DC_EXEC ++ * stage (command comming from the network). */ ++ if ((_networking && !_network_server) || !(flags & DC_EXEC)) { ++ CopyToClipboard(clipboard, copy_paste.src_area); ++ } ++ /* paste from the clipboard */ ++ ret = PasteFromClipboard(clipboard, tile, flags, copy_paste.mode, copy_paste.transformation, copy_paste.railtype, additional_height_delta); ++ } else { ++ /* copy/paste directly */ ++ InitializePasting(flags, copy_paste); ++ DoCopyPaste(copy_paste); ++ ret = FinalizePasting(); ++ } ++ return ret; ++} +diff --git a/src/copypaste_cmd.h b/src/copypaste_cmd.h +new file mode 100644 +index 000000000..66e8cf596 +--- /dev/null ++++ b/src/copypaste_cmd.h +@@ -0,0 +1,116 @@ ++/* $Id$ */ ++ ++/* ++ * 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/>. ++ */ ++ ++/** @file copypaste_cmd.h Helper functions for copy/paste commands. */ ++ ++#ifndef COPYPASTE_CMD_H ++#define COPYPASTE_CMD_H ++ ++#include "core/enum_type.hpp" ++#include "command_func.h" ++#include "tilearea_type.h" ++#include "station_map.h" ++#include "newgrf_station.h" ++ ++#include "table/strings.h" ++ ++/** Pasting modifiers. */ ++enum CopyPasteMode { ++ CPM_WITH_RAIL_TRANSPORT = 1 << 0, ///< copy-paste rail transport infrastructure ++ CPM_WITH_ROAD_TRANSPORT = 1 << 1, ///< copy-paste road transport infrastructure ++ CPM_WITH_WATER_TRANSPORT = 1 << 2, ///< copy-paste water transport infrastructure ++ CPM_WITH_AIR_TRANSPORT = 1 << 3, ///< copy-paste air transport infrastructure ++ CPM_ALL_TRANSPORT_MASK = 0xF << 0, ///< bitmask with all transport types ++ ++ CPM_TERRAFORM_NONE = 0 << 4, ///< do not alter tile heights ++ CPM_TERRAFORM_MINIMAL = 1 << 4, ///< terraform as less as possible to paste all objects at right heights ++ CPM_TERRAFORM_FULL = 2 << 4, ///< copy-paste all tile heights ++ CPM_TERRAFORM_MASK = 0x3 << 4, ///< bitmask to extract terraforming modes ++ ++ CPM_CONVERT_RAILTYPE = 1 << 6, ///< convert rails to a given rail type ++ CPM_MIRROR_SIGNALS = 1 << 7, ///< mirror signals direction ++ CPM_UPGRADE_BRIDGES = 1 << 8, ///< upgrade bridge types to fastes possible ++ CPM_WITH_STATIONS = 1 << 9, ///< also copy and pase stations and waypoints ++ CPM_FLAGS_MASK = 0xF << 6, ///< bitmask to mask all flag-like bits ++ ++ CPM_NONE = 0, ///< empty set of modes ++ CPM_MASK = CPM_ALL_TRANSPORT_MASK | CPM_FLAGS_MASK | CPM_TERRAFORM_MASK, ///< all possible bits ++ CPM_DEFAULT = CPM_ALL_TRANSPORT_MASK | CPM_TERRAFORM_MINIMAL | CPM_WITH_STATIONS, ///< defult paste mode ++ CPM_COPY = CPM_ALL_TRANSPORT_MASK | CPM_TERRAFORM_FULL | CPM_WITH_STATIONS, ///< mode used when copying to the clipboard ++}; ++DECLARE_ENUM_AS_BIT_SET(CopyPasteMode) ++ ++/** Land leveling type used in e.g. #LevelPasteLand. */ ++enum CopyPasteLevelVariant { ++ CPLV_LEVEL_ABOVE, ///< Lower the land until a given height reached. ++ CPLV_LEVEL_BELOW, ///< Raise the land until a given height reached. ++}; ++ ++/** Parameters of a copy/paste command. */ ++struct CopyPasteParams { ++ GenericTileArea src_area; ///< The area we are copying from ++ GenericTileArea dst_area; ///< The area we are pasting at ++ CopyPasteMode mode; ///< Various flags telling what to copy and how to paste ++ RailType railtype; ///< Convert all rails to a given rail type (only in #CPM_CONVERT_RAILTYPE mode) ++ DirTransformation transformation; ///< Transformation to perform on the content while copy-pasting ++ int height_delta; ///< Amount of units to add to the height of each tile (appropriate terraforming mode must be set e.g. #CPM_TERRAFORM_FULL) ++}; ++ ++/** Summary error message for copy/paste command may vary depending on encountered errors. ++ * While firing copy/paste command the summary messsage given with CMD_MSG is expected to ++ * be STR_COPY_PASTE_ERROR_SUMMARY (which is "{8:STRING}") so a true message can be set ++ * later through param #8. The constant below is the index of the param. */ ++static const int COPY_PASTE_ERR_SUMMARY_PARAM = 8; ++ ++/** Executes commands and gathers results of a paste process. */ ++struct PasteCmdHelper { ++ DoCommandFlag dc_flags; ///< Flags to use when executing commands ++ Money overal_cost; ///< Overal cost of currently executed paste command. ++ CommandCost last_result; ///< Result of the most recent PasteCmdHelper::DoCommand / PasteCmdHelper::CollectCost / PasteCmdHelper::CollectError. ++ bool had_success; ///< If currently executed paste command had a successful action (at least once). ++ StringID err_summary; ///< Summary message of the paste error. ++ StringID err_message; ///< Detailed message of the paste error. ++ TileIndex err_tile; ///< Tile where the last paste error occured. ++ uint64 err_params[COPY_PASTE_ERR_SUMMARY_PARAM]; ///< Parameters for the paste error ++ ++ void DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd); ++ void CollectCost(const CommandCost &cost, TileIndex tile, StringID error_summary = STR_ERROR_CAN_T_PASTE_HERE); ++ void CollectError(TileIndex tile, StringID error_message, StringID error_summary = STR_ERROR_CAN_T_PASTE_HERE); ++ bool IsInterrupted() const; ++ ++ inline Money GetAvailableMoney() const ++ { ++ return GetAvailableMoneyForCommand() - this->overal_cost; ++ } ++}; ++ ++extern PasteCmdHelper *_current_pasting; ++extern TileIndex _paste_err_tile; ++ ++/** ++ * Check if it is allowed to continue pasting. ++ * @return True if pasting is interrupted, false otherwise ++ */ ++static inline bool IsPastingInterrupted() ++{ ++ return _current_pasting != NULL && _current_pasting->IsInterrupted(); ++} ++ ++void LevelPasteLand(const TileArea &ta, uint height, CopyPasteLevelVariant variant); ++void CopyPasteHeights(const GenericTileArea &src_area, GenericTileIndex dst_area_north, DirTransformation transformation, int height_delta); ++ ++void CopyPastePlaceTracks(GenericTileIndex tile, RailType railtype, TrackBits tracks); ++void CopyPastePlaceCannal(GenericTileIndex tile); ++void CopyPastePlaceRailWaypoint(GenericTileIndex tile, StationID sid, Axis axis, RailType rt, StationGfx gfx, StationClassID stat_class, byte stat_type, int specindex, bool adjacent); ++void CopyPastePlaceBuoy(GenericTileIndex tile, StationID sid, WaterClass wc); ++ ++void AfterCopyingStations(const CopyPasteParams ©_paste); ++void AfterPastingStations(const CopyPasteParams ©_paste); ++ ++#endif /* COPYPASTE_CMD_H */ +diff --git a/src/core/bitmath_func.hpp b/src/core/bitmath_func.hpp +index 31e679b00..af8015b96 100644 +--- a/src/core/bitmath_func.hpp ++++ b/src/core/bitmath_func.hpp +@@ -320,6 +320,39 @@ static inline T ROR(const T x, const uint8 n) + return (T)(x >> n | x << (sizeof(x) * 8 - n)); + } + ++/** ++ * Swap odd and even bits in a variable. ++ * ++ * Bit 0 is swapped with bit 1, bit 2 with bit 3 and so on. ++ * ++ * @param x The value in which we want to swap bits ++ * @return The bit swapped value ++ */ ++template <typename T> ++static inline T SwapOddEvenBits(T x) ++{ ++ return (T)(((x >> 1) & (T)0x5555555555555555LL) | ((x & (T)0x5555555555555555LL) << 1)); ++} ++ ++/** ++ * Interleave bits (a.k.a. Morton code) of two 8-bit integers \c x and \c y. ++ * ++ * The result is computed by putting consecutive \c x bits at even positions and consecutive \c y ++ * bits at odd positions: ++ * ++ * <tt> (X7 X6 ... X1 X0, Y7 Y6 ... Y1 Y0) -> Y7 X7 Y6 X6 ... Y1 X1 Y0 X0 </tt> ++ * ++ * @param x The bits to put at even positions. ++ * @param y The bits to put at odd positions. ++ * @return The interleaved value. ++ */ ++static inline uint16 InterleaveBits8(uint8 x, uint8 y) ++{ ++ /* Found on the "Bit Twiddling Hacks" webpage: http://graphics.stanford.edu/~seander/bithacks.html */ ++ return (((x * 0x0101010101010101ULL & 0x8040201008040201ULL) * 0x0102040810204081ULL >> 49) & 0x5555) | ++ (((y * 0x0101010101010101ULL & 0x8040201008040201ULL) * 0x0102040810204081ULL >> 48) & 0xAAAA); ++} ++ + /** + * Do an operation for each set bit in a value. + * +diff --git a/src/core/geometry_func.cpp b/src/core/geometry_func.cpp +index 86f317a37..9fc1465d4 100644 +--- a/src/core/geometry_func.cpp ++++ b/src/core/geometry_func.cpp +@@ -12,6 +12,7 @@ + #include "../stdafx.h" + #include "geometry_func.hpp" + #include "math_func.hpp" ++#include "../map_func.h" + + #include "../safeguards.h" + +@@ -28,3 +29,24 @@ Dimension maxdim(const Dimension &d1, const Dimension &d2) + d.height = max(d1.height, d2.height); + return d; + } ++ ++/** ++ * Transform a given Point. ++ * ++ * The center point of the transformation is (0, 0). ++ * For example, point (1, 2) rotated 90 degree left is (-2, 1). ++ * ++ * @param point The Point to transform. ++ * @param transformation Transformation to perform. ++ * @return The transformed Point. ++ */ ++Point TransformPoint(Point point, DirTransformation transformation) ++{ ++ TileIndexDiffC diff_from_x = TileIndexDiffCByDiagDir(TransformDiagDir(DIAGDIR_SW, transformation)); ++ TileIndexDiffC diff_from_y = TileIndexDiffCByDiagDir(TransformDiagDir(DIAGDIR_SE, transformation)); ++ Point ret = { ++ point.x * diff_from_x.x + point.y * diff_from_y.x, ++ point.x * diff_from_x.y + point.y * diff_from_y.y ++ }; ++ return ret; ++} +diff --git a/src/core/geometry_func.hpp b/src/core/geometry_func.hpp +index e7c53251c..8891e1141 100644 +--- a/src/core/geometry_func.hpp ++++ b/src/core/geometry_func.hpp +@@ -13,7 +13,26 @@ + #define GEOMETRY_FUNC_HPP + + #include "geometry_type.hpp" ++#include "math_func.hpp" ++#include "../direction_func.h" + + Dimension maxdim(const Dimension &d1, const Dimension &d2); + ++/** ++ * Transform a given Dimension. ++ * ++ * The width and the height will be swapped or will stay unchanged based on used transformation. ++ * ++ * @param dim The Dimension to transform. ++ * @param transformation Transformation to perform. ++ * @return The transformed Dimension. ++ */ ++static inline Dimension TransformDimension(Dimension dim, DirTransformation transformation) ++{ ++ if (TransformAxis(AXIS_X, transformation) != AXIS_X) Swap(dim.width, dim.height); ++ return dim; ++} ++ ++Point TransformPoint(Point point, DirTransformation transformation); ++ + #endif /* GEOMETRY_FUNC_HPP */ +diff --git a/src/core/math_func.hpp b/src/core/math_func.hpp +index df9142462..cb6c98983 100644 +--- a/src/core/math_func.hpp ++++ b/src/core/math_func.hpp +@@ -85,6 +85,18 @@ static inline T abs(const T a) + return (a < (T)0) ? -a : a; + } + ++/** ++ * Returns the sign of a value. ++ * ++ * @param x The value ++ * @return -1 if the x is negative, +1 if positive, 0 otherwise ++ */ ++template <typename T> ++static inline int sgn(const T x) ++{ ++ return (int)(x > (T)0) - (int)(x < (T)0); ++} ++ + /** + * Return the smallest multiple of n equal or greater than x + * +diff --git a/src/crashlog.cpp b/src/crashlog.cpp +index 78d9b1465..4118301fc 100644 +--- a/src/crashlog.cpp ++++ b/src/crashlog.cpp +@@ -403,7 +403,7 @@ bool CrashLog::WriteSavegame(char *filename, const char *filename_last) const + { + /* If the map array doesn't exist, saving will fail too. If the map got + * initialised, there is a big chance the rest is initialised too. */ +- if (_m == NULL) return false; ++ if (_main_map.m == NULL) return false; + + try { + GamelogEmergency(); +diff --git a/src/depot_map.h b/src/depot_map.h +index c304790f8..97012c172 100644 +--- a/src/depot_map.h ++++ b/src/depot_map.h +@@ -55,7 +55,7 @@ static inline DepotID GetDepotIndex(TileIndex t) + { + /* Hangars don't have a Depot class, thus store no DepotID. */ + assert(IsRailDepotTile(t) || IsRoadDepotTile(t) || IsShipDepotTile(t)); +- return _m[t].m2; ++ return GetTile(t)->m2; + } + + /** +diff --git a/src/direction_func.h b/src/direction_func.h +index 12aee5863..327c29871 100644 +--- a/src/direction_func.h ++++ b/src/direction_func.h +@@ -13,6 +13,7 @@ + #define DIRECTION_FUNC_H + + #include "direction_type.h" ++#include "core/math_func.hpp" + + /** + * Checks if an integer value is a valid DiagDirection +@@ -278,4 +279,118 @@ static inline bool IsDiagonalDirection(Direction dir) + return (dir & 1) != 0; + } + ++/** ++ * Checks if an integer value is a valid DirTransformation. ++ * ++ * @param transformation The value to check. ++ * @return True if the value belongs to a DirTransformation, false otherwise. ++ */ ++static inline bool IsValidDirTransform(DirTransformation transformation) ++{ ++ return IsInsideMM(transformation, DTR_BEGIN, DTR_END); ++} ++ ++/** ++ * Combine two direction transformations into one. ++ * @param a First transformation. ++ * @param b Second transformation. ++ * @return Transformation that works like firstly applying the 'a' transformation and then the 'b' transformation. ++ */ ++static inline DirTransformation CombineDirTransform(DirTransformation a, DirTransformation b) ++{ ++ /* DirTransformation bit lauout: ++ * 0000irrr ++ * where: ++ * i - DTR_REFLECTION_BIT ++ * rrr - DTR_ROTATION_MASK ++ * ++ * DirTransformation transformation can be expressed as a function of an angle: ++ * f(x) = I * x + R ++ * where ++ * x - direction expressed in angle units (e.g. DiagDir) ++ * I - reflection, -1 to reflect before rotating (DTR_REFLECTION_BIT set), +1 otherwise ++ * R - rotation, number of angle units to add (bits of mask DTR_ROTATION_MASK) ++ * ++ * 1 angle unit is 90 degree. As we work on angles we must use modular arithmetic for ++ * calculations. Modulus is 4 because 360 degree is 4 our angle units. To apply ++ * modulus we can simply bitmask result with DTR_ROTATION_MASK. ++ * ++ * To combine two transformations ++ * a(x) = IA * x + RA ++ * b(x) = IB * x + RB ++ * into one ++ * c(x) = IC * x + RC ++ * we must compose functions ++ * c(x) = b(a(x)) = IB * (IA * x + RA) + RB = IA * IB * x + IB * RA + RB ++ * From above ++ * IC = IA * IB - so we can XOR reflection bits together to get resulting reflection bit ++ * RC = IB * RA + RB - so we evaluate RB+RA or RB-RA based on reflection bit of transformation B to get resulting rotation bits */ ++ return (DirTransformation)(((a ^ b) & DTR_REFLECTION_BIT) | // calculate reflection bit ++ (((b & DTR_REFLECTION_BIT) ? (b - a) : (b + a)) & DTR_ROTATION_MASK)); // calculate rotation bits ++} ++ ++/** ++ * Invert given transformation. ++ * @param transformation Tranformation to invert. ++ * @return Inverted transformation transformation. ++ */ ++static inline DirTransformation InvertDirTransform(DirTransformation transformation) ++{ ++ /* to revert a reflection reflect again, transformation is the same (involution) */ ++ if (transformation & DTR_REFLECTION_BIT) return transformation; ++ ++ /* to revert a rotation rotate in opposite direction */ ++ return (DirTransformation)((-transformation) & DTR_ROTATION_MASK); ++} ++ ++static inline DirTransformation DirRotation(DiagDirDiff angle) ++{ ++ return (DirTransformation)((uint)angle % DIAGDIR_END); ++} ++ ++static inline DirTransformation DirReflection(Direction axis) ++{ ++ return (DirTransformation)(((axis - DiagDirToDir(DIAGDIR_BEGIN)) & DTR_ROTATION_MASK) | DTR_REFLECTION_BIT); ++} ++ ++static inline DirTransformation DirReflection(Axis axis) ++{ ++ return (DirTransformation)((2 * axis) | DTR_REFLECTION_BIT); ++} ++ ++/** ++ * Transform Axis by a given transformation. ++ * @param axis Axis to transform. ++ * @param transformation Transformation to use. ++ * @return Transformed Axis. ++ */ ++static inline Axis TransformAxis(Axis axis, DirTransformation transformation) ++{ ++ return (Axis)(axis ^ (transformation & 1)); ++} ++ ++/** ++ * Transform Direction by given transformation. ++ * @param direction Direction to transform. ++ * @param transformation Transformation to use. ++ * @return Transformed Direction. ++ */ ++static inline Direction TransformDir(Direction direction, DirTransformation transformation) ++{ ++ if (transformation & DTR_REFLECTION_BIT) direction = (Direction)(2 * DIR_NE - direction); // reflect against X-axis ++ return ChangeDir(direction, (DirDiff)(2 * transformation)); // rotate and cut off overflowing bits ++} ++ ++/** ++ * Transform DiagDirection by a given transformation. ++ * @param diag_dir DiagDirection to transform. ++ * @param transformation Transformation to use. ++ * @return Transformed DiagDirection. ++ */ ++static inline DiagDirection TransformDiagDir(DiagDirection diag_dir, DirTransformation transformation) ++{ ++ if (transformation & DTR_REFLECTION_BIT) diag_dir = (DiagDirection)(2 * DIAGDIR_NE - diag_dir); // reflect against X-axis ++ return ChangeDiagDir(diag_dir, (DiagDirDiff)transformation); // rotate and cut off overflowing bits ++} ++ + #endif /* DIRECTION_FUNC_H */ +diff --git a/src/direction_type.h b/src/direction_type.h +index e6e08a182..9c3a5b147 100644 +--- a/src/direction_type.h ++++ b/src/direction_type.h +@@ -115,6 +115,25 @@ enum DiagDirDiff { + /** Allow incrementing of DiagDirDiff variables */ + DECLARE_POSTFIX_INCREMENT(DiagDirDiff) + ++/** Represents transformations to rotate/reflect directions. */ ++enum DirTransformation { ++ DTR_BEGIN = 0, ///< Used for iterations. ++ ++ DTR_IDENTITY = 0, ///< Identity transformation (no tranformation at all). ++ DTR_ROTATE_90_R = 1, ///< Rotate by 90 degree clockwise. ++ DTR_ROTATE_180 = 2, ///< Rotate by 180 degree. ++ DTR_ROTATE_90_L = 3, ///< Rotate by 90 degree counterclockwise. ++ ++ DTR_REFLECT_NE_SW = 4, ///< Reflect in respect to a Northeast-Southwest axis. ++ DTR_REFLECT_W_E = 5, ///< Reflect in respect to a West-East axis. ++ DTR_REFLECT_NW_SE = 6, ///< Reflect in respect to a Northwest-Southeast axis. ++ DTR_REFLECT_N_S = 7, ///< Reflect in respect to a North-South axis. ++ ++ DTR_END = 8, ///< Used for iterations. ++ ++ DTR_ROTATION_MASK = 0x03, ///< Rotation mask. The number formed by thiese bits tells how much to rotate object clockwise (in 90 degree units). ++ DTR_REFLECTION_BIT = 0x04, ///< Reflection bit. Indicates if to reflect object in respect to X-axis before rotating it. ++}; + + /** + * Enumeration for the two axis X and Y +diff --git a/src/dock_gui.cpp b/src/dock_gui.cpp +index 79eaa89b1..3d370711e 100644 +--- a/src/dock_gui.cpp ++++ b/src/dock_gui.cpp +@@ -193,10 +193,11 @@ struct BuildDocksToolbarWindow : Window { + break; + + case WID_DT_STATION: { // Build station button ++ uint32 p1 = _settings_game.station.adjacent_stations && _ctrl_pressed; // adjacent? + uint32 p2 = (uint32)INVALID_STATION << 16; // no station to join + + /* tile is always the land tile, so need to evaluate _thd.pos */ +- CommandContainer cmdcont = { tile, _ctrl_pressed, p2, CMD_BUILD_DOCK | CMD_MSG(STR_ERROR_CAN_T_BUILD_DOCK_HERE), CcBuildDocks, "" }; ++ CommandContainer cmdcont = { tile, p1, p2, CMD_BUILD_DOCK | CMD_MSG(STR_ERROR_CAN_T_BUILD_DOCK_HERE), CcBuildDocks, "" }; + + /* Determine the watery part of the dock. */ + DiagDirection dir = GetInclinedSlopeDirection(GetTileSlope(tile)); +diff --git a/src/genworld_gui.cpp b/src/genworld_gui.cpp +index 359709e36..896ecd921 100644 +--- a/src/genworld_gui.cpp ++++ b/src/genworld_gui.cpp +@@ -20,6 +20,7 @@ + #include "sound_func.h" + #include "fios.h" + #include "string_func.h" ++#include "gui.h" + #include "widgets/dropdown_type.h" + #include "widgets/dropdown_func.h" + #include "querystring_gui.h" +@@ -282,12 +283,37 @@ static void LandscapeGenerationCallback(Window *w, bool confirmed) + if (confirmed) StartGeneratingLandscape((GenerateLandscapeWindowMode)w->window_number); + } + +-static DropDownList *BuildMapsizeDropDown() ++/** ++ * Check if map size set lies in allowed boundaries. ++ * @param print_warning If set to true, messagebox with warning is printed out if size is outside limits. ++ * @return true if size is ok, false otherwise. ++ */ ++static bool CheckMapSize(bool print_warning = true) ++{ ++ uint64 tiles = 1ULL << (_settings_newgame.game_creation.map_x + _settings_newgame.game_creation.map_y); ++ ++ if (_settings_newgame.game_creation.map_x + _settings_newgame.game_creation.map_y > MAX_MAP_TILES_BITS) { ++ if (print_warning) { ++ SetDParam(0, MAX_MAP_TILES); ++ SetDParam(1, tiles); ++ ShowErrorMessage(STR_MAPGEN_TOO_MANY_TILES_MESSAGE, INVALID_STRING_ID, WL_ERROR, 0, 0); ++ } ++ return false; ++ } ++ return true; ++} ++ ++/** ++ * Build dropdown list with map sizes ++ * Dimension selected in the other dropdown is used to suggest which choices are 'valid' ++ * @param other_dimension Dimension specified by the second dropdown. ++ */ ++static DropDownList *BuildMapsizeDropDown(int other_dimension) + { + DropDownList *list = new DropDownList(); + + for (uint i = MIN_MAP_SIZE_BITS; i <= MAX_MAP_SIZE_BITS; i++) { +- DropDownListParamStringItem *item = new DropDownListParamStringItem(STR_JUST_INT, i, false); ++ DropDownListParamStringItem *item = new DropDownListParamStringItem((i + other_dimension > MAX_MAP_TILES_BITS) ? STR_RED_INT : STR_JUST_INT, i, false); + item->SetParam(0, 1 << i); + *list->Append() = item; + } +@@ -315,6 +341,14 @@ struct GenerateLandscapeWindow : public Window { + char name[64]; + GenerateLandscapeWindowMode mode; + ++ void SetDropDownColor() ++ { ++ /* Draw sizes in mapsize selection dropdowns in red if too large size is selected */ ++ bool mapsize_valid = CheckMapSize(false); ++ this->GetWidget<NWidgetCore>(WID_GL_MAPSIZE_X_PULLDOWN)->widget_data = mapsize_valid ? STR_JUST_INT : STR_RED_INT; ++ this->GetWidget<NWidgetCore>(WID_GL_MAPSIZE_Y_PULLDOWN)->widget_data = mapsize_valid ? STR_JUST_INT : STR_RED_INT; ++ } ++ + GenerateLandscapeWindow(WindowDesc *desc, WindowNumber number = 0) : Window(desc) + { + this->InitNested(number); +@@ -323,6 +357,8 @@ struct GenerateLandscapeWindow : public Window { + + this->mode = (GenerateLandscapeWindowMode)this->window_number; + ++ SetDropDownColor(); ++ + /* Disable town, industry and trees in SE */ + this->SetWidgetDisabledState(WID_GL_TOWN_PULLDOWN, _game_mode == GM_EDITOR); + this->SetWidgetDisabledState(WID_GL_INDUSTRY_PULLDOWN, _game_mode == GM_EDITOR); +@@ -539,11 +575,11 @@ struct GenerateLandscapeWindow : public Window { + break; + + case WID_GL_MAPSIZE_X_PULLDOWN: // Mapsize X +- ShowDropDownList(this, BuildMapsizeDropDown(), _settings_newgame.game_creation.map_x, WID_GL_MAPSIZE_X_PULLDOWN); ++ ShowDropDownList(this, BuildMapsizeDropDown(_settings_newgame.game_creation.map_y), _settings_newgame.game_creation.map_x, WID_GL_MAPSIZE_X_PULLDOWN); + break; + + case WID_GL_MAPSIZE_Y_PULLDOWN: // Mapsize Y +- ShowDropDownList(this, BuildMapsizeDropDown(), _settings_newgame.game_creation.map_y, WID_GL_MAPSIZE_Y_PULLDOWN); ++ ShowDropDownList(this, BuildMapsizeDropDown(_settings_newgame.game_creation.map_x), _settings_newgame.game_creation.map_y, WID_GL_MAPSIZE_Y_PULLDOWN); + break; + + case WID_GL_TOWN_PULLDOWN: // Number of towns +@@ -555,6 +591,7 @@ struct GenerateLandscapeWindow : public Window { + break; + + case WID_GL_GENERATE_BUTTON: { // Generate ++ if (!CheckMapSize()) break; + /* Get rotated map size. */ + uint map_x; + uint map_y; +@@ -717,8 +754,14 @@ struct GenerateLandscapeWindow : public Window { + virtual void OnDropdownSelect(int widget, int index) + { + switch (widget) { +- case WID_GL_MAPSIZE_X_PULLDOWN: _settings_newgame.game_creation.map_x = index; break; +- case WID_GL_MAPSIZE_Y_PULLDOWN: _settings_newgame.game_creation.map_y = index; break; ++ case WID_GL_MAPSIZE_X_PULLDOWN: ++ _settings_newgame.game_creation.map_x = index; ++ SetDropDownColor(); ++ break; ++ case WID_GL_MAPSIZE_Y_PULLDOWN: ++ _settings_newgame.game_creation.map_y = index; ++ SetDropDownColor(); ++ break; + case WID_GL_TREE_PULLDOWN: _settings_newgame.game_creation.tree_placer = index; break; + case WID_GL_RIVER_PULLDOWN: _settings_newgame.game_creation.amount_of_rivers = index; break; + case WID_GL_SMOOTHNESS_PULLDOWN: _settings_newgame.game_creation.tgen_smoothness = index; break; +@@ -882,10 +925,19 @@ struct CreateScenarioWindow : public Window + { + uint widget_id; + ++ void SetDropDownColor() ++ { ++ /* Draw sizes in mapsize selection dropdowns in red if too large size is selected */ ++ bool mapsize_valid = CheckMapSize(false); ++ this->GetWidget<NWidgetCore>(WID_CS_MAPSIZE_X_PULLDOWN)->widget_data = mapsize_valid ? STR_JUST_INT : STR_RED_INT; ++ this->GetWidget<NWidgetCore>(WID_CS_MAPSIZE_Y_PULLDOWN)->widget_data = mapsize_valid ? STR_JUST_INT : STR_RED_INT; ++ } ++ + CreateScenarioWindow(WindowDesc *desc, WindowNumber window_number) : Window(desc) + { + this->InitNested(window_number); + this->LowerWidget(_settings_newgame.game_creation.landscape + WID_CS_TEMPERATE); ++ SetDropDownColor(); + } + + virtual void SetStringParameters(int widget) const +@@ -909,6 +961,8 @@ struct CreateScenarioWindow : public Window + } + } + ++ ++ + virtual void OnPaint() + { + this->SetWidgetDisabledState(WID_CS_START_DATE_DOWN, _settings_newgame.game_creation.starting_year <= MIN_YEAR); +@@ -962,18 +1016,20 @@ struct CreateScenarioWindow : public Window + break; + + case WID_CS_MAPSIZE_X_PULLDOWN: // Mapsize X +- ShowDropDownList(this, BuildMapsizeDropDown(), _settings_newgame.game_creation.map_x, WID_CS_MAPSIZE_X_PULLDOWN); ++ ShowDropDownList(this, BuildMapsizeDropDown(_settings_newgame.game_creation.map_y), _settings_newgame.game_creation.map_x, WID_CS_MAPSIZE_X_PULLDOWN); + break; + + case WID_CS_MAPSIZE_Y_PULLDOWN: // Mapsize Y +- ShowDropDownList(this, BuildMapsizeDropDown(), _settings_newgame.game_creation.map_y, WID_CS_MAPSIZE_Y_PULLDOWN); ++ ShowDropDownList(this, BuildMapsizeDropDown(_settings_newgame.game_creation.map_x), _settings_newgame.game_creation.map_y, WID_CS_MAPSIZE_Y_PULLDOWN); + break; + + case WID_CS_EMPTY_WORLD: // Empty world / flat world ++ if (!CheckMapSize()) break; + StartGeneratingLandscape(GLWM_SCENARIO); + break; + + case WID_CS_RANDOM_WORLD: // Generate ++ if (!CheckMapSize()) break; + ShowGenerateLandscape(); + break; + +@@ -1032,6 +1088,8 @@ struct CreateScenarioWindow : public Window + case WID_CS_MAPSIZE_X_PULLDOWN: _settings_newgame.game_creation.map_x = index; break; + case WID_CS_MAPSIZE_Y_PULLDOWN: _settings_newgame.game_creation.map_y = index; break; + } ++ SetDropDownColor(); ++ + this->SetDirty(); + } + +diff --git a/src/gfxinit.cpp b/src/gfxinit.cpp +index d5959f5e1..82471510a 100644 +--- a/src/gfxinit.cpp ++++ b/src/gfxinit.cpp +@@ -193,6 +193,9 @@ static void LoadSpriteTables() + ); + } + ++ /* Load clipboard graphics */ ++ LoadGrfFile("clipboard.grf", SPR_CLIPBOARD_BASE, i++); ++ + /* Initialize the unicode to sprite mapping table */ + InitializeUnicodeGlyphMap(); + +diff --git a/src/group_gui.cpp b/src/group_gui.cpp +index d3e1eafbb..464f17b20 100644 +--- a/src/group_gui.cpp ++++ b/src/group_gui.cpp +@@ -75,6 +75,7 @@ static const NWidgetPart _nested_group_widgets[] = { + NWidget(WWT_DROPDOWN, COLOUR_GREY, WID_GL_SORT_BY_DROPDOWN), SetMinimalSize(167, 12), SetDataTip(0x0, STR_TOOLTIP_SORT_CRITERIA), + NWidget(WWT_PANEL, COLOUR_GREY), SetMinimalSize(12, 12), SetResize(1, 0), EndContainer(), + EndContainer(), ++ NWidget(WWT_PANEL, COLOUR_GREY, WID_GL_GROUP_INFO), SetMinimalSize(200, 25), SetFill(1, 0), EndContainer(), + NWidget(NWID_HORIZONTAL), + NWidget(WWT_MATRIX, COLOUR_GREY, WID_GL_LIST_VEHICLE), SetMinimalSize(248, 0), SetMatrixDataTip(1, 0, STR_NULL), SetResize(1, 1), SetFill(1, 0), SetScrollbar(WID_GL_LIST_VEHICLE_SCROLLBAR), + NWidget(NWID_VSCROLLBAR, COLOUR_GREY, WID_GL_LIST_VEHICLE_SCROLLBAR), +@@ -365,6 +366,7 @@ public: + + /* Minimum height is the height of the list widget minus all and default vehicles... */ + size->height = 4 * GetVehicleListHeight(this->vli.vtype, this->tiny_step_height) - 2 * this->tiny_step_height; ++ size->height += 25; + + /* ... minus the buttons at the bottom ... */ + uint max_icon_height = GetSpriteSize(this->GetWidget<NWidgetCore>(WID_GL_CREATE_GROUP)->widget_data).height; +@@ -570,7 +572,28 @@ public: + SetDParam(0, occupancy / vehicle_count); + DrawString(left, right, y, STR_GROUP_OCCUPANCY_VALUE, TC_BLACK, SA_RIGHT); + } ++ break; ++ } ++ ++ case WID_GL_GROUP_INFO: { ++ Money this_year = 0; ++ Money last_year = 0; ++ ++ for (uint i = 0; i < this->vehicles.Length(); i++) { ++ const Vehicle *v = this->vehicles[i]; + ++ assert(v->owner == this->owner); ++ ++ if (this->vli.index == ALL_GROUP || v->group_id == this->vli.index) { ++ this_year += v->GetDisplayProfitThisYear(); ++ last_year += v->GetDisplayProfitLastYear(); ++ } ++ } ++ ++ SetDParam(0, this_year); ++ DrawString(r.left + WD_FRAMERECT_LEFT + 8, r.right - WD_FRAMERECT_RIGHT - 8, r.top + WD_FRAMERECT_TOP + 1, STR_GROUP_PROFIT_THIS_YEAR, TC_BLACK); ++ SetDParam(0, last_year); ++ DrawString(r.left + WD_FRAMERECT_LEFT + 8, r.right - WD_FRAMERECT_RIGHT - 8, r.top + WD_FRAMERECT_TOP + FONT_HEIGHT_NORMAL + 2, STR_GROUP_PROFIT_LAST_YEAR, TC_BLACK); + break; + } + +@@ -932,7 +955,6 @@ public: + } + }; + +- + static WindowDesc _other_group_desc( + WDP_AUTO, "list_groups", 460, 246, + WC_INVALID, WC_NONE, +diff --git a/src/gui.h b/src/gui.h +index 39f1ea661..9a83d2ca2 100644 +--- a/src/gui.h ++++ b/src/gui.h +@@ -39,6 +39,9 @@ Window *ShowBuildDocksScenToolbar(); + /* airport_gui.cpp */ + Window *ShowBuildAirToolbar(); + ++/* clipboard_gui.cpp */ ++Window *ShowClipboardToolbar(); ++ + /* tgp_gui.cpp */ + void ShowGenerateLandscape(); + void ShowHeightmapLoad(); +diff --git a/src/industry_cmd.cpp b/src/industry_cmd.cpp +index 7d1a7e2e6..de556dddc 100644 +--- a/src/industry_cmd.cpp ++++ b/src/industry_cmd.cpp +@@ -343,6 +343,8 @@ static void DrawTile_Industry(TileInfo *ti) + DrawGroundSprite(image, GroundSpritePaletteTransform(image, dits->ground.pal, GENERAL_SPRITE_COLOUR(ind->random_colour))); + } + ++ DrawOverlay(ti, MP_INDUSTRY); ++ + /* If industries are transparent and invisible, do not draw the upper part */ + if (IsInvisibilitySet(TO_INDUSTRIES)) return; + +@@ -2865,4 +2867,5 @@ extern const TileTypeProcs _tile_type_industry_procs = { + NULL, // vehicle_enter_tile_proc + GetFoundation_Industry, // get_foundation_proc + TerraformTile_Industry, // terraform_tile_proc ++ NULL, // copypaste_tile_proc + }; +diff --git a/src/industry_map.h b/src/industry_map.h +index 9d2e3de21..e0193f0bf 100644 +--- a/src/industry_map.h ++++ b/src/industry_map.h +@@ -65,7 +65,7 @@ enum IndustryGraphics { + static inline IndustryID GetIndustryIndex(TileIndex t) + { + assert(IsTileType(t, MP_INDUSTRY)); +- return _m[t].m2; ++ return GetTile(t)->m2; + } + + /** +@@ -77,7 +77,7 @@ static inline IndustryID GetIndustryIndex(TileIndex t) + static inline bool IsIndustryCompleted(TileIndex t) + { + assert(IsTileType(t, MP_INDUSTRY)); +- return HasBit(_m[t].m1, 7); ++ return HasBit(GetTile(t)->m1, 7); + } + + IndustryType GetIndustryType(TileIndex tile); +@@ -90,7 +90,7 @@ IndustryType GetIndustryType(TileIndex tile); + static inline void SetIndustryCompleted(TileIndex tile) + { + assert(IsTileType(tile, MP_INDUSTRY)); +- SB(_m[tile].m1, 7, 1, 1); ++ SB(GetTile(tile)->m1, 7, 1, 1); + } + + /** +@@ -102,7 +102,7 @@ static inline void SetIndustryCompleted(TileIndex tile) + static inline byte GetIndustryConstructionStage(TileIndex tile) + { + assert(IsTileType(tile, MP_INDUSTRY)); +- return IsIndustryCompleted(tile) ? (byte)INDUSTRY_COMPLETED : GB(_m[tile].m1, 0, 2); ++ return IsIndustryCompleted(tile) ? (byte)INDUSTRY_COMPLETED : GB(GetTile(tile)->m1, 0, 2); + } + + /** +@@ -114,7 +114,7 @@ static inline byte GetIndustryConstructionStage(TileIndex tile) + static inline void SetIndustryConstructionStage(TileIndex tile, byte value) + { + assert(IsTileType(tile, MP_INDUSTRY)); +- SB(_m[tile].m1, 0, 2, value); ++ SB(GetTile(tile)->m1, 0, 2, value); + } + + /** +@@ -127,7 +127,7 @@ static inline void SetIndustryConstructionStage(TileIndex tile, byte value) + static inline IndustryGfx GetCleanIndustryGfx(TileIndex t) + { + assert(IsTileType(t, MP_INDUSTRY)); +- return _m[t].m5 | (GB(_me[t].m6, 2, 1) << 8); ++ return GetTile(t)->m5 | (GB(GetTileEx(t)->m6, 2, 1) << 8); + } + + /** +@@ -151,8 +151,8 @@ static inline IndustryGfx GetIndustryGfx(TileIndex t) + static inline void SetIndustryGfx(TileIndex t, IndustryGfx gfx) + { + assert(IsTileType(t, MP_INDUSTRY)); +- _m[t].m5 = GB(gfx, 0, 8); +- SB(_me[t].m6, 2, 1, GB(gfx, 8, 1)); ++ GetTile(t)->m5 = GB(gfx, 0, 8); ++ SB(GetTileEx(t)->m6, 2, 1, GB(gfx, 8, 1)); + } + + /** +@@ -164,7 +164,7 @@ static inline void SetIndustryGfx(TileIndex t, IndustryGfx gfx) + static inline byte GetIndustryConstructionCounter(TileIndex tile) + { + assert(IsTileType(tile, MP_INDUSTRY)); +- return GB(_m[tile].m1, 2, 2); ++ return GB(GetTile(tile)->m1, 2, 2); + } + + /** +@@ -176,7 +176,7 @@ static inline byte GetIndustryConstructionCounter(TileIndex tile) + static inline void SetIndustryConstructionCounter(TileIndex tile, byte value) + { + assert(IsTileType(tile, MP_INDUSTRY)); +- SB(_m[tile].m1, 2, 2, value); ++ SB(GetTile(tile)->m1, 2, 2, value); + } + + /** +@@ -189,8 +189,8 @@ static inline void SetIndustryConstructionCounter(TileIndex tile, byte value) + static inline void ResetIndustryConstructionStage(TileIndex tile) + { + assert(IsTileType(tile, MP_INDUSTRY)); +- SB(_m[tile].m1, 0, 4, 0); +- SB(_m[tile].m1, 7, 1, 0); ++ SB(GetTile(tile)->m1, 0, 4, 0); ++ SB(GetTile(tile)->m1, 7, 1, 0); + } + + /** +@@ -201,7 +201,7 @@ static inline void ResetIndustryConstructionStage(TileIndex tile) + static inline byte GetIndustryAnimationLoop(TileIndex tile) + { + assert(IsTileType(tile, MP_INDUSTRY)); +- return _m[tile].m4; ++ return GetTile(tile)->m4; + } + + /** +@@ -213,7 +213,7 @@ static inline byte GetIndustryAnimationLoop(TileIndex tile) + static inline void SetIndustryAnimationLoop(TileIndex tile, byte count) + { + assert(IsTileType(tile, MP_INDUSTRY)); +- _m[tile].m4 = count; ++ GetTile(tile)->m4 = count; + } + + /** +@@ -226,7 +226,7 @@ static inline void SetIndustryAnimationLoop(TileIndex tile, byte count) + static inline byte GetIndustryRandomBits(TileIndex tile) + { + assert(IsTileType(tile, MP_INDUSTRY)); +- return _m[tile].m3; ++ return GetTile(tile)->m3; + } + + /** +@@ -239,7 +239,7 @@ static inline byte GetIndustryRandomBits(TileIndex tile) + static inline void SetIndustryRandomBits(TileIndex tile, byte bits) + { + assert(IsTileType(tile, MP_INDUSTRY)); +- _m[tile].m3 = bits; ++ GetTile(tile)->m3 = bits; + } + + /** +@@ -252,7 +252,7 @@ static inline void SetIndustryRandomBits(TileIndex tile, byte bits) + static inline byte GetIndustryTriggers(TileIndex tile) + { + assert(IsTileType(tile, MP_INDUSTRY)); +- return GB(_me[tile].m6, 3, 3); ++ return GB(GetTileEx(tile)->m6, 3, 3); + } + + +@@ -266,7 +266,7 @@ static inline byte GetIndustryTriggers(TileIndex tile) + static inline void SetIndustryTriggers(TileIndex tile, byte triggers) + { + assert(IsTileType(tile, MP_INDUSTRY)); +- SB(_me[tile].m6, 3, 3, triggers); ++ SB(GetTileEx(tile)->m6, 3, 3, triggers); + } + + /** +@@ -280,14 +280,14 @@ static inline void SetIndustryTriggers(TileIndex tile, byte triggers) + static inline void MakeIndustry(TileIndex t, IndustryID index, IndustryGfx gfx, uint8 random, WaterClass wc) + { + SetTileType(t, MP_INDUSTRY); +- _m[t].m1 = 0; +- _m[t].m2 = index; ++ GetTile(t)->m1 = 0; ++ GetTile(t)->m2 = index; + SetIndustryRandomBits(t, random); // m3 +- _m[t].m4 = 0; ++ GetTile(t)->m4 = 0; + SetIndustryGfx(t, gfx); // m5, part of m6 + SetIndustryTriggers(t, 0); // rest of m6 + SetWaterClass(t, wc); +- _me[t].m7 = 0; ++ GetTileEx(t)->m7 = 0; + } + + #endif /* INDUSTRY_MAP_H */ +diff --git a/src/landscape.cpp b/src/landscape.cpp +index 185e84a80..e574c0799 100644 +--- a/src/landscape.cpp ++++ b/src/landscape.cpp +@@ -724,12 +724,12 @@ void RunTileLoop() + * shift register (LFSR). This allows a deterministic pseudorandom ordering, but + * still with minimal state and fast iteration. */ + +- /* Maximal length LFSR feedback terms, from 12-bit (for 64x64 maps) to 24-bit (for 4096x4096 maps). ++ /* Maximal length LFSR feedback terms, from 12-bit (for 64x64 maps) to 26-bit. + * Extracted from http://www.ece.cmu.edu/~koopman/lfsr/ */ + static const uint32 feedbacks[] = { +- 0xD8F, 0x1296, 0x2496, 0x4357, 0x8679, 0x1030E, 0x206CD, 0x403FE, 0x807B8, 0x1004B2, 0x2006A8, 0x4004B2, 0x800B87 ++ 0xD8F, 0x1296, 0x2496, 0x4357, 0x8679, 0x1030E, 0x206CD, 0x403FE, 0x807B8, 0x1004B2, 0x2006A8, 0x4004B2, 0x800B87, 0x10004F3, 0x200072D + }; +- assert_compile(lengthof(feedbacks) == 2 * MAX_MAP_SIZE_BITS - 2 * MIN_MAP_SIZE_BITS + 1); ++ assert_compile(lengthof(feedbacks) == MAX_MAP_TILES_BITS - 2 * MIN_MAP_SIZE_BITS + 1); + const uint32 feedback = feedbacks[MapLogX() + MapLogY() - 2 * MIN_MAP_SIZE_BITS]; + + /* We update every tile every 256 ticks, so divide the map size by 2^8 = 256 */ +diff --git a/src/lang/afrikaans.txt b/src/lang/afrikaans.txt +index 0e2ea20e6..68294c2dc 100644 +--- a/src/lang/afrikaans.txt ++++ b/src/lang/afrikaans.txt +@@ -4866,10 +4866,18 @@ STR_SAVEGAME_NAME_DEFAULT :{COMPANY}, {STR + STR_SAVEGAME_NAME_SPECTATOR :Spektator, {1:STRING} + + # Viewport strings ++STR_VIEWPORT_TOWN_POP_VERY_POOR_RATING :{WHITE}{TOWN} {RED}({COMMA}) ++STR_VIEWPORT_TOWN_POP_MEDIOCRE_RATING :{WHITE}{TOWN} {ORANGE}({COMMA}) ++STR_VIEWPORT_TOWN_POP_GOOD_RATING :{WHITE}{TOWN} {YELLOW}({COMMA}) + STR_VIEWPORT_TOWN_POP :{WHITE}{TOWN} ({COMMA}) ++STR_VIEWPORT_TOWN_POP_EXCELLENT_RATING :{WHITE}{TOWN} {GREEN}({COMMA}) + STR_VIEWPORT_TOWN :{WHITE}{TOWN} + STR_VIEWPORT_TOWN_TINY_BLACK :{TINY_FONT}{BLACK}{TOWN} ++STR_VIEWPORT_TOWN_TINY_VERY_POOR_RATING :{TINY_FONT}{RED}{TOWN} ++STR_VIEWPORT_TOWN_TINY_MEDIOCRE_RATING :{TINY_FONT}{ORANGE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_GOOD_RATING :{TINY_FONT}{YELLOW}{TOWN} + STR_VIEWPORT_TOWN_TINY_WHITE :{TINY_FONT}{WHITE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_EXCELLENT_RATING :{TINY_FONT}{GREEN}{TOWN} + + STR_VIEWPORT_SIGN_SMALL_BLACK :{TINY_FONT}{BLACK}{SIGN} + STR_VIEWPORT_SIGN_SMALL_WHITE :{TINY_FONT}{WHITE}{SIGN} +diff --git a/src/lang/basque.txt b/src/lang/basque.txt +index d40beb0a2..e029f4c99 100644 +--- a/src/lang/basque.txt ++++ b/src/lang/basque.txt +@@ -4729,10 +4729,18 @@ STR_SAVEGAME_NAME_DEFAULT :{COMPANY}, {STR + STR_SAVEGAME_NAME_SPECTATOR :Ikuslea, {1:STRING} + + # Viewport strings ++STR_VIEWPORT_TOWN_POP_VERY_POOR_RATING :{WHITE}{TOWN} {RED}({COMMA}) ++STR_VIEWPORT_TOWN_POP_MEDIOCRE_RATING :{WHITE}{TOWN} {ORANGE}({COMMA}) ++STR_VIEWPORT_TOWN_POP_GOOD_RATING :{WHITE}{TOWN} {YELLOW}({COMMA}) + STR_VIEWPORT_TOWN_POP :{WHITE}{TOWN} ({COMMA}) ++STR_VIEWPORT_TOWN_POP_EXCELLENT_RATING :{WHITE}{TOWN} {GREEN}({COMMA}) + STR_VIEWPORT_TOWN :{WHITE}{TOWN} + STR_VIEWPORT_TOWN_TINY_BLACK :{TINY_FONT}{BLACK}{TOWN} ++STR_VIEWPORT_TOWN_TINY_VERY_POOR_RATING :{TINY_FONT}{RED}{TOWN} ++STR_VIEWPORT_TOWN_TINY_MEDIOCRE_RATING :{TINY_FONT}{ORANGE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_GOOD_RATING :{TINY_FONT}{YELLOW}{TOWN} + STR_VIEWPORT_TOWN_TINY_WHITE :{TINY_FONT}{WHITE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_EXCELLENT_RATING :{TINY_FONT}{GREEN}{TOWN} + + STR_VIEWPORT_SIGN_SMALL_BLACK :{TINY_FONT}{BLACK}{SIGN} + STR_VIEWPORT_SIGN_SMALL_WHITE :{TINY_FONT}{WHITE}{SIGN} +diff --git a/src/lang/catalan.txt b/src/lang/catalan.txt +index 96573910e..9c4f7de06 100644 +--- a/src/lang/catalan.txt ++++ b/src/lang/catalan.txt +@@ -4885,10 +4885,18 @@ STR_SAVEGAME_NAME_DEFAULT :{COMPANY}, {STR + STR_SAVEGAME_NAME_SPECTATOR :{G=Masculin}Espectador, {1:STRING} + + # Viewport strings ++STR_VIEWPORT_TOWN_POP_VERY_POOR_RATING :{WHITE}{TOWN} {RED}({COMMA}) ++STR_VIEWPORT_TOWN_POP_MEDIOCRE_RATING :{WHITE}{TOWN} {ORANGE}({COMMA}) ++STR_VIEWPORT_TOWN_POP_GOOD_RATING :{WHITE}{TOWN} {YELLOW}({COMMA}) + STR_VIEWPORT_TOWN_POP :{WHITE}{TOWN} ({COMMA}) ++STR_VIEWPORT_TOWN_POP_EXCELLENT_RATING :{WHITE}{TOWN} {GREEN}({COMMA}) + STR_VIEWPORT_TOWN :{WHITE}{TOWN} + STR_VIEWPORT_TOWN_TINY_BLACK :{TINY_FONT}{BLACK}{TOWN} ++STR_VIEWPORT_TOWN_TINY_VERY_POOR_RATING :{TINY_FONT}{RED}{TOWN} ++STR_VIEWPORT_TOWN_TINY_MEDIOCRE_RATING :{TINY_FONT}{ORANGE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_GOOD_RATING :{TINY_FONT}{YELLOW}{TOWN} + STR_VIEWPORT_TOWN_TINY_WHITE :{TINY_FONT}{WHITE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_EXCELLENT_RATING :{TINY_FONT}{GREEN}{TOWN} + + STR_VIEWPORT_SIGN_SMALL_BLACK :{TINY_FONT}{BLACK}{SIGN} + STR_VIEWPORT_SIGN_SMALL_WHITE :{TINY_FONT}{WHITE}{SIGN} +diff --git a/src/lang/catalan.txt.orig b/src/lang/catalan.txt.orig +new file mode 100644 +index 000000000..2909a9c82 +--- /dev/null ++++ b/src/lang/catalan.txt.orig +@@ -0,0 +1,4985 @@ ++##name Catalan ++##ownname Català ++##isocode ca_ES ++##plural 0 ++##textdir ltr ++##digitsep . ++##digitsepcur . ++##decimalsep , ++##winlangid 0x0403 ++##grflangid 0x22 ++##gender Masculin Femenin ++ ++ ++# $Id$ ++ ++# 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/>. ++ ++ ++##id 0x0000 ++STR_NULL : ++STR_EMPTY : ++STR_UNDEFINED :(cadena sense definir) ++STR_JUST_NOTHING :Res ++ ++# Cargo related strings ++# Plural cargo name ++STR_CARGO_PLURAL_NOTHING : ++STR_CARGO_PLURAL_PASSENGERS :{G=Masculin}Passatgers ++STR_CARGO_PLURAL_COAL :{G=Masculin}Carbó ++STR_CARGO_PLURAL_MAIL :{G=Masculin}Correu ++STR_CARGO_PLURAL_OIL :{G=Masculin}Petroli ++STR_CARGO_PLURAL_LIVESTOCK :{G=Masculin}Bestiar ++STR_CARGO_PLURAL_GOODS :{G=Femenin}Mercaderies ++STR_CARGO_PLURAL_GRAIN :{G=Masculin}Gra ++STR_CARGO_PLURAL_WOOD :{G=Femenin}Fusta ++STR_CARGO_PLURAL_IRON_ORE :{G=Masculin}Mineral de ferro ++STR_CARGO_PLURAL_STEEL :{G=Masculin}Acer ++STR_CARGO_PLURAL_VALUABLES :{G=Masculin}Valors ++STR_CARGO_PLURAL_COPPER_ORE :{G=Masculin}Mineral de coure ++STR_CARGO_PLURAL_MAIZE :{G=Masculin}Blat de moro ++STR_CARGO_PLURAL_FRUIT :{G=Femenin}Fruita ++STR_CARGO_PLURAL_DIAMONDS :{G=Masculin}Diamants ++STR_CARGO_PLURAL_FOOD :{G=Masculin}Queviures ++STR_CARGO_PLURAL_PAPER :{G=Masculin}Paper ++STR_CARGO_PLURAL_GOLD :{G=Masculin}Or ++STR_CARGO_PLURAL_WATER :Aigua ++STR_CARGO_PLURAL_WHEAT :{G=Masculin}Blat ++STR_CARGO_PLURAL_RUBBER :{G=Masculin}Cautxú ++STR_CARGO_PLURAL_SUGAR :{G=Masculin}Sucre ++STR_CARGO_PLURAL_TOYS :{G=Femenin}Joguines ++STR_CARGO_PLURAL_CANDY :{G=Masculin}Dolços ++STR_CARGO_PLURAL_COLA :{G=Masculin}Refrescos ++STR_CARGO_PLURAL_COTTON_CANDY :{G=Masculin}Cotó de sucre ++STR_CARGO_PLURAL_BUBBLES :{G=Femenin}Bombolles ++STR_CARGO_PLURAL_TOFFEE :{G=Masculin}Caramels ++STR_CARGO_PLURAL_BATTERIES :{G=Femenin}Piles ++STR_CARGO_PLURAL_PLASTIC :{G=Masculin}Plàstic ++STR_CARGO_PLURAL_FIZZY_DRINKS :{G=Femenin}Begudes gasoses ++ ++# Singular cargo name ++STR_CARGO_SINGULAR_NOTHING : ++STR_CARGO_SINGULAR_PASSENGER :{G=Masculin}Passatger ++STR_CARGO_SINGULAR_COAL :{G=Masculin}Carbó ++STR_CARGO_SINGULAR_MAIL :{G=Masculin}Correu ++STR_CARGO_SINGULAR_OIL :{G=Masculin}Petroli ++STR_CARGO_SINGULAR_LIVESTOCK :{G=Masculin}Bestiar ++STR_CARGO_SINGULAR_GOODS :{G=Femenin}Mercaderia ++STR_CARGO_SINGULAR_GRAIN :{G=Masculin}Gra ++STR_CARGO_SINGULAR_WOOD :{G=Femenin}Fusta ++STR_CARGO_SINGULAR_IRON_ORE :{G=Masculin}Mineral de ferro ++STR_CARGO_SINGULAR_STEEL :{G=Masculin}Acer ++STR_CARGO_SINGULAR_VALUABLES :{G=Masculin}Valors ++STR_CARGO_SINGULAR_COPPER_ORE :{G=Masculin}Mineral de coure ++STR_CARGO_SINGULAR_MAIZE :{G=Masculin}Blat de moro ++STR_CARGO_SINGULAR_FRUIT :{G=Femenin}Fruita ++STR_CARGO_SINGULAR_DIAMOND :{G=Masculin}Diamant ++STR_CARGO_SINGULAR_FOOD :{G=Masculin}Queviures ++STR_CARGO_SINGULAR_PAPER :{G=Masculin}Paper ++STR_CARGO_SINGULAR_GOLD :{G=Masculin}Or ++STR_CARGO_SINGULAR_WATER :Aigua ++STR_CARGO_SINGULAR_WHEAT :{G=Masculin}Blat ++STR_CARGO_SINGULAR_RUBBER :{G=Masculin}Cautxú ++STR_CARGO_SINGULAR_SUGAR :{G=Masculin}Sucre ++STR_CARGO_SINGULAR_TOY :{G=Femenin}Joguina ++STR_CARGO_SINGULAR_CANDY :{G=Masculin}Dolç ++STR_CARGO_SINGULAR_COLA :{G=Masculin}Refresc ++STR_CARGO_SINGULAR_COTTON_CANDY :{G=Masculin}Cotó de sucre ++STR_CARGO_SINGULAR_BUBBLE :{G=Femenin}Bombolla ++STR_CARGO_SINGULAR_TOFFEE :{G=Masculin}Caramel ++STR_CARGO_SINGULAR_BATTERY :{G=Femenin}Pila ++STR_CARGO_SINGULAR_PLASTIC :{G=Masculin}Plàstic ++STR_CARGO_SINGULAR_FIZZY_DRINK :{G=Femenin}Beguda gasosa ++ ++# Quantity of cargo ++STR_QUANTITY_NOTHING : ++STR_QUANTITY_PASSENGERS :{G=Masculin}{COMMA}{NBSP}passatger{P "" s} ++STR_QUANTITY_COAL :{WEIGHT_LONG} de carbó ++STR_QUANTITY_MAIL :{COMMA}{NBSP}sac{P "" s} de correu ++STR_QUANTITY_OIL :{VOLUME_LONG} de petroli ++STR_QUANTITY_LIVESTOCK :{COMMA}{NBSP}cap{P "" s} de bestiar ++STR_QUANTITY_GOODS :{COMMA}{NBSP}palet{P "" s} de mercaderies ++STR_QUANTITY_GRAIN :{WEIGHT_LONG} de gra ++STR_QUANTITY_WOOD :{WEIGHT_LONG} de fusta ++STR_QUANTITY_IRON_ORE :{WEIGHT_LONG} de mineral de ferro ++STR_QUANTITY_STEEL :{WEIGHT_LONG} d'acer ++STR_QUANTITY_VALUABLES :{G=Masculin}{COMMA}{NBSP}sac{P "" s} de valors ++STR_QUANTITY_COPPER_ORE :{WEIGHT_LONG} de mineral de coure ++STR_QUANTITY_MAIZE :{WEIGHT_LONG} de blat de moro ++STR_QUANTITY_FRUIT :{WEIGHT_LONG} de fruita ++STR_QUANTITY_DIAMONDS :{COMMA}{NBSP}boss{P a es} de diamants ++STR_QUANTITY_FOOD :{WEIGHT_LONG} de queviures ++STR_QUANTITY_PAPER :{WEIGHT_LONG} de paper ++STR_QUANTITY_GOLD :{G=Femenin}{COMMA}{NBSP}sa{P ca ques} d'or ++STR_QUANTITY_WATER :{VOLUME_LONG} d'aigua ++STR_QUANTITY_WHEAT :{WEIGHT_LONG} de blat ++STR_QUANTITY_RUBBER :{VOLUME_LONG} de cautxú ++STR_QUANTITY_SUGAR :{WEIGHT_LONG} de sucre ++STR_QUANTITY_TOYS :{COMMA}{NBSP}joguin{P a es} ++STR_QUANTITY_SWEETS :{G=Femenin}{COMMA}{NBSP}boss{P a es} de dolços ++STR_QUANTITY_COLA :{VOLUME_LONG} de refrescs ++STR_QUANTITY_CANDYFLOSS :{WEIGHT_LONG} de cotó de sucre ++STR_QUANTITY_BUBBLES :{COMMA} bomboll{P a es} ++STR_QUANTITY_TOFFEE :{WEIGHT_LONG} de caramel{P "" s} ++STR_QUANTITY_BATTERIES :{COMMA} pil{P a es} ++STR_QUANTITY_PLASTIC :{VOLUME_LONG} de plàstic ++STR_QUANTITY_FIZZY_DRINKS :{G=Femenin}{COMMA} begud{P a es} gasos{P a es} ++STR_QUANTITY_N_A :n/d ++ ++# Two letter abbreviation of cargo name ++STR_ABBREV_NOTHING : ++STR_ABBREV_PASSENGERS :{TINY_FONT}PS ++STR_ABBREV_COAL :{TINY_FONT}CB ++STR_ABBREV_MAIL :{TINY_FONT}CR ++STR_ABBREV_OIL :{TINY_FONT}PT ++STR_ABBREV_LIVESTOCK :{TINY_FONT}BE ++STR_ABBREV_GOODS :{TINY_FONT}ME ++STR_ABBREV_GRAIN :{TINY_FONT}GR ++STR_ABBREV_WOOD :{TINY_FONT}FU ++STR_ABBREV_IRON_ORE :{TINY_FONT}FE ++STR_ABBREV_STEEL :{TINY_FONT}AC ++STR_ABBREV_VALUABLES :{TINY_FONT}VL ++STR_ABBREV_COPPER_ORE :{TINY_FONT}CO ++STR_ABBREV_MAIZE :{TINY_FONT}BM ++STR_ABBREV_FRUIT :{TINY_FONT}FR ++STR_ABBREV_DIAMONDS :{TINY_FONT}DM ++STR_ABBREV_FOOD :{TINY_FONT}QV ++STR_ABBREV_PAPER :{TINY_FONT}PR ++STR_ABBREV_GOLD :{TINY_FONT}OR ++STR_ABBREV_WATER :{TINY_FONT}AI ++STR_ABBREV_WHEAT :{TINY_FONT}BL ++STR_ABBREV_RUBBER :{TINY_FONT}CX ++STR_ABBREV_SUGAR :{TINY_FONT}SU ++STR_ABBREV_TOYS :{TINY_FONT}JO ++STR_ABBREV_SWEETS :{TINY_FONT}DO ++STR_ABBREV_COLA :{TINY_FONT}RF ++STR_ABBREV_CANDYFLOSS :{TINY_FONT}CS ++STR_ABBREV_BUBBLES :{TINY_FONT}BB ++STR_ABBREV_TOFFEE :{TINY_FONT}CA ++STR_ABBREV_BATTERIES :{TINY_FONT}PI ++STR_ABBREV_PLASTIC :{TINY_FONT}PL ++STR_ABBREV_FIZZY_DRINKS :{TINY_FONT}BG ++STR_ABBREV_NONE :{TINY_FONT}NO ++STR_ABBREV_ALL :{TINY_FONT}TOT ++ ++# 'Mode' of transport for cargoes ++STR_PASSENGERS :{G=Masculin}{COMMA}{NBSP}passatger{P "" s} ++STR_BAGS :{G=Masculin}{COMMA}{NBSP}sac{P "" s} ++STR_TONS :{G=Femenin}{COMMA}{NBSP}ton{P a es} ++STR_LITERS :{G=Masculin}{COMMA}{NBSP}litre{P "" s} ++STR_ITEMS :{G=Masculin}{COMMA}{NBSP}cap{P "" s} ++STR_CRATES :{G=Masculin}{COMMA}{NBSP}palet{P "" s} ++ ++# Colours, do not shuffle ++STR_COLOUR_DARK_BLUE :{G=Masculin}Blau fosc ++STR_COLOUR_PALE_GREEN :{G=Masculin}Verd pàl·lid ++STR_COLOUR_PINK :{G=Masculin}Rosa ++STR_COLOUR_YELLOW :{G=Masculin}Groc ++STR_COLOUR_RED :{G=Masculin}Vermell ++STR_COLOUR_LIGHT_BLUE :{G=Masculin}Blau cel ++STR_COLOUR_GREEN :{G=Masculin}Verd ++STR_COLOUR_DARK_GREEN :{G=Masculin}Verd fosc ++STR_COLOUR_BLUE :{G=Masculin}Blau ++STR_COLOUR_CREAM :{G=Masculin}Crema ++STR_COLOUR_MAUVE :{G=Masculin}Malva ++STR_COLOUR_PURPLE :{G=Masculin}Lila ++STR_COLOUR_ORANGE :{G=Masculin}Taronja ++STR_COLOUR_BROWN :{G=Masculin}Marró ++STR_COLOUR_GREY :{G=Masculin}Gris ++STR_COLOUR_WHITE :{G=Masculin}Blanc ++ ++# Units used in OpenTTD ++STR_UNITS_VELOCITY_IMPERIAL :{COMMA}{NBSP}mph ++STR_UNITS_VELOCITY_METRIC :{COMMA}{NBSP}km/h ++STR_UNITS_VELOCITY_SI :{COMMA}{NBSP}m/s ++ ++STR_UNITS_POWER_IMPERIAL :{COMMA}{NBSP}cv ++STR_UNITS_POWER_METRIC :{COMMA}{NBSP}cv ++STR_UNITS_POWER_SI :{COMMA}{NBSP}kW ++ ++STR_UNITS_WEIGHT_SHORT_IMPERIAL :{COMMA}{NBSP}t ++STR_UNITS_WEIGHT_SHORT_METRIC :{COMMA}{NBSP}t ++STR_UNITS_WEIGHT_SHORT_SI :{COMMA}{NBSP}kg ++ ++STR_UNITS_WEIGHT_LONG_IMPERIAL :{COMMA}{NBSP}ton{P a es} ++STR_UNITS_WEIGHT_LONG_METRIC :{G=Femenin}{COMMA}{NBSP}ton{P a es} ++STR_UNITS_WEIGHT_LONG_SI :{COMMA}{NBSP}quilogram{P "" s} ++ ++STR_UNITS_VOLUME_SHORT_IMPERIAL :{COMMA}{NBSP}gal ++STR_UNITS_VOLUME_SHORT_METRIC :{COMMA}{NBSP}L ++STR_UNITS_VOLUME_SHORT_SI :{G=Masculin}{COMMA}{NBSP}m³ ++ ++STR_UNITS_VOLUME_LONG_IMPERIAL :{COMMA}{NBSP}gal{P ó ons} ++STR_UNITS_VOLUME_LONG_METRIC :{G=Masculin}{COMMA}{NBSP}litre{P "" s} ++STR_UNITS_VOLUME_LONG_SI :{G=Masculin}{COMMA}{NBSP}metre{P "" s}{NBSP}cúbic{P "" s} ++ ++STR_UNITS_FORCE_IMPERIAL :{COMMA}{NBSP}lbf ++STR_UNITS_FORCE_METRIC :{COMMA}{NBSP}kgf ++STR_UNITS_FORCE_SI :{G=Masculin}{COMMA}{NBSP}kN ++ ++STR_UNITS_HEIGHT_IMPERIAL :{COMMA}{NBSP}ft ++STR_UNITS_HEIGHT_METRIC :{COMMA}{NBSP}m ++STR_UNITS_HEIGHT_SI :{G=Masculin}{COMMA}{NBSP}m ++ ++# Common window strings ++STR_LIST_FILTER_TITLE :{BLACK}Cadena de filtrat: ++STR_LIST_FILTER_OSKTITLE :{BLACK}Introdueix una cadena de filtrat ++STR_LIST_FILTER_TOOLTIP :{BLACK}Introdueix una paraula clau per filtrar la llista de ++ ++STR_TOOLTIP_GROUP_ORDER :{BLACK}Selecciona l'agrupament de la càrrega ++STR_TOOLTIP_SORT_ORDER :{BLACK}Selecciona si l'ordre ha de ser descendent o ascendent ++STR_TOOLTIP_SORT_CRITERIA :{BLACK}Selecciona el criteri per ordenar la llista ++STR_TOOLTIP_FILTER_CRITERIA :{BLACK}Filtra per tipus de càrrega ++STR_BUTTON_SORT_BY :{BLACK}Ordena per: ++STR_BUTTON_LOCATION :{G=Masculin}{BLACK}Lloc ++STR_BUTTON_RENAME :{BLACK}Canvia el nom ++ ++STR_TOOLTIP_CLOSE_WINDOW :{BLACK}Tanca la finestra ++STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS :{BLACK}Títol de la finestra: arrossegueu el títol per desplaçar la finestra. ++STR_TOOLTIP_SHADE :{BLACK}Ombra de la finestra: mostra només la barra de títol. ++STR_TOOLTIP_DEBUG :{BLACK}Mostra la informació de depuració NewGRF ++STR_TOOLTIP_DEFSIZE :{BLACK}Redimensiona la finestra a la mida predeterminada. Ctrl+Clic desa la mida actual com a predeterminada. ++STR_TOOLTIP_STICKY :{BLACK}Marca aquesta finestra com a no eliminable per la tecla «Tanca totes les finestres». Ctrl+Clic per desar també l'estat predeterminat. ++STR_TOOLTIP_RESIZE :{BLACK}Clica i arrossega per redimensionar aquesta finestra ++STR_TOOLTIP_TOGGLE_LARGE_SMALL_WINDOW :{BLACK}Commuta entre la mida gran i petita de la finestra ++STR_TOOLTIP_VSCROLL_BAR_SCROLLS_LIST :{BLACK}Barra de desplaçament: desplaça la llista amunt/avall. ++STR_TOOLTIP_HSCROLL_BAR_SCROLLS_LIST :{BLACK}Barra de desplaçament: desplaça la llista lateralment. ++STR_TOOLTIP_DEMOLISH_BUILDINGS_ETC :{BLACK}Neteja les caselles seleccionades (enderroca edificis, tala arbres...). Per seleccionar l'àrea en diagonal, cliqueu Ctrl. Shift commuta construir/mostrar el cost estimat. ++ ++# Show engines button ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_TRAIN :{BLACK}Mostra ocultats ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_ROAD_VEHICLE :{BLACK}Mostra ocultats ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_SHIP :{BLACK}Mostra ocultats ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_AIRCRAFT :{BLACK}Mostra ocultats ++ ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_TRAIN_TOOLTIP :{BLACK}Activant aquest botó, també es mostraran els vehicles ferroviaris ocultats ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_ROAD_VEHICLE_TOOLTIP :{BLACK}Activant aquest botó, també es mostraran els vehicles de carretera ocultats ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_SHIP_TOOLTIP :{BLACK}Activant aquest botó, també es mostraran els vaixells ocultats ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_AIRCRAFT_TOOLTIP :{BLACK}Activant aquest botó, també es mostraran les aeronaus ocultades ++ ++# Query window ++STR_BUTTON_DEFAULT :{BLACK}Predeterminat ++STR_BUTTON_CANCEL :{BLACK}Cancel·la ++STR_BUTTON_OK :{BLACK}D'acord ++ ++# On screen keyboard window ++STR_OSK_KEYBOARD_LAYOUT :`1234567890-=\qwertyuiop[]asdfghjkl;' zxcvbnm,./ . ++STR_OSK_KEYBOARD_LAYOUT_CAPS :~!@#$%^&*()_+|QWERTYUIOP{{}}ASDFGHJKL:" ZXCVBNM<>? . ++ ++# Measurement tooltip ++STR_MEASURE_LENGTH :{BLACK}Llargada: {NUM} ++STR_MEASURE_AREA :{BLACK}Àrea: {NUM} x {NUM} ++STR_MEASURE_LENGTH_HEIGHTDIFF :{BLACK}Llargada: {NUM}{}Diferència d'alçada: {HEIGHT} ++STR_MEASURE_AREA_HEIGHTDIFF :{BLACK}Àrea: {NUM} x {NUM}{}Diferència d'alçada: {HEIGHT} ++ ++ ++# These are used in buttons ++STR_SORT_BY_CAPTION_NAME :{BLACK}Nom ++STR_SORT_BY_CAPTION_DATE :{BLACK}Data ++# These are used in dropdowns ++STR_SORT_BY_NAME :Nom ++STR_SORT_BY_PRODUCTION :Producció ++STR_SORT_BY_TYPE :Tipus ++STR_SORT_BY_TRANSPORTED :% transportat ++STR_SORT_BY_NUMBER :Número ++STR_SORT_BY_PROFIT_LAST_YEAR :Benefici darrer any ++STR_SORT_BY_PROFIT_THIS_YEAR :Benefici aquest any ++STR_SORT_BY_AGE :Antiguitat ++STR_SORT_BY_RELIABILITY :Fiabilitat ++STR_SORT_BY_TOTAL_CAPACITY_PER_CARGOTYPE :Capac. total per tipus de càrrega ++STR_SORT_BY_MAX_SPEED :Velocitat màxima ++STR_SORT_BY_MODEL :Model ++STR_SORT_BY_VALUE :Valor ++STR_SORT_BY_LENGTH :Llargada ++STR_SORT_BY_LIFE_TIME :Temps de vida restant ++STR_SORT_BY_TIMETABLE_DELAY :Retràs de l'horari ++STR_SORT_BY_FACILITY :Tipus d'estació ++STR_SORT_BY_WAITING_TOTAL :Càrrega en espera total ++STR_SORT_BY_WAITING_AVAILABLE :Càrrega en espera disponible ++STR_SORT_BY_RATING_MAX :Rati de càrrega més alt ++STR_SORT_BY_RATING_MIN :Rati de càrrega més baix ++STR_SORT_BY_ENGINE_ID :Número de model (ordre clàssic) ++STR_SORT_BY_COST :Cost ++STR_SORT_BY_POWER :Potència ++STR_SORT_BY_TRACTIVE_EFFORT :Esforç de tracció ++STR_SORT_BY_INTRO_DATE :Data de llançament ++STR_SORT_BY_RUNNING_COST :Cost d'utilització ++STR_SORT_BY_POWER_VS_RUNNING_COST :Potència/Cost d'utilització ++STR_SORT_BY_CARGO_CAPACITY :Capacitat de càrrega ++STR_SORT_BY_RANGE :Abast ++STR_SORT_BY_POPULATION :Població ++STR_SORT_BY_RATING :Qualificació ++ ++# Tooltips for the main toolbar ++STR_TOOLBAR_TOOLTIP_PAUSE_GAME :{BLACK}Posa en pausa o reprèn la partida ++STR_TOOLBAR_TOOLTIP_FORWARD :{BLACK}Avança la partida el més ràpid possible ++STR_TOOLBAR_TOOLTIP_OPTIONS :{BLACK}Opcions ++STR_TOOLBAR_TOOLTIP_SAVE_GAME_ABANDON_GAME :{BLACK}Desa la partida, abandona-la o surt del programa ++STR_TOOLBAR_TOOLTIP_DISPLAY_MAP :{BLACK}Mostra el mapa, finestres de visualització o llista de senyals, entre d'altres ++STR_TOOLBAR_TOOLTIP_DISPLAY_TOWN_DIRECTORY :{BLACK}Mostra la llista de poblacions ++STR_TOOLBAR_TOOLTIP_DISPLAY_SUBSIDIES :{BLACK}Mostra les subvencions ++STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_STATIONS :{BLACK}Mostra la llista d'estacions de la companyia ++STR_TOOLBAR_TOOLTIP_DISPLAY_COMPANY_FINANCES :{BLACK}Mostra la informació financera de la companyia ++STR_TOOLBAR_TOOLTIP_DISPLAY_COMPANY_GENERAL :{BLACK}Mostra la informació general de la companyia ++STR_TOOLBAR_TOOLTIP_DISPLAY_STORY_BOOK :{BLACK}Mostra el llibre de partida ++STR_TOOLBAR_TOOLTIP_DISPLAY_GOALS_LIST :{BLACK}Mostra la llista d'objectius ++STR_TOOLBAR_TOOLTIP_DISPLAY_GRAPHS :{BLACK}Mostra gràfics de l'evolució de les companyies i les tarifes de transport. ++STR_TOOLBAR_TOOLTIP_DISPLAY_COMPANY_LEAGUE :{BLACK}Mostra la taula de la lliga de companyies. ++STR_TOOLBAR_TOOLTIP_FUND_CONSTRUCTION_OF_NEW :{BLACK}Finança la construcció d'una nova indústria ++STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_TRAINS :{BLACK}Mostra la llista de trens de la companyia. Ctrl+Clic commuta l'obertura de la llista de grups/vehicles. ++STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_ROAD_VEHICLES :{BLACK}Mostra la llista de vehicles de la companyia. Ctrl+Clic commuta l'obertura de la llista de grups/vehicles. ++STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_SHIPS :{BLACK}Mostra la llista de vaixells de la companyia. Ctrl+Clic canvia entre l'obertura de la llista de grups/vehicles. ++STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_AIRCRAFT :{BLACK}Mostra la llista d'avions de la companyia. Ctrl+Clic commuta l'obertura de la llista de grups/vehicles. ++STR_TOOLBAR_TOOLTIP_ZOOM_THE_VIEW_IN :{BLACK}Apropar-se ++STR_TOOLBAR_TOOLTIP_ZOOM_THE_VIEW_OUT :{BLACK}Allunyar-se ++STR_TOOLBAR_TOOLTIP_BUILD_RAILROAD_TRACK :{BLACK}Construeix vies ++STR_TOOLBAR_TOOLTIP_BUILD_ROADS :{BLACK}Construeix carreteres ++STR_TOOLBAR_TOOLTIP_BUILD_SHIP_DOCKS :{BLACK}Construeix ports ++STR_TOOLBAR_TOOLTIP_BUILD_AIRPORTS :{BLACK}Construeix aeroports ++STR_TOOLBAR_TOOLTIP_LANDSCAPING :{BLACK}Obre la barra d'eines del terreny per elevar/rebaixar el terreny, plantar arbres, etc. ++STR_TOOLBAR_TOOLTIP_SHOW_SOUND_MUSIC_WINDOW :{BLACK}Mostra la finestra de so/música ++STR_TOOLBAR_TOOLTIP_SHOW_LAST_MESSAGE_NEWS :{BLACK}Mostra els darrers missatges/notícies i l'historial disponible ++STR_TOOLBAR_TOOLTIP_LAND_BLOCK_INFORMATION :{BLACK}Informació de terreny, consola, depuració de scripts, captures de pantalla, informació de l'OpenTTD... ++STR_TOOLBAR_TOOLTIP_SWITCH_TOOLBAR :{BLACK}Commuta barres d'eines ++ ++# Extra tooltips for the scenario editor toolbar ++STR_SCENEDIT_TOOLBAR_TOOLTIP_SAVE_SCENARIO_LOAD_SCENARIO :{BLACK}Desa o carrega un escenari o bé surt de l'editor o de l'OpenTTD ++STR_SCENEDIT_TOOLBAR_OPENTTD :{YELLOW}OpenTTD ++STR_SCENEDIT_TOOLBAR_SCENARIO_EDITOR :{YELLOW}Editor d'escenaris ++STR_SCENEDIT_TOOLBAR_TOOLTIP_MOVE_THE_STARTING_DATE_BACKWARD :{BLACK}Retarda la data d'inici 1 any ++STR_SCENEDIT_TOOLBAR_TOOLTIP_MOVE_THE_STARTING_DATE_FORWARD :{BLACK}Avança la data d'inici 1 any ++STR_SCENEDIT_TOOLBAR_TOOLTIP_SET_DATE :{BLACK}Clica per introduir l'any d'inici ++STR_SCENEDIT_TOOLBAR_TOOLTIP_DISPLAY_MAP_TOWN_DIRECTORY :{BLACK}Mostra el mapa o el llistat de poblacions ++STR_SCENEDIT_TOOLBAR_LANDSCAPE_GENERATION :{BLACK}Generació del terreny ++STR_SCENEDIT_TOOLBAR_TOWN_GENERATION :{BLACK}Generació de poblacions ++STR_SCENEDIT_TOOLBAR_INDUSTRY_GENERATION :{BLACK}Generació d'indústries ++STR_SCENEDIT_TOOLBAR_ROAD_CONSTRUCTION :{BLACK}Construcció de carreteres ++STR_SCENEDIT_TOOLBAR_PLANT_TREES :{BLACK}Planta arbres. Shift per sols mostrar el cost estimat. ++STR_SCENEDIT_TOOLBAR_PLACE_SIGN :{BLACK}Situa un senyal ++STR_SCENEDIT_TOOLBAR_PLACE_OBJECT :{BLACK}Situa objecte. Shift per sols mostrar el cost estimat. ++ ++############ range for SE file menu starts ++STR_SCENEDIT_FILE_MENU_SAVE_SCENARIO :Desa l'escenari ++STR_SCENEDIT_FILE_MENU_LOAD_SCENARIO :Carrega un escenari ++STR_SCENEDIT_FILE_MENU_SAVE_HEIGHTMAP :Desa el mapa d'alçades ++STR_SCENEDIT_FILE_MENU_LOAD_HEIGHTMAP :Carrega un mapa d'alçades ++STR_SCENEDIT_FILE_MENU_QUIT_EDITOR :Surt de l'editor d'escenaris ++STR_SCENEDIT_FILE_MENU_SEPARATOR : ++STR_SCENEDIT_FILE_MENU_QUIT :Surt ++############ range for SE file menu starts ++ ++############ range for settings menu starts ++STR_SETTINGS_MENU_GAME_OPTIONS :Opcions de la partida ++STR_SETTINGS_MENU_CONFIG_SETTINGS_TREE :Configuració ++STR_SETTINGS_MENU_SCRIPT_SETTINGS :Paràmetres de les IA i de l'script de la partida ++STR_SETTINGS_MENU_NEWGRF_SETTINGS :Extensions NewGRF ++STR_SETTINGS_MENU_TRANSPARENCY_OPTIONS :Opcions de transparència ++STR_SETTINGS_MENU_TOWN_NAMES_DISPLAYED :Mostra els noms de les poblacions ++STR_SETTINGS_MENU_STATION_NAMES_DISPLAYED :Mostra els noms de les estacions ++STR_SETTINGS_MENU_WAYPOINTS_DISPLAYED :Mostra els punts de pas ++STR_SETTINGS_MENU_SIGNS_DISPLAYED :Mostra els senyals ++STR_SETTINGS_MENU_SHOW_COMPETITOR_SIGNS :Mostra noms i senyals dels competidors ++STR_SETTINGS_MENU_FULL_ANIMATION :Animació completa ++STR_SETTINGS_MENU_FULL_DETAIL :Detall complet ++STR_SETTINGS_MENU_TRANSPARENT_BUILDINGS :Edificis transparents ++STR_SETTINGS_MENU_TRANSPARENT_SIGNS :Senyals transparents ++############ range ends here ++ ++############ range for file menu starts ++STR_FILE_MENU_SAVE_GAME :Desa la partida ++STR_FILE_MENU_LOAD_GAME :Carrega una partida ++STR_FILE_MENU_QUIT_GAME :Abandona la partida ++STR_FILE_MENU_SEPARATOR : ++STR_FILE_MENU_EXIT :Surt ++############ range ends here ++ ++# map menu ++STR_MAP_MENU_MAP_OF_WORLD :Mapa del món ++STR_MAP_MENU_EXTRA_VIEW_PORT :Vista extra ++STR_MAP_MENU_LINGRAPH_LEGEND :Llegenda del flux de càrrega ++STR_MAP_MENU_SIGN_LIST :Llista de senyals ++ ++############ range for town menu starts ++STR_TOWN_MENU_TOWN_DIRECTORY :Llista de poblacions ++STR_TOWN_MENU_FOUND_TOWN :Funda una població ++############ range ends here ++ ++############ range for subsidies menu starts ++STR_SUBSIDIES_MENU_SUBSIDIES :Subvencions ++############ range ends here ++ ++############ range for graph menu starts ++STR_GRAPH_MENU_OPERATING_PROFIT_GRAPH :Gràfic de beneficis operatius ++STR_GRAPH_MENU_INCOME_GRAPH :Gràfic d'ingressos ++STR_GRAPH_MENU_DELIVERED_CARGO_GRAPH :Gràfic d'entrega de càrrega ++STR_GRAPH_MENU_PERFORMANCE_HISTORY_GRAPH :Gràfic històric de rendiment ++STR_GRAPH_MENU_COMPANY_VALUE_GRAPH :Gràfic del valor de les companyies ++STR_GRAPH_MENU_CARGO_PAYMENT_RATES :Tarifes de pagament per càrrega ++############ range ends here ++ ++############ range for company league menu starts ++STR_GRAPH_MENU_COMPANY_LEAGUE_TABLE :Taula de la lliga de companyies ++STR_GRAPH_MENU_DETAILED_PERFORMANCE_RATING :Detall de ratis de rendiment ++STR_GRAPH_MENU_HIGHSCORE :Taula de puntuacions ++############ range ends here ++ ++############ range for industry menu starts ++STR_INDUSTRY_MENU_INDUSTRY_DIRECTORY :Llista d'indústries ++STR_INDUSTRY_MENU_INDUSTRY_CHAIN :Cadenes industrials ++STR_INDUSTRY_MENU_FUND_NEW_INDUSTRY :Finança una nova indústria ++############ range ends here ++ ++############ range for railway construction menu starts ++STR_RAIL_MENU_RAILROAD_CONSTRUCTION :Construcció de ferrocarril ++STR_RAIL_MENU_ELRAIL_CONSTRUCTION :Construcció de ferrocarril elèctric ++STR_RAIL_MENU_MONORAIL_CONSTRUCTION :Construcció de monorail ++STR_RAIL_MENU_MAGLEV_CONSTRUCTION :Construcció de maglev ++############ range ends here ++ ++############ range for road construction menu starts ++STR_ROAD_MENU_ROAD_CONSTRUCTION :Construcció de carreteres ++STR_ROAD_MENU_TRAM_CONSTRUCTION :Construcció de tramvies ++############ range ends here ++ ++############ range for waterways construction menu starts ++STR_WATERWAYS_MENU_WATERWAYS_CONSTRUCTION :Construcció de canals ++############ range ends here ++ ++############ range for airport construction menu starts ++STR_AIRCRAFT_MENU_AIRPORT_CONSTRUCTION :Construcció d'aeroports ++############ range ends here ++ ++############ range for landscaping menu starts ++STR_LANDSCAPING_MENU_LANDSCAPING :Modificació del paisatge ++STR_LANDSCAPING_MENU_PLANT_TREES :Planta arbres ++STR_LANDSCAPING_MENU_PLACE_SIGN :Situa un senyal ++############ range ends here ++ ++############ range for music menu starts ++STR_TOOLBAR_SOUND_MUSIC :So/música ++############ range ends here ++ ++############ range for message menu starts ++STR_NEWS_MENU_LAST_MESSAGE_NEWS_REPORT :Darrer missatge/notícia ++STR_NEWS_MENU_MESSAGE_HISTORY_MENU :Historial de missatges ++############ range ends here ++ ++############ range for about menu starts ++STR_ABOUT_MENU_LAND_BLOCK_INFO :Informació de la casella ++STR_ABOUT_MENU_SEPARATOR : ++STR_ABOUT_MENU_TOGGLE_CONSOLE :Commuta la consola ++STR_ABOUT_MENU_AI_DEBUG :Depuració de les IA i l'script de partida ++STR_ABOUT_MENU_SCREENSHOT :Captura de pantalla ++STR_ABOUT_MENU_ZOOMIN_SCREENSHOT :Captura de pantalla amb el zoom màxim ++STR_ABOUT_MENU_DEFAULTZOOM_SCREENSHOT :Captura de pantalla amb el zoom predeterminat ++STR_ABOUT_MENU_GIANT_SCREENSHOT :Captura de pantalla de tot el mapa ++STR_ABOUT_MENU_ABOUT_OPENTTD :Quant a l'OpenTTD ++STR_ABOUT_MENU_SPRITE_ALIGNER :Alineador de sprites ++STR_ABOUT_MENU_TOGGLE_BOUNDING_BOXES :Commuta les caixes delimitadores ++STR_ABOUT_MENU_TOGGLE_DIRTY_BLOCKS :Commuta l'acoloriment de blocs bruts ++############ range ends here ++ ++############ range for ordinal numbers used for the place in the highscore window ++STR_ORDINAL_NUMBER_1ST :1r ++STR_ORDINAL_NUMBER_2ND :2n ++STR_ORDINAL_NUMBER_3RD :3r ++STR_ORDINAL_NUMBER_4TH :4t ++STR_ORDINAL_NUMBER_5TH :5è ++STR_ORDINAL_NUMBER_6TH :6è ++STR_ORDINAL_NUMBER_7TH :7è ++STR_ORDINAL_NUMBER_8TH :8è ++STR_ORDINAL_NUMBER_9TH :9è ++STR_ORDINAL_NUMBER_10TH :10è ++STR_ORDINAL_NUMBER_11TH :11è ++STR_ORDINAL_NUMBER_12TH :12è ++STR_ORDINAL_NUMBER_13TH :13è ++STR_ORDINAL_NUMBER_14TH :14è ++STR_ORDINAL_NUMBER_15TH :15è ++############ range for ordinal numbers ends ++ ++############ range for days starts ++STR_DAY_NUMBER_1ST :1 ++STR_DAY_NUMBER_2ND :2 ++STR_DAY_NUMBER_3RD :3 ++STR_DAY_NUMBER_4TH :4 ++STR_DAY_NUMBER_5TH :5 ++STR_DAY_NUMBER_6TH :6 ++STR_DAY_NUMBER_7TH :7 ++STR_DAY_NUMBER_8TH :8 ++STR_DAY_NUMBER_9TH :9 ++STR_DAY_NUMBER_10TH :10 ++STR_DAY_NUMBER_11TH :11 ++STR_DAY_NUMBER_12TH :12 ++STR_DAY_NUMBER_13TH :13 ++STR_DAY_NUMBER_14TH :14 ++STR_DAY_NUMBER_15TH :15 ++STR_DAY_NUMBER_16TH :16 ++STR_DAY_NUMBER_17TH :17 ++STR_DAY_NUMBER_18TH :18 ++STR_DAY_NUMBER_19TH :19 ++STR_DAY_NUMBER_20TH :20 ++STR_DAY_NUMBER_21ST :21 ++STR_DAY_NUMBER_22ND :22 ++STR_DAY_NUMBER_23RD :23 ++STR_DAY_NUMBER_24TH :24 ++STR_DAY_NUMBER_25TH :25 ++STR_DAY_NUMBER_26TH :26 ++STR_DAY_NUMBER_27TH :27 ++STR_DAY_NUMBER_28TH :28 ++STR_DAY_NUMBER_29TH :29 ++STR_DAY_NUMBER_30TH :30 ++STR_DAY_NUMBER_31ST :31 ++############ range for days ends ++ ++############ range for months starts ++STR_MONTH_ABBREV_JAN :gen. ++STR_MONTH_ABBREV_FEB :febr. ++STR_MONTH_ABBREV_MAR :març ++STR_MONTH_ABBREV_APR :abr. ++STR_MONTH_ABBREV_MAY :maig ++STR_MONTH_ABBREV_JUN :juny ++STR_MONTH_ABBREV_JUL :jul. ++STR_MONTH_ABBREV_AUG :ag. ++STR_MONTH_ABBREV_SEP :set. ++STR_MONTH_ABBREV_OCT :oct. ++STR_MONTH_ABBREV_NOV :nov. ++STR_MONTH_ABBREV_DEC :des. ++ ++STR_MONTH_JAN :Gener ++STR_MONTH_FEB :Febrer ++STR_MONTH_MAR :Març ++STR_MONTH_APR :Abril ++STR_MONTH_MAY :Maig ++STR_MONTH_JUN :Juny ++STR_MONTH_JUL :Juliol ++STR_MONTH_AUG :Agost ++STR_MONTH_SEP :Setembre ++STR_MONTH_OCT :Octubre ++STR_MONTH_NOV :Novembre ++STR_MONTH_DEC :Desembre ++############ range for months ends ++ ++# Graph window ++STR_GRAPH_KEY_BUTTON :{BLACK}Llegenda ++STR_GRAPH_KEY_TOOLTIP :{BLACK}Mostra la llegenda dels gràfics ++STR_GRAPH_X_LABEL_MONTH :{TINY_FONT}{STRING}{} {STRING} ++STR_GRAPH_X_LABEL_MONTH_YEAR :{TINY_FONT}{STRING}{} {STRING}{}{NUM} ++STR_GRAPH_Y_LABEL :{TINY_FONT}{STRING} ++STR_GRAPH_Y_LABEL_NUMBER :{TINY_FONT}{COMMA} ++ ++STR_GRAPH_OPERATING_PROFIT_CAPTION :{WHITE}Gràfic de rendiment d'operacions ++STR_GRAPH_INCOME_CAPTION :{WHITE}Gràfic d'ingressos ++STR_GRAPH_CARGO_DELIVERED_CAPTION :{WHITE}Unitats de càrrega entregada ++STR_GRAPH_COMPANY_PERFORMANCE_RATINGS_CAPTION :{WHITE}Ratis de rendiment de la companyia (rati màxim: 1000) ++STR_GRAPH_COMPANY_VALUES_CAPTION :{WHITE}Valors de la companyia ++ ++STR_GRAPH_CARGO_PAYMENT_RATES_CAPTION :{WHITE}Tarifes de pagament de càrregues ++STR_GRAPH_CARGO_PAYMENT_RATES_X_LABEL :{TINY_FONT}{BLACK}Dies en trànsit ++STR_GRAPH_CARGO_PAYMENT_RATES_TITLE :{TINY_FONT}{BLACK}Pagament per entregar 10 unitats (o 10.000 litres) de càrrega a una distància de 20 caselles ++STR_GRAPH_CARGO_ENABLE_ALL :{TINY_FONT}{BLACK}Activa-ho tot ++STR_GRAPH_CARGO_DISABLE_ALL :{TINY_FONT}{BLACK}Desactiva-ho tot ++STR_GRAPH_CARGO_TOOLTIP_ENABLE_ALL :{BLACK}Mostra totes les càrregues al gràfic de ratis de pagament de càrregues ++STR_GRAPH_CARGO_TOOLTIP_DISABLE_ALL :{BLACK}No mostris càrregues al gràfic de ratis de pagament de càrregues ++STR_GRAPH_CARGO_PAYMENT_TOGGLE_CARGO :{BLACK}Mostra/amaga el tipus de càrrega al gràfic ++STR_GRAPH_CARGO_PAYMENT_CARGO :{TINY_FONT}{BLACK}{STRING} ++ ++STR_GRAPH_PERFORMANCE_DETAIL_TOOLTIP :{BLACK}Mostra ratis de rendiment detallats ++ ++# Graph key window ++STR_GRAPH_KEY_CAPTION :{WHITE}Llegenda dels gràfics de la companyia ++STR_GRAPH_KEY_COMPANY_SELECTION_TOOLTIP :{BLACK}Clica aquí per mostrar/amagar la companyia al gràfic ++ ++# Company league window ++STR_COMPANY_LEAGUE_TABLE_CAPTION :{WHITE}Taula de la lliga de companyies ++STR_COMPANY_LEAGUE_COMPANY_NAME :{ORANGE}{COMPANY} {BLACK}{COMPANY_NUM} «{STRING}» ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_ENGINEER :Enginyer ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_TRAFFIC_MANAGER :Director de trànsit ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_TRANSPORT_COORDINATOR :Coordinador de transport ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_ROUTE_SUPERVISOR :Supervisor de rutes ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_DIRECTOR :Director ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_CHIEF_EXECUTIVE :Cap executiu ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_CHAIRMAN :Conseller delegat ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_PRESIDENT :President ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_TYCOON :Magnat ++ ++# Performance detail window ++STR_PERFORMANCE_DETAIL :{WHITE}Detall dels ratis de rendiment ++STR_PERFORMANCE_DETAIL_KEY :{BLACK}Detall ++STR_PERFORMANCE_DETAIL_AMOUNT_CURRENCY :{BLACK}({CURRENCY_SHORT}/{CURRENCY_SHORT}) ++STR_PERFORMANCE_DETAIL_AMOUNT_INT :{BLACK}({COMMA}/{COMMA}) ++STR_PERFORMANCE_DETAIL_PERCENT :{WHITE}{NUM}% ++STR_PERFORMANCE_DETAIL_SELECT_COMPANY_TOOLTIP :{BLACK}Veure els detalls d'aquesta companyia ++############ Those following lines need to be in this order!! ++STR_PERFORMANCE_DETAIL_VEHICLES :{BLACK}Vehicles: ++STR_PERFORMANCE_DETAIL_STATIONS :{BLACK}Estacions: ++STR_PERFORMANCE_DETAIL_MIN_PROFIT :{BLACK}Benefici menor: ++STR_PERFORMANCE_DETAIL_MIN_INCOME :{BLACK}Ingrés mínim: ++STR_PERFORMANCE_DETAIL_MAX_INCOME :{BLACK}Ingrés màxim: ++STR_PERFORMANCE_DETAIL_DELIVERED :{BLACK}Entregat: ++STR_PERFORMANCE_DETAIL_CARGO :{BLACK}Càrrega: ++STR_PERFORMANCE_DETAIL_MONEY :{BLACK}Diner: ++STR_PERFORMANCE_DETAIL_LOAN :{BLACK}Préstec: ++STR_PERFORMANCE_DETAIL_TOTAL :{BLACK}Total: ++############ End of order list ++STR_PERFORMANCE_DETAIL_VEHICLES_TOOLTIP :{BLACK}Quantitat de vehicles que han donat beneficis el darrer any. Inclou els automòbils, trens, vaixells i avions. ++STR_PERFORMANCE_DETAIL_STATIONS_TOOLTIP :{BLACK}Nombre d'estacions visitades recentment per algun vehicle. Estacions, parades d'autobús, aeroports, etc. es compten per separat, fins i tot si pertanyen a la mateixa estació. ++STR_PERFORMANCE_DETAIL_MIN_PROFIT_TOOLTIP :{BLACK}El benefici del vehicle amb els menors ingressos. Només es consideren els vehicles amb més de 2 anys. ++STR_PERFORMANCE_DETAIL_MIN_INCOME_TOOLTIP :{BLACK}Quantitat de diners guanyats durant el trimestre amb el mínim benefici dels darrers 12 trimestres ++STR_PERFORMANCE_DETAIL_MAX_INCOME_TOOLTIP :{BLACK}Quantitat de diners guanyats durant el trimestre amb el màxim benefici dels darrers 12 trimestres ++STR_PERFORMANCE_DETAIL_DELIVERED_TOOLTIP :{BLACK}Unitats de càrrega entregades en els darrers quatre trimestres ++STR_PERFORMANCE_DETAIL_CARGO_TOOLTIP :{BLACK}Tipus de càrrega entregada durant el darrer trimestre ++STR_PERFORMANCE_DETAIL_MONEY_TOOLTIP :{BLACK}Quantitat de diners de què disposa aquesta companyia ++STR_PERFORMANCE_DETAIL_LOAN_TOOLTIP :{BLACK}La quantitat de diners que aquesta companyia té en préstec ++STR_PERFORMANCE_DETAIL_TOTAL_TOOLTIP :{BLACK}Total de punts sobre els punts possibles ++ ++# Music window ++STR_MUSIC_JAZZ_JUKEBOX_CAPTION :{WHITE}Reproductor de música ++STR_MUSIC_PLAYLIST_ALL :{TINY_FONT}{BLACK}Tot ++STR_MUSIC_PLAYLIST_OLD_STYLE :{TINY_FONT}{BLACK}Estil antic ++STR_MUSIC_PLAYLIST_NEW_STYLE :{TINY_FONT}{BLACK}Estil nou ++STR_MUSIC_PLAYLIST_EZY_STREET :{TINY_FONT}{BLACK}Ezy Street ++STR_MUSIC_PLAYLIST_CUSTOM_1 :{TINY_FONT}{BLACK}Personalitzat 1 ++STR_MUSIC_PLAYLIST_CUSTOM_2 :{TINY_FONT}{BLACK}Personalitzat 2 ++STR_MUSIC_MUSIC_VOLUME :{TINY_FONT}{BLACK}Volum de la música ++STR_MUSIC_EFFECTS_VOLUME :{TINY_FONT}{BLACK}Volum dels efectes ++STR_MUSIC_RULER_MIN :{TINY_FONT}{BLACK}MÍN ++STR_MUSIC_RULER_MAX :{TINY_FONT}{BLACK}MÀX ++STR_MUSIC_RULER_MARKER :{TINY_FONT}{BLACK}' ++STR_MUSIC_TRACK_NONE :{TINY_FONT}{DKGREEN}-- ++STR_MUSIC_TRACK_DIGIT :{TINY_FONT}{DKGREEN}{ZEROFILL_NUM} ++STR_MUSIC_TITLE_NONE :{TINY_FONT}{DKGREEN}------ ++STR_MUSIC_TITLE_NAME :{TINY_FONT}{DKGREEN}«{STRING}» ++STR_MUSIC_TRACK :{TINY_FONT}{BLACK}Pista ++STR_MUSIC_XTITLE :{TINY_FONT}{BLACK}Títol ++STR_MUSIC_SHUFFLE :{TINY_FONT}{BLACK}Aleatori ++STR_MUSIC_PROGRAM :{TINY_FONT}{BLACK}Programa ++STR_MUSIC_TOOLTIP_SKIP_TO_PREVIOUS_TRACK :{BLACK}Salta a la pista anterior de la selecció ++STR_MUSIC_TOOLTIP_SKIP_TO_NEXT_TRACK_IN_SELECTION :{BLACK}Salta a la pista següent de la selecció ++STR_MUSIC_TOOLTIP_STOP_PLAYING_MUSIC :{BLACK}Para la música ++STR_MUSIC_TOOLTIP_START_PLAYING_MUSIC :{BLACK}Reprodueix la música ++STR_MUSIC_TOOLTIP_DRAG_SLIDERS_TO_SET_MUSIC :{BLACK}Arrossega els controls per establir el volum de la música i els efectes de so ++STR_MUSIC_TOOLTIP_SELECT_ALL_TRACKS_PROGRAM :{BLACK}Selecciona una llista que inclou totes les pistes ++STR_MUSIC_TOOLTIP_SELECT_OLD_STYLE_MUSIC :{BLACK}Selecciona la llista de peces d'estil antic ++STR_MUSIC_TOOLTIP_SELECT_NEW_STYLE_MUSIC :{BLACK}Selecciona la llista de peces d'estil nou ++STR_MUSIC_TOOLTIP_SELECT_EZY_STREET_STYLE :{BLACK}Selecciona la llista de peces d'estil «Ezy Street» ++STR_MUSIC_TOOLTIP_SELECT_CUSTOM_1_USER_DEFINED :{BLACK}Selecciona la primera llista configurable per l'usuari ++STR_MUSIC_TOOLTIP_SELECT_CUSTOM_2_USER_DEFINED :{BLACK}Selecciona la segona llista configurable per l'usuari ++STR_MUSIC_TOOLTIP_TOGGLE_PROGRAM_SHUFFLE :{BLACK}Habilita/deshabilita la reproducció en ordre aleatori ++STR_MUSIC_TOOLTIP_SHOW_MUSIC_TRACK_SELECTION :{BLACK}Mostra la finestra de selecció de pistes ++ ++STR_ERROR_NO_SONGS :{WHITE}S'ha seleccionat un conjunt de música sense peces. No es reproduirà res. ++ ++# Playlist window ++STR_PLAYLIST_MUSIC_PROGRAM_SELECTION :{WHITE}Selecció de les peces de la llista ++STR_PLAYLIST_TRACK_NAME :{TINY_FONT}{LTBLUE}{ZEROFILL_NUM} «{STRING}» ++STR_PLAYLIST_TRACK_INDEX :{TINY_FONT}{BLACK}Índex de pistes ++STR_PLAYLIST_PROGRAM :{TINY_FONT}{BLACK}Llista «{STRING}» ++STR_PLAYLIST_CLEAR :{TINY_FONT}{BLACK}Esborra ++STR_PLAYLIST_TOOLTIP_CLEAR_CURRENT_PROGRAM_CUSTOM1 :{BLACK}Esborra la llista actual (només les llistes personalitzables) ++STR_PLAYLIST_TOOLTIP_CLICK_TO_ADD_TRACK :{BLACK}Clica la pista de música per afegir-la a la llista actual (només en les llistes personalitzables) ++STR_PLAYLIST_TOOLTIP_CLICK_TO_REMOVE_TRACK :{BLACK}Clica la pista de música per treure-la de la llista actual (només en llistes personalitzables) ++ ++# Highscore window ++STR_HIGHSCORE_TOP_COMPANIES_WHO_REACHED :{BIG_FONT}{BLACK}Principals companyies que han arribat al {NUM} ++STR_HIGHSCORE_TOP_COMPANIES_NETWORK_GAME :{BIG_FONT}{BLACK}Taula de la lliga de companyies a {NUM} ++STR_HIGHSCORE_POSITION :{BIG_FONT}{BLACK}{COMMA}. ++STR_HIGHSCORE_PERFORMANCE_TITLE_BUSINESSMAN :Empresari ++STR_HIGHSCORE_PERFORMANCE_TITLE_ENTREPRENEUR :Emprenedor ++STR_HIGHSCORE_PERFORMANCE_TITLE_INDUSTRIALIST :Industrial ++STR_HIGHSCORE_PERFORMANCE_TITLE_CAPITALIST :Capitalista ++STR_HIGHSCORE_PERFORMANCE_TITLE_MAGNATE :Magnat ++STR_HIGHSCORE_PERFORMANCE_TITLE_MOGUL :Gran magnat ++STR_HIGHSCORE_PERFORMANCE_TITLE_TYCOON_OF_THE_CENTURY :Magnat del segle ++STR_HIGHSCORE_NAME :{PRESIDENT_NAME}, {COMPANY} ++STR_HIGHSCORE_STATS :{BIG_FONT}'{STRING}' ({COMMA}) ++STR_HIGHSCORE_COMPANY_ACHIEVES_STATUS :{BIG_FONT}{BLACK}{COMPANY} assoleix l'estat '{STRING}' ! ++STR_HIGHSCORE_PRESIDENT_OF_COMPANY_ACHIEVES_STATUS :{BIG_FONT}{WHITE}{PRESIDENT_NAME} de {COMPANY} assoleix l'estat '{STRING}' ! ++ ++# Smallmap window ++STR_SMALLMAP_CAPTION :{WHITE}Minimapa: {STRING} ++ ++STR_SMALLMAP_TYPE_CONTOURS :Límits ++STR_SMALLMAP_TYPE_VEHICLES :Vehicles ++STR_SMALLMAP_TYPE_INDUSTRIES :Indústries ++STR_SMALLMAP_TYPE_ROUTEMAP :Flux de càrregues ++STR_SMALLMAP_TYPE_ROUTES :Rutes ++STR_SMALLMAP_TYPE_VEGETATION :Vegetació ++STR_SMALLMAP_TYPE_OWNERS :Propietaris ++STR_SMALLMAP_TOOLTIP_SHOW_LAND_CONTOURS_ON_MAP :{BLACK}Mostra l'alçada del terreny ++STR_SMALLMAP_TOOLTIP_SHOW_VEHICLES_ON_MAP :{BLACK}Mostra els vehicles al minimapa ++STR_SMALLMAP_TOOLTIP_SHOW_INDUSTRIES_ON_MAP :{BLACK}Mostra les indústries al minimapa ++STR_SMALLMAP_TOOLTIP_SHOW_LINK_STATS_ON_MAP :{BLACK}Mostra el flux de càrregues al minimapa ++STR_SMALLMAP_TOOLTIP_SHOW_TRANSPORT_ROUTES_ON :{BLACK}Mostra les estacions i rutes de transport al minimapa ++STR_SMALLMAP_TOOLTIP_SHOW_VEGETATION_ON_MAP :{BLACK}Mostra la vegetació al minimapa ++STR_SMALLMAP_TOOLTIP_SHOW_LAND_OWNERS_ON_MAP :{BLACK}Mostra els propietaris del terreny al minimapa ++STR_SMALLMAP_TOOLTIP_INDUSTRY_SELECTION :{BLACK}Clica sobre el tipus d'indústria per mostrar-les o ocultar-les. Ctrl+Clic desactiva tots els tipus excepte la seleccionada. Ctrl+Clic a sobre d'ella un altre cop activa tots els tipus d'indústria. ++STR_SMALLMAP_TOOLTIP_COMPANY_SELECTION :{BLACK}Clica sobre la companyia per mostrar o amagar les seves propietats. Ctrl+Clic desactiva totes les companyies excepte la seleccionada. Ctrl+Clic a sobre d'ella un altre cop per activar totes les companyies. ++STR_SMALLMAP_TOOLTIP_CARGO_SELECTION :{BLACK}Clica sobre una càrrega per commutar la visualització. Ctrl+Clic desactiva totes les càrregues excepte la seleccionada. Ctrl+Clic a sobre d'ella una altra vegada activa totes les càrregues. ++ ++STR_SMALLMAP_LEGENDA_ROADS :{TINY_FONT}{BLACK}Carreteres ++STR_SMALLMAP_LEGENDA_RAILROADS :{TINY_FONT}{BLACK}Vies ++STR_SMALLMAP_LEGENDA_STATIONS_AIRPORTS_DOCKS :{TINY_FONT}{BLACK}Estacions, aeroports i ports ++STR_SMALLMAP_LEGENDA_BUILDINGS_INDUSTRIES :{TINY_FONT}{BLACK}Edificis i indústries ++STR_SMALLMAP_LEGENDA_VEHICLES :{TINY_FONT}{BLACK}Vehicles ++STR_SMALLMAP_LEGENDA_TRAINS :{TINY_FONT}{BLACK}Trens ++STR_SMALLMAP_LEGENDA_ROAD_VEHICLES :{TINY_FONT}{BLACK}Automòbils ++STR_SMALLMAP_LEGENDA_SHIPS :{TINY_FONT}{BLACK}Vaixells ++STR_SMALLMAP_LEGENDA_AIRCRAFT :{TINY_FONT}{BLACK}Avions ++STR_SMALLMAP_LEGENDA_TRANSPORT_ROUTES :{TINY_FONT}{BLACK}Rutes de transport ++STR_SMALLMAP_LEGENDA_FOREST :{TINY_FONT}{BLACK}Bosc ++STR_SMALLMAP_LEGENDA_RAILROAD_STATION :{TINY_FONT}{BLACK}Estació de ferrocarril ++STR_SMALLMAP_LEGENDA_TRUCK_LOADING_BAY :{TINY_FONT}{BLACK}Moll de càrrega de camions ++STR_SMALLMAP_LEGENDA_BUS_STATION :{TINY_FONT}{BLACK}Parada d'autobús ++STR_SMALLMAP_LEGENDA_AIRPORT_HELIPORT :{TINY_FONT}{BLACK}Aeroport/Heliport ++STR_SMALLMAP_LEGENDA_DOCK :{TINY_FONT}{BLACK}Moll ++STR_SMALLMAP_LEGENDA_ROUGH_LAND :{TINY_FONT}{BLACK}Terreny irregular ++STR_SMALLMAP_LEGENDA_GRASS_LAND :{TINY_FONT}{BLACK}Gespa ++STR_SMALLMAP_LEGENDA_BARE_LAND :{TINY_FONT}{BLACK}Terreny erm ++STR_SMALLMAP_LEGENDA_FIELDS :{TINY_FONT}{BLACK}Camps de conreu ++STR_SMALLMAP_LEGENDA_TREES :{TINY_FONT}{BLACK}Arbres ++STR_SMALLMAP_LEGENDA_ROCKS :{TINY_FONT}{BLACK}Roques ++STR_SMALLMAP_LEGENDA_WATER :{TINY_FONT}{BLACK}Aigua ++STR_SMALLMAP_LEGENDA_NO_OWNER :{TINY_FONT}{BLACK}Sense propietari ++STR_SMALLMAP_LEGENDA_TOWNS :{TINY_FONT}{BLACK}Poblacions ++STR_SMALLMAP_LEGENDA_INDUSTRIES :{TINY_FONT}{BLACK}Indústries ++STR_SMALLMAP_LEGENDA_DESERT :{TINY_FONT}{BLACK}Desert ++STR_SMALLMAP_LEGENDA_SNOW :{TINY_FONT}{BLACK}Neu ++ ++STR_SMALLMAP_TOOLTIP_TOGGLE_TOWN_NAMES_ON_OFF :{BLACK}Mostra/amaga el nom de les poblacions al mapa ++STR_SMALLMAP_CENTER :{BLACK}Centra el mapa petit a la posició actual ++STR_SMALLMAP_INDUSTRY :{TINY_FONT}{STRING} ({NUM}) ++STR_SMALLMAP_LINKSTATS :{TINY_FONT}{STRING} ++STR_SMALLMAP_COMPANY :{TINY_FONT}{COMPANY} ++STR_SMALLMAP_TOWN :{TINY_FONT}{WHITE}{TOWN} ++STR_SMALLMAP_DISABLE_ALL :{BLACK}Desactiva-ho tot ++STR_SMALLMAP_ENABLE_ALL :{BLACK}Activa-ho tot ++STR_SMALLMAP_SHOW_HEIGHT :{BLACK}Mostra l'alçada ++STR_SMALLMAP_TOOLTIP_DISABLE_ALL_INDUSTRIES :{BLACK}No mostris cap indústria al mapa ++STR_SMALLMAP_TOOLTIP_ENABLE_ALL_INDUSTRIES :{BLACK}Mostra totes les indústries al mapa ++STR_SMALLMAP_TOOLTIP_SHOW_HEIGHT :{BLACK}Mostra o amaga l'alçada del terreny al minimapa ++STR_SMALLMAP_TOOLTIP_DISABLE_ALL_COMPANIES :{BLACK}No mostris cap propietat de la companyia al mapa ++STR_SMALLMAP_TOOLTIP_ENABLE_ALL_COMPANIES :{BLACK}Mostra totes les propietats de la companyia al mapa ++STR_SMALLMAP_TOOLTIP_DISABLE_ALL_CARGOS :{BLACK}No mostris cap càrrega al mapa ++STR_SMALLMAP_TOOLTIP_ENABLE_ALL_CARGOS :{BLACK}Mostra totes les càrregues al mapa ++ ++# Status bar messages ++STR_STATUSBAR_TOOLTIP_SHOW_LAST_NEWS :{BLACK}Mostra el darrer missatge o notícia ++STR_STATUSBAR_COMPANY_NAME :{SILVER}- - {COMPANY} - - ++STR_STATUSBAR_PAUSED :{YELLOW}* * EN PAUSA * * ++STR_STATUSBAR_AUTOSAVE :{RED}DESADA AUTOMÀTICA ++STR_STATUSBAR_SAVING_GAME :{RED}* * DESANT PARTIDA * * ++ ++# News message history ++STR_MESSAGE_HISTORY :{WHITE}Historial de missatges ++STR_MESSAGE_HISTORY_TOOLTIP :{BLACK}Llista de les notícies més recents ++STR_MESSAGE_NEWS_FORMAT :{STRING} - {STRING} ++ ++STR_NEWS_MESSAGE_CAPTION :{WHITE}Missatge ++STR_NEWS_CUSTOM_ITEM :{BIG_FONT}{BLACK}{STRING} ++ ++STR_NEWS_FIRST_TRAIN_ARRIVAL :{BIG_FONT}{BLACK}Celebració popular{}El primer tren arriba a {STATION}! ++STR_NEWS_FIRST_BUS_ARRIVAL :{BIG_FONT}{BLACK}Celebració popular{}El primer autobús arriba a {STATION}! ++STR_NEWS_FIRST_TRUCK_ARRIVAL :{BIG_FONT}{BLACK}Celebració popular{}El primer camió arriba a {STATION}! ++STR_NEWS_FIRST_PASSENGER_TRAM_ARRIVAL :{BIG_FONT}{BLACK}Celebració popular{}El primer tramvia de passatgers arriba a {STATION}! ++STR_NEWS_FIRST_CARGO_TRAM_ARRIVAL :{BIG_FONT}{BLACK}Celebració popular{}El primer tramvia de mercaderies arriba a {STATION}! ++STR_NEWS_FIRST_SHIP_ARRIVAL :{BIG_FONT}{BLACK}Celebració popular{}El primer vaixell arriba a {STATION}! ++STR_NEWS_FIRST_AIRCRAFT_ARRIVAL :{BIG_FONT}{BLACK}Celebració popular{}El primer avió arriba a {STATION}! ++ ++STR_NEWS_TRAIN_CRASH :{BIG_FONT}{BLACK}Accident de tren!{}{COMMA} mort{P "" s} en el foc de la col·lisió ++STR_NEWS_ROAD_VEHICLE_CRASH_DRIVER :{BIG_FONT}{BLACK}Accident d'automòbil!{}El conductor mor en la col·lisió amb un tren ++STR_NEWS_ROAD_VEHICLE_CRASH :{BIG_FONT}{BLACK}Accident d'automòbil!{}{COMMA} mort{P "" s} en l'explosió després de la col·lisió amb un tren ++STR_NEWS_AIRCRAFT_CRASH :{BIG_FONT}{BLACK}Accident d'avió!{}{COMMA} mort{P "" s} en el tràgic accident a {STATION} ++STR_NEWS_PLANE_CRASH_OUT_OF_FUEL :{BIG_FONT}{BLACK}Accident d'aviació!{}L'aeronau s'ha quedat sense combustible:{}{COMMA} mort{P "" s} en l'accident! ++ ++STR_NEWS_DISASTER_ZEPPELIN :{BIG_FONT}{BLACK}Desastre amb un zepelí a {STATION}! ++STR_NEWS_DISASTER_SMALL_UFO :{BIG_FONT}{BLACK}Automòbil destruït en col·lisionar amb un ovni! ++STR_NEWS_DISASTER_AIRPLANE_OIL_REFINERY :{BIG_FONT}{BLACK}Explosió de la refineria de petroli prop de {TOWN}! ++STR_NEWS_DISASTER_HELICOPTER_FACTORY :{BIG_FONT}{BLACK}Fàbrica destruïda en estranyes circumstàncies prop de {TOWN}! ++STR_NEWS_DISASTER_BIG_UFO :{BIG_FONT}{BLACK}Ovni aterra prop de {TOWN}! ++STR_NEWS_DISASTER_COAL_MINE_SUBSIDENCE :{BIG_FONT}{BLACK}L'enfonsament d'una mina de carbó deixa un rastre de destrucció prop de {TOWN}! ++STR_NEWS_DISASTER_FLOOD_VEHICLE :{BIG_FONT}{BLACK}Inundacions{}Almenys {COMMA} desapareguts, possiblement morts, després de les inundacions! ++ ++STR_NEWS_COMPANY_IN_TROUBLE_TITLE :{BIG_FONT}{BLACK}Companyia de transport en dificultats! ++STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION :{BIG_FONT}{BLACK}{STRING} ha de ser venuda o declarar-se en fallida a menys que el seu rendiment incrementi aviat! ++STR_NEWS_COMPANY_MERGER_TITLE :{BIG_FONT}{BLACK}Fusió de companyies de transport ++STR_NEWS_COMPANY_MERGER_DESCRIPTION :{BIG_FONT}{BLACK}{STRING} s'ha venut a {STRING} per {CURRENCY_LONG}! ++STR_NEWS_COMPANY_BANKRUPT_TITLE :{BIG_FONT}{BLACK}Fallida! ++STR_NEWS_COMPANY_BANKRUPT_DESCRIPTION :{BIG_FONT}{BLACK}{STRING} ha estat tancada pels creditors i s'han venut tots els seus actius ++STR_NEWS_COMPANY_LAUNCH_TITLE :{BIG_FONT}{BLACK}Creada una nova companyia de transports ++STR_NEWS_COMPANY_LAUNCH_DESCRIPTION :{BIG_FONT}{BLACK}{STRING} comença a treballar prop de {TOWN} ++STR_NEWS_MERGER_TAKEOVER_TITLE :{BIG_FONT}{BLACK}{STRING} ha estat absorbida per {STRING} ++STR_PRESIDENT_NAME_MANAGER :{BLACK}{PRESIDENT_NAME}{}(President) ++ ++STR_NEWS_NEW_TOWN :{BLACK}{BIG_FONT}{STRING} ha patrocinat la construcció d'una nova població, anomenada {TOWN} ++ ++STR_NEWS_INDUSTRY_CONSTRUCTION :{BIG_FONT}{BLACK}No{G u va} {STRING} en construcció prop de {TOWN} ++STR_NEWS_INDUSTRY_PLANTED :{BIG_FONT}{BLACK}S'està plantant {G un una} {G nou nova} {STRING} prop de {TOWN} ++ ++STR_NEWS_INDUSTRY_CLOSURE_GENERAL :{BIG_FONT}{BLACK}{STRING} anuncia el seu tancament imminent ++STR_NEWS_INDUSTRY_CLOSURE_SUPPLY_PROBLEMS :{BIG_FONT}{BLACK}Problemes de subministrament fan que {STRING} anunciï el seu imminent tancament ++STR_NEWS_INDUSTRY_CLOSURE_LACK_OF_TREES :{BIG_FONT}{BLACK}L'escassedat d'arbres propers fa que {STRING} anunciï el seu imminent tancament ++ ++STR_NEWS_EURO_INTRODUCTION :{BIG_FONT}{BLACK}Unió Monetària Europea{}{}S'introdueix l'euro com a moneda única per les transaccions diàries del país ++STR_NEWS_BEGIN_OF_RECESSION :{BIG_FONT}{BLACK}Recessió Mundial!{}{}Economistes experts temen que l'economia es desplomi ++STR_NEWS_END_OF_RECESSION :{BIG_FONT}{BLACK}S'acaba la recessió{}{}La millora dels negocis dóna confiança a les indústries i l'economia s'enforteix ++ ++STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_GENERAL :{BIG_FONT}{BLACK}{INDUSTRY} incrementa la producció ++STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_COAL :{BIG_FONT}{BLACK}Nova veta de carbó trobada a {INDUSTRY}{}Es preveu doblar la producció ++STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_OIL :{BIG_FONT}{BLACK}Noves reserves de petroli trobades a {INDUSTRY}{}Es preveu doblar la producció ++STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_FARM :{BIG_FONT}{BLACK}Sistemes de conreu millorats a {INDUSTRY} fan preveure que es doblarà la producció ++STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH :{BIG_FONT}{BLACK}La producció de {STRING} a {INDUSTRY} creix un {COMMA}% ++STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_GENERAL :{BIG_FONT}{BLACK}La producció de {INDUSTRY} descendeix un 50% ++STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_FARM :{BIG_FONT}{BLACK}Una plaga d'insectes provoca el caos a {INDUSTRY}{}La producció baixa un 50% ++STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH :{BIG_FONT}{BLACK}La producció de {STRING} a {INDUSTRY} es redueix un {COMMA}% ++ ++STR_NEWS_TRAIN_IS_WAITING :{WHITE}{VEHICLE} està esperant a la cotxera ++STR_NEWS_ROAD_VEHICLE_IS_WAITING :{WHITE}{VEHICLE} està esperant a la cotxera ++STR_NEWS_SHIP_IS_WAITING :{WHITE}{VEHICLE} està esperant a la drassana ++STR_NEWS_AIRCRAFT_IS_WAITING :{WHITE}{VEHICLE} està esperant a l'hangar ++ ++# Order review system / warnings ++STR_NEWS_VEHICLE_HAS_TOO_FEW_ORDERS :{WHITE}{VEHICLE} té poques ordres a l'agenda ++STR_NEWS_VEHICLE_HAS_VOID_ORDER :{WHITE}{VEHICLE} té una ordre buida ++STR_NEWS_VEHICLE_HAS_DUPLICATE_ENTRY :{WHITE}{VEHICLE} té ordres duplicades ++STR_NEWS_VEHICLE_HAS_INVALID_ENTRY :{WHITE}{VEHICLE} té una estació invàlida en les seves ordres ++STR_NEWS_PLANE_USES_TOO_SHORT_RUNWAY :{WHITE}{VEHICLE} té en les seves ordres un aeroport amb pista d'aterratge massa curta ++ ++STR_NEWS_VEHICLE_IS_GETTING_OLD :{WHITE}{VEHICLE} s'està fent vell ++STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD :{WHITE}{VEHICLE} s'està fent molt vell ++STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD_AND :{WHITE}{VEHICLE} s'està fent molt vell i necessita ser substituït urgentment ++STR_NEWS_TRAIN_IS_STUCK :{WHITE}{VEHICLE} no pot trobar un camí per on continuar ++STR_NEWS_VEHICLE_IS_LOST :{WHITE}{VEHICLE} s'ha perdut ++STR_NEWS_VEHICLE_IS_UNPROFITABLE :{WHITE}El benefici del {VEHICLE} l'any passat va ser de {CURRENCY_LONG} ++STR_NEWS_AIRCRAFT_DEST_TOO_FAR :{WHITE}{VEHICLE} no pot arribar al proper destí perquè és fora del seu abast ++ ++STR_NEWS_ORDER_REFIT_FAILED :{WHITE}El {VEHICLE} s'ha parat perquè l'ordre de remodelació ha fallat ++STR_NEWS_VEHICLE_AUTORENEW_FAILED :{WHITE}L'autorenovació ha fallat en el {VEHICLE}{}{STRING} ++ ++STR_NEWS_NEW_VEHICLE_NOW_AVAILABLE :{BIG_FONT}{BLACK}No{G u va} {STRING} disponible! ++STR_NEWS_NEW_VEHICLE_TYPE :{BIG_FONT}{BLACK}{ENGINE} ++STR_NEWS_NEW_VEHICLE_NOW_AVAILABLE_WITH_TYPE :{BLACK}No{G u va} {STRING} disponible! - {ENGINE} ++ ++STR_NEWS_STATION_NO_LONGER_ACCEPTS_CARGO :{WHITE}{STATION} ja no accepta més {STRING} ++STR_NEWS_STATION_NO_LONGER_ACCEPTS_CARGO_OR_CARGO :{WHITE}{STATION} ja no accepta més {STRING} ni {STRING} ++STR_NEWS_STATION_NOW_ACCEPTS_CARGO :{WHITE}{STATION} ara accepta {STRING} ++STR_NEWS_STATION_NOW_ACCEPTS_CARGO_AND_CARGO :{WHITE}{STATION} ara accepta {STRING} i {STRING} ++ ++STR_NEWS_OFFER_OF_SUBSIDY_EXPIRED :{BIG_FONT}{BLACK}Oferta de subvenció caducada:{}{}El transport de {STRING} des de {STRING} fins a {STRING} no tindrà subvenció ++STR_NEWS_SUBSIDY_WITHDRAWN_SERVICE :{BIG_FONT}{BLACK}Subvenció retirada:{}{}El transport de {STRING} des de {STRING} fins a {STRING} ja no està subvencionat ++STR_NEWS_SERVICE_SUBSIDY_OFFERED :{BIG_FONT}{BLACK}Oferta de subvenció per a un servei:{}{}La primera companyia en transportar {STRING} des de {STRING} fins a {STRING} tindrà una subvenció d'un any per part de l'autoritat local ++STR_NEWS_SERVICE_SUBSIDY_AWARDED_HALF :{BIG_FONT}{BLACK}Subvenció concedida a {STRING}{}{}El transport de {STRING} des de {STRING} fins a {STRING} rebrà uns ingressos addicionals del 50% durant el pròxim any ++STR_NEWS_SERVICE_SUBSIDY_AWARDED_DOUBLE :{BIG_FONT}{BLACK}Subvenció concedida a {STRING}{}{}El transport de {STRING} des de {STRING} fins a {STRING} ingressarà el doble de la tarifa habitual durant el pròxim any ++STR_NEWS_SERVICE_SUBSIDY_AWARDED_TRIPLE :{BIG_FONT}{BLACK}Subvenció concedida a {STRING}{}{}El transport de {STRING} des de {STRING} fins a {STRING} ingressarà el triple de la tarifa habitual durant el pròxim any ++STR_NEWS_SERVICE_SUBSIDY_AWARDED_QUADRUPLE :{BIG_FONT}{BLACK}Subvenció concedida a {STRING}{}{}El transport de {STRING} des de {STRING} fins a {STRING} ingressarà el quàdruple de la tarifa habitual durant el pròxim any ++ ++STR_NEWS_ROAD_REBUILDING :{BIG_FONT}{BLACK}Trànsit caòtic a {TOWN}{}{}El programa de reconstrucció dels carrers patrocinat per {STRING} porta 6 mesos de misèria als automobilistes ++STR_NEWS_EXCLUSIVE_RIGHTS_TITLE :{BIG_FONT}{BLACK}Monopoli de transports ++STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION :{BIG_FONT}{BLACK}L'autoritat local de {TOWN} signa un contracte amb {STRING} per l'explotació en exclusiva dels drets de transport durant un any ++ ++# Extra view window ++STR_EXTRA_VIEW_PORT_TITLE :{WHITE}Vista {COMMA} ++STR_EXTRA_VIEW_MOVE_VIEW_TO_MAIN :{BLACK}Copia a la vista ++STR_EXTRA_VIEW_MOVE_VIEW_TO_MAIN_TT :{BLACK}Mou aquesta vista on està la vista principal ++STR_EXTRA_VIEW_MOVE_MAIN_TO_VIEW :{BLACK}Vés a la vista ++STR_EXTRA_VIEW_MOVE_MAIN_TO_VIEW_TT :{BLACK}Mou la vista principal on està aquesta vista ++ ++# Game options window ++STR_GAME_OPTIONS_CAPTION :{WHITE}Opcions de la partida ++STR_GAME_OPTIONS_CURRENCY_UNITS_FRAME :{BLACK}Moneda ++STR_GAME_OPTIONS_CURRENCY_UNITS_DROPDOWN_TOOLTIP :{BLACK}Selecció de la unitat monetària ++ ++############ start of currency region ++STR_GAME_OPTIONS_CURRENCY_GBP :Lliura esterlina (GBP) ++STR_GAME_OPTIONS_CURRENCY_USD :Dòlar americà (USD) ++STR_GAME_OPTIONS_CURRENCY_EUR :Euro (EUR) ++STR_GAME_OPTIONS_CURRENCY_JPY :Ien japonès (JPY) ++STR_GAME_OPTIONS_CURRENCY_ATS :Xíling austríac (ATS) ++STR_GAME_OPTIONS_CURRENCY_BEF :Franc belga (BEF) ++STR_GAME_OPTIONS_CURRENCY_CHF :Franc suís (CHF) ++STR_GAME_OPTIONS_CURRENCY_CZK :Corona txeca (CZK) ++STR_GAME_OPTIONS_CURRENCY_DEM :Marc alemany (DEM) ++STR_GAME_OPTIONS_CURRENCY_DKK :Corona danesa (DKK) ++STR_GAME_OPTIONS_CURRENCY_ESP :Pesseta espanyola (ESP) ++STR_GAME_OPTIONS_CURRENCY_FIM :Marc finlandès (FIM) ++STR_GAME_OPTIONS_CURRENCY_FRF :Franc francès (FRF) ++STR_GAME_OPTIONS_CURRENCY_GRD :Dracma grega (GRD) ++STR_GAME_OPTIONS_CURRENCY_HUF :Florí hongarès (HUF) ++STR_GAME_OPTIONS_CURRENCY_ISK :Corona islandesa (ISK) ++STR_GAME_OPTIONS_CURRENCY_ITL :Lira italiana (ITL) ++STR_GAME_OPTIONS_CURRENCY_NLG :Florí neerlandès (NLG) ++STR_GAME_OPTIONS_CURRENCY_NOK :Corona noruega (NOK) ++STR_GAME_OPTIONS_CURRENCY_PLN :Zloty polonès (PLN) ++STR_GAME_OPTIONS_CURRENCY_RON :Leu romanès (RON) ++STR_GAME_OPTIONS_CURRENCY_RUR :Ruble rus (RUR) ++STR_GAME_OPTIONS_CURRENCY_SIT :Tolar eslovè (SIT) ++STR_GAME_OPTIONS_CURRENCY_SEK :Corona sueca (SEK) ++STR_GAME_OPTIONS_CURRENCY_TRY :Lira turca (TRY) ++STR_GAME_OPTIONS_CURRENCY_SKK :Corona eslovaca (SKK) ++STR_GAME_OPTIONS_CURRENCY_BRL :Real brasiler (BRL) ++STR_GAME_OPTIONS_CURRENCY_EEK :Corona estoniana (EEK) ++STR_GAME_OPTIONS_CURRENCY_LTL :Litas lituà (LTL) ++STR_GAME_OPTIONS_CURRENCY_KRW :Won sud-coreà (KRW) ++STR_GAME_OPTIONS_CURRENCY_ZAR :Rand sud-africà (ZAR) ++STR_GAME_OPTIONS_CURRENCY_CUSTOM :Personalitzada ++STR_GAME_OPTIONS_CURRENCY_GEL :Lari georgià (GEL) ++STR_GAME_OPTIONS_CURRENCY_IRR :Rial iranià (IRR) ++############ end of currency region ++ ++STR_GAME_OPTIONS_ROAD_VEHICLES_FRAME :{BLACK}Vehicles de carretera ++STR_GAME_OPTIONS_ROAD_VEHICLES_DROPDOWN_TOOLTIP :{BLACK}Escull el sentit de circulació dels automòbils ++STR_GAME_OPTIONS_ROAD_VEHICLES_DROPDOWN_LEFT :Conducció per l'esquerra ++STR_GAME_OPTIONS_ROAD_VEHICLES_DROPDOWN_RIGHT :Conducció per la dreta ++ ++STR_GAME_OPTIONS_TOWN_NAMES_FRAME :{BLACK}Estil dels noms de poblacions ++STR_GAME_OPTIONS_TOWN_NAMES_DROPDOWN_TOOLTIP :{BLACK}Selecciona l'estil dels noms de poblacions ++ ++############ start of townname region ++STR_GAME_OPTIONS_TOWN_NAME_ORIGINAL_ENGLISH :Anglès ++STR_GAME_OPTIONS_TOWN_NAME_FRENCH :Francès ++STR_GAME_OPTIONS_TOWN_NAME_GERMAN :Alemany ++STR_GAME_OPTIONS_TOWN_NAME_ADDITIONAL_ENGLISH :Anglès (addicional) ++STR_GAME_OPTIONS_TOWN_NAME_LATIN_AMERICAN :Llatinoamericà ++STR_GAME_OPTIONS_TOWN_NAME_SILLY :Graciós ++STR_GAME_OPTIONS_TOWN_NAME_SWEDISH :Suec ++STR_GAME_OPTIONS_TOWN_NAME_DUTCH :Holandès ++STR_GAME_OPTIONS_TOWN_NAME_FINNISH :Finès ++STR_GAME_OPTIONS_TOWN_NAME_POLISH :Polonès ++STR_GAME_OPTIONS_TOWN_NAME_SLOVAK :Eslovac ++STR_GAME_OPTIONS_TOWN_NAME_NORWEGIAN :Noruec ++STR_GAME_OPTIONS_TOWN_NAME_HUNGARIAN :Hongarès ++STR_GAME_OPTIONS_TOWN_NAME_AUSTRIAN :Austríac ++STR_GAME_OPTIONS_TOWN_NAME_ROMANIAN :Romanès ++STR_GAME_OPTIONS_TOWN_NAME_CZECH :Txec ++STR_GAME_OPTIONS_TOWN_NAME_SWISS :Suís ++STR_GAME_OPTIONS_TOWN_NAME_DANISH :Danès ++STR_GAME_OPTIONS_TOWN_NAME_TURKISH :Turc ++STR_GAME_OPTIONS_TOWN_NAME_ITALIAN :Italià ++STR_GAME_OPTIONS_TOWN_NAME_CATALAN :Català ++############ end of townname region ++ ++STR_GAME_OPTIONS_AUTOSAVE_FRAME :{BLACK}Desa automàticament ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_TOOLTIP :{BLACK}Selecciona l'interval de desada automàtica de la partida ++ ++############ start of autosave dropdown ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_OFF :Inactiu ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_EVERY_1_MONTH :Cada mes ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_EVERY_3_MONTHS :Cada 3 mesos ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_EVERY_6_MONTHS :Cada 6 mesos ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_EVERY_12_MONTHS :Cada 12 mesos ++############ end of autosave dropdown ++ ++STR_GAME_OPTIONS_LANGUAGE :{BLACK}Idioma ++STR_GAME_OPTIONS_LANGUAGE_TOOLTIP :{BLACK}Selecciona l'idioma de la interfície ++ ++STR_GAME_OPTIONS_FULLSCREEN :{BLACK}Pantalla completa ++STR_GAME_OPTIONS_FULLSCREEN_TOOLTIP :{BLACK}Marqueu la casella per mostrar l'OpenTTD a pantalla completa. ++ ++STR_GAME_OPTIONS_RESOLUTION :{BLACK}Resolució de pantalla ++STR_GAME_OPTIONS_RESOLUTION_TOOLTIP :{BLACK}Selecciona la resolució de pantalla ++STR_GAME_OPTIONS_RESOLUTION_OTHER :altres ++ ++STR_GAME_OPTIONS_GUI_ZOOM_FRAME :{BLACK}Mida de la interfície ++STR_GAME_OPTIONS_GUI_ZOOM_DROPDOWN_TOOLTIP :{BLACK}Escull la mida dels elements de la interfície ++ ++STR_GAME_OPTIONS_GUI_ZOOM_DROPDOWN_NORMAL :Normal ++STR_GAME_OPTIONS_GUI_ZOOM_DROPDOWN_2X_ZOOM :Doble ++STR_GAME_OPTIONS_GUI_ZOOM_DROPDOWN_4X_ZOOM :Quàdruple ++ ++STR_GAME_OPTIONS_BASE_GRF :{BLACK}Conjunt de gràfics base ++STR_GAME_OPTIONS_BASE_GRF_TOOLTIP :{BLACK}Selecciona el conjunt de gràfics base a utilitzar ++STR_GAME_OPTIONS_BASE_GRF_STATUS :{RED}{NUM} arxiu{P "" s} absent{P "" s} o corromput{P "" s}. ++STR_GAME_OPTIONS_BASE_GRF_DESCRIPTION_TOOLTIP :{BLACK}Informació addicional sobre el conjunt de gràfics base ++ ++STR_GAME_OPTIONS_BASE_SFX :{BLACK}Conjunt de sons base ++STR_GAME_OPTIONS_BASE_SFX_TOOLTIP :{BLACK}Selecciona un conjunt de sons base a utilitzar ++STR_GAME_OPTIONS_BASE_SFX_DESCRIPTION_TOOLTIP :{BLACK}Informació addicional sobre el joc de sons base ++ ++STR_GAME_OPTIONS_BASE_MUSIC :{BLACK}Conjunt de peces de música base ++STR_GAME_OPTIONS_BASE_MUSIC_TOOLTIP :{BLACK}Selecciona el conjunt de peces de música base a utilitzar ++STR_GAME_OPTIONS_BASE_MUSIC_STATUS :{RED}{NUM} fitxer{P "" s} corromput{P "" s} ++STR_GAME_OPTIONS_BASE_MUSIC_DESCRIPTION_TOOLTIP :{BLACK}Informació addicional sobre el conjunt de peces de música base ++ ++STR_ERROR_RESOLUTION_LIST_FAILED :{WHITE}No s'ha pogut obtenir la llista de resolucions permeses ++STR_ERROR_FULLSCREEN_FAILED :{WHITE}Ha fallat el mode pantalla completa ++ ++# Custom currency window ++ ++STR_CURRENCY_WINDOW :{WHITE}Moneda personalitzada ++STR_CURRENCY_EXCHANGE_RATE :{LTBLUE}Canvi de moneda: {ORANGE}{CURRENCY_LONG} = £ {COMMA} ++STR_CURRENCY_DECREASE_EXCHANGE_RATE_TOOLTIP :{BLACK}Disminueix la quantitat de moneda per cada lliura (£) ++STR_CURRENCY_INCREASE_EXCHANGE_RATE_TOOLTIP :{BLACK}Augmenta la quantitat de moneda per cada lliura (£) ++STR_CURRENCY_SET_EXCHANGE_RATE_TOOLTIP :{BLACK}Estableix el tipus de canvi de la moneda per cada Lliura (£) ++ ++STR_CURRENCY_SEPARATOR :{LTBLUE}Separador: {ORANGE}{STRING} ++STR_CURRENCY_SET_CUSTOM_CURRENCY_SEPARATOR_TOOLTIP :{BLACK}Estableix el separador per la moneda ++ ++STR_CURRENCY_PREFIX :{LTBLUE}Prefix: {ORANGE}{STRING} ++STR_CURRENCY_SET_CUSTOM_CURRENCY_PREFIX_TOOLTIP :{BLACK}Estableix el prefix de text per a la moneda ++STR_CURRENCY_SUFFIX :{LTBLUE}Sufix: {ORANGE}{STRING} ++STR_CURRENCY_SET_CUSTOM_CURRENCY_SUFFIX_TOOLTIP :{BLACK}Estableix el sufix de text per la moneda ++ ++STR_CURRENCY_SWITCH_TO_EURO :{LTBLUE}Canvia a l'euro: {ORANGE}{NUM} ++STR_CURRENCY_SWITCH_TO_EURO_NEVER :{LTBLUE}Canvia a l'euro: {ORANGE}mai ++STR_CURRENCY_SET_CUSTOM_CURRENCY_TO_EURO_TOOLTIP :{BLACK}Estableix l'any d'introducció de l'euro ++STR_CURRENCY_DECREASE_CUSTOM_CURRENCY_TO_EURO_TOOLTIP :{BLACK}Introdueix l'euro més aviat ++STR_CURRENCY_INCREASE_CUSTOM_CURRENCY_TO_EURO_TOOLTIP :{BLACK}Introdueix l'euro més tard ++ ++STR_CURRENCY_PREVIEW :{LTBLUE}Vista prèvia: {ORANGE}{CURRENCY_LONG} ++STR_CURRENCY_CUSTOM_CURRENCY_PREVIEW_TOOLTIP :{BLACK}10.000 lliures (£) en aquesta moneda ++STR_CURRENCY_CHANGE_PARAMETER :{BLACK}Canvia el paràmetre de la moneda personalitzada ++ ++STR_DIFFICULTY_LEVEL_SETTING_MAXIMUM_NO_COMPETITORS :{LTBLUE}Nombre màxim de competidors: {ORANGE}{COMMA} ++ ++STR_NONE :Cap ++STR_FUNDING_ONLY :Cap, excepte finançades ++STR_MINIMAL :Mínim ++STR_NUM_VERY_LOW :Molt baix ++STR_NUM_LOW :Baix ++STR_NUM_NORMAL :Normal ++STR_NUM_HIGH :Alt ++STR_NUM_CUSTOM :Personalitzat ++STR_NUM_CUSTOM_NUMBER :Personalitzat ({NUM}) ++ ++STR_VARIETY_NONE :Cap ++STR_VARIETY_VERY_LOW :Molt baixa ++STR_VARIETY_LOW :Baixa ++STR_VARIETY_MEDIUM :Mitjana ++STR_VARIETY_HIGH :Alta ++STR_VARIETY_VERY_HIGH :Molt alta ++ ++STR_AI_SPEED_VERY_SLOW :Molt lenta ++STR_AI_SPEED_SLOW :Lenta ++STR_AI_SPEED_MEDIUM :Mitjana ++STR_AI_SPEED_FAST :Ràpida ++STR_AI_SPEED_VERY_FAST :Molt ràpida ++ ++STR_SEA_LEVEL_VERY_LOW :Molt baix ++STR_SEA_LEVEL_LOW :Baix ++STR_SEA_LEVEL_MEDIUM :Mitjà ++STR_SEA_LEVEL_HIGH :Alt ++STR_SEA_LEVEL_CUSTOM :Personalitzat ++STR_SEA_LEVEL_CUSTOM_PERCENTAGE :Personalitzat ({NUM}%) ++ ++STR_RIVERS_NONE :Cap ++STR_RIVERS_FEW :Pocs ++STR_RIVERS_MODERATE :Normal ++STR_RIVERS_LOT :Molts ++ ++STR_DISASTER_NONE :Cap ++STR_DISASTER_REDUCED :Reduït ++STR_DISASTER_NORMAL :Normal ++ ++STR_SUBSIDY_X1_5 :x1,5 ++STR_SUBSIDY_X2 :x2 ++STR_SUBSIDY_X3 :x3 ++STR_SUBSIDY_X4 :x4 ++ ++STR_TERRAIN_TYPE_VERY_FLAT :Molt pla ++STR_TERRAIN_TYPE_FLAT :Pla ++STR_TERRAIN_TYPE_HILLY :Accidentat ++STR_TERRAIN_TYPE_MOUNTAINOUS :Muntanyós ++STR_TERRAIN_TYPE_ALPINIST :Escarpat ++ ++STR_CITY_APPROVAL_PERMISSIVE :Permissiva ++STR_CITY_APPROVAL_TOLERANT :Tolerant ++STR_CITY_APPROVAL_HOSTILE :Hostil ++ ++STR_WARNING_NO_SUITABLE_AI :{WHITE}No hi ha cap IA disponible...{}Podeu descarregar-ne a través del «Contingut en línia». ++ ++# Settings tree window ++STR_CONFIG_SETTING_TREE_CAPTION :{WHITE}Configuració ++STR_CONFIG_SETTING_FILTER_TITLE :{G=Femenin}{BLACK}Cadena de filtrat: ++STR_CONFIG_SETTING_EXPAND_ALL :{BLACK}Desplega-ho tot ++STR_CONFIG_SETTING_COLLAPSE_ALL :{BLACK}Plega-ho tot ++STR_CONFIG_SETTING_NO_EXPLANATION_AVAILABLE_HELPTEXT :(cap explicació disponible) ++STR_CONFIG_SETTING_DEFAULT_VALUE :{LTBLUE}Valor per defecte: {ORANGE}{STRING} ++STR_CONFIG_SETTING_TYPE :{LTBLUE}Tipus de paràmetre: {ORANGE}{STRING} ++STR_CONFIG_SETTING_TYPE_CLIENT :Paràmetre del client (no s'emmagatzema a les partides; afecta a totes les partides) ++STR_CONFIG_SETTING_TYPE_GAME_MENU :Paràmetre de la partida (emmagatzemat a les partides; afectarà només les partides noves) ++STR_CONFIG_SETTING_TYPE_GAME_INGAME :Paràmetre de la partida (emmagatzemat a la partida actual; només afecta la partida actual) ++STR_CONFIG_SETTING_TYPE_COMPANY_MENU :Paràmetre de la companyia (emmagatzemat a les partides; només afectarà les partides noves) ++STR_CONFIG_SETTING_TYPE_COMPANY_INGAME :Paràmetre de la companyia (emmagatzemat a la partida actual; només afecta la companyia actual) ++ ++STR_CONFIG_SETTING_RESTRICT_CATEGORY :{BLACK}Categoria: ++STR_CONFIG_SETTING_RESTRICT_TYPE :{BLACK}Tipus: ++STR_CONFIG_SETTING_RESTRICT_DROPDOWN_HELPTEXT :{BLACK}Restringeix la llista de sota usant els filtres predefinits ++STR_CONFIG_SETTING_RESTRICT_BASIC :Paràmetres bàsics (mostra només els paràmetres importants) ++STR_CONFIG_SETTING_RESTRICT_ADVANCED :Paràmetres avançats (mostra la majoria dels paràmetres) ++STR_CONFIG_SETTING_RESTRICT_ALL :Paràmetres per experts (mostra tots els paràmetres, fins i tot els rars) ++STR_CONFIG_SETTING_RESTRICT_CHANGED_AGAINST_DEFAULT :Paràmetres amb un valor diferent del predeterminat ++STR_CONFIG_SETTING_RESTRICT_CHANGED_AGAINST_NEW :Paràmetres amb un valor diferent dels paràmetres de partida nova ++ ++STR_CONFIG_SETTING_TYPE_DROPDOWN_HELPTEXT :{BLACK}Restringeix la llista de sota a certs tipus de paràmetres ++STR_CONFIG_SETTING_TYPE_DROPDOWN_ALL :Tots els paràmetres ++STR_CONFIG_SETTING_TYPE_DROPDOWN_CLIENT :Paràmetres del client (no s'emmagatzemen a les partides; afecten a totes les partides) ++STR_CONFIG_SETTING_TYPE_DROPDOWN_GAME_MENU :Paràmetres de la partida (emmagatzemats a les partides; només afectaran les noves partides) ++STR_CONFIG_SETTING_TYPE_DROPDOWN_GAME_INGAME :Paràmetres de la partida (emmagatzemats a la partida actual; només afecten la partida actual) ++STR_CONFIG_SETTING_TYPE_DROPDOWN_COMPANY_MENU :Paràmetres de la companyia (emmagatzemats a les partides desades; només afectaran les partides noves) ++STR_CONFIG_SETTING_TYPE_DROPDOWN_COMPANY_INGAME :Paràmetres de la companyia (emmagatzemats a la partida actual; només afecten la companyia actual) ++STR_CONFIG_SETTING_CATEGORY_HIDES :{BLACK}Mostra tots els resultats establint {SILVER}«Categoria» {BLACK}a {WHITE}«{STRING}»{BLACK}. ++STR_CONFIG_SETTING_TYPE_HIDES :{BLACK}Mostrar tots els resultats de la cerca filtrada amb {WHITE}tots els tipus de paràmetres ++STR_CONFIG_SETTING_CATEGORY_AND_TYPE_HIDES :{BLACK}Mostra tots els resultats de la cerca establint {SILVER}«Categoria» {BLACK}a {WHITE}«{STRING}» {BLACK}i {SILVER}«Tipus» {BLACK}a {WHITE}«Tots els paràmetres»{BLACK}. ++STR_CONFIG_SETTINGS_NONE :{WHITE}- Cap - ++ ++STR_CONFIG_SETTING_OFF :Inactiu ++STR_CONFIG_SETTING_ON :Actiu ++STR_CONFIG_SETTING_DISABLED :Desactivat ++ ++STR_CONFIG_SETTING_COMPANIES_OFF :Inactiu ++STR_CONFIG_SETTING_COMPANIES_OWN :Només de la companyia pròpia ++STR_CONFIG_SETTING_COMPANIES_ALL :De totes les companyies ++ ++STR_CONFIG_SETTING_NONE :Cap ++STR_CONFIG_SETTING_ORIGINAL :Original ++STR_CONFIG_SETTING_REALISTIC :Realista ++ ++STR_CONFIG_SETTING_HORIZONTAL_POS_LEFT :Esquerra ++STR_CONFIG_SETTING_HORIZONTAL_POS_CENTER :Centre ++STR_CONFIG_SETTING_HORIZONTAL_POS_RIGHT :Dreta ++ ++STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN :Préstec inicial màxim: {STRING} ++STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN_HELPTEXT :Quantitat màxima del préstec que pot demanar una companyia (sense tenir en compte la inflació) ++STR_CONFIG_SETTING_INTEREST_RATE :Taxa d'interès: {STRING} ++STR_CONFIG_SETTING_INTEREST_RATE_HELPTEXT :Tipus d'interès dels préstecs; també controla la inflació, si està activada ++STR_CONFIG_SETTING_RUNNING_COSTS :Costos d'utilització: {STRING} ++STR_CONFIG_SETTING_RUNNING_COSTS_HELPTEXT :Fixa el nivell de manteniment i els costos d'utilització dels vehicles i infraestructures ++STR_CONFIG_SETTING_CONSTRUCTION_SPEED :Ritme de construcció: {STRING} ++STR_CONFIG_SETTING_CONSTRUCTION_SPEED_HELPTEXT :Limita la quantitat d'accions de construcció per part de les IA ++STR_CONFIG_SETTING_VEHICLE_BREAKDOWNS :Nombre d'avaries de vehicles: {STRING} ++STR_CONFIG_SETTING_VEHICLE_BREAKDOWNS_HELPTEXT :Controla cada quan els vehicles revisats inadequadament s'espatllen ++STR_CONFIG_SETTING_SUBSIDY_MULTIPLIER :Multiplicador del subsidi: {STRING} ++STR_CONFIG_SETTING_SUBSIDY_MULTIPLIER_HELPTEXT :Fixa quant es paga pels transports subsidiats ++STR_CONFIG_SETTING_CONSTRUCTION_COSTS :Costos de construcció: {STRING} ++STR_CONFIG_SETTING_CONSTRUCTION_COSTS_HELPTEXT :Fixa el nivell de construcció i els preus de compra ++STR_CONFIG_SETTING_RECESSIONS :Recessions: {STRING} ++STR_CONFIG_SETTING_RECESSIONS_HELPTEXT :Si està actiu, les recessions poden passar cada pocs anys. Durant una recessió, tota la producció és significativament baixa, tornant al nivell previ quan la recessió s'acabi. ++STR_CONFIG_SETTING_TRAIN_REVERSING :No permetis que els trens canviïn de sentit a les estacions: {STRING} ++STR_CONFIG_SETTING_TRAIN_REVERSING_HELPTEXT :Si està actiu, els trens no canviaran de sentit a les estacions no-finals, inclús si hi ha un camí més curt al seu proper destí en cas de canviar de sentit. ++STR_CONFIG_SETTING_DISASTERS :Catàstrofes: {STRING} ++STR_CONFIG_SETTING_DISASTERS_HELPTEXT :Permet o no que passin catàstrofes que puguin bloquejar o destruir ocasionalment vehicles o infraestructures ++STR_CONFIG_SETTING_CITY_APPROVAL :Actitud de l'alcaldia de la població enfront les reestructuracions a la zona: {STRING} ++STR_CONFIG_SETTING_CITY_APPROVAL_HELPTEXT :Establiu com afecta al prestigi de les companyies el soroll i els danys ambientals que provoquen. Aquest prestigi influirà en la futura acceptació o denegació d'accions de construcció a la zona. ++ ++STR_CONFIG_SETTING_MAX_HEIGHTLEVEL :Alçada màxima del mapa: {STRING} ++STR_CONFIG_SETTING_MAX_HEIGHTLEVEL_HELPTEXT :Estableix l'alçada màxima permesa del terreny en el mapa ++STR_CONFIG_SETTING_TOO_HIGH_MOUNTAIN :{WHITE}No es pot escollir aquesta alçada màxima del mapa: hi ha alguna zona del mapa actual que és més alta. ++STR_CONFIG_SETTING_AUTOSLOPE :Permet la modificació del terreny sota edificis, rails, etc.: {STRING} ++STR_CONFIG_SETTING_AUTOSLOPE_HELPTEXT :Permet modelar el terreny sota les vies, els edificis i altres elements sense eliminar-los. ++STR_CONFIG_SETTING_CATCHMENT :Estableix una mida més real de l'àrea d'influència: {STRING} ++STR_CONFIG_SETTING_CATCHMENT_HELPTEXT :Permet tenir diferents mides de zones de captació de càrrega per diferents tipus d'estacions (aeroports, estacions de tren, etc.). ++STR_CONFIG_SETTING_EXTRADYNAMITE :Permet l'esborrat de carreteres, ponts i túnels propietat de les poblacions: {STRING} ++STR_CONFIG_SETTING_EXTRADYNAMITE_HELPTEXT :Aquesta opció permet fer més fàcil l'esborrat d'infraestructures i construccions propietat de la població ++STR_CONFIG_SETTING_TRAIN_LENGTH :Longitud màxima dels trens: {STRING} ++STR_CONFIG_SETTING_TRAIN_LENGTH_HELPTEXT :Estableix la longitud màxima dels trens ++STR_CONFIG_SETTING_TILE_LENGTH :{COMMA} cel·l{P a es} ++STR_CONFIG_SETTING_SMOKE_AMOUNT :Quantitat de fum i espurnes dels vehicles: {STRING} ++STR_CONFIG_SETTING_SMOKE_AMOUNT_HELPTEXT :Estableix la quantitat de fum o quantes espurnes són emeses pels vehicles ++STR_CONFIG_SETTING_TRAIN_ACCELERATION_MODEL :Model d'acceleració dels trens: {STRING} ++STR_CONFIG_SETTING_TRAIN_ACCELERATION_MODEL_HELPTEXT :Seleccioneu el model físic per l'acceleració de trens. El model «original» penalitza les pujades per igual a tots els vehicles. El model «realista» penalitza les pujades i les corbes en funció de diverses propietats del tren, com ara la longitud i la força de tracció ++STR_CONFIG_SETTING_ROAD_VEHICLE_ACCELERATION_MODEL :Model d'acceleració per als vehicles: {STRING} ++STR_CONFIG_SETTING_ROAD_VEHICLE_ACCELERATION_MODEL_HELPTEXT :Seleccioneu el model físic per l'acceleració d'automòbils. El model «original» penalitza les pujades per igual a tots els vehicles. El model «realista» penalitza els pendents en funció de les diferents propietats de la màquina, com per exemple l'esforç de tracció. ++STR_CONFIG_SETTING_TRAIN_SLOPE_STEEPNESS :Pendent de les costes per als trens: {STRING} ++STR_CONFIG_SETTING_TRAIN_SLOPE_STEEPNESS_HELPTEXT :El pendent de les caselles amb costes per als trens. Els valors alts fan que sigui més difícil pujar els turons. ++STR_CONFIG_SETTING_PERCENTAGE :{COMMA}% ++STR_CONFIG_SETTING_ROAD_VEHICLE_SLOPE_STEEPNESS :Pendent de les costes per als vehicles de carretera: {STRING} ++STR_CONFIG_SETTING_ROAD_VEHICLE_SLOPE_STEEPNESS_HELPTEXT :El pendent de les caselles amb costes per a vehicles de carretera. Els valors alts fan que sigui més difícil pujar els turons. ++STR_CONFIG_SETTING_FORBID_90_DEG :Prohibeix fer girs de 90 graus als trens i vaixells: {STRING} ++STR_CONFIG_SETTING_FORBID_90_DEG_HELPTEXT :Els girs de 90 graus succeeixen quan hi ha una via horitzontal seguida d'una de vertical a la cel·la annexa, provocant que el tren giri 90 graus quan travessi la vora de la cel·la en lloc dels 45 graus usuals en les altres combinacions. Això també s'aplica al gir dels vaixells. ++STR_CONFIG_SETTING_DISTANT_JOIN_STATIONS :Permet ajuntar estacions no annexes: {STRING} ++STR_CONFIG_SETTING_DISTANT_JOIN_STATIONS_HELPTEXT :Aquesta opció permet afegir parts noves a una estació existent sense estar les parts noves en contacte directe amb les existents. Cal clicar Ctrl+Clic mentre es col·loquen les parts noves. ++STR_CONFIG_SETTING_INFLATION :Inflació: {STRING} ++STR_CONFIG_SETTING_INFLATION_HELPTEXT :Habilita la inflació a l'economia, on l'augment dels costos són una mica més ràpids que els dels pagaments. ++STR_CONFIG_SETTING_MAX_BRIDGE_LENGTH :Longitud màxima dels ponts: {STRING} ++STR_CONFIG_SETTING_MAX_BRIDGE_LENGTH_HELPTEXT :Longitud màxima per a la construcció de ponts ++STR_CONFIG_SETTING_MAX_BRIDGE_HEIGHT :Alçada màxima dels ponts: {STRING} ++STR_CONFIG_SETTING_MAX_BRIDGE_HEIGHT_HELPTEXT :Alçada màxima de construcció dels ponts ++STR_CONFIG_SETTING_MAX_TUNNEL_LENGTH :Màxima longitud dels túnels: {STRING} ++STR_CONFIG_SETTING_MAX_TUNNEL_LENGTH_HELPTEXT :Longitud màxima per a la construcció de túnels ++STR_CONFIG_SETTING_RAW_INDUSTRY_CONSTRUCTION_METHOD :Fundació de noves indústries primàries: {STRING} ++STR_CONFIG_SETTING_RAW_INDUSTRY_CONSTRUCTION_METHOD_HELPTEXT :Mètode de fundació de noves indústries primàries. «Fundació desactivada» significa que no serà possible fundar-ne cap, «Amb prospeccions» significa que serà possible fundar-ne, però la construcció succeirà en un lloc aleatori del mapa i podria fracassar. «Com les altres indústries» significa que les indústries de matèries primeres poden ser construïdes en qualsevol lloc per les companyies igual que les indústries manufactureres. ++STR_CONFIG_SETTING_RAW_INDUSTRY_CONSTRUCTION_METHOD_NONE :Fundació desactivada ++STR_CONFIG_SETTING_RAW_INDUSTRY_CONSTRUCTION_METHOD_NORMAL :Com les altres indústries ++STR_CONFIG_SETTING_RAW_INDUSTRY_CONSTRUCTION_METHOD_PROSPECTING :Amb prospeccions ++STR_CONFIG_SETTING_INDUSTRY_PLATFORM :Àrea anivellada al voltant de les indústries: {STRING} ++STR_CONFIG_SETTING_INDUSTRY_PLATFORM_HELPTEXT :Quantitat d'espai pla al voltant d'una indústria. Això assegura que quedarà espai buit al voltant de la indústria per construir vies o altres infraestructures. ++STR_CONFIG_SETTING_MULTIPINDTOWN :Permet vàries indústries similars a cada població: {STRING} ++STR_CONFIG_SETTING_MULTIPINDTOWN_HELPTEXT :Normalment, una població no vol tenir més d'una indústria de cada tipus. Amb aquest paràmetre es permet la construcció de diverses indústries del mateix tipus a la mateixa població. ++STR_CONFIG_SETTING_SIGNALSIDE :Mostra els senyals: {STRING} ++STR_CONFIG_SETTING_SIGNALSIDE_HELPTEXT :Seleccioneu a quin costat de la via s'han de posar els senyals ++STR_CONFIG_SETTING_SIGNALSIDE_LEFT :A l'esquerra ++STR_CONFIG_SETTING_SIGNALSIDE_DRIVING_SIDE :Al costat de conducció ++STR_CONFIG_SETTING_SIGNALSIDE_RIGHT :A la dreta ++STR_CONFIG_SETTING_SHOWFINANCES :Mostra la finestra de balanç al finalitzar cada any: {STRING} ++STR_CONFIG_SETTING_SHOWFINANCES_HELPTEXT :Si el paràmetre està activat, la finestra de finances apareix al final de cada any per permetre una inspecció fàcil de l'estat financer de la companyia. ++STR_CONFIG_SETTING_NONSTOP_BY_DEFAULT :«Sense parada» per defecte a les ordres noves: {STRING} ++STR_CONFIG_SETTING_NONSTOP_BY_DEFAULT_HELPTEXT :Normalment, un vehicle para a cada estació per la que passa. Activant aquest paràmetre, no pararà a cap estació fins arribar al seu destí. Nota: aquest paràmetre només defineix el valor predeterminat per a les noves ordres. Un cop creada una ordre, aquesta es pot establir manualment al comportament desitjat. ++STR_CONFIG_SETTING_STOP_LOCATION :Noves ordres de trens: parar per defecte {STRING} de la plataforma ++STR_CONFIG_SETTING_STOP_LOCATION_HELPTEXT :Estableix en quin lloc de la plataforma els trens pararan per defecte. «Extrem més proper» significa a prop del punt d'entrada, «Al mig» significa al mig de la plataforma, i «Extrem més llunyà» significa lluny del punt d'entrada. Nota: aquest paràmetre només defineix el valor predeterminat per les noves ordres. Un cop creada una ordre, es pot modificar el comportament de forma manual. ++STR_CONFIG_SETTING_STOP_LOCATION_NEAR_END :A l'extrem més proper ++STR_CONFIG_SETTING_STOP_LOCATION_MIDDLE :Al mig ++STR_CONFIG_SETTING_STOP_LOCATION_FAR_END :A l'extrem més llunyà ++STR_CONFIG_SETTING_AUTOSCROLL :Desplaça la finestra quan el ratolí sigui prop de la vora: {STRING} ++STR_CONFIG_SETTING_AUTOSCROLL_HELPTEXT :Si s'activa aquesta opció, l'àrea de visualització començarà a desplaçar-se quan el ratolí sigui prop de la vora de la finestra. ++STR_CONFIG_SETTING_AUTOSCROLL_DISABLED :Desactivat ++STR_CONFIG_SETTING_AUTOSCROLL_MAIN_VIEWPORT_FULLSCREEN :Vista principal (només pantalla completa) ++STR_CONFIG_SETTING_AUTOSCROLL_MAIN_VIEWPORT :Vista principal ++STR_CONFIG_SETTING_AUTOSCROLL_EVERY_VIEWPORT :Qualsevol vista ++STR_CONFIG_SETTING_BRIBE :Permet subornar les autoritats locals: {STRING} ++STR_CONFIG_SETTING_BRIBE_HELPTEXT :Permet a les companyies intentar subornar l'autoritat local. Si el suborn és detectat per un inspector, la companyia no podrà actuar a la població durant sis mesos. ++STR_CONFIG_SETTING_ALLOW_EXCLUSIVE :Permet comprar els drets del transport en exclusiva: {STRING} ++STR_CONFIG_SETTING_ALLOW_EXCLUSIVE_HELPTEXT :Si una companyia compra els drets de transport en exclusiva d'una població, les estacions dels oponents (passatgers i càrrega) no rebran cap càrrega durant un any sencer. ++STR_CONFIG_SETTING_ALLOW_FUND_BUILDINGS :Permet finançar edificis: {STRING} ++STR_CONFIG_SETTING_ALLOW_FUND_BUILDINGS_HELPTEXT :Permet a les companyies donar diners a les poblacions per finançar nous edificis. ++STR_CONFIG_SETTING_ALLOW_FUND_ROAD :Permet finançar la reconstrucció dels carrers locals: {STRING} ++STR_CONFIG_SETTING_ALLOW_FUND_ROAD_HELPTEXT :Permet a les companyies donar diners a les poblacions per la reconstrucció de carrers i sabotejar la circulació de vehicles. ++STR_CONFIG_SETTING_ALLOW_GIVE_MONEY :Permet enviar diners a altres companyies: {STRING} ++STR_CONFIG_SETTING_ALLOW_GIVE_MONEY_HELPTEXT :Permet transferir diners entre companyies en el mode multijugador. ++STR_CONFIG_SETTING_FREIGHT_TRAINS :Multiplicador de pes per simular trens pesats: {STRING} ++STR_CONFIG_SETTING_FREIGHT_TRAINS_HELPTEXT :Estableix l'impacte de transportar contenidors en trens. Els valors alts fan que transportar contenidors sigui més exigent amb els trens, especialment als turons. ++STR_CONFIG_SETTING_PLANE_SPEED :Factor de velocitat dels avions: {STRING} ++STR_CONFIG_SETTING_PLANE_SPEED_HELPTEXT :Estableix la velocitat relativa dels avions en comparació amb els altres tipus de vehicles, per reduir la quantitat de guanys de transport dels avions ++STR_CONFIG_SETTING_PLANE_SPEED_VALUE :1 / {COMMA} ++STR_CONFIG_SETTING_PLANE_CRASHES :Nombre d'accidents d'avió: {STRING} ++STR_CONFIG_SETTING_PLANE_CRASHES_HELPTEXT :Estableix la probabilitat amb què succeeixen els accidents d'avió ++STR_CONFIG_SETTING_PLANE_CRASHES_NONE :Cap ++STR_CONFIG_SETTING_PLANE_CRASHES_REDUCED :Reduït ++STR_CONFIG_SETTING_PLANE_CRASHES_NORMAL :Normal ++STR_CONFIG_SETTING_STOP_ON_TOWN_ROAD :Permet situar parades en carreteres que són propietat de la població: {STRING} ++STR_CONFIG_SETTING_STOP_ON_TOWN_ROAD_HELPTEXT :Permet la construcció de passos a nivell en els carrers propietat de les poblacions ++STR_CONFIG_SETTING_STOP_ON_COMPETITOR_ROAD :Permet circular a través de les parades en carreteres propietat de competidors: {STRING} ++STR_CONFIG_SETTING_STOP_ON_COMPETITOR_ROAD_HELPTEXT :Permet la construcció de passos a nivell en els carrers propietat d'altres companyies ++STR_CONFIG_SETTING_DYNAMIC_ENGINES_EXISTING_VEHICLES :{WHITE}No es pot canviar aquest ajustament quan hi ha vehicles ++STR_CONFIG_SETTING_INFRASTRUCTURE_MAINTENANCE :Manteniment de la infraestructura: {STRING} ++STR_CONFIG_SETTING_INFRASTRUCTURE_MAINTENANCE_HELPTEXT :Quan està activat, la infraestructura provoca costos de manteniment. El cost creix proporcionalment al tamany de la xarxa de transport, afectant en conseqüència més a les companyies grosses que a les petites ++ ++STR_CONFIG_SETTING_NEVER_EXPIRE_AIRPORTS :Els aeroports mai caduquen: {STRING} ++STR_CONFIG_SETTING_NEVER_EXPIRE_AIRPORTS_HELPTEXT :Activant aquesta opció fa que cada tipus d'aeroport estigui disponible per sempre després de la seva introducció ++ ++STR_CONFIG_SETTING_WARN_LOST_VEHICLE :Avisa si el vehicle es perd: {STRING} ++STR_CONFIG_SETTING_WARN_LOST_VEHICLE_HELPTEXT :Alerta amb missatges quan els vehicles no siguin capaços de trobar el camí al seu destí indicat ++STR_CONFIG_SETTING_ORDER_REVIEW :Revisa ordres dels vehicles: {STRING} ++STR_CONFIG_SETTING_ORDER_REVIEW_HELPTEXT :Quan està activat, les ordres dels vehicles són verificades periòdicament, i alguns problemes evidents seran informats amb missatges de notícia quan siguin detectats ++STR_CONFIG_SETTING_ORDER_REVIEW_OFF :No ++STR_CONFIG_SETTING_ORDER_REVIEW_EXDEPOT :Sí, excepte vehicles parats ++STR_CONFIG_SETTING_ORDER_REVIEW_ON :De tots els vehicles ++STR_CONFIG_SETTING_WARN_INCOME_LESS :Avisa si el benefici del vehicle és negatiu: {STRING} ++STR_CONFIG_SETTING_WARN_INCOME_LESS_HELPTEXT :Quan està activat, un missatge de notícia és enviat quan un vehicle no ha tingut beneficis durant l'any ++STR_CONFIG_SETTING_NEVER_EXPIRE_VEHICLES :Els vehicles mai caduquen: {STRING} ++STR_CONFIG_SETTING_NEVER_EXPIRE_VEHICLES_HELPTEXT :Quan està activat, tots els models de vehicles continuen disponibles per sempre després de la seva introducció ++STR_CONFIG_SETTING_AUTORENEW_VEHICLE :Autorenova el vehicle quan sigui vell: {STRING} ++STR_CONFIG_SETTING_AUTORENEW_VEHICLE_HELPTEXT :Quan està activat, un vehicle que arriba al final de la seva vida útil és automàticament substituït quan es compleixen les condicions d'autorenovació. ++STR_CONFIG_SETTING_AUTORENEW_MONTHS :Autorenova el vehicle {STRING} de la seva edat màxima. ++STR_CONFIG_SETTING_AUTORENEW_MONTHS_HELPTEXT :Edat a partir de la qual s'ha de considerar l'autorenovació del vehicle. ++STR_CONFIG_SETTING_AUTORENEW_MONTHS_VALUE_BEFORE :{COMMA} mes{P 0 "" os} abans ++STR_CONFIG_SETTING_AUTORENEW_MONTHS_VALUE_AFTER :{COMMA} mes{P 0 "" os} després ++STR_CONFIG_SETTING_AUTORENEW_MONEY :Mínim de diners per a renovacions automàtiques: {STRING} ++STR_CONFIG_SETTING_AUTORENEW_MONEY_HELPTEXT :Estableix la quantitat mínima de diners que han de quedar al banc abans de considerar l'autorenovació de vehicles. ++STR_CONFIG_SETTING_ERRMSG_DURATION :Duració del missatge d'error: {STRING} ++STR_CONFIG_SETTING_ERRMSG_DURATION_HELPTEXT :Duració dels missatges d'error mostrats en finestres vermelles. Alguns missatges d'error (crítics) no es tanquen automàticament i s'han de tancar manualment ++STR_CONFIG_SETTING_ERRMSG_DURATION_VALUE :{COMMA} segon{P 0 "" s} ++STR_CONFIG_SETTING_HOVER_DELAY :Mostra descripcions emergents: {STRING} ++STR_CONFIG_SETTING_HOVER_DELAY_HELPTEXT :Retard abans que les descripcions emergents siguin mostrades quan el ratolí sigui sobre algun element de la interfície. Alternativament, les descripcions emergents poden ser vinculades al botó dret del ratolí si aquest paràmetre s'estableix en 0. ++STR_CONFIG_SETTING_HOVER_DELAY_VALUE :Manté durant {COMMA} milisegon{P 0 "" s} ++STR_CONFIG_SETTING_HOVER_DELAY_DISABLED :Botó dret ++STR_CONFIG_SETTING_POPULATION_IN_LABEL :Mostra els habitants a l'etiqueta del nom de la població: {STRING} ++STR_CONFIG_SETTING_POPULATION_IN_LABEL_HELPTEXT :Mostra els habitants a les etiquetes dels noms de les poblacions al mapa ++STR_CONFIG_SETTING_GRAPH_LINE_THICKNESS :Gruix de les línies dels gràfics: {STRING} ++STR_CONFIG_SETTING_GRAPH_LINE_THICKNESS_HELPTEXT :Gruix de la línia als gràfics. Una línia més fina és més llegible, una línia més gruixuda és més fàcil de veure i els colors són més fàcils de distingir ++ ++STR_CONFIG_SETTING_LANDSCAPE :Paisatge: {STRING} ++STR_CONFIG_SETTING_LANDSCAPE_HELPTEXT :El tipus de paisatge defineix escenaris amb diferents tipus de càrrega i requisits per al creixement de les poblacions. Els NewGRF i l'script de la partida poden modificar-ne l'aparença i el comportament ++STR_CONFIG_SETTING_LAND_GENERATOR :Generador de terrenys: {STRING} ++STR_CONFIG_SETTING_LAND_GENERATOR_HELPTEXT :L'algorisme generador original depèn del tipus de gràfics base i crea formes de terreny predefinides. TerraGenesis és un generador basat en el soroll Perlin que permet una configuració més precisa ++STR_CONFIG_SETTING_LAND_GENERATOR_ORIGINAL :Original ++STR_CONFIG_SETTING_LAND_GENERATOR_TERRA_GENESIS :TerraGenesis ++STR_CONFIG_SETTING_TERRAIN_TYPE :Tipus de terreny: {STRING} ++STR_CONFIG_SETTING_TERRAIN_TYPE_HELPTEXT :(Només TerraGenesis) Escollir el tipus de terreny: des de molt pla fins a escarpat ++STR_CONFIG_SETTING_INDUSTRY_DENSITY :Densitat d'indústries: {STRING} ++STR_CONFIG_SETTING_INDUSTRY_DENSITY_HELPTEXT :Fixa el nombre d'indústries que s'haurien de generar i mantenir durant la partida ++STR_CONFIG_SETTING_OIL_REF_EDGE_DISTANCE :Distància màxima des de la vora a les refineries de petroli: {STRING} ++STR_CONFIG_SETTING_OIL_REF_EDGE_DISTANCE_HELPTEXT :Les refineries de petroli només es construeixen a prop de les vores del mapa, això és a la costa en els mapes d'illes ++STR_CONFIG_SETTING_SNOWLINE_HEIGHT :Alçada dels estatges amb neu: {STRING} ++STR_CONFIG_SETTING_SNOWLINE_HEIGHT_HELPTEXT :Controla a quina alçada la neu comença en el paisatge subàrtic. La neu també afecta la generació d'indústries i els requisits per al creixement de les poblacions ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN :Geografia del terreny: {STRING} ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_HELPTEXT :(Només TerraGenesis) Escollir la suavitat del paisatge: els terrenys suaus tenen menys turons i són regulars; els terrenys més rugosos són irregulars i tenen molts turons ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_VERY_SMOOTH :Molt suau ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_SMOOTH :Suau ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_ROUGH :Escarpat ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_VERY_ROUGH :Molt escarpat ++STR_CONFIG_SETTING_VARIETY :Varietat: {STRING} ++STR_CONFIG_SETTING_VARIETY_HELPTEXT :(Només TerraGenesis) Controla la varietat en la distribució de les zones muntanyoses i planes. Aquesta opció controla la distribució d'aquestes zones; si es vol modificar si el terreny és més o menys muntanyós s'han de modificar altres opcions ++STR_CONFIG_SETTING_RIVER_AMOUNT :Quantitat de rius: {STRING} ++STR_CONFIG_SETTING_RIVER_AMOUNT_HELPTEXT :Escollir la quantitat de rius a generar ++STR_CONFIG_SETTING_TREE_PLACER :Algorisme per situar arbres: {STRING} ++STR_CONFIG_SETTING_TREE_PLACER_HELPTEXT :Permet escollir la distribució d'arbres al mapa. 'Original' distribueix els arbres uniformement. 'Millorat' els planta en grups ++STR_CONFIG_SETTING_TREE_PLACER_NONE :Cap ++STR_CONFIG_SETTING_TREE_PLACER_ORIGINAL :Original ++STR_CONFIG_SETTING_TREE_PLACER_IMPROVED :Millorat ++STR_CONFIG_SETTING_ROAD_SIDE :Automòbils: {STRING} ++STR_CONFIG_SETTING_ROAD_SIDE_HELPTEXT :Escollir el costat de conducció ++STR_CONFIG_SETTING_HEIGHTMAP_ROTATION :Rotació del mapa d'alçades: {STRING} ++STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_COUNTER_CLOCKWISE :Antihorari ++STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_CLOCKWISE :Horari ++STR_CONFIG_SETTING_SE_FLAT_WORLD_HEIGHT :Alçada que pren un escenari pla: {STRING} ++STR_CONFIG_SETTING_EDGES_NOT_EMPTY :{WHITE}Una o més cel·les al vèrtex nord no està buit ++STR_CONFIG_SETTING_EDGES_NOT_WATER :{WHITE}Una o més cel·les en una de les vores no és aigua ++ ++STR_CONFIG_SETTING_STATION_SPREAD :Extensió màxima de les estacions: {STRING} ++STR_CONFIG_SETTING_STATION_SPREAD_HELPTEXT :Àrea màxima en què les parts d'una sola estació es poden estendre. Un valor alt farà alentir el joc ++STR_CONFIG_SETTING_SERVICEATHELIPAD :Revisions automàtiques dels helicòpters als heliports: {STRING} ++STR_CONFIG_SETTING_SERVICEATHELIPAD_HELPTEXT :Inspecciona els helicòpters cada vegada que aterrin, encara que no hi hagi hangar a l'aeroport ++STR_CONFIG_SETTING_LINK_TERRAFORM_TOOLBAR :Enllaça la barra d'eines del paisatge a les barres d'eines de vies/carreteres/aigua/aeroports: {STRING} ++STR_CONFIG_SETTING_LINK_TERRAFORM_TOOLBAR_HELPTEXT :Quan s'obre la barra d'eines de construcció per un tipus de transport, també s'obre la barra d'eines de remodelació del paisatge ++STR_CONFIG_SETTING_SMALLMAP_LAND_COLOUR :Color del terra utilitzat al mapa petit: {STRING} ++STR_CONFIG_SETTING_SMALLMAP_LAND_COLOUR_HELPTEXT :Color del terreny al mapa petit ++STR_CONFIG_SETTING_SMALLMAP_LAND_COLOUR_GREEN :Verd ++STR_CONFIG_SETTING_SMALLMAP_LAND_COLOUR_DARK_GREEN :Verd fosc ++STR_CONFIG_SETTING_SMALLMAP_LAND_COLOUR_VIOLET :Violat ++STR_CONFIG_SETTING_REVERSE_SCROLLING :En desplaçar la pantalla amb el ratolí mou la vista en la direcció contrària: {STRING} ++STR_CONFIG_SETTING_REVERSE_SCROLLING_HELPTEXT :Comportament quan es desplaci el mapa amb el botó dret del ratolí. Quan està desactivat, el ratolí mou la càmera. Quan està activat, el ratolí mou el mapa ++STR_CONFIG_SETTING_SMOOTH_SCROLLING :Desplaçament suau de la vista: {STRING} ++STR_CONFIG_SETTING_SMOOTH_SCROLLING_HELPTEXT :Controla com la vista principal es desplaça a una posició específica quan es clica al mapa petit o quan s'envia una ordre de desplaçar-se a un objecte específic al mapa. Si està activat, la vista es desplaça suaument; si està desactivat, salta directament al punt assenyalat ++STR_CONFIG_SETTING_MEASURE_TOOLTIP :Mostra un cartell de mesura quan estiguis utilitzant vàries eines de construcció: {STRING} ++STR_CONFIG_SETTING_MEASURE_TOOLTIP_HELPTEXT :Mostra les distàncies-cel·la i les diferències d'alçada quan s'arrossegui durant la construcció ++STR_CONFIG_SETTING_LIVERIES :Mostra la decoració específica del tipus de vehicle: {STRING} ++STR_CONFIG_SETTING_LIVERIES_HELPTEXT :Controla la utilització de les decoracions específiques d'un tipus de vehicle (en oposició a específic d'una companyia) ++STR_CONFIG_SETTING_LIVERIES_NONE :Cap ++STR_CONFIG_SETTING_LIVERIES_OWN :Pròpia companyia ++STR_CONFIG_SETTING_LIVERIES_ALL :Totes les companyies ++STR_CONFIG_SETTING_PREFER_TEAMCHAT :Prefereix fer un xat d'equip amb <ENTER>: {STRING} ++STR_CONFIG_SETTING_PREFER_TEAMCHAT_HELPTEXT :Canvia la vinculació del xat intern de la companyia i el públic <ENTER> resp. <Ctrl+ENTER> ++STR_CONFIG_SETTING_SCROLLWHEEL_SCROLLING :Funció de la rodeta del ratolí: {STRING} ++STR_CONFIG_SETTING_SCROLLWHEEL_SCROLLING_HELPTEXT :Activa el desplaçament en les rodetes del ratolí de dues dimensions ++STR_CONFIG_SETTING_SCROLLWHEEL_ZOOM :Zoom mapa ++STR_CONFIG_SETTING_SCROLLWHEEL_SCROLL :Mou el mapa ++STR_CONFIG_SETTING_SCROLLWHEEL_OFF :Inactiu ++STR_CONFIG_SETTING_SCROLLWHEEL_MULTIPLIER :Velocitat del mapa amb la rodeta del ratolí: {STRING} ++STR_CONFIG_SETTING_SCROLLWHEEL_MULTIPLIER_HELPTEXT :Controla la sensibilitat de la rodeta de desplaçament del ratolí ++STR_CONFIG_SETTING_OSK_ACTIVATION :Teclat en pantalla: {STRING} ++STR_CONFIG_SETTING_OSK_ACTIVATION_HELPTEXT :Selecciona el mètode per obrir el teclat en pantalla per introduir text als quadres de text de manera que només cal utilitzar el dispositiu senyalador. Això està pensat pels petits dispositius sense teclat físic ++STR_CONFIG_SETTING_OSK_ACTIVATION_DISABLED :Desactivat ++STR_CONFIG_SETTING_OSK_ACTIVATION_DOUBLE_CLICK :Doble clic ++STR_CONFIG_SETTING_OSK_ACTIVATION_SINGLE_CLICK_FOCUS :Un clic (quan té el focus) ++STR_CONFIG_SETTING_OSK_ACTIVATION_SINGLE_CLICK :Un clic (immediatament) ++ ++STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU :Emulació del botó dret: {STRING} ++STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU_HELPTEXT :Selecciona el mètode per emular els clics amb el botó dret del ratolí ++STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU_COMMAND :Command-clic ++STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU_CONTROL :Control-clic ++STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU_OFF :Desactivat ++ ++STR_CONFIG_SETTING_LEFT_MOUSE_BTN_SCROLLING :Desplaçament amb el botó esquerre: {STRING} ++STR_CONFIG_SETTING_LEFT_MOUSE_BTN_SCROLLING_HELPTEXT :Activa el desplaçament del mapa arrossegant-lo amb el botó esquerre del ratolí. Això és especialment útil quan s'utilitzen pantalles tàctils ++STR_CONFIG_SETTING_RIGHT_MOUSE_WND_CLOSE :Tanca la finestra amb un clic dret del ratolí: {STRING} ++STR_CONFIG_SETTING_RIGHT_MOUSE_WND_CLOSE_HELPTEXT :Tanca una finestra fent-hi un clic amb el botó dret del ratolí. Aquesta opció desactiva els indicadors de funció amb el mateix botó. ++ ++STR_CONFIG_SETTING_AUTOSAVE :Desada automàtica: {STRING} ++STR_CONFIG_SETTING_AUTOSAVE_HELPTEXT :Selecciona l'interval entre desades automàtiques de les partides. ++ ++STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES :Utilitza el format de data {STRING} per a guardar partides ++STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_HELPTEXT :Format de la data en els noms dels arxius de les partides que es guardin ++STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_LONG :llarga (31 Des 2008) ++STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_SHORT :curta (31-12-2008) ++STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_ISO :ISO (2008-12-31) ++ ++STR_CONFIG_SETTING_PAUSE_ON_NEW_GAME :Posa en pausa automàticament quan comenci una nova partida: {STRING} ++STR_CONFIG_SETTING_PAUSE_ON_NEW_GAME_HELPTEXT :Quan està activat, el joc es posa en pausa automàticament quan es comenci una partida nova, permetent a l'usuari estudiar el mapa més detalladament ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL :Accions permeses mentre s'està fent una pausa a la partida: {STRING} ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL_HELPTEXT :Seleccioneu quines accions es poden realitzar mentre s'està fent una pausa a la partida. ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL_NO_ACTIONS :Cap ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL_ALL_NON_CONSTRUCTION :Totes, excepte les de construcció ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL_ALL_NON_LANDSCAPING :Totes, excepte les que modifiquen el paisatge ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL_ALL_ACTIONS :Totes ++STR_CONFIG_SETTING_ADVANCED_VEHICLE_LISTS :Mostra els grups en el llistat de vehicles de la companyia: {STRING} ++STR_CONFIG_SETTING_ADVANCED_VEHICLE_LISTS_HELPTEXT :Activa la utilització de llistes avançades de vehicles per agrupar vehicles. ++STR_CONFIG_SETTING_LOADING_INDICATORS :Utilitza indicadors de càrrega: {STRING} ++STR_CONFIG_SETTING_LOADING_INDICATORS_HELPTEXT :Selecciona si els indicadors de càrrega seran mostrats sobre els vehicles en càrrega o descàrrega ++STR_CONFIG_SETTING_TIMETABLE_IN_TICKS :Mostra horaris amb marques en lloc de dies: {STRING} ++STR_CONFIG_SETTING_TIMETABLE_IN_TICKS_HELPTEXT :Mostra els temps de viatge als horaris en marques en lloc de dies ++STR_CONFIG_SETTING_TIMETABLE_SHOW_ARRIVAL_DEPARTURE :Mostra l'arribada i la sortida als horaris: {STRING} ++STR_CONFIG_SETTING_TIMETABLE_SHOW_ARRIVAL_DEPARTURE_HELPTEXT :Mostra als horaris l'arribada anticipadament i les hores de sortida ++STR_CONFIG_SETTING_QUICKGOTO :Creació ràpida d'ordres per a vehicles: {STRING} ++STR_CONFIG_SETTING_QUICKGOTO_HELPTEXT :Preselecciona el botó 'Vés a' quan s'obri la finestra d'ordres ++STR_CONFIG_SETTING_DEFAULT_RAIL_TYPE :Tipus predeterminat de via (en nova partida/càrrega de partida): {STRING} ++STR_CONFIG_SETTING_DEFAULT_RAIL_TYPE_HELPTEXT :Tipus de via a seleccionar després de començar o carregar una partida. 'El més antic disponible' selecciona el tipus de vies més antic disponible, 'El més modern disponible' selecciona el tipus de vies més modern, i 'El més utilitzat disponible' selecciona el tipus de vies que s'utilitzi més actualment ++STR_CONFIG_SETTING_DEFAULT_RAIL_TYPE_FIRST :El més antic disponible ++STR_CONFIG_SETTING_DEFAULT_RAIL_TYPE_LAST :El més modern disponible ++STR_CONFIG_SETTING_DEFAULT_RAIL_TYPE_MOST_USED :El més utilitzat disponible ++STR_CONFIG_SETTING_SHOW_TRACK_RESERVATION :Mostra els camins reservats: {STRING} ++STR_CONFIG_SETTING_SHOW_TRACK_RESERVATION_HELPTEXT :Dóna a les vies reservades un color diferent per visualitzar problemes d'encaminament de trens ++STR_CONFIG_SETTING_PERSISTENT_BUILDINGTOOLS :Mantingues les eines de construcció actives després del seu ús: {STRING} ++STR_CONFIG_SETTING_PERSISTENT_BUILDINGTOOLS_HELPTEXT :Mantingues les eines de construcció pels ponts, túnels, etc. obertes després d'utilitzar-les ++STR_CONFIG_SETTING_EXPENSES_LAYOUT :Agrupa les despeses a la finestra de finances de la companyia: {STRING} ++STR_CONFIG_SETTING_EXPENSES_LAYOUT_HELPTEXT :Defineix la disposició de la companyia a la finestra de despeses ++ ++STR_CONFIG_SETTING_SOUND_TICKER :Barra de notícies: {STRING} ++STR_CONFIG_SETTING_SOUND_TICKER_HELPTEXT :Reprodueix un so quan apareixen les notícies resumides a la barra inferior ++STR_CONFIG_SETTING_SOUND_NEWS :Notícies: {STRING} ++STR_CONFIG_SETTING_SOUND_NEWS_HELPTEXT :Reprodueix un so quan apareix una notícia ++STR_CONFIG_SETTING_SOUND_NEW_YEAR :Cap d'any: {STRING} ++STR_CONFIG_SETTING_SOUND_NEW_YEAR_HELPTEXT :Reprodueix un efecte de so al final de l'any quan apareix el resum financer de l'any de la companyia en comparació amb l'anterior ++STR_CONFIG_SETTING_SOUND_CONFIRM :Construcció: {STRING} ++STR_CONFIG_SETTING_SOUND_CONFIRM_HELPTEXT :Reprodueix un efecte de so quan es realitzin amb èxit construccions o altres accions ++STR_CONFIG_SETTING_SOUND_CLICK :Botons: {STRING} ++STR_CONFIG_SETTING_SOUND_CLICK_HELPTEXT :Sona quan es cliquen els botons ++STR_CONFIG_SETTING_SOUND_DISASTER :Desastres i accidents: {STRING} ++STR_CONFIG_SETTING_SOUND_DISASTER_HELPTEXT :Reprodueix els efectes de so d'accidents i desastres ++STR_CONFIG_SETTING_SOUND_VEHICLE :Vehicles: {STRING} ++STR_CONFIG_SETTING_SOUND_VEHICLE_HELPTEXT :Reprodueix els efectes de so dels vehicles ++STR_CONFIG_SETTING_SOUND_AMBIENT :Ambient: {STRING} ++STR_CONFIG_SETTING_SOUND_AMBIENT_HELPTEXT :Reprodueix efectes de so ambient del paisatge, les indústries i les poblacions ++ ++STR_CONFIG_SETTING_DISABLE_UNSUITABLE_BUILDING :Desactiva la construcció d'infraestructures quan no hi hagi disponibles vehicles adequats: {STRING} ++STR_CONFIG_SETTING_DISABLE_UNSUITABLE_BUILDING_HELPTEXT :Quan està activat, la infraestructura només està disponible si hi ha també vehicles disponibles, prevenint perdre temps i diners en infraestructures no utilitzables ++STR_CONFIG_SETTING_MAX_TRAINS :Màxim nombre de trens per companyia: {STRING} ++STR_CONFIG_SETTING_MAX_TRAINS_HELPTEXT :Màxim nombre de trens que pot tenir una companyia ++STR_CONFIG_SETTING_MAX_ROAD_VEHICLES :Màxim nombre d'automòbils per companyia: {STRING} ++STR_CONFIG_SETTING_MAX_ROAD_VEHICLES_HELPTEXT :Màxim nombre d'automòbils que pot tenir una companyia ++STR_CONFIG_SETTING_MAX_AIRCRAFT :Màxim nombre d'avions per companyia: {STRING} ++STR_CONFIG_SETTING_MAX_AIRCRAFT_HELPTEXT :Màxim nombre d'avions que pot tenir una companyia ++STR_CONFIG_SETTING_MAX_SHIPS :Màxim nombre de vaixells per companyia: {STRING} ++STR_CONFIG_SETTING_MAX_SHIPS_HELPTEXT :Màxim nombre de vaixells que pot tenir una companyia ++ ++STR_CONFIG_SETTING_AI_BUILDS_TRAINS :Desactiva els trens per a les IA: {STRING} ++STR_CONFIG_SETTING_AI_BUILDS_TRAINS_HELPTEXT :Activant aquesta opció fa que sigui impossible construir trens i altres vehicles que utilitzen rails als jugadors IA. ++STR_CONFIG_SETTING_AI_BUILDS_ROAD_VEHICLES :Desactiva els vehicles de carretera per a les IA: {STRING} ++STR_CONFIG_SETTING_AI_BUILDS_ROAD_VEHICLES_HELPTEXT :Activant aquesta opció fa que sigui impossible construir automòbils i altres vehicles de carretera als jugadors IA. ++STR_CONFIG_SETTING_AI_BUILDS_AIRCRAFT :Desactiva les aeronaus per a les IA: {STRING} ++STR_CONFIG_SETTING_AI_BUILDS_AIRCRAFT_HELPTEXT :Activant aquesta opció fa que sigui impossible construir aeronaus als jugadors IA. ++STR_CONFIG_SETTING_AI_BUILDS_SHIPS :Desactiva els vaixells per a les IA: {STRING} ++STR_CONFIG_SETTING_AI_BUILDS_SHIPS_HELPTEXT :Activant aquesta opció fa que sigui impossible construir vaixells als jugadors IA. ++ ++STR_CONFIG_SETTING_AI_PROFILE :Perfil de paràmetres predeterminat: {STRING} ++STR_CONFIG_SETTING_AI_PROFILE_HELPTEXT :Escolliu quin perfil de paràmetres utilitzar per les IA aleatòries o com a valors inicials quan s'afegeix una nova IA o script de la partida. ++STR_CONFIG_SETTING_AI_PROFILE_EASY :Fàcil ++STR_CONFIG_SETTING_AI_PROFILE_MEDIUM :Mitjà ++STR_CONFIG_SETTING_AI_PROFILE_HARD :Difícil ++ ++STR_CONFIG_SETTING_AI_IN_MULTIPLAYER :Permet IA en multijugador: {STRING} ++STR_CONFIG_SETTING_AI_IN_MULTIPLAYER_HELPTEXT :Permet a les IA participar en partides multijugador. ++STR_CONFIG_SETTING_SCRIPT_MAX_OPCODES :#opcodes abans de suspendre els scripts: {STRING} ++STR_CONFIG_SETTING_SCRIPT_MAX_OPCODES_HELPTEXT :Màxim nombre de passos de càlcul que un script pot fer en un torn ++ ++STR_CONFIG_SETTING_SERVINT_ISPERCENT :Els intervals de revisions es mostren en percentatges: {STRING} ++STR_CONFIG_SETTING_SERVINT_ISPERCENT_HELPTEXT :Escull si les revisions dels vehicles depenen del temps passat des de la darrera revisió o de la caiguda d'un cert percentatge de la fiabilitat màxima ++STR_CONFIG_SETTING_SERVINT_TRAINS :Interval per defecte de servei per als trens: {STRING} ++STR_CONFIG_SETTING_SERVINT_TRAINS_HELPTEXT :Estableix l'interval de revisió predeterminat pels nous ferrocarrils, si no hi ha un interval de revisió explícit pel vehicle ++STR_CONFIG_SETTING_SERVINT_VALUE :{COMMA}{NBSP}di{P 0 a es}/% ++STR_CONFIG_SETTING_SERVINT_DISABLED :Desactivat ++STR_CONFIG_SETTING_SERVINT_ROAD_VEHICLES :Interval per defecte de servei per als vehicles: {STRING} ++STR_CONFIG_SETTING_SERVINT_ROAD_VEHICLES_HELPTEXT :Estableix l'interval de revisió predeterminat pels nous vehicles de caretera, si no hi ha un interval de revisió explícit pel vehicle ++STR_CONFIG_SETTING_SERVINT_AIRCRAFT :Interval per defecte de servei per a les aeronaus: {STRING} ++STR_CONFIG_SETTING_SERVINT_AIRCRAFT_HELPTEXT :Estableix l'interval de revisió predeterminat pels nous avions, si no hi ha un interval de revisió explícit pel vehicle ++STR_CONFIG_SETTING_SERVINT_SHIPS :Interval per defecte de servei per als vaixells: {STRING} ++STR_CONFIG_SETTING_SERVINT_SHIPS_HELPTEXT :Estableix l'interval de revisió predeterminat pels nous vaixells, si no hi ha un interval de revisió explícit pel vehicle ++STR_CONFIG_SETTING_NOSERVICE :Desactiva les revisions quan les avaries s'estableixen a cap: {STRING} ++STR_CONFIG_SETTING_NOSERVICE_HELPTEXT :Quan està activat, els vehicles no són revisats si no es poden espatllar ++STR_CONFIG_SETTING_WAGONSPEEDLIMITS :Activa límits de velocitat per als vagons: {STRING} ++STR_CONFIG_SETTING_WAGONSPEEDLIMITS_HELPTEXT :Quan està activat, també utilitza els límits de velocitat dels vagons per decidir la velocitat màxima del tren ++STR_CONFIG_SETTING_DISABLE_ELRAILS :Desactiva vies electrificades: {STRING} ++STR_CONFIG_SETTING_DISABLE_ELRAILS_HELPTEXT :Activant aquest paràmetre es desactiva el requeriment d'electrificar les vies per poder fer-hi circular locomotores elèctriques ++ ++STR_CONFIG_SETTING_NEWS_ARRIVAL_FIRST_VEHICLE_OWN :Arribada del primer vehicle a una estació pròpia: {STRING} ++STR_CONFIG_SETTING_NEWS_ARRIVAL_FIRST_VEHICLE_OWN_HELPTEXT :Mostra les notícies quan arribi el primer vehicle a una estació del jugador ++STR_CONFIG_SETTING_NEWS_ARRIVAL_FIRST_VEHICLE_OTHER :Arribada del primer vehicle a una estació competidora: {STRING} ++STR_CONFIG_SETTING_NEWS_ARRIVAL_FIRST_VEHICLE_OTHER_HELPTEXT :Mostra les notícies quan arribi el primer vehicle a una estació d'un competidor ++STR_CONFIG_SETTING_NEWS_ACCIDENTS_DISASTERS :Accidents / desastres: {STRING} ++STR_CONFIG_SETTING_NEWS_ACCIDENTS_DISASTERS_HELPTEXT :Mostra un diari quan passin accidents i desastres ++STR_CONFIG_SETTING_NEWS_COMPANY_INFORMATION :Informació de la companyia: {STRING} ++STR_CONFIG_SETTING_NEWS_COMPANY_INFORMATION_HELPTEXT :Mostra les notícies de companyies noves que es creen i de companyies en risc de fer fallida ++STR_CONFIG_SETTING_NEWS_INDUSTRY_OPEN :Obertura d'indústries: {STRING} ++STR_CONFIG_SETTING_NEWS_INDUSTRY_OPEN_HELPTEXT :Mostra les notícies d'aparicions d'indústries noves ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CLOSE :Tancament d'indústries: {STRING} ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CLOSE_HELPTEXT :Mostra les notícies d'indústries que tanquen ++STR_CONFIG_SETTING_NEWS_ECONOMY_CHANGES :Canvis de l'economia: {STRING} ++STR_CONFIG_SETTING_NEWS_ECONOMY_CHANGES_HELPTEXT :Mostra un diari sobre els canvis globals en l'economia ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_COMPANY :Canvis de producció de les indústries aprovisionades per la companyia: {STRING} ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_COMPANY_HELPTEXT :Mostra les notícies de canvis als nivells de producció de les indústries proveïdes per la companyia pròpia ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_OTHER :Canvis de producció en indústries proveïdes pels competidors: {STRING} ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_OTHER_HELPTEXT :Mostra les notícies de canvis als nivells de producció de les indústries proveïdes pels competidors ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_UNSERVED :Altres canvis de producció de la indústria: {STRING} ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_UNSERVED_HELPTEXT :Mostra les notícies de canvis als nivells de producció de les indústries que no estan proveïdes ni per la companyia ni pels competidors ++STR_CONFIG_SETTING_NEWS_ADVICE :Alertes / informació sobre els vehicles de la companyia: {STRING} ++STR_CONFIG_SETTING_NEWS_ADVICE_HELPTEXT :Mostra missatges sobre vehicles que necessitin atenció ++STR_CONFIG_SETTING_NEWS_NEW_VEHICLES :Nous vehicles: {STRING} ++STR_CONFIG_SETTING_NEWS_NEW_VEHICLES_HELPTEXT :Mostra les notícies d'aparicions de nous tipus de vehicles ++STR_CONFIG_SETTING_NEWS_CHANGES_ACCEPTANCE :Canvis en l'admissió de càrrega: {STRING} ++STR_CONFIG_SETTING_NEWS_CHANGES_ACCEPTANCE_HELPTEXT :Mostra missatges sobre les estacions que canviïn l'acceptació d'alguna càrrega ++STR_CONFIG_SETTING_NEWS_SUBSIDIES :Subvencions: {STRING} ++STR_CONFIG_SETTING_NEWS_SUBSIDIES_HELPTEXT :Mostra les notícies d'esdeveniments relacionats amb subsidis ++STR_CONFIG_SETTING_NEWS_GENERAL_INFORMATION :Informació general: {STRING} ++STR_CONFIG_SETTING_NEWS_GENERAL_INFORMATION_HELPTEXT :Mostra les notícies d'esdeveniments generals, com ara compra de drets exclusius o finançar la reconstrucció de carrers ++ ++STR_CONFIG_SETTING_NEWS_MESSAGES_OFF :Desactivat ++STR_CONFIG_SETTING_NEWS_MESSAGES_SUMMARY :Resum ++STR_CONFIG_SETTING_NEWS_MESSAGES_FULL :Complet ++ ++STR_CONFIG_SETTING_COLOURED_NEWS_YEAR :Les notícies en color apareixen el: {STRING} ++STR_CONFIG_SETTING_COLOURED_NEWS_YEAR_HELPTEXT :Any en què els diaris comencen a fer anuncis en color. Abans d'aquest any, imprimiran en blanc i negre. ++STR_CONFIG_SETTING_STARTING_YEAR :Any d'inici: {STRING} ++STR_CONFIG_SETTING_SMOOTH_ECONOMY :Activa economia suau (més canvis però més petits): {STRING} ++STR_CONFIG_SETTING_SMOOTH_ECONOMY_HELPTEXT :Quan està activat, els canvis de producció de la indústria són més habituals, i en passos més petits. Aquest paràmetre usualment no té efecte, si el tipus d'indústria estan proveïts per un NewGRF ++STR_CONFIG_SETTING_ALLOW_SHARES :Permet comprar participacions d'altres companyies: {STRING} ++STR_CONFIG_SETTING_ALLOW_SHARES_HELPTEXT :Permet comprar i vendre accions de les companyies. Les accions només estan disponibles per companyies d'una certa edat. ++STR_CONFIG_SETTING_FEEDER_PAYMENT_SHARE :Percentatge del benefici total a pagar en transferències: {STRING} ++STR_CONFIG_SETTING_FEEDER_PAYMENT_SHARE_HELPTEXT :Percentatge del benefici donat a branques intermediàries dins els sistemes, donant més control sobre els beneficis ++STR_CONFIG_SETTING_DRAG_SIGNALS_DENSITY :En arrossegar, col·locar senyals cada: {STRING} ++STR_CONFIG_SETTING_DRAG_SIGNALS_DENSITY_HELPTEXT :Estableix la distància en les quals els senyals seran construïts a la via fins al següent obstacle (senyal, desviament), si els senyals són arrossegats ++STR_CONFIG_SETTING_DRAG_SIGNALS_DENSITY_VALUE :{COMMA} cel·l{P 0 a es} ++STR_CONFIG_SETTING_DRAG_SIGNALS_FIXED_DISTANCE :Quan arrosseguis, mantingues fixada la distància entre senyals: {STRING} ++STR_CONFIG_SETTING_DRAG_SIGNALS_FIXED_DISTANCE_HELPTEXT :Selecciona el comportament de la situació de senyals quan Ctrl+arrossega senyals. Si es desactiva, els senyals són situats al voltant dels túnels o ponts per evitar grans trossos sense senyals. Si s'activa, els senyals són situats cada n cel·les, fent l'alineament de senyals en vies paral·leles més fàcil ++STR_CONFIG_SETTING_SEMAPHORE_BUILD_BEFORE_DATE :Construir semàfors mecànics automàticament abans de: {STRING} ++STR_CONFIG_SETTING_SEMAPHORE_BUILD_BEFORE_DATE_HELPTEXT :Estableix l'any per utilitzar semàfors elèctrics. Abans d'aquest any s'utilitzaran senyals mecànics (que tenen exactament la mateixa funció, però amb diferent aspecte) ++STR_CONFIG_SETTING_ENABLE_SIGNAL_GUI :Activa la interfície de senyals: {STRING} ++STR_CONFIG_SETTING_ENABLE_SIGNAL_GUI_HELPTEXT :Mostra una finestra per escollir els tipus de senyals a construir, en lloc de només la rotació de tipus de senyals sense finestra amb Ctrl+clic sobre els senyals ++STR_CONFIG_SETTING_DEFAULT_SIGNAL_TYPE :Tipus de senyal a construir predeterminada: {STRING} ++STR_CONFIG_SETTING_DEFAULT_SIGNAL_TYPE_HELPTEXT :Tipus de senyal predeterminat a utilitzar ++STR_CONFIG_SETTING_DEFAULT_SIGNAL_NORMAL :Normal ++STR_CONFIG_SETTING_DEFAULT_SIGNAL_PBS :Avançades ++STR_CONFIG_SETTING_DEFAULT_SIGNAL_PBSOWAY :Avançades d'un sentit ++STR_CONFIG_SETTING_CYCLE_SIGNAL_TYPES :Canvia a través dels tipus de senyal: {STRING} ++STR_CONFIG_SETTING_CYCLE_SIGNAL_TYPES_HELPTEXT :Selecciona entre quins tipus de senyals es ciclarà, quan es faci Ctrl+clic sobre un senyal amb l'eina de construir senyals ++STR_CONFIG_SETTING_CYCLE_SIGNAL_NORMAL :Només normal ++STR_CONFIG_SETTING_CYCLE_SIGNAL_PBS :Només avançada ++STR_CONFIG_SETTING_CYCLE_SIGNAL_ALL :Totes ++ ++STR_CONFIG_SETTING_TOWN_LAYOUT :Disposició de carreteres per les noves poblacions: {STRING} ++STR_CONFIG_SETTING_TOWN_LAYOUT_HELPTEXT :Disposició per la xarxa de carreteres de les poblacions ++STR_CONFIG_SETTING_TOWN_LAYOUT_DEFAULT :Original ++STR_CONFIG_SETTING_TOWN_LAYOUT_BETTER_ROADS :Millors carreteres ++STR_CONFIG_SETTING_TOWN_LAYOUT_2X2_GRID :graella 2x2 ++STR_CONFIG_SETTING_TOWN_LAYOUT_3X3_GRID :graella 3x3 ++STR_CONFIG_SETTING_TOWN_LAYOUT_RANDOM :Aleatori ++STR_CONFIG_SETTING_ALLOW_TOWN_ROADS :Les poblacions poden construir carreteres: {STRING} ++STR_CONFIG_SETTING_ALLOW_TOWN_ROADS_HELPTEXT :Permet a les poblacions construir carreteres per créixer. Desactiveu aquesta opció per evitar que les poblacions construeixin carreteres. ++STR_CONFIG_SETTING_ALLOW_TOWN_LEVEL_CROSSINGS :Les poblacions poden construir passos a nivell: {STRING} ++STR_CONFIG_SETTING_ALLOW_TOWN_LEVEL_CROSSINGS_HELPTEXT :Activant aquesta opció, les poblacions podran construir passos a nivell. ++STR_CONFIG_SETTING_NOISE_LEVEL :Permet a la ciutat controlar el nivell de soroll dels aeroports: {STRING} ++STR_CONFIG_SETTING_NOISE_LEVEL_HELPTEXT :Amb aquesta opció desactivada, no podran haver-hi més de dos aeroports en una mateixa població. Amb aquesta opció activada, el nombre d'aeroports en cada població està limitat pel límit d'acceptació de soroll de la població, que depèn de la mida de l'aeroport i de la distància ++STR_CONFIG_SETTING_TOWN_FOUNDING :Fundar poblacions durant la partida: {STRING} ++STR_CONFIG_SETTING_TOWN_FOUNDING_HELPTEXT :Activant aquesta opció permets els jugadors fundar noves poblacions durant la partida ++STR_CONFIG_SETTING_TOWN_FOUNDING_FORBIDDEN :Prohibit ++STR_CONFIG_SETTING_TOWN_FOUNDING_ALLOWED :Permès ++STR_CONFIG_SETTING_TOWN_FOUNDING_ALLOWED_CUSTOM_LAYOUT :Permès, disposició dels carrers personalitzada ++ ++STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT :Disposició de nous arbres durant la partida: {STRING} ++STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_HELPTEXT :Controla l'aparició aleatòria dels arbres durant una partida. Això podria afectar a les indústries que es basen en el creixement dels arbres, per exemple les serradores ++STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_NONE :Cap {RED}(inhabilita la serradora) ++STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_RAINFOREST :Només a les selves tropicals ++STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_ALL :A tot arreu ++ ++STR_CONFIG_SETTING_TOOLBAR_POS :Posició de la barra d'eines principal: {STRING} ++STR_CONFIG_SETTING_TOOLBAR_POS_HELPTEXT :Posició horitzontal de la barra principal a la part superior de la pantalla ++STR_CONFIG_SETTING_STATUSBAR_POS :Posició de la barra d'estat: {STRING} ++STR_CONFIG_SETTING_STATUSBAR_POS_HELPTEXT :Posició horitzontal de la barra d'estat a la part inferior de la pantalla ++STR_CONFIG_SETTING_SNAP_RADIUS :Radi d'acció de la finestra: {STRING} ++STR_CONFIG_SETTING_SNAP_RADIUS_HELPTEXT :Distància entre finestres abans que la finestra moguda sigui automàticament alineada a una finestra propera ++STR_CONFIG_SETTING_SNAP_RADIUS_VALUE :{COMMA} píxel{P 0 "" s} ++STR_CONFIG_SETTING_SNAP_RADIUS_DISABLED :Desactivat ++STR_CONFIG_SETTING_SOFT_LIMIT :Nombre màxim de finestres no-enganxoses: {STRING} ++STR_CONFIG_SETTING_SOFT_LIMIT_HELPTEXT :Nombre de finestres no-enganxoses obertes abans que les finestres antigues es tanquin automàticament per fer lloc a les noves finestres ++STR_CONFIG_SETTING_SOFT_LIMIT_VALUE :{COMMA} ++STR_CONFIG_SETTING_SOFT_LIMIT_DISABLED :desactivat ++STR_CONFIG_SETTING_ZOOM_MIN :Zoom màxim d'apropament: {STRING} ++STR_CONFIG_SETTING_ZOOM_MIN_HELPTEXT :Nivell de zoom d'apropament màxim a les vistes. Un major nivell de zoom d'apropament incrementa les necessitats de memòria ++STR_CONFIG_SETTING_ZOOM_MAX :Zoom màxim d'allunyament: {STRING} ++STR_CONFIG_SETTING_ZOOM_MAX_HELPTEXT :Nivell de zoom d'allunyament màxim a les vistes. Un nivell elevat de zoom d'allunyament pot causar alentiments ++STR_CONFIG_SETTING_ZOOM_LVL_MIN :4x ++STR_CONFIG_SETTING_ZOOM_LVL_IN_2X :2x ++STR_CONFIG_SETTING_ZOOM_LVL_NORMAL :Normal ++STR_CONFIG_SETTING_ZOOM_LVL_OUT_2X :2x ++STR_CONFIG_SETTING_ZOOM_LVL_OUT_4X :4x ++STR_CONFIG_SETTING_ZOOM_LVL_OUT_8X :8x ++STR_CONFIG_SETTING_TOWN_GROWTH :Velocitat de creixement de les poblacions: {STRING} ++STR_CONFIG_SETTING_TOWN_GROWTH_HELPTEXT :Velocitat de creixement de les poblacions ++STR_CONFIG_SETTING_TOWN_GROWTH_NONE :Cap ++STR_CONFIG_SETTING_TOWN_GROWTH_SLOW :Lenta ++STR_CONFIG_SETTING_TOWN_GROWTH_NORMAL :Normal ++STR_CONFIG_SETTING_TOWN_GROWTH_FAST :Ràpida ++STR_CONFIG_SETTING_TOWN_GROWTH_VERY_FAST :Molt ràpida ++STR_CONFIG_SETTING_LARGER_TOWNS :Proporció de pobles que esdevindran ciutats: {STRING} ++STR_CONFIG_SETTING_LARGER_TOWNS_HELPTEXT :Proporció de poblacions que seran ciutats, és a dir, poblacions que comencen amb més habitants i que creixen més ràpidament ++STR_CONFIG_SETTING_LARGER_TOWNS_VALUE :1 de cada {COMMA} ++STR_CONFIG_SETTING_LARGER_TOWNS_DISABLED :Cap ++STR_CONFIG_SETTING_CITY_SIZE_MULTIPLIER :Multiplicador de mida inicial de ciutats: {STRING} ++STR_CONFIG_SETTING_CITY_SIZE_MULTIPLIER_HELPTEXT :La grandària mitjana de les ciutats en relació als pobles a l'inici de la partida. ++ ++STR_CONFIG_SETTING_LINKGRAPH_INTERVAL :Actualitza el graf de distribució cada {STRING}{NBSP}di{P 0:2 a es} ++STR_CONFIG_SETTING_LINKGRAPH_INTERVAL_HELPTEXT :Temps entre recàlculs successius del graf de distribució. Cada recàlcul calcula els plans per un component del graf. Això significa que un valor X per aquest paràmetre no implica que tot el graf serà actualitzat cada X dies. Només alguns components ho seran. Com més curt el valor, més temps de processador es requerirà per calcular-ho. Com més llarg, més temps passarà fins que la distribució de càrregues comenci en noves rutes. ++STR_CONFIG_SETTING_LINKGRAPH_TIME :Empra {STRING}{NBSP}di{P 0:2 a es} per al recàlcul del graf de distribució ++STR_CONFIG_SETTING_LINKGRAPH_TIME_HELPTEXT :Temps dedicat a cada recàlcul d'un component del graf de connexions. Quan un recàlcul s'inicia, el programa crea un fil que pot executar-se durant aquest nombre de dies. Com més curt el valor, més probable que el fil no hagi acabat quan s'espera. Aleshores el programa s'atura fins que el fil acaba ("ralentització"). Com més llarg el valor, més temps requereix l'actualització de la distribució quan les rutes canvien. ++STR_CONFIG_SETTING_DISTRIBUTION_MANUAL :manual ++STR_CONFIG_SETTING_DISTRIBUTION_ASYMMETRIC :asimètric ++STR_CONFIG_SETTING_DISTRIBUTION_SYMMETRIC :simètric ++STR_CONFIG_SETTING_DISTRIBUTION_PAX :Mode de distribució per passatgers: {STRING} ++STR_CONFIG_SETTING_DISTRIBUTION_PAX_HELPTEXT :"simètric" vol dir que aproximadament el mateix nombre de passatgers aniran des de l'estació A a la B que de B a A. "asimètric" significa que un nombre arbitrari de passatgers poden anar en qualsevol dels dos sentits. "manual" vol dir que no s'aplicarà una distribució automàtica pels passatgers. ++STR_CONFIG_SETTING_DISTRIBUTION_MAIL :Mode de distribució pel correu: {STRING} ++STR_CONFIG_SETTING_DISTRIBUTION_MAIL_HELPTEXT :"simètric" vol dir que aproximadament la mateixa quantitat de correu serà enviada des de l'estació A a la B que de B a A. "asimètric" significa que una quantitat arbitrària de correu pot ser enviada en qualsevol dels dos sentits. "manual" vol dir que no s'aplicarà una distribució automàtica pel correu. ++STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED :Mode de distribució per la classe de càrrega BLINDADA: {STRING} ++STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED_HELPTEXT :La classe de càrrega BLINDADA conté objectes de valor a la zona temperada, diamants a la subtropical o or al clima subàrtic. Els NewGRF poden canviar això. "simètric" significa que aproximadament la mateixa quantitat d'aquesta càrrega s'enviarà de l'estació A a la B que de B a A. "asimètric" vol dir que quantitats arbitràries d'aquesta càrrega poden ser enviades en qualsevol sentit. "manual" significa que no s'aplicarà cap distribució automàtica a aquesta càrrega. Es recomana indicar asimètric o manual en clima subàrtic, doncs els bancs no enviaran or de tornada a les mines. Pels climes temperat i subtropical podeu també seleccionar simètric, doncs els bancs enviaran objectes de valor de tornada al banc d'origen. ++STR_CONFIG_SETTING_DISTRIBUTION_DEFAULT :Mode de distribució per altres classes de càrrega: {STRING} ++STR_CONFIG_SETTING_DISTRIBUTION_DEFAULT_HELPTEXT :"asimètric" vol dir que quantitats arbitràries de càrrega poden ser enviades en qualsevol sentit. "manual" significa que no s'aplicarà cap distribució automàtica a aquestes càrregues. ++STR_CONFIG_SETTING_LINKGRAPH_ACCURACY :Precisió de la distribució: {STRING} ++STR_CONFIG_SETTING_LINKGRAPH_ACCURACY_HELPTEXT :Com més alt el valor indicat, més temps de processador requerirà el càlcul del graf de distribució. Si requereix massa temps podeu notar ralentització. Si indiqueu un valor baix, però, la distribució serà poc acurada, i us podeu trobar que la càrrega no és enviada als llocs que espereu. ++STR_CONFIG_SETTING_DEMAND_DISTANCE :Efecte de la distància sobre les demandes: {STRING} ++STR_CONFIG_SETTING_DEMAND_DISTANCE_HELPTEXT :Si indiqueu un valor major de 0, la distància entre l'estació d'origen A d'una càrrega i la possible destinació B, tindrà efecte en la quantitat de càrrega enviada de A a B. Com més lluny és B de A menys càrrega s'hi enviarà. Com més alt el valor, menys càrrega s'enviarà a estacions llunyanes i més càrrega a estacions properes. ++STR_CONFIG_SETTING_DEMAND_SIZE :Quantitat de càrrega retornada per mode simètric: {STRING} ++STR_CONFIG_SETTING_DEMAND_SIZE_HELPTEXT :Indicant menys del 100% la distribució simètrica es comporta més com l'asimètrica. Menys càrrega serà retornada si una certa quantitat és enviada a una estació. Si indiqueu 0% la distribució simètrica es comporta igual que l'asimètrica. ++STR_CONFIG_SETTING_SHORT_PATH_SATURATION :Saturació de camins curts abans d'usar camins d'alta capacitat: {STRING} ++STR_CONFIG_SETTING_SHORT_PATH_SATURATION_HELPTEXT :Sovint hi ha diversos camins entre dues estacions donades. Cargodist primer saturarà el camí més curt, després usarà el segon camí més curt fins a saturar-lo i així successivament. La saturació és determinada per una estimació de la capacitat i l'ús previst. Un cop ha saturat tots els camins, si encara hi ha demanda, sobrecarregarà tots els camins, preferint aquells de major capacitat. No obstant, molt sovint l'algoritme no farà una estimació acurada de la capacitat. Aquest paràmetre us permet especificar fins a quin percentatge un camí més curt ha de ser saturat en la primera ronda abans d'escollir el següent en longitud. Indiqueu menys del 100% per evitar la superpoblació d'estacions en cas de capacitat sobreestimada. ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VELOCITY :Unitats de velocitat: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VELOCITY_HELPTEXT :Quan es mostren velocitats a la interfície d'usuari, presenta-les en les unitats seleccionades ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VELOCITY_IMPERIAL :Imperial (mph) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VELOCITY_METRIC :Mètric (km/h) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VELOCITY_SI :SI (m/s) ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_POWER :Unitats de potència dels vehicles: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_POWER_HELPTEXT :Quan es mostra la potència d'un vehicle a la interfície d'usuari, presenta-la en les unitats seleccionades ++STR_CONFIG_SETTING_LOCALISATION_UNITS_POWER_IMPERIAL :Imperial (hp) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_POWER_METRIC :Mètric (hp) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_POWER_SI :SI (kW) ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_WEIGHT :Unitats de massa: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_WEIGHT_HELPTEXT :Quan es mostren masses a la interfície d'usuari, presenta-les en les unitats seleccionades ++STR_CONFIG_SETTING_LOCALISATION_UNITS_WEIGHT_IMPERIAL :Imperial (t curta/tona) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_WEIGHT_METRIC :Mètric (t/tona) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_WEIGHT_SI :SI (kg) ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VOLUME :Unitats de volum: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VOLUME_HELPTEXT :Quan es mostren volums a la interfície d'usuari, presenta'ls en les unitats seleccionades ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VOLUME_IMPERIAL :Imperial (gal) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VOLUME_METRIC :Mètric (l) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VOLUME_SI :SI (m³) ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_FORCE :Unitats de força de tracció: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_FORCE_HELPTEXT :Quan es mostrin forces de tracció a la interfície d'usuari, presenta-les en les unitats seleccionades ++STR_CONFIG_SETTING_LOCALISATION_UNITS_FORCE_IMPERIAL :Imperial (lbf) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_FORCE_METRIC :Mètric (kgf) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_FORCE_SI :SI (kN) ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_HEIGHT :Unitats de longitud: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_HEIGHT_HELPTEXT :Quan es mostren longituds a la interfície d'usuari, presenta-les en les unitats seleccionades ++STR_CONFIG_SETTING_LOCALISATION_UNITS_HEIGHT_IMPERIAL :Imperial (peu) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_HEIGHT_METRIC :Mètric (m) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_HEIGHT_SI :SI (m) ++ ++STR_CONFIG_SETTING_LOCALISATION :{ORANGE}Localització ++STR_CONFIG_SETTING_GRAPHICS :{ORANGE}Gràfics ++STR_CONFIG_SETTING_SOUND :{ORANGE}Efectes de so ++STR_CONFIG_SETTING_INTERFACE :{ORANGE}Interfície ++STR_CONFIG_SETTING_INTERFACE_GENERAL :{ORANGE}General ++STR_CONFIG_SETTING_INTERFACE_VIEWPORTS :{ORANGE}Finestres de visualització ++STR_CONFIG_SETTING_INTERFACE_CONSTRUCTION :{ORANGE}Construcció ++STR_CONFIG_SETTING_ADVISORS :{ORANGE}Notícies / Consells ++STR_CONFIG_SETTING_COMPANY :{ORANGE}Companyia ++STR_CONFIG_SETTING_ACCOUNTING :{ORANGE}Comptabilitat ++STR_CONFIG_SETTING_VEHICLES :{ORANGE}Vehicles ++STR_CONFIG_SETTING_VEHICLES_PHYSICS :{ORANGE}Lleis físiques ++STR_CONFIG_SETTING_VEHICLES_ROUTING :{ORANGE}Recorreguts ++STR_CONFIG_SETTING_LIMITATIONS :{ORANGE}Limitacions ++STR_CONFIG_SETTING_ACCIDENTS :{ORANGE}Desastres / Accidents ++STR_CONFIG_SETTING_GENWORLD :{ORANGE}Generació del món ++STR_CONFIG_SETTING_ENVIRONMENT :{ORANGE}Interacció amb l'entorn ++STR_CONFIG_SETTING_ENVIRONMENT_AUTHORITIES :{ORANGE}Autoritats ++STR_CONFIG_SETTING_ENVIRONMENT_TOWNS :{ORANGE}Poblacions ++STR_CONFIG_SETTING_ENVIRONMENT_INDUSTRIES :{ORANGE}Indústries ++STR_CONFIG_SETTING_ENVIRONMENT_CARGODIST :{ORANGE}Distribució de la càrrega ++STR_CONFIG_SETTING_AI :{ORANGE}Competidors ++STR_CONFIG_SETTING_AI_NPC :{ORANGE}Jugadors IA ++ ++STR_CONFIG_SETTING_PATHFINDER_OPF :Original ++STR_CONFIG_SETTING_PATHFINDER_NPF :NPF ++STR_CONFIG_SETTING_PATHFINDER_YAPF_RECOMMENDED :YAPF {BLUE}(Recomanat) ++ ++STR_CONFIG_SETTING_PATHFINDER_FOR_TRAINS :Encaminador dels trens: {STRING} ++STR_CONFIG_SETTING_PATHFINDER_FOR_TRAINS_HELPTEXT :Algorisme a emprar per a escollir les rutes dels trens ++STR_CONFIG_SETTING_PATHFINDER_FOR_ROAD_VEHICLES :Encaminador d'automòbils: {STRING} ++STR_CONFIG_SETTING_PATHFINDER_FOR_ROAD_VEHICLES_HELPTEXT :Algorisme a emprar per a escollir les rutes dels automòbils ++STR_CONFIG_SETTING_PATHFINDER_FOR_SHIPS :Encaminador dels vaixells: {STRING} ++STR_CONFIG_SETTING_PATHFINDER_FOR_SHIPS_HELPTEXT :Algorisme a emprar per a escollir les rutes dels vaixells ++STR_CONFIG_SETTING_REVERSE_AT_SIGNALS :Canvi de sentit automàtic als senyals: {STRING} ++STR_CONFIG_SETTING_REVERSE_AT_SIGNALS_HELPTEXT :Permetre als trens girar en un senyal, si esperaven allà durant molt temps ++ ++STR_CONFIG_SETTING_QUERY_CAPTION :{WHITE}Canvia el valor de l'ajustament ++ ++# Config errors ++STR_CONFIG_ERROR :{WHITE}S'ha produït un error en l'arxiu de configuració... ++STR_CONFIG_ERROR_ARRAY :{WHITE}...error en la matriu «{STRING}». ++STR_CONFIG_ERROR_INVALID_VALUE :{WHITE}...valor «{STRING}» invàlid per a «{STRING}». ++STR_CONFIG_ERROR_TRAILING_CHARACTERS :{WHITE}...caràcters finals (espai, nova línia...) al final de la configuració de l'opció «{STRING}». ++STR_CONFIG_ERROR_DUPLICATE_GRFID :{WHITE}...s'ignorarà l'arxiu NewGRF «{STRING}» perquè l'identificador del GRF és el mateix que el de «{STRING}». ++STR_CONFIG_ERROR_INVALID_GRF :{WHITE}...s'ignorarà l'arxiu NewGRF invàlid «{STRING}»: {STRING} ++STR_CONFIG_ERROR_INVALID_GRF_NOT_FOUND :no s'ha trobat. ++STR_CONFIG_ERROR_INVALID_GRF_UNSAFE :insegur per a ús estàtic. ++STR_CONFIG_ERROR_INVALID_GRF_SYSTEM :arxiu NewGRF compatible només amb el TTDPatch. ++STR_CONFIG_ERROR_INVALID_GRF_INCOMPATIBLE :no és compatible amb aquesta versió de l'OpenTTD. ++STR_CONFIG_ERROR_INVALID_GRF_UNKNOWN :desconegut. ++STR_CONFIG_ERROR_INVALID_SAVEGAME_COMPRESSION_LEVEL :{WHITE}...el nivell de compressió «{STRING}» no és vàlid. ++STR_CONFIG_ERROR_INVALID_SAVEGAME_COMPRESSION_ALGORITHM :{WHITE}...el format de partida «{STRING}» no està disponible. Es revertirà a «{STRING}». ++STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND :{WHITE}...s'ignorarà el conjunt de gràfics base «{STRING}» perquè no s'ha trobat. ++STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND :{WHITE}...s'ignorarà el conjunt de sons base «{STRING}» perquè no s'ha trobat. ++STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND :{WHITE}...s'ignorarà el conjunt de peces de música «{STRING}» perquè no s'ha trobat. ++STR_CONFIG_ERROR_OUT_OF_MEMORY :{WHITE}Memòria exhaurida ++STR_CONFIG_ERROR_SPRITECACHE_TOO_BIG :{WHITE}L'assignació de {BYTES} de memòria cau de sprites ha fallat. S'ha reduït aquest tipus de memòria a {BYTES}. Això reduirà el rendiment de l'OpenTTD. Per reduir els requeriments de memòria, proveu de desactivar els gràfics de 32bpp i/o els nivells extra de zoom. ++ ++# Intro window ++STR_INTRO_CAPTION :{WHITE}OpenTTD {REV} ++ ++STR_INTRO_NEW_GAME :{BLACK}Nova partida ++STR_INTRO_LOAD_GAME :{BLACK}Carrega una partida ++STR_INTRO_PLAY_SCENARIO :{BLACK}Juga un escenari ++STR_INTRO_PLAY_HEIGHTMAP :{BLACK}Juga un mapa d'alçades ++STR_INTRO_SCENARIO_EDITOR :{BLACK}Editor d'escenaris ++STR_INTRO_MULTIPLAYER :{BLACK}Multijugador ++ ++STR_INTRO_GAME_OPTIONS :{BLACK}Opcions del joc ++STR_INTRO_HIGHSCORE :{BLACK}Taula de rècords ++STR_INTRO_CONFIG_SETTINGS_TREE :{BLACK}Configuració ++STR_INTRO_NEWGRF_SETTINGS :{BLACK}Extensions NewGRF ++STR_INTRO_ONLINE_CONTENT :{BLACK}Contingut en línia ++STR_INTRO_SCRIPT_SETTINGS :{BLACK}Paràmetres de les IA/script de la partida ++STR_INTRO_QUIT :{BLACK}Surt ++ ++STR_INTRO_TOOLTIP_NEW_GAME :{BLACK}Comença una partida nova. Ctrl+Clic salta la configuració del mapa ++STR_INTRO_TOOLTIP_LOAD_GAME :{BLACK}Carrega una partida desada ++STR_INTRO_TOOLTIP_PLAY_HEIGHTMAP :{BLACK}Comença una partida nova, utilitzant un mapa d'alçades com a terreny ++STR_INTRO_TOOLTIP_PLAY_SCENARIO :{BLACK}Comença una partida nova, utilitzant un escenari personalitzat ++STR_INTRO_TOOLTIP_SCENARIO_EDITOR :{BLACK}Crea una partida amb un món/escenari personalitzat ++STR_INTRO_TOOLTIP_MULTIPLAYER :{BLACK}Comença una partida multijugador ++ ++STR_INTRO_TOOLTIP_TEMPERATE :{BLACK}Selecciona l'estil de paisatge 'temperat' ++STR_INTRO_TOOLTIP_SUB_ARCTIC_LANDSCAPE :{BLACK}Selecciona l'estil de paisatge 'subàrtic' ++STR_INTRO_TOOLTIP_SUB_TROPICAL_LANDSCAPE :{BLACK}Selecciona l'estil de paisatge 'subtropical' ++STR_INTRO_TOOLTIP_TOYLAND_LANDSCAPE :{BLACK}Selecciona l'estil de paisatge 'toyland' ++ ++STR_INTRO_TOOLTIP_GAME_OPTIONS :{BLACK}Mostra les opcions del joc ++STR_INTRO_TOOLTIP_HIGHSCORE :{BLACK}Mostra la taula de rècords ++STR_INTRO_TOOLTIP_CONFIG_SETTINGS_TREE :{BLACK}Mostra la finestra de configuració ++STR_INTRO_TOOLTIP_NEWGRF_SETTINGS :{BLACK}Mostra la configuració de les extensions NewGRF ++STR_INTRO_TOOLTIP_ONLINE_CONTENT :{BLACK}Comprova si hi ha continguts nous i actualitzats per a descarregar ++STR_INTRO_TOOLTIP_SCRIPT_SETTINGS :{BLACK}Mostra els paràmetres de les IA/Script de la partida ++STR_INTRO_TOOLTIP_QUIT :{BLACK}Surt de l'OpenTTD. ++ ++STR_INTRO_BASESET :{WHITE}Al joc de gràfics base seleccionat li falten {NUM} sprite{P "" s}.{}Si us plau, comproveu-ne si hi ha actualitzacions disponibles. ++STR_INTRO_TRANSLATION :{BLACK}A aquesta traducció li falten {NUM} caden{P a es}. Si us plau, ajudeu a fer millor l'OpenTTD unint-vos com a traductor. Vegeu el fitxer readme.txt per més detalls. ++ ++# Quit window ++STR_QUIT_CAPTION :{WHITE}Surt ++STR_QUIT_ARE_YOU_SURE_YOU_WANT_TO_EXIT_OPENTTD :{YELLOW}Esteu segur que voleu abandonar aquesta partida i tornar a {STRING}? ++STR_QUIT_YES :{BLACK}Sí ++STR_QUIT_NO :{BLACK}No ++ ++# Supported OSes ++STR_OSNAME_WINDOWS :Windows ++STR_OSNAME_DOS :DOS ++STR_OSNAME_UNIX :Unix ++STR_OSNAME_OSX :OS{NBSP}X ++STR_OSNAME_BEOS :BeOS ++STR_OSNAME_HAIKU :Haiku ++STR_OSNAME_MORPHOS :MorphOS ++STR_OSNAME_AMIGAOS :AmigaOS ++STR_OSNAME_OS2 :OS/2 ++STR_OSNAME_SUNOS :SunOS ++ ++# Abandon game ++STR_ABANDON_GAME_CAPTION :{WHITE}Abandona la partida ++STR_ABANDON_GAME_QUERY :{YELLOW}Esteu segur que voleu abandonar la partida? ++STR_ABANDON_SCENARIO_QUERY :{YELLOW}Esteu segur que voleu sortir de l'escenari? ++ ++# Cheat window ++STR_CHEATS :{WHITE}Trampes ++STR_CHEATS_TOOLTIP :{BLACK}Les caselles de selecció indiquen si heu fet servir aquesta trampa. ++STR_CHEATS_WARNING :{BLACK}Atenció! Esteu a punt d'enredar als altres jugadors. Penseu que una cosa així serà recordada per tota l'eternitat. ++STR_CHEAT_MONEY :{LTBLUE}Augmenta els diners de la companyia actual en {CURRENCY_LONG}. ++STR_CHEAT_CHANGE_COMPANY :{LTBLUE}Juga amb la companyia: {ORANGE}{COMMA} ++STR_CHEAT_EXTRA_DYNAMITE :{LTBLUE}Eruga màgica (treu indústries i altres objectes inamovibles): {ORANGE}{STRING} ++STR_CHEAT_CROSSINGTUNNELS :{LTBLUE}Els túnels es poden creuar: {ORANGE}{STRING} ++STR_CHEAT_NO_JETCRASH :{LTBLUE}Els avions a reacció en aeroports petits tindran menys accidents: {ORANGE}{STRING} ++STR_CHEAT_EDIT_MAX_HL :{LTBLUE}Edita l'alçada màxima del mapa: {ORANGE}{NUM} ++STR_CHEAT_EDIT_MAX_HL_QUERY_CAPT :{WHITE}Edita l'alçada màxima del terreny en el mapa ++STR_CHEAT_SWITCH_CLIMATE_TEMPERATE_LANDSCAPE :Paisatge temperat ++STR_CHEAT_SWITCH_CLIMATE_SUB_ARCTIC_LANDSCAPE :Paisatge subàrtic ++STR_CHEAT_SWITCH_CLIMATE_SUB_TROPICAL_LANDSCAPE :Paisatge subtropical ++STR_CHEAT_SWITCH_CLIMATE_TOYLAND_LANDSCAPE :Paisatge de joguines ++STR_CHEAT_CHANGE_DATE :{LTBLUE}Canvia la data: {ORANGE}{DATE_SHORT} ++STR_CHEAT_CHANGE_DATE_QUERY_CAPT :{WHITE}Canvia l'any actual ++STR_CHEAT_SETUP_PROD :{LTBLUE}Activa la modificació dels valors de producció: {ORANGE}{STRING} ++ ++# Livery window ++STR_LIVERY_CAPTION :{WHITE}Nou esquema de colors ++ ++STR_LIVERY_GENERAL_TOOLTIP :{BLACK}Mostra esquemes de colors generals ++STR_LIVERY_TRAIN_TOOLTIP :{BLACK}Mostra els esquemes de colors dels trens ++STR_LIVERY_ROAD_VEHICLE_TOOLTIP :{BLACK}Mostra els esquemes de colors dels automòbils ++STR_LIVERY_SHIP_TOOLTIP :{BLACK}Mostra els esquemes de colors dels vaixells ++STR_LIVERY_AIRCRAFT_TOOLTIP :{BLACK}Mostra esquemes de colors dels avions ++STR_LIVERY_PRIMARY_TOOLTIP :{BLACK}Escolleix el color primari per l'esquema triat. Ctr+Click establirà el color per a cada esquema ++STR_LIVERY_SECONDARY_TOOLTIP :{BLACK}Escolleix el color secundari per l'esquema triat. Ctrl+Click establirà el color per a cada esquema ++STR_LIVERY_PANEL_TOOLTIP :{BLACK}Selecciona un esquema de colors per canviar-lo, o diversos esquemes amb CTRL+Clic. Clica a la casella per canviar l'esquema ++ ++STR_LIVERY_DEFAULT :Decoració estàndard ++STR_LIVERY_STEAM :Locomotora a Vapor ++STR_LIVERY_DIESEL :Locomotora Dièsel ++STR_LIVERY_ELECTRIC :Locomotora Elèctrica ++STR_LIVERY_MONORAIL :Locomotora monorail ++STR_LIVERY_MAGLEV :Locomotora maglev ++STR_LIVERY_DMU :DMU ++STR_LIVERY_EMU :EMU ++STR_LIVERY_PASSENGER_WAGON_STEAM :Vagó de passatgers (vapor) ++STR_LIVERY_PASSENGER_WAGON_DIESEL :Vagó de passatgers (dièsel) ++STR_LIVERY_PASSENGER_WAGON_ELECTRIC :Vagó de passatgers (elèctric) ++STR_LIVERY_PASSENGER_WAGON_MONORAIL :Vagó de passatgers (monorail) ++STR_LIVERY_PASSENGER_WAGON_MAGLEV :Vagó de passatgers (maglev) ++STR_LIVERY_FREIGHT_WAGON :Vagó de càrrega ++STR_LIVERY_BUS :Autobús ++STR_LIVERY_TRUCK :Camió ++STR_LIVERY_PASSENGER_SHIP :Vaixell de passatgers ++STR_LIVERY_FREIGHT_SHIP :Vaixell de càrrega ++STR_LIVERY_HELICOPTER :Helicòpter ++STR_LIVERY_SMALL_PLANE :Avió petit ++STR_LIVERY_LARGE_PLANE :Avió gran ++STR_LIVERY_PASSENGER_TRAM :Tramvia de passatgers ++STR_LIVERY_FREIGHT_TRAM :Tramvia de càrrega ++ ++# Face selection window ++STR_FACE_CAPTION :{WHITE}Selecció de cares ++STR_FACE_CANCEL_TOOLTIP :{BLACK}Cancel·la la selecció de nova cara ++STR_FACE_OK_TOOLTIP :{BLACK}Accepta la selecció de nova cara ++STR_FACE_RANDOM :{BLACK}Aleatoritza ++ ++STR_FACE_MALE_BUTTON :{BLACK}Home ++STR_FACE_MALE_TOOLTIP :{BLACK}Selecciona cares d'home ++STR_FACE_FEMALE_BUTTON :{BLACK}Dona ++STR_FACE_FEMALE_TOOLTIP :{BLACK}Selecciona cares de dona ++STR_FACE_NEW_FACE_BUTTON :{BLACK}Nova cara ++STR_FACE_NEW_FACE_TOOLTIP :{BLACK}Genera una nova cara aleatòria ++STR_FACE_ADVANCED :{BLACK}Avançat ++STR_FACE_ADVANCED_TOOLTIP :{BLACK}Selecció de cara avançada ++STR_FACE_SIMPLE :{BLACK}Simple ++STR_FACE_SIMPLE_TOOLTIP :{BLACK}Selecció de cara simple ++STR_FACE_LOAD :{BLACK}Carrega ++STR_FACE_LOAD_TOOLTIP :{BLACK}Carrega la cara preferida ++STR_FACE_LOAD_DONE :{WHITE}S'ha carregat la cara personalitzada des de l'arxiu de configuració de l'OpenTTD. ++STR_FACE_FACECODE :{BLACK}Número de la cara ++STR_FACE_FACECODE_TOOLTIP :{BLACK}Veure i/o assigna el número de la cara del president ++STR_FACE_FACECODE_CAPTION :{WHITE}Veure i/o assigna el número de la cara del president ++STR_FACE_FACECODE_SET :{WHITE}El número de la nova cara ha estat assignat ++STR_FACE_FACECODE_ERR :{WHITE}No s'ha pogut assignar el número de cara del president - ha de ser un nombre entre 0 i 4,294,967,295! ++STR_FACE_SAVE :{BLACK}Desa ++STR_FACE_SAVE_TOOLTIP :{BLACK}Desa la cara preferida ++STR_FACE_SAVE_DONE :{WHITE}Es desarà aquesta cara personalitzada a l'arxiu de configuració de l'OpenTTD. ++STR_FACE_EUROPEAN :{BLACK}Europea ++STR_FACE_SELECT_EUROPEAN :{BLACK}Selecciona cares europees ++STR_FACE_AFRICAN :{BLACK}Africana ++STR_FACE_SELECT_AFRICAN :{BLACK}Selecciona cares africanes ++STR_FACE_YES :Sí ++STR_FACE_NO :No ++STR_FACE_MOUSTACHE_EARRING_TOOLTIP :{BLACK}Activa el bigoti o les arracades ++STR_FACE_HAIR :Cabell: ++STR_FACE_HAIR_TOOLTIP :{BLACK}Canvia el cabell ++STR_FACE_EYEBROWS :Celles: ++STR_FACE_EYEBROWS_TOOLTIP :{BLACK}Canvia les celles ++STR_FACE_EYECOLOUR :Color dels ulls: ++STR_FACE_EYECOLOUR_TOOLTIP :{BLACK}Canvia el color dels ulls ++STR_FACE_GLASSES :Ulleres: ++STR_FACE_GLASSES_TOOLTIP :{BLACK}Activa les ulleres ++STR_FACE_GLASSES_TOOLTIP_2 :{BLACK}Canvia les ulleres ++STR_FACE_NOSE :Nas: ++STR_FACE_NOSE_TOOLTIP :{BLACK}Canvia el nas ++STR_FACE_LIPS :Llavis: ++STR_FACE_MOUSTACHE :Bigoti: ++STR_FACE_LIPS_MOUSTACHE_TOOLTIP :{BLACK}Canvia els llavis o el bigoti ++STR_FACE_CHIN :Barbeta: ++STR_FACE_CHIN_TOOLTIP :{BLACK}Canvia la barbeta ++STR_FACE_JACKET :Jaqueta: ++STR_FACE_JACKET_TOOLTIP :{BLACK}Canvia la jaqueta ++STR_FACE_COLLAR :Coll: ++STR_FACE_COLLAR_TOOLTIP :{BLACK}Canvia el collaret ++STR_FACE_TIE :Corbata: ++STR_FACE_EARRING :Arracades: ++STR_FACE_TIE_EARRING_TOOLTIP :{BLACK}Canvia la corbata o les arracades ++ ++# Network server list ++STR_NETWORK_SERVER_LIST_CAPTION :{WHITE}Multijugador ++STR_NETWORK_SERVER_LIST_ADVERTISED :{BLACK}Anunciat ++STR_NETWORK_SERVER_LIST_ADVERTISED_TOOLTIP :{BLACK}Escull entre una partida anunciada (internet) i una partida no anunciada (xarxa d'àrea local, LAN) ++STR_NETWORK_SERVER_LIST_ADVERTISED_NO :No ++STR_NETWORK_SERVER_LIST_ADVERTISED_YES :Sí ++STR_NETWORK_SERVER_LIST_PLAYER_NAME :{BLACK}Nom del jugador: ++STR_NETWORK_SERVER_LIST_ENTER_NAME_TOOLTIP :{BLACK}Aquest és el nom amb el que els altres jugadors t'identificaran ++ ++STR_NETWORK_SERVER_LIST_GAME_NAME :{BLACK}Nom ++STR_NETWORK_SERVER_LIST_GAME_NAME_TOOLTIP :{BLACK}Nom de la partida ++STR_NETWORK_SERVER_LIST_GENERAL_ONLINE :{BLACK}{COMMA}/{COMMA} - {COMMA}/{COMMA} ++STR_NETWORK_SERVER_LIST_CLIENTS_CAPTION :{BLACK}Clients ++STR_NETWORK_SERVER_LIST_CLIENTS_CAPTION_TOOLTIP :{BLACK}Clients en línia / clients màx.{}Companyies en línia / companyies màx. ++STR_NETWORK_SERVER_LIST_MAP_SIZE_SHORT :{BLACK}{COMMA}x{COMMA} ++STR_NETWORK_SERVER_LIST_MAP_SIZE_CAPTION :{BLACK}Mida del mapa ++STR_NETWORK_SERVER_LIST_MAP_SIZE_CAPTION_TOOLTIP :{BLACK}Mida del mapa de la partida{}Clica per ordenar per àrea ++STR_NETWORK_SERVER_LIST_DATE_CAPTION :{BLACK}Data ++STR_NETWORK_SERVER_LIST_DATE_CAPTION_TOOLTIP :{BLACK}Data actual ++STR_NETWORK_SERVER_LIST_YEARS_CAPTION :{BLACK}Anys ++STR_NETWORK_SERVER_LIST_YEARS_CAPTION_TOOLTIP :{BLACK}Nombre d'anys{}transcorreguts durant la partida ++STR_NETWORK_SERVER_LIST_INFO_ICONS_TOOLTIP :{BLACK}Idioma, versió de servidor, etc. ++ ++STR_NETWORK_SERVER_LIST_CLICK_GAME_TO_SELECT :{BLACK}Clica en una partida de la llista per triar-la ++STR_NETWORK_SERVER_LIST_LAST_JOINED_SERVER :{BLACK}El servidor en què vas entrar el darrer cop: ++STR_NETWORK_SERVER_LIST_CLICK_TO_SELECT_LAST :{BLACK}Clica per seleccionar al servidor en què vas jugar el darrer cop: ++ ++STR_NETWORK_SERVER_LIST_GAME_INFO :{SILVER}INFORMACIÓ DE LA PARTIDA ++STR_NETWORK_SERVER_LIST_CLIENTS :{SILVER}Clients: {WHITE}{COMMA} / {COMMA} - {COMMA} / {COMMA} ++STR_NETWORK_SERVER_LIST_LANGUAGE :{SILVER}Idioma: {WHITE}{STRING} ++STR_NETWORK_SERVER_LIST_LANDSCAPE :{SILVER}Escenari: {WHITE}{STRING} ++STR_NETWORK_SERVER_LIST_MAP_SIZE :{SILVER}Mida del mapa: {WHITE}{COMMA}x{COMMA} ++STR_NETWORK_SERVER_LIST_SERVER_VERSION :{SILVER}Versió del servidor: {WHITE}{STRING} ++STR_NETWORK_SERVER_LIST_SERVER_ADDRESS :{SILVER}Adreça del servidor: {WHITE}{STRING} ++STR_NETWORK_SERVER_LIST_START_DATE :{SILVER}Data inicial: {WHITE}{DATE_SHORT} ++STR_NETWORK_SERVER_LIST_CURRENT_DATE :{SILVER}Data actual: {WHITE}{DATE_SHORT} ++STR_NETWORK_SERVER_LIST_PASSWORD :{SILVER}Protegit per contrasenya! ++STR_NETWORK_SERVER_LIST_SERVER_OFFLINE :{SILVER}SERVIDOR DESCONNECTAT ++STR_NETWORK_SERVER_LIST_SERVER_FULL :{SILVER}SERVIDOR PLÉ ++STR_NETWORK_SERVER_LIST_VERSION_MISMATCH :{SILVER}LA VERSIÓ NO COINCIDEIX ++STR_NETWORK_SERVER_LIST_GRF_MISMATCH :{SILVER}NO COINCIDÈNCIA DE NEWGRF ++ ++STR_NETWORK_SERVER_LIST_JOIN_GAME :{BLACK}Connectar-se a la partida ++STR_NETWORK_SERVER_LIST_REFRESH :{BLACK}Actualitza servidor ++STR_NETWORK_SERVER_LIST_REFRESH_TOOLTIP :{BLACK}Actualitza la informació del servidor ++ ++STR_NETWORK_SERVER_LIST_FIND_SERVER :{BLACK}Busca servidor ++STR_NETWORK_SERVER_LIST_FIND_SERVER_TOOLTIP :{BLACK}Cercant un servidor a la xarxa ++STR_NETWORK_SERVER_LIST_ADD_SERVER :{BLACK}Afegeix un servidor ++STR_NETWORK_SERVER_LIST_ADD_SERVER_TOOLTIP :{BLACK}Afegeix un servidor a la llista que sempre es comprovarà per buscar partides en marxa ++STR_NETWORK_SERVER_LIST_START_SERVER :{BLACK}Inicia el servidor ++STR_NETWORK_SERVER_LIST_START_SERVER_TOOLTIP :{BLACK}Inicia en un servidor propi ++ ++STR_NETWORK_SERVER_LIST_PLAYER_NAME_OSKTITLE :{BLACK}Posa el teu nom ++STR_NETWORK_SERVER_LIST_ENTER_IP :{BLACK}Entra l'adreça IP del servidor ++ ++# Start new multiplayer server ++STR_NETWORK_START_SERVER_CAPTION :{WHITE}Inicia una partida multijugador nova ++ ++STR_NETWORK_START_SERVER_NEW_GAME_NAME :{BLACK}Nom de la partida: ++STR_NETWORK_START_SERVER_NEW_GAME_NAME_TOOLTIP :{BLACK}El nom de la partida es mostrarà a altres jugadors en el menú de selecció de partida multijugador ++STR_NETWORK_START_SERVER_SET_PASSWORD :{BLACK}Posa una contrasenya ++STR_NETWORK_START_SERVER_PASSWORD_TOOLTIP :{BLACK}Protegeix la teva partida amb una contrasenya si no vols que sigui accessible a desconeguts ++ ++STR_NETWORK_START_SERVER_UNADVERTISED :No ++STR_NETWORK_START_SERVER_ADVERTISED :Sí ++STR_NETWORK_START_SERVER_CLIENTS_SELECT :{BLACK}{NUM} client{P "" s} ++STR_NETWORK_START_SERVER_NUMBER_OF_CLIENTS :{BLACK}Màxim nombre de clients: ++STR_NETWORK_START_SERVER_NUMBER_OF_CLIENTS_TOOLTIP :{BLACK}Tria el nombre màxim de clients. No és necessari omplir tots els llocs. ++STR_NETWORK_START_SERVER_COMPANIES_SELECT :{BLACK}{NUM} companyi{P a es} ++STR_NETWORK_START_SERVER_NUMBER_OF_COMPANIES :{BLACK}Màxim nombre de companyies: ++STR_NETWORK_START_SERVER_NUMBER_OF_COMPANIES_TOOLTIP :{BLACK}Limita el servidor a un cert nombre de companyies ++STR_NETWORK_START_SERVER_SPECTATORS_SELECT :{BLACK}{NUM} espectador{P "" s} ++STR_NETWORK_START_SERVER_NUMBER_OF_SPECTATORS :{BLACK}Màxim nombre d'espectadors: ++STR_NETWORK_START_SERVER_NUMBER_OF_SPECTATORS_TOOLTIP :{BLACK}Limita el servidor a un cert nombre d'espectadors ++STR_NETWORK_START_SERVER_LANGUAGE_SPOKEN :{BLACK}Idioma parlat: ++STR_NETWORK_START_SERVER_LANGUAGE_TOOLTIP :{BLACK}Els altres jugadors sabran quin idioma es parla en aquest servidor. ++ ++STR_NETWORK_START_SERVER_NEW_GAME_NAME_OSKTITLE :{BLACK}Posa el nom de la partida en xarxa ++ ++# Network game languages ++############ Leave those lines in this order!! ++STR_NETWORK_LANG_ANY :Qualsevol ++STR_NETWORK_LANG_ENGLISH :Anglès ++STR_NETWORK_LANG_GERMAN :Alemany ++STR_NETWORK_LANG_FRENCH :Francès ++STR_NETWORK_LANG_BRAZILIAN :Brasiler ++STR_NETWORK_LANG_BULGARIAN :Búlgar ++STR_NETWORK_LANG_CHINESE :Xinès ++STR_NETWORK_LANG_CZECH :Txec ++STR_NETWORK_LANG_DANISH :Danès ++STR_NETWORK_LANG_DUTCH :Holandès ++STR_NETWORK_LANG_ESPERANTO :Esperanto ++STR_NETWORK_LANG_FINNISH :Finès ++STR_NETWORK_LANG_HUNGARIAN :Hongarès ++STR_NETWORK_LANG_ICELANDIC :Islandès ++STR_NETWORK_LANG_ITALIAN :Italià ++STR_NETWORK_LANG_JAPANESE :Japonès ++STR_NETWORK_LANG_KOREAN :Coreà ++STR_NETWORK_LANG_LITHUANIAN :Lituà ++STR_NETWORK_LANG_NORWEGIAN :Noruec ++STR_NETWORK_LANG_POLISH :Polonès ++STR_NETWORK_LANG_PORTUGUESE :Portuguès ++STR_NETWORK_LANG_ROMANIAN :Romanès ++STR_NETWORK_LANG_RUSSIAN :Rus ++STR_NETWORK_LANG_SLOVAK :Eslovac ++STR_NETWORK_LANG_SLOVENIAN :Eslovè ++STR_NETWORK_LANG_SPANISH :Espanyol ++STR_NETWORK_LANG_SWEDISH :Suec ++STR_NETWORK_LANG_TURKISH :Turc ++STR_NETWORK_LANG_UKRAINIAN :Ucraïnès ++STR_NETWORK_LANG_AFRIKAANS :Afrikaans ++STR_NETWORK_LANG_CROATIAN :Croat ++STR_NETWORK_LANG_CATALAN :Català ++STR_NETWORK_LANG_ESTONIAN :Estonià ++STR_NETWORK_LANG_GALICIAN :Gallec ++STR_NETWORK_LANG_GREEK :Grec ++STR_NETWORK_LANG_LATVIAN :Letó ++############ End of leave-in-this-order ++ ++# Network game lobby ++STR_NETWORK_GAME_LOBBY_CAPTION :{WHITE}Lobby de partida multijugador ++ ++STR_NETWORK_GAME_LOBBY_PREPARE_TO_JOIN :{BLACK}Preparant per connectar: {ORANGE}{STRING} ++STR_NETWORK_GAME_LOBBY_COMPANY_LIST_TOOLTIP :{BLACK}Una llista de totes les companyies actuals en aquesta partida. Podeu utilitzar-ne una o bé iniciar-ne una de nova si hi ha algun lloc lliure. ++ ++STR_NETWORK_GAME_LOBBY_COMPANY_INFO :{SILVER}INFORMACIÓ DE LA COMPANYIA ++STR_NETWORK_GAME_LOBBY_COMPANY_NAME :{SILVER}Nom companyia: {WHITE}{STRING} ++STR_NETWORK_GAME_LOBBY_INAUGURATION_YEAR :{SILVER}Inauguració: {WHITE}{NUM} ++STR_NETWORK_GAME_LOBBY_VALUE :{SILVER}Valor de la companyia: {WHITE}{CURRENCY_LONG} ++STR_NETWORK_GAME_LOBBY_CURRENT_BALANCE :{SILVER}Balanç actual: {WHITE}{CURRENCY_LONG} ++STR_NETWORK_GAME_LOBBY_LAST_YEARS_INCOME :{SILVER}Ingressos del darrer any: {WHITE}{CURRENCY_LONG} ++STR_NETWORK_GAME_LOBBY_PERFORMANCE :{SILVER}Rendiment: {WHITE}{NUM} ++ ++STR_NETWORK_GAME_LOBBY_VEHICLES :{SILVER}Vehicles: {WHITE}{NUM} {TRAIN}, {NUM} {LORRY}, {NUM} {BUS}, {NUM} {SHIP}, {NUM} {PLANE} ++STR_NETWORK_GAME_LOBBY_STATIONS :{SILVER}Estacions: {WHITE}{NUM} {TRAIN}, {NUM} {LORRY}, {NUM} {BUS}, {NUM} {SHIP}, {NUM} {PLANE} ++STR_NETWORK_GAME_LOBBY_PLAYERS :{SILVER}Jugadors: {WHITE}{STRING} ++ ++STR_NETWORK_GAME_LOBBY_NEW_COMPANY :{BLACK}Crea companyia nova ++STR_NETWORK_GAME_LOBBY_NEW_COMPANY_TOOLTIP :{BLACK}Obre una nova companyia. ++STR_NETWORK_GAME_LOBBY_SPECTATE_GAME :{BLACK}Espectador ++STR_NETWORK_GAME_LOBBY_SPECTATE_GAME_TOOLTIP :{BLACK}Veure la partida com a espectador ++STR_NETWORK_GAME_LOBBY_JOIN_COMPANY :{BLACK}Uneix-te a la companyia ++STR_NETWORK_GAME_LOBBY_JOIN_COMPANY_TOOLTIP :{BLACK}Ajuda a gestionar aquesta companyia ++ ++# Network connecting window ++STR_NETWORK_CONNECTING_CAPTION :{WHITE}Connectant... ++ ++############ Leave those lines in this order!! ++STR_NETWORK_CONNECTING_1 :{BLACK}(1/6) Connectant... ++STR_NETWORK_CONNECTING_2 :{BLACK}(2/6) Autoritzant... ++STR_NETWORK_CONNECTING_3 :{BLACK}(3/6) Esperant... ++STR_NETWORK_CONNECTING_4 :{BLACK}(4/6) Descarregant mapa... ++STR_NETWORK_CONNECTING_5 :{BLACK}(5/6) Processant dades... ++STR_NETWORK_CONNECTING_6 :{BLACK}(6/6) Registrant... ++ ++STR_NETWORK_CONNECTING_SPECIAL_1 :{BLACK}Obtenint informació de la partida... ++STR_NETWORK_CONNECTING_SPECIAL_2 :{BLACK}Obtenint informació de la companyia... ++############ End of leave-in-this-order ++STR_NETWORK_CONNECTING_WAITING :{BLACK}{NUM} client{P "" s} rivals ++STR_NETWORK_CONNECTING_DOWNLOADING_1 :{BLACK}{BYTES} descarregats fins ara ++STR_NETWORK_CONNECTING_DOWNLOADING_2 :{BLACK}{BYTES} / {BYTES} descarregats fins ara ++ ++STR_NETWORK_CONNECTION_DISCONNECT :{BLACK}Desconnecta ++ ++STR_NETWORK_NEED_GAME_PASSWORD_CAPTION :{WHITE}Servidor protegit: escriviu-ne la contrasenya ++STR_NETWORK_NEED_COMPANY_PASSWORD_CAPTION :{WHITE}Companyia protegida: escriviu-ne la contrasenya ++ ++# Network company list added strings ++STR_NETWORK_COMPANY_LIST_CLIENT_LIST :{WHITE}Llista de clients ++STR_NETWORK_COMPANY_LIST_SPECTATE :{WHITE}Espectador ++STR_NETWORK_COMPANY_LIST_NEW_COMPANY :{WHITE}Nova companyia ++ ++# Network client list ++STR_NETWORK_CLIENTLIST_KICK :Breu ++STR_NETWORK_CLIENTLIST_BAN :Prohibit ++STR_NETWORK_CLIENTLIST_GIVE_MONEY :Entrega diners ++STR_NETWORK_CLIENTLIST_SPEAK_TO_ALL :Parla a tothom ++STR_NETWORK_CLIENTLIST_SPEAK_TO_COMPANY :Parla amb la companyia ++STR_NETWORK_CLIENTLIST_SPEAK_TO_CLIENT :Missatge Privat ++ ++STR_NETWORK_SERVER :Servidor ++STR_NETWORK_CLIENT :Client ++STR_NETWORK_SPECTATORS :Espectadors ++ ++STR_NETWORK_GIVE_MONEY_CAPTION :{WHITE}Introdueix la quantitat de diners que vols donar ++STR_NETWORK_TOOLBAR_LIST_SPECTATOR :{BLACK}Espectador ++ ++# Network set password ++STR_COMPANY_PASSWORD_CANCEL :{BLACK}No desis la nova contrasenya. ++STR_COMPANY_PASSWORD_OK :{BLACK}Estableix aquesta nova contrasenya per a la companyia. ++STR_COMPANY_PASSWORD_CAPTION :{WHITE}Contrasenya de la companyia ++STR_COMPANY_PASSWORD_MAKE_DEFAULT :{BLACK}Contrasenya predeterminada de companyies noves ++STR_COMPANY_PASSWORD_MAKE_DEFAULT_TOOLTIP :{BLACK}Utilitza com a contrasenya predeterminada de companyies noves la d'aquesta companyia. ++ ++# Network company info join/password ++STR_COMPANY_VIEW_JOIN :{BLACK}Uniu-vos ++STR_COMPANY_VIEW_JOIN_TOOLTIP :{BLACK}Uniu-vos a aquesta companyia per poder-hi jugar. ++STR_COMPANY_VIEW_PASSWORD :{BLACK}Contrasenya ++STR_COMPANY_VIEW_PASSWORD_TOOLTIP :{BLACK}Protegeix la vostra companyia amb una contrasenya per tal d'evitar que la controlin altres usuaris no autoritzats. ++STR_COMPANY_VIEW_SET_PASSWORD :{BLACK}Estableix la contrasenya de la companyia. ++ ++# Network chat ++STR_NETWORK_CHAT_SEND :{BLACK}Envia ++STR_NETWORK_CHAT_COMPANY_CAPTION :[Equip] : ++STR_NETWORK_CHAT_CLIENT_CAPTION :[Privat] {STRING}: ++STR_NETWORK_CHAT_ALL_CAPTION :[Tothom] : ++ ++STR_NETWORK_CHAT_COMPANY :[Equip] {STRING}: {WHITE}{STRING} ++STR_NETWORK_CHAT_TO_COMPANY :[Equip] a {STRING}: {WHITE}{STRING} ++STR_NETWORK_CHAT_CLIENT :[Privat] {STRING}: {WHITE}{STRING} ++STR_NETWORK_CHAT_TO_CLIENT :[Privat] a {STRING}: {WHITE}{STRING} ++STR_NETWORK_CHAT_ALL :[Tothom] {STRING}: {WHITE}{STRING} ++STR_NETWORK_CHAT_OSKTITLE :{BLACK}Posa el text pel xat de xarxa ++ ++# Network messages ++STR_NETWORK_ERROR_NOTAVAILABLE :{WHITE}No s'han trobat dispositius de xarxa o s'ha compilat sense l'opció ENABLE_NETWORK ++STR_NETWORK_ERROR_NOSERVER :{WHITE}No s'ha pogut trobar cap partida en xarxa ++STR_NETWORK_ERROR_NOCONNECTION :{WHITE}El servidor no ha contestat a la petició ++STR_NETWORK_ERROR_NEWGRF_MISMATCH :{WHITE}No s'ha pogut connectar degut a una diferència de NewGRF ++STR_NETWORK_ERROR_DESYNC :{WHITE}Ha fallat la sincronització de la partida en xarxa ++STR_NETWORK_ERROR_LOSTCONNECTION :{WHITE}S'ha perdut la connexió a la partida en xarxa ++STR_NETWORK_ERROR_SAVEGAMEERROR :{WHITE}No s'ha pogut carregar la partida ++STR_NETWORK_ERROR_SERVER_START :{WHITE}No s'ha pogut iniciar el servidor ++STR_NETWORK_ERROR_CLIENT_START :{WHITE}No s'ha pogut connectar ++STR_NETWORK_ERROR_TIMEOUT :{WHITE}La connexió #{NUM} ha esgotat el temps d'espera ++STR_NETWORK_ERROR_SERVER_ERROR :{WHITE}S'ha obtingut un error de protocol i s'ha tancat la connexió ++STR_NETWORK_ERROR_WRONG_REVISION :{WHITE}La revisió d'aquest client no concorda amb la revisió del servidor ++STR_NETWORK_ERROR_WRONG_PASSWORD :{WHITE}Contrasenya incorrecta ++STR_NETWORK_ERROR_SERVER_FULL :{WHITE}El servidor està ple ++STR_NETWORK_ERROR_SERVER_BANNED :{WHITE}Estàs exclòs d'aquest servidor ++STR_NETWORK_ERROR_KICKED :{WHITE}T'han fet fora de la partida ++STR_NETWORK_ERROR_CHEATER :{WHITE}No es permet fer trampes en aquest servidor ++STR_NETWORK_ERROR_TOO_MANY_COMMANDS :{WHITE}Estaves enviant massa ordres al servidor ++STR_NETWORK_ERROR_TIMEOUT_PASSWORD :{WHITE}Has tardat massa a introduir la contrasenya ++STR_NETWORK_ERROR_TIMEOUT_COMPUTER :{WHITE}El teu ordinador és massa lent per mantenir-se connectat al servidor ++STR_NETWORK_ERROR_TIMEOUT_MAP :{WHITE}El teu ordinador ha tardat massa a descarregar el mapa ++STR_NETWORK_ERROR_TIMEOUT_JOIN :{WHITE}El teu ordinador ha tardat massa a unir-se al servidor ++ ++############ Leave those lines in this order!! ++STR_NETWORK_ERROR_CLIENT_GENERAL :error general ++STR_NETWORK_ERROR_CLIENT_DESYNC :error de sincronització ++STR_NETWORK_ERROR_CLIENT_SAVEGAME :no es pot carregar el mapa ++STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST :connexió perduda ++STR_NETWORK_ERROR_CLIENT_PROTOCOL_ERROR :error de protocol ++STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH :Diferència NewGRF ++STR_NETWORK_ERROR_CLIENT_NOT_AUTHORIZED :no autoritzat ++STR_NETWORK_ERROR_CLIENT_NOT_EXPECTED :s'ha rebut un paquet invàlid o no esperat ++STR_NETWORK_ERROR_CLIENT_WRONG_REVISION :revisió incorrecta ++STR_NETWORK_ERROR_CLIENT_NAME_IN_USE :nom ja utilitzat ++STR_NETWORK_ERROR_CLIENT_WRONG_PASSWORD :contrasenya incorrecta ++STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH :id-companyia erroni en DoCommand ++STR_NETWORK_ERROR_CLIENT_KICKED :tret pel servidor ++STR_NETWORK_ERROR_CLIENT_CHEATER :s'ha intentat utilitzar una trampa ++STR_NETWORK_ERROR_CLIENT_SERVER_FULL :servidor ple ++STR_NETWORK_ERROR_CLIENT_TOO_MANY_COMMANDS :estava enviant massa ordres ++STR_NETWORK_ERROR_CLIENT_TIMEOUT_PASSWORD :no s'ha rebut la contrasenya a temps ++STR_NETWORK_ERROR_CLIENT_TIMEOUT_COMPUTER :temps d'espera general esgotat ++STR_NETWORK_ERROR_CLIENT_TIMEOUT_MAP :la descàrrega del mapa ha tardat massa ++STR_NETWORK_ERROR_CLIENT_TIMEOUT_JOIN :el processat del mapa ha tardat massa ++############ End of leave-in-this-order ++ ++STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION :{WHITE}Possible pèrdua de connexió ++STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION :{WHITE}Durant el darrer {NUM} segon{P "" s} no han arribat dades del servidor ++ ++# Network related errors ++STR_NETWORK_SERVER_MESSAGE :*** {1:STRING} ++############ Leave those lines in this order!! ++STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED :Partida en pausa ({STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 :Partida encara en pausa ({STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_2 :Partida encara en pausa ({STRING}, {STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_3 :Partida encara en pausa ({STRING}, {STRING}, {STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_4 :La partida encara està en pausa ({STRING}, {STRING}, {STRING}, {STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED :Partida represa ({STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS :nombre de jugadors ++STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS :connectant clients ++STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL :manual ++STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT :script de la partida ++############ End of leave-in-this-order ++STR_NETWORK_MESSAGE_CLIENT_LEAVING :deixant ++STR_NETWORK_MESSAGE_CLIENT_JOINED :*** {STRING} s'ha unit a la partida ++STR_NETWORK_MESSAGE_CLIENT_JOINED_ID :*** {STRING} s'ha unit a la partida (Client #{2:NUM}) ++STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN :*** {STRING} s'ha unit a la companyia #{2:NUM} ++STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE :*** {STRING} s'ha unit als espectadors ++STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW :*** {STRING} ha començat una nova companyia (#{2:NUM}) ++STR_NETWORK_MESSAGE_CLIENT_LEFT :*** {STRING} ha deixat la partida ({2:STRING}) ++STR_NETWORK_MESSAGE_NAME_CHANGE :*** {STRING} ha canviat el seu nom a {STRING} ++STR_NETWORK_MESSAGE_GIVE_MONEY :*** {STRING} ha donat a la teva companyia {2:CURRENCY_LONG} ++STR_NETWORK_MESSAGE_GAVE_MONEY_AWAY :*** Has donat {1:STRING} {2:CURRENCY_LONG} ++STR_NETWORK_MESSAGE_SERVER_SHUTDOWN :{WHITE}El servidor ha tancat la sessió ++STR_NETWORK_MESSAGE_SERVER_REBOOT :{WHITE}El servidor està reiniciant...{}Espera un moment... ++ ++# Content downloading window ++STR_CONTENT_TITLE :{WHITE}Descàrregues de contingut ++STR_CONTENT_TYPE_CAPTION :{BLACK}Tipus ++STR_CONTENT_TYPE_CAPTION_TOOLTIP :{BLACK}Tipus de contingut ++STR_CONTENT_NAME_CAPTION :{BLACK}Nom ++STR_CONTENT_NAME_CAPTION_TOOLTIP :{BLACK}Nom del contingut ++STR_CONTENT_MATRIX_TOOLTIP :{BLACK}Clica sobre la línia per veure detalls{}Clica sobre la casella per seleccionar-lo per descarregar ++STR_CONTENT_SELECT_ALL_CAPTION :{BLACK}Selecciona tot ++STR_CONTENT_SELECT_ALL_CAPTION_TOOLTIP :{BLACK}Marca tots els continguts per a ser descarregats ++STR_CONTENT_SELECT_UPDATES_CAPTION :{BLACK}Sel. actualitzacions ++STR_CONTENT_SELECT_UPDATES_CAPTION_TOOLTIP :{BLACK}Marca tots els continguts que siguin actualitzacions dels continguts a ser descarregats ++STR_CONTENT_UNSELECT_ALL_CAPTION :{BLACK}Deselecciona tot ++STR_CONTENT_UNSELECT_ALL_CAPTION_TOOLTIP :{BLACK}Marca tots els continguts a no ser descarregats ++STR_CONTENT_SEARCH_EXTERNAL :{BLACK}Cerca en webs externes ++STR_CONTENT_SEARCH_EXTERNAL_TOOLTIP :{BLACK}Cerca contingut no disponible al servei de continguts de l'OpenTTD en webs no associades. ++STR_CONTENT_SEARCH_EXTERNAL_DISCLAIMER_CAPTION :{WHITE}Esteu sortint de l'OpenTTD. ++STR_CONTENT_SEARCH_EXTERNAL_DISCLAIMER :{WHITE}Els termes i condicions per descarregar contingut des de webs externes varia.{}Haureu d'adreçar-vos a les webs externes per trobar instruccions sobre com instal·lar contingut a l'OpenTTD.{}Voleu continuar? ++STR_CONTENT_FILTER_TITLE :{BLACK}Marca/anomena filtre: ++STR_CONTENT_OPEN_URL :{BLACK}Visita la web ++STR_CONTENT_OPEN_URL_TOOLTIP :{BLACK}Visita la web per accedir a aquest contingut ++STR_CONTENT_DOWNLOAD_CAPTION :{BLACK}Descarrega ++STR_CONTENT_DOWNLOAD_CAPTION_TOOLTIP :{BLACK}Comença a descarregar el contingut seleccionat ++STR_CONTENT_TOTAL_DOWNLOAD_SIZE :{SILVER}Mida de la descàrrega total: {WHITE}{BYTES} ++STR_CONTENT_DETAIL_TITLE :{SILVER}INFO CONTINGUT ++STR_CONTENT_DETAIL_SUBTITLE_UNSELECTED :{SILVER}No has seleccionat això per a ser descarregat ++STR_CONTENT_DETAIL_SUBTITLE_SELECTED :{SILVER}Has seleccionat això per a ser descarregat ++STR_CONTENT_DETAIL_SUBTITLE_AUTOSELECTED :{SILVER}Aquesta dependència ha estat seleccionada per a ser descarregada ++STR_CONTENT_DETAIL_SUBTITLE_ALREADY_HERE :{SILVER}Actualment instal·lat ++STR_CONTENT_DETAIL_SUBTITLE_DOES_NOT_EXIST :{SILVER}Aquest contingut és desconegut i no pot ser descarregat a l'OpenTTD ++STR_CONTENT_DETAIL_UPDATE :{SILVER}Això és un substitut per a l'existent {STRING} ++STR_CONTENT_DETAIL_NAME :{SILVER}Nom: {WHITE}{STRING} ++STR_CONTENT_DETAIL_VERSION :{SILVER}Versió: {WHITE}{STRING} ++STR_CONTENT_DETAIL_DESCRIPTION :{SILVER}Descripció: {WHITE}{STRING} ++STR_CONTENT_DETAIL_URL :{SILVER}URL: {WHITE}{STRING} ++STR_CONTENT_DETAIL_TYPE :{SILVER}Tipus: {WHITE}{STRING} ++STR_CONTENT_DETAIL_FILESIZE :{SILVER}Mida de la Descàrrega: {WHITE}{BYTES} ++STR_CONTENT_DETAIL_SELECTED_BECAUSE_OF :{SILVER}Seleccionat a causa de: {WHITE}{STRING} ++STR_CONTENT_DETAIL_DEPENDENCIES :{SILVER}Dependències: {WHITE}{STRING} ++STR_CONTENT_DETAIL_TAGS :{SILVER}Etiquetes: {WHITE}{STRING} ++STR_CONTENT_NO_ZLIB :{WHITE}L'OpenTTD s'ha compilat sense compatibilitat «zlib»... ++STR_CONTENT_NO_ZLIB_SUB :{WHITE}... no és possible descarregar continguts! ++ ++# Order of these is important! ++STR_CONTENT_TYPE_BASE_GRAPHICS :Gràfics base ++STR_CONTENT_TYPE_NEWGRF :NewGRF ++STR_CONTENT_TYPE_AI :IA ++STR_CONTENT_TYPE_AI_LIBRARY :Llibreria IA ++STR_CONTENT_TYPE_SCENARIO :Escenari ++STR_CONTENT_TYPE_HEIGHTMAP :Mapa d'alçades ++STR_CONTENT_TYPE_BASE_SOUNDS :Sons base ++STR_CONTENT_TYPE_BASE_MUSIC :Música base ++STR_CONTENT_TYPE_GAME_SCRIPT :Script de la partida ++STR_CONTENT_TYPE_GS_LIBRARY :Llibreria GS ++ ++# Content downloading progress window ++STR_CONTENT_DOWNLOAD_TITLE :{WHITE}Descarregant contingut... ++STR_CONTENT_DOWNLOAD_INITIALISE :{WHITE}Demanant arxius... ++STR_CONTENT_DOWNLOAD_FILE :{WHITE}Actualment descarregant {STRING} ({NUM}{NBSP}de{NBSP}{NUM}) ++STR_CONTENT_DOWNLOAD_COMPLETE :{WHITE}Descàrrega completa ++STR_CONTENT_DOWNLOAD_PROGRESS_SIZE :{WHITE}{BYTES}{NBSP}de{NBSP}{BYTES}{NBSP}descarregats ({NUM}{NBSP}%) ++ ++# Content downloading error messages ++STR_CONTENT_ERROR_COULD_NOT_CONNECT :{WHITE}No s'ha pogut connectar amb el servidor de continguts... ++STR_CONTENT_ERROR_COULD_NOT_DOWNLOAD :{WHITE}Descàrrega fallida... ++STR_CONTENT_ERROR_COULD_NOT_DOWNLOAD_CONNECTION_LOST :{WHITE}... connexió perduda ++STR_CONTENT_ERROR_COULD_NOT_DOWNLOAD_FILE_NOT_WRITABLE :{WHITE}... no es pot escriure al fitxer ++STR_CONTENT_ERROR_COULD_NOT_EXTRACT :{WHITE}No s'han pogut descomprimir els arxius descarregats ++ ++STR_MISSING_GRAPHICS_SET_CAPTION :{WHITE}Gràfics que falten ++STR_MISSING_GRAPHICS_SET_MESSAGE :{BLACK}L'OpenTTD necessita gràfics per funcionar, però no se n'han trobat. Voleu permetre a l'OpenTTD descarregar i instal·lar aquests gràfics? ++STR_MISSING_GRAPHICS_YES_DOWNLOAD :{BLACK}Sí, descarregar els gràfics ++STR_MISSING_GRAPHICS_NO_QUIT :{BLACK}No, surt de l'OpenTTD. ++ ++# Transparency settings window ++STR_TRANSPARENCY_CAPTION :{WHITE}Opcions de transparència ++STR_TRANSPARENT_SIGNS_TOOLTIP :{BLACK}Commuta la transparència dels senyals. Ctrl+Clic per bloquejar ++STR_TRANSPARENT_TREES_TOOLTIP :{BLACK}Commuta la transparència dels arbres. Ctrl+Clic per bloquejar ++STR_TRANSPARENT_HOUSES_TOOLTIP :{BLACK}Commuta la transparència de les cases. Ctrl+Clic per bloquejar ++STR_TRANSPARENT_INDUSTRIES_TOOLTIP :{BLACK}Commuta la transparència de les indústries. Ctrl+Clic per bloquejar ++STR_TRANSPARENT_BUILDINGS_TOOLTIP :{BLACK}Commuta la transparència dels edificis com ara estacions, cotxeres, punts de trobada i catenàries. Ctrl+Clic per bloquejar ++STR_TRANSPARENT_BRIDGES_TOOLTIP :{BLACK}Commuta la transparència dels ponts. Ctrl+Clic per bloquejar ++STR_TRANSPARENT_STRUCTURES_TOOLTIP :{BLACK}Commuta la transparència de les estructures com ara fars i antenes. Ctrl+Clic per bloquejar ++STR_TRANSPARENT_CATENARY_TOOLTIP :{BLACK}Commuta la transparència de la catenària. CTRL+clic per bloquejar ++STR_TRANSPARENT_LOADING_TOOLTIP :{BLACK}Commuta la transparència dels indicadors de càrrega. Ctrl+Clic per bloquejar ++STR_TRANSPARENT_INVISIBLE_TOOLTIP :{BLACK}Alternar entre transparència i invisibilitat dels objectes ++ ++# Linkgraph legend window ++STR_LINKGRAPH_LEGEND_CAPTION :{BLACK}Llegenda del Flux de Càrrega ++STR_LINKGRAPH_LEGEND_ALL :{BLACK}Tot ++STR_LINKGRAPH_LEGEND_NONE :{BLACK}Cap ++STR_LINKGRAPH_LEGEND_SELECT_COMPANIES :{BLACK}Selecciona les companyies que seran mostrades ++ ++# Linkgraph legend window and linkgraph legend in smallmap ++STR_LINKGRAPH_LEGEND_UNUSED :{G=Masculin}{TINY_FONT}{BLACK}no utilitzat ++STR_LINKGRAPH_LEGEND_SATURATED :{G=Masculin}{TINY_FONT}{BLACK}saturat ++STR_LINKGRAPH_LEGEND_OVERLOADED :{G=Masculin}{TINY_FONT}{BLACK}sobrecarregat ++ ++# Base for station construction window(s) ++STR_STATION_BUILD_COVERAGE_AREA_TITLE :{BLACK}Marca l'àrea de cobertura ++STR_STATION_BUILD_COVERAGE_OFF :{BLACK}Inactiu ++STR_STATION_BUILD_COVERAGE_ON :{BLACK}Actiu ++STR_STATION_BUILD_COVERAGE_AREA_OFF_TOOLTIP :{BLACK}No marcar l'àrea de cobertura del lloc proposat ++STR_STATION_BUILD_COVERAGE_AREA_ON_TOOLTIP :{BLACK}Marcar l'àrea de cobertura del lloc proposat ++STR_STATION_BUILD_ACCEPTS_CARGO :{BLACK}Accepta: {GOLD}{CARGO_LIST} ++STR_STATION_BUILD_SUPPLIES_CARGO :{BLACK}Provisions: {GOLD}{CARGO_LIST} ++ ++# Join station window ++STR_JOIN_STATION_CAPTION :{WHITE}Ajuntar estació ++STR_JOIN_STATION_CREATE_SPLITTED_STATION :{YELLOW}Construir una estació separada ++ ++STR_JOIN_WAYPOINT_CAPTION :{WHITE}Uneix punt de pas ++STR_JOIN_WAYPOINT_CREATE_SPLITTED_WAYPOINT :{YELLOW}Construeix un punt de pas separat ++ ++# Rail construction toolbar ++STR_RAIL_TOOLBAR_RAILROAD_CONSTRUCTION_CAPTION :Construcció de ferrocarril ++STR_RAIL_TOOLBAR_ELRAIL_CONSTRUCTION_CAPTION :Construcció de ferrocarril elèctric ++STR_RAIL_TOOLBAR_MONORAIL_CONSTRUCTION_CAPTION :Construcció de monorail ++STR_RAIL_TOOLBAR_MAGLEV_CONSTRUCTION_CAPTION :Construcció de maglev ++ ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_TRACK :{BLACK}Construeix vies de tren. Ctrl canvia entre contrueix/treu la construcció de vies. Shift commuta construeix/mostra el cost estimat ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_AUTORAIL :{BLACK}Construeix vies de tren utilitzant el mode Autorail. Ctrl canvia entre construeix/treu la construcció de vies de tren. Shift commuta construeix/mostra el cost estimat ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_TRAIN_DEPOT_FOR_BUILDING :{BLACK}Construeix unes cotxeres (per construir i revisar trens). Shift commuta construeix/mostra el cost estimat ++STR_RAIL_TOOLBAR_TOOLTIP_CONVERT_RAIL_TO_WAYPOINT :{BLACK}Converteix una via en un punt de control. Ctrl permet ajuntar punts de control. Shift commuta construeix/mostra el cost estimat ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_STATION :{BLACK}Construeix una estació de tren. Ctrl permet ajuntar estacions. Shift commuta construeix/mostra el cost estimat ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_SIGNALS :{BLACK}Construeix senyals de tren. Ctrl commuta entre semàfors mecànics i elèctrics{}Arrossegant es construeixen senyals al llarg d'un tros recte de rail. Ctrl construeix senyals fins a la propera intersecció o senyal{}Ctrl+Clic commuta l'obertura de la finestra de detecció de senyals. Shift commuta construir/mostrar el cost estimat ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_BRIDGE :{BLACK}Construeix un pont de tren. Shift commuta construeix/mostra el cost estimat ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_TUNNEL :{BLACK}Construeix un túnel per a trens. Shift commuta construeix/mostra el cost estimat ++STR_RAIL_TOOLBAR_TOOLTIP_TOGGLE_BUILD_REMOVE_FOR :{BLACK}Commuta construeix/treu per vies de tren, senyals, punts de control i estacions. Mantingueu Ctrl per treure també les vies dels punts de control i de les estacions ++STR_RAIL_TOOLBAR_TOOLTIP_CONVERT_RAIL :{BLACK}Converteix/Millora el tipus de via. Shift commuta construeix/mostra el cost estimat ++ ++STR_RAIL_NAME_RAILROAD :Ferrocarril ++STR_RAIL_NAME_ELRAIL :Ferrocarril electrificat ++STR_RAIL_NAME_MONORAIL :Monorail ++STR_RAIL_NAME_MAGLEV :Maglev ++ ++# Rail depot construction window ++STR_BUILD_DEPOT_TRAIN_ORIENTATION_CAPTION :{WHITE}Orientació del dipòsit ++STR_BUILD_DEPOT_TRAIN_ORIENTATION_TOOLTIP :{BLACK}Seleccioneu l'orientació desitjada del dipòsit i taller de trens. ++ ++# Rail waypoint construction window ++STR_WAYPOINT_CAPTION :{WHITE}Punt de pas ++STR_WAYPOINT_GRAPHICS_TOOLTIP :{BLACK}Selecciona el tipus de punt de pas. ++ ++# Rail station construction window ++STR_STATION_BUILD_RAIL_CAPTION :{WHITE}Estacions de Tren ++STR_STATION_BUILD_ORIENTATION :{BLACK}Orientació ++STR_STATION_BUILD_RAILROAD_ORIENTATION_TOOLTIP :{BLACK}Selecciona l'orientació de l'estació de tren ++STR_STATION_BUILD_NUMBER_OF_TRACKS :{BLACK}Nombre de vies ++STR_STATION_BUILD_NUMBER_OF_TRACKS_TOOLTIP :{BLACK}Selecciona el nombre d'andanes de l'estació de tren ++STR_STATION_BUILD_PLATFORM_LENGTH :{BLACK}Mida de les andanes ++STR_STATION_BUILD_PLATFORM_LENGTH_TOOLTIP :{BLACK}Selecciona la mida de les andanes de l'estació de tren ++STR_STATION_BUILD_DRAG_DROP :{BLACK}Arrossega i Deixa ++STR_STATION_BUILD_DRAG_DROP_TOOLTIP :{BLACK}Construeix una estació arrossegant i deixant ++ ++STR_STATION_BUILD_STATION_CLASS_TOOLTIP :{BLACK}Selecciona un tipus de estació a mostrar ++STR_STATION_BUILD_STATION_TYPE_TOOLTIP :{BLACK}Selecciona el tipus de estació a construir ++ ++STR_STATION_CLASS_DFLT :Estació predeterminada ++STR_STATION_CLASS_WAYP :Punt de pas ++ ++# Signal window ++STR_BUILD_SIGNAL_CAPTION :{WHITE}Selecció de senyals ++STR_BUILD_SIGNAL_SEMAPHORE_NORM_TOOLTIP :{BLACK}Senyal de secció (mecànic){}Aquest és el tipus de senyal més senzill. Permet l'entrada a la següent secció de vies només si no hi ha cap altre tren. ++STR_BUILD_SIGNAL_SEMAPHORE_ENTRY_TOOLTIP :{BLACK}Senyal previ d'entrada (mecànic){}En verd si a la següent secció no hi ha trens i, a més a més, hi ha almenys un senyal previ de sortida en verd. En cas contrari, en vermell. ++STR_BUILD_SIGNAL_SEMAPHORE_EXIT_TOOLTIP :{BLACK}Senyal previ de sortida (mecànic){}Es comporta com un senyal de secció i activa correctament els senyals previs d'entrada i combinats. ++STR_BUILD_SIGNAL_SEMAPHORE_COMBO_TOOLTIP :{BLACK}Senyal previ combinat (mecànic){}El senyal combinat actua alhora com a senyal previ d'entrada i senyal previ de sortida. Això permet organitzar diverses seccions amb senyals previs, situant els d'entrada a un extrem, els de sortida a l'altre i els combinats al mig. ++STR_BUILD_SIGNAL_SEMAPHORE_PBS_TOOLTIP :{BLACK}Senyal de ruta (mecànic){}Un senyal de ruta permet entrar més d'un tren dins de la mateixa secció de vies. Cal, però, que sigui capaç de reservar una ruta fins un punt de parada segur sense creuar-se amb cap altre tren. Es pot travessar en el sentit contrari al senyal. ++STR_BUILD_SIGNAL_SEMAPHORE_PBS_OWAY_TOOLTIP :{BLACK}Senyal de ruta d'un sentit (mecànic){}Un senyal de ruta permet entrar més d'un tren dins de la mateixa secció de vies. Cal, però, que sigui capaç de reservar una ruta fins un punt de parada segur sense creuar-se amb cap altre tren. No es pot travessar en el sentit contrari al senyal. ++STR_BUILD_SIGNAL_ELECTRIC_NORM_TOOLTIP :{BLACK}Senyal de secció (elèctric){}Aquest és el tipus de senyal més senzill. Permet l'entrada a la següent secció de vies només si no hi ha cap altre tren. ++STR_BUILD_SIGNAL_ELECTRIC_ENTRY_TOOLTIP :{BLACK}Senyal previ d'entrada (elèctric){}En verd si a la següent secció no hi ha trens i, a més a més, hi ha almenys un senyal previ de sortida en verd. En cas contrari, en vermell. ++STR_BUILD_SIGNAL_ELECTRIC_EXIT_TOOLTIP :{BLACK}Senyal previ de sortida (elèctric){}Es comporta com un senyal de secció i activa correctament els senyals previs d'entrada i combinats. ++STR_BUILD_SIGNAL_ELECTRIC_COMBO_TOOLTIP :{BLACK}Senyal previ combinat (elèctric){}El senyal combinat actua alhora com a senyal previ d'entrada i senyal previ de sortida. Això permet organitzar diverses seccions amb senyals previs, situant els d'entrada a un extrem, els de sortida a l'altre i els combinats al mig. ++STR_BUILD_SIGNAL_ELECTRIC_PBS_TOOLTIP :{BLACK}Senyal de ruta (elèctric){}Un senyal de ruta permet entrar més d'un tren dins de la mateixa secció de vies. Cal, però, que sigui capaç de reservar una ruta fins un punt de parada segur sense creuar-se amb cap altre tren. Es pot travessar en el sentit contrari al senyal. ++STR_BUILD_SIGNAL_ELECTRIC_PBS_OWAY_TOOLTIP :{BLACK}Senyal de ruta d'un sentit (elèctric){}Un senyal de ruta permet entrar més d'un tren dins de la mateixa secció de vies. Cal, però, que sigui capaç de reservar una ruta fins un punt de parada segur sense creuar-se amb cap altre tren. No es pot travessar en el sentit contrari al senyal. ++STR_BUILD_SIGNAL_CONVERT_TOOLTIP :{BLACK}Conversió de senyals{}Quan aquest botó està premut, si es clica un senyal existent el converteix al tipus de senyal seleccionat. Ctrl+Clic commuta la variant existent. Maj+Clic mostra el cost estimat de conversió. ++STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_TOOLTIP :{BLACK}Espaiat entre senyals ++STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_DECREASE_TOOLTIP :{BLACK}Disminueix l'espai entre senyals consecutives situades automàticament quan s'arrossega el ratolí o es manté premuda la tecla Ctrl. ++STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Augmenta l'espai entre senyals consecutives situades automàticament quan s'arrossega el ratolí o es manté premuda la tecla Ctrl. ++ ++# Bridge selection window ++STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Selecciona Pont de Tren ++STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Selecciona Pont de Carretera ++STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Selecció de pont - clica sobre el pont triat per construir-lo ++STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG} ++STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY} ++STR_BRIDGE_NAME_SUSPENSION_STEEL :Pont penjant d'acer ++STR_BRIDGE_NAME_GIRDER_STEEL :Pont biga d'acer ++STR_BRIDGE_NAME_CANTILEVER_STEEL :Pont en mènsula d'acer ++STR_BRIDGE_NAME_SUSPENSION_CONCRETE :Pont penjant de formigó ++STR_BRIDGE_NAME_WOODEN :Pont de fusta ++STR_BRIDGE_NAME_CONCRETE :Pont de formigó ++STR_BRIDGE_NAME_TUBULAR_STEEL :Pont tubular d'acer ++STR_BRIDGE_TUBULAR_SILICON :Pont tubular de silicona ++ ++ ++# Road construction toolbar ++STR_ROAD_TOOLBAR_ROAD_CONSTRUCTION_CAPTION :{WHITE}Construcció de Carreteres ++STR_ROAD_TOOLBAR_TRAM_CONSTRUCTION_CAPTION :{WHITE}Construcció de Tramvies ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_ROAD_SECTION :{BLACK}Construeix una secció de carretera. Ctrl commuta construeix/treu la construcció de carreteres. Shift commuta construeix/mostra el cost estimat ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_TRAMWAY_SECTION :{BLACK}Construeix una secció de via de tramvia. Ctrl commuta construeix/treu la construcció de vies de tramvia. Shift commuta construeix/mostra el cost estimat ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_AUTOROAD :{BLACK}Construeix secció de carretera utilitzant el mode Autocarretera. Ctrl commuta construeix/treu la construcció de carreteres. Shift commuta construeix/mostra el cost estimat ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_AUTOTRAM :{BLACK}Construeix secció de tramvia utilitzant el mode Autotramvia. Ctrl commuta construeix/treu la construcció de vies de tramvia. Shift commuta construeix/mostra el cost estimat ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_ROAD_VEHICLE_DEPOT :{BLACK}Construeix una cotxera (per comprar i revisar vehicles). Shift commuta construeix/mostra el cost estimat ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_TRAM_VEHICLE_DEPOT :{BLACK}Construeix cotxeres de tramvies (per comprar i revisar tramvies). Shift commuta construeix/mostra el cost estimat ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_BUS_STATION :{BLACK}Construeix estacions d'autobús. Ctrl permet ajuntar estacions. Shift commuta construeix/mostra el cost estimat ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_PASSENGER_TRAM_STATION :{BLACK}Construeix una estació de tramvies. Ctrl permet ajuntar estacions. Shift commuta construeix/mostra el cost estimat ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_TRUCK_LOADING_BAY :{BLACK}Construeix un moll de càrrega. Ctrl permet ajuntar estacions. Shift commuta construeix/mostra el cost estimat ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_CARGO_TRAM_STATION :{BLACK}Construeix una estació de tramvies de mercaderies. Ctrl permet ajuntar estacions. Shift commuta construeix/mostra el cost estimat ++STR_ROAD_TOOLBAR_TOOLTIP_TOGGLE_ONE_WAY_ROAD :{BLACK}Activa/Desactiva les carreteres d'un sentit ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_ROAD_BRIDGE :{BLACK}Construeix un pont per carretera. Shift commuta construeix/mostra el cost estimat ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_TRAMWAY_BRIDGE :{BLACK}Construeix pont per tramvies. Shift commuta construeix/mostra el cost estimat ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_ROAD_TUNNEL :{BLACK}Construeix un túnel per carretera. Shift commuta construeix/mostra el cost estimat ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_TRAMWAY_TUNNEL :{BLACK}Construeix un túnel per a tramvies. Shift commuta construeix/mostra el cost estimat ++STR_ROAD_TOOLBAR_TOOLTIP_TOGGLE_BUILD_REMOVE_FOR_ROAD :{BLACK}Intercanvia funció construeix/treu per la construcció de carreteres ++STR_ROAD_TOOLBAR_TOOLTIP_TOGGLE_BUILD_REMOVE_FOR_TRAMWAYS :{BLACK}Canvia construeix/treu de la construcció de vies de tramvia ++ ++# Road depot construction window ++STR_BUILD_DEPOT_ROAD_ORIENTATION_CAPTION :{WHITE}Orientació de la cotxera ++STR_BUILD_DEPOT_ROAD_ORIENTATION_SELECT_TOOLTIP :{BLACK}Seleccioneu l'orientació desitjada de la cotxera per a vehicles de carretera. ++STR_BUILD_DEPOT_TRAM_ORIENTATION_CAPTION :{WHITE}Orientació de la cotxera de tramvies ++STR_BUILD_DEPOT_TRAM_ORIENTATION_SELECT_TOOLTIP :{BLACK}Seleccioneu l'orientació de la cotxera de tramvies. ++ ++# Road vehicle station construction window ++STR_STATION_BUILD_BUS_ORIENTATION :{WHITE}Orientació Parada d'autobús ++STR_STATION_BUILD_BUS_ORIENTATION_TOOLTIP :{BLACK}Selecciona l'orientació de la parada d'autobús ++STR_STATION_BUILD_TRUCK_ORIENTATION :{WHITE}Orientació Estació de Mercaderies ++STR_STATION_BUILD_TRUCK_ORIENTATION_TOOLTIP :{BLACK}Selecciona l'orientació del moll de càrrega de camions ++STR_STATION_BUILD_PASSENGER_TRAM_ORIENTATION :{WHITE}Orientació estació de tramvies de passatgers ++STR_STATION_BUILD_PASSENGER_TRAM_ORIENTATION_TOOLTIP :{BLACK}Selecciona l'orientació de l'estació de tramvies de passatgers ++STR_STATION_BUILD_CARGO_TRAM_ORIENTATION :{WHITE}Orientació estació de tramvies de mercaderies ++STR_STATION_BUILD_CARGO_TRAM_ORIENTATION_TOOLTIP :{BLACK}Selecciona l'orientació de l'estació de tramvies de mercaderies ++ ++# Waterways toolbar (last two for SE only) ++STR_WATERWAYS_TOOLBAR_CAPTION :{WHITE}Construcció de canals ++STR_WATERWAYS_TOOLBAR_CAPTION_SE :{WHITE}Canals ++STR_WATERWAYS_TOOLBAR_BUILD_CANALS_TOOLTIP :{BLACK}Construeix canals. Shift commuta construeix/mostra el cost estimat ++STR_WATERWAYS_TOOLBAR_BUILD_LOCKS_TOOLTIP :{BLACK}Construeix rescloses. Shift commuta construeix/mostra el cost estimat ++STR_WATERWAYS_TOOLBAR_BUILD_DEPOT_TOOLTIP :{BLACK}Construeix una drassana (per comprar i revisar vaixells). Shift commuta construeix/mostra el cost estimat ++STR_WATERWAYS_TOOLBAR_BUILD_DOCK_TOOLTIP :{BLACK}Construeix un port. Ctrl permet ajuntar estacions. Shift commuta construeix/mostra el cost estimat ++STR_WATERWAYS_TOOLBAR_BUOY_TOOLTIP :{BLACK}Situa una boia que pot ser útil per fer punts de control addicionals. Shift commuta construeix/mostra el cost estimat ++STR_WATERWAYS_TOOLBAR_BUILD_AQUEDUCT_TOOLTIP :{BLACK} Construeix aqüeducte. Shift commuta construeix/mostra el cost estimat ++STR_WATERWAYS_TOOLBAR_CREATE_LAKE_TOOLTIP :{BLACK}Defineix caselles com a canals d'aigua.{}Amb Ctrl+Clic a nivell de mar, es defineix una casella de mar i s'inundaran els seus voltants. ++STR_WATERWAYS_TOOLBAR_CREATE_RIVER_TOOLTIP :{BLACK}Crea rius i caselles d'aigua. ++ ++# Ship depot construction window ++STR_DEPOT_BUILD_SHIP_CAPTION :{WHITE}Drassanes ++STR_DEPOT_BUILD_SHIP_ORIENTATION_TOOLTIP :{BLACK}Selecciona l'orientació de la drassana ++ ++# Dock construction window ++STR_STATION_BUILD_DOCK_CAPTION :{WHITE}Moll ++ ++# Airport toolbar ++STR_TOOLBAR_AIRCRAFT_CAPTION :{WHITE}Aeroports ++STR_TOOLBAR_AIRCRAFT_BUILD_AIRPORT_TOOLTIP :{BLACK}Construeix un aeroport. Ctrl permet ajuntar estacions. Shift commuta construeix/mostra el cost estimat ++ ++# Airport construction window ++STR_STATION_BUILD_AIRPORT_CAPTION :{WHITE}Aeroports ++STR_STATION_BUILD_AIRPORT_TOOLTIP :{BLACK}Selecciona mida/tipus d'aeroport ++STR_STATION_BUILD_AIRPORT_CLASS_LABEL :{BLACK}Classe d'aeroport ++STR_STATION_BUILD_AIRPORT_LAYOUT_NAME :{BLACK}Disposició {NUM} ++ ++STR_AIRPORT_SMALL :Petit ++STR_AIRPORT_CITY :De ciutat ++STR_AIRPORT_METRO :Metropolità ++STR_AIRPORT_INTERNATIONAL :Internacional ++STR_AIRPORT_COMMUTER :Regional ++STR_AIRPORT_INTERCONTINENTAL :Intercontinental ++STR_AIRPORT_HELIPORT :Heliport ++STR_AIRPORT_HELIDEPOT :Hangar d'helicòpters ++STR_AIRPORT_HELISTATION :Estació d'helicòpters ++ ++STR_AIRPORT_CLASS_SMALL :Aeroports petits ++STR_AIRPORT_CLASS_LARGE :Aeroports grans ++STR_AIRPORT_CLASS_HUB :Aeroports d'enllaç ++STR_AIRPORT_CLASS_HELIPORTS :Heliports ++ ++STR_STATION_BUILD_NOISE :{BLACK}Soroll generat: {GOLD}{COMMA} ++ ++# Landscaping toolbar ++STR_LANDSCAPING_TOOLBAR :{WHITE}Creació de paisatge ++STR_LANDSCAPING_TOOLTIP_LOWER_A_CORNER_OF_LAND :{BLACK}Rebaixa una cantonada del terreny. Arrossegant rebaixa la primera cantonada seleccionada i anivella l'àrea seleccionada a la nova alçada de la cantonada. Ctrl selecciona l'àrea diagonalment. Shift commuta construeix/mostra el cost estimat ++STR_LANDSCAPING_TOOLTIP_RAISE_A_CORNER_OF_LAND :{BLACK}Eleva una cantonada del terreny. Arrossegant eleva la primera cantonada selecciona i anivella l'àrea a la nova alçada de la cantonada. Ctrl selecciona l'àrea diagonalment. Shift commuta construeix/mostra el cost estimat ++STR_LANDSCAPING_LEVEL_LAND_TOOLTIP :{BLACK}Anivella el terreny a l'alçada de la primera cantonada seleccionada. Ctrl selecciona l'àrea diagonalment. Shift commuta construeix/mostra el cost estimat ++STR_LANDSCAPING_TOOLTIP_PURCHASE_LAND :{BLACK}Compra un terreny per un ús posterior. Shift commuta construeix/mostra el cost estimat ++ ++# Object construction window ++STR_OBJECT_BUILD_CAPTION :{WHITE}Selecció d'objecte ++STR_OBJECT_BUILD_TOOLTIP :{BLACK}Selecciona l'objecte a construir. Shift commuta construeix/mostra el cost estimat ++STR_OBJECT_BUILD_CLASS_TOOLTIP :{BLACK}Selecciona la classe d'objecte a construir ++STR_OBJECT_BUILD_PREVIEW_TOOLTIP :{BLACK}Previsualització de l'objecte ++STR_OBJECT_BUILD_SIZE :{BLACK}Mida: {GOLD}{NUM} x {NUM} cel·les ++ ++STR_OBJECT_CLASS_LTHS :Fars ++STR_OBJECT_CLASS_TRNS :Transmissors ++ ++# Tree planting window (last two for SE only) ++STR_PLANT_TREE_CAPTION :{WHITE}Arbres ++STR_PLANT_TREE_TOOLTIP :{BLACK}Selecciona el tipus d'arbre a plantar. Si la casella ja conté un arbre, s'afegiran més arbres d'altres espècies independentment de quin estigui seleccionat ++STR_TREES_RANDOM_TYPE :{BLACK}Arbres de tipus aleatori ++STR_TREES_RANDOM_TYPE_TOOLTIP :{BLACK}Situar arbres de tipus aleatori. Shift commuta construeix/mostra el cost estimat ++STR_TREES_RANDOM_TREES_BUTTON :{BLACK}Arbres Aleatoris ++STR_TREES_RANDOM_TREES_TOOLTIP :{BLACK}Planta arbres aleatòriament al paisatge ++ ++# Land generation window (SE) ++STR_TERRAFORM_TOOLBAR_LAND_GENERATION_CAPTION :{WHITE}Generador de Terreny ++STR_TERRAFORM_TOOLTIP_PLACE_ROCKY_AREAS_ON_LANDSCAPE :{BLACK}Situa àrees de roques al paisatge ++STR_TERRAFORM_TOOLTIP_DEFINE_DESERT_AREA :{BLACK}Defineix àrea de desert.{}Mantingues apretat Ctrl per treure'l ++STR_TERRAFORM_TOOLTIP_INCREASE_SIZE_OF_LAND_AREA :{BLACK}Augmenta la mida de l'àrea de terreny a rebaixar/elevar ++STR_TERRAFORM_TOOLTIP_DECREASE_SIZE_OF_LAND_AREA :{BLACK}Disminueix la mida de l'àrea de terreny a rebaixar/elevar ++STR_TERRAFORM_TOOLTIP_GENERATE_RANDOM_LAND :{BLACK}Genera un terreny aleatori ++STR_TERRAFORM_SE_NEW_WORLD :{BLACK}Crear nou escenari ++STR_TERRAFORM_RESET_LANDSCAPE :{BLACK}Restableix paisatge ++STR_TERRAFORM_RESET_LANDSCAPE_TOOLTIP :{BLACK}Treure totes les propietats pertanyents a companyies del mapa ++ ++STR_QUERY_RESET_LANDSCAPE_CAPTION :{WHITE}Restableix Paisatge ++STR_RESET_LANDSCAPE_CONFIRMATION_TEXT :{WHITE}Estàs segur que vols treure totes les propietats pertanyents a companyies? ++ ++# Town generation window (SE) ++STR_FOUND_TOWN_CAPTION :{WHITE}Generació de Poblacions ++STR_FOUND_TOWN_NEW_TOWN_BUTTON :{BLACK}Nova Població ++STR_FOUND_TOWN_NEW_TOWN_TOOLTIP :{BLACK}Funda una nova població. Shift+Clic mostra el cost estimat ++STR_FOUND_TOWN_RANDOM_TOWN_BUTTON :{BLACK}Localitat Aleatòria ++STR_FOUND_TOWN_RANDOM_TOWN_TOOLTIP :{BLACK}Funda una població en un lloc aleatori ++STR_FOUND_TOWN_MANY_RANDOM_TOWNS :{BLACK}Moltes poblacions aleatòries ++STR_FOUND_TOWN_RANDOM_TOWNS_TOOLTIP :{BLACK}Omple el mapa amb poblacions situades aleatòriament ++ ++STR_FOUND_TOWN_NAME_TITLE :{YELLOW}Nom de la població: ++STR_FOUND_TOWN_NAME_EDITOR_TITLE :{BLACK}Introdueix el nom de la població ++STR_FOUND_TOWN_NAME_EDITOR_HELP :{BLACK}Clica per introduir el nom de la població ++STR_FOUND_TOWN_NAME_RANDOM_BUTTON :{BLACK}Nom aleatori ++STR_FOUND_TOWN_NAME_RANDOM_TOOLTIP :{BLACK}Genera un nom aleatori nou ++ ++STR_FOUND_TOWN_INITIAL_SIZE_TITLE :{YELLOW}Mida de població: ++STR_FOUND_TOWN_INITIAL_SIZE_SMALL_BUTTON :{BLACK}Petit ++STR_FOUND_TOWN_INITIAL_SIZE_MEDIUM_BUTTON :{BLACK}Mitjà ++STR_FOUND_TOWN_INITIAL_SIZE_LARGE_BUTTON :{BLACK}Gran ++STR_FOUND_TOWN_SIZE_RANDOM :{BLACK}Aleatori ++STR_FOUND_TOWN_INITIAL_SIZE_TOOLTIP :{BLACK}Selecciona la mida de la població ++STR_FOUND_TOWN_CITY :{BLACK}Ciutat ++STR_FOUND_TOWN_CITY_TOOLTIP :{BLACK}Les ciutats creixen més ràpid que els pobles{}Depenent de la configuració, són més grans quan es funden ++ ++STR_FOUND_TOWN_ROAD_LAYOUT :{YELLOW}Disposició de les carreteres de la població: ++STR_FOUND_TOWN_SELECT_TOWN_ROAD_LAYOUT :{BLACK}Selecciona la disposició de les carreteres utilitzades per a aquesta població ++STR_FOUND_TOWN_SELECT_LAYOUT_ORIGINAL :{BLACK}Original ++STR_FOUND_TOWN_SELECT_LAYOUT_BETTER_ROADS :{BLACK}Millors carreteres ++STR_FOUND_TOWN_SELECT_LAYOUT_2X2_GRID :{BLACK}graella 2x2 ++STR_FOUND_TOWN_SELECT_LAYOUT_3X3_GRID :{BLACK}graella 3x3 ++STR_FOUND_TOWN_SELECT_LAYOUT_RANDOM :{BLACK}Aleatori ++ ++# Fund new industry window ++STR_FUND_INDUSTRY_CAPTION :{WHITE}Finança una nova indústria ++STR_FUND_INDUSTRY_SELECTION_TOOLTIP :{BLACK}Escolleix el tipus d'indústria adequada d'aquesta llista ++STR_FUND_INDUSTRY_MANY_RANDOM_INDUSTRIES :Moltes indústries aleatòries ++STR_FUND_INDUSTRY_MANY_RANDOM_INDUSTRIES_TOOLTIP :{BLACK}Omple el mapa amb indústries situades aleatòriament ++STR_FUND_INDUSTRY_INDUSTRY_BUILD_COST :{BLACK}Cost: {YELLOW}{CURRENCY_LONG} ++STR_FUND_INDUSTRY_PROSPECT_NEW_INDUSTRY :{BLACK}Prospecciona ++STR_FUND_INDUSTRY_BUILD_NEW_INDUSTRY :{BLACK}Construeix ++STR_FUND_INDUSTRY_FUND_NEW_INDUSTRY :{BLACK}Finança ++ ++# Industry cargoes window ++STR_INDUSTRY_CARGOES_INDUSTRY_CAPTION :{WHITE}Cadena industrial per la indústria {STRING} ++STR_INDUSTRY_CARGOES_CARGO_CAPTION :{WHITE}Cadena industrial per la càrrega {STRING} ++STR_INDUSTRY_CARGOES_PRODUCERS :{WHITE}Indústries productores ++STR_INDUSTRY_CARGOES_CUSTOMERS :{WHITE}Indústries acceptades ++STR_INDUSTRY_CARGOES_HOUSES :{WHITE}Cases ++STR_INDUSTRY_CARGOES_INDUSTRY_TOOLTIP :{BLACK}Clica a la indústria per veure els seus proveïdors i clients ++STR_INDUSTRY_CARGOES_CARGO_TOOLTIP :{BLACK}{STRING}{}Clica a la càrrega per veure els proveïdors i clients ++STR_INDUSTRY_DISPLAY_CHAIN :{BLACK}Mostra cadena ++STR_INDUSTRY_DISPLAY_CHAIN_TOOLTIP :{BLACK}Mostra les càrregues proveïdes i les indústries acceptades ++STR_INDUSTRY_CARGOES_NOTIFY_SMALLMAP :{BLACK}Enllaç al mapa petit ++STR_INDUSTRY_CARGOES_NOTIFY_SMALLMAP_TOOLTIP :{BLACK}Selecciona les indústries mostrades també al mapa petit ++STR_INDUSTRY_CARGOES_SELECT_CARGO :{BLACK}Selecciona la càrrega ++STR_INDUSTRY_CARGOES_SELECT_CARGO_TOOLTIP :{BLACK}Selecciona la càrrega que vols mostrar ++STR_INDUSTRY_CARGOES_SELECT_INDUSTRY :{BLACK}Selecciona indústria ++STR_INDUSTRY_CARGOES_SELECT_INDUSTRY_TOOLTIP :{BLACK}Selecciona la indústria que vols mostrar ++ ++# Land area window ++STR_LAND_AREA_INFORMATION_CAPTION :{WHITE}Informació del terreny ++STR_LAND_AREA_INFORMATION_COST_TO_CLEAR_N_A :{BLACK}Cost de neteja: {LTBLUE}N/A ++STR_LAND_AREA_INFORMATION_COST_TO_CLEAR :{BLACK}Cost de neteja: {RED}{CURRENCY_LONG} ++STR_LAND_AREA_INFORMATION_REVENUE_WHEN_CLEARED :{BLACK}Ingressos en netejar: {LTBLUE}{CURRENCY_LONG} ++STR_LAND_AREA_INFORMATION_OWNER_N_A :N/D ++STR_LAND_AREA_INFORMATION_OWNER :{BLACK}Propietari: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_ROAD_OWNER :{BLACK}Propietari de la carretera: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_TRAM_OWNER :{BLACK}Propietari del rail del tramvia: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_RAIL_OWNER :{BLACK}Propietari del rail: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_LOCAL_AUTHORITY :{BLACK}Autoritat Local: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_LOCAL_AUTHORITY_NONE :Cap ++STR_LAND_AREA_INFORMATION_LANDINFO_COORDS :{BLACK}Coordenades: {LTBLUE}{NUM} x {NUM} x {NUM} ({STRING}) ++STR_LAND_AREA_INFORMATION_BUILD_DATE :{BLACK}Construït: {LTBLUE}{DATE_LONG} ++STR_LAND_AREA_INFORMATION_STATION_CLASS :{BLACK}Classe d'estació: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_STATION_TYPE :{BLACK}Tipus d'estació: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_AIRPORT_CLASS :{BLACK}Classe de l'aeroport: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_AIRPORT_NAME :{BLACK}Nom de l'aeroport: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_AIRPORTTILE_NAME :{BLACK}Nom de la cel·la d'Aeroport: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_NEWGRF_NAME :{BLACK}NewGRF: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_CARGO_ACCEPTED :{BLACK}Càrrega acceptada: {LTBLUE} ++STR_LAND_AREA_INFORMATION_CARGO_EIGHTS :({COMMA}/8 {STRING}) ++STR_LANG_AREA_INFORMATION_RAIL_TYPE :{BLACK}Tipus de via: {LTBLUE}{STRING} ++STR_LANG_AREA_INFORMATION_RAIL_SPEED_LIMIT :{BLACK}Límit de velocitat de la via: {LTBLUE}{VELOCITY} ++STR_LANG_AREA_INFORMATION_ROAD_SPEED_LIMIT :{BLACK}Límit de velocitat de la carretera: {LTBLUE}{VELOCITY} ++ ++# Description of land area of different tiles ++STR_LAI_CLEAR_DESCRIPTION_ROCKS :Roques ++STR_LAI_CLEAR_DESCRIPTION_ROUGH_LAND :Terreny irregular ++STR_LAI_CLEAR_DESCRIPTION_BARE_LAND :Terreny erm ++STR_LAI_CLEAR_DESCRIPTION_GRASS :Gespa ++STR_LAI_CLEAR_DESCRIPTION_FIELDS :Camps de conreu ++STR_LAI_CLEAR_DESCRIPTION_SNOW_COVERED_LAND :Terreny nevat ++STR_LAI_CLEAR_DESCRIPTION_DESERT :Desert ++ ++STR_LAI_RAIL_DESCRIPTION_TRACK :Via ferroviària ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_SIGNALS :Via ferroviària amb senyals de secció ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PRESIGNALS :Via ferroviària amb senyals d'entrada ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_EXITSIGNALS :Via ferroviària amb senyals de sortida ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_COMBOSIGNALS :Via ferroviària amb senyals combinats ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PBSSIGNALS :Ferrocarril via amb senyals de ruta ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NOENTRYSIGNALS :Via ferroviària amb senyals de ruta d'un sentit ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_PRESIGNALS :Via ferroviària amb senyals de secció i d'entrada ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_EXITSIGNALS :Via ferroviària amb senyals de secció i de sortida ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_COMBOSIGNALS :Via ferroviària amb senyals de secció i combinats ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_PBSSIGNALS :Via ferroviària amb senyals de secció i de ruta ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_NOENTRYSIGNALS :Via ferroviària amb senyals de secció i de ruta d'un sentit ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PRE_EXITSIGNALS :Via ferroviària amb senyals d'entrada i de sortida ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PRE_COMBOSIGNALS :Via ferroviària amb senyals d'entrada i combinats ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PRE_PBSSIGNALS :Via ferroviària amb senyals d'entrada i senyals de ruta ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PRE_NOENTRYSIGNALS :Via ferroviària amb senyals d'entrada i de ruta d'un sentit ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_EXIT_COMBOSIGNALS :Via ferroviària amb senyals combinats i de sortida ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_EXIT_PBSSIGNALS :Via ferroviària amb senyals de sortida i de ruta ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_EXIT_NOENTRYSIGNALS :Via ferroviària amb senyals de sortida i de ruta d'un sentit ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_COMBO_PBSSIGNALS :Via ferroviària amb senyals combinats i de ruta ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_COMBO_NOENTRYSIGNALS :Via ferroviària amb senyals combinats i de ruta d'un sentit ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PBS_NOENTRYSIGNALS :Via ferroviària amb senyals de ruta i de ruta d'un sentit ++STR_LAI_RAIL_DESCRIPTION_TRAIN_DEPOT :Cotxeres de vehicles ferroviaris ++ ++STR_LAI_ROAD_DESCRIPTION_ROAD :Carretera ++STR_LAI_ROAD_DESCRIPTION_ROAD_WITH_STREETLIGHTS :Carretera amb fanals ++STR_LAI_ROAD_DESCRIPTION_TREE_LINED_ROAD :Carretera de tres carrils ++STR_LAI_ROAD_DESCRIPTION_ROAD_VEHICLE_DEPOT :Cotxeres ++STR_LAI_ROAD_DESCRIPTION_ROAD_RAIL_LEVEL_CROSSING :Pas a nivell ++STR_LAI_ROAD_DESCRIPTION_TRAMWAY :Rail de Tramvia ++ ++# Houses come directly from their building names ++STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION :{STRING} (en construcció) ++ ++STR_LAI_TREE_NAME_TREES :Arbres ++STR_LAI_TREE_NAME_RAINFOREST :Selva Tropical ++STR_LAI_TREE_NAME_CACTUS_PLANTS :Plantes de Cactus ++ ++STR_LAI_STATION_DESCRIPTION_RAILROAD_STATION :Estació de Ferrocarril ++STR_LAI_STATION_DESCRIPTION_AIRCRAFT_HANGAR :Hangar d'Avions ++STR_LAI_STATION_DESCRIPTION_AIRPORT :Aeroport ++STR_LAI_STATION_DESCRIPTION_TRUCK_LOADING_AREA :Àrea de càrrega de camions ++STR_LAI_STATION_DESCRIPTION_BUS_STATION :Parada d'autobús ++STR_LAI_STATION_DESCRIPTION_SHIP_DOCK :Moll per vaixells ++STR_LAI_STATION_DESCRIPTION_BUOY :Boia ++STR_LAI_STATION_DESCRIPTION_WAYPOINT :Punt de Control ++ ++STR_LAI_WATER_DESCRIPTION_WATER :Aigua ++STR_LAI_WATER_DESCRIPTION_CANAL :Canal ++STR_LAI_WATER_DESCRIPTION_LOCK :Resclosa ++STR_LAI_WATER_DESCRIPTION_RIVER :Riu ++STR_LAI_WATER_DESCRIPTION_COAST_OR_RIVERBANK :Costa o marge de riu ++STR_LAI_WATER_DESCRIPTION_SHIP_DEPOT :Drassana ++ ++# Industries come directly from their industry names ++ ++STR_LAI_TUNNEL_DESCRIPTION_RAILROAD :Túnel ferroviari ++STR_LAI_TUNNEL_DESCRIPTION_ROAD :Túnel de carretera ++ ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_SUSPENSION_STEEL :Pont ferroviari en suspensió d'acer ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_GIRDER_STEEL :Pont ferroviari de biga d'acer ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_CANTILEVER_STEEL :Pont ferroviari de volada d'acer ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_SUSPENSION_CONCRETE :Pont ferroviari en suspensió de formigó reforçat ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_WOODEN :Pont ferroviari de fusta ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_CONCRETE :Pont ferroviari de formigó ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_TUBULAR_STEEL :Pont ferroviari tubular ++ ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_SUSPENSION_STEEL :Pont de carretera en suspensió d'acer ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_GIRDER_STEEL :Pont de carretera de biga d'acer ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_CANTILEVER_STEEL :Pont de carretera de volada d'acer ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_SUSPENSION_CONCRETE :Pont de carretera en suspensió de formigó reforçat ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_WOODEN :Pont de carretera de fusta ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_CONCRETE :Pont de carretera de formigó ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_TUBULAR_STEEL :Pont de carretera tubular ++ ++STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT :Aqüeducte ++ ++STR_LAI_OBJECT_DESCRIPTION_TRANSMITTER :Repetidor ++STR_LAI_OBJECT_DESCRIPTION_LIGHTHOUSE :Far ++STR_LAI_OBJECT_DESCRIPTION_COMPANY_HEADQUARTERS :Seu de la companyia ++STR_LAI_OBJECT_DESCRIPTION_COMPANY_OWNED_LAND :terreny propietat de l'empresa ++ ++# About OpenTTD window ++STR_ABOUT_OPENTTD :{WHITE}Quant a l'OpenTTD ++STR_ABOUT_ORIGINAL_COPYRIGHT :{BLACK}Copyright original {COPYRIGHT} 1995 Chris Sawyer. Tots els drets reservats. ++STR_ABOUT_VERSION :{BLACK}Versió {REV} de l'OpenTTD ++STR_ABOUT_COPYRIGHT_OPENTTD :{BLACK}OpenTTD {COPYRIGHT} 2002-2017 L'equip de l'OpenTTD ++ ++# Save/load game/scenario ++STR_SAVELOAD_SAVE_CAPTION :{WHITE}Desa la Partida ++STR_SAVELOAD_LOAD_CAPTION :{WHITE}Carrega una Partida ++STR_SAVELOAD_SAVE_SCENARIO :{WHITE}Desa l'escenari ++STR_SAVELOAD_LOAD_SCENARIO :{WHITE}Carrega un escenari ++STR_SAVELOAD_LOAD_HEIGHTMAP :{WHITE}Carrega un mapa d'alçades ++STR_SAVELOAD_SAVE_HEIGHTMAP :{WHITE}Desa el mapa d'alçades ++STR_SAVELOAD_HOME_BUTTON :{BLACK}Clica aquí per anar a la carpeta predeterminada de desa/carrega actual ++STR_SAVELOAD_BYTES_FREE :{BLACK}{BYTES} lliures ++STR_SAVELOAD_LIST_TOOLTIP :{BLACK}Llista de dispositius de disc, carpetes i arxius de partides desades ++STR_SAVELOAD_EDITBOX_TOOLTIP :{BLACK}Nom amb què es guardarà la partida actual ++STR_SAVELOAD_DELETE_BUTTON :{BLACK}Esborra ++STR_SAVELOAD_DELETE_TOOLTIP :{BLACK}Esborra la partida seleccionada ++STR_SAVELOAD_SAVE_BUTTON :{BLACK}Desa ++STR_SAVELOAD_SAVE_TOOLTIP :{BLACK}Desa la partida actual, utilitzant el nom seleccionat ++STR_SAVELOAD_LOAD_BUTTON :{BLACK}Carrega ++STR_SAVELOAD_LOAD_TOOLTIP :{BLACK}Carrega la partida seleccionada ++STR_SAVELOAD_LOAD_HEIGHTMAP_TOOLTIP :{BLACK}Carrega el mapa d'alçades seleccionat ++STR_SAVELOAD_DETAIL_CAPTION :{BLACK}Detalls de la partida ++STR_SAVELOAD_DETAIL_NOT_AVAILABLE :{BLACK}No hi ha informació disponible ++STR_SAVELOAD_DETAIL_COMPANY_INDEX :{SILVER}{COMMA}: {WHITE}{STRING} ++STR_SAVELOAD_DETAIL_GRFSTATUS :{SILVER}NewGRF: {WHITE}{STRING} ++ ++STR_SAVELOAD_OSKTITLE :{BLACK}Posa el nom amb què desar la partida actual ++ ++# World generation ++STR_MAPGEN_WORLD_GENERATION_CAPTION :{WHITE}Generació del món ++STR_MAPGEN_MAPSIZE :{BLACK}Mida del mapa: ++STR_MAPGEN_MAPSIZE_TOOLTIP :{BLACK}Selecciona la mida del mapa en cel·les. El nombre de cel·les disponibles serà lleugerament més petit ++STR_MAPGEN_BY :{BLACK}* ++STR_MAPGEN_NUMBER_OF_TOWNS :{BLACK}Nombre de poblacions: ++STR_MAPGEN_DATE :{BLACK}Data: ++STR_MAPGEN_NUMBER_OF_INDUSTRIES :{BLACK}Nombre d'indústries: ++STR_MAPGEN_MAX_HEIGHTLEVEL :{BLACK}Alçada màxima del mapa: ++STR_MAPGEN_MAX_HEIGHTLEVEL_UP :{BLACK}Augmenta l'alçada màxima del terreny en el mapa en una unitat ++STR_MAPGEN_MAX_HEIGHTLEVEL_DOWN :{BLACK}Disminueix l'alçada màxima del mapa en una unitat ++STR_MAPGEN_SNOW_LINE_HEIGHT :{BLACK}Alçada dels estatges amb neu: ++STR_MAPGEN_SNOW_LINE_UP :{BLACK}Mou els estatges amb neu un pas amunt ++STR_MAPGEN_SNOW_LINE_DOWN :{BLACK}Mou els estatges amb neu un pas avall ++STR_MAPGEN_LAND_GENERATOR :{BLACK}Generació de terrenys: ++STR_MAPGEN_TREE_PLACER :{BLACK}Algoritme d'arbres: ++STR_MAPGEN_TERRAIN_TYPE :{BLACK}Tipus de terreny: ++STR_MAPGEN_QUANTITY_OF_SEA_LAKES :{BLACK}Nivell de mar: ++STR_MAPGEN_QUANTITY_OF_RIVERS :{BLACK}Quantitat de rius: ++STR_MAPGEN_SMOOTHNESS :{BLACK}Suavitat: ++STR_MAPGEN_VARIETY :{BLACK}Varietat: ++STR_MAPGEN_GENERATE :{WHITE}Genera ++ ++# Strings for map borders at game generation ++STR_MAPGEN_BORDER_TYPE :{BLACK}Vores del mapa: ++STR_MAPGEN_NORTHWEST :{BLACK}Nord-oest ++STR_MAPGEN_NORTHEAST :{BLACK}Nord-est ++STR_MAPGEN_SOUTHEAST :{BLACK}Sud-est ++STR_MAPGEN_SOUTHWEST :{BLACK}Sud-oest ++STR_MAPGEN_BORDER_FREEFORM :{BLACK}Forma lliure ++STR_MAPGEN_BORDER_WATER :{BLACK}Aigua ++STR_MAPGEN_BORDER_RANDOM :{BLACK}Aleatori ++STR_MAPGEN_BORDER_RANDOMIZE :{BLACK}Aleatori ++STR_MAPGEN_BORDER_MANUAL :{BLACK}Manual ++ ++STR_MAPGEN_HEIGHTMAP_ROTATION :{BLACK}Rotació del mapa d'alçades: ++STR_MAPGEN_HEIGHTMAP_NAME :{BLACK}Nom del mapa d'alçades: ++STR_MAPGEN_HEIGHTMAP_SIZE_LABEL :{BLACK}Mida: ++STR_MAPGEN_HEIGHTMAP_SIZE :{ORANGE}{NUM} x {NUM} ++ ++STR_MAPGEN_MAX_HEIGHTLEVEL_QUERY_CAPT :{WHITE}Canvia l'alçada màxima del mapa ++STR_MAPGEN_SNOW_LINE_QUERY_CAPT :{WHITE}Canvia l'alçada d'inici d'estatges amb neu ++STR_MAPGEN_START_DATE_QUERY_CAPT :{WHITE}Canviar l'any inicial ++ ++# SE Map generation ++STR_SE_MAPGEN_CAPTION :{WHITE}Tipus d'escenari ++STR_SE_MAPGEN_FLAT_WORLD :{WHITE}Terreny pla ++STR_SE_MAPGEN_FLAT_WORLD_TOOLTIP :{BLACK}Generar un terreny pla ++STR_SE_MAPGEN_RANDOM_LAND :{WHITE}Terreny aleatori ++STR_SE_MAPGEN_FLAT_WORLD_HEIGHT :{BLACK}Alçada del terreny pla: ++STR_SE_MAPGEN_FLAT_WORLD_HEIGHT_DOWN :{BLACK}Mou l'alçada del terreny pla un pas avall ++STR_SE_MAPGEN_FLAT_WORLD_HEIGHT_UP :{BLACK}Mou l'alçada del terreny pla un pas amunt ++ ++STR_SE_MAPGEN_FLAT_WORLD_HEIGHT_QUERY_CAPT :{WHITE}Canvia l'alçada del terreny pla ++ ++# Map generation progress ++STR_GENERATION_WORLD :{WHITE}Generant món... ++STR_GENERATION_ABORT :{BLACK}Avorta ++STR_GENERATION_ABORT_CAPTION :{WHITE}Avorta la generació del mapa ++STR_GENERATION_ABORT_MESSAGE :{YELLOW}Realment vols avortar la generació? ++STR_GENERATION_PROGRESS :{WHITE}{NUM}% complet ++STR_GENERATION_PROGRESS_NUM :{BLACK}{NUM} / {NUM} ++STR_GENERATION_WORLD_GENERATION :{BLACK}Generació del món ++STR_GENERATION_RIVER_GENERATION :{BLACK}Generació de rius ++STR_GENERATION_TREE_GENERATION :{BLACK}Generació d'arbres ++STR_GENERATION_OBJECT_GENERATION :{BLACK}Generació inamovible ++STR_GENERATION_CLEARING_TILES :{BLACK}Generació d'una àrea escarpada i rocosa ++STR_GENERATION_SETTINGUP_GAME :{BLACK}Configurant la partida ++STR_GENERATION_PREPARING_TILELOOP :{BLACK}Passant el bucle de cel·les ++STR_GENERATION_PREPARING_SCRIPT :{BLACK}Executant l'script ++STR_GENERATION_PREPARING_GAME :{BLACK}Preparant la partida ++ ++# NewGRF settings ++STR_NEWGRF_SETTINGS_CAPTION :{WHITE}Paràmetres NewGRF ++STR_NEWGRF_SETTINGS_INFO_TITLE :{WHITE}Informació NewGRF detallada ++STR_NEWGRF_SETTINGS_ACTIVE_LIST :{WHITE}Arxius NewGRF actius ++STR_NEWGRF_SETTINGS_INACTIVE_LIST :{WHITE}Arxius NewGRF inactius ++STR_NEWGRF_SETTINGS_SELECT_PRESET :{ORANGE}Selecciona configuració: ++STR_NEWGRF_FILTER_TITLE :{ORANGE}Cadena de filtre: ++STR_NEWGRF_SETTINGS_PRESET_LIST_TOOLTIP :{BLACK}Carrega la predefinició seleccionada ++STR_NEWGRF_SETTINGS_PRESET_SAVE :{BLACK}Desa configuració ++STR_NEWGRF_SETTINGS_PRESET_SAVE_TOOLTIP :{BLACK}Desa la llista actual com a predefinició ++STR_NEWGRF_SETTINGS_PRESET_SAVE_QUERY :{BLACK}Introdueix el nom de la predefinició ++STR_NEWGRF_SETTINGS_PRESET_DELETE :{BLACK}Esborra configuració ++STR_NEWGRF_SETTINGS_PRESET_DELETE_TOOLTIP :{BLACK}Esborra la predefinició selecciona actualment ++STR_NEWGRF_SETTINGS_ADD :{BLACK}Afegeix ++STR_NEWGRF_SETTINGS_ADD_FILE_TOOLTIP :{BLACK}Afegeix l'arxiu NewGRF seleccionat a la teva configuració ++STR_NEWGRF_SETTINGS_RESCAN_FILES :{BLACK}Reescaneja arxius ++STR_NEWGRF_SETTINGS_RESCAN_FILES_TOOLTIP :{BLACK}Actualitza la llista d'arxius NewGRF disponibles ++STR_NEWGRF_SETTINGS_REMOVE :{BLACK}Treu ++STR_NEWGRF_SETTINGS_REMOVE_TOOLTIP :{BLACK}Treu l'arxiu NewGRF seleccionat de la llista ++STR_NEWGRF_SETTINGS_MOVEUP :{BLACK}Mou amunt ++STR_NEWGRF_SETTINGS_MOVEUP_TOOLTIP :{BLACK}Mou amunt l'arxiu NewGRF seleccionat de la llista ++STR_NEWGRF_SETTINGS_MOVEDOWN :{BLACK}Mou avall ++STR_NEWGRF_SETTINGS_MOVEDOWN_TOOLTIP :{BLACK}Mou avall l'arxiu NewGRF seleccionat de la llista ++STR_NEWGRF_SETTINGS_UPGRADE :{BLACK}Actualitza ++STR_NEWGRF_SETTINGS_UPGRADE_TOOLTIP :{BLACK}Utiliza les versions més noves dels NewGRF que disposin de diverses versions instal·lades ++STR_NEWGRF_SETTINGS_FILE_TOOLTIP :{BLACK}Una llista de fitxers NewGRF que estan instal·lats ++ ++STR_NEWGRF_SETTINGS_SET_PARAMETERS :{BLACK}Establir paràmetres ++STR_NEWGRF_SETTINGS_SHOW_PARAMETERS :{BLACK}Mostra els paràmetres ++STR_NEWGRF_SETTINGS_TOGGLE_PALETTE :{BLACK}Commuta paleta ++STR_NEWGRF_SETTINGS_TOGGLE_PALETTE_TOOLTIP :{BLACK}Commuta la paleta del NewGRF seleccionat.{}Fes això quan els gràfics del NewGRF en el joc es vegin rosats ++STR_NEWGRF_SETTINGS_APPLY_CHANGES :{BLACK}Aplica els canvis ++ ++STR_NEWGRF_SETTINGS_FIND_MISSING_CONTENT_BUTTON :{BLACK}Cerca contingut que falta en línia ++STR_NEWGRF_SETTINGS_FIND_MISSING_CONTENT_TOOLTIP :{BLACK}Comprova si el contingut que falta pot ser trobat en línia ++ ++STR_NEWGRF_SETTINGS_FILENAME :{BLACK}Nom d'arxiu: {SILVER}{STRING} ++STR_NEWGRF_SETTINGS_GRF_ID :{BLACK}ID de GRF: {SILVER}{STRING} ++STR_NEWGRF_SETTINGS_VERSION :{BLACK}Versió: {SILVER}{NUM} ++STR_NEWGRF_SETTINGS_MIN_VERSION :{BLACK}Mín. versió compatible: {SILVER}{NUM} ++STR_NEWGRF_SETTINGS_MD5SUM :{BLACK}MD5sum: {SILVER}{STRING} ++STR_NEWGRF_SETTINGS_PALETTE :{BLACK}Paleta: {SILVER}{STRING} ++STR_NEWGRF_SETTINGS_PARAMETER :{BLACK}Paràmetres: {SILVER}{STRING} ++ ++STR_NEWGRF_SETTINGS_NO_INFO :{BLACK}No hi ha informació disponible ++STR_NEWGRF_SETTINGS_NOT_FOUND :{RED}No s'ha trobat cap arxiu coincident ++STR_NEWGRF_SETTINGS_DISABLED :{RED}Desactivat ++STR_NEWGRF_SETTINGS_INCOMPATIBLE :{RED}Versió incompatible amb aquesta versió de l'OpenTTD. ++ ++# NewGRF save preset window ++STR_SAVE_PRESET_CAPTION :{WHITE}Guardar configuració NewGRF ++STR_SAVE_PRESET_LIST_TOOLTIP :{BLACK}Llista de totes les configuracions NewGRF preestablertes; seleccioneu-ne una per a copiar el nom ++STR_SAVE_PRESET_TITLE :{BLACK}Introduïu un nom per a l'actual configuració NewGRF ++STR_SAVE_PRESET_EDITBOX_TOOLTIP :{BLACK}Nom amb què guardar la nova configuració preestablerta de NewGRF ++STR_SAVE_PRESET_CANCEL :{BLACK}Cancel·la ++STR_SAVE_PRESET_CANCEL_TOOLTIP :{BLACK}No guardar els canvies en la configuració NewGRF preestablerta ++STR_SAVE_PRESET_SAVE :{BLACK}Guarda ++STR_SAVE_PRESET_SAVE_TOOLTIP :{BLACK}Guarda la configuració NewGRF preestablerta amb el nom seleccionat ++ ++# NewGRF parameters window ++STR_NEWGRF_PARAMETERS_CAPTION :{WHITE}Canvia els paràmetres NewGRF ++STR_NEWGRF_PARAMETERS_CLOSE :{BLACK}Tanca ++STR_NEWGRF_PARAMETERS_RESET :{BLACK}Restableix ++STR_NEWGRF_PARAMETERS_RESET_TOOLTIP :{BLACK}Estableix tots els paràmetres al seu valor predeterminat ++STR_NEWGRF_PARAMETERS_DEFAULT_NAME :Paràmetre {NUM} ++STR_NEWGRF_PARAMETERS_SETTING :{STRING}: {ORANGE}{STRING} ++STR_NEWGRF_PARAMETERS_NUM_PARAM :{LTBLUE}Nombre de paràmetres: {ORANGE}{NUM} ++ ++# NewGRF inspect window ++STR_NEWGRF_INSPECT_CAPTION :{WHITE}Inspecciona - {STRING} ++STR_NEWGRF_INSPECT_PARENT_BUTTON :{BLACK}Pare ++STR_NEWGRF_INSPECT_PARENT_TOOLTIP :{BLACK}Inspecciona l'objecte de l'àmbit pare ++ ++STR_NEWGRF_INSPECT_CAPTION_OBJECT_AT :{STRING} a {HEX} ++STR_NEWGRF_INSPECT_CAPTION_OBJECT_AT_OBJECT :Objecte ++STR_NEWGRF_INSPECT_CAPTION_OBJECT_AT_RAIL_TYPE :Tipus de via ++ ++STR_NEWGRF_INSPECT_QUERY_CAPTION :{WHITE}Paràmetre NewGRF variable 60+x (hexadecimal) ++ ++# Sprite aligner window ++STR_SPRITE_ALIGNER_CAPTION :{WHITE}Alineant sprite {COMMA} ({STRING}) ++STR_SPRITE_ALIGNER_NEXT_BUTTON :{BLACK}Sprite següent ++STR_SPRITE_ALIGNER_NEXT_TOOLTIP :{BLACK}Procedeix cap al següent sprite normal, saltant qualsevol sprite pseudo/recolor/font i passant de l'últim sprite al primer ++STR_SPRITE_ALIGNER_GOTO_BUTTON :{BLACK}Vés a l'sprite ++STR_SPRITE_ALIGNER_GOTO_TOOLTIP :{BLACK}Va cap a l'sprite donat. Si l'sprite no és un sprite normal, procedir cap al següent sprite normal ++STR_SPRITE_ALIGNER_PREVIOUS_BUTTON :{BLACK}Sprite anterior ++STR_SPRITE_ALIGNER_PREVIOUS_TOOLTIP :{BLACK}Procedeix cap a l'sprite normal anterior, saltant qualsevol sprite pseudo/recolor/font i passant del primer sprite a l'últim ++STR_SPRITE_ALIGNER_SPRITE_TOOLTIP :{BLACK}Representació de l'sprite seleccionat actualment. L'alineació s'ignora quan es dibuixa aquest sprite ++STR_SPRITE_ALIGNER_MOVE_TOOLTIP :{BLACK}Desplaça l'sprite un píxel en el sentit indicat. Amb Ctrl+Clic el desplaça 8 píxels. ++STR_SPRITE_ALIGNER_RESET_BUTTON :{BLACK}Restableix relatius ++STR_SPRITE_ALIGNER_RESET_TOOLTIP :{BLACK}Restableix els desplaçaments relatius actuals ++STR_SPRITE_ALIGNER_OFFSETS_ABS :{BLACK}Desplaçament X: {NUM}, Desplaçament Y: {NUM} (Absolut) ++STR_SPRITE_ALIGNER_OFFSETS_REL :{BLACK}Desplaçament X: {NUM}, Desplaçament Y: {NUM} (Relatiu) ++STR_SPRITE_ALIGNER_PICKER_BUTTON :{BLACK}Agafa un sprite ++STR_SPRITE_ALIGNER_PICKER_TOOLTIP :{BLACK}Agafa un sprite de qualsevol lloc de la pantalla ++ ++STR_SPRITE_ALIGNER_GOTO_CAPTION :{WHITE}Vés a l'sprite ++ ++# NewGRF (self) generated warnings/errors ++STR_NEWGRF_ERROR_MSG_INFO :{SILVER}{STRING} ++STR_NEWGRF_ERROR_MSG_WARNING :{RED}Alerta: {SILVER}{STRING} ++STR_NEWGRF_ERROR_MSG_ERROR :{RED}Error: {SILVER}{STRING} ++STR_NEWGRF_ERROR_MSG_FATAL :{RED}Fatal: {SILVER}{STRING} ++STR_NEWGRF_ERROR_FATAL_POPUP :{WHITE}S'ha produït un error fatal de NewGRF:{}{STRING} ++STR_NEWGRF_ERROR_VERSION_NUMBER :{1:STRING} no funcionarà amb la versió TTDPatch informada per l'OpenTTD ++STR_NEWGRF_ERROR_DOS_OR_WINDOWS :{1:STRING} és per la versió {STRING} de TTD ++STR_NEWGRF_ERROR_UNSET_SWITCH :{1:STRING} està dissenyat per ser utilitzat amb {STRING} ++STR_NEWGRF_ERROR_INVALID_PARAMETER :Paràmetre invàlid per {1:STRING}: paràmetre {STRING} ({NUM}) ++STR_NEWGRF_ERROR_LOAD_BEFORE :{1:STRING} ha de ser carregat abans de {STRING} ++STR_NEWGRF_ERROR_LOAD_AFTER :{1:STRING} ha de ser carregat després de {STRING} ++STR_NEWGRF_ERROR_OTTD_VERSION_NUMBER :{1:STRING} necessita l'OpenTTD versió {STRING} o superior ++STR_NEWGRF_ERROR_AFTER_TRANSLATED_FILE :l'arxiu GRF dissenyat està pendent de traduir ++STR_NEWGRF_ERROR_TOO_MANY_NEWGRFS_LOADED :Hi ha massa arxius NewGRF carregats ++STR_NEWGRF_ERROR_STATIC_GRF_CAUSES_DESYNC :Carregant {1:STRING} com a NewGRF estàtic amb {STRING} podria causar desincronitzacions ++STR_NEWGRF_ERROR_UNEXPECTED_SPRITE :Sprite inesperat (sprite {3:NUM}) ++STR_NEWGRF_ERROR_UNKNOWN_PROPERTY :Propietat d'acció 0 desconeguda {4:HEX} (sprite {3:NUM}) ++STR_NEWGRF_ERROR_INVALID_ID :Intent d'utilitzar una ID invàlid (sprite {3:NUM}) ++STR_NEWGRF_ERROR_CORRUPT_SPRITE :{YELLOW}{STRING} conté un sprite corrupte. Tots els sprites corruptes seran mostrats amb un interrogant vermell (?) ++STR_NEWGRF_ERROR_MULTIPLE_ACTION_8 :Conté múltiples entrades d'acció 8 (sprite {3:NUM}) ++STR_NEWGRF_ERROR_READ_BOUNDS :S'ha llegit després del final d'un pseudo-sprite (sprite {3:NUM}) ++STR_NEWGRF_ERROR_GRM_FAILED :Els recursos GRF demanats no estan disponibles (sprite {3:NUM}) ++STR_NEWGRF_ERROR_FORCEFULLY_DISABLED :{1:STRING} ha estat desactivat per {STRING} ++STR_NEWGRF_ERROR_INVALID_SPRITE_LAYOUT :Format de disposició de sprite no vàlid o desconegut (sprite {3:NUM}). ++ ++# NewGRF related 'general' warnings ++STR_NEWGRF_POPUP_CAUTION_CAPTION :{WHITE}Alerta! ++STR_NEWGRF_CONFIRMATION_TEXT :{YELLOW}Esteu a punt de fer canvis en una partida activa que poden fer que l'OpenTTD falli. No envieu cap informe d'error produït després d'efectuar aquests canvis crítics.{}Esteu completament segur que voleu fer-los? ++ ++STR_NEWGRF_DUPLICATE_GRFID :{WHITE}No es pot afegir l'arxiu: ID GRF duplicada ++STR_NEWGRF_COMPATIBLE_LOADED :{ORANGE}No s'ha trobat un arxiu coincident (els GRF compatibles s'han carregat) ++STR_NEWGRF_TOO_MANY_NEWGRFS :{WHITE}No es pot afegir l'arxiu: Límit d'arxius NewGRF assolit ++ ++STR_NEWGRF_COMPATIBLE_LOAD_WARNING :{WHITE}S'han carregat els GRF compatibles pels arxius faltants ++STR_NEWGRF_DISABLED_WARNING :{WHITE}Els fitxers GRF faltants han estat desactivats ++STR_NEWGRF_UNPAUSE_WARNING_TITLE :{YELLOW}Falten fitxers GRF ++STR_NEWGRF_UNPAUSE_WARNING :{WHITE}Reprendre la partida pot provocar errors de l'OpenTTD. No informeu errors de fallades posteriors d'aquesta partida.{}Esteu segur de reprendre la partida? ++ ++# NewGRF status ++STR_NEWGRF_LIST_NONE :Cap ++STR_NEWGRF_LIST_ALL_FOUND :Tots els arxius presents ++STR_NEWGRF_LIST_COMPATIBLE :{YELLOW}Arxius compatibles trobats ++STR_NEWGRF_LIST_MISSING :{RED}Arxius que falten ++ ++# NewGRF 'it's broken' warnings ++STR_NEWGRF_BROKEN :{WHITE}El comportament dels NewGRF '{0:STRING}' pot fer que la partida es pengi o es desincronitzi ++STR_NEWGRF_BROKEN_POWERED_WAGON :{WHITE}Un vehicle '{1:ENGINE}' ha canviat el seu estat de vagó amb potència mentre estava fora de la cotxera ++STR_NEWGRF_BROKEN_VEHICLE_LENGTH :{WHITE}Un vehicle '{1:ENGINE}' ha canviat la seva llargada mentre estava fora del dipòsit ++STR_NEWGRF_BROKEN_CAPACITY :{WHITE}Un vehicle '{1:ENGINE}' ha canviat la seva capacitat mentre estava fora del dipòsit o no s'estava canviant el tipus de càrrega a transportar ++STR_BROKEN_VEHICLE_LENGTH :{WHITE}El tren «{VEHICLE}» propietat de «{COMPANY}» té una llargada invàlida, probablement a causa de problemes amb els NewGRF. La partida podria dessincronitzar-se o fallar. ++ ++STR_NEWGRF_BUGGY :{WHITE}El NewGRF '{0:STRING}' està donant informació incorrecta ++STR_NEWGRF_BUGGY_ARTICULATED_CARGO :{WHITE}La informació de càrrega/remodelació per '{1:ENGINE}' no encaixa amb la llista de compres després de la construcció. Això podria causar un mal funcionament de autorenova/-substitueix ++STR_NEWGRF_BUGGY_ENDLESS_PRODUCTION_CALLBACK :{WHITE}'{1:STRING}' ha provocat un bucle infinit en la crida de producció ++STR_NEWGRF_BUGGY_UNKNOWN_CALLBACK_RESULT :{WHITE}'Callback' {1:HEX} ha retornat un resultat desconegut/invàlid {2:HEX} ++ ++# 'User removed essential NewGRFs'-placeholders for stuff without specs ++STR_NEWGRF_INVALID_CARGO :<càrrega invàlida> ++STR_NEWGRF_INVALID_CARGO_ABBREV :?? ++STR_NEWGRF_INVALID_CARGO_QUANTITY :{COMMA} de <càrrega invàlida> ++STR_NEWGRF_INVALID_ENGINE :<model de vehicle invàlid> ++STR_NEWGRF_INVALID_INDUSTRYTYPE :<indústria invàlida> ++ ++# Placeholders for other invalid stuff, e.g. vehicles that have gone (Game Script). ++STR_INVALID_VEHICLE :<vehicle invàlid> ++ ++# NewGRF scanning window ++STR_NEWGRF_SCAN_CAPTION :{WHITE}Escanejant fitxers NewGRF ++STR_NEWGRF_SCAN_MESSAGE :{BLACK}Escanejant NewGRF. Depenent de la quantitat, pot trigar una estona... ++STR_NEWGRF_SCAN_STATUS :{BLACK}{NUM} NewGRF{P "" s} escanejats de {NUM} NewGRF{P "" s} estimats ++STR_NEWGRF_SCAN_ARCHIVES :Escanejant arxius ++ ++# Sign list window ++STR_SIGN_LIST_CAPTION :{WHITE}Llista de senyals - {COMMA} Senyal{P "" s} ++STR_SIGN_LIST_MATCH_CASE :{BLACK}Coincideix Majúscules/Minúscules ++STR_SIGN_LIST_MATCH_CASE_TOOLTIP :{BLACK}Commuta minúscules/majúscules en comparar els noms dels senyals contra la cadena filtrant ++ ++# Sign window ++STR_EDIT_SIGN_CAPTION :{WHITE}Edita el text del senyal ++STR_EDIT_SIGN_NEXT_SIGN_TOOLTIP :{BLACK}Vés al proper senyal ++STR_EDIT_SIGN_PREVIOUS_SIGN_TOOLTIP :{BLACK}Vés al senyal anterior ++ ++STR_EDIT_SIGN_SIGN_OSKTITLE :{BLACK}Posa un nom al senyal ++ ++# Town directory window ++STR_TOWN_DIRECTORY_CAPTION :{WHITE}Poblacions ++STR_TOWN_DIRECTORY_NONE :{ORANGE}- Cap - ++STR_TOWN_DIRECTORY_TOWN :{ORANGE}{TOWN}{BLACK} ({COMMA}) ++STR_TOWN_DIRECTORY_LIST_TOOLTIP :{BLACK}Noms de Població - clica al nom per centrar la vista principal a la població. Ctrl+Clic obre una nova vista al lloc de la població ++STR_TOWN_POPULATION :{BLACK}Població mundial: {COMMA} ++ ++# Town view window ++STR_TOWN_VIEW_TOWN_CAPTION :{WHITE}{TOWN} ++STR_TOWN_VIEW_CITY_CAPTION :{WHITE}{TOWN} (Ciutat) ++STR_TOWN_VIEW_POPULATION_HOUSES :{BLACK}Població: {ORANGE}{COMMA}{BLACK} Cases: {ORANGE}{COMMA} ++STR_TOWN_VIEW_PASSENGERS_LAST_MONTH_MAX :{BLACK}Passatgers el darrer mes: {ORANGE}{COMMA}{BLACK} màx: {ORANGE}{COMMA} ++STR_TOWN_VIEW_MAIL_LAST_MONTH_MAX :{BLACK}Correu el darrer mes: {ORANGE}{COMMA}{BLACK} màx: {ORANGE}{COMMA} ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH :{BLACK}Càrrega requerida per tal que la població creixi: ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_REQUIRED_GENERAL :{ORANGE}{STRING}{RED} requerides ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_REQUIRED_WINTER :{ORANGE}{STRING}{BLACK} requerit a l'hivern ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_DELIVERED_GENERAL :{ORANGE}{STRING}{GREEN} entregat ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_REQUIRED :{ORANGE}{CARGO_TINY} / {CARGO_LONG}{RED} (encara requerit) ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_DELIVERED :{ORANGE}{CARGO_TINY} / {CARGO_LONG}{GREEN} (entregat) ++STR_TOWN_VIEW_TOWN_GROWS_EVERY :{BLACK}La població creix cada {ORANGE}{COMMA}{BLACK}{NBSP}di{P a es} ++STR_TOWN_VIEW_TOWN_GROWS_EVERY_FUNDED :{BLACK}La població creix cada {ORANGE}{COMMA}{BLACK}{NBSP}di{P a es} (finançant edificis nous) ++STR_TOWN_VIEW_TOWN_GROW_STOPPED :{BLACK}La població {RED}no {BLACK} està creixent ++STR_TOWN_VIEW_NOISE_IN_TOWN :{BLACK}Límit de soroll a la ciutat: {ORANGE}{COMMA}{BLACK} màx: {ORANGE}{COMMA} ++STR_TOWN_VIEW_CENTER_TOOLTIP :{BLACK}Centra la vista principal a la població. Ctrl+Clic obre una nova vista al lloc de la població ++STR_TOWN_VIEW_LOCAL_AUTHORITY_BUTTON :{BLACK}Autoritat local ++STR_TOWN_VIEW_LOCAL_AUTHORITY_TOOLTIP :{BLACK}Mostra informació de l'autoritat local ++STR_TOWN_VIEW_RENAME_TOOLTIP :{BLACK}Canvia el nom de la població ++ ++STR_TOWN_VIEW_EXPAND_BUTTON :{BLACK}Eixampla ++STR_TOWN_VIEW_EXPAND_TOOLTIP :{BLACK}Incrementa la mida de la població ++STR_TOWN_VIEW_DELETE_BUTTON :{BLACK}Esborra ++STR_TOWN_VIEW_DELETE_TOOLTIP :{BLACK}Esborra totalment aquesta població ++ ++STR_TOWN_VIEW_RENAME_TOWN_BUTTON :Canvia el nom de la Població ++ ++# Town local authority window ++STR_LOCAL_AUTHORITY_CAPTION :{WHITE}{TOWN} autoritat local ++STR_LOCAL_AUTHORITY_COMPANY_RATINGS :{BLACK}Ratis de la companyia de transports: ++STR_LOCAL_AUTHORITY_COMPANY_RATING :{YELLOW}{COMPANY} {COMPANY_NUM}: {ORANGE}{STRING} ++STR_LOCAL_AUTHORITY_ACTIONS_TITLE :{BLACK}Accions disponibles: ++STR_LOCAL_AUTHORITY_ACTIONS_TOOLTIP :{BLACK}Llista de coses per fer en aquesta població - clica en un ítem per més detalls ++STR_LOCAL_AUTHORITY_DO_IT_BUTTON :{BLACK}Fer-ho ++STR_LOCAL_AUTHORITY_DO_IT_TOOLTIP :{BLACK}Treure l'acció marcada de la llista anterior ++ ++STR_LOCAL_AUTHORITY_ACTION_SMALL_ADVERTISING_CAMPAIGN :Petita campanya de publicitat ++STR_LOCAL_AUTHORITY_ACTION_MEDIUM_ADVERTISING_CAMPAIGN :Mitjana campanya de publicitat ++STR_LOCAL_AUTHORITY_ACTION_LARGE_ADVERTISING_CAMPAIGN :Gran campanya de publicitat ++STR_LOCAL_AUTHORITY_ACTION_ROAD_RECONSTRUCTION :Finança la reconstrucció dels carrers de la població ++STR_LOCAL_AUTHORITY_ACTION_STATUE_OF_COMPANY :Construeix una estàtua del propietari de la companyia ++STR_LOCAL_AUTHORITY_ACTION_NEW_BUILDINGS :Finança nous edificis ++STR_LOCAL_AUTHORITY_ACTION_EXCLUSIVE_TRANSPORT :Compra els drets de transport en exclusiva ++STR_LOCAL_AUTHORITY_ACTION_BRIBE :Suborna les autoritats locals ++ ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_SMALL_ADVERTISING :{YELLOW}Inicia una petita campanya de publicitat, per atraure més passatgers i càrregues als teus serveis de transport.{}Cost: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_MEDIUM_ADVERTISING :{YELLOW}Inicia una mitjana campanya de publicitat, per atraure més passatgers i càrregues als teus serveis de transport.{}Cost: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_LARGE_ADVERTISING :{YELLOW}Inicia una gran campanya de publicitat, per atraure més passatgers i càrregues als teus serveis de transport.{}Cost: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_ROAD_RECONSTRUCTION :{YELLOW}Finança la reconstrucció de la xarxa local de carrers. Dificulta notablement el trànsit durant 6 mesos.{}Cost: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_STATUE_OF_COMPANY :{YELLOW}Construeix una estàtua en honor a la teva companyia.{}Cost: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_NEW_BUILDINGS :{YELLOW}Finança la construcció de nous edificis comercials a la població.{}Cost: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_EXCLUSIVE_TRANSPORT :{YELLOW}Compra per 1 any els drets exclusius de transport en la població. L'autoritat local només permetrà utilitzar les instal·lacions de la teva companyia de transports als passatgers i les mercaderies.{}Cost: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_BRIBE :{YELLOW}Suborna les autoritats locals per incrementar el teu rati, a risc de greus penalitzacions si et pesquen.{}Cost: {CURRENCY_LONG} ++ ++# Goal window ++STR_GOALS_CAPTION :{WHITE}{COMPANY} Objectius ++STR_GOALS_SPECTATOR_CAPTION :{WHITE}Objectius globals ++STR_GOALS_GLOBAL_TITLE :{BLACK}Objectius globals: ++STR_GOALS_TEXT :{ORANGE}{STRING} ++STR_GOALS_NONE :{ORANGE}- Cap - ++STR_GOALS_SPECTATOR_NONE :{ORANGE}- No aplicable - ++STR_GOALS_PROGRESS :{ORANGE}{STRING} ++STR_GOALS_PROGRESS_COMPLETE :{GREEN}{STRING} ++STR_GOALS_COMPANY_TITLE :{BLACK}Objectius de la companyia: ++STR_GOALS_TOOLTIP_CLICK_ON_SERVICE_TO_CENTER :{BLACK}Clica sobre l'objectiu per centrar la vista principal sobre la indústria/població/cel·la. Ctrl+clic per obrir una nova vista sobre la indústria/població/cel·la ++ ++# Goal question window ++STR_GOAL_QUESTION_CAPTION_QUESTION :Pregunta ++STR_GOAL_QUESTION_CAPTION_INFORMATION :Informació ++STR_GOAL_QUESTION_CAPTION_WARNING :Alerta ++STR_GOAL_QUESTION_CAPTION_ERROR :Error ++ ++############ Start of Goal Question button list ++STR_GOAL_QUESTION_BUTTON_CANCEL :Cancel·la ++STR_GOAL_QUESTION_BUTTON_OK :OK ++STR_GOAL_QUESTION_BUTTON_NO :No ++STR_GOAL_QUESTION_BUTTON_YES :Sí ++STR_GOAL_QUESTION_BUTTON_DECLINE :Declina ++STR_GOAL_QUESTION_BUTTON_ACCEPT :D'acord ++STR_GOAL_QUESTION_BUTTON_IGNORE :Ignora ++STR_GOAL_QUESTION_BUTTON_RETRY :Reintenta ++STR_GOAL_QUESTION_BUTTON_PREVIOUS :Anterior ++STR_GOAL_QUESTION_BUTTON_NEXT :Següent ++STR_GOAL_QUESTION_BUTTON_STOP :Para ++STR_GOAL_QUESTION_BUTTON_START :Comença ++STR_GOAL_QUESTION_BUTTON_GO :Vés-hi ++STR_GOAL_QUESTION_BUTTON_CONTINUE :Continua ++STR_GOAL_QUESTION_BUTTON_RESTART :Reinicia ++STR_GOAL_QUESTION_BUTTON_POSTPONE :Postposa ++STR_GOAL_QUESTION_BUTTON_SURRENDER :Rendir-se ++STR_GOAL_QUESTION_BUTTON_CLOSE :Tanca ++############ End of Goal Question button list ++ ++# Subsidies window ++STR_SUBSIDIES_CAPTION :{WHITE}Subvencions ++STR_SUBSIDIES_OFFERED_TITLE :{BLACK}Subvencions per prestació de serveis oferts: ++STR_SUBSIDIES_OFFERED_FROM_TO :{ORANGE}{STRING} de {STRING} a {STRING}{YELLOW} (per {DATE_SHORT}) ++STR_SUBSIDIES_NONE :{ORANGE}- Cap - ++STR_SUBSIDIES_SUBSIDISED_TITLE :{BLACK}Serveis ja subvencionats: ++STR_SUBSIDIES_SUBSIDISED_FROM_TO :{ORANGE}{STRING} des de {STRING} fins a {STRING}{YELLOW} ({COMPANY}{YELLOW}, fins a {DATE_SHORT}) ++STR_SUBSIDIES_TOOLTIP_CLICK_ON_SERVICE_TO_CENTER :{BLACK}Clica al servei per centrar la vista a la indústria/població. Ctrl+Clic obre una nova vista al lloc de la indústria/població ++ ++# Story book window ++STR_STORY_BOOK_CAPTION :{WHITE}Llibre de Partida de {COMPANY} ++STR_STORY_BOOK_SPECTATOR_CAPTION :{WHITE}Llibre Global de Partida ++STR_STORY_BOOK_TITLE :{YELLOW}{STRING} ++STR_STORY_BOOK_GENERIC_PAGE_ITEM :Pàgina {NUM} ++STR_STORY_BOOK_SEL_PAGE_TOOLTIP :{BLACK}Salteu a una pàgina seleccionant-la en aquesta llista desplegable. ++STR_STORY_BOOK_PREV_PAGE :{BLACK}Anterior ++STR_STORY_BOOK_PREV_PAGE_TOOLTIP :{BLACK}Vés a la pàgina anterior ++STR_STORY_BOOK_NEXT_PAGE :{BLACK}Següent ++STR_STORY_BOOK_NEXT_PAGE_TOOLTIP :{BLACK}Vés a la pàgina següent ++STR_STORY_BOOK_INVALID_GOAL_REF :{RED}Referència d'objectius invàlida ++ ++# Station list window ++STR_STATION_LIST_TOOLTIP :{BLACK}Noms d'estació - clica sobre el nom per centrar la vista principal a l'estació. Ctrl+Clic obre una nova vista al lloc de l'estació ++STR_STATION_LIST_USE_CTRL_TO_SELECT_MORE :{BLACK}Mantingues polsat CTRL per a seleccionar més d'un ítem ++STR_STATION_LIST_CAPTION :{WHITE}{COMPANY} - {COMMA} Estacions/Parades ++STR_STATION_LIST_STATION :{YELLOW}{STATION} {STATION_FEATURES} ++STR_STATION_LIST_WAYPOINT :{YELLOW}{WAYPOINT} ++STR_STATION_LIST_NONE :{YELLOW}- Cap - ++STR_STATION_LIST_SELECT_ALL_FACILITIES :{BLACK}Seleccionar totes les instal·lacions ++STR_STATION_LIST_SELECT_ALL_TYPES :{BLACK}Selecciona tots els tipus de càrrega (incloent carga sense espera) ++STR_STATION_LIST_NO_WAITING_CARGO :{BLACK}Selecciona les estacions que no tenen càrrega esperant. ++ ++# Station view window ++STR_STATION_VIEW_CAPTION :{WHITE}{STATION} {STATION_FEATURES} ++STR_STATION_VIEW_WAITING_CARGO :{WHITE}{CARGO_LONG} ++STR_STATION_VIEW_EN_ROUTE_FROM :{YELLOW}({CARGO_SHORT} des de {STATION}) ++STR_STATION_VIEW_RESERVED :{YELLOW}(reservat per carregar: {CARGO_SHORT}) ++ ++STR_STATION_VIEW_ACCEPTS_BUTTON :{BLACK}Accepta ++STR_STATION_VIEW_ACCEPTS_TOOLTIP :{BLACK}Mostra la llista de càrregues admeses ++STR_STATION_VIEW_ACCEPTS_CARGO :{BLACK}Accepta: {WHITE}{CARGO_LIST} ++ ++STR_STATIOV_VIEW_EXCLUSIVE_RIGHTS_SELF :{BLACK}Aquesta estació té els drets exclusius de transport en aquesta ciutat. ++STR_STATIOV_VIEW_EXCLUSIVE_RIGHTS_COMPANY :{YELLOW}{COMPANY}{BLACK} ha comprat els drets exclusius de transport en aquesta ciutat. ++ ++STR_STATION_VIEW_RATINGS_BUTTON :{BLACK}Ratis ++STR_STATION_VIEW_RATINGS_TOOLTIP :{BLACK}Mostra els ratis de l'estació ++STR_STATION_VIEW_SUPPLY_RATINGS_TITLE :{BLACK}Aprovisionament mensual i ratis locals: ++STR_STATION_VIEW_CARGO_SUPPLY_RATING :{WHITE}{STRING}: {YELLOW}{COMMA} / {STRING} ({COMMA}%) ++ ++STR_STATION_VIEW_GROUP :{BLACK}Agrupa per ++STR_STATION_VIEW_WAITING_STATION :Estació: En espera ++STR_STATION_VIEW_WAITING_AMOUNT :Quantitat: En espera ++STR_STATION_VIEW_PLANNED_STATION :Estació: Planejada ++STR_STATION_VIEW_PLANNED_AMOUNT :Quantitat: Planejada ++STR_STATION_VIEW_FROM :{YELLOW}{CARGO_SHORT} des de {STATION} ++STR_STATION_VIEW_VIA :{YELLOW}{CARGO_SHORT} via {STATION} ++STR_STATION_VIEW_TO :{YELLOW}{CARGO_SHORT} cap a {STATION} ++STR_STATION_VIEW_FROM_ANY :{RED}{CARGO_SHORT} des d'estació desconeguda ++STR_STATION_VIEW_TO_ANY :{RED}{CARGO_SHORT} cap a qualsevol estació ++STR_STATION_VIEW_VIA_ANY :{RED}{CARGO_SHORT} via qualsevol estació ++STR_STATION_VIEW_FROM_HERE :{GREEN}{CARGO_SHORT} des d'aquesta estació ++STR_STATION_VIEW_VIA_HERE :{GREEN}{CARGO_SHORT} s'atura en aquesta estació ++STR_STATION_VIEW_TO_HERE :{GREEN}{CARGO_SHORT} cap aquesta estació ++STR_STATION_VIEW_NONSTOP :{YELLOW}{CARGO_SHORT} sense parar ++ ++STR_STATION_VIEW_GROUP_S_V_D :Origen-Via-Destinació ++STR_STATION_VIEW_GROUP_S_D_V :Origen-Destinació-Via ++STR_STATION_VIEW_GROUP_V_S_D :Via-Origen-Destinació ++STR_STATION_VIEW_GROUP_V_D_S :Via-Destinació-Origen ++STR_STATION_VIEW_GROUP_D_S_V :Destinació-Origen-Via ++STR_STATION_VIEW_GROUP_D_V_S :Destincació-Via-Origen ++ ++############ range for rating starts ++STR_CARGO_RATING_APPALLING :Pèssim ++STR_CARGO_RATING_VERY_POOR :Molt pobre ++STR_CARGO_RATING_POOR :Pobre ++STR_CARGO_RATING_MEDIOCRE :Mediocre ++STR_CARGO_RATING_GOOD :Bo ++STR_CARGO_RATING_VERY_GOOD :Molt bo ++STR_CARGO_RATING_EXCELLENT :Excel·lent ++STR_CARGO_RATING_OUTSTANDING :Excepcional ++############ range for rating ends ++ ++STR_STATION_VIEW_CENTER_TOOLTIP :{BLACK}Centra la vista principal al lloc de l'estació. Ctrl+Clic obre una nova vista al lloc de l'estació ++STR_STATION_VIEW_RENAME_TOOLTIP :{BLACK}Canvia el nom de l'estació ++ ++STR_STATION_VIEW_SCHEDULED_TRAINS_TOOLTIP :{BLACK}Mostra tots els trens que tinguin aquesta estació en el seu itinerari ++STR_STATION_VIEW_SCHEDULED_ROAD_VEHICLES_TOOLTIP :{BLACK}Mostra tots els vehicles que tinguin aquesta estació en el seu itinerari ++STR_STATION_VIEW_SCHEDULED_AIRCRAFT_TOOLTIP :{BLACK}Mostra tots els avions que tinguin aquest aeroport en el seu itinerari ++STR_STATION_VIEW_SCHEDULED_SHIPS_TOOLTIP :{BLACK}Mostra tots els vaixells que tinguin aquest port en el seu itinerari ++ ++STR_STATION_VIEW_RENAME_STATION_CAPTION :Canvia el nom de l'estació/àrea de càrrega ++ ++STR_STATION_VIEW_CLOSE_AIRPORT :{BLACK}Tanca l'aeroport ++STR_STATION_VIEW_CLOSE_AIRPORT_TOOLTIP :{BLACK}Evita que els avions aterrin en aquest aeroport ++ ++# Waypoint/buoy view window ++STR_WAYPOINT_VIEW_CAPTION :{WHITE}{WAYPOINT} ++STR_WAYPOINT_VIEW_CENTER_TOOLTIP :{BLACK}Centra la vista principal al lloc del punt de pas. Amb Ctrl+Clic, obre una nova vista al lloc del punt de pas. ++STR_WAYPOINT_VIEW_CHANGE_WAYPOINT_NAME :{BLACK}Canvia el nom del punt de pas ++STR_BUOY_VIEW_CENTER_TOOLTIP :{BLACK}Centra la vista principal en la boia. Amb Ctrl+Clic, obre una nova vista centrada en la boia. ++STR_BUOY_VIEW_CHANGE_BUOY_NAME :{BLACK}Canvia el nom de la boia ++ ++STR_EDIT_WAYPOINT_NAME :{WHITE}Edita el nom del punt de pas ++ ++# Finances window ++STR_FINANCES_CAPTION :{WHITE}Finances de {COMPANY} {BLACK}{COMPANY_NUM} ++STR_FINANCES_EXPENDITURE_INCOME_TITLE :{WHITE}Despeses/Ingressos ++STR_FINANCES_YEAR :{WHITE}{NUM} ++STR_FINANCES_SECTION_CONSTRUCTION :{GOLD}Construcció ++STR_FINANCES_SECTION_NEW_VEHICLES :{GOLD}Nous Vehicles ++STR_FINANCES_SECTION_TRAIN_RUNNING_COSTS :{GOLD}Desp. de Circ. de Trens ++STR_FINANCES_SECTION_ROAD_VEHICLE_RUNNING_COSTS :{GOLD}Desp. de Circ. de Vehicles ++STR_FINANCES_SECTION_AIRCRAFT_RUNNING_COSTS :{GOLD}Desp. de Circ. d'Avions ++STR_FINANCES_SECTION_SHIP_RUNNING_COSTS :{GOLD}Desp. de Circ. de Vaixells ++STR_FINANCES_SECTION_PROPERTY_MAINTENANCE :{GOLD}Manteniment de Propietats ++STR_FINANCES_SECTION_TRAIN_INCOME :{GOLD}Ingressos de Trens ++STR_FINANCES_SECTION_ROAD_VEHICLE_INCOME :{GOLD}Ingressos de Vehicles ++STR_FINANCES_SECTION_AIRCRAFT_INCOME :{GOLD}Ingressos d'Avions ++STR_FINANCES_SECTION_SHIP_INCOME :{GOLD}Ingressos de Vaixells ++STR_FINANCES_SECTION_LOAN_INTEREST :{GOLD}Interessos del Préstec ++STR_FINANCES_SECTION_OTHER :{GOLD}Altres ++STR_FINANCES_NEGATIVE_INCOME :{BLACK}-{CURRENCY_LONG} ++STR_FINANCES_POSITIVE_INCOME :{BLACK}+{CURRENCY_LONG} ++STR_FINANCES_TOTAL_CAPTION :{WHITE}Total: ++STR_FINANCES_BANK_BALANCE_TITLE :{WHITE}Balanç del Banc ++STR_FINANCES_LOAN_TITLE :{WHITE}Préstec ++STR_FINANCES_MAX_LOAN :{WHITE}Préstec Màxim: {BLACK}{CURRENCY_LONG} ++STR_FINANCES_TOTAL_CURRENCY :{BLACK}{CURRENCY_LONG} ++STR_FINANCES_BORROW_BUTTON :{BLACK}Demana {CURRENCY_LONG} ++STR_FINANCES_BORROW_TOOLTIP :{BLACK}Augmenta l'import del préstec Ctrl+Clic per demanar tants diners com sigui possible ++STR_FINANCES_REPAY_BUTTON :{BLACK}Amortitza {CURRENCY_LONG} ++STR_FINANCES_REPAY_TOOLTIP :{BLACK}Amortitza part del préstec. Ctrl+Clic per tornar tants diners com sigui possible ++STR_FINANCES_INFRASTRUCTURE_BUTTON :{BLACK}Infraestructura ++ ++# Company view ++STR_COMPANY_VIEW_CAPTION :{WHITE}{COMPANY} {BLACK}{COMPANY_NUM} ++STR_COMPANY_VIEW_PRESIDENT_MANAGER_TITLE :{WHITE}{PRESIDENT_NAME}{}{GOLD}(President) ++ ++STR_COMPANY_VIEW_INAUGURATED_TITLE :{GOLD}Any d'inici d'activitats: {WHITE}{NUM} ++STR_COMPANY_VIEW_COLOUR_SCHEME_TITLE :{GOLD}Esquema de colors: ++STR_COMPANY_VIEW_VEHICLES_TITLE :{GOLD}Vehicles: ++STR_COMPANY_VIEW_TRAINS :{WHITE}{COMMA} tren{P "" s} ++STR_COMPANY_VIEW_ROAD_VEHICLES :{WHITE}{COMMA} vehicle{P "" s} de carretera ++STR_COMPANY_VIEW_AIRCRAFT :{WHITE}{COMMA} aeronau{P "" s} ++STR_COMPANY_VIEW_SHIPS :{WHITE}{COMMA} vaixell{P "" s} ++STR_COMPANY_VIEW_VEHICLES_NONE :{WHITE}Cap ++STR_COMPANY_VIEW_COMPANY_VALUE :{GOLD}Valor de la companyia: {WHITE}{CURRENCY_LONG} ++STR_COMPANY_VIEW_SHARES_OWNED_BY :{WHITE}(un {COMMA}% és propietat de {COMPANY}) ++STR_COMPANY_VIEW_INFRASTRUCTURE :{GOLD}Infraestructura: ++STR_COMPANY_VIEW_INFRASTRUCTURE_RAIL :{WHITE}{COMMA} tros{P "" sos} de via ++STR_COMPANY_VIEW_INFRASTRUCTURE_ROAD :{WHITE}{COMMA} tros{P "" sos} de carretera ++STR_COMPANY_VIEW_INFRASTRUCTURE_WATER :{WHITE}{COMMA} cel·l{P a es} d'aigua ++STR_COMPANY_VIEW_INFRASTRUCTURE_STATION :{WHITE}{COMMA} cel·l{P a es} d'estació ++STR_COMPANY_VIEW_INFRASTRUCTURE_AIRPORT :{WHITE}{COMMA} aeroport{P "" s} ++STR_COMPANY_VIEW_INFRASTRUCTURE_NONE :{WHITE}Cap ++ ++STR_COMPANY_VIEW_BUILD_HQ_BUTTON :{BLACK}Construeix la seu ++STR_COMPANY_VIEW_BUILD_HQ_TOOLTIP :{BLACK}Construeix la seu de la companyia. ++STR_COMPANY_VIEW_VIEW_HQ_BUTTON :{BLACK}Veure la seu ++STR_COMPANY_VIEW_VIEW_HQ_TOOLTIP :{BLACK}Veure la seu de la companyia. ++STR_COMPANY_VIEW_RELOCATE_HQ :{BLACK}Trasllada la seu ++STR_COMPANY_VIEW_RELOCATE_COMPANY_HEADQUARTERS :{BLACK}Trasllada la seu a un altre lloc amb el cost d'un 1% del valor de la companyia. Amb Maj+Clic, mostra el cost estimat sense traslladar la seu. ++STR_COMPANY_VIEW_INFRASTRUCTURE_BUTTON :{BLACK}Detalls ++STR_COMPANY_VIEW_INFRASTRUCTURE_TOOLTIP :{BLACK}Veure els detalls de la infraestructura de la companyia. ++ ++STR_COMPANY_VIEW_NEW_FACE_BUTTON :{BLACK}Modifica la cara ++STR_COMPANY_VIEW_NEW_FACE_TOOLTIP :{BLACK}Modifica la cara del president de la companyia. ++STR_COMPANY_VIEW_COLOUR_SCHEME_BUTTON :{BLACK}Esquema de colors ++STR_COMPANY_VIEW_COLOUR_SCHEME_TOOLTIP :{BLACK}Canvia l'aspecte dels vehicles de la companyia. ++STR_COMPANY_VIEW_COMPANY_NAME_BUTTON :{BLACK}Nom de la companyia ++STR_COMPANY_VIEW_COMPANY_NAME_TOOLTIP :{BLACK}Canvia el nom de la companyia. ++STR_COMPANY_VIEW_PRESIDENT_NAME_BUTTON :{BLACK}Nom del president ++STR_COMPANY_VIEW_PRESIDENT_NAME_TOOLTIP :{BLACK}Canvia el nom del president de la companyia. ++ ++STR_COMPANY_VIEW_BUY_SHARE_BUTTON :{BLACK}Compra un 25% d'accions ++STR_COMPANY_VIEW_SELL_SHARE_BUTTON :{BLACK}Vendre un 25% d'accions ++STR_COMPANY_VIEW_BUY_SHARE_TOOLTIP :{BLACK}Compra el 25% de les accions d'aquesta companyia. Amb Maj+Clic, mostra'n només el cost estimat. ++STR_COMPANY_VIEW_SELL_SHARE_TOOLTIP :{BLACK}Ven un 25% de les accions d'aquesta companyia. Amb Maj+Clic, mostra el cost estimat sense vendre cap acció. ++ ++STR_COMPANY_VIEW_COMPANY_NAME_QUERY_CAPTION :Nom de la companyia ++STR_COMPANY_VIEW_PRESIDENT_S_NAME_QUERY_CAPTION :Nom del president ++ ++STR_BUY_COMPANY_MESSAGE :{WHITE}Estem venent la nostra companyia de transports.{}{}Vols comprar {COMPANY} per {CURRENCY_LONG}? ++ ++# Company infrastructure window ++STR_COMPANY_INFRASTRUCTURE_VIEW_CAPTION :{WHITE}Infraestructura de {COMPANY} ++STR_COMPANY_INFRASTRUCTURE_VIEW_RAIL_SECT :{GOLD}Trossos de vies: ++STR_COMPANY_INFRASTRUCTURE_VIEW_SIGNALS :{WHITE}Senyals ++STR_COMPANY_INFRASTRUCTURE_VIEW_ROAD_SECT :{GOLD}Trossos de carretera: ++STR_COMPANY_INFRASTRUCTURE_VIEW_ROAD :{WHITE}Carretera ++STR_COMPANY_INFRASTRUCTURE_VIEW_TRAMWAY :{WHITE}Tramvia ++STR_COMPANY_INFRASTRUCTURE_VIEW_WATER_SECT :{GOLD}Cel·les d'aigua: ++STR_COMPANY_INFRASTRUCTURE_VIEW_CANALS :{WHITE}Canals ++STR_COMPANY_INFRASTRUCTURE_VIEW_STATION_SECT :{GOLD}Estacions: ++STR_COMPANY_INFRASTRUCTURE_VIEW_STATIONS :{WHITE}Cel·les d'estació ++STR_COMPANY_INFRASTRUCTURE_VIEW_AIRPORTS :{WHITE}Aeroports ++STR_COMPANY_INFRASTRUCTURE_VIEW_TOTAL :{WHITE}{CURRENCY_LONG}/any ++ ++# Industry directory ++STR_INDUSTRY_DIRECTORY_CAPTION :{WHITE}Indústries ++STR_INDUSTRY_DIRECTORY_NONE :{ORANGE}- Cap - ++STR_INDUSTRY_DIRECTORY_ITEM :{ORANGE}{INDUSTRY}{BLACK} ({CARGO_LONG}{STRING}){YELLOW} ({COMMA}% transportat) ++STR_INDUSTRY_DIRECTORY_ITEM_TWO :{ORANGE}{INDUSTRY}{BLACK} ({CARGO_LONG}{STRING}/{CARGO_LONG}{STRING}){YELLOW} ({COMMA}%/{COMMA}% transportat) ++STR_INDUSTRY_DIRECTORY_ITEM_NOPROD :{ORANGE}{INDUSTRY} ++STR_INDUSTRY_DIRECTORY_LIST_CAPTION :{BLACK}Nom de les indústries - clica al nom per centrar la vista en la indústria. Ctrl+Clic obre una nova vista al lloc de la indústria ++ ++# Industry view ++STR_INDUSTRY_VIEW_CAPTION :{WHITE}{INDUSTRY} ++STR_INDUSTRY_VIEW_PRODUCTION_LAST_MONTH_TITLE :{BLACK}Producció del darrer mes: ++STR_INDUSTRY_VIEW_TRANSPORTED :{YELLOW}{CARGO_LONG}{STRING}{BLACK} ({COMMA}% transportat) ++STR_INDUSTRY_VIEW_LOCATION_TOOLTIP :{BLACK}Centra la vista principal al lloc de la indústria. Ctrl+Clic obre una nova vista al lloc de la indústria ++STR_INDUSTRY_VIEW_PRODUCTION_LEVEL :{BLACK}Nivell de producció: {YELLOW}{COMMA}% ++STR_INDUSTRY_VIEW_INDUSTRY_ANNOUNCED_CLOSURE :{YELLOW}La indústria ha anunciat la seva clausura imminent! ++ ++############ range for requires starts ++STR_INDUSTRY_VIEW_REQUIRES_CARGO :{BLACK}Necessita: {YELLOW}{STRING}{STRING} ++STR_INDUSTRY_VIEW_REQUIRES_CARGO_CARGO :{BLACK}Necessita: {YELLOW}{STRING}{STRING}, {STRING}{STRING} ++STR_INDUSTRY_VIEW_REQUIRES_CARGO_CARGO_CARGO :{BLACK}Necessita: {YELLOW}{STRING}{STRING}, {STRING}{STRING}, {STRING}{STRING} ++############ range for requires ends ++ ++STR_INDUSTRY_VIEW_REQUIRES :{BLACK}Necessita ++STR_INDUSTRY_VIEW_ACCEPT_CARGO :{YELLOW}{STRING} ++STR_INDUSTRY_VIEW_ACCEPT_CARGO_AMOUNT :{YELLOW}{CARGO_LONG} {BLACK}esperant ++STR_INDUSTRY_VIEW_ACCEPT_CARGO_TEXT :{YELLOW}{STRING}{STRING} ++STR_INDUSTRY_VIEW_ACCEPT_CARGO_AMOUNT_TEXT :{YELLOW}{CARGO_LONG}{STRING} ++ ++############ range for produces starts ++STR_INDUSTRY_VIEW_PRODUCES_CARGO :{BLACK}Produeix: {YELLOW}{STRING}{STRING} ++STR_INDUSTRY_VIEW_PRODUCES_CARGO_CARGO :{BLACK}Produeix: {YELLOW}{STRING}{STRING}, {STRING}{STRING} ++############ range for produces ends ++ ++STR_CONFIG_GAME_PRODUCTION :{WHITE}Canvia la producció (múltiple de 8, fins a 2040) ++STR_CONFIG_GAME_PRODUCTION_LEVEL :{WHITE}Canvia el nivell de producció (en percentatge, fins a 800%) ++ ++# Vehicle lists ++STR_VEHICLE_LIST_TRAIN_CAPTION :{WHITE}{STRING} - {COMMA} tren{P "" s} ++STR_VEHICLE_LIST_ROAD_VEHICLE_CAPTION :{WHITE}{STRING} - {COMMA} vehicle{P "" s} ++STR_VEHICLE_LIST_SHIP_CAPTION :{WHITE}{STRING} - {COMMA} vaixell{P "" s} ++STR_VEHICLE_LIST_AIRCRAFT_CAPTION :{WHITE}{STRING} - {COMMA} aeronau{P "" s} ++ ++STR_VEHICLE_LIST_TRAIN_LIST_TOOLTIP :{BLACK}Trens - clica al tren per més informació ++STR_VEHICLE_LIST_ROAD_VEHICLE_TOOLTIP :{BLACK}Automòbils - clica en un vehicle per més informació ++STR_VEHICLE_LIST_SHIP_TOOLTIP :{BLACK}Vaixells - clica en un vaixell per més informació ++STR_VEHICLE_LIST_AIRCRAFT_TOOLTIP :{BLACK}Avió - clica sobre l'avió per més informació ++ ++STR_VEHICLE_LIST_PROFIT_THIS_YEAR_LAST_YEAR :{TINY_FONT}{BLACK}Benefici enguany: {CURRENCY_LONG} (darrer any: {CURRENCY_LONG}) ++ ++STR_VEHICLE_LIST_AVAILABLE_TRAINS :Trens disponibles ++STR_VEHICLE_LIST_AVAILABLE_ROAD_VEHICLES :Vehicles disponibles ++STR_VEHICLE_LIST_AVAILABLE_SHIPS :Vaixells disponibles ++STR_VEHICLE_LIST_AVAILABLE_AIRCRAFT :Avions disponibles ++STR_VEHICLE_LIST_AVAILABLE_ENGINES_TOOLTIP :{BLACK}Veure una llista dels models disponibles per aquest tipus de vehicle ++ ++STR_VEHICLE_LIST_MANAGE_LIST :{BLACK}Administra la llista ++STR_VEHICLE_LIST_MANAGE_LIST_TOOLTIP :{BLACK}Envia instruccions a tots els vehicles de la llista ++STR_VEHICLE_LIST_REPLACE_VEHICLES :Substitueix vehicles ++STR_VEHICLE_LIST_SEND_FOR_SERVICING :Envia a fer revisió ++ ++STR_VEHICLE_LIST_SEND_TRAIN_TO_DEPOT :Envia a la cotxera ++STR_VEHICLE_LIST_SEND_ROAD_VEHICLE_TO_DEPOT :Envia a la cotxera ++STR_VEHICLE_LIST_SEND_SHIP_TO_DEPOT :Envia a la drassana ++STR_VEHICLE_LIST_SEND_AIRCRAFT_TO_HANGAR :Envia a l'hangar ++ ++STR_VEHICLE_LIST_MASS_STOP_LIST_TOOLTIP :{BLACK}Clica per parar tots els vehicles de la llista ++STR_VEHICLE_LIST_MASS_START_LIST_TOOLTIP :{BLACK}Clica per engegar tots els vehicles de la llista ++ ++STR_VEHICLE_LIST_SHARED_ORDERS_LIST_CAPTION :{WHITE}Ordres compartides de {COMMA} vehicle{P "" s} ++ ++# Group window ++STR_GROUP_ALL_TRAINS :Tots els trens ++STR_GROUP_ALL_ROAD_VEHICLES :Tots els vehicles ++STR_GROUP_ALL_SHIPS :Tots els vaixells ++STR_GROUP_ALL_AIRCRAFTS :Tots els avions ++ ++STR_GROUP_DEFAULT_TRAINS :Trens desagrupats ++STR_GROUP_DEFAULT_ROAD_VEHICLES :Vehicles desagrupats ++STR_GROUP_DEFAULT_SHIPS :Vaixells desagrupats ++STR_GROUP_DEFAULT_AIRCRAFTS :Avions desagrupats ++ ++STR_GROUPS_CLICK_ON_GROUP_FOR_TOOLTIP :{BLACK}Grups - Clica en un grup per llistar tots els vehicles d'aquest grup. Arrossega i solta per a canviar-ne la jerarquia. ++STR_GROUP_CREATE_TOOLTIP :{BLACK}Clica per crear un grup ++STR_GROUP_DELETE_TOOLTIP :{BLACK}Elimina el grup seleccionat ++STR_GROUP_RENAME_TOOLTIP :{BLACK}Canvia el nom del grup seleccionat ++STR_GROUP_REPLACE_PROTECTION_TOOLTIP :{BLACK}Clica per protegir aquest grup de l'autosubstitueix global ++ ++STR_QUERY_GROUP_DELETE_CAPTION :{WHITE}Esborrar grup ++STR_GROUP_DELETE_QUERY_TEXT :{WHITE}Estàs segur que vols esborrar aquest grup i tots els seus subgrups? ++ ++STR_GROUP_ADD_SHARED_VEHICLE :Afegeix vehicles compartits ++STR_GROUP_REMOVE_ALL_VEHICLES :Treu tots els vehicles ++ ++STR_GROUP_RENAME_CAPTION :{BLACK}Canvia de nom el grup ++ ++STR_GROUP_PROFIT_THIS_YEAR :Benefici d'enguany: ++STR_GROUP_PROFIT_LAST_YEAR :Benefici de l'any passat: ++STR_GROUP_OCCUPANCY :Ocupació actual: ++STR_GROUP_OCCUPANCY_VALUE :{NUM}% ++ ++# Build vehicle window ++STR_BUY_VEHICLE_TRAIN_RAIL_CAPTION :Compra de nous vehicles ferroviaris ++STR_BUY_VEHICLE_TRAIN_ELRAIL_CAPTION :Compra de nous vehicles ferroviaris per vies electrificades ++STR_BUY_VEHICLE_TRAIN_MONORAIL_CAPTION :Compra de nous vehicles monorail ++STR_BUY_VEHICLE_TRAIN_MAGLEV_CAPTION :Compra de nous vehicles Maglev ++ ++STR_BUY_VEHICLE_TRAIN_ALL_CAPTION :Compra de nous vehicles sobre vies ++STR_BUY_VEHICLE_ROAD_VEHICLE_CAPTION :Compra de nous vehicles de carretera ++STR_BUY_VEHICLE_SHIP_CAPTION :Compra de nous vaixells ++STR_BUY_VEHICLE_AIRCRAFT_CAPTION :Compra de noves aeronaus ++ ++STR_PURCHASE_INFO_COST_WEIGHT :{BLACK}Cost: {GOLD}{CURRENCY_LONG}{BLACK} Pes: {GOLD}{WEIGHT_SHORT} ++STR_PURCHASE_INFO_SPEED_POWER :{BLACK}Velocitat: {GOLD}{VELOCITY}{BLACK} Potència: {GOLD}{POWER} ++STR_PURCHASE_INFO_SPEED :{BLACK}Velocitat: {GOLD}{VELOCITY} ++STR_PURCHASE_INFO_SPEED_OCEAN :{BLACK}Velocitat al mar: {GOLD}{VELOCITY} ++STR_PURCHASE_INFO_SPEED_CANAL :{BLACK}Velocitat al canal/riu: {GOLD}{VELOCITY} ++STR_PURCHASE_INFO_RUNNINGCOST :{BLACK}Cost d'utilització: {GOLD}{CURRENCY_LONG}/any ++STR_PURCHASE_INFO_CAPACITY :{BLACK}Capacitat: {GOLD}{CARGO_LONG} {STRING} ++STR_PURCHASE_INFO_REFITTABLE :(remodelable) ++STR_PURCHASE_INFO_DESIGNED_LIFE :{BLACK}Dissenyat: {GOLD}{NUM}{BLACK} Vida: {GOLD}{COMMA} any{P "" s} ++STR_PURCHASE_INFO_RELIABILITY :{BLACK}Fiabilitat màxima: {GOLD}{COMMA}% ++STR_PURCHASE_INFO_COST :{BLACK}Cost: {GOLD}{CURRENCY_LONG} ++STR_PURCHASE_INFO_WEIGHT_CWEIGHT :{BLACK}Pes: {GOLD}{WEIGHT_SHORT} ({WEIGHT_SHORT}) ++STR_PURCHASE_INFO_COST_SPEED :{BLACK}Cost: {GOLD}{CURRENCY_LONG}{BLACK} Velocitat: {GOLD}{VELOCITY} ++STR_PURCHASE_INFO_AIRCRAFT_CAPACITY :{BLACK}Capacitat: {GOLD}{CARGO_LONG}, {CARGO_LONG} ++STR_PURCHASE_INFO_PWAGPOWER_PWAGWEIGHT :{BLACK}Vagons Automotrius: {GOLD}+{POWER}{BLACK} Pes: {GOLD}+{WEIGHT_SHORT} ++STR_PURCHASE_INFO_REFITTABLE_TO :{BLACK}Remodelable a: {GOLD}{STRING} ++STR_PURCHASE_INFO_ALL_TYPES :Totes les càrregues ++STR_PURCHASE_INFO_ALL_BUT :Qualsevol excepte {CARGO_LIST} ++STR_PURCHASE_INFO_MAX_TE :{BLACK}Esforç de tracció màxim: {GOLD}{FORCE} ++STR_PURCHASE_INFO_AIRCRAFT_RANGE :{BLACK}Abast: {GOLD}{COMMA} cel·les ++STR_PURCHASE_INFO_AIRCRAFT_TYPE :{BLACK}Tipus d'aeronau: {GOLD}{STRING} ++ ++STR_BUY_VEHICLE_TRAIN_LIST_TOOLTIP :{BLACK}Llista de selecció de trens i vagons. Clica al vehicle per més informació. Ctrl+Click per a alternar entre mostrar/ocultar el vehicle ferroviari ++STR_BUY_VEHICLE_ROAD_VEHICLE_LIST_TOOLTIP :{BLACK}Llista de models de vehicles de carretera. Clica sobre el model per més informació. Amb Ctrl+Clic, commuta entre mostrar o ocultar el model. ++STR_BUY_VEHICLE_SHIP_LIST_TOOLTIP :{BLACK}Llista de models de vaixells. Clica sobre el model per més informació. Amb Ctrl+Clic, commuta entre mostrar o ocultar el model. ++STR_BUY_VEHICLE_AIRCRAFT_LIST_TOOLTIP :{BLACK}Llista de models d'aeronaus. Cliqueu sobre l'aeronau per més informació. Amb Ctrl+Clic, commuta entre mostrar o ocultar l'aeronau. ++ ++STR_BUY_VEHICLE_TRAIN_BUY_VEHICLE_BUTTON :{BLACK}Compra el tren/vagó ++STR_BUY_VEHICLE_ROAD_VEHICLE_BUY_VEHICLE_BUTTON :{BLACK}Compra el vehicle ++STR_BUY_VEHICLE_SHIP_BUY_VEHICLE_BUTTON :{BLACK}Compra el vaixell ++STR_BUY_VEHICLE_AIRCRAFT_BUY_VEHICLE_BUTTON :{BLACK}Compra l'aeronau ++ ++STR_BUY_VEHICLE_TRAIN_BUY_VEHICLE_TOOLTIP :{BLACK}Compra el tren/vagó seleccionat. Amb Maj+Clic, mostra el cost estimat sense comprar-lo. ++STR_BUY_VEHICLE_ROAD_VEHICLE_BUY_VEHICLE_TOOLTIP :{BLACK}Compra el vehicle marcat. Amb Maj+Clic, mostra el cost estimat sense comprar-lo. ++STR_BUY_VEHICLE_SHIP_BUY_VEHICLE_TOOLTIP :{BLACK}Compra el vaixell seleccionat. Amb Maj+Clic, mostra el cost estimat sense comprar-lo. ++STR_BUY_VEHICLE_AIRCRAFT_BUY_VEHICLE_TOOLTIP :{BLACK}Compra l'aeronau marcada. Amb Maj+Clic, mostra el cost estimat sense comprar-la. ++ ++STR_BUY_VEHICLE_TRAIN_RENAME_BUTTON :{BLACK}Canvia el nom ++STR_BUY_VEHICLE_ROAD_VEHICLE_RENAME_BUTTON :{BLACK}Canvia el nom ++STR_BUY_VEHICLE_SHIP_RENAME_BUTTON :{BLACK}Canvia el nom ++STR_BUY_VEHICLE_AIRCRAFT_RENAME_BUTTON :{BLACK}Canvia el nom ++ ++STR_BUY_VEHICLE_TRAIN_RENAME_TOOLTIP :{BLACK}Canvia el nom del model de vehicle. ++STR_BUY_VEHICLE_ROAD_VEHICLE_RENAME_TOOLTIP :{BLACK}Canvia el nom del model de vehicle de carretera. ++STR_BUY_VEHICLE_SHIP_RENAME_TOOLTIP :{BLACK}Canvia el nom del model de vaixell. ++STR_BUY_VEHICLE_AIRCRAFT_RENAME_TOOLTIP :{BLACK}Canvia el nom del model d'avió. ++ ++STR_BUY_VEHICLE_TRAIN_HIDE_TOGGLE_BUTTON :{BLACK}Oculta ++STR_BUY_VEHICLE_ROAD_VEHICLE_HIDE_TOGGLE_BUTTON :{BLACK}Oculta ++STR_BUY_VEHICLE_SHIP_HIDE_TOGGLE_BUTTON :{BLACK}Oculta ++STR_BUY_VEHICLE_AIRCRAFT_HIDE_TOGGLE_BUTTON :{BLACK}Oculta ++ ++STR_BUY_VEHICLE_TRAIN_SHOW_TOGGLE_BUTTON :{BLACK}Mostra ++STR_BUY_VEHICLE_ROAD_VEHICLE_SHOW_TOGGLE_BUTTON :{BLACK}Mostra ++STR_BUY_VEHICLE_SHIP_SHOW_TOGGLE_BUTTON :{BLACK}Mostra ++STR_BUY_VEHICLE_AIRCRAFT_SHOW_TOGGLE_BUTTON :{BLACK}Mostra ++ ++STR_BUY_VEHICLE_TRAIN_HIDE_SHOW_TOGGLE_TOOLTIP :{BLACK}Commuta entre mostrar o ocultar aquest model de vehicle. ++STR_BUY_VEHICLE_ROAD_VEHICLE_HIDE_SHOW_TOGGLE_TOOLTIP :{BLACK}Commuta entre mostrar o ocultar aquest model de vehicle de carretera. ++STR_BUY_VEHICLE_SHIP_HIDE_SHOW_TOGGLE_TOOLTIP :{BLACK}Commuta entre mostrar o ocultar aquest model de vaixell. ++STR_BUY_VEHICLE_AIRCRAFT_HIDE_SHOW_TOGGLE_TOOLTIP :{BLACK}Commuta entre mostrar o amagar l'aeronau. ++ ++STR_QUERY_RENAME_TRAIN_TYPE_CAPTION :{WHITE}Canvia el nom del model de vehicle ferroviari ++STR_QUERY_RENAME_ROAD_VEHICLE_TYPE_CAPTION :{WHITE}Canvia el nom del model d'automòbil ++STR_QUERY_RENAME_SHIP_TYPE_CAPTION :{WHITE}Canvia el nom del model de vaixell ++STR_QUERY_RENAME_AIRCRAFT_TYPE_CAPTION :{WHITE}Canvia el nom del model d'avió ++ ++# Depot window ++STR_DEPOT_CAPTION :{WHITE}{DEPOT} ++ ++STR_DEPOT_RENAME_TOOLTIP :{BLACK}Canvia el nom de la cotxera ++STR_DEPOT_RENAME_DEPOT_CAPTION :Canvia el nom de la cotxera ++ ++STR_DEPOT_NO_ENGINE :{BLACK}- ++STR_DEPOT_VEHICLE_TOOLTIP :{BLACK}{ENGINE}{STRING} ++STR_DEPOT_VEHICLE_TOOLTIP_CHAIN :{BLACK}{NUM} vehicle{P "" s}{STRING} ++STR_DEPOT_VEHICLE_TOOLTIP_CARGO :{}{CARGO_LONG} ({CARGO_SHORT}) ++ ++STR_DEPOT_TRAIN_LIST_TOOLTIP :{BLACK}Trens - arrossega el vehicle per afegir/treure del tren, clica amb el botó dret al tren per informació. Mantingues Ctrl per aplicar les dues funcions a la cadena següent ++STR_DEPOT_ROAD_VEHICLE_LIST_TOOLTIP :{BLACK}Vehicles - clica amb el botó dret en un vehicle per més informació ++STR_DEPOT_SHIP_LIST_TOOLTIP :{BLACK}Vaixells - clica amb el botó dret en un vaixell per més informació ++STR_DEPOT_AIRCRAFT_LIST_TOOLTIP :{BLACK}Avió - clica amb el botó dret sobre l'avió per més informació ++ ++STR_DEPOT_TRAIN_SELL_TOOLTIP :{BLACK}Arrossega el vehicle ferroviari fins aquí per vendre'l ++STR_DEPOT_ROAD_VEHICLE_SELL_TOOLTIP :{BLACK}Arrossega el vehicle fins aquí per vendre'l ++STR_DEPOT_SHIP_SELL_TOOLTIP :{BLACK}Arrossega el vaixell fins aquí per vendre'l ++STR_DEPOT_AIRCRAFT_SELL_TOOLTIP :{BLACK}Arrossega l'avió fins aquí per vendre'l ++ ++STR_DEPOT_DRAG_WHOLE_TRAIN_TO_SELL_TOOLTIP :{BLACK}Arrossega la màquina de tren aquí per vendre el tren sencer ++ ++STR_DEPOT_SELL_ALL_BUTTON_TRAIN_TOOLTIP :{BLACK}Vendre tots els trens de la cotxera ++STR_DEPOT_SELL_ALL_BUTTON_ROAD_VEHICLE_TOOLTIP :{BLACK}Vendre tots els vehicles de la cotxera ++STR_DEPOT_SELL_ALL_BUTTON_SHIP_TOOLTIP :{BLACK}Vendre tots els vaixells de la drassana ++STR_DEPOT_SELL_ALL_BUTTON_AIRCRAFT_TOOLTIP :{BLACK}Vendre tots els avions de l'hangar ++ ++STR_DEPOT_AUTOREPLACE_TRAIN_TOOLTIP :{BLACK}Autosubstitueix tots els trens de la cotxera ++STR_DEPOT_AUTOREPLACE_ROAD_VEHICLE_TOOLTIP :{BLACK}Autosubstitueix tots els vehicles de la cotxera ++STR_DEPOT_AUTOREPLACE_SHIP_TOOLTIP :{BLACK}Autosubstitueix tots els vaixells de la drassana ++STR_DEPOT_AUTOREPLACE_AIRCRAFT_TOOLTIP :{BLACK}Autosubstitueix tots els avions de l'hangar ++ ++STR_DEPOT_TRAIN_NEW_VEHICLES_BUTTON :{BLACK}Nous Vehicles ++STR_DEPOT_ROAD_VEHICLE_NEW_VEHICLES_BUTTON :{BLACK}Nous Vehicles ++STR_DEPOT_SHIP_NEW_VEHICLES_BUTTON :{BLACK}Nous Vaixells ++STR_DEPOT_AIRCRAFT_NEW_VEHICLES_BUTTON :{BLACK}Nou Avió ++ ++STR_DEPOT_TRAIN_NEW_VEHICLES_TOOLTIP :{BLACK}Compra un nou vehicle ferroviari ++STR_DEPOT_ROAD_VEHICLE_NEW_VEHICLES_TOOLTIP :{BLACK}Compra un nou automòbil ++STR_DEPOT_SHIP_NEW_VEHICLES_TOOLTIP :{BLACK}Compra un nou vaixell ++STR_DEPOT_AIRCRAFT_NEW_VEHICLES_TOOLTIP :{BLACK}Compra un nou avió ++ ++STR_DEPOT_CLONE_TRAIN :{BLACK}Clona Tren ++STR_DEPOT_CLONE_ROAD_VEHICLE :{BLACK}Clona Vehicle ++STR_DEPOT_CLONE_SHIP :{BLACK}Clona Vaixell ++STR_DEPOT_CLONE_AIRCRAFT :{BLACK}Clona Avió ++ ++STR_DEPOT_CLONE_TRAIN_DEPOT_INFO :{BLACK}Això comprarà una còpia del tren inclosos tots els vagons. Clica aquest botó i després en un tren dins o fora de les cotxeres. Control+Clic compartirà les ordres. Shift+Clic mostra el cost estimat sense comprar-lo ++STR_DEPOT_CLONE_ROAD_VEHICLE_DEPOT_INFO :{BLACK}Això comprarà una còpia del vehicle. Clica aquest botó i després en un vehicle dins o fora de les cotxeres. Control+Clic compartirà les ordres. Shift+Clic mostra el cost estimat sense comprar-lo ++STR_DEPOT_CLONE_SHIP_DEPOT_INFO :{BLACK}Això comprarà una còpia del vaixell. Clica aquest botó i després en un vaixell dins o fora les drassanes. Control+Clic compartirà les ordres. Shift+Clic mostra el cost estimat sense comprar-lo ++STR_DEPOT_CLONE_AIRCRAFT_INFO_HANGAR_WINDOW :{BLACK}Això comprarà una còpia d'un avió. Clica aquest botó i després en un avió dins o fora l'hangar. Control+Clic compartirà les ordres. Shift+Clic mostra el cost estimat sense comprar-lo ++ ++STR_DEPOT_TRAIN_LOCATION_TOOLTIP :{BLACK}Centra la vista principal al lloc de la cotxera. Ctrl+Clic obre una nova vista al lloc de la cotxera ++STR_DEPOT_ROAD_VEHICLE_LOCATION_TOOLTIP :{BLACK}Centra la vista principal al lloc de la cotxera. Ctrl+Clic obre una nova vista al lloc de la cotxera ++STR_DEPOT_SHIP_LOCATION_TOOLTIP :{BLACK}Centra la vista principal al lloc de la drassana. Ctrl+Clic obre una nova vista al lloc de la drassana ++STR_DEPOT_AIRCRAFT_LOCATION_TOOLTIP :{BLACK}Centra la vista principal al lloc de l'hangar. Ctrl+Clic obre una nova vista al lloc de l'hangar ++ ++STR_DEPOT_VEHICLE_ORDER_LIST_TRAIN_TOOLTIP :{BLACK}Treure una llista de tots els trens amb aquesta cotxera en les seves ordres ++STR_DEPOT_VEHICLE_ORDER_LIST_ROAD_VEHICLE_TOOLTIP :{BLACK}Treure una llista de tots els vehicles amb aquesta cotxera en les seves ordres ++STR_DEPOT_VEHICLE_ORDER_LIST_SHIP_TOOLTIP :{BLACK}Treure una llista de tots els vaixells amb aquesta drassana en les seves ordres ++STR_DEPOT_VEHICLE_ORDER_LIST_AIRCRAFT_TOOLTIP :{BLACK}Treu una llista de tots els avions amb algun hangar d'aquest aeroport en les seves ordres ++ ++STR_DEPOT_MASS_STOP_DEPOT_TRAIN_TOOLTIP :{BLACK}Clica per parar tots els trens de dins de la cotxera ++STR_DEPOT_MASS_STOP_DEPOT_ROAD_VEHICLE_TOOLTIP :{BLACK}Clica per parar tots els vehicles de dins de la cotxera ++STR_DEPOT_MASS_STOP_DEPOT_SHIP_TOOLTIP :{BLACK}Clica per parar tots els vaixells de dins de la drassana ++STR_DEPOT_MASS_STOP_HANGAR_TOOLTIP :{BLACK}Clica per parar tots els avions de dins de l'hangar ++ ++STR_DEPOT_MASS_START_DEPOT_TRAIN_TOOLTIP :{BLACK}Clica per engegar tots els trens de dins de la cotxera ++STR_DEPOT_MASS_START_DEPOT_ROAD_VEHICLE_TOOLTIP :{BLACK}Clica per engegar tots els vehicles de dins de la cotxera ++STR_DEPOT_MASS_START_DEPOT_SHIP_TOOLTIP :{BLACK}Clica per engegar tots els vaixells de dins de la drassana ++STR_DEPOT_MASS_START_HANGAR_TOOLTIP :{BLACK}Clica per engegar tots els avions de dins de l'hangar ++ ++STR_DEPOT_SELL_CONFIRMATION_TEXT :{YELLOW}Estàs a punt de vendre tots els vehicles de la cotxera. N'estàs segur? ++ ++# Engine preview window ++STR_ENGINE_PREVIEW_CAPTION :{WHITE}Missatge del fabricant de vehicles ++STR_ENGINE_PREVIEW_MESSAGE :{GOLD}Acabem de dissenyar {G un una} {G nou nova} {STRING}. Esteu interessats en fer ús exclusiu d'aquest vehicle durant un any, per veure com va, abans del seu llançament mundial? ++STR_ENGINE_PREVIEW_RAILROAD_LOCOMOTIVE :{G=Femenin}locomotora de tren ++STR_ENGINE_PREVIEW_ROAD_VEHICLE :{G=Masculin}automòbil ++STR_ENGINE_PREVIEW_AIRCRAFT :{G=Masculin}avió ++STR_ENGINE_PREVIEW_SHIP :{G=Masculin}vaixell ++STR_ENGINE_PREVIEW_MONORAIL_LOCOMOTIVE :{G=Femenin}locomotora de monorail ++STR_ENGINE_PREVIEW_MAGLEV_LOCOMOTIVE :{G=Femenin}locomotora de maglev ++ ++STR_ENGINE_PREVIEW_COST_WEIGHT_SPEED_POWER :{BLACK}Cost: {CURRENCY_LONG} Pes: {WEIGHT_SHORT}{}Velocitat: {VELOCITY} Potència: {POWER}{}Cost de circulació: {CURRENCY_LONG}/any{}Capacitat: {CARGO_LONG} ++STR_ENGINE_PREVIEW_COST_WEIGHT_SPEED_POWER_MAX_TE :{BLACK}Cost: {CURRENCY_LONG} Pes: {WEIGHT_SHORT}{}Velocitat: {VELOCITY} Potència: {POWER} Màx. E.T.: {6:FORCE}{}Cost d'utilització: {4:CURRENCY_LONG}/any{}Capacitat: {5:CARGO_LONG} ++STR_ENGINE_PREVIEW_COST_MAX_SPEED_CAP_RUNCOST :{BLACK}Cost: {CURRENCY_LONG} Vel. Màx: {VELOCITY}{}Capacitat: {CARGO_LONG}{}Cost d'utilització: {CURRENCY_LONG}/any ++STR_ENGINE_PREVIEW_COST_MAX_SPEED_TYPE_CAP_CAP_RUNCOST :{BLACK}Cost: {CURRENCY_LONG} Velocitat màx.: {VELOCITY}{}Tipus d'aeronau: {STRING}{}Capacitat: {CARGO_LONG}, {CARGO_LONG}{}Cost de circulació: {CURRENCY_LONG} per any ++STR_ENGINE_PREVIEW_COST_MAX_SPEED_TYPE_CAP_RUNCOST :{BLACK}Cost: {CURRENCY_LONG} Velocitat màx.: {VELOCITY}{}Tipus d'aeronau: {STRING}{}Capacitat: {CARGO_LONG}{}Cost de circulació: {CURRENCY_LONG} per any ++STR_ENGINE_PREVIEW_COST_MAX_SPEED_TYPE_RANGE_CAP_CAP_RUNCOST :{BLACK}Cost: {CURRENCY_LONG} Velocitat màx.: {VELOCITY}{}Tipus d'aeronau: {STRING} Abast: {COMMA} caselles{}Capacitat: {CARGO_LONG}, {CARGO_LONG}{}Cost de circulació: {CURRENCY_LONG} per any ++STR_ENGINE_PREVIEW_COST_MAX_SPEED_TYPE_RANGE_CAP_RUNCOST :{BLACK}Cost: {CURRENCY_LONG} Velocitat màx.: {VELOCITY}{}Tipus d'aeronau: {STRING} Abast: {COMMA} caselles{}Capacitat: {CARGO_LONG}{}Cost de circulació: {CURRENCY_LONG} per any ++ ++# Autoreplace window ++STR_REPLACE_VEHICLES_WHITE :{WHITE}Substitueix {STRING} - {STRING} ++STR_REPLACE_VEHICLE_TRAIN :Tren ++STR_REPLACE_VEHICLE_ROAD_VEHICLE :Vehicle ++STR_REPLACE_VEHICLE_SHIP :Vaixell ++STR_REPLACE_VEHICLE_AIRCRAFT :Avió ++ ++STR_REPLACE_VEHICLE_VEHICLES_IN_USE :{YELLOW}Vehicles en ús ++STR_REPLACE_VEHICLE_VEHICLES_IN_USE_TOOLTIP :{BLACK}Columna amb vehicles que estàs emprant ++STR_REPLACE_VEHICLE_AVAILABLE_VEHICLES :{YELLOW}Vehicles disponibles ++STR_REPLACE_VEHICLE_AVAILABLE_VEHICLES_TOOLTIP :{BLACK}Columna amb els vehicles disponibles per a substitucions ++ ++STR_REPLACE_HELP_LEFT_ARRAY :{BLACK}Selecciona el model a substituir ++STR_REPLACE_HELP_RIGHT_ARRAY :{BLACK}Selecciona el nou model que vols fer servir en lloc del seleccionat ++ ++STR_REPLACE_VEHICLES_START :{BLACK}Comença a substituir ++STR_REPLACE_VEHICLES_NOW :Substitueix ara tots els vehicles ++STR_REPLACE_VEHICLES_WHEN_OLD :Substitueix només vehicles vells ++STR_REPLACE_HELP_START_BUTTON :{BLACK}Prem per iniciar el reemplaçament del model seleccionat a l'esquerra pel seleccionat a la dreta ++STR_REPLACE_NOT_REPLACING :{BLACK}No substituint ++STR_REPLACE_NOT_REPLACING_VEHICLE_SELECTED :{BLACK}Cap vehicle seleccionat ++STR_REPLACE_REPLACING_WHEN_OLD :{ENGINE} quan sigui vell ++STR_REPLACE_VEHICLES_STOP :{BLACK}Para de substituir ++STR_REPLACE_HELP_STOP_BUTTON :{BLACK}Prem per aturar el reemplaçament del model seleccionat a l'esquerra ++ ++STR_REPLACE_ENGINE_WAGON_SELECT_HELP :{BLACK}Canvia entre finestres de substitució de vagons i de motors ++STR_REPLACE_ENGINES :Motors ++STR_REPLACE_WAGONS :Vagons ++STR_REPLACE_ALL_RAILTYPE :Tots els vehicles ferroviaris ++ ++STR_REPLACE_HELP_RAILTYPE :{BLACK}Tria el tipus de via dels models de vehicle que vols substituir ++STR_REPLACE_HELP_REPLACE_INFO_TAB :{BLACK}Mostra quin model dels seleccionats a l'esquerra es substitueix, si n'hi ha ++STR_REPLACE_RAIL_VEHICLES :Trens de Vapor i Dièsel ++STR_REPLACE_ELRAIL_VEHICLES :Trens Elèctrics ++STR_REPLACE_MONORAIL_VEHICLES :Trens monorail ++STR_REPLACE_MAGLEV_VEHICLES :Trens maglev ++ ++STR_REPLACE_REMOVE_WAGON :{BLACK}Treure vagons: {ORANGE}{STRING} ++STR_REPLACE_REMOVE_WAGON_HELP :{BLACK}Fer que la substitució automàtica mantingui la llargada del tren eliminant vagons (començant pel front), si substituint la màquina el tren es fa més llarg ++ ++# Vehicle view ++STR_VEHICLE_VIEW_CAPTION :{WHITE}{VEHICLE} ++ ++STR_VEHICLE_VIEW_TRAIN_LOCATION_TOOLTIP :{BLACK}Centra la vista principal al lloc del tren. Ctrl+Clic per seguir el tren a la vista principal ++STR_VEHICLE_VIEW_ROAD_VEHICLE_LOCATION_TOOLTIP :{BLACK}Centra la vista principal al lloc del vehicle. Ctrl+Clic per seguir el vehicle a la vista principal ++STR_VEHICLE_VIEW_SHIP_LOCATION_TOOLTIP :{BLACK}Centra la vista principal al lloc del vaixell. Ctrl+Clic per seguir el vaixell a la vista principal ++STR_VEHICLE_VIEW_AIRCRAFT_LOCATION_TOOLTIP :{BLACK}Centra la vista principal al lloc de l'avió. Ctrl+Clic per seguir l'avió a la vista principal ++ ++STR_VEHICLE_VIEW_TRAIN_SEND_TO_DEPOT_TOOLTIP :{BLACK}Envia el tren a cotxera ++STR_VEHICLE_VIEW_ROAD_VEHICLE_SEND_TO_DEPOT_TOOLTIP :{BLACK}Envia el vehicle a cotxera ++STR_VEHICLE_VIEW_SHIP_SEND_TO_DEPOT_TOOLTIP :{BLACK}Envia el vaixell a la drassana. CTRL+Clic per només revisió ++STR_VEHICLE_VIEW_AIRCRAFT_SEND_TO_DEPOT_TOOLTIP :{BLACK}Envia avió a l'hangar ++ ++STR_VEHICLE_VIEW_CLONE_TRAIN_INFO :{BLACK}Això comprarà una còpia del tren inclosos tots els vagons. Control+Clic compartirà les ordres. Shift+Clic mostra el cost estimat sense comprar-lo ++STR_VEHICLE_VIEW_CLONE_ROAD_VEHICLE_INFO :{BLACK}Això comprarà una còpia del vehicle. Control+Clic compartirà les ordres. Shift+Clic mostra el cost estimat sense comprar-lo ++STR_VEHICLE_VIEW_CLONE_SHIP_INFO :{BLACK}Això comprarà una còpia del vaixell. Control+Clic compartirà les ordres. Shift+Clic mostra el cost estimat sense comprar-lo ++STR_VEHICLE_VIEW_CLONE_AIRCRAFT_INFO :{BLACK}Això comprarà una còpia de l'avió. Control+Clic compartirà les ordres. Shift+Clic mostra el cost estimat sense comprar-lo ++ ++STR_VEHICLE_VIEW_TRAIN_IGNORE_SIGNAL_TOOLTIP :{BLACK}Obliga al tren a actuar sense esperar a tenir el semàfor lliure ++ ++STR_VEHICLE_VIEW_TRAIN_REFIT_TOOLTIP :{BLACK}Remodela un tren per transportar un altre tipus de càrrega ++STR_VEHICLE_VIEW_ROAD_VEHICLE_REFIT_TOOLTIP :{BLACK}Remodela l'automòbil per dur un tipus diferent de càrrega ++STR_VEHICLE_VIEW_SHIP_REFIT_TOOLTIP :{BLACK}Remodela vaixell mercant per portar un tipus diferent de càrrega ++STR_VEHICLE_VIEW_AIRCRAFT_REFIT_TOOLTIP :{BLACK}Remodela avions per poder transportar diferents tipus de càrrega ++ ++STR_VEHICLE_VIEW_TRAIN_REVERSE_TOOLTIP :{BLACK}Inverteix la direcció del tren ++STR_VEHICLE_VIEW_ROAD_VEHICLE_REVERSE_TOOLTIP :{BLACK}Obliga al vehicle a tornar ++ ++STR_VEHICLE_VIEW_TRAIN_ORDERS_TOOLTIP :{BLACK}Mostra les ordres del tren. Ctrl+Clic per mostrar l'horari del tren ++STR_VEHICLE_VIEW_ROAD_VEHICLE_ORDERS_TOOLTIP :{BLACK}Mostra les ordres dels vehicles. Ctrl +Clic per mostrar l'horari del vehicle ++STR_VEHICLE_VIEW_SHIP_ORDERS_TOOLTIP :{BLACK}Mostra les ordres del vaixell. Ctrl+Clic per mostrar l'horari del vaixell ++STR_VEHICLE_VIEW_AIRCRAFT_ORDERS_TOOLTIP :{BLACK}Mostra les ordres de l'avió. Ctrl+Clic per mostrar l'horari de l'avió ++ ++STR_VEHICLE_VIEW_TRAIN_SHOW_DETAILS_TOOLTIP :{BLACK}Mostra els detalls del tren ++STR_VEHICLE_VIEW_ROAD_VEHICLE_SHOW_DETAILS_TOOLTIP :{BLACK}Mostra els detalls del vehicle ++STR_VEHICLE_VIEW_SHIP_SHOW_DETAILS_TOOLTIP :{BLACK}Mostra els detalls del vaixell ++STR_VEHICLE_VIEW_AIRCRAFT_SHOW_DETAILS_TOOLTIP :{BLACK}Mostra els detalls de l'avió ++ ++STR_VEHICLE_VIEW_TRAIN_STATE_START_STOP_TOOLTIP :{BLACK}Acció sobre el tren actual - clica aquí per parar/engegar el tren. Ctrl+Clic per saltar a la destinació ++STR_VEHICLE_VIEW_ROAD_VEHICLE_STATE_START_STOP_TOOLTIP :{BLACK}Acció sobre el vehicle actual - clica aquí per parar/engegar el vehicle. Ctrl+Clic per saltar a la destinació ++STR_VEHICLE_VIEW_SHIP_STATE_START_STOP_TOOLTIP :{BLACK}Accions sobre el vaixell actual - clica aquí per parar/engegar el vaixell. Ctrl+Clic per saltar a la destinació ++STR_VEHICLE_VIEW_AIRCRAFT_STATE_START_STOP_TOOLTIP :{BLACK}Accions sobre l'avió actual - clica aquí per parar/engegar l'avió. Ctrl+Clic per saltar a la destinació ++ ++# Messages in the start stop button in the vehicle view ++STR_VEHICLE_STATUS_LOADING_UNLOADING :{LTBLUE}Carregant / Descarregant ++STR_VEHICLE_STATUS_LEAVING :{LTBLUE}Sortint ++STR_VEHICLE_STATUS_CRASHED :{RED}Vehicle sinistrat! ++STR_VEHICLE_STATUS_BROKEN_DOWN :{RED}Avariat ++STR_VEHICLE_STATUS_STOPPED :{RED}Parat ++STR_VEHICLE_STATUS_TRAIN_STOPPING_VEL :{RED}Parant, a {VELOCITY} ++STR_VEHICLE_STATUS_TRAIN_NO_POWER :{RED}Sense energia ++STR_VEHICLE_STATUS_TRAIN_STUCK :{ORANGE}Esperant una ruta lliure ++STR_VEHICLE_STATUS_AIRCRAFT_TOO_FAR :{ORANGE}Massa lluny del proper destí ++ ++STR_VEHICLE_STATUS_HEADING_FOR_STATION_VEL :{LTBLUE}Cap a {STATION}, a {VELOCITY} ++STR_VEHICLE_STATUS_NO_ORDERS_VEL :{LTBLUE}Sense ordres, a {VELOCITY} ++STR_VEHICLE_STATUS_HEADING_FOR_WAYPOINT_VEL :{LTBLUE}Cap a {WAYPOINT}, a {VELOCITY} ++STR_VEHICLE_STATUS_HEADING_FOR_DEPOT_VEL :{ORANGE}Cap a {DEPOT}, {VELOCITY} ++STR_VEHICLE_STATUS_HEADING_FOR_DEPOT_SERVICE_VEL :{LTBLUE}Revisió a {DEPOT}, {VELOCITY} ++ ++# Vehicle stopped/started animations ++STR_VEHICLE_COMMAND_STOPPED_SMALL :{TINY_FONT}{RED}Parat ++STR_VEHICLE_COMMAND_STOPPED :{RED}Parat ++STR_VEHICLE_COMMAND_STARTED_SMALL :{TINY_FONT}{GREEN}Començat ++STR_VEHICLE_COMMAND_STARTED :{GREEN}Començat ++ ++# Vehicle details ++STR_VEHICLE_DETAILS_CAPTION :{WHITE}{VEHICLE} (Detalls) ++STR_VEHICLE_NAME_BUTTON :{BLACK}Nom ++ ++STR_VEHICLE_DETAILS_TRAIN_RENAME :{BLACK}Anomena tren ++STR_VEHICLE_DETAILS_ROAD_VEHICLE_RENAME :{BLACK}Anomena automòbil ++STR_VEHICLE_DETAILS_SHIP_RENAME :{BLACK}Anomena vaixell ++STR_VEHICLE_DETAILS_AIRCRAFT_RENAME :{BLACK}Anomena avió ++ ++STR_VEHICLE_INFO_AGE_RUNNING_COST_YR :{BLACK}Anys: {LTBLUE}{STRING}{BLACK} Cost d'utilització: {LTBLUE}{CURRENCY_LONG}/any ++# The next two need to stay in this order ++STR_VEHICLE_INFO_AGE :{COMMA} any{P "" s} ({COMMA}) ++STR_VEHICLE_INFO_AGE_RED :{RED}{COMMA} any{P "" s} ({COMMA}) ++ ++STR_VEHICLE_INFO_MAX_SPEED :{BLACK}Vel. màx.: {LTBLUE}{VELOCITY} ++STR_VEHICLE_INFO_MAX_SPEED_TYPE :{BLACK}Velocitat màx.: {LTBLUE}{VELOCITY} {BLACK}Tipus d'aeronau: {LTBLUE}{STRING} ++STR_VEHICLE_INFO_MAX_SPEED_TYPE_RANGE :{BLACK}Velocitat màx.: {LTBLUE}{VELOCITY} {BLACK}Tipus d'aeronau: {LTBLUE}{STRING} {BLACK}Abast: {LTBLUE}{COMMA} caselles ++STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED :{BLACK}Pes: {LTBLUE}{WEIGHT_SHORT} {BLACK}Potència: {LTBLUE}{POWER}{BLACK} Vel. Màx: {LTBLUE}{VELOCITY} ++STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED_MAX_TE :{BLACK}Pes: {LTBLUE}{WEIGHT_SHORT} {BLACK}Potència: {LTBLUE}{POWER}{BLACK} Vel. màx: {LTBLUE}{VELOCITY} {BLACK}E.T. màx.: {LTBLUE}{FORCE} ++ ++STR_VEHICLE_INFO_PROFIT_THIS_YEAR_LAST_YEAR :{BLACK}Benefici d'aquest any: {LTBLUE}{CURRENCY_LONG} (darrer any: {CURRENCY_LONG}) ++STR_VEHICLE_INFO_RELIABILITY_BREAKDOWNS :{BLACK}Fiabilitat: {LTBLUE}{COMMA}% {BLACK}Avaries des de la darrera revisió: {LTBLUE}{COMMA} ++ ++STR_VEHICLE_INFO_BUILT_VALUE :{LTBLUE}{ENGINE} {BLACK}Fabricat: {LTBLUE}{NUM}{BLACK} Valor: {LTBLUE}{CURRENCY_LONG} ++STR_VEHICLE_INFO_NO_CAPACITY :{BLACK}Capacitat: {LTBLUE}Cap{STRING} ++STR_VEHICLE_INFO_CAPACITY :{BLACK}Capacitat: {LTBLUE}{CARGO_LONG}{3:STRING} ++STR_VEHICLE_INFO_CAPACITY_MULT :{BLACK}Capacitat: {LTBLUE}{CARGO_LONG}{3:STRING} (x{4:NUM}) ++STR_VEHICLE_INFO_CAPACITY_CAPACITY :{BLACK}Capacitat: {LTBLUE}{CARGO_LONG}, {CARGO_LONG}{STRING} ++ ++STR_VEHICLE_INFO_FEEDER_CARGO_VALUE :{BLACK}Transferir crèdits: {LTBLUE}{CURRENCY_LONG} ++ ++STR_VEHICLE_DETAILS_SERVICING_INTERVAL_DAYS :{BLACK}Interval de les revisions: {LTBLUE}{COMMA}{NBSP}dies{BLACK} Darrera revisió: {LTBLUE}{DATE_LONG} ++STR_VEHICLE_DETAILS_SERVICING_INTERVAL_PERCENT :{BLACK}Interval de les revisions: {LTBLUE}{COMMA}%{BLACK} Darrera revisió: {LTBLUE}{DATE_LONG} ++STR_VEHICLE_DETAILS_INCREASE_SERVICING_INTERVAL_TOOLTIP :{BLACK}Augmenta l'interval de les revisions en 10. Ctrl+Clic augmenta l'interval de les revisions en 5 ++STR_VEHICLE_DETAILS_DECREASE_SERVICING_INTERVAL_TOOLTIP :{BLACK}Disminueix l'interval de les revisions en 10. Ctrl+Clic disminueix l'interval de les revisions en 5 ++ ++STR_SERVICE_INTERVAL_DROPDOWN_TOOLTIP :{BLACK}Canvia el tipus d'interval de les revisions ++STR_VEHICLE_DETAILS_DEFAULT :{G=Masculin}Predeterminat ++STR_VEHICLE_DETAILS_DAYS :{G=Masculin}Dies ++STR_VEHICLE_DETAILS_PERCENT :Percentatge ++ ++STR_QUERY_RENAME_TRAIN_CAPTION :{WHITE}Anomena tren ++STR_QUERY_RENAME_ROAD_VEHICLE_CAPTION :{WHITE}Anomena automòbil ++STR_QUERY_RENAME_SHIP_CAPTION :{WHITE}Anomena vaixell ++STR_QUERY_RENAME_AIRCRAFT_CAPTION :{WHITE}Anomena avió ++ ++# Extra buttons for train details windows ++STR_VEHICLE_DETAILS_TRAIN_ENGINE_BUILT_AND_VALUE :{LTBLUE}{ENGINE}{BLACK} Construït: {LTBLUE}{NUM}{BLACK} Valor: {LTBLUE}{CURRENCY_LONG} ++STR_VEHICLE_DETAILS_TRAIN_WAGON_VALUE :{LTBLUE}{ENGINE}{BLACK} Valor: {LTBLUE}{CURRENCY_LONG} ++ ++STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY_TEXT :{BLACK}Càrrega total (capacitat) d'aquest tren: ++STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY :{LTBLUE}- {CARGO_LONG} ({CARGO_SHORT}) ++STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY_MULT :{LTBLUE}- {CARGO_LONG} ({CARGO_SHORT}) (x{NUM}) ++ ++STR_VEHICLE_DETAILS_CARGO_EMPTY :{LTBLUE}Buit ++STR_VEHICLE_DETAILS_CARGO_FROM :{LTBLUE}{CARGO_LONG} procedent{P "" s} de {STATION} ++STR_VEHICLE_DETAILS_CARGO_FROM_MULT :{LTBLUE}{CARGO_LONG} des de {STATION} (x{NUM}) ++ ++STR_VEHICLE_DETAIL_TAB_CARGO :{BLACK}Càrrega ++STR_VEHICLE_DETAILS_TRAIN_CARGO_TOOLTIP :{BLACK}Mostra els detalls de càrrega transportada ++STR_VEHICLE_DETAIL_TAB_INFORMATION :{BLACK}Informació ++STR_VEHICLE_DETAILS_TRAIN_INFORMATION_TOOLTIP :{BLACK}Mostra els detalls dels vehicles ferroviaris ++STR_VEHICLE_DETAIL_TAB_CAPACITIES :{BLACK}Capacitats ++STR_VEHICLE_DETAILS_TRAIN_CAPACITIES_TOOLTIP :{BLACK}Mostra les capacitats de cada vehicle ++STR_VEHICLE_DETAIL_TAB_TOTAL_CARGO :{BLACK}Càrrega Total ++STR_VEHICLE_DETAILS_TRAIN_TOTAL_CARGO_TOOLTIP :{BLACK}Mostra la capacitat total del tren, separada per tipus de càrrega ++ ++STR_VEHICLE_DETAILS_TRAIN_ARTICULATED_RV_CAPACITY :{BLACK}Capacitat: {LTBLUE} ++ ++# Vehicle refit ++STR_REFIT_CAPTION :{WHITE}{VEHICLE} (Remodela) ++STR_REFIT_TITLE :{GOLD}Selecciona el tipus de càrrega a transportar: ++STR_REFIT_NEW_CAPACITY_COST_OF_REFIT :{BLACK}Nova capacitat: {GOLD}{CARGO_LONG}{}{BLACK}Cost de la remodelació: {RED}{CURRENCY_LONG} ++STR_REFIT_NEW_CAPACITY_INCOME_FROM_REFIT :{BLACK}Nova capacitat: {GOLD}{CARGO_LONG}{}{BLACK}Retorn de la remodelació: {GREEN}{CURRENCY_LONG} ++STR_REFIT_NEW_CAPACITY_COST_OF_AIRCRAFT_REFIT :{BLACK}Nova capacitat: {GOLD}{CARGO_LONG}, {GOLD}{CARGO_LONG}{}{BLACK}Cost de remodelació: {RED}{CURRENCY_LONG} ++STR_REFIT_NEW_CAPACITY_INCOME_FROM_AIRCRAFT_REFIT :{BLACK}Nova capacitat: {GOLD}{CARGO_LONG}, {GOLD}{CARGO_LONG}{}{BLACK}Retorn de la remodelació: {GREEN}{CURRENCY_LONG} ++STR_REFIT_SELECT_VEHICLES_TOOLTIP :{BLACK}Selecciona els vehicles a remodelar. Arrossegant amb el ratolí permet la selecció de múltiples vehicles. Clicant en un espai buit es seleccionarà el vehicle sencer. Ctrl+Clic seleccionarà un vehicle i la cadena següent ++ ++STR_REFIT_TRAIN_LIST_TOOLTIP :{BLACK}Selecciona tipus de càrrega a transportar ++STR_REFIT_ROAD_VEHICLE_LIST_TOOLTIP :{BLACK}Selecciona el tipus de càrrega a transportar pel vehicle ++STR_REFIT_SHIP_LIST_TOOLTIP :{BLACK}Selecciona el tipus de càrrega a transportar ++STR_REFIT_AIRCRAFT_LIST_TOOLTIP :{BLACK}Selecciona tipus de càrrega a transportar ++ ++STR_REFIT_TRAIN_REFIT_BUTTON :{BLACK}Remodela tren ++STR_REFIT_ROAD_VEHICLE_REFIT_BUTTON :{BLACK}Remodela automòbil ++STR_REFIT_SHIP_REFIT_BUTTON :{BLACK}Remodela vaixell ++STR_REFIT_AIRCRAFT_REFIT_BUTTON :{BLACK}Remodela avió ++ ++STR_REFIT_TRAIN_REFIT_TOOLTIP :{BLACK}Remodela un tren per transportar el tipus de càrrega seleccionada ++STR_REFIT_ROAD_VEHICLE_REFIT_TOOLTIP :{BLACK}Remodela l'automòbil per a dur el tipus de càrrega escollit ++STR_REFIT_SHIP_REFIT_TOOLTIP :{BLACK}Remodela vaixell per portar el tipus de càrrega seleccionat ++STR_REFIT_AIRCRAFT_REFIT_TOOLTIP :{BLACK}Remodela l'avió per poder transportar el tipus de càrrega seleccionat ++ ++# Order view ++STR_ORDERS_CAPTION :{WHITE}{VEHICLE} (Ordres) ++STR_ORDERS_TIMETABLE_VIEW :{BLACK}Horari ++STR_ORDERS_TIMETABLE_VIEW_TOOLTIP :{BLACK}Commuta a la vista d'horaris ++ ++STR_ORDERS_LIST_TOOLTIP :{BLACK}Llista d'ordres - clica en una ordre per marcar-la. Ctrl+Clic desplaça cap a la destinació de l'ordre ++STR_ORDER_INDEX :{COMMA}:{NBSP} ++STR_ORDER_TEXT :{STRING} {STRING} {STRING} ++ ++STR_ORDERS_END_OF_ORDERS :- - Fi d'Ordres - - ++STR_ORDERS_END_OF_SHARED_ORDERS :- - Fi d'Ordres Compartides - - ++ ++# Order bottom buttons ++STR_ORDER_NON_STOP :{BLACK}Sense parar ++STR_ORDER_GO_TO :Vés a ++STR_ORDER_GO_NON_STOP_TO :Vés sense parar a ++STR_ORDER_GO_VIA :Vés via ++STR_ORDER_GO_NON_STOP_VIA :Vés sense parar via ++STR_ORDER_TOOLTIP_NON_STOP :{BLACK}Canvia el comportament de parada de l'ordre remarcada ++ ++STR_ORDER_TOGGLE_FULL_LOAD :{BLACK}Carrega del tot qualsevol càrrega ++STR_ORDER_DROP_LOAD_IF_POSSIBLE :Carrega si està disponible ++STR_ORDER_DROP_FULL_LOAD_ALL :Carrega del tot totes les càrregues ++STR_ORDER_DROP_FULL_LOAD_ANY :Carrega del tot qualsevol càrrega ++STR_ORDER_DROP_NO_LOADING :No carreguis ++STR_ORDER_TOOLTIP_FULL_LOAD :{BLACK}Canvia el comportament de càrrega de l'ordre remarcada ++ ++STR_ORDER_TOGGLE_UNLOAD :{BLACK}Descarrega tot ++STR_ORDER_DROP_UNLOAD_IF_ACCEPTED :Descarrega si s'accepta ++STR_ORDER_DROP_UNLOAD :Descarrega tot ++STR_ORDER_DROP_TRANSFER :Transfereix ++STR_ORDER_DROP_NO_UNLOADING :No descarreguis ++STR_ORDER_TOOLTIP_UNLOAD :{BLACK}Canvia el comportament de descàrrega de l'ordre remarcada ++ ++STR_ORDER_REFIT :{BLACK}Remodela ++STR_ORDER_REFIT_TOOLTIP :{BLACK}Selecciona quin tipus de càrrega vols remodelar en aquesta ordre. Control+Clic per eliminar l'ordre de remodelar ++STR_ORDER_REFIT_AUTO :{BLACK}Remodela a l'estació ++STR_ORDER_REFIT_AUTO_TOOLTIP :{BLACK}Selecciona a quin tipus de càrrega s'ha de remodelar en aquesta ordre. Ctrl+Clic per treure la instrucció "remodela". El remodelat en estacions només serà aplicat si el vehicle ho permet ++STR_ORDER_DROP_REFIT_AUTO :Càrrega fixa ++STR_ORDER_DROP_REFIT_AUTO_ANY :Càrrega disponible ++ ++STR_ORDER_SERVICE :{BLACK}Servei ++STR_ORDER_DROP_GO_ALWAYS_DEPOT :Vés-hi sempre ++STR_ORDER_DROP_SERVICE_DEPOT :Revisa si és necessari ++STR_ORDER_DROP_HALT_DEPOT :Para ++STR_ORDER_SERVICE_TOOLTIP :{BLACK}Salta aquesta ordre si no és que es necessita una revisió ++ ++STR_ORDER_CONDITIONAL_VARIABLE_TOOLTIP :{BLACK}Dades del vehicle on basar el salt a ++ ++# Conditional order variables, must follow order of OrderConditionVariable enum ++STR_ORDER_CONDITIONAL_LOAD_PERCENTAGE :Percentatge de càrrega ++STR_ORDER_CONDITIONAL_RELIABILITY :Fiabilitat ++STR_ORDER_CONDITIONAL_MAX_SPEED :Velocitat màxima ++STR_ORDER_CONDITIONAL_AGE :Antiguitat (anys) ++STR_ORDER_CONDITIONAL_REQUIRES_SERVICE :Necessita revisió ++STR_ORDER_CONDITIONAL_UNCONDITIONALLY :Sempre ++STR_ORDER_CONDITIONAL_REMAINING_LIFETIME :Temps de vida restant (anys) ++ ++STR_ORDER_CONDITIONAL_COMPARATOR_TOOLTIP :{BLACK}Com comparar les dades del vehicle al valor donat ++STR_ORDER_CONDITIONAL_COMPARATOR_EQUALS :és igual a ++STR_ORDER_CONDITIONAL_COMPARATOR_NOT_EQUALS :no és igual a ++STR_ORDER_CONDITIONAL_COMPARATOR_LESS_THAN :és més petit que ++STR_ORDER_CONDITIONAL_COMPARATOR_LESS_EQUALS :és més petit o igual que ++STR_ORDER_CONDITIONAL_COMPARATOR_MORE_THAN :és més gran que ++STR_ORDER_CONDITIONAL_COMPARATOR_MORE_EQUALS :és més gran o igual que ++STR_ORDER_CONDITIONAL_COMPARATOR_IS_TRUE :és verdader ++STR_ORDER_CONDITIONAL_COMPARATOR_IS_FALSE :és fals ++ ++STR_ORDER_CONDITIONAL_VALUE_TOOLTIP :{BLACK}El valor amb el que comparar de les dades del vehicle ++STR_ORDER_CONDITIONAL_VALUE_CAPT :{WHITE}Introdueix el valor amb el que comparar ++ ++STR_ORDERS_SKIP_BUTTON :{BLACK}Salta ++STR_ORDERS_SKIP_TOOLTIP :{BLACK}Salta l'ordre actual, i comença la següent. CTRL + clic salta l'ordre seleccionada ++ ++STR_ORDERS_DELETE_BUTTON :{BLACK}Esborra ++STR_ORDERS_DELETE_TOOLTIP :{BLACK}Esborra l'ordre seleccionada ++STR_ORDERS_DELETE_ALL_TOOLTIP :{BLACK}Esborra totes les ordres ++STR_ORDERS_STOP_SHARING_BUTTON :{BLACK}Deixa de compartir ++STR_ORDERS_STOP_SHARING_TOOLTIP :{BLACK}Deixa de compartir la llista d'ordres. Ctrl+Clic esborra totes ordres per aquest vehicle ++ ++STR_ORDERS_GO_TO_BUTTON :{BLACK}Vés a ++STR_ORDER_GO_TO_NEAREST_DEPOT :Vés al dipòsit més proper ++STR_ORDER_GO_TO_NEAREST_HANGAR :Vés a l'hangar més proper ++STR_ORDER_CONDITIONAL :Ordre de salt condicionada ++STR_ORDER_SHARE :Comparteix ordres ++STR_ORDERS_GO_TO_TOOLTIP :{BLACK}Afegeix una nova ordre abans de la seleccionada, o afegeix-la al final de la llista. Ctrl crea les ordres d'estació 'carrega qualsevol càrrega', les ordres de punt de pas 'sense parada' i les ordres de cotxeres 'revisió'. 'Comparteix ordres' o Ctrl permet que aquest vehicle comparteixi ordres amb el vehicle seleccionat. Clicant un vehicle copia les ordres des d'aquest vehicle. Una ordre de cotxeres desactiva la revisió automàtica del vehicle ++ ++STR_ORDERS_VEH_WITH_SHARED_ORDERS_LIST_TOOLTIP :{BLACK}Mostra tots els vehicles que tenen les mateixes ordres ++ ++# String parts to build the order string ++STR_ORDER_GO_TO_WAYPOINT :Vés via {WAYPOINT} ++STR_ORDER_GO_NON_STOP_TO_WAYPOINT :Vés sense parar via {WAYPOINT} ++ ++STR_ORDER_SERVICE_AT :Revisió a ++STR_ORDER_SERVICE_NON_STOP_AT :Revisió sense parar a ++ ++STR_ORDER_NEAREST_DEPOT :el més proper ++STR_ORDER_NEAREST_HANGAR :l'hangar més proper ++STR_ORDER_TRAIN_DEPOT :Cotxeres de Tren ++STR_ORDER_ROAD_VEHICLE_DEPOT :Cotxera de Vehicles ++STR_ORDER_SHIP_DEPOT :Drassanes ++STR_ORDER_GO_TO_NEAREST_DEPOT_FORMAT :{STRING} {STRING} {STRING} ++STR_ORDER_GO_TO_DEPOT_FORMAT :{STRING} {DEPOT} ++ ++STR_ORDER_REFIT_ORDER :(Remodela a {STRING}) ++STR_ORDER_REFIT_STOP_ORDER :(Remodela a {STRING} i para) ++STR_ORDER_STOP_ORDER :(Para) ++ ++STR_ORDER_GO_TO_STATION :{STRING} {STATION} {STRING} ++ ++STR_ORDER_IMPLICIT :(Implícit) ++ ++STR_ORDER_FULL_LOAD :(Carrega del tot) ++STR_ORDER_FULL_LOAD_ANY :(Carrega del tot qualsevol càrrega) ++STR_ORDER_NO_LOAD :(No carregar) ++STR_ORDER_UNLOAD :(Descarrega i agafa la càrrega) ++STR_ORDER_UNLOAD_FULL_LOAD :(Descarrega i espera carregar del tot) ++STR_ORDER_UNLOAD_FULL_LOAD_ANY :(Descarrega i espera una càrrega completa qualsevol) ++STR_ORDER_UNLOAD_NO_LOAD :(Descarrega i deixa buit) ++STR_ORDER_TRANSFER :(Transfereix i agafa càrrega) ++STR_ORDER_TRANSFER_FULL_LOAD :(Transfereix i espera una càrrega completa) ++STR_ORDER_TRANSFER_FULL_LOAD_ANY :(Transfereix i espera qualsevol càrrega completa) ++STR_ORDER_TRANSFER_NO_LOAD :(Transfereix i deixa buit) ++STR_ORDER_NO_UNLOAD :(No descarreguis i agafa càrrega) ++STR_ORDER_NO_UNLOAD_FULL_LOAD :(No descarreguis i espera a carregar del tot) ++STR_ORDER_NO_UNLOAD_FULL_LOAD_ANY :(No descarreguis i espera carregar del tot qualsevol càrrega) ++STR_ORDER_NO_UNLOAD_NO_LOAD :(No descarreguis i no carreguis) ++ ++STR_ORDER_AUTO_REFIT :(Remodelació a {STRING}) ++STR_ORDER_FULL_LOAD_REFIT :(Càrrega completa amb remodelació a {STRING}) ++STR_ORDER_FULL_LOAD_ANY_REFIT :(Càrrega completa de qualsevol càrrega amb remodelació a {STRING}) ++STR_ORDER_UNLOAD_REFIT :(Descarrega i pren la càrrega amb remodelació a {STRING}) ++STR_ORDER_UNLOAD_FULL_LOAD_REFIT :(Descarrega i espera fins a càrrega completa amb remodelació a {STRING}) ++STR_ORDER_UNLOAD_FULL_LOAD_ANY_REFIT :(Descarrega i espera fins a càrrega completa qualsevol amb remodelació a {STRING}) ++STR_ORDER_TRANSFER_REFIT :(Transfereix i pren la càrrega amb remodelació a {STRING}) ++STR_ORDER_TRANSFER_FULL_LOAD_REFIT :(Transfereix i espera a càrrega completa amb remodelació a {STRING}) ++STR_ORDER_TRANSFER_FULL_LOAD_ANY_REFIT :(Transfereix i espera a càrrega completa qualsevol amb remodelació a {STRING}) ++STR_ORDER_NO_UNLOAD_REFIT :(No descarreguis i pren càrrega amb remodelació a {STRING}) ++STR_ORDER_NO_UNLOAD_FULL_LOAD_REFIT :(No descarreguis i espera càrrega completa amb remodelació a {STRING}) ++STR_ORDER_NO_UNLOAD_FULL_LOAD_ANY_REFIT :(No descarreguis i espera càrrega completa qualsevol amb remodelació a {STRING}) ++ ++STR_ORDER_AUTO_REFIT_ANY :càrrega disponible ++ ++STR_ORDER_STOP_LOCATION_NEAR_END :[extrem més proper] ++STR_ORDER_STOP_LOCATION_MIDDLE :[a la meitat] ++STR_ORDER_STOP_LOCATION_FAR_END :[extrem més llunyà] ++ ++STR_ORDER_OUT_OF_RANGE :{RED} (El proper destí és fora de l'abast) ++ ++STR_ORDER_CONDITIONAL_UNCONDITIONAL :salta a l'ordre {COMMA} ++STR_ORDER_CONDITIONAL_NUM :Salta a l'ordre {COMMA} quan {STRING} {STRING} {COMMA} ++STR_ORDER_CONDITIONAL_TRUE_FALSE :Salta a l'ordre {COMMA} quan {STRING} {STRING} ++ ++STR_INVALID_ORDER :{RED} (Ordre incorrecta) ++ ++# Time table window ++STR_TIMETABLE_TITLE :{WHITE}{VEHICLE} (Horari) ++STR_TIMETABLE_ORDER_VIEW :{BLACK}Ordres ++STR_TIMETABLE_ORDER_VIEW_TOOLTIP :{BLACK}Commuta a la llista d'ordres ++ ++STR_TIMETABLE_TOOLTIP :{BLACK}Horari - clica sobre una ordre per marcar-la ++ ++STR_TIMETABLE_NO_TRAVEL :Sense viatge ++STR_TIMETABLE_NOT_TIMETABLEABLE :Viatge (automàtic; programat per la següent ordre manual) ++STR_TIMETABLE_TRAVEL_NOT_TIMETABLED :Viatge (fora d'horari) ++STR_TIMETABLE_TRAVEL_NOT_TIMETABLED_SPEED :Viatja (sense horari) com a molt a {2:VELOCITY} ++STR_TIMETABLE_TRAVEL_FOR :Viatge a {STRING} ++STR_TIMETABLE_TRAVEL_FOR_SPEED :Viatja durant {STRING} com a molt a {VELOCITY} ++STR_TIMETABLE_TRAVEL_FOR_ESTIMATED :Viatja (durant {STRING}, sense horari) ++STR_TIMETABLE_TRAVEL_FOR_SPEED_ESTIMATED :Viatja (durant {STRING}, sense horari) com a molt a {VELOCITY} ++STR_TIMETABLE_STAY_FOR_ESTIMATED :(quedar-s'hi durant {STRING}, sense horari) ++STR_TIMETABLE_AND_TRAVEL_FOR_ESTIMATED :(viatja durant {STRING}, sense horari) ++STR_TIMETABLE_STAY_FOR :i estigues {STRING} ++STR_TIMETABLE_AND_TRAVEL_FOR :i viatge per {STRING} ++STR_TIMETABLE_DAYS :{COMMA}{NBSP}di{P a es} ++STR_TIMETABLE_TICKS :{COMMA}{NBSP}mar{P ca ques} ++ ++STR_TIMETABLE_TOTAL_TIME :{BLACK}L'horari tardarà {STRING} a complir-se ++STR_TIMETABLE_TOTAL_TIME_INCOMPLETE :{BLACK}L'horari tardarà almenys {STRING} a complir-se (no tot està planificat) ++ ++STR_TIMETABLE_STATUS_ON_TIME :{BLACK}Actualment aquest vehicle és puntual ++STR_TIMETABLE_STATUS_LATE :{BLACK}Actualment aquest vehicle va {STRING} tard ++STR_TIMETABLE_STATUS_EARLY :{BLACK}Actualment aquest vehicle va {STRING} d'hora ++STR_TIMETABLE_STATUS_NOT_STARTED :{BLACK}Aquest horari encara no ha començat ++STR_TIMETABLE_STATUS_START_AT :{BLACK}Aquest horari començarpa a {STRING} ++ ++STR_TIMETABLE_STARTING_DATE :{BLACK}Data de partida ++STR_TIMETABLE_STARTING_DATE_TOOLTIP :{BLACK}Selecciona una data com a punt de partida d'aquest Horari. Ctrl+Click fixa el punt de partida d'aquest Horari i distribueix tots els vehicles que comparteixen aquest ordre equitativament en base al seu ordre relatiu, si l'ordre és totalment inclòs a l'Horari ++ ++STR_TIMETABLE_CHANGE_TIME :{BLACK}Canvia Temps ++STR_TIMETABLE_WAIT_TIME_TOOLTIP :{BLACK}Canvia la quantitat de temps que l'ordre marcada hauria de prendre ++ ++STR_TIMETABLE_CLEAR_TIME :{BLACK}Esborra Temps ++STR_TIMETABLE_CLEAR_TIME_TOOLTIP :{BLACK}Esborra la quantitat de temps de l'ordre marcada ++ ++STR_TIMETABLE_CHANGE_SPEED :{BLACK}Canvia el límit de velocitat ++STR_TIMETABLE_CHANGE_SPEED_TOOLTIP :{BLACK}Canvia la velocitat de viatge màxima de l'ordre seleccionada ++ ++STR_TIMETABLE_CLEAR_SPEED :{BLACK}Esborra el límit de velocitat ++STR_TIMETABLE_CLEAR_SPEED_TOOLTIP :{BLACK}Esborra la velocitat de viatge màxima de l'ordre seleccionada ++ ++STR_TIMETABLE_RESET_LATENESS :{BLACK}Restablir Retard ++STR_TIMETABLE_RESET_LATENESS_TOOLTIP :{BLACK}Restableix el comptador de retards, de manera que el vehicle serà puntual ++ ++STR_TIMETABLE_AUTOFILL :{BLACK}Autoomple ++STR_TIMETABLE_AUTOFILL_TOOLTIP :{BLACK}Omple automàticament l'horari amb valors del proper viatge (CTRL+clic per intentar mantenir els temps d'espera) ++ ++STR_TIMETABLE_EXPECTED :{BLACK}Esperat ++STR_TIMETABLE_SCHEDULED :{BLACK}Planificat ++STR_TIMETABLE_EXPECTED_TOOLTIP :{BLACK}Canvia entre esperat i planificat ++ ++STR_TIMETABLE_ARRIVAL_ABBREVIATION :A: ++STR_TIMETABLE_DEPARTURE_ABBREVIATION :D: ++ ++ ++# Date window (for timetable) ++STR_DATE_CAPTION :{WHITE}Estableix data ++STR_DATE_SET_DATE :{BLACK}Estableix data ++STR_DATE_SET_DATE_TOOLTIP :{BLACK}Utilitza la data seleccionada com a data de partida d'aquest horari ++STR_DATE_DAY_TOOLTIP :{BLACK}Selecciona dia ++STR_DATE_MONTH_TOOLTIP :{BLACK}Selecciona mes ++STR_DATE_YEAR_TOOLTIP :{BLACK}Selecciona any ++ ++ ++# AI debug window ++STR_AI_DEBUG :{WHITE}Depuració de les IA/script de partida ++STR_AI_DEBUG_NAME_AND_VERSION :{BLACK}{STRING} (v{NUM}) ++STR_AI_DEBUG_NAME_TOOLTIP :{BLACK}Nom de l'script ++STR_AI_DEBUG_SETTINGS :{BLACK}Paràmetres ++STR_AI_DEBUG_SETTINGS_TOOLTIP :{BLACK}Canvia els paràmetres de l'script de la IA. ++STR_AI_DEBUG_RELOAD :{BLACK}Recarrega la IA ++STR_AI_DEBUG_RELOAD_TOOLTIP :{BLACK}Para, recarrega i reinicia la IA. ++STR_AI_DEBUG_BREAK_STR_ON_OFF_TOOLTIP :{BLACK}Commuta la pausa automàtica quan un missatge del registre de la IA coincideixi amb la cadena de parada. ++STR_AI_DEBUG_BREAK_ON_LABEL :{BLACK}Posa en pausa amb: ++STR_AI_DEBUG_BREAK_STR_OSKTITLE :{BLACK}Posa en pausa quan es registri aquesta cadena ++STR_AI_DEBUG_BREAK_STR_TOOLTIP :{BLACK}Quan un missatge del registre d'IA coincideixi amb aquesta cadena, la partida es posarà en pausa. ++STR_AI_DEBUG_MATCH_CASE :{BLACK}Distingeix entre majúscules i minúscules ++STR_AI_DEBUG_MATCH_CASE_TOOLTIP :{BLACK}Commuta la distinció entre majúscules i minúscules quan es comparin els missatges de registre d'IA amb la cadena de parada. ++STR_AI_DEBUG_CONTINUE :{BLACK}Continua ++STR_AI_DEBUG_CONTINUE_TOOLTIP :{BLACK}Reprèn i continua l'execució de la IA. ++STR_AI_DEBUG_SELECT_AI_TOOLTIP :{BLACK}Mostra la sortida de depuració d'aquesta IA. ++STR_AI_GAME_SCRIPT :{BLACK}Script de partida ++STR_AI_GAME_SCRIPT_TOOLTIP :{BLACK}Mostra el registre de l'script de partida. ++ ++STR_ERROR_AI_NO_AI_FOUND :No s'ha trobat una IA adequada per carregar.{}Aquesta IA és una IA falsa i no farà res.{}Pots descarregar diverses IA via el sistema de "Contingut en línia" ++STR_ERROR_AI_PLEASE_REPORT_CRASH :{WHITE}Un dels scripts executant-se s'ha penjat. Si us plau, informeu-ne a l'autor de l'script amb una captura de pantalla de la finestra de depuració IA/script de la partida. ++STR_ERROR_AI_DEBUG_SERVER_ONLY :{YELLOW}La finestra de depuració de les IA i l'script de la partida només està disponible al servidor. ++ ++# AI configuration window ++STR_AI_CONFIG_CAPTION :{WHITE}Configuració de la IA/script de partida ++STR_AI_CONFIG_GAMELIST_TOOLTIP :{BLACK}Aquest és l'script que s'usarà a la propera partida. ++STR_AI_CONFIG_AILIST_TOOLTIP :{BLACK}Aquesta llista conté les IA que es carregaran a la propera partida. ++STR_AI_CONFIG_HUMAN_PLAYER :Jugador humà ++STR_AI_CONFIG_RANDOM_AI :IA aleatòria ++STR_AI_CONFIG_NONE :(cap) ++ ++STR_AI_CONFIG_MOVE_UP :{BLACK}Mou amunt ++STR_AI_CONFIG_MOVE_UP_TOOLTIP :{BLACK}Desplaça la IA seleccionada una posició cap amunt ++STR_AI_CONFIG_MOVE_DOWN :{BLACK}Mou avall ++STR_AI_CONFIG_MOVE_DOWN_TOOLTIP :{BLACK}Desplaça la IA seleccionada una posició cap avall. ++ ++STR_AI_CONFIG_GAMESCRIPT :{SILVER}Script de partida ++STR_AI_CONFIG_AI :{SILVER}IA ++ ++STR_AI_CONFIG_CHANGE :{BLACK}Selecciona {STRING} ++STR_AI_CONFIG_CHANGE_NONE : ++STR_AI_CONFIG_CHANGE_AI :una IA ++STR_AI_CONFIG_CHANGE_GAMESCRIPT :un script de partida ++STR_AI_CONFIG_CHANGE_TOOLTIP :{BLACK}Carrega un altre script ++STR_AI_CONFIG_CONFIGURE :{BLACK}Configura ++STR_AI_CONFIG_CONFIGURE_TOOLTIP :{BLACK}Configura els paràmetres de l'script ++ ++# Available AIs window ++STR_AI_LIST_CAPTION :{WHITE}{STRING} disponibles ++STR_AI_LIST_CAPTION_AI :IA ++STR_AI_LIST_CAPTION_GAMESCRIPT :Scripts de partida ++STR_AI_LIST_TOOLTIP :{BLACK}Cliqueu un element per seleccionar un script. ++ ++STR_AI_LIST_AUTHOR :{LTBLUE}Obra de: {ORANGE}{STRING} ++STR_AI_LIST_VERSION :{LTBLUE}Versió: {ORANGE}{NUM} ++STR_AI_LIST_URL :{LTBLUE}URL: {ORANGE}{STRING} ++ ++STR_AI_LIST_ACCEPT :{BLACK}D'acord ++STR_AI_LIST_ACCEPT_TOOLTIP :{BLACK}Selecciona l'script marcat. ++STR_AI_LIST_CANCEL :{BLACK}Cancel·la ++STR_AI_LIST_CANCEL_TOOLTIP :{BLACK}No canviïs l'script. ++ ++# AI Parameters ++STR_AI_SETTINGS_CAPTION :{WHITE}Paràmetres {STRING} ++STR_AI_SETTINGS_CAPTION_AI :de la IA ++STR_AI_SETTINGS_CAPTION_GAMESCRIPT :de l'script de partida ++STR_AI_SETTINGS_CLOSE :{BLACK}Tanca ++STR_AI_SETTINGS_RESET :{BLACK}Restableix ++STR_AI_SETTINGS_SETTING :{STRING}: {ORANGE}{STRING} ++STR_AI_SETTINGS_START_DELAY :Dies des de l'inici de la IA prèvia fins que s'inicia aquesta: {ORANGE}{STRING} ++ ++ ++# Textfile window ++STR_TEXTFILE_README_CAPTION :{WHITE}Llegeix-me del {STRING} de {STRING} ++STR_TEXTFILE_CHANGELOG_CAPTION :{WHITE}Registre de canvis del {STRING} de {STRING} ++STR_TEXTFILE_LICENCE_CAPTION :{WHITE}Llicència del {STRING} de {STRING} ++STR_TEXTFILE_WRAP_TEXT :{WHITE}Ajusta text ++STR_TEXTFILE_WRAP_TEXT_TOOLTIP :{BLACK}Ajusta el text afegint-hi canvis de línia, de manera que sigui més fàcil desplaçar-se pel text ++STR_TEXTFILE_VIEW_README :{BLACK}Veure llegeix-me ++STR_TEXTFILE_VIEW_CHANGELOG :{BLACK}Registre de canvis ++STR_TEXTFILE_VIEW_LICENCE :{BLACK}Llicència ++ ++ ++# Vehicle loading indicators ++STR_PERCENT_UP_SMALL :{TINY_FONT}{WHITE}{NUM}%{UP_ARROW} ++STR_PERCENT_UP :{WHITE}{NUM}%{UP_ARROW} ++STR_PERCENT_DOWN_SMALL :{TINY_FONT}{WHITE}{NUM}%{DOWN_ARROW} ++STR_PERCENT_DOWN :{WHITE}{NUM}%{DOWN_ARROW} ++STR_PERCENT_UP_DOWN_SMALL :{TINY_FONT}{WHITE}{NUM}%{UP_ARROW}{DOWN_ARROW} ++STR_PERCENT_UP_DOWN :{WHITE}{NUM}%{UP_ARROW}{DOWN_ARROW} ++STR_PERCENT_NONE_SMALL :{TINY_FONT}{WHITE}{NUM}% ++STR_PERCENT_NONE :{WHITE}{NUM}% ++ ++# Income 'floats' ++STR_INCOME_FLOAT_COST_SMALL :{TINY_FONT}{RED}Cost: {CURRENCY_LONG} ++STR_INCOME_FLOAT_COST :{RED}Cost: {CURRENCY_LONG} ++STR_INCOME_FLOAT_INCOME_SMALL :{TINY_FONT}{GREEN}Ingressos: {CURRENCY_LONG} ++STR_INCOME_FLOAT_INCOME :{GREEN}Ingressos: {CURRENCY_LONG} ++STR_FEEDER_TINY :{TINY_FONT}{YELLOW}Transfereix: {CURRENCY_LONG} ++STR_FEEDER :{YELLOW}Transfereix: {CURRENCY_LONG} ++STR_FEEDER_INCOME_TINY :{TINY_FONT}{YELLOW}Transferència: {CURRENCY_LONG}{WHITE} / {GREEN}Ingressos: {CURRENCY_LONG} ++STR_FEEDER_INCOME :{YELLOW}Transferència: {CURRENCY_LONG}{WHITE} / {GREEN}Ingressos: {CURRENCY_LONG} ++STR_FEEDER_COST_TINY :{TINY_FONT}{YELLOW}Transferència: {CURRENCY_LONG}{WHITE} / {RED}Cost: {CURRENCY_LONG} ++STR_FEEDER_COST :{YELLOW}Transferència: {CURRENCY_LONG}{WHITE} / {RED}Cost: {CURRENCY_LONG} ++STR_MESSAGE_ESTIMATED_COST :{WHITE}Cost Estimat: {CURRENCY_LONG} ++STR_MESSAGE_ESTIMATED_INCOME :{WHITE}Ingressos Estimats: {CURRENCY_LONG} ++ ++# Saveload messages ++STR_ERROR_SAVE_STILL_IN_PROGRESS :{WHITE}S'està desant la partida.{}Espera que acabi l'operació! ++STR_ERROR_AUTOSAVE_FAILED :{WHITE}Ha fallat el desat automàtic ++STR_ERROR_UNABLE_TO_READ_DRIVE :{BLACK}Impossible llegir la unitat de disc ++STR_ERROR_GAME_SAVE_FAILED :{WHITE}Error guardant la partida{}{STRING} ++STR_ERROR_UNABLE_TO_DELETE_FILE :{WHITE}Impossible esborrar l'arxiu ++STR_ERROR_GAME_LOAD_FAILED :{WHITE}Error carregant la partida{}{STRING} ++STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR :Error Intern: {STRING} ++STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME :L'arxiu de la partida està corromput - {STRING} ++STR_GAME_SAVELOAD_ERROR_TOO_NEW_SAVEGAME :La partida està desada amb una versió més moderna ++STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE :No es pot llegir l'arxiu ++STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE :No es pot escriure a l'arxiu ++STR_GAME_SAVELOAD_ERROR_DATA_INTEGRITY_CHECK_FAILED :El test d'integritat de dades ha fallat ++STR_GAME_SAVELOAD_NOT_AVAILABLE :<no disponible> ++STR_WARNING_LOADGAME_REMOVED_TRAMS :{WHITE}La partida es va desar amb una versió sense suport de tramvies. S'han eliminat tots els tramvies ++ ++# Map generation messages ++STR_ERROR_COULD_NOT_CREATE_TOWN :{WHITE}Generació del mapa avortada...{}... no hi ha llocs adequats per a poblacions ++STR_ERROR_NO_TOWN_IN_SCENARIO :{WHITE}... no hi ha poblacions en aquest escenari ++ ++STR_ERROR_PNGMAP :{WHITE}Impossible carregar un terreny des del PNG... ++STR_ERROR_PNGMAP_FILE_NOT_FOUND :{WHITE}... no s'ha trobar el fitxer ++STR_ERROR_PNGMAP_IMAGE_TYPE :{WHITE}... no s'ha pogut convertir el tipus d'imatge. Es necessita una imatge PNG de 8 o 24-bit ++STR_ERROR_PNGMAP_MISC :{WHITE}... alguna cosa ha anat malament (probablement un fitxer corrupte) ++ ++STR_ERROR_BMPMAP :{WHITE}Impossible carregar el terreny des del BMP... ++STR_ERROR_BMPMAP_IMAGE_TYPE :{WHITE}... no s'ha pogut convertir el tipus d'imatge ++ ++STR_ERROR_HEIGHTMAP_TOO_LARGE :{WHITE}... l'imatge és massa gran ++ ++STR_WARNING_HEIGHTMAP_SCALE_CAPTION :{WHITE}Alerta d'escala ++STR_WARNING_HEIGHTMAP_SCALE_MESSAGE :{YELLOW}No es recomana redimensionar massa el mapa d'origen. Voleu continuar amb la generació? ++ ++# Soundset messages ++STR_WARNING_FALLBACK_SOUNDSET :{WHITE}Només s'ha trobat el conjunt de sons buit. Si vols sons al joc, instal·la un conjunt de sons amb el sistema de descàrregues de continguts en línia ++ ++# Screenshot related messages ++STR_WARNING_SCREENSHOT_SIZE_CAPTION :{WHITE}Captura de pantalla enorme ++STR_WARNING_SCREENSHOT_SIZE_MESSAGE :{YELLOW}La captura de pantalla tindrà una resolució de {COMMA} x {COMMA} píxels. Es tardarà una estona a fer la captura. Vols continuar? ++ ++STR_MESSAGE_SCREENSHOT_SUCCESSFULLY :{WHITE}Captura de pantalla desada correctament com a '{STRING}' ++STR_ERROR_SCREENSHOT_FAILED :{WHITE}Error en la captura de pantalla! ++ ++# Error message titles ++STR_ERROR_MESSAGE_CAPTION :{YELLOW}Missatge ++STR_ERROR_MESSAGE_CAPTION_OTHER_COMPANY :{YELLOW}Missatge de {STRING} ++ ++# Generic construction errors ++STR_ERROR_OFF_EDGE_OF_MAP :{WHITE}Fora del marc del mapa ++STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP :{WHITE}Massa prop del marc del mapa ++STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY :{WHITE}...no teniu prou diners - us fan falta {CURRENCY_LONG}. ++STR_ERROR_FLAT_LAND_REQUIRED :{WHITE}Es necessita un terreny pla ++STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION :{WHITE}Terreny inclinat en direcció incorrecta ++STR_ERROR_CAN_T_DO_THIS :{WHITE}Això no es pot fer... ++STR_ERROR_BUILDING_MUST_BE_DEMOLISHED :{WHITE}L'edifici s'ha d'enderrocar primer ++STR_ERROR_CAN_T_CLEAR_THIS_AREA :{WHITE}No es pot netejar aquesta àrea... ++STR_ERROR_SITE_UNSUITABLE :{WHITE}... lloc inadequat ++STR_ERROR_ALREADY_BUILT :{WHITE}... ja construït ++STR_ERROR_OWNED_BY :{WHITE}... propietat de {STRING} ++STR_ERROR_AREA_IS_OWNED_BY_ANOTHER :{WHITE}... l'àrea és propietat d'una altra companyia ++STR_ERROR_TERRAFORM_LIMIT_REACHED :{WHITE}... s'ha arribat al límit de neteja de paisatge ++STR_ERROR_CLEARING_LIMIT_REACHED :{WHITE}... s'ha arribat al límit de neteja de cel·les ++STR_ERROR_TREE_PLANT_LIMIT_REACHED :{WHITE}... s'ha arribat al límit de plantat d'arbres ++STR_ERROR_NAME_MUST_BE_UNIQUE :{WHITE}...el nom ha de ser únic. ++STR_ERROR_GENERIC_OBJECT_IN_THE_WAY :{WHITE}{1:STRING} en el camí ++STR_ERROR_NOT_ALLOWED_WHILE_PAUSED :{WHITE}...no està permès mentre s'està en pausa. ++ ++# Local authority errors ++STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS :{WHITE}Les autoritats locals de {TOWN} no permeten fer això ++STR_ERROR_LOCAL_AUTHORITY_REFUSES_AIRPORT :{WHITE}{TOWN} l'autoritat local denega el permís de construir un altre aeroport en aquesta població ++STR_ERROR_LOCAL_AUTHORITY_REFUSES_NOISE :{WHITE}L'autoritat local de {TOWN} rebutja donar el permís per a l'aeroport degut al soroll que causaria ++STR_ERROR_BRIBE_FAILED :{WHITE}El teu intent de suborn ha estat descobert per un investigador regional ++ ++# Levelling errors ++STR_ERROR_CAN_T_RAISE_LAND_HERE :{WHITE}Aquí no es pot elevar el terreny... ++STR_ERROR_CAN_T_LOWER_LAND_HERE :{WHITE}Aquí no es pot rebaixar el terreny... ++STR_ERROR_CAN_T_LEVEL_LAND_HERE :{WHITE}Aquí no es pot anivellar... ++STR_ERROR_EXCAVATION_WOULD_DAMAGE :{WHITE}L'excavació pot malmetre el túnel ++STR_ERROR_ALREADY_AT_SEA_LEVEL :{WHITE}Ja sou a nivell de mar ++STR_ERROR_TOO_HIGH :{WHITE}Massa alt ++STR_ERROR_ALREADY_LEVELLED :{WHITE}... ja és pla ++STR_ERROR_BRIDGE_TOO_HIGH_AFTER_LOWER_LAND :{WHITE}Després del canvi, el pont que el travessa seria massa alt. ++ ++# Company related errors ++STR_ERROR_CAN_T_CHANGE_COMPANY_NAME :{WHITE}No es pot canviar el nom de la companyia... ++STR_ERROR_CAN_T_CHANGE_PRESIDENT :{WHITE}No es pot canviar el nom de president... ++ ++STR_ERROR_MAXIMUM_PERMITTED_LOAN :{WHITE}... el màxim import permès del préstec és {CURRENCY_LONG} ++STR_ERROR_CAN_T_BORROW_ANY_MORE_MONEY :{WHITE}No pots demanar més diners... ++STR_ERROR_LOAN_ALREADY_REPAYED :{WHITE}... No queda préstec per amortitzar ++STR_ERROR_CURRENCY_REQUIRED :{WHITE}... {CURRENCY_LONG} necessaris ++STR_ERROR_CAN_T_REPAY_LOAN :{WHITE}No es pot amortitzar préstec... ++STR_ERROR_INSUFFICIENT_FUNDS :{WHITE}No es poden regalar els diners deixats pel banc... ++STR_ERROR_CAN_T_BUY_COMPANY :{WHITE}No pots comprar la companyia... ++STR_ERROR_CAN_T_BUILD_COMPANY_HEADQUARTERS :{WHITE}No es pot construir la seu de la companyia... ++STR_ERROR_CAN_T_BUY_25_SHARE_IN_THIS :{WHITE}No pots comprar el 25% de participació en aquesta companyia... ++STR_ERROR_CAN_T_SELL_25_SHARE_IN :{WHITE}No pots vendre el 25% de participació en aquesta companyia... ++STR_ERROR_PROTECTED :{WHITE}Aquesta companyia ja no negocia participacions... ++ ++# Town related errors ++STR_ERROR_CAN_T_GENERATE_TOWN :{WHITE}Impossible construir poblacions ++STR_ERROR_CAN_T_RENAME_TOWN :{WHITE}No es pot canviar el nom de la població... ++STR_ERROR_CAN_T_FOUND_TOWN_HERE :{WHITE}No es pot construir una població aquí... ++STR_ERROR_CAN_T_EXPAND_TOWN :{WHITE}No es pot expandir la població... ++STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB :{WHITE}... massa prop del límit del mapa ++STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN :{WHITE}... massa prop d'una altra població ++STR_ERROR_TOO_MANY_TOWNS :{WHITE}... massa poblacions ++STR_ERROR_NO_SPACE_FOR_TOWN :{WHITE}...no queda espai al mapa. ++STR_ERROR_TOWN_EXPAND_WARN_NO_ROADS :{WHITE}La població no construirà carrers. Pots activar la construcció de carrers via Configuració->Interacció amb l'entorn->Poblacions ++STR_ERROR_ROAD_WORKS_IN_PROGRESS :{WHITE}Obres en progrés ++STR_ERROR_TOWN_CAN_T_DELETE :{WHITE}No es pot eliminar aquesta població...{}Hi ha una estació, un dipòsit o una cel·la pertanyent a la població que no pot ser eliminada ++STR_ERROR_STATUE_NO_SUITABLE_PLACE :{WHITE}... no hi ha un lloc adequat per situar l'estàtua al centre d'aquesta població ++ ++# Industry related errors ++STR_ERROR_TOO_MANY_INDUSTRIES :{WHITE}... massa indústries ++STR_ERROR_CAN_T_GENERATE_INDUSTRIES :{WHITE}No es poden generar indústries... ++STR_ERROR_CAN_T_BUILD_HERE :{WHITE}Aquí no es pot construir {STRING}... ++STR_ERROR_CAN_T_CONSTRUCT_THIS_INDUSTRY :{WHITE}Aquí no es pot construir aquest tipus d'indústria... ++STR_ERROR_INDUSTRY_TOO_CLOSE :{WHITE}... massa prop d'altres indústries ++STR_ERROR_MUST_FOUND_TOWN_FIRST :{WHITE}...abans s'ha de fundar una població. ++STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN :{WHITE}... només un permès per població ++STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200 :{WHITE}... només es pot construir en poblacions de més de 1200 hab. ++STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST :{WHITE}... només es pot construir en àrees de selva tropical ++STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT :{WHITE}... només es pot construir en àrees de desert ++STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS :{WHITE}... només es pot construir en poblacions (substituint cases) ++STR_ERROR_CAN_ONLY_BE_BUILT_NEAR_TOWN_CENTER :{WHITE}... només es pot construir prop del centre de les poblacions ++STR_ERROR_CAN_ONLY_BE_BUILT_IN_LOW_AREAS :{WHITE}... només pot ser construït en zones baixes ++STR_ERROR_CAN_ONLY_BE_POSITIONED :{WHITE}... només es pot situar prop dels límits del mapa ++STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED :{WHITE}... el bosc només es pot plantar en estatges amb neu ++STR_ERROR_CAN_ONLY_BE_BUILT_ABOVE_SNOW_LINE :{WHITE}... només es pot construir en estatges amb neu ++STR_ERROR_CAN_ONLY_BE_BUILT_BELOW_SNOW_LINE :{WHITE}... només es pot construir en estatges sense neu ++ ++STR_ERROR_NO_SUITABLE_PLACES_FOR_INDUSTRIES :{WHITE}No hi havia llocs adequats per a indústries '{STRING}' ++STR_ERROR_NO_SUITABLE_PLACES_FOR_INDUSTRIES_EXPLANATION :{WHITE}Canvia els paràmetres de generació de mapa per a obtenir-ne un de millor ++ ++# Station construction related errors ++STR_ERROR_CAN_T_BUILD_RAILROAD_STATION :{WHITE}Aquí no es pot construir una estació de tren... ++STR_ERROR_CAN_T_BUILD_BUS_STATION :{WHITE}No es pot construir una parada d'autobús... ++STR_ERROR_CAN_T_BUILD_TRUCK_STATION :{WHITE}No es pot construir estació de mercaderies... ++STR_ERROR_CAN_T_BUILD_PASSENGER_TRAM_STATION :{WHITE}No puc construir l'estació de tramvies de passatgers ++STR_ERROR_CAN_T_BUILD_CARGO_TRAM_STATION :{WHITE}No puc construir l'estació de tramvies de càrrega ++STR_ERROR_CAN_T_BUILD_DOCK_HERE :{WHITE}Aquí no es pot construir un port... ++STR_ERROR_CAN_T_BUILD_AIRPORT_HERE :{WHITE}Aquí no es pot construir un aeroport... ++ ++STR_ERROR_ADJOINS_MORE_THAN_ONE_EXISTING :{WHITE}Fusiona més d'una estació/àrea de càrrega existent ++STR_ERROR_STATION_TOO_SPREAD_OUT :{WHITE}... estació massa extensa ++STR_ERROR_TOO_MANY_STATIONS_LOADING :{WHITE}Massa estacions/àrees de càrrega ++STR_ERROR_TOO_MANY_STATION_SPECS :{WHITE}Hi ha massa parts d'estacions de tren ++STR_ERROR_TOO_MANY_BUS_STOPS :{WHITE}Massa parades d'autobús ++STR_ERROR_TOO_MANY_TRUCK_STOPS :{WHITE}Masses estacions de càrrega ++STR_ERROR_TOO_CLOSE_TO_ANOTHER_STATION :{WHITE}Massa prop d'una altra estació/àrea de càrrega ++STR_ERROR_TOO_CLOSE_TO_ANOTHER_DOCK :{WHITE}Massa prop d'un altre moll ++STR_ERROR_TOO_CLOSE_TO_ANOTHER_AIRPORT :{WHITE}Massa prop d'un altre aeroport ++STR_ERROR_CAN_T_RENAME_STATION :{WHITE}No es pot canviar el nom de l'estació... ++STR_ERROR_DRIVE_THROUGH_ON_TOWN_ROAD :{WHITE}... aquesta carretera és propietat de la població ++STR_ERROR_DRIVE_THROUGH_DIRECTION :{WHITE}... sentit de la carretera en la direcció incorrecta ++STR_ERROR_DRIVE_THROUGH_CORNER :{WHITE}... les estacions d'autobús de pas no poden tenir cantonades ++STR_ERROR_DRIVE_THROUGH_JUNCTION :{WHITE}... les estacions d'autobús de pas no poden tenir interseccions ++ ++# Station destruction related errors ++STR_ERROR_CAN_T_REMOVE_PART_OF_STATION :{WHITE}No es pot treure part de la estació... ++STR_ERROR_MUST_REMOVE_RAILWAY_STATION_FIRST :{WHITE}...abans s'ha de treure l'estació de rail. ++STR_ERROR_CAN_T_REMOVE_BUS_STATION :{WHITE}No es pot treure l'estació d'autobusos... ++STR_ERROR_CAN_T_REMOVE_TRUCK_STATION :{WHITE}No es pot treure l'estació de camions... ++STR_ERROR_CAN_T_REMOVE_PASSENGER_TRAM_STATION :{WHITE}No puc treure l'estació de tramvies de passatgers ++STR_ERROR_CAN_T_REMOVE_CARGO_TRAM_STATION :{WHITE}No puc treure l'estació de tramvies de mercaderies ++STR_ERROR_MUST_REMOVE_ROAD_STOP_FIRST :{WHITE}...abans s'ha de treure la parada. ++STR_ERROR_THERE_IS_NO_STATION :{WHITE}... aquí no hi ha estació ++ ++STR_ERROR_MUST_DEMOLISH_RAILROAD :{WHITE}...primer s'ha d'enderrocar l'estació de tren. ++STR_ERROR_MUST_DEMOLISH_BUS_STATION_FIRST :{WHITE}...abans s'ha d'enderrocar la parada d'autobús. ++STR_ERROR_MUST_DEMOLISH_TRUCK_STATION_FIRST :{WHITE}...abans s'ha d'enderrocar l'estació de mercaderies. ++STR_ERROR_MUST_DEMOLISH_PASSENGER_TRAM_STATION_FIRST :{WHITE}...abans s'ha d'enderrocar l'estació de tramvia de passatgers. ++STR_ERROR_MUST_DEMOLISH_CARGO_TRAM_STATION_FIRST :{WHITE}...abans s'ha d'enderrocar l'estació de tramvia de mercaderies. ++STR_ERROR_MUST_DEMOLISH_DOCK_FIRST :{WHITE}...abans s'ha d'enderrocar el moll. ++STR_ERROR_MUST_DEMOLISH_AIRPORT_FIRST :{WHITE}...abans s'ha d'enderrocar l'aeroport. ++ ++# Waypoint related errors ++STR_ERROR_WAYPOINT_ADJOINS_MORE_THAN_ONE_EXISTING :{WHITE}Més d'un punt de pas existent adjunt ++STR_ERROR_TOO_CLOSE_TO_ANOTHER_WAYPOINT :{WHITE}Massa prop d'un altre punt de control ++ ++STR_ERROR_CAN_T_BUILD_TRAIN_WAYPOINT :{WHITE}Aquí no es pot construir un punt de pas de tren... ++STR_ERROR_CAN_T_POSITION_BUOY_HERE :{WHITE}Aquí no es pot situar una boia... ++STR_ERROR_CAN_T_CHANGE_WAYPOINT_NAME :{WHITE}No es pot canviar el nom del punt de pas... ++ ++STR_ERROR_CAN_T_REMOVE_TRAIN_WAYPOINT :{WHITE}Aquí no es pot treure un punt de pas de tren... ++STR_ERROR_MUST_REMOVE_RAILWAYPOINT_FIRST :{WHITE}...abans s'ha de treure el punt de pas. ++STR_ERROR_BUOY_IN_THE_WAY :{WHITE}... boia en el camí ++STR_ERROR_BUOY_IS_IN_USE :{WHITE}... boia en ús per una altra companyia! ++ ++# Depot related errors ++STR_ERROR_CAN_T_BUILD_TRAIN_DEPOT :{WHITE}Aquí no es poden construir cotxeres de tren... ++STR_ERROR_CAN_T_BUILD_ROAD_DEPOT :{WHITE}Aquí no es pot construir una cotxera... ++STR_ERROR_CAN_T_BUILD_TRAM_DEPOT :{WHITE}Aquí no puc construir les cotxeres de tramvies... ++STR_ERROR_CAN_T_BUILD_SHIP_DEPOT :{WHITE}Aquí no es pot construir una drassana... ++ ++STR_ERROR_CAN_T_RENAME_DEPOT :{WHITE}No es pot canviar el nom a la cotxera... ++ ++STR_ERROR_TRAIN_MUST_BE_STOPPED_INSIDE_DEPOT :{WHITE}... ha d'estar parat a dins la cotxera ++STR_ERROR_ROAD_VEHICLE_MUST_BE_STOPPED_INSIDE_DEPOT :{WHITE}... ha d'estar parat a dins la cotxera ++STR_ERROR_SHIP_MUST_BE_STOPPED_INSIDE_DEPOT :{WHITE}... ha d'estar parat a dins la drassana ++STR_ERROR_AIRCRAFT_MUST_BE_STOPPED_INSIDE_HANGAR :{WHITE}... ha d'estar parat a dins l'hangar ++ ++STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT :{WHITE}Els trens només es poden modificar quan estan parats dins d'una cotxera ++STR_ERROR_TRAIN_TOO_LONG :{WHITE}Tren massa llarg ++STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE :{WHITE}No s'ha pogut invertir el sentit del vehicle... ++STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS :{WHITE}... està format per múltiples unitats ++STR_ERROR_INCOMPATIBLE_RAIL_TYPES :Tipus de rail incompatible ++ ++STR_ERROR_CAN_T_MOVE_VEHICLE :{WHITE}No es pot moure el vehicle... ++STR_ERROR_REAR_ENGINE_FOLLOW_FRONT :{WHITE}La màquina posterior sempre ha de seguir la seva parella davantera ++STR_ERROR_UNABLE_TO_FIND_ROUTE_TO :{WHITE}Incapaç de trobar el camí a la cotxera local ++STR_ERROR_UNABLE_TO_FIND_LOCAL_DEPOT :{WHITE}Impossible trobar la cotxera local ++ ++STR_ERROR_DEPOT_WRONG_DEPOT_TYPE :Tipus de cotxera incorrecta ++ ++# Autoreplace related errors ++STR_ERROR_TRAIN_TOO_LONG_AFTER_REPLACEMENT :{WHITE}{VEHICLE} és massa llarg després de la substitució ++STR_ERROR_AUTOREPLACE_NOTHING_TO_DO :{WHITE}No s'han aplicat normes d'autosubstitució/renovació ++STR_ERROR_AUTOREPLACE_MONEY_LIMIT :(límit de diners) ++ ++# Rail construction errors ++STR_ERROR_IMPOSSIBLE_TRACK_COMBINATION :{WHITE}Combinació de vies impossible ++STR_ERROR_MUST_REMOVE_SIGNALS_FIRST :{WHITE}...abans s'han de treure els senyals. ++STR_ERROR_NO_SUITABLE_RAILROAD_TRACK :{WHITE}Via de tren no apropiada ++STR_ERROR_MUST_REMOVE_RAILROAD_TRACK :{WHITE}...abans s'ha de treure la via. ++STR_ERROR_CROSSING_ON_ONEWAY_ROAD :{WHITE}La carretera és un d'un sol sentit o està bloquejada ++STR_ERROR_CROSSING_DISALLOWED :{WHITE}Els passos a nivell no estan permesos en aquest tipus de via ++STR_ERROR_CAN_T_BUILD_SIGNALS_HERE :{WHITE}Aquí no es poden construir senyals... ++STR_ERROR_CAN_T_BUILD_RAILROAD_TRACK :{WHITE}Aquí no es pot construir la via de tren... ++STR_ERROR_CAN_T_REMOVE_RAILROAD_TRACK :{WHITE}Aquí no es pot treure la via de tren... ++STR_ERROR_CAN_T_REMOVE_SIGNALS_FROM :{WHITE}Aquí no es poden treure els senyals... ++STR_ERROR_SIGNAL_CAN_T_CONVERT_SIGNALS_HERE :{WHITE}Aquí no es poden convertir els senyals... ++STR_ERROR_THERE_IS_NO_RAILROAD_TRACK :{WHITE}... no hi ha via de tren ++STR_ERROR_THERE_ARE_NO_SIGNALS :{WHITE}... no hi ha senyals ++ ++STR_ERROR_CAN_T_CONVERT_RAIL :{WHITE}Aquí no es pot convertir el tipus de via... ++ ++# Road construction errors ++STR_ERROR_MUST_REMOVE_ROAD_FIRST :{WHITE}...abans s'ha de treure la carretera. ++STR_ERROR_ONEWAY_ROADS_CAN_T_HAVE_JUNCTION :{WHITE}... les carreteres de sentit únic no poden tenir encreuaments ++STR_ERROR_CAN_T_BUILD_ROAD_HERE :{WHITE}Aquí no es pot construir una carretera... ++STR_ERROR_CAN_T_BUILD_TRAMWAY_HERE :{WHITE}No puc construir la via de tramvia aquí... ++STR_ERROR_CAN_T_REMOVE_ROAD_FROM :{WHITE}Aquí no es pot treure una carretera... ++STR_ERROR_CAN_T_REMOVE_TRAMWAY_FROM :{WHITE}No puc treure la via de tramvia d'aquí... ++STR_ERROR_THERE_IS_NO_ROAD :{WHITE}... no hi ha carretera ++STR_ERROR_THERE_IS_NO_TRAMWAY :{WHITE}... no hi ha via de tramvia ++ ++# Waterway construction errors ++STR_ERROR_CAN_T_BUILD_CANALS :{WHITE}Aquí no es poden construir canals... ++STR_ERROR_CAN_T_BUILD_LOCKS :{WHITE}Aquí no es pot construir una resclosa... ++STR_ERROR_CAN_T_PLACE_RIVERS :{WHITE}Aquí no es poden posar rius... ++STR_ERROR_MUST_BE_BUILT_ON_WATER :{WHITE}...s'ha de construir sobre l'aigua. ++STR_ERROR_CAN_T_BUILD_ON_WATER :{WHITE}... no es pot construir sobre l'aigua ++STR_ERROR_CAN_T_BUILD_ON_SEA :{WHITE}... no es pot construir a mar obert ++STR_ERROR_CAN_T_BUILD_ON_CANAL :{WHITE}... no es pot construir sobre el canal ++STR_ERROR_CAN_T_BUILD_ON_RIVER :{WHITE}... no es pot construir sobre el riu ++STR_ERROR_MUST_DEMOLISH_CANAL_FIRST :{WHITE}...abans s'ha d'enderrocar el canal. ++STR_ERROR_CAN_T_BUILD_AQUEDUCT_HERE :{WHITE}Aquí no es pot construir un aqüeducte... ++ ++# Tree related errors ++STR_ERROR_TREE_ALREADY_HERE :{WHITE}... aquí ja hi ha arbres ++STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE :{WHITE}... el terreny no és vàlid per aquest tipus d'arbre ++STR_ERROR_CAN_T_PLANT_TREE_HERE :{WHITE}Aquí no es poden plantar arbres... ++ ++# Bridge related errors ++STR_ERROR_CAN_T_BUILD_BRIDGE_HERE :{WHITE}Aquí no es pot construir el pont... ++STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST :{WHITE}...abans s'ha d'enderrocar el pont. ++STR_ERROR_CAN_T_START_AND_END_ON :{WHITE}No es pot començar i acabar a la mateixa posició ++STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT :{WHITE}Les capçaleres del pont no són al mateix nivell ++STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN :{WHITE}El pont és massa baix pel terreny ++STR_ERROR_BRIDGE_TOO_HIGH_FOR_TERRAIN :{WHITE}El pont és massa alt per a aquest terreny. ++STR_ERROR_START_AND_END_MUST_BE_IN :{WHITE}Inici i final han d'estar en línia recta ++STR_ERROR_ENDS_OF_BRIDGE_MUST_BOTH :{WHITE}... els extrems del pont han d'estar tots dos a terra ++STR_ERROR_BRIDGE_TOO_LONG :{WHITE}... el pont és massa llarg ++STR_ERROR_BRIDGE_THROUGH_MAP_BORDER :{WHITE}El pont acabaria fora del mapa ++ ++# Tunnel related errors ++STR_ERROR_CAN_T_BUILD_TUNNEL_HERE :{WHITE}Aquí no es pot construir el túnel... ++STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL :{WHITE}Lloc inadequat per l'entrada del túnel ++STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST :{WHITE}...abans s'ha d'enderrocar el túnel. ++STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY :{WHITE}Un altre túnel en el camí ++STR_ERROR_TUNNEL_THROUGH_MAP_BORDER :{WHITE}El túnel acabarà fora del mapa ++STR_ERROR_UNABLE_TO_EXCAVATE_LAND :{WHITE}Impossible excavar la terra a l'altre extrem del túnel ++STR_ERROR_TUNNEL_TOO_LONG :{WHITE}... túnel massa llarg ++ ++# Object related errors ++STR_ERROR_TOO_MANY_OBJECTS :{WHITE}... massa objectes ++STR_ERROR_CAN_T_BUILD_OBJECT :{WHITE}No es pot construir l'objecte... ++STR_ERROR_OBJECT_IN_THE_WAY :{WHITE}Objecte en el camí ++STR_ERROR_COMPANY_HEADQUARTERS_IN :{WHITE}... seu de la companyia en el camí ++STR_ERROR_CAN_T_PURCHASE_THIS_LAND :{WHITE}No pots comprar aquesta àrea de terreny... ++STR_ERROR_YOU_ALREADY_OWN_IT :{WHITE}... ja és propietat teva! ++ ++# Group related errors ++STR_ERROR_GROUP_CAN_T_CREATE :{WHITE}No es pot crear el grup... ++STR_ERROR_GROUP_CAN_T_DELETE :{WHITE}No puc eliminar aquest grup... ++STR_ERROR_GROUP_CAN_T_RENAME :{WHITE}No puc canviar el nom del grup... ++STR_ERROR_GROUP_CAN_T_SET_PARENT :{WHITE}No es pot establir la jerarquia de grups... ++STR_ERROR_GROUP_CAN_T_REMOVE_ALL_VEHICLES :{WHITE}No puc eliminar tots els vehicles d'aquest grup... ++STR_ERROR_GROUP_CAN_T_ADD_VEHICLE :{WHITE}No puc afegir el vehicle a aquest grup... ++STR_ERROR_GROUP_CAN_T_ADD_SHARED_VEHICLE :{WHITE}No puc afegir vehicles compartits al grup... ++ ++# Generic vehicle errors ++STR_ERROR_TRAIN_IN_THE_WAY :{WHITE}Tren en el camí ++STR_ERROR_ROAD_VEHICLE_IN_THE_WAY :{WHITE}Automòbil en camí ++STR_ERROR_SHIP_IN_THE_WAY :{WHITE}Vaixell en el camí ++STR_ERROR_AIRCRAFT_IN_THE_WAY :{WHITE}Avió al camí ++ ++STR_ERROR_CAN_T_REFIT_TRAIN :{WHITE}No es pot remodelar el tren... ++STR_ERROR_CAN_T_REFIT_ROAD_VEHICLE :{WHITE}No es pot remodelar l'automòbil... ++STR_ERROR_CAN_T_REFIT_SHIP :{WHITE}No es pot remodelar el vaixell... ++STR_ERROR_CAN_T_REFIT_AIRCRAFT :{WHITE}No es pot remodelar l'avió... ++ ++STR_ERROR_CAN_T_RENAME_TRAIN :{WHITE}No es pot anomenar el tren... ++STR_ERROR_CAN_T_RENAME_ROAD_VEHICLE :{WHITE}No es pot anomenar l'automòbil... ++STR_ERROR_CAN_T_RENAME_SHIP :{WHITE}No es pot anomenar el vaixell... ++STR_ERROR_CAN_T_RENAME_AIRCRAFT :{WHITE}No es pot anomenar l'avió... ++ ++STR_ERROR_CAN_T_STOP_START_TRAIN :{WHITE}No es pot parar/engegar el tren... ++STR_ERROR_CAN_T_STOP_START_ROAD_VEHICLE :{WHITE}No es pot parar/engegar l'automòbil... ++STR_ERROR_CAN_T_STOP_START_SHIP :{WHITE}No es pot parar/engegar el vaixell... ++STR_ERROR_CAN_T_STOP_START_AIRCRAFT :{WHITE}No es pot parar/engegar l'avió... ++ ++STR_ERROR_CAN_T_SEND_TRAIN_TO_DEPOT :{WHITE}No pots enviar el tren a cotxeres... ++STR_ERROR_CAN_T_SEND_ROAD_VEHICLE_TO_DEPOT :{WHITE}No es pot enviar el vehicle a cotxera... ++STR_ERROR_CAN_T_SEND_SHIP_TO_DEPOT :{WHITE}No es pot enviar vaixell a la drassana... ++STR_ERROR_CAN_T_SEND_AIRCRAFT_TO_HANGAR :{WHITE}No es pot enviar l'avió a l'hangar... ++ ++STR_ERROR_CAN_T_BUY_TRAIN :{WHITE}No es pot comprar el vehicle ferroviari... ++STR_ERROR_CAN_T_BUY_ROAD_VEHICLE :{WHITE}No es pot comprar l'automòbil... ++STR_ERROR_CAN_T_BUY_SHIP :{WHITE}No es pot comprar el vaixell... ++STR_ERROR_CAN_T_BUY_AIRCRAFT :{WHITE}No es pot comprar l'avió... ++ ++STR_ERROR_CAN_T_RENAME_TRAIN_TYPE :{WHITE}No es pot canviar el nom del tipus de vehicle ferroviari... ++STR_ERROR_CAN_T_RENAME_ROAD_VEHICLE_TYPE :{WHITE}No es pot canviar el nom del tipus d'automòbil ++STR_ERROR_CAN_T_RENAME_SHIP_TYPE :{WHITE}No es pot canviar el nom del tipus de vaixell... ++STR_ERROR_CAN_T_RENAME_AIRCRAFT_TYPE :{WHITE}No es pot canviar el nom del tipus d'avió... ++ ++STR_ERROR_CAN_T_SELL_TRAIN :{WHITE}No es pot vendre el vehicle... ++STR_ERROR_CAN_T_SELL_ROAD_VEHICLE :{WHITE}No pots vendre l'automòbil... ++STR_ERROR_CAN_T_SELL_SHIP :{WHITE}No es pot vendre el vaixell... ++STR_ERROR_CAN_T_SELL_AIRCRAFT :{WHITE}No es pot vendre l'avió... ++ ++STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE :{WHITE}El tren no està disponible ++STR_ERROR_ROAD_VEHICLE_NOT_AVAILABLE :{WHITE}El vehicle no està disponible ++STR_ERROR_SHIP_NOT_AVAILABLE :{WHITE}El vaixell no està disponible ++STR_ERROR_AIRCRAFT_NOT_AVAILABLE :{WHITE}L'avió no està disponible ++ ++STR_ERROR_TOO_MANY_VEHICLES_IN_GAME :{WHITE}Massa vehicles en joc ++STR_ERROR_CAN_T_CHANGE_SERVICING :{WHITE}No es pot canviar l'interval de les revisions... ++ ++STR_ERROR_VEHICLE_IS_DESTROYED :{WHITE}... vehicle està destruït ++ ++STR_ERROR_NO_VEHICLES_AVAILABLE_AT_ALL :{WHITE}No hi haurà cap vehicle disponible ++STR_ERROR_NO_VEHICLES_AVAILABLE_AT_ALL_EXPLANATION :{WHITE}Canvia la teva configuració dels NewGRF ++STR_ERROR_NO_VEHICLES_AVAILABLE_YET :{WHITE}Encara no hi ha vehicles disponibles ++STR_ERROR_NO_VEHICLES_AVAILABLE_YET_EXPLANATION :{WHITE}Iniciar una nova partida després de {DATE_SHORT} o usar un NewGRF que proporcioni vehicles primerencs ++ ++# Specific vehicle errors ++STR_ERROR_CAN_T_MAKE_TRAIN_PASS_SIGNAL :{WHITE}No pots fer que un tren passi d'una senyal amb perill... ++STR_ERROR_CAN_T_REVERSE_DIRECTION_TRAIN :{WHITE}No es pot invertir la direcció del tren... ++STR_ERROR_TRAIN_START_NO_POWER :El tren no té corrent ++ ++STR_ERROR_CAN_T_MAKE_ROAD_VEHICLE_TURN :{WHITE}No s'ha pogut fer girar el vehicle... ++ ++STR_ERROR_AIRCRAFT_IS_IN_FLIGHT :{WHITE}L'avió està volant ++ ++# Order related errors ++STR_ERROR_NO_MORE_SPACE_FOR_ORDERS :{WHITE}...no hi ha més espai disponible per ordres. ++STR_ERROR_TOO_MANY_ORDERS :{WHITE}Massa ordres ++STR_ERROR_CAN_T_INSERT_NEW_ORDER :{WHITE}No es pot afegir una nova ordre... ++STR_ERROR_CAN_T_DELETE_THIS_ORDER :{WHITE}No es pot esborrar aquesta ordre... ++STR_ERROR_CAN_T_MODIFY_THIS_ORDER :{WHITE}No es pot modificar aquesta ordre... ++STR_ERROR_CAN_T_MOVE_THIS_ORDER :{WHITE}Impossible moure aquesta ordre... ++STR_ERROR_CAN_T_SKIP_ORDER :{WHITE}Impossible saltar l'ordre actual... ++STR_ERROR_CAN_T_SKIP_TO_ORDER :{WHITE}Impossible saltar l'ordre seleccionada... ++STR_ERROR_CAN_T_COPY_SHARE_ORDER :{WHITE}... el vehicle no pot anar a totes les estacions ++STR_ERROR_CAN_T_ADD_ORDER :{WHITE}... el vehicle no pot anar a aquesta estació ++STR_ERROR_CAN_T_ADD_ORDER_SHARED :{WHITE}... un vehicle que comparteix aquesta ordre no pot anar a aquesta estació ++ ++STR_ERROR_CAN_T_SHARE_ORDER_LIST :{WHITE}No es pot compartir la llista d'ordres... ++STR_ERROR_CAN_T_STOP_SHARING_ORDER_LIST :{WHITE}No es pot deixar de compartir la llista d'ordres... ++STR_ERROR_CAN_T_COPY_ORDER_LIST :{WHITE}No es pot copiar la llista d'ordres... ++STR_ERROR_TOO_FAR_FROM_PREVIOUS_DESTINATION :{WHITE}... massa lluny del destí previ ++STR_ERROR_AIRCRAFT_NOT_ENOUGH_RANGE :{WHITE}... l'avió no té prou autonomia ++ ++# Timetable related errors ++STR_ERROR_CAN_T_TIMETABLE_VEHICLE :{WHITE}Impossible establir l'horari del vehicle... ++STR_ERROR_TIMETABLE_ONLY_WAIT_AT_STATIONS :{WHITE}Els vehicles només poden esperar a les estacions ++STR_ERROR_TIMETABLE_NOT_STOPPING_HERE :{WHITE}Aquest vehicle no para en aquesta estació ++ ++# Sign related errors ++STR_ERROR_TOO_MANY_SIGNS :{WHITE}... massa senyals ++STR_ERROR_CAN_T_PLACE_SIGN_HERE :{WHITE}Aquí no es pot situar un senyal... ++STR_ERROR_CAN_T_CHANGE_SIGN_NAME :{WHITE}No es pot canviar el nom del senyal... ++STR_ERROR_CAN_T_DELETE_SIGN :{WHITE}El senyal no es pot esborrar... ++ ++# Translatable comment for OpenTTD's desktop shortcut ++STR_DESKTOP_SHORTCUT_COMMENT :Un joc de simulació basat en Transport Tycoon Deluxe ++ ++# Translatable descriptions in media/baseset/*.ob* files ++STR_BASEGRAPHICS_DOS_DESCRIPTION :Gràfics originals del Transport Tycoon Deluxe pel DOS. ++STR_BASEGRAPHICS_DOS_DE_DESCRIPTION :Gràfics originals del Transport Tycoon Deluxe (alemany) pel DOS. ++STR_BASEGRAPHICS_WIN_DESCRIPTION :Gràfics originals del Transport Tycoon Deluxe pel Windows. ++STR_BASESOUNDS_DOS_DESCRIPTION :Sons originals del Transport Tycoon Deluxe pel DOS. ++STR_BASESOUNDS_WIN_DESCRIPTION :Sons originals del Transport Tycoon Deluxe pel Windows. ++STR_BASESOUNDS_NONE_DESCRIPTION :Una llista de sons buida. ++STR_BASEMUSIC_WIN_DESCRIPTION :Música original del Transport Tycoon Deluxe pel Windows. ++STR_BASEMUSIC_NONE_DESCRIPTION :Una llista de música sense cap peça. ++ ++##id 0x2000 ++# Town building names ++STR_TOWN_BUILDING_NAME_TALL_OFFICE_BLOCK_1 :Bloc d'oficines alt ++STR_TOWN_BUILDING_NAME_OFFICE_BLOCK_1 :Bloc d'oficines ++STR_TOWN_BUILDING_NAME_SMALL_BLOCK_OF_FLATS_1 :Petit bloc d'apartaments ++STR_TOWN_BUILDING_NAME_CHURCH_1 :Església ++STR_TOWN_BUILDING_NAME_LARGE_OFFICE_BLOCK_1 :Bloc d'oficines gran ++STR_TOWN_BUILDING_NAME_TOWN_HOUSES_1 :Cases de la població ++STR_TOWN_BUILDING_NAME_HOTEL_1 :Hotel ++STR_TOWN_BUILDING_NAME_STATUE_1 :Estàtua ++STR_TOWN_BUILDING_NAME_FOUNTAIN_1 :Font ++STR_TOWN_BUILDING_NAME_PARK_1 :Parc ++STR_TOWN_BUILDING_NAME_OFFICE_BLOCK_2 :Bloc d'oficines ++STR_TOWN_BUILDING_NAME_SHOPS_AND_OFFICES_1 :Botigues i oficines ++STR_TOWN_BUILDING_NAME_MODERN_OFFICE_BUILDING_1 :Edifici d'oficines modern ++STR_TOWN_BUILDING_NAME_WAREHOUSE_1 :Magatzem gran ++STR_TOWN_BUILDING_NAME_OFFICE_BLOCK_3 :Bloc d'oficines ++STR_TOWN_BUILDING_NAME_STADIUM_1 :Estadi ++STR_TOWN_BUILDING_NAME_OLD_HOUSES_1 :Cases velles ++STR_TOWN_BUILDING_NAME_COTTAGES_1 :Xalets ++STR_TOWN_BUILDING_NAME_HOUSES_1 :Cases ++STR_TOWN_BUILDING_NAME_FLATS_1 :Apartaments ++STR_TOWN_BUILDING_NAME_TALL_OFFICE_BLOCK_2 :Bloc alt d'oficines ++STR_TOWN_BUILDING_NAME_SHOPS_AND_OFFICES_2 :Botigues i oficines ++STR_TOWN_BUILDING_NAME_SHOPS_AND_OFFICES_3 :Botigues i oficines ++STR_TOWN_BUILDING_NAME_THEATER_1 :Teatre ++STR_TOWN_BUILDING_NAME_STADIUM_2 :Estadi ++STR_TOWN_BUILDING_NAME_OFFICES_1 :Oficines ++STR_TOWN_BUILDING_NAME_HOUSES_2 :Cases ++STR_TOWN_BUILDING_NAME_CINEMA_1 :Cine ++STR_TOWN_BUILDING_NAME_SHOPPING_MALL_1 :Grans magatzems ++STR_TOWN_BUILDING_NAME_IGLOO_1 :Iglú ++STR_TOWN_BUILDING_NAME_TEPEES_1 :Tipis ++STR_TOWN_BUILDING_NAME_TEAPOT_HOUSE_1 :Casa-tetera ++STR_TOWN_BUILDING_NAME_PIGGY_BANK_1 :Banc-guardiola porquet ++ ++##id 0x4800 ++# industry names ++STR_INDUSTRY_NAME_COAL_MINE :{G=Femenin}Mina de Carbó ++STR_INDUSTRY_NAME_POWER_STATION :{G=Femenin}Central Tèrmica ++STR_INDUSTRY_NAME_SAWMILL :{G=Femenin}Serradora ++STR_INDUSTRY_NAME_FOREST :{G=Masculin}Bosc ++STR_INDUSTRY_NAME_OIL_REFINERY :{G=Femenin}Refineria de Petroli ++STR_INDUSTRY_NAME_OIL_RIG :{G=Femenin}Plataforma Petrolífera ++STR_INDUSTRY_NAME_FACTORY :{G=Femenin}Fàbrica ++STR_INDUSTRY_NAME_PRINTING_WORKS :{G=Femenin}Impremta ++STR_INDUSTRY_NAME_STEEL_MILL :{G=Masculin}Alt Forn ++STR_INDUSTRY_NAME_FARM :{G=Femenin}Granja ++STR_INDUSTRY_NAME_COPPER_ORE_MINE :{G=Femenin}Mina de Coure ++STR_INDUSTRY_NAME_OIL_WELLS :{G=Masculin}Pou de Petroli ++STR_INDUSTRY_NAME_BANK :{G=Masculin}Banc ++STR_INDUSTRY_NAME_FOOD_PROCESSING_PLANT :{G=Femenin}Planta de Manipulació de Queviures ++STR_INDUSTRY_NAME_PAPER_MILL :{G=Femenin}Indústria Paperera ++STR_INDUSTRY_NAME_GOLD_MINE :{G=Femenin}Mina d'Or ++STR_INDUSTRY_NAME_BANK_TROPIC_ARCTIC :{G=Masculin}Banc ++STR_INDUSTRY_NAME_DIAMOND_MINE :{G=Femenin}Mina de Diamants ++STR_INDUSTRY_NAME_IRON_ORE_MINE :{G=Femenin}Mina de Ferro ++STR_INDUSTRY_NAME_FRUIT_PLANTATION :{G=Femenin}Plantació de Fruita ++STR_INDUSTRY_NAME_RUBBER_PLANTATION :{G=Femenin}Plantació de Cautxú ++STR_INDUSTRY_NAME_WATER_SUPPLY :{G=Masculin}Sortidor d'Aigua ++STR_INDUSTRY_NAME_WATER_TOWER :{G=Femenin}Torre d'Aigua ++STR_INDUSTRY_NAME_FACTORY_2 :{G=Femenin}Fàbrica ++STR_INDUSTRY_NAME_FARM_2 :{G=Femenin}Granja ++STR_INDUSTRY_NAME_LUMBER_MILL :{G=Femenin}Serradora ++STR_INDUSTRY_NAME_COTTON_CANDY_FOREST :{G=Masculin}Bosc de Cotó de Sucre ++STR_INDUSTRY_NAME_CANDY_FACTORY :{G=Femenin}Fàbrica de Dolços ++STR_INDUSTRY_NAME_BATTERY_FARM :{G=Femenin}Granja de Piles ++STR_INDUSTRY_NAME_COLA_WELLS :{G=Masculin}Pou de Refrescs ++STR_INDUSTRY_NAME_TOY_SHOP :{G=Femenin}Botiga de Joguines ++STR_INDUSTRY_NAME_TOY_FACTORY :{G=Femenin}Fàbrica de Joguines ++STR_INDUSTRY_NAME_PLASTIC_FOUNTAINS :{G=Femenin}Font de Plàstic ++STR_INDUSTRY_NAME_FIZZY_DRINK_FACTORY :{G=Femenin}Fàbrica de Begudes Gasoses ++STR_INDUSTRY_NAME_BUBBLE_GENERATOR :{G=Masculin}Generador de Bombolles ++STR_INDUSTRY_NAME_TOFFEE_QUARRY :{G=Femenin}Pedrera de Caramel ++STR_INDUSTRY_NAME_SUGAR_MINE :{G=Femenin}Mina de Sucre ++ ++############ WARNING, using range 0x6000 for strings that are stored in the savegame ++############ These strings may never get a new id, or savegames will break! ++##id 0x6000 ++STR_SV_EMPTY : ++STR_SV_UNNAMED :Sense nom ++STR_SV_TRAIN_NAME :{G=Masculin}Tren {COMMA} ++STR_SV_ROAD_VEHICLE_NAME :{G=Masculin}Automòbil {COMMA} ++STR_SV_SHIP_NAME :{G=Masculin}Vaixell {COMMA} ++STR_SV_AIRCRAFT_NAME :{G=Masculin}Avió {COMMA} ++ ++STR_SV_STNAME :{STRING} ++STR_SV_STNAME_NORTH :{STRING} Nord ++STR_SV_STNAME_SOUTH :{STRING} Sud ++STR_SV_STNAME_EAST :{STRING} Est ++STR_SV_STNAME_WEST :{STRING} Oest ++STR_SV_STNAME_CENTRAL :{STRING} Central ++STR_SV_STNAME_TRANSFER :{STRING} Transbord ++STR_SV_STNAME_HALT :Parada de {STRING} ++STR_SV_STNAME_VALLEY :Vall de {STRING} ++STR_SV_STNAME_HEIGHTS :Pic de {STRING} ++STR_SV_STNAME_WOODS :Boscos de {STRING} ++STR_SV_STNAME_LAKESIDE :Llac de {STRING} ++STR_SV_STNAME_EXCHANGE :{STRING} Intercanvi ++STR_SV_STNAME_AIRPORT :Aeroport de {STRING} ++STR_SV_STNAME_OILFIELD :Camp petrolífer de {STRING} ++STR_SV_STNAME_MINES :Mines de {STRING} ++STR_SV_STNAME_DOCKS :Port de {STRING} ++STR_SV_STNAME_BUOY :{STRING} ++STR_SV_STNAME_WAYPOINT :{STRING} ++##id 0x6020 ++STR_SV_STNAME_ANNEXE :{STRING} Annex ++STR_SV_STNAME_SIDINGS :{G=Femenin}Voltants de {STRING} ++STR_SV_STNAME_BRANCH :{G=Femenin}Ramal de {STRING} ++STR_SV_STNAME_UPPER :Sobre {STRING} ++STR_SV_STNAME_LOWER :Baix {STRING} ++STR_SV_STNAME_HELIPORT :Heliport de {STRING} ++STR_SV_STNAME_FOREST :Bosc de {STRING} ++STR_SV_STNAME_FALLBACK :Estació de {STRING} #{NUM} ++############ end of savegame specific region! ++ ++##id 0x8000 ++# Vehicle names ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_KIRBY_PAUL_TANK_STEAM :Kirby Paul Tank (Vapor) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_MJS_250_DIESEL :MJS 250 (Dièsel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_PLODDYPHUT_CHOO_CHOO :Ploddyphut Choo-Choo ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_POWERNAUT_CHOO_CHOO :Powernaut Choo-Choo ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_MIGHTYMOVER_CHOO_CHOO :MightyMover Choo-Choo ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_PLODDYPHUT_DIESEL :Ploddyphut Dièsel ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_POWERNAUT_DIESEL :Powernaut Dièsel ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_WILLS_2_8_0_STEAM :Wills 2-8-0 (Vapor) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_CHANEY_JUBILEE_STEAM :Chaney 'Jubilee' (Vapor) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_GINZU_A4_STEAM :Ginzu 'A4' (Vapor) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_SH_8P_STEAM :SH '8P' (Vapor) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_MANLEY_MOREL_DMU_DIESEL :Manley-Morel DMU (Dièsel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_DASH_DIESEL :'Dash' (Dièsel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_SH_HENDRY_25_DIESEL :SH/Hendry '25' (Dièsel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_UU_37_DIESEL :UU '37' (Dièsel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_FLOSS_47_DIESEL :Floss '47' (Dièsel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_CS_4000_DIESEL :CS 4000 (Dièsel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_CS_2400_DIESEL :CS 2400 (Dièsel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_CENTENNIAL_DIESEL :Centennial (Dièsel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_KELLING_3100_DIESEL :Kelling 3100 (Dièsel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_TURNER_TURBO_DIESEL :Turner Turbo (Dièsel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_MJS_1000_DIESEL :MJS 1000 (Dièsel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_SH_125_DIESEL :SH '125' (Dièsel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_SH_30_ELECTRIC :SH '30' (Elèctrica) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_SH_40_ELECTRIC :SH '40' (Elèctrica) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_T_I_M_ELECTRIC :'T.I.M.' (Elèctrica) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_ASIASTAR_ELECTRIC :'AsiaStar' (Elèctrica) ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_PASSENGER_CAR :{G=Masculin}Vagó de passatgers ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_MAIL_VAN :{G=Masculin}Vagó de correu ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_COAL_CAR :{G=Masculin}Vagó de carbó ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_OIL_TANKER :{G=Masculin}Tanc de petroli ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_LIVESTOCK_VAN :{G=Masculin}Vagó de bestiar ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_GOODS_VAN :{G=Masculin}Vagó de mercaderies ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_GRAIN_HOPPER :{G=Masculin}Vagó de gra ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_WOOD_TRUCK :{G=Masculin}Vagó de fusta ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_IRON_ORE_HOPPER :{G=Masculin}Vagó de mineral de ferro ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_STEEL_TRUCK :{G=Masculin}Vagó d'acer ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_ARMORED_VAN :{G=Masculin}Vagó blindat ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_FOOD_VAN :{G=Masculin}Vagó de queviures ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_PAPER_TRUCK :{G=Masculin}Vagó de paper ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_COPPER_ORE_HOPPER :{G=Masculin}Vagó de mineral de coure ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_WATER_TANKER :{G=Masculin}Tanc d'aigua ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_FRUIT_TRUCK :{G=Masculin}Vagó de fruita ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_RUBBER_TRUCK :{G=Masculin}Vagó de cautxú ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_SUGAR_TRUCK :{G=Masculin}Vagó de sucre ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_COTTON_CANDY_HOPPER :{G=Masculin}Vagó de cotó de sucre ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_TOFFEE_HOPPER :{G=Masculin}Vagó de caramels ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_BUBBLE_VAN :{G=Masculin}Vagó de bombolles ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_COLA_TANKER :{G=Masculin}Tanc de refresc ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_CANDY_VAN :{G=Masculin}Vagó de dolços ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_TOY_VAN :{G=Masculin}Vagó de joguines ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_BATTERY_TRUCK :{G=Masculin}Vagó de piles ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_FIZZY_DRINK_TRUCK :{G=Masculin}Vagó de begudes gasoses ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_PLASTIC_TRUCK :{G=Masculin}Vagó de plàstic ++STR_VEHICLE_NAME_TRAIN_ENGINE_MONORAIL_X2001_ELECTRIC :'X2001' (Elèctrica) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MONORAIL_MILLENNIUM_Z1_ELECTRIC :'Millennium Z1' (Elèctrica) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MONORAIL_WIZZOWOW_Z99 :Wizzowow Z99 ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_PASSENGER_CAR :{G=Masculin}Vagó de passatgers ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_MAIL_VAN :{G=Masculin}Vagó de correu ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_COAL_CAR :{G=Masculin}Vagó de carbó ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_OIL_TANKER :{G=Masculin}Tanc de petroli ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_LIVESTOCK_VAN :{G=Masculin}Vagó de bestiar ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_GOODS_VAN :{G=Masculin}Vagó de mercaderies ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_GRAIN_HOPPER :{G=Masculin}Vagó de gra ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_WOOD_TRUCK :{G=Masculin}Vagó de fusta ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_IRON_ORE_HOPPER :{G=Masculin}Vagó de mineral de ferro ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_STEEL_TRUCK :{G=Masculin}Vagó d'acer ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_ARMORED_VAN :{G=Masculin}Vagó blindat ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_FOOD_VAN :{G=Masculin}Vagó de queviures ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_PAPER_TRUCK :{G=Masculin}Vagó de paper ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_COPPER_ORE_HOPPER :{G=Masculin}Vagó de mineral de coure ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_WATER_TANKER :{G=Masculin}Tanc d'aigua ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_FRUIT_TRUCK :{G=Masculin}Vagó de fruita ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_RUBBER_TRUCK :{G=Masculin}Vagó de cautxú ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_SUGAR_TRUCK :{G=Masculin}Vagó de sucre ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_COTTON_CANDY_HOPPER :{G=Masculin}Vagó de cotó de sucre ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_TOFFEE_HOPPER :{G=Masculin}Vagó de caramels ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_BUBBLE_VAN :{G=Masculin}Vagó de bombolles ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_COLA_TANKER :{G=Masculin}Tanc de refresc ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_CANDY_VAN :{G=Masculin}Vagó de dolços ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_TOY_VAN :{G=Masculin}Vagó de joguines ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_BATTERY_TRUCK :{G=Masculin}Vagó de piles ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_FIZZY_DRINK_TRUCK :{G=Masculin}Vagó de begudes gasoses ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_PLASTIC_TRUCK :{G=Masculin}Vagó de plàstic ++STR_VEHICLE_NAME_TRAIN_ENGINE_MAGLEV_LEV1_LEVIATHAN_ELECTRIC :Lev1 'Leviathan' (Elèctrica) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MAGLEV_LEV2_CYCLOPS_ELECTRIC :Lev2 'Cíclope' (Elèctrica) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MAGLEV_LEV3_PEGASUS_ELECTRIC :Lev3 'Pegasus' (Elèctrica) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MAGLEV_LEV4_CHIMAERA_ELECTRIC :Lev4 'Quimera' (Elèctrica) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MAGLEV_WIZZOWOW_ROCKETEER :Wizzowow Rocketeer ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_PASSENGER_CAR :{G=Masculin}Vagó de passatgers ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_MAIL_VAN :{G=Masculin}Vagó de correu ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_COAL_CAR :{G=Masculin}Vagó de carbó ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_OIL_TANKER :{G=Masculin}Tanc de petroli ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_LIVESTOCK_VAN :{G=Masculin}Vagó de bestiar ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_GOODS_VAN :{G=Masculin}Vagó de mercaderies ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_GRAIN_HOPPER :{G=Masculin}Vagó de gra ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_WOOD_TRUCK :{G=Masculin}Vagó de fusta ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_IRON_ORE_HOPPER :{G=Masculin}Vagó de mineral de ferro ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_STEEL_TRUCK :{G=Masculin}Vagó d'acer ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_ARMORED_VAN :{G=Masculin}Vagó blindat ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_FOOD_VAN :{G=Masculin}Vagó de queviures ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_PAPER_TRUCK :{G=Masculin}Vagó de paper ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_COPPER_ORE_HOPPER :{G=Masculin}Vagó de mineral de coure ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_WATER_TANKER :{G=Masculin}Tanc d'aigua ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_FRUIT_TRUCK :{G=Masculin}Vagó de fruita ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_RUBBER_TRUCK :{G=Masculin}Vagó de cautxú ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_SUGAR_TRUCK :{G=Masculin}Vagó de sucre ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_COTTON_CANDY_HOPPER :{G=Masculin}Vagó de cotó de sucre ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_TOFFEE_HOPPER :{G=Masculin}Vagó de caramels ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_BUBBLE_VAN :{G=Masculin}Vagó de bombolles ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_COLA_TANKER :{G=Masculin}Tanc de refresc ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_CANDY_VAN :{G=Masculin}Vagó de dolços ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_TOY_VAN :{G=Masculin}Vagó de joguines ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_BATTERY_TRUCK :{G=Masculin}Vagó de piles ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_FIZZY_DRINK_TRUCK :{G=Masculin}Vagó de begudes gasoses ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_PLASTIC_TRUCK :{G=Masculin}Vagó de plàstic ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_REGAL_BUS :{G=Masculin}Autobús MPS Regal ++STR_VEHICLE_NAME_ROAD_VEHICLE_HEREFORD_LEOPARD_BUS :{G=Masculin}Autobús Hereford Leopard ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_BUS :{G=Masculin}Autobús Foster ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_MKII_SUPERBUS :{G=Masculin}Autobús Foster MkII ++STR_VEHICLE_NAME_ROAD_VEHICLE_PLODDYPHUT_MKI_BUS :{G=Masculin}Autobús Ploddyphut MkI ++STR_VEHICLE_NAME_ROAD_VEHICLE_PLODDYPHUT_MKII_BUS :{G=Masculin}Autobús Ploddyphut MkII ++STR_VEHICLE_NAME_ROAD_VEHICLE_PLODDYPHUT_MKIII_BUS :{G=Masculin}Autobús Ploddyphut MkIII ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_COAL_TRUCK :{G=Masculin}Camió per Carbó Balogh ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_COAL_TRUCK :{G=Masculin}Camió per Carbó Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_DW_COAL_TRUCK :{G=Masculin}Camió per Carbó DW ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_MAIL_TRUCK :{G=Masculin}Camió per Correu MPS ++STR_VEHICLE_NAME_ROAD_VEHICLE_REYNARD_MAIL_TRUCK :{G=Masculin}Camió per Correu Reynard ++STR_VEHICLE_NAME_ROAD_VEHICLE_PERRY_MAIL_TRUCK :{G=Masculin}Camió per Correu Perry ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_MAIL_TRUCK :{G=Masculin}Camió per Correu MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_MAIL_TRUCK :{G=Masculin}Camió per Correu Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_MAIL_TRUCK :{G=Masculin}Camió per Correu Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_WITCOMBE_OIL_TANKER :{G=Femenin}Cuba de Petroli Witcombe ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_OIL_TANKER :{G=Femenin}Cuba de Petroli Foster ++STR_VEHICLE_NAME_ROAD_VEHICLE_PERRY_OIL_TANKER :{G=Femenin}Cuba de Petroli Perry ++STR_VEHICLE_NAME_ROAD_VEHICLE_TALBOTT_LIVESTOCK_VAN :{G=Masculin}Camió de Bestiar Talbott ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_LIVESTOCK_VAN :{G=Masculin}Vagó de Bestiar Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_LIVESTOCK_VAN :{G=Masculin}Camió de Bestiar Foster ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_GOODS_TRUCK :{G=Masculin}Camió de Mercaderies Balogh ++STR_VEHICLE_NAME_ROAD_VEHICLE_CRAIGHEAD_GOODS_TRUCK :{G=Masculin}Camió de Mercaderies Craighead ++STR_VEHICLE_NAME_ROAD_VEHICLE_GOSS_GOODS_TRUCK :{G=Masculin}Camió de Mercaderies Goss ++STR_VEHICLE_NAME_ROAD_VEHICLE_HEREFORD_GRAIN_TRUCK :{G=Masculin}Camió per Gra Hereford ++STR_VEHICLE_NAME_ROAD_VEHICLE_THOMAS_GRAIN_TRUCK :{G=Masculin}Camió per Gra Thomas ++STR_VEHICLE_NAME_ROAD_VEHICLE_GOSS_GRAIN_TRUCK :{G=Masculin}Camió per Gra Goss ++STR_VEHICLE_NAME_ROAD_VEHICLE_WITCOMBE_WOOD_TRUCK :{G=Masculin}Camió per Fusta Witcombe ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_WOOD_TRUCK :{G=Masculin}Camió per Fusta Foster ++STR_VEHICLE_NAME_ROAD_VEHICLE_MORELAND_WOOD_TRUCK :{G=Masculin}Camió per Fusta Moreland ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_IRON_ORE_TRUCK :{G=Masculin}Camió per Mineral de Ferro MPS ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_IRON_ORE_TRUCK :{G=Masculin}Camió per Mineral de Ferro Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_CHIPPY_IRON_ORE_TRUCK :{G=Masculin}Camió per Mineral de Ferro Chippy ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_STEEL_TRUCK :{G=Masculin}Camió per Acer Balogh ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_STEEL_TRUCK :{G=Masculin}Camió per Acer Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_KELLING_STEEL_TRUCK :{G=Masculin}Camió per Acer Kelling ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_ARMORED_TRUCK :{G=Masculin}Furgó Blindat Balogh ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_ARMORED_TRUCK :{G=Masculin}Furgó Blindat Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_ARMORED_TRUCK :{G=Masculin}Furgó Blindat Foster ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_FOOD_VAN :{G=Masculin}Camió per Queviures Foster ++STR_VEHICLE_NAME_ROAD_VEHICLE_PERRY_FOOD_VAN :{G=Masculin}Camió per Queviures Perry ++STR_VEHICLE_NAME_ROAD_VEHICLE_CHIPPY_FOOD_VAN :{G=Masculin}Camió per Queviures Chippy ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_PAPER_TRUCK :{G=Masculin}Camió per Paper Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_PAPER_TRUCK :{G=Masculin}Camió per Paper Balogh ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_PAPER_TRUCK :{G=Masculin}Camió per Paper MPS ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_COPPER_ORE_TRUCK :{G=Masculin}Camió per Mineral de Coure MPS ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_COPPER_ORE_TRUCK :{G=Masculin}Camió per Mineral de Coure Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_GOSS_COPPER_ORE_TRUCK :{G=Masculin}Camió per Mineral de Coure Goss ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_WATER_TANKER :{G=Femenin}Cuba d'Aigua Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_WATER_TANKER :{G=Femenin}Cuba d'Aigua Balogh ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_WATER_TANKER :{G=Femenin}Cuba d'Aigua MPS ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_FRUIT_TRUCK :{G=Masculin}Camió per Fruita Balogh ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_FRUIT_TRUCK :{G=Masculin}Camió per Fruita Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_KELLING_FRUIT_TRUCK :{G=Masculin}Camió per Fruita Kelling ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_RUBBER_TRUCK :{G=Masculin}Camió per Cautxú Balogh ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_RUBBER_TRUCK :Camió per Cautxú Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_RMT_RUBBER_TRUCK :{G=Masculin}Camió per Cautxú RMT ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_SUGAR_TRUCK :{G=Masculin}Camió per Sucre MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_SUGAR_TRUCK :{G=Masculin}Camió per Sucre Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_SUGAR_TRUCK :{G=Masculin}Camió per Sucre Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_COLA_TRUCK :{G=Masculin}Camió per Refrescs MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_COLA_TRUCK :{G=Masculin}Camió per Refrescs Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_COLA_TRUCK :{G=Masculin}Camió per Refrescs Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_COTTON_CANDY :{G=Masculin}Camió per Cotó de Sucre MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_COTTON_CANDY :{G=Masculin}Camió per Cotó de Sucre Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_COTTON_CANDY_TRUCK :{G=Masculin}Camió per Cotó de Sucre Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_TOFFEE_TRUCK :{G=Masculin}Camió per Caramels MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_TOFFEE_TRUCK :{G=Masculin}Camió per Caramels Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_TOFFEE_TRUCK :{G=Masculin}Camió per Caramels Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_TOY_VAN :{G=Masculin}Camió per Joguines MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_TOY_VAN :{G=Masculin}Camió per Joguines Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_TOY_VAN :{G=Masculin}Camió per Joguines Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_CANDY_TRUCK :{G=Masculin}Camió per Dolços MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_CANDY_TRUCK :{G=Masculin}Camió per Dolços Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_CANDY_TRUCK :{G=Masculin}Camió per Dolços Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_BATTERY_TRUCK :{G=Masculin}Camió per Piles MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_BATTERY_TRUCK :{G=Masculin}Camió per Piles Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_BATTERY_TRUCK :{G=Masculin}Camió per Piles Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_FIZZY_DRINK :{G=Masculin}Camió per Begudes Gasoses MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_FIZZY_DRINK :{G=Masculin}Camió per Begudes Gasoses Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_FIZZY_DRINK_TRUCK :{G=Masculin}Camió per Begudes Gasoses Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_PLASTIC_TRUCK :{G=Masculin}Camió per Plàstic MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_PLASTIC_TRUCK :{G=Masculin}Camió per Plàstic Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_PLASTIC_TRUCK :{G=Masculin}Camió per Plàstic Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_BUBBLE_TRUCK :{G=Masculin}Camió per Bombolles MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_BUBBLE_TRUCK :{G=Masculin}Camió per Bombolles Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_BUBBLE_TRUCK :{G=Masculin}Camió per Bombolles Wizzowow ++STR_VEHICLE_NAME_SHIP_MPS_OIL_TANKER :{G=Masculin}Petroler MPS ++STR_VEHICLE_NAME_SHIP_CS_INC_OIL_TANKER :{G=Masculin}Petroler CS-Inc. ++STR_VEHICLE_NAME_SHIP_MPS_PASSENGER_FERRY :{G=Masculin}Ferry de Passatgers MPS ++STR_VEHICLE_NAME_SHIP_FFP_PASSENGER_FERRY :{G=Masculin}Ferry de Passatgers FFP ++STR_VEHICLE_NAME_SHIP_BAKEWELL_300_HOVERCRAFT :{G=Masculin}Hovercraft Bakewell 300 ++STR_VEHICLE_NAME_SHIP_CHUGGER_CHUG_PASSENGER :{G=Masculin}Ferry de Passatgers Chugger-Chug ++STR_VEHICLE_NAME_SHIP_SHIVERSHAKE_PASSENGER_FERRY :{G=Masculin}Ferry de Passatgers Shivershake ++STR_VEHICLE_NAME_SHIP_YATE_CARGO_SHIP :{G=Masculin}Vaixell Mercant Yate ++STR_VEHICLE_NAME_SHIP_BAKEWELL_CARGO_SHIP :{G=Masculin}Vaixell Mercant Bakewell ++STR_VEHICLE_NAME_SHIP_MIGHTYMOVER_CARGO_SHIP :{G=Masculin}Vaixell Mercant MightyMover ++STR_VEHICLE_NAME_SHIP_POWERNAUT_CARGO_SHIP :{G=Masculin}Vaixell Mercant Powernaut ++STR_VEHICLE_NAME_AIRCRAFT_SAMPSON_U52 :{G=Masculin}Sampson U52 ++STR_VEHICLE_NAME_AIRCRAFT_COLEMAN_COUNT :{G=Masculin}Coleman Count ++STR_VEHICLE_NAME_AIRCRAFT_FFP_DART :{G=Masculin}FFP Dart ++STR_VEHICLE_NAME_AIRCRAFT_YATE_HAUGAN :{G=Masculin}Yate Haugan ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_COTSWALD_LB_3 :{G=Masculin}Bakewell Cotswald LB-3 ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_LUCKETT_LB_8 :{G=Masculin}Bakewell Luckett LB-8 ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_LUCKETT_LB_9 :{G=Masculin}Bakewell Luckett LB-9 ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_LUCKETT_LB80 :{G=Masculin}Bakewell Luckett LB80 ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_LUCKETT_LB_10 :{G=Masculin}Bakewell Luckett LB-10 ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_LUCKETT_LB_11 :{G=Masculin}Bakewell Luckett LB-11 ++STR_VEHICLE_NAME_AIRCRAFT_YATE_AEROSPACE_YAC_1_11 :{G=Masculin}Yate Aerospace YAC 1-11 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_100 :{G=Masculin}Darwin 100 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_200 :{G=Masculin}Darwin 200 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_300 :{G=Masculin}Darwin 300 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_400 :{G=Masculin}Darwin 400 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_500 :{G=Masculin}Darwin 500 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_600 :{G=Masculin}Darwin 600 ++STR_VEHICLE_NAME_AIRCRAFT_GURU_GALAXY :{G=Masculin}Guru Galaxy ++STR_VEHICLE_NAME_AIRCRAFT_AIRTAXI_A21 :{G=Masculin}Airtaxi A21 ++STR_VEHICLE_NAME_AIRCRAFT_AIRTAXI_A31 :{G=Masculin}Airtaxi A31 ++STR_VEHICLE_NAME_AIRCRAFT_AIRTAXI_A32 :{G=Masculin}Airtaxi A32 ++STR_VEHICLE_NAME_AIRCRAFT_AIRTAXI_A33 :{G=Masculin}Airtaxi A33 ++STR_VEHICLE_NAME_AIRCRAFT_YATE_AEROSPACE_YAE46 :{G=Masculin}Yate Aerospace YAe46 ++STR_VEHICLE_NAME_AIRCRAFT_DINGER_100 :{G=Masculin}Dinger 100 ++STR_VEHICLE_NAME_AIRCRAFT_AIRTAXI_A34_1000 :{G=Masculin}AeroTaxi A34-1000 ++STR_VEHICLE_NAME_AIRCRAFT_YATE_Z_SHUTTLE :{G=Masculin}Yate Z-Shuttle ++STR_VEHICLE_NAME_AIRCRAFT_KELLING_K1 :{G=Masculin}Kelling K1 ++STR_VEHICLE_NAME_AIRCRAFT_KELLING_K6 :{G=Masculin}Kelling K6 ++STR_VEHICLE_NAME_AIRCRAFT_KELLING_K7 :{G=Masculin}Kelling K7 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_700 :{G=Masculin}Darwin 700 ++STR_VEHICLE_NAME_AIRCRAFT_FFP_HYPERDART_2 :{G=Masculin}FFP Hyperdart 2 ++STR_VEHICLE_NAME_AIRCRAFT_DINGER_200 :{G=Masculin}Dinger 200 ++STR_VEHICLE_NAME_AIRCRAFT_DINGER_1000 :{G=Masculin}Dinger 1000 ++STR_VEHICLE_NAME_AIRCRAFT_PLODDYPHUT_100 :{G=Masculin}Ploddyphut 100 ++STR_VEHICLE_NAME_AIRCRAFT_PLODDYPHUT_500 :{G=Masculin}Ploddyphut 500 ++STR_VEHICLE_NAME_AIRCRAFT_FLASHBANG_X1 :{G=Masculin}Flashbang X1 ++STR_VEHICLE_NAME_AIRCRAFT_JUGGERPLANE_M1 :{G=Masculin}Juggerplane M1 ++STR_VEHICLE_NAME_AIRCRAFT_FLASHBANG_WIZZER :{G=Masculin}Flashbang Wizzer ++STR_VEHICLE_NAME_AIRCRAFT_TRICARIO_HELICOPTER :{G=Masculin}Helicòpter Tricario ++STR_VEHICLE_NAME_AIRCRAFT_GURU_X2_HELICOPTER :{G=Masculin}Helicòpter Guru X2 ++STR_VEHICLE_NAME_AIRCRAFT_POWERNAUT_HELICOPTER :{G=Masculin}Helicòpter Powernaut ++ ++##id 0x8800 ++# Formatting of some strings ++STR_FORMAT_DATE_TINY :{STRING}-{STRING}-{NUM} ++STR_FORMAT_DATE_SHORT :{STRING} {NUM} ++STR_FORMAT_DATE_LONG :{STRING} {STRING} {NUM} ++STR_FORMAT_DATE_ISO :{2:NUM}-{1:STRING}-{0:STRING} ++ ++STR_FORMAT_BUOY_NAME :Boia de {TOWN} ++STR_FORMAT_BUOY_NAME_SERIAL :Boia de {TOWN} #{COMMA} ++STR_FORMAT_COMPANY_NUM :{G=Femenin}(Companyia {COMMA}) ++STR_FORMAT_GROUP_NAME :{G=Masculin}Grup {COMMA} ++STR_FORMAT_INDUSTRY_NAME :{TOWN}: {STRING} ++STR_FORMAT_WAYPOINT_NAME :Punt de pas de {TOWN} ++STR_FORMAT_WAYPOINT_NAME_SERIAL :Punt de pas de {TOWN} #{COMMA} ++ ++STR_FORMAT_DEPOT_NAME_TRAIN :Dipòsit de trens de {TOWN} ++STR_FORMAT_DEPOT_NAME_TRAIN_SERIAL :Dipòsit de trens de {TOWN} #{COMMA} ++STR_FORMAT_DEPOT_NAME_ROAD_VEHICLE :Cotxera de {TOWN} ++STR_FORMAT_DEPOT_NAME_ROAD_VEHICLE_SERIAL :Cotxera de {TOWN} #{COMMA} ++STR_FORMAT_DEPOT_NAME_SHIP :Drassanes de {TOWN} ++STR_FORMAT_DEPOT_NAME_SHIP_SERIAL :Drassanes de {TOWN} #{COMMA} ++STR_FORMAT_DEPOT_NAME_AIRCRAFT :Hangar de {STATION} ++ ++STR_UNKNOWN_STATION :{G=Femenin}estació desconeguda ++STR_DEFAULT_SIGN_NAME :{G=Femenin}Senyal ++STR_COMPANY_SOMEONE :Desconegut ++ ++STR_SAVEGAME_NAME_DEFAULT :{COMPANY}, {STRING} ++STR_SAVEGAME_NAME_SPECTATOR :{G=Masculin}Espectador, {1:STRING} ++ ++# Viewport strings ++STR_VIEWPORT_TOWN_POP :{WHITE}{TOWN} ({COMMA}) ++STR_VIEWPORT_TOWN :{WHITE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_BLACK :{TINY_FONT}{BLACK}{TOWN} ++STR_VIEWPORT_TOWN_TINY_WHITE :{TINY_FONT}{WHITE}{TOWN} ++ ++STR_VIEWPORT_SIGN_SMALL_BLACK :{TINY_FONT}{BLACK}{SIGN} ++STR_VIEWPORT_SIGN_SMALL_WHITE :{TINY_FONT}{WHITE}{SIGN} ++ ++STR_VIEWPORT_STATION :{STATION} {STATION_FEATURES} ++STR_VIEWPORT_STATION_TINY :{TINY_FONT}{STATION} ++ ++STR_VIEWPORT_WAYPOINT :{WAYPOINT} ++STR_VIEWPORT_WAYPOINT_TINY :{TINY_FONT}{WAYPOINT} ++ ++# Simple strings to get specific types of data ++STR_COMPANY_NAME :{COMPANY} ++STR_COMPANY_NAME_COMPANY_NUM :{COMPANY} {COMPANY_NUM} ++STR_DEPOT_NAME :{DEPOT} ++STR_ENGINE_NAME :{ENGINE} ++STR_HIDDEN_ENGINE_NAME :{ENGINE} (ocultat) ++STR_GROUP_NAME :{GROUP} ++STR_INDUSTRY_NAME :{INDUSTRY} ++STR_PRESIDENT_NAME :{PRESIDENT_NAME} ++STR_SIGN_NAME :{SIGN} ++STR_STATION_NAME :{STATION} ++STR_TOWN_NAME :{TOWN} ++STR_VEHICLE_NAME :{VEHICLE} ++STR_WAYPOINT_NAME :{WAYPOINT} ++ ++STR_JUST_CARGO :{CARGO_LONG} ++STR_JUST_CHECKMARK :{CHECKMARK} ++STR_JUST_COMMA :{COMMA} ++STR_JUST_CURRENCY_SHORT :{CURRENCY_SHORT} ++STR_JUST_CURRENCY_LONG :{CURRENCY_LONG} ++STR_JUST_CARGO_LIST :{CARGO_LIST} ++STR_JUST_INT :{NUM} ++STR_JUST_DATE_TINY :{DATE_TINY} ++STR_JUST_DATE_SHORT :{DATE_SHORT} ++STR_JUST_DATE_LONG :{DATE_LONG} ++STR_JUST_DATE_ISO :{DATE_ISO} ++STR_JUST_STRING :{STRING} ++STR_JUST_STRING_STRING :{STRING}{STRING} ++STR_JUST_RAW_STRING :{STRING} ++STR_JUST_BIG_RAW_STRING :{BIG_FONT}{STRING} ++ ++# Slightly 'raw' stringcodes with colour or size ++STR_BLACK_COMMA :{BLACK}{COMMA} ++STR_TINY_BLACK_COMA :{TINY_FONT}{BLACK}{COMMA} ++STR_TINY_COMMA :{TINY_FONT}{COMMA} ++STR_BLUE_COMMA :{BLUE}{COMMA} ++STR_RED_COMMA :{RED}{COMMA} ++STR_WHITE_COMMA :{WHITE}{COMMA} ++STR_TINY_BLACK_DECIMAL :{TINY_FONT}{BLACK}{DECIMAL} ++STR_COMPANY_MONEY :{WHITE}{CURRENCY_LONG} ++STR_BLACK_DATE_LONG :{BLACK}{DATE_LONG} ++STR_WHITE_DATE_LONG :{WHITE}{DATE_LONG} ++STR_SHORT_DATE :{WHITE}{DATE_TINY} ++STR_DATE_LONG_SMALL :{TINY_FONT}{BLACK}{DATE_LONG} ++STR_TINY_GROUP :{TINY_FONT}{GROUP} ++STR_BLACK_INT :{BLACK}{NUM} ++STR_ORANGE_INT :{ORANGE}{NUM} ++STR_WHITE_SIGN :{WHITE}{SIGN} ++STR_TINY_BLACK_STATION :{TINY_FONT}{BLACK}{STATION} ++STR_BLACK_STRING :{BLACK}{STRING} ++STR_BLACK_RAW_STRING :{BLACK}{STRING} ++STR_ORANGE_STRING :{ORANGE}{STRING} ++STR_LTBLUE_STRING :{LTBLUE}{STRING} ++STR_WHITE_STRING :{WHITE}{STRING} ++STR_ORANGE_STRING1_WHITE :{ORANGE}{STRING}{WHITE} ++STR_ORANGE_STRING1_LTBLUE :{ORANGE}{STRING}{LTBLUE} ++STR_TINY_BLACK_HEIGHT :{TINY_FONT}{BLACK}{HEIGHT} ++STR_TINY_BLACK_VEHICLE :{TINY_FONT}{BLACK}{VEHICLE} ++STR_TINY_RIGHT_ARROW :{TINY_FONT}{RIGHT_ARROW} ++ ++STR_BLACK_1 :{BLACK}1 ++STR_BLACK_2 :{BLACK}2 ++STR_BLACK_3 :{BLACK}3 ++STR_BLACK_4 :{BLACK}4 ++STR_BLACK_5 :{BLACK}5 ++STR_BLACK_6 :{BLACK}6 ++STR_BLACK_7 :{BLACK}7 ++ ++STR_TRAIN :{BLACK}{TRAIN} ++STR_BUS :{BLACK}{BUS} ++STR_LORRY :{BLACK}{LORRY} ++STR_PLANE :{BLACK}{PLANE} ++STR_SHIP :{BLACK}{SHIP} ++ ++STR_TOOLBAR_RAILTYPE_VELOCITY :{STRING} ({VELOCITY}) +diff --git a/src/lang/danish.txt b/src/lang/danish.txt +index 4a9202457..773735a3c 100644 +--- a/src/lang/danish.txt ++++ b/src/lang/danish.txt +@@ -4884,10 +4884,18 @@ STR_SAVEGAME_NAME_DEFAULT :{COMPANY}, {STR + STR_SAVEGAME_NAME_SPECTATOR :Tilskuer, {1:STRING} + + # Viewport strings ++STR_VIEWPORT_TOWN_POP_VERY_POOR_RATING :{WHITE}{TOWN} {RED}({COMMA}) ++STR_VIEWPORT_TOWN_POP_MEDIOCRE_RATING :{WHITE}{TOWN} {ORANGE}({COMMA}) ++STR_VIEWPORT_TOWN_POP_GOOD_RATING :{WHITE}{TOWN} {YELLOW}({COMMA}) + STR_VIEWPORT_TOWN_POP :{WHITE}{TOWN} ({COMMA}) ++STR_VIEWPORT_TOWN_POP_EXCELLENT_RATING :{WHITE}{TOWN} {GREEN}({COMMA}) + STR_VIEWPORT_TOWN :{WHITE}{TOWN} + STR_VIEWPORT_TOWN_TINY_BLACK :{TINY_FONT}{BLACK}{TOWN} ++STR_VIEWPORT_TOWN_TINY_VERY_POOR_RATING :{TINY_FONT}{RED}{TOWN} ++STR_VIEWPORT_TOWN_TINY_MEDIOCRE_RATING :{TINY_FONT}{ORANGE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_GOOD_RATING :{TINY_FONT}{YELLOW}{TOWN} + STR_VIEWPORT_TOWN_TINY_WHITE :{TINY_FONT}{WHITE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_EXCELLENT_RATING :{TINY_FONT}{GREEN}{TOWN} + + STR_VIEWPORT_SIGN_SMALL_BLACK :{TINY_FONT}{BLACK}{SIGN} + STR_VIEWPORT_SIGN_SMALL_WHITE :{TINY_FONT}{WHITE}{SIGN} +diff --git a/src/lang/dutch.txt b/src/lang/dutch.txt +index ad2bfe472..164c2c7bb 100644 +--- a/src/lang/dutch.txt ++++ b/src/lang/dutch.txt +@@ -4884,10 +4884,18 @@ STR_SAVEGAME_NAME_DEFAULT :{COMPANY}, {STR + STR_SAVEGAME_NAME_SPECTATOR :Toeschouwer, {1:STRING} + + # Viewport strings ++STR_VIEWPORT_TOWN_POP_VERY_POOR_RATING :{WHITE}{TOWN} {RED}({COMMA}) ++STR_VIEWPORT_TOWN_POP_MEDIOCRE_RATING :{WHITE}{TOWN} {ORANGE}({COMMA}) ++STR_VIEWPORT_TOWN_POP_GOOD_RATING :{WHITE}{TOWN} {YELLOW}({COMMA}) + STR_VIEWPORT_TOWN_POP :{WHITE}{TOWN} ({COMMA}) ++STR_VIEWPORT_TOWN_POP_EXCELLENT_RATING :{WHITE}{TOWN} {GREEN}({COMMA}) + STR_VIEWPORT_TOWN :{WHITE}{TOWN} + STR_VIEWPORT_TOWN_TINY_BLACK :{TINY_FONT}{BLACK}{TOWN} ++STR_VIEWPORT_TOWN_TINY_VERY_POOR_RATING :{TINY_FONT}{RED}{TOWN} ++STR_VIEWPORT_TOWN_TINY_MEDIOCRE_RATING :{TINY_FONT}{ORANGE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_GOOD_RATING :{TINY_FONT}{YELLOW}{TOWN} + STR_VIEWPORT_TOWN_TINY_WHITE :{TINY_FONT}{WHITE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_EXCELLENT_RATING :{TINY_FONT}{GREEN}{TOWN} + + STR_VIEWPORT_SIGN_SMALL_BLACK :{TINY_FONT}{BLACK}{SIGN} + STR_VIEWPORT_SIGN_SMALL_WHITE :{TINY_FONT}{WHITE}{SIGN} +diff --git a/src/lang/english.txt b/src/lang/english.txt +index c844d0b0c..256ffe9bb 100644 +--- a/src/lang/english.txt ++++ b/src/lang/english.txt +@@ -232,6 +232,7 @@ STR_TOOLTIP_GROUP_ORDER :{BLACK}Select g + STR_TOOLTIP_SORT_ORDER :{BLACK}Select sorting order (descending/ascending) + STR_TOOLTIP_SORT_CRITERIA :{BLACK}Select sorting criteria + STR_TOOLTIP_FILTER_CRITERIA :{BLACK}Select filtering criteria ++STR_BUTTON_COVERAGE :{BLACK}Coverage + STR_BUTTON_SORT_BY :{BLACK}Sort by + STR_BUTTON_LOCATION :{BLACK}Location + STR_BUTTON_RENAME :{BLACK}Rename +@@ -453,6 +454,7 @@ STR_AIRCRAFT_MENU_AIRPORT_CONSTRUCTION :Airport constru + + ############ range for landscaping menu starts + STR_LANDSCAPING_MENU_LANDSCAPING :Landscaping ++STR_LANDSCAPING_MENU_CLIPBOARD :Clipboard + STR_LANDSCAPING_MENU_PLANT_TREES :Plant trees + STR_LANDSCAPING_MENU_PLACE_SIGN :Place sign + ############ range ends here +@@ -885,6 +887,8 @@ STR_EXTRA_VIEW_MOVE_VIEW_TO_MAIN :{BLACK}Copy to + STR_EXTRA_VIEW_MOVE_VIEW_TO_MAIN_TT :{BLACK}Copy the location of the main view to this viewport + STR_EXTRA_VIEW_MOVE_MAIN_TO_VIEW :{BLACK}Paste from viewport + STR_EXTRA_VIEW_MOVE_MAIN_TO_VIEW_TT :{BLACK}Paste the location of this viewport to the main view ++STR_EXTRA_VIEW_FOLLOW_CURSOR :{BLACK}Follow cursor ++STR_EXTRA_VIEW_FOLLOW_CURSOR_TT :{BLACK}Follow the position of the cursor in this view + + # Game options window + STR_GAME_OPTIONS_CAPTION :{WHITE}Game Options +@@ -911,7 +915,7 @@ STR_GAME_OPTIONS_CURRENCY_ISK :Icelandic Krona + STR_GAME_OPTIONS_CURRENCY_ITL :Italian Lira (ITL) + STR_GAME_OPTIONS_CURRENCY_NLG :Dutch Guilder (NLG) + STR_GAME_OPTIONS_CURRENCY_NOK :Norwegian Krone (NOK) +-STR_GAME_OPTIONS_CURRENCY_PLN :Polish Złoty (PLN) ++STR_GAME_OPTIONS_CURRENCY_PLN :Polish Z?oty (PLN) + STR_GAME_OPTIONS_CURRENCY_RON :Romanian Leu (RON) + STR_GAME_OPTIONS_CURRENCY_RUR :Russian Rubles (RUR) + STR_GAME_OPTIONS_CURRENCY_SIT :Slovenian Tolar (SIT) +@@ -1254,6 +1258,9 @@ STR_CONFIG_SETTING_STOP_ON_COMPETITOR_ROAD_HELPTEXT :Allow construct + STR_CONFIG_SETTING_DYNAMIC_ENGINES_EXISTING_VEHICLES :{WHITE}Changing this setting is not possible when there are vehicles + STR_CONFIG_SETTING_INFRASTRUCTURE_MAINTENANCE :Infrastructure maintenance: {STRING2} + STR_CONFIG_SETTING_INFRASTRUCTURE_MAINTENANCE_HELPTEXT :When enabled, infrastructure causes maintenance costs. The cost grows over-proportional with the network size, thus affecting bigger companies more than smaller ones ++STR_CONFIG_SETTING_CLIPBOARD_CAPACITY :Clipboard capacity: {STRING2} ++STR_CONFIG_SETTING_CLIPBOARD_CAPACITY_VALUE :{0:NUM}x{0:NUM} tiles ++STR_CONFIG_SETTING_CLIPBOARD_CAPACITY_HELPTEXT :Maximum allowed width/height of area that can be copied into clipboard + + STR_CONFIG_SETTING_NEVER_EXPIRE_AIRPORTS :Airports never expire: {STRING2} + STR_CONFIG_SETTING_NEVER_EXPIRE_AIRPORTS_HELPTEXT :Enabling this setting makes each airport type stay available forever after its introduction +@@ -1288,6 +1295,8 @@ STR_CONFIG_SETTING_POPULATION_IN_LABEL :Show town popul + STR_CONFIG_SETTING_POPULATION_IN_LABEL_HELPTEXT :Display the population of towns in their label on the map + STR_CONFIG_SETTING_GRAPH_LINE_THICKNESS :Thickness of lines in graphs: {STRING2} + STR_CONFIG_SETTING_GRAPH_LINE_THICKNESS_HELPTEXT :Width of the line in the graphs. A thin line is more precisely readable, a thicker line is easier to see and colours are easier to distinguish ++STR_CONFIG_SETTING_FORECAST_DISPLAY :{LTBLUE}Display supply and demand forecasting on station building: {ORANGE}{STRING2} ++STR_CONFIG_SETTING_FORECAST_DISPLAY_HELPTEXT :Display supply and demand forecasting on station building? + + STR_CONFIG_SETTING_LANDSCAPE :Landscape: {STRING2} + STR_CONFIG_SETTING_LANDSCAPE_HELPTEXT :Landscapes define basic gameplay scenarios with different cargos and town growth requirements. NewGRF and Game Scripts allow finer control though +@@ -1416,6 +1425,7 @@ STR_CONFIG_SETTING_PERSISTENT_BUILDINGTOOLS :Keep building t + STR_CONFIG_SETTING_PERSISTENT_BUILDINGTOOLS_HELPTEXT :Keep the building tools for bridges, tunnels, etc. open after use + STR_CONFIG_SETTING_EXPENSES_LAYOUT :Group expenses in company finance window: {STRING2} + STR_CONFIG_SETTING_EXPENSES_LAYOUT_HELPTEXT :Define the layout for the company expenses window ++STR_CONFIG_SETTING_TOWNRATING_INDICATOR :Show town rating indicators: {STRING2} + + STR_CONFIG_SETTING_SOUND_TICKER :News ticker: {STRING2} + STR_CONFIG_SETTING_SOUND_TICKER_HELPTEXT :Play sound for summarised news messages +@@ -1465,6 +1475,7 @@ STR_CONFIG_SETTING_AI_IN_MULTIPLAYER_HELPTEXT :Allow AI comput + STR_CONFIG_SETTING_SCRIPT_MAX_OPCODES :#opcodes before scripts are suspended: {STRING2} + STR_CONFIG_SETTING_SCRIPT_MAX_OPCODES_HELPTEXT :Maximum number of computation steps that a script can take in one turn + ++STR_CONFIG_SETTING_SIMULATE_SIGNALS :{LTBLUE}Simulate signals in tunnels, bridges every: {ORANGE}{STRING1} tile{P 0:1 "" s} + STR_CONFIG_SETTING_SERVINT_ISPERCENT :Service intervals are in percents: {STRING2} + STR_CONFIG_SETTING_SERVINT_ISPERCENT_HELPTEXT :Choose whether servicing of vehicles is triggered by the time passed since last service or by reliability dropping by a certain percentage of the maximum reliability + STR_CONFIG_SETTING_SERVINT_TRAINS :Default service interval for trains: {STRING2} +@@ -2281,6 +2292,7 @@ STR_TRANSPARENT_BRIDGES_TOOLTIP :{BLACK}Toggle t + STR_TRANSPARENT_STRUCTURES_TOOLTIP :{BLACK}Toggle transparency for structures like lighthouses and antennas. Ctrl+Click to lock + STR_TRANSPARENT_CATENARY_TOOLTIP :{BLACK}Toggle transparency for catenary. Ctrl+Click to lock + STR_TRANSPARENT_LOADING_TOOLTIP :{BLACK}Toggle transparency for loading indicators. Ctrl+Click to lock ++STR_TRANSPARENT_TUNNELS_TOOLTIP :{BLACK}Toggle transparency for vehicles in tunnels. Ctrl+Click to lock. + STR_TRANSPARENT_INVISIBLE_TOOLTIP :{BLACK}Set objects invisible instead of transparent + + # Linkgraph legend window +@@ -2391,6 +2403,35 @@ STR_BRIDGE_NAME_CONCRETE :Concrete + STR_BRIDGE_NAME_TUBULAR_STEEL :Tubular, Steel + STR_BRIDGE_TUBULAR_SILICON :Tubular, Silicon + ++# Clipboard toolbar window ++STR_CLIPBOARD_TOOLBAR_CAPTION :{WHITE}Clipboard ++STR_CLIPBOARD_TOOLTIP_SWITCH_TO_1ST_CLIPBOARD :{BLACK}Switch to first clipboard ++STR_CLIPBOARD_TOOLTIP_SWITCH_TO_2ND_CLIPBOARD :{BLACK}Switch to second clipboard ++STR_CLIPBOARD_TOOLTIP_SWITCH_TO_3RD_CLIPBOARD :{BLACK}Switch to third clipboard ++STR_CLIPBOARD_TOOLTIP_SWITCH_TO_4TH_CLIPBOARD :{BLACK}Switch to fourth clipboard ++STR_CLIPBOARD_TOOLTIP_COPY :{BLACK}Select area to copy ++STR_CLIPBOARD_TOOLTIP_PASTE :{BLACK}Paste selected area ++STR_CLIPBOARD_TOOLTIP_SELECT_COPY_AREA :{BLACK}Select source area to be copied ++STR_CLIPBOARD_TOOLTIP_INSTANT_COPY_PASTE :{BLACK}Copy previously selected area and past it at a given location ++STR_CLIPBOARD_TOOLTIP_COPY_WITH_RAIL_TRANSPORT :{BLACK}Paste rail transport infrastructure ++STR_CLIPBOARD_TOOLTIP_COPY_WITH_ROAD_TRANSPORT :{BLACK}Paste road transport infrastructure ++STR_CLIPBOARD_TOOLTIP_COPY_WITH_WATER_TRANSPORT :{BLACK}Paste water transport infrastructure ++STR_CLIPBOARD_TOOLTIP_COPY_WITH_AIR_TRANSPORT :{BLACK}Paste air transport infrastructure ++STR_CLIPBOARD_TOOLTIP_TERRAFORM :{BLACK}Terraform land when pasting{}(red) no terraforming{}(yellow) minimal terraforming{}(green) full terraforming ++STR_CLIPBOARD_TOOLTIP_CONVERT_RAIL :{BLACK}Converts rail infrastructure to{}current rail type when pasting ++STR_CLIPBOARD_TOOLTIP_MIRROR_SIGNALS :{BLACK}Mirror signals when pasting ++STR_CLIPBOARD_TOOLTIP_UPGRADE_BRIDGES :{BLACK}Upgrade bridges when pasting ++STR_CLIPBOARD_TOOLTIP_WITH_STATIONS :{BLACK}Paste stations and waypoints too ++STR_CLIPBOARD_TOOLTIP_STOP_ON_FAILURE :{BLACK}Stop pasting immidiately if something is failing ++STR_CLIPBOARD_TOOLTIP_TRANSFORMATION :{BLACK}Current transformation,{}click to reset ++STR_CLIPBOARD_TOOLTIP_ROTATE_LEFT :{BLACK}Rotate by 90 degree anticlockwise ++STR_CLIPBOARD_TOOLTIP_ROTATE_RIGHT :{BLACK}Rotate by 90 degree clockwise ++STR_CLIPBOARD_TOOLTIP_REFLECT_NE_SW :{BLACK}Reflect against NW-SE axis ++STR_CLIPBOARD_TOOLTIP_REFLECT_NW_SE :{BLACK}Reflect against NE-SW axis ++STR_CLIPBOARD_HEIGHT_DIFF :{GOLD}{STRING1} ++STR_CLIPBOARD_HEIGHT_DIFF_NEGATIVE :-{NUM} ++STR_CLIPBOARD_HEIGHT_DIFF_NEUTRAL : {NUM} ++STR_CLIPBOARD_HEIGHT_DIFF_POSITIVE :+{NUM} + + # Road construction toolbar + STR_ROAD_TOOLBAR_ROAD_CONSTRUCTION_CAPTION :{WHITE}Road Construction +@@ -2480,6 +2521,7 @@ STR_LANDSCAPING_TOOLBAR :{WHITE}Landscap + STR_LANDSCAPING_TOOLTIP_LOWER_A_CORNER_OF_LAND :{BLACK}Lower a corner of land. Dragging lowers the first selected corner and levels the selected area to the new corner height. Ctrl selects the area diagonally. Shift toggles building/showing cost estimate + STR_LANDSCAPING_TOOLTIP_RAISE_A_CORNER_OF_LAND :{BLACK}Raise a corner of land. Dragging raises the first selected corner and levels the selected area to the new corner height. Ctrl selects the area diagonally. Shift toggles building/showing cost estimate + STR_LANDSCAPING_LEVEL_LAND_TOOLTIP :{BLACK}Level an area of land to the height of the first selected corner. Ctrl selects the area diagonally. Shift toggles building/showing cost estimate ++STR_LANDSCAPING_TOOLTIP_SHOW_CLIPBOARD_TOOLBAR :{BLACK}Show clipboard toolbar + STR_LANDSCAPING_TOOLTIP_PURCHASE_LAND :{BLACK}Purchase land for future use. Shift toggles building/showing cost estimate + + # Object construction window +@@ -2556,6 +2598,12 @@ STR_FUND_INDUSTRY_PROSPECT_NEW_INDUSTRY :{BLACK}Prospect + STR_FUND_INDUSTRY_BUILD_NEW_INDUSTRY :{BLACK}Build + STR_FUND_INDUSTRY_FUND_NEW_INDUSTRY :{BLACK}Fund + ++# Town rating indicators ++STR_TOWN_RATING_INCREASED_TINY :{TINY_FONT}{GREEN}Rating increased to: {STRING} ++STR_TOWN_RATING_INCREASED :{GREEN}Rating increased to: {STRING} ++STR_TOWN_RATING_DECREASED_TINY :{TINY_FONT}{RED}Rating decreased to: {STRING} ++STR_TOWN_RATING_DECREASED :{RED}Rating decreased to: {STRING} ++ + # Industry cargoes window + STR_INDUSTRY_CARGOES_INDUSTRY_CAPTION :{WHITE}Industry chain for {STRING} industry + STR_INDUSTRY_CARGOES_CARGO_CAPTION :{WHITE}Industry chain for {STRING} cargo +@@ -2665,8 +2713,10 @@ STR_LAI_WATER_DESCRIPTION_SHIP_DEPOT :Ship depot + # Industries come directly from their industry names + + STR_LAI_TUNNEL_DESCRIPTION_RAILROAD :Railway tunnel ++STR_LAI_TUNNEL_DESCRIPTION_RAILROAD_SIGNAL :Railway tunnel with signal simulation + STR_LAI_TUNNEL_DESCRIPTION_ROAD :Road tunnel + ++STR_LAI_BRIDGE_DESCRIPTION_RAILROAD_SIGNAL :Railway bridge with signal simulation + STR_LAI_BRIDGE_DESCRIPTION_RAIL_SUSPENSION_STEEL :Steel suspension rail bridge + STR_LAI_BRIDGE_DESCRIPTION_RAIL_GIRDER_STEEL :Steel girder rail bridge + STR_LAI_BRIDGE_DESCRIPTION_RAIL_CANTILEVER_STEEL :Steel cantilever rail bridge +@@ -2760,6 +2810,7 @@ STR_MAPGEN_HEIGHTMAP_ROTATION :{BLACK}Heightma + STR_MAPGEN_HEIGHTMAP_NAME :{BLACK}Heightmap name: + STR_MAPGEN_HEIGHTMAP_SIZE_LABEL :{BLACK}Size: + STR_MAPGEN_HEIGHTMAP_SIZE :{ORANGE}{NUM} x {NUM} ++STR_MAPGEN_TOO_MANY_TILES_MESSAGE :{YELLOW}Too many tiles in map. Maximum number of tiles is {NUM}, you have selected {NUM} + + STR_MAPGEN_MAX_HEIGHTLEVEL_QUERY_CAPT :{WHITE}Change maximum map height + STR_MAPGEN_SNOW_LINE_QUERY_CAPT :{WHITE}Change snow line height +@@ -3164,6 +3215,8 @@ STR_CARGO_RATING_OUTSTANDING :Outstanding + STR_STATION_VIEW_CENTER_TOOLTIP :{BLACK}Centre main view on station location. Ctrl+Click opens a new viewport on station location + STR_STATION_VIEW_RENAME_TOOLTIP :{BLACK}Change name of station + ++STR_STATION_VIEW_COVERAGE :{BLACK}Coverage ++STR_STATION_VIEW_COVERAGE_TIP :{BLACK}Show station's area coverage + STR_STATION_VIEW_SCHEDULED_TRAINS_TOOLTIP :{BLACK}Show all trains which have this station on their schedule + STR_STATION_VIEW_SCHEDULED_ROAD_VEHICLES_TOOLTIP :{BLACK}Show all road vehicles which have this station on their schedule + STR_STATION_VIEW_SCHEDULED_AIRCRAFT_TOOLTIP :{BLACK}Show all aircraft which have this station on their schedule +@@ -3370,8 +3423,8 @@ STR_GROUP_REMOVE_ALL_VEHICLES :Remove all vehi + + STR_GROUP_RENAME_CAPTION :{BLACK}Rename a group + +-STR_GROUP_PROFIT_THIS_YEAR :Profit this year: +-STR_GROUP_PROFIT_LAST_YEAR :Profit last year: ++STR_GROUP_PROFIT_THIS_YEAR :{BLACK}Profit this year: {CURRENCY_SHORT} ++STR_GROUP_PROFIT_LAST_YEAR :{BLACK}Profit last year: {CURRENCY_SHORT} + STR_GROUP_OCCUPANCY :Current usage: + STR_GROUP_OCCUPANCY_VALUE :{NUM}% + +@@ -4143,6 +4196,8 @@ STR_ERROR_TREE_PLANT_LIMIT_REACHED :{WHITE}... tree + STR_ERROR_NAME_MUST_BE_UNIQUE :{WHITE}Name must be unique + STR_ERROR_GENERIC_OBJECT_IN_THE_WAY :{WHITE}{1:STRING} in the way + STR_ERROR_NOT_ALLOWED_WHILE_PAUSED :{WHITE}Not allowed while paused ++STR_ERROR_NOTHING_TO_DO :{WHITE}... there is nothing to do ++STR_ERROR_INAPPLICABLE_TRANSFORMATION :{WHITE}... inapplicable transformation + + # Local authority errors + STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS :{WHITE}{TOWN} local authority refuses to allow this +@@ -4222,6 +4277,8 @@ STR_ERROR_CAN_T_BUILD_DOCK_HERE :{WHITE}Can't bu + STR_ERROR_CAN_T_BUILD_AIRPORT_HERE :{WHITE}Can't build airport here... + + STR_ERROR_ADJOINS_MORE_THAN_ONE_EXISTING :{WHITE}Adjoins more than one existing station/loading area ++STR_ERROR_ADJOINS_OTHER_STATION :{WHITE}Adjoins other station/loading area ++STR_ERROR_CAN_T_DISTANT_JOIN :{WHITE}Can't distant-join station/loading area + STR_ERROR_STATION_TOO_SPREAD_OUT :{WHITE}... station too spread out + STR_ERROR_TOO_MANY_STATIONS_LOADING :{WHITE}Too many stations/loading areas + STR_ERROR_TOO_MANY_STATION_SPECS :{WHITE}Too many railway station parts +@@ -4371,6 +4428,10 @@ STR_ERROR_COMPANY_HEADQUARTERS_IN :{WHITE}... comp + STR_ERROR_CAN_T_PURCHASE_THIS_LAND :{WHITE}Can't purchase this land area... + STR_ERROR_YOU_ALREADY_OWN_IT :{WHITE}... you already own it! + ++# Clipboard related errors ++STR_COPY_PASTE_ERROR_SUMMARY :{WHITE}{8:STRING} ++STR_ERROR_CAN_T_PASTE_HERE :{WHITE}Can't paste here... ++ + # Group related errors + STR_ERROR_GROUP_CAN_T_CREATE :{WHITE}Can't create group... + STR_ERROR_GROUP_CAN_T_DELETE :{WHITE}Can't delete this group... +@@ -4894,10 +4955,18 @@ STR_SAVEGAME_NAME_DEFAULT :{COMPANY}, {STR + STR_SAVEGAME_NAME_SPECTATOR :Spectator, {1:STRING1} + + # Viewport strings ++STR_VIEWPORT_TOWN_POP_VERY_POOR_RATING :{WHITE}{TOWN} {RED}({COMMA}) ++STR_VIEWPORT_TOWN_POP_MEDIOCRE_RATING :{WHITE}{TOWN} {ORANGE}({COMMA}) ++STR_VIEWPORT_TOWN_POP_GOOD_RATING :{WHITE}{TOWN} {YELLOW}({COMMA}) + STR_VIEWPORT_TOWN_POP :{WHITE}{TOWN} ({COMMA}) ++STR_VIEWPORT_TOWN_POP_EXCELLENT_RATING :{WHITE}{TOWN} {GREEN}({COMMA}) + STR_VIEWPORT_TOWN :{WHITE}{TOWN} + STR_VIEWPORT_TOWN_TINY_BLACK :{TINY_FONT}{BLACK}{TOWN} ++STR_VIEWPORT_TOWN_TINY_VERY_POOR_RATING :{TINY_FONT}{RED}{TOWN} ++STR_VIEWPORT_TOWN_TINY_MEDIOCRE_RATING :{TINY_FONT}{ORANGE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_GOOD_RATING :{TINY_FONT}{YELLOW}{TOWN} + STR_VIEWPORT_TOWN_TINY_WHITE :{TINY_FONT}{WHITE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_EXCELLENT_RATING :{TINY_FONT}{GREEN}{TOWN} + + STR_VIEWPORT_SIGN_SMALL_BLACK :{TINY_FONT}{BLACK}{SIGN} + STR_VIEWPORT_SIGN_SMALL_WHITE :{TINY_FONT}{WHITE}{SIGN} +@@ -4955,6 +5024,7 @@ STR_DATE_LONG_SMALL :{TINY_FONT}{BLA + STR_TINY_GROUP :{TINY_FONT}{GROUP} + STR_BLACK_INT :{BLACK}{NUM} + STR_ORANGE_INT :{ORANGE}{NUM} ++STR_RED_INT :{RED}{NUM} + STR_WHITE_SIGN :{WHITE}{SIGN} + STR_TINY_BLACK_STATION :{TINY_FONT}{BLACK}{STATION} + STR_BLACK_STRING :{BLACK}{STRING} +diff --git a/src/lang/estonian.txt b/src/lang/estonian.txt +index bb63d32c4..b2a26f3ff 100644 +--- a/src/lang/estonian.txt ++++ b/src/lang/estonian.txt +@@ -4923,10 +4923,18 @@ STR_SAVEGAME_NAME_DEFAULT :{COMPANY}, {STR + STR_SAVEGAME_NAME_SPECTATOR :Vaatleja, {1:STRING} + + # Viewport strings ++STR_VIEWPORT_TOWN_POP_VERY_POOR_RATING :{WHITE}{TOWN} {RED}({COMMA}) ++STR_VIEWPORT_TOWN_POP_MEDIOCRE_RATING :{WHITE}{TOWN} {ORANGE}({COMMA}) ++STR_VIEWPORT_TOWN_POP_GOOD_RATING :{WHITE}{TOWN} {YELLOW}({COMMA}) + STR_VIEWPORT_TOWN_POP :{WHITE}{TOWN} ({COMMA}) ++STR_VIEWPORT_TOWN_POP_EXCELLENT_RATING :{WHITE}{TOWN} {GREEN}({COMMA}) + STR_VIEWPORT_TOWN :{WHITE}{TOWN} + STR_VIEWPORT_TOWN_TINY_BLACK :{TINY_FONT}{BLACK}{TOWN} ++STR_VIEWPORT_TOWN_TINY_VERY_POOR_RATING :{TINY_FONT}{RED}{TOWN} ++STR_VIEWPORT_TOWN_TINY_MEDIOCRE_RATING :{TINY_FONT}{ORANGE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_GOOD_RATING :{TINY_FONT}{YELLOW}{TOWN} + STR_VIEWPORT_TOWN_TINY_WHITE :{TINY_FONT}{WHITE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_EXCELLENT_RATING :{TINY_FONT}{GREEN}{TOWN} + + STR_VIEWPORT_SIGN_SMALL_BLACK :{TINY_FONT}{BLACK}{SIGN} + STR_VIEWPORT_SIGN_SMALL_WHITE :{TINY_FONT}{WHITE}{SIGN} +diff --git a/src/lang/faroese.txt b/src/lang/faroese.txt +index d0f8e2252..d579b445a 100644 +--- a/src/lang/faroese.txt ++++ b/src/lang/faroese.txt +@@ -4371,10 +4371,18 @@ STR_SAVEGAME_NAME_DEFAULT :{COMPANY}, {STR + STR_SAVEGAME_NAME_SPECTATOR :Eygleiðari, {1:STRING} + + # Viewport strings ++STR_VIEWPORT_TOWN_POP_VERY_POOR_RATING :{WHITE}{TOWN} {RED}({COMMA}) ++STR_VIEWPORT_TOWN_POP_MEDIOCRE_RATING :{WHITE}{TOWN} {ORANGE}({COMMA}) ++STR_VIEWPORT_TOWN_POP_GOOD_RATING :{WHITE}{TOWN} {YELLOW}({COMMA}) + STR_VIEWPORT_TOWN_POP :{WHITE}{TOWN} ({COMMA}) ++STR_VIEWPORT_TOWN_POP_EXCELLENT_RATING :{WHITE}{TOWN} {GREEN}({COMMA}) + STR_VIEWPORT_TOWN :{WHITE}{TOWN} + STR_VIEWPORT_TOWN_TINY_BLACK :{TINY_FONT}{BLACK}{TOWN} ++STR_VIEWPORT_TOWN_TINY_VERY_POOR_RATING :{TINY_FONT}{RED}{TOWN} ++STR_VIEWPORT_TOWN_TINY_MEDIOCRE_RATING :{TINY_FONT}{ORANGE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_GOOD_RATING :{TINY_FONT}{YELLOW}{TOWN} + STR_VIEWPORT_TOWN_TINY_WHITE :{TINY_FONT}{WHITE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_EXCELLENT_RATING :{TINY_FONT}{GREEN}{TOWN} + + STR_VIEWPORT_SIGN_SMALL_BLACK :{TINY_FONT}{BLACK}{SIGN} + STR_VIEWPORT_SIGN_SMALL_WHITE :{TINY_FONT}{WHITE}{SIGN} +diff --git a/src/lang/german.txt b/src/lang/german.txt +index 71e8f14b9..774fe8826 100644 +--- a/src/lang/german.txt ++++ b/src/lang/german.txt +@@ -233,6 +233,7 @@ STR_TOOLTIP_GROUP_ORDER :{BLACK}Gruppier + STR_TOOLTIP_SORT_ORDER :{BLACK}Sortierreihenfolge auswählen (absteigend/aufsteigend) + STR_TOOLTIP_SORT_CRITERIA :{BLACK}Sortierkriterien auswählen + STR_TOOLTIP_FILTER_CRITERIA :{BLACK}Filterkriterien auswählen ++STR_BUTTON_COVERAGE :{BLACK}Einzugsbereich + STR_BUTTON_SORT_BY :{BLACK}Sortieren nach + STR_BUTTON_LOCATION :{BLACK}Standort + STR_BUTTON_RENAME :{BLACK}Umbenennen +@@ -882,6 +883,8 @@ STR_EXTRA_VIEW_MOVE_VIEW_TO_MAIN :{BLACK}In Zusat + STR_EXTRA_VIEW_MOVE_VIEW_TO_MAIN_TT :{BLACK}Aktuelle Position der Hauptansicht in diese Zusatzansicht kopieren + STR_EXTRA_VIEW_MOVE_MAIN_TO_VIEW :{BLACK}Aus Zusatzansicht einfügen + STR_EXTRA_VIEW_MOVE_MAIN_TO_VIEW_TT :{BLACK}Hauptansicht zur Position dieser Zusatzansicht scrollen ++STR_EXTRA_VIEW_FOLLOW_CURSOR :{BLACK}Dem Mauszeiger folgen ++STR_EXTRA_VIEW_FOLLOW_CURSOR_TT :{BLACK}Dem Mauszeiger in diesem Fenster folgen + + # Game options window + STR_GAME_OPTIONS_CAPTION :{WHITE}Spieleinstellungen +@@ -1251,6 +1254,9 @@ STR_CONFIG_SETTING_STOP_ON_COMPETITOR_ROAD_HELPTEXT :Erlaube die Err + STR_CONFIG_SETTING_DYNAMIC_ENGINES_EXISTING_VEHICLES :{WHITE}Diese Einstellung kann nicht geändert werden solange Fahrzeuge im Spiel sind + STR_CONFIG_SETTING_INFRASTRUCTURE_MAINTENANCE :Instandhaltung der Infrastruktur: {STRING} + STR_CONFIG_SETTING_INFRASTRUCTURE_MAINTENANCE_HELPTEXT :Unterhaltskosten für Infrastruktur einschalten. Die Unterhaltskosten wachsen mit zunehmender Netzwerkgröße überproportional an, so dass sie größere Firmen stärker belasten als kleinere ++STR_CONFIG_SETTING_CLIPBOARD_CAPACITY :Clipboard Kapazität: {STRING} ++STR_CONFIG_SETTING_CLIPBOARD_CAPACITY_VALUE :{0:NUM}x{0:NUM} Felder ++STR_CONFIG_SETTING_CLIPBOARD_CAPACITY_HELPTEXT :Maximal erlaubte Länge/Breite, die ins Clipboard kopiert werden kann + + STR_CONFIG_SETTING_NEVER_EXPIRE_AIRPORTS :Flughäfen veralten nie: {STRING} + STR_CONFIG_SETTING_NEVER_EXPIRE_AIRPORTS_HELPTEXT :Wird diese Option aktiviert, können Flughäfen, die einmal eingeführt wurden, das ganze Spiel über gebaut werden und veralten nie +@@ -1285,6 +1291,8 @@ STR_CONFIG_SETTING_POPULATION_IN_LABEL :Zeige die Einwo + STR_CONFIG_SETTING_POPULATION_IN_LABEL_HELPTEXT :Zeige die Einwohneranzahl neben den Städtenamen auf der Karte an + STR_CONFIG_SETTING_GRAPH_LINE_THICKNESS :Linienstärke in Diagrammen: {STRING} + STR_CONFIG_SETTING_GRAPH_LINE_THICKNESS_HELPTEXT :Strichdicke der Linien in Diagrammen. Dünnere Linien sind genauer ablesbar, dickere Linien sind besser sichtbar und erlauben es, Farben leichter zu unterscheiden ++STR_CONFIG_SETTING_FORECAST_DISPLAY :{LTBLUE}Angebots- und Bedarfsvorhersage für Station anzeigen: {ORANGE}{STRING} ++STR_CONFIG_SETTING_FORECAST_DISPLAY_HELPTEXT :Angebots- und Bedarfsvorhersage für Station anzeigen? + + STR_CONFIG_SETTING_LANDSCAPE :Landschaftstyp: {STRING} + STR_CONFIG_SETTING_LANDSCAPE_HELPTEXT :Landschaftstype definiert grundlegende Spielscenarien in Bezug auf verfügbare Fracht und Wachstumsvoraussetzungen für Städte. NewGRFs und Spielskripte erlauben weitgehendere Kontrolle dieser Parameter +@@ -1407,6 +1415,7 @@ STR_CONFIG_SETTING_PERSISTENT_BUILDINGTOOLS :Belasse Bauwerk + STR_CONFIG_SETTING_PERSISTENT_BUILDINGTOOLS_HELPTEXT :Die Bauwerkzeuge für Brücken, Tunnel, etc. nach Benutzung weiter aktiviert lassen + STR_CONFIG_SETTING_EXPENSES_LAYOUT :Zwischensummen für Kategorien bei Firmenausgaben:{STRING} + STR_CONFIG_SETTING_EXPENSES_LAYOUT_HELPTEXT :Lege das Layout für das Fenster mit den Firmenausgaben fest ++STR_CONFIG_SETTING_TOWNRATING_INDICATOR :Zeige Indikatoren für Bewertung: {STRING} + + STR_CONFIG_SETTING_SOUND_TICKER :Nachrichtenticker: {STRING} + STR_CONFIG_SETTING_SOUND_TICKER_HELPTEXT :Soundeffekte für Kurzfassungen von Nachrichten abspielen (Ticker) +@@ -2272,6 +2281,7 @@ STR_TRANSPARENT_BRIDGES_TOOLTIP :{BLACK}Transpar + STR_TRANSPARENT_STRUCTURES_TOOLTIP :{BLACK}Transparenz für Bauten wie Leuchttürme und Sendemasten einstellen. Strg+Klick, um Umschalten zu verhindern bzw. wieder zu erlauben + STR_TRANSPARENT_CATENARY_TOOLTIP :{BLACK}Transparenz für Oberleitungen einstellen. Strg+Klick, um Umschalten zu verhindern bzw. wieder zu erlauben + STR_TRANSPARENT_LOADING_TOOLTIP :{BLACK}Transparenz für Ladestandsanzeige einstellen. Strg+Klick, um Umschalten zu verhindern bzw. wieder zu erlauben ++STR_TRANSPARENT_TUNNELS_TOOLTIP :{BLACK}Transparenz für Fahrzeuge in Tunneln einstellen. Strg+Klick, um Umschalten zu verhindern bzw. wieder zu erlauben + STR_TRANSPARENT_INVISIBLE_TOOLTIP :{BLACK}Objekte unsichtbar statt transparent machen + + # Linkgraph legend window +@@ -2547,6 +2557,12 @@ STR_FUND_INDUSTRY_PROSPECT_NEW_INDUSTRY :{BLACK}Prospekt + STR_FUND_INDUSTRY_BUILD_NEW_INDUSTRY :{BLACK}Bauen + STR_FUND_INDUSTRY_FUND_NEW_INDUSTRY :{BLACK}Finanzieren + ++# Town rating indicators ++STR_TOWN_RATING_INCREASED_TINY :{TINY_FONT}{GREEN}Bewertung verbessert zu: {STRING} ++STR_TOWN_RATING_INCREASED :{GREEN}Bewertung verbessert zu: {STRING} ++STR_TOWN_RATING_DECREASED_TINY :{TINY_FONT}{RED}Bewertung verschlechtert zu: {STRING} ++STR_TOWN_RATING_DECREASED :{RED}Bewertung verschlechtert zu: {STRING} ++ + # Industry cargoes window + STR_INDUSTRY_CARGOES_INDUSTRY_CAPTION :{WHITE}Produktionskette für {STRING} + STR_INDUSTRY_CARGOES_CARGO_CAPTION :{WHITE}Produktionskette für {STRING} +@@ -3155,6 +3171,8 @@ STR_CARGO_RATING_OUTSTANDING :Hervorragend + STR_STATION_VIEW_CENTER_TOOLTIP :{BLACK}Hauptansicht zur Station scrollen. Strg+Klick öffnet neue Zusatzansicht bei der Station + STR_STATION_VIEW_RENAME_TOOLTIP :{BLACK}Namen der Station ändern + ++STR_STATION_VIEW_COVERAGE :{BLACK}Einzugsbereich ++STR_STATION_VIEW_COVERAGE_TIP :{BLACK}Einzugsbereich der Station anzeigen + STR_STATION_VIEW_SCHEDULED_TRAINS_TOOLTIP :{BLACK}Alle Züge, die diesen Bahnhof anfahren, anzeigen + STR_STATION_VIEW_SCHEDULED_ROAD_VEHICLES_TOOLTIP :{BLACK}Alle Straßenfahrzeuge, die diese Station anfahren, anzeigen + STR_STATION_VIEW_SCHEDULED_AIRCRAFT_TOOLTIP :{BLACK}Alle Flugzeuge, die diesen Flughafen anfliegen, anzeigen +@@ -3950,6 +3968,8 @@ STR_TIMETABLE_EXPECTED_TOOLTIP :{BLACK}Umschalt + STR_TIMETABLE_ARRIVAL_ABBREVIATION :an + STR_TIMETABLE_DEPARTURE_ABBREVIATION :ab + ++STR_GROUP_PROFIT_THIS_YEAR :{BLACK}Profit im letzten Jahr: {CURRENCY_SHORT} ++STR_GROUP_PROFIT_LAST_YEAR :{BLACK}Profit in diesem Jahr: {CURRENCY_SHORT} + + # Date window (for timetable) + STR_DATE_CAPTION :{WHITE}Datum auswählen +@@ -4885,10 +4905,18 @@ STR_SAVEGAME_NAME_DEFAULT :{COMPANY}, {STR + STR_SAVEGAME_NAME_SPECTATOR :Zuschauer, {1:STRING} + + # Viewport strings ++STR_VIEWPORT_TOWN_POP_VERY_POOR_RATING :{WHITE}{TOWN} {RED}({COMMA}) ++STR_VIEWPORT_TOWN_POP_MEDIOCRE_RATING :{WHITE}{TOWN} {ORANGE}({COMMA}) ++STR_VIEWPORT_TOWN_POP_GOOD_RATING :{WHITE}{TOWN} {YELLOW}({COMMA}) + STR_VIEWPORT_TOWN_POP :{WHITE}{TOWN} ({COMMA}) ++STR_VIEWPORT_TOWN_POP_EXCELLENT_RATING :{WHITE}{TOWN} {GREEN}({COMMA}) + STR_VIEWPORT_TOWN :{WHITE}{TOWN} + STR_VIEWPORT_TOWN_TINY_BLACK :{TINY_FONT}{BLACK}{TOWN} ++STR_VIEWPORT_TOWN_TINY_VERY_POOR_RATING :{TINY_FONT}{RED}{TOWN} ++STR_VIEWPORT_TOWN_TINY_MEDIOCRE_RATING :{TINY_FONT}{ORANGE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_GOOD_RATING :{TINY_FONT}{YELLOW}{TOWN} + STR_VIEWPORT_TOWN_TINY_WHITE :{TINY_FONT}{WHITE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_EXCELLENT_RATING :{TINY_FONT}{GREEN}{TOWN} + + STR_VIEWPORT_SIGN_SMALL_BLACK :{TINY_FONT}{BLACK}{SIGN} + STR_VIEWPORT_SIGN_SMALL_WHITE :{TINY_FONT}{WHITE}{SIGN} +diff --git a/src/lang/german.txt.orig b/src/lang/german.txt.orig +new file mode 100644 +index 000000000..f0cc17660 +--- /dev/null ++++ b/src/lang/german.txt.orig +@@ -0,0 +1,4985 @@ ++##name German ++##ownname Deutsch ++##isocode de_DE ++##plural 0 ++##textdir ltr ++##digitsep . ++##digitsepcur . ++##decimalsep , ++##winlangid 0x0407 ++##grflangid 0x02 ++##gender m w n p ++ ++ ++# $Id$ ++ ++# 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/>. ++ ++ ++##id 0x0000 ++STR_NULL : ++STR_EMPTY : ++STR_UNDEFINED :(nicht definierter Text) ++STR_JUST_NOTHING :Nichts ++ ++# Cargo related strings ++# Plural cargo name ++STR_CARGO_PLURAL_NOTHING : ++STR_CARGO_PLURAL_PASSENGERS :{G=p}Passagiere ++STR_CARGO_PLURAL_COAL :{G=w}Kohle ++STR_CARGO_PLURAL_MAIL :{G=w}Post ++STR_CARGO_PLURAL_OIL :{G=n}Öl ++STR_CARGO_PLURAL_LIVESTOCK :{G=n}Vieh ++STR_CARGO_PLURAL_GOODS :{G=p}Waren ++STR_CARGO_PLURAL_GRAIN :{G=n}Getreide ++STR_CARGO_PLURAL_WOOD :{G=n}Holz ++STR_CARGO_PLURAL_IRON_ORE :{G=n}Eisenerz ++STR_CARGO_PLURAL_STEEL :{G=m}Stahl ++STR_CARGO_PLURAL_VALUABLES :{G=p}Wertsachen ++STR_CARGO_PLURAL_COPPER_ORE :{G=n}Kupfererz ++STR_CARGO_PLURAL_MAIZE :{G=m}Mais ++STR_CARGO_PLURAL_FRUIT :{G=p}Früchte ++STR_CARGO_PLURAL_DIAMONDS :{G=p}Diamanten ++STR_CARGO_PLURAL_FOOD :{G=p}Nahrungsmittel ++STR_CARGO_PLURAL_PAPER :{G=n}Papier ++STR_CARGO_PLURAL_GOLD :{G=n}Gold ++STR_CARGO_PLURAL_WATER :{G=n}Wasser ++STR_CARGO_PLURAL_WHEAT :{G=m}Weizen ++STR_CARGO_PLURAL_RUBBER :{G=m}Kautschuk ++STR_CARGO_PLURAL_SUGAR :{G=m}Zucker ++STR_CARGO_PLURAL_TOYS :{G=p}Spielzeuge ++STR_CARGO_PLURAL_CANDY :{G=p}Bonbons ++STR_CARGO_PLURAL_COLA :{G=w}Cola ++STR_CARGO_PLURAL_COTTON_CANDY :{G=w}Zuckerwatte ++STR_CARGO_PLURAL_BUBBLES :{G=p}Luftblasen ++STR_CARGO_PLURAL_TOFFEE :{G=n}Karamell ++STR_CARGO_PLURAL_BATTERIES :{G=p}Batterien ++STR_CARGO_PLURAL_PLASTIC :{G=n}Plastik ++STR_CARGO_PLURAL_FIZZY_DRINKS :{G=w}Limonade ++ ++# Singular cargo name ++STR_CARGO_SINGULAR_NOTHING : ++STR_CARGO_SINGULAR_PASSENGER :{G=m}Passagier ++STR_CARGO_SINGULAR_COAL :{G=w}Kohle ++STR_CARGO_SINGULAR_MAIL :{G=w}Post ++STR_CARGO_SINGULAR_OIL :{G=n}Öl ++STR_CARGO_SINGULAR_LIVESTOCK :{G=n}Vieh ++STR_CARGO_SINGULAR_GOODS :{G=p}Waren ++STR_CARGO_SINGULAR_GRAIN :{G=n}Getreide ++STR_CARGO_SINGULAR_WOOD :{G=n}Holz ++STR_CARGO_SINGULAR_IRON_ORE :{G=n}Eisenerz ++STR_CARGO_SINGULAR_STEEL :{G=m}Stahl ++STR_CARGO_SINGULAR_VALUABLES :{G=p}Wertsachen ++STR_CARGO_SINGULAR_COPPER_ORE :{G=n}Kupfererz ++STR_CARGO_SINGULAR_MAIZE :{G=m}Mais ++STR_CARGO_SINGULAR_FRUIT :{G=p}Früchte ++STR_CARGO_SINGULAR_DIAMOND :{G=p}Diamanten ++STR_CARGO_SINGULAR_FOOD :{G=p}Nahrungsmittel ++STR_CARGO_SINGULAR_PAPER :{G=n}Papier ++STR_CARGO_SINGULAR_GOLD :{G=n}Gold ++STR_CARGO_SINGULAR_WATER :{G=n}Wasser ++STR_CARGO_SINGULAR_WHEAT :{G=n}Weizen ++STR_CARGO_SINGULAR_RUBBER :{G=m}Kautschuk ++STR_CARGO_SINGULAR_SUGAR :{G=m}Zucker ++STR_CARGO_SINGULAR_TOY :{G=n}Spielzeug ++STR_CARGO_SINGULAR_CANDY :{G=m}Bonbon ++STR_CARGO_SINGULAR_COLA :{G=w}Cola ++STR_CARGO_SINGULAR_COTTON_CANDY :{G=w}Zuckerwatte ++STR_CARGO_SINGULAR_BUBBLE :{G=w}Luftblase ++STR_CARGO_SINGULAR_TOFFEE :{G=n}Karamell ++STR_CARGO_SINGULAR_BATTERY :{G=w}Batterie ++STR_CARGO_SINGULAR_PLASTIC :{G=n}Plastik ++STR_CARGO_SINGULAR_FIZZY_DRINK :{G=w}Limonade ++ ++# Quantity of cargo ++STR_QUANTITY_NOTHING : ++STR_QUANTITY_PASSENGERS :{COMMA}{NBSP}Passagier{P "" e} ++STR_QUANTITY_COAL :{WEIGHT_LONG} Kohle ++STR_QUANTITY_MAIL :{COMMA}{NBSP}Posts{P ack äcke} ++STR_QUANTITY_OIL :{VOLUME_LONG} Öl ++STR_QUANTITY_LIVESTOCK :{COMMA}{NBSP}Stück Vieh ++STR_QUANTITY_GOODS :{COMMA}{NBSP}Warenkiste{P "" n} ++STR_QUANTITY_GRAIN :{WEIGHT_LONG} Getreide ++STR_QUANTITY_WOOD :{WEIGHT_LONG} Holz ++STR_QUANTITY_IRON_ORE :{WEIGHT_LONG} Eisenerz ++STR_QUANTITY_STEEL :{WEIGHT_LONG} Stahl ++STR_QUANTITY_VALUABLES :{COMMA}{NBSP}{P Sack Säcke} Wertsachen ++STR_QUANTITY_COPPER_ORE :{WEIGHT_LONG} Kupfererz ++STR_QUANTITY_MAIZE :{WEIGHT_LONG} Mais ++STR_QUANTITY_FRUIT :{WEIGHT_LONG} Früchte ++STR_QUANTITY_DIAMONDS :{COMMA}{NBSP}{P Sack Säcke} Diamanten ++STR_QUANTITY_FOOD :{WEIGHT_LONG} Nahrungsmittel ++STR_QUANTITY_PAPER :{WEIGHT_LONG} Papier ++STR_QUANTITY_GOLD :{COMMA}{NBSP}{P Sack Säcke} Gold ++STR_QUANTITY_WATER :{VOLUME_LONG} Wasser ++STR_QUANTITY_WHEAT :{WEIGHT_LONG} Weizen ++STR_QUANTITY_RUBBER :{VOLUME_LONG} Kautschuk ++STR_QUANTITY_SUGAR :{WEIGHT_LONG} Zucker ++STR_QUANTITY_TOYS :{COMMA}{NBSP}Spielzeug{P "" e} ++STR_QUANTITY_SWEETS :{COMMA}{NBSP}{P Sack Säcke} Bonbons ++STR_QUANTITY_COLA :{VOLUME_LONG} Cola ++STR_QUANTITY_CANDYFLOSS :{WEIGHT_LONG} Zuckerwatte ++STR_QUANTITY_BUBBLES :{COMMA} Luftblase{P "" n} ++STR_QUANTITY_TOFFEE :{WEIGHT_LONG} Karamell ++STR_QUANTITY_BATTERIES :{COMMA} Batterie{P "" n} ++STR_QUANTITY_PLASTIC :{VOLUME_LONG} Plastik ++STR_QUANTITY_FIZZY_DRINKS :{COMMA} Limonade{P "" n} ++STR_QUANTITY_N_A :k.A. ++ ++# Two letter abbreviation of cargo name ++STR_ABBREV_NOTHING : ++STR_ABBREV_PASSENGERS :{TINY_FONT}PS ++STR_ABBREV_COAL :{TINY_FONT}KL ++STR_ABBREV_MAIL :{TINY_FONT}PO ++STR_ABBREV_OIL :{TINY_FONT}ÖL ++STR_ABBREV_LIVESTOCK :{TINY_FONT}VI ++STR_ABBREV_GOODS :{TINY_FONT}WK ++STR_ABBREV_GRAIN :{TINY_FONT}GT ++STR_ABBREV_WOOD :{TINY_FONT}HO ++STR_ABBREV_IRON_ORE :{TINY_FONT}EE ++STR_ABBREV_STEEL :{TINY_FONT}ST ++STR_ABBREV_VALUABLES :{TINY_FONT}WE ++STR_ABBREV_COPPER_ORE :{TINY_FONT}KU ++STR_ABBREV_MAIZE :{TINY_FONT}MA ++STR_ABBREV_FRUIT :{TINY_FONT}FR ++STR_ABBREV_DIAMONDS :{TINY_FONT}DI ++STR_ABBREV_FOOD :{TINY_FONT}NM ++STR_ABBREV_PAPER :{TINY_FONT}PA ++STR_ABBREV_GOLD :{TINY_FONT}GD ++STR_ABBREV_WATER :{TINY_FONT}WA ++STR_ABBREV_WHEAT :{TINY_FONT}WZ ++STR_ABBREV_RUBBER :{TINY_FONT}KA ++STR_ABBREV_SUGAR :{TINY_FONT}ZU ++STR_ABBREV_TOYS :{TINY_FONT}SP ++STR_ABBREV_SWEETS :{TINY_FONT}BO ++STR_ABBREV_COLA :{TINY_FONT}CO ++STR_ABBREV_CANDYFLOSS :{TINY_FONT}ZW ++STR_ABBREV_BUBBLES :{TINY_FONT}LB ++STR_ABBREV_TOFFEE :{TINY_FONT}KM ++STR_ABBREV_BATTERIES :{TINY_FONT}BA ++STR_ABBREV_PLASTIC :{TINY_FONT}PL ++STR_ABBREV_FIZZY_DRINKS :{TINY_FONT}LI ++STR_ABBREV_NONE :{TINY_FONT}KEINE ++STR_ABBREV_ALL :{TINY_FONT}ALLE ++ ++# 'Mode' of transport for cargoes ++STR_PASSENGERS :{COMMA}{NBSP}Passagier{P "" e} ++STR_BAGS :{COMMA}{NBSP}S{P ack äcke} ++STR_TONS :{COMMA}{NBSP}Tonne{P "" n} ++STR_LITERS :{COMMA}{NBSP}Liter{P "" ""} ++STR_ITEMS :{COMMA}{NBSP}Stück{P "" ""} ++STR_CRATES :{COMMA}{NBSP}Kiste{P "" n} ++ ++# Colours, do not shuffle ++STR_COLOUR_DARK_BLUE :Dunkelblau ++STR_COLOUR_PALE_GREEN :Hellgrün ++STR_COLOUR_PINK :Rosa ++STR_COLOUR_YELLOW :Gelb ++STR_COLOUR_RED :Rot ++STR_COLOUR_LIGHT_BLUE :Hellblau ++STR_COLOUR_GREEN :Grün ++STR_COLOUR_DARK_GREEN :Dunkelgrün ++STR_COLOUR_BLUE :Blau ++STR_COLOUR_CREAM :Beige ++STR_COLOUR_MAUVE :Helllila ++STR_COLOUR_PURPLE :Lila ++STR_COLOUR_ORANGE :Orange ++STR_COLOUR_BROWN :Braun ++STR_COLOUR_GREY :Grau ++STR_COLOUR_WHITE :Weiß ++ ++# Units used in OpenTTD ++STR_UNITS_VELOCITY_IMPERIAL :{COMMA}{NBSP}mph ++STR_UNITS_VELOCITY_METRIC :{COMMA}{NBSP}km/h ++STR_UNITS_VELOCITY_SI :{COMMA}{NBSP}m/s ++ ++STR_UNITS_POWER_IMPERIAL :{COMMA}{NBSP}PS ++STR_UNITS_POWER_METRIC :{COMMA}{NBSP}PS ++STR_UNITS_POWER_SI :{COMMA}{NBSP}kW ++ ++STR_UNITS_WEIGHT_SHORT_IMPERIAL :{COMMA}{NBSP}t ++STR_UNITS_WEIGHT_SHORT_METRIC :{COMMA}{NBSP}t ++STR_UNITS_WEIGHT_SHORT_SI :{COMMA}{NBSP}kg ++ ++STR_UNITS_WEIGHT_LONG_IMPERIAL :{COMMA}{NBSP}Tonne{P "" n} ++STR_UNITS_WEIGHT_LONG_METRIC :{COMMA}{NBSP}Tonne{P "" n} ++STR_UNITS_WEIGHT_LONG_SI :{COMMA}{NBSP}kg ++ ++STR_UNITS_VOLUME_SHORT_IMPERIAL :{COMMA}{NBSP}gal ++STR_UNITS_VOLUME_SHORT_METRIC :{COMMA}{NBSP}l ++STR_UNITS_VOLUME_SHORT_SI :{COMMA}{NBSP}m³ ++ ++STR_UNITS_VOLUME_LONG_IMPERIAL :{COMMA}{NBSP}Gallone{P "" n} ++STR_UNITS_VOLUME_LONG_METRIC :{COMMA}{NBSP}Liter ++STR_UNITS_VOLUME_LONG_SI :{COMMA}{NBSP}m³ ++ ++STR_UNITS_FORCE_IMPERIAL :{COMMA}{NBSP}lbf ++STR_UNITS_FORCE_METRIC :{COMMA}{NBSP}kp ++STR_UNITS_FORCE_SI :{COMMA} kN ++ ++STR_UNITS_HEIGHT_IMPERIAL :{COMMA}{NBSP}Fuß ++STR_UNITS_HEIGHT_METRIC :{COMMA}{NBSP}m ++STR_UNITS_HEIGHT_SI :{COMMA}{NBSP}m ++ ++# Common window strings ++STR_LIST_FILTER_TITLE :{BLACK}Auswahl-Text: ++STR_LIST_FILTER_OSKTITLE :{BLACK}Filter eingeben ++STR_LIST_FILTER_TOOLTIP :{BLACK}Stichwort eingeben, mit dem die Liste gefiltert werden soll ++ ++STR_TOOLTIP_GROUP_ORDER :{BLACK}Gruppierung wählen ++STR_TOOLTIP_SORT_ORDER :{BLACK}Sortierreihenfolge auswählen (absteigend/aufsteigend) ++STR_TOOLTIP_SORT_CRITERIA :{BLACK}Sortierkriterien auswählen ++STR_TOOLTIP_FILTER_CRITERIA :{BLACK}Filterkriterien auswählen ++STR_BUTTON_SORT_BY :{BLACK}Sortieren nach ++STR_BUTTON_LOCATION :{BLACK}Standort ++STR_BUTTON_RENAME :{BLACK}Umbenennen ++ ++STR_TOOLTIP_CLOSE_WINDOW :{BLACK}Fenster schließen ++STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS :{BLACK}Titelleiste klicken und ziehen, um das Fenster zu verschieben ++STR_TOOLTIP_SHADE :{BLACK}Fenster einklappen - Nur die Titelleiste zeigen ++STR_TOOLTIP_DEBUG :{BLACK}Zeige Daten für NewGRF-Fehlerbeseitigung ++STR_TOOLTIP_DEFSIZE :{BLACK}Standardgröße des Fensters wieder herstellen. Strg+Klick um die aktuelle Größe als Standard zu speichern ++STR_TOOLTIP_STICKY :{BLACK}Fenster wird nicht durch die "Schließe alle Fenster"-Taste geschlossen. Strg+Klick, um den Status als Standard zu speichern ++STR_TOOLTIP_RESIZE :{BLACK}Klicken und Ziehen zum Ändern der Größe des Fensters ++STR_TOOLTIP_TOGGLE_LARGE_SMALL_WINDOW :{BLACK}Zwischen Fenstergrößen umschalten ++STR_TOOLTIP_VSCROLL_BAR_SCROLLS_LIST :{BLACK}Bildlaufleiste: In der Liste auf- und abwärts blättern ++STR_TOOLTIP_HSCROLL_BAR_SCROLLS_LIST :{BLACK}Bildlaufleiste: In der Liste nach links und rechts blättern ++STR_TOOLTIP_DEMOLISH_BUILDINGS_ETC :{BLACK}Gebäude etc. von einem Planquadrat abreißen. Strg wählt ein diagonales Gebiet aus. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++ ++# Show engines button ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_TRAIN :{BLACK}Alle einblenden ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_ROAD_VEHICLE :{BLACK}Alle einblenden ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_SHIP :{BLACK}Alle einblenden ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_AIRCRAFT :{BLACK}Alle einblenden ++ ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_TRAIN_TOOLTIP :{BLACK}Zeigt auch ausgeblendete Schienenfahrzeuge an ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_ROAD_VEHICLE_TOOLTIP :{BLACK}Zeigt auch ausgeblendete Straßenfahrzeuge an ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_SHIP_TOOLTIP :{BLACK}Zeigt auch ausgeblendete Schiffe an ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_AIRCRAFT_TOOLTIP :{BLACK}Zeigt auch ausgeblendete Flugzeuge an ++ ++# Query window ++STR_BUTTON_DEFAULT :{BLACK}Standard ++STR_BUTTON_CANCEL :{BLACK}Abbrechen ++STR_BUTTON_OK :{BLACK}OK ++ ++# On screen keyboard window ++STR_OSK_KEYBOARD_LAYOUT :^1234567890ß'€qwertzuiopü+asdfghjklöä#<yxcvbnm,.- . ++STR_OSK_KEYBOARD_LAYOUT_CAPS :°!"§$%&/()=?`@QWERTZUIOPÜ*ASDFGHJKLÖÄ'>YXCVBNM;:_ . ++ ++# Measurement tooltip ++STR_MEASURE_LENGTH :{BLACK}Länge: {NUM} ++STR_MEASURE_AREA :{BLACK}Gebiet: {NUM} × {NUM} ++STR_MEASURE_LENGTH_HEIGHTDIFF :{BLACK}Länge: {NUM}{}Höhenunterschied: {HEIGHT} ++STR_MEASURE_AREA_HEIGHTDIFF :{BLACK}Gebiet: {NUM} × {NUM}{}Höhenunterschied: {HEIGHT} ++ ++ ++# These are used in buttons ++STR_SORT_BY_CAPTION_NAME :{BLACK}Name ++STR_SORT_BY_CAPTION_DATE :{BLACK}Datum ++# These are used in dropdowns ++STR_SORT_BY_NAME :Name ++STR_SORT_BY_PRODUCTION :Produktion ++STR_SORT_BY_TYPE :Typ ++STR_SORT_BY_TRANSPORTED :Transportiert ++STR_SORT_BY_NUMBER :Nummer ++STR_SORT_BY_PROFIT_LAST_YEAR :Gewinn im letzten Jahr ++STR_SORT_BY_PROFIT_THIS_YEAR :Gewinn in diesem Jahr ++STR_SORT_BY_AGE :Alter ++STR_SORT_BY_RELIABILITY :Zuverlässigkeit ++STR_SORT_BY_TOTAL_CAPACITY_PER_CARGOTYPE :Gesamtkapazität pro Fracht ++STR_SORT_BY_MAX_SPEED :Höchstgeschwindigkeit ++STR_SORT_BY_MODEL :Bauart ++STR_SORT_BY_VALUE :Wert ++STR_SORT_BY_LENGTH :Länge ++STR_SORT_BY_LIFE_TIME :Verbleibende Betriebsdauer ++STR_SORT_BY_TIMETABLE_DELAY :Verspätung ++STR_SORT_BY_FACILITY :Stationsart ++STR_SORT_BY_WAITING_TOTAL :Insgesamt wartende Fracht ++STR_SORT_BY_WAITING_AVAILABLE :Verfügbare, wartende Fracht ++STR_SORT_BY_RATING_MAX :Beste Bewertung ++STR_SORT_BY_RATING_MIN :Schlechteste Bewertung ++STR_SORT_BY_ENGINE_ID :Baureihe ++STR_SORT_BY_COST :Kosten ++STR_SORT_BY_POWER :Leistung ++STR_SORT_BY_TRACTIVE_EFFORT :Zugkraft ++STR_SORT_BY_INTRO_DATE :Einführungsdatum ++STR_SORT_BY_RUNNING_COST :Betriebskosten ++STR_SORT_BY_POWER_VS_RUNNING_COST :Leistung/Betriebskosten ++STR_SORT_BY_CARGO_CAPACITY :Frachtkapazität ++STR_SORT_BY_RANGE :Reichweite ++STR_SORT_BY_POPULATION :Bevölkerung ++STR_SORT_BY_RATING :Bewertung ++ ++# Tooltips for the main toolbar ++STR_TOOLBAR_TOOLTIP_PAUSE_GAME :{BLACK}Spiel anhalten ++STR_TOOLBAR_TOOLTIP_FORWARD :{BLACK}Zeitraffer (Zeit vergeht schnellstmöglich) ++STR_TOOLBAR_TOOLTIP_OPTIONS :{BLACK}Einstellungen ++STR_TOOLBAR_TOOLTIP_SAVE_GAME_ABANDON_GAME :{BLACK}Spiel speichern, Spiel laden, Spiel abbrechen, (OpenTTD) Beenden ++STR_TOOLBAR_TOOLTIP_DISPLAY_MAP :{BLACK}Weltkarte, zusätzliche Fenster oder Schilderliste anzeigen ++STR_TOOLBAR_TOOLTIP_DISPLAY_TOWN_DIRECTORY :{BLACK}Städteverzeichnis anzeigen ++STR_TOOLBAR_TOOLTIP_DISPLAY_SUBSIDIES :{BLACK}Subventionen anzeigen ++STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_STATIONS :{BLACK}Liste der firmeneigenen Stationen anzeigen ++STR_TOOLBAR_TOOLTIP_DISPLAY_COMPANY_FINANCES :{BLACK}Firmenfinanzen anzeigen ++STR_TOOLBAR_TOOLTIP_DISPLAY_COMPANY_GENERAL :{BLACK}Allgemeine Firmeninformationen anzeigen ++STR_TOOLBAR_TOOLTIP_DISPLAY_STORY_BOOK :{BLACK}Zeigt die Chronik an ++STR_TOOLBAR_TOOLTIP_DISPLAY_GOALS_LIST :{BLACK}Zeigt die von einem Spielskript festgelegten Ziele an ++STR_TOOLBAR_TOOLTIP_DISPLAY_GRAPHS :{BLACK}Diagramme anzeigen ++STR_TOOLBAR_TOOLTIP_DISPLAY_COMPANY_LEAGUE :{BLACK}Firmentabelle oder Punktestand anzeigen ++STR_TOOLBAR_TOOLTIP_FUND_CONSTRUCTION_OF_NEW :{BLACK}Liste aller Industrien oder Errichtung und Finanzierung einer neuen Industrie ++STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_TRAINS :{BLACK}Zuglisten der Firmen anzeigen. Strg+Klick wechselt zwischen einfacher und erweiterter Liste ++STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_ROAD_VEHICLES :{BLACK}Fahrzeuglisten der Firmen anzeigen. Strg+Klick wechselt zwischen einfacher und erweiterter Liste ++STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_SHIPS :{BLACK}Schiffslisten der Firmen anzeigen. Strg+Klick wechselt zwischen einfacher und erweiterter Liste ++STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_AIRCRAFT :{BLACK}Flugzeuglisten der Firmen anzeigen. Strg+Klick wechselt zwischen einfacher und erweiterter Liste ++STR_TOOLBAR_TOOLTIP_ZOOM_THE_VIEW_IN :{BLACK}Ansicht vergrößern (hineinzoomen) ++STR_TOOLBAR_TOOLTIP_ZOOM_THE_VIEW_OUT :{BLACK}Ansicht verkleinern (herauszoomen) ++STR_TOOLBAR_TOOLTIP_BUILD_RAILROAD_TRACK :{BLACK}Gleise legen ++STR_TOOLBAR_TOOLTIP_BUILD_ROADS :{BLACK}Straßen bauen ++STR_TOOLBAR_TOOLTIP_BUILD_SHIP_DOCKS :{BLACK}Häfen und Wasserstraßen bauen ++STR_TOOLBAR_TOOLTIP_BUILD_AIRPORTS :{BLACK}Flughäfen bauen ++STR_TOOLBAR_TOOLTIP_LANDSCAPING :{BLACK}Landschaftsbau: Land heben/senken, Bäume pflanzen etc. ++STR_TOOLBAR_TOOLTIP_SHOW_SOUND_MUSIC_WINDOW :{BLACK}Sound-/Musikfenster anzeigen ++STR_TOOLBAR_TOOLTIP_SHOW_LAST_MESSAGE_NEWS :{BLACK}Zeige letzte Mitteilung/Nachricht, Nachrichtenoptionen anzeigen ++STR_TOOLBAR_TOOLTIP_LAND_BLOCK_INFORMATION :{BLACK}Gebietsinformation, Konsole, KI- und Skript-Debug, Screenshots, über OpenTTD ++STR_TOOLBAR_TOOLTIP_SWITCH_TOOLBAR :{BLACK}Werkzeugleisten wechseln ++ ++# Extra tooltips for the scenario editor toolbar ++STR_SCENEDIT_TOOLBAR_TOOLTIP_SAVE_SCENARIO_LOAD_SCENARIO :{BLACK}Szenario speichern, Szenario laden, Szenariobearbeitung beenden, Beenden ++STR_SCENEDIT_TOOLBAR_OPENTTD :{YELLOW}OpenTTD ++STR_SCENEDIT_TOOLBAR_SCENARIO_EDITOR :{YELLOW}Szenarieneditor ++STR_SCENEDIT_TOOLBAR_TOOLTIP_MOVE_THE_STARTING_DATE_BACKWARD :{BLACK}Startdatum 1 Jahr früher setzen ++STR_SCENEDIT_TOOLBAR_TOOLTIP_MOVE_THE_STARTING_DATE_FORWARD :{BLACK}Startdatum 1 Jahr später setzen ++STR_SCENEDIT_TOOLBAR_TOOLTIP_SET_DATE :{BLACK}Startdatum eingeben ++STR_SCENEDIT_TOOLBAR_TOOLTIP_DISPLAY_MAP_TOWN_DIRECTORY :{BLACK}Weltkarte anzeigen, Städteverzeichnis ++STR_SCENEDIT_TOOLBAR_LANDSCAPE_GENERATION :{BLACK}Landfläche erzeugen ++STR_SCENEDIT_TOOLBAR_TOWN_GENERATION :{BLACK}Städte gründen ++STR_SCENEDIT_TOOLBAR_INDUSTRY_GENERATION :{BLACK}Industrie errichten ++STR_SCENEDIT_TOOLBAR_ROAD_CONSTRUCTION :{BLACK}Straße bauen ++STR_SCENEDIT_TOOLBAR_PLANT_TREES :{BLACK}Bäume pflanzen. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_SCENEDIT_TOOLBAR_PLACE_SIGN :{BLACK}Schild aufstellen ++STR_SCENEDIT_TOOLBAR_PLACE_OBJECT :{BLACK}Objekt platzieren. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++ ++############ range for SE file menu starts ++STR_SCENEDIT_FILE_MENU_SAVE_SCENARIO :Szenario speichern ++STR_SCENEDIT_FILE_MENU_LOAD_SCENARIO :Szenario laden ++STR_SCENEDIT_FILE_MENU_SAVE_HEIGHTMAP :Reliefkarte speichern ++STR_SCENEDIT_FILE_MENU_LOAD_HEIGHTMAP :Reliefkarte laden ++STR_SCENEDIT_FILE_MENU_QUIT_EDITOR :Editor verlassen ++STR_SCENEDIT_FILE_MENU_SEPARATOR : ++STR_SCENEDIT_FILE_MENU_QUIT :Beenden ++############ range for SE file menu starts ++ ++############ range for settings menu starts ++STR_SETTINGS_MENU_GAME_OPTIONS :Spieleinstellungen ++STR_SETTINGS_MENU_CONFIG_SETTINGS_TREE :Einstellungen ++STR_SETTINGS_MENU_SCRIPT_SETTINGS :KI- / Skripteinstellungen ++STR_SETTINGS_MENU_NEWGRF_SETTINGS :NewGRF-Einstellungen ++STR_SETTINGS_MENU_TRANSPARENCY_OPTIONS :Transparenzeinstellungen ++STR_SETTINGS_MENU_TOWN_NAMES_DISPLAYED :Städtenamen anzeigen ++STR_SETTINGS_MENU_STATION_NAMES_DISPLAYED :Stationsnamen anzeigen ++STR_SETTINGS_MENU_WAYPOINTS_DISPLAYED :Wegpunktnamen anzeigen ++STR_SETTINGS_MENU_SIGNS_DISPLAYED :Schilder anzeigen ++STR_SETTINGS_MENU_SHOW_COMPETITOR_SIGNS :Fremde Stationsnamen & Schilder zeigen ++STR_SETTINGS_MENU_FULL_ANIMATION :Vollständige Animation ++STR_SETTINGS_MENU_FULL_DETAIL :Vollständige Detailansicht ++STR_SETTINGS_MENU_TRANSPARENT_BUILDINGS :Transparenz für Gebäude ++STR_SETTINGS_MENU_TRANSPARENT_SIGNS :Transparenz für Schilder ++############ range ends here ++ ++############ range for file menu starts ++STR_FILE_MENU_SAVE_GAME :Spiel speichern ++STR_FILE_MENU_LOAD_GAME :Spiel laden ++STR_FILE_MENU_QUIT_GAME :Spiel beenden ++STR_FILE_MENU_SEPARATOR : ++STR_FILE_MENU_EXIT :OpenTTD beenden ++############ range ends here ++ ++# map menu ++STR_MAP_MENU_MAP_OF_WORLD :Weltkarte ++STR_MAP_MENU_EXTRA_VIEW_PORT :Zusatzansicht ++STR_MAP_MENU_LINGRAPH_LEGEND :Frachtverbindungen ++STR_MAP_MENU_SIGN_LIST :Schilderliste ++ ++############ range for town menu starts ++STR_TOWN_MENU_TOWN_DIRECTORY :Städteverzeichnis ++STR_TOWN_MENU_FOUND_TOWN :Stadt gründen ++############ range ends here ++ ++############ range for subsidies menu starts ++STR_SUBSIDIES_MENU_SUBSIDIES :Subventionen ++############ range ends here ++ ++############ range for graph menu starts ++STR_GRAPH_MENU_OPERATING_PROFIT_GRAPH :Betriebsgewinndiagramm ++STR_GRAPH_MENU_INCOME_GRAPH :Einkommensdiagramm ++STR_GRAPH_MENU_DELIVERED_CARGO_GRAPH :Frachtlieferungsdiagramm ++STR_GRAPH_MENU_PERFORMANCE_HISTORY_GRAPH :Leistungskurvendiagramm ++STR_GRAPH_MENU_COMPANY_VALUE_GRAPH :Firmenwertdiagramm ++STR_GRAPH_MENU_CARGO_PAYMENT_RATES :Frachtratendiagramm ++############ range ends here ++ ++############ range for company league menu starts ++STR_GRAPH_MENU_COMPANY_LEAGUE_TABLE :Firmentabelle ++STR_GRAPH_MENU_DETAILED_PERFORMANCE_RATING :Leistungsaufschlüsselung ++STR_GRAPH_MENU_HIGHSCORE :Bestenliste ++############ range ends here ++ ++############ range for industry menu starts ++STR_INDUSTRY_MENU_INDUSTRY_DIRECTORY :Industrieverzeichnis ++STR_INDUSTRY_MENU_INDUSTRY_CHAIN :Wirtschaftsketten ++STR_INDUSTRY_MENU_FUND_NEW_INDUSTRY :Neue Industrie finanzieren ++############ range ends here ++ ++############ range for railway construction menu starts ++STR_RAIL_MENU_RAILROAD_CONSTRUCTION :Gleisbau ++STR_RAIL_MENU_ELRAIL_CONSTRUCTION :Bau elektrifizierter Strecken ++STR_RAIL_MENU_MONORAIL_CONSTRUCTION :Einschienenbahnbau ++STR_RAIL_MENU_MAGLEV_CONSTRUCTION :Magnetschwebebahnbau ++############ range ends here ++ ++############ range for road construction menu starts ++STR_ROAD_MENU_ROAD_CONSTRUCTION :Straßenbau ++STR_ROAD_MENU_TRAM_CONSTRUCTION :Straßenbahnbau ++############ range ends here ++ ++############ range for waterways construction menu starts ++STR_WATERWAYS_MENU_WATERWAYS_CONSTRUCTION :Wasserstraßenbau ++############ range ends here ++ ++############ range for airport construction menu starts ++STR_AIRCRAFT_MENU_AIRPORT_CONSTRUCTION :Flughafenbau ++############ range ends here ++ ++############ range for landscaping menu starts ++STR_LANDSCAPING_MENU_LANDSCAPING :Landschaftsbau ++STR_LANDSCAPING_MENU_PLANT_TREES :Bäume pflanzen ++STR_LANDSCAPING_MENU_PLACE_SIGN :Schild aufstellen ++############ range ends here ++ ++############ range for music menu starts ++STR_TOOLBAR_SOUND_MUSIC :Sound/Musik ++############ range ends here ++ ++############ range for message menu starts ++STR_NEWS_MENU_LAST_MESSAGE_NEWS_REPORT :Letzte Mitteilung/Nachricht ++STR_NEWS_MENU_MESSAGE_HISTORY_MENU :Vergangene Nachrichten ++############ range ends here ++ ++############ range for about menu starts ++STR_ABOUT_MENU_LAND_BLOCK_INFO :Gebietsinformationen ++STR_ABOUT_MENU_SEPARATOR : ++STR_ABOUT_MENU_TOGGLE_CONSOLE :Konsole öffnen/schließen ++STR_ABOUT_MENU_AI_DEBUG :KI / Skript-Debug ++STR_ABOUT_MENU_SCREENSHOT :Screenshot (Standard: Strg+S) ++STR_ABOUT_MENU_ZOOMIN_SCREENSHOT :Screenshot in Nahaufnahme ++STR_ABOUT_MENU_DEFAULTZOOM_SCREENSHOT :Screenshot mit normalem Zoom ++STR_ABOUT_MENU_GIANT_SCREENSHOT :Riesiger Screenshot (Standard: Strg+G) ++STR_ABOUT_MENU_ABOUT_OPENTTD :Über OpenTTD ++STR_ABOUT_MENU_SPRITE_ALIGNER :Sprite-Ausrichtung ++STR_ABOUT_MENU_TOGGLE_BOUNDING_BOXES :Hüllquader anzeigen/ausblenden ++STR_ABOUT_MENU_TOGGLE_DIRTY_BLOCKS :Neugezeichnete Felder farbig markieren ++############ range ends here ++ ++############ range for ordinal numbers used for the place in the highscore window ++STR_ORDINAL_NUMBER_1ST :1. ++STR_ORDINAL_NUMBER_2ND :2. ++STR_ORDINAL_NUMBER_3RD :3. ++STR_ORDINAL_NUMBER_4TH :4. ++STR_ORDINAL_NUMBER_5TH :5. ++STR_ORDINAL_NUMBER_6TH :6. ++STR_ORDINAL_NUMBER_7TH :7. ++STR_ORDINAL_NUMBER_8TH :8. ++STR_ORDINAL_NUMBER_9TH :9. ++STR_ORDINAL_NUMBER_10TH :10. ++STR_ORDINAL_NUMBER_11TH :11. ++STR_ORDINAL_NUMBER_12TH :12. ++STR_ORDINAL_NUMBER_13TH :13. ++STR_ORDINAL_NUMBER_14TH :14. ++STR_ORDINAL_NUMBER_15TH :15. ++############ range for ordinal numbers ends ++ ++############ range for days starts ++STR_DAY_NUMBER_1ST :1. ++STR_DAY_NUMBER_2ND :2. ++STR_DAY_NUMBER_3RD :3. ++STR_DAY_NUMBER_4TH :4. ++STR_DAY_NUMBER_5TH :5. ++STR_DAY_NUMBER_6TH :6. ++STR_DAY_NUMBER_7TH :7. ++STR_DAY_NUMBER_8TH :8. ++STR_DAY_NUMBER_9TH :9. ++STR_DAY_NUMBER_10TH :10. ++STR_DAY_NUMBER_11TH :11. ++STR_DAY_NUMBER_12TH :12. ++STR_DAY_NUMBER_13TH :13. ++STR_DAY_NUMBER_14TH :14. ++STR_DAY_NUMBER_15TH :15. ++STR_DAY_NUMBER_16TH :16. ++STR_DAY_NUMBER_17TH :17. ++STR_DAY_NUMBER_18TH :18. ++STR_DAY_NUMBER_19TH :19. ++STR_DAY_NUMBER_20TH :20. ++STR_DAY_NUMBER_21ST :21. ++STR_DAY_NUMBER_22ND :22. ++STR_DAY_NUMBER_23RD :23. ++STR_DAY_NUMBER_24TH :24. ++STR_DAY_NUMBER_25TH :25. ++STR_DAY_NUMBER_26TH :26. ++STR_DAY_NUMBER_27TH :27. ++STR_DAY_NUMBER_28TH :28. ++STR_DAY_NUMBER_29TH :29. ++STR_DAY_NUMBER_30TH :30. ++STR_DAY_NUMBER_31ST :31. ++############ range for days ends ++ ++############ range for months starts ++STR_MONTH_ABBREV_JAN :Jan ++STR_MONTH_ABBREV_FEB :Feb ++STR_MONTH_ABBREV_MAR :Mär ++STR_MONTH_ABBREV_APR :Apr ++STR_MONTH_ABBREV_MAY :Mai ++STR_MONTH_ABBREV_JUN :Jun ++STR_MONTH_ABBREV_JUL :Jul ++STR_MONTH_ABBREV_AUG :Aug ++STR_MONTH_ABBREV_SEP :Sep ++STR_MONTH_ABBREV_OCT :Okt ++STR_MONTH_ABBREV_NOV :Nov ++STR_MONTH_ABBREV_DEC :Dez ++ ++STR_MONTH_JAN :Januar ++STR_MONTH_FEB :Februar ++STR_MONTH_MAR :März ++STR_MONTH_APR :April ++STR_MONTH_MAY :Mai ++STR_MONTH_JUN :Juni ++STR_MONTH_JUL :Juli ++STR_MONTH_AUG :August ++STR_MONTH_SEP :September ++STR_MONTH_OCT :Oktober ++STR_MONTH_NOV :November ++STR_MONTH_DEC :Dezember ++############ range for months ends ++ ++# Graph window ++STR_GRAPH_KEY_BUTTON :{BLACK}Legende ++STR_GRAPH_KEY_TOOLTIP :{BLACK}Legende des Diagramms anzeigen ++STR_GRAPH_X_LABEL_MONTH :{TINY_FONT}{STRING}{} {STRING} ++STR_GRAPH_X_LABEL_MONTH_YEAR :{TINY_FONT}{STRING}{} {STRING}{}{NUM} ++STR_GRAPH_Y_LABEL :{TINY_FONT}{STRING} ++STR_GRAPH_Y_LABEL_NUMBER :{TINY_FONT}{COMMA} ++ ++STR_GRAPH_OPERATING_PROFIT_CAPTION :{WHITE}Betriebsgewinn ++STR_GRAPH_INCOME_CAPTION :{WHITE}Einkommen ++STR_GRAPH_CARGO_DELIVERED_CAPTION :{WHITE}Beförderte Frachteinheiten ++STR_GRAPH_COMPANY_PERFORMANCE_RATINGS_CAPTION :{WHITE}Bewertung der Firmenleistung (Höchstwert: 1000) ++STR_GRAPH_COMPANY_VALUES_CAPTION :{WHITE}Firmenwert ++ ++STR_GRAPH_CARGO_PAYMENT_RATES_CAPTION :{WHITE}Frachtbeförderungspreise ++STR_GRAPH_CARGO_PAYMENT_RATES_X_LABEL :{TINY_FONT}{BLACK}Tage unterwegs ++STR_GRAPH_CARGO_PAYMENT_RATES_TITLE :{TINY_FONT}{BLACK}Zahlung für 10 gelieferte Einheiten (oder 10.000 Liter) Fracht über eine Strecke von 20 Feldern ++STR_GRAPH_CARGO_ENABLE_ALL :{TINY_FONT}{BLACK}Alle auswählen ++STR_GRAPH_CARGO_DISABLE_ALL :{TINY_FONT}{BLACK}Alle abwählen ++STR_GRAPH_CARGO_TOOLTIP_ENABLE_ALL :{BLACK}Zeige alle Frachtarten im Frachtraten-Diagramm an ++STR_GRAPH_CARGO_TOOLTIP_DISABLE_ALL :{BLACK}Zeige keine Fracht im Frachtraten-Diagramm an ++STR_GRAPH_CARGO_PAYMENT_TOGGLE_CARGO :{BLACK}Diagrammschalter für Frachttyp ein/aus ++STR_GRAPH_CARGO_PAYMENT_CARGO :{TINY_FONT}{BLACK}{STRING} ++ ++STR_GRAPH_PERFORMANCE_DETAIL_TOOLTIP :{BLACK}Zeige detailierte Leistungsaufschlüsselung ++ ++# Graph key window ++STR_GRAPH_KEY_CAPTION :{WHITE}Legende des Firmendiagramms ++STR_GRAPH_KEY_COMPANY_SELECTION_TOOLTIP :{BLACK}Graph der Firma ein-/ausblenden ++ ++# Company league window ++STR_COMPANY_LEAGUE_TABLE_CAPTION :{WHITE}Firmentabelle ++STR_COMPANY_LEAGUE_COMPANY_NAME :{ORANGE}{COMPANY} {BLACK}{COMPANY_NUM} '{STRING}' ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_ENGINEER :Ingenieur ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_TRAFFIC_MANAGER :Verkehrsmanager ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_TRANSPORT_COORDINATOR :Fuhrparkleiter ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_ROUTE_SUPERVISOR :Streckenmanager ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_DIRECTOR :Direktor ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_CHIEF_EXECUTIVE :Geschäftsführer ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_CHAIRMAN :Vorsitzender ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_PRESIDENT :Manager ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_TYCOON :Tycoon ++ ++# Performance detail window ++STR_PERFORMANCE_DETAIL :{WHITE}Leistungsaufschlüsselung ++STR_PERFORMANCE_DETAIL_KEY :{BLACK}Details ++STR_PERFORMANCE_DETAIL_AMOUNT_CURRENCY :{BLACK}({CURRENCY_SHORT}/{CURRENCY_SHORT}) ++STR_PERFORMANCE_DETAIL_AMOUNT_INT :{BLACK}({COMMA}/{COMMA}) ++STR_PERFORMANCE_DETAIL_PERCENT :{WHITE}{NUM}% ++STR_PERFORMANCE_DETAIL_SELECT_COMPANY_TOOLTIP :{BLACK}Einzelheiten zu dieser Firma anschauen ++############ Those following lines need to be in this order!! ++STR_PERFORMANCE_DETAIL_VEHICLES :{BLACK}Fahrzeuge: ++STR_PERFORMANCE_DETAIL_STATIONS :{BLACK}Stationen: ++STR_PERFORMANCE_DETAIL_MIN_PROFIT :{BLACK}Min. Gewinn: ++STR_PERFORMANCE_DETAIL_MIN_INCOME :{BLACK}Min. Einkommen: ++STR_PERFORMANCE_DETAIL_MAX_INCOME :{BLACK}Max. Einkommen: ++STR_PERFORMANCE_DETAIL_DELIVERED :{BLACK}Geliefert: ++STR_PERFORMANCE_DETAIL_CARGO :{BLACK}Fracht: ++STR_PERFORMANCE_DETAIL_MONEY :{BLACK}Geld: ++STR_PERFORMANCE_DETAIL_LOAN :{BLACK}Kredit: ++STR_PERFORMANCE_DETAIL_TOTAL :{BLACK}Gesamt: ++############ End of order list ++STR_PERFORMANCE_DETAIL_VEHICLES_TOOLTIP :{BLACK}Anzahl der Fahrzeuge (Straßenfahrzeuge, Züge, Schiffe und Flugzeuge/Hubschrauber), die im letzten Jahr Gewinn gemacht haben ++STR_PERFORMANCE_DETAIL_STATIONS_TOOLTIP :{BLACK}Anzahl vor kurzem genutzter Stationen (wenn Stationen verschiedener Typen verbunden sind, werden sie trotzdem einzeln gezählt) ++STR_PERFORMANCE_DETAIL_MIN_PROFIT_TOOLTIP :{BLACK}Geringster Gewinn der Fahrzeuge, die älter als zwei Jahre sind ++STR_PERFORMANCE_DETAIL_MIN_INCOME_TOOLTIP :{BLACK}Geringste Quartalseinnahmen in den letzten 3 Jahren ++STR_PERFORMANCE_DETAIL_MAX_INCOME_TOOLTIP :{BLACK}Höchste Quartalseinnahmen in den letzten 3 Jahren ++STR_PERFORMANCE_DETAIL_DELIVERED_TOOLTIP :{BLACK}Im letzten Jahr gelieferte Frachteinheiten ++STR_PERFORMANCE_DETAIL_CARGO_TOOLTIP :{BLACK}Anzahl der transportierten Frachttypen im letzten Quartal ++STR_PERFORMANCE_DETAIL_MONEY_TOOLTIP :{BLACK}Kontostand dieser Firma ++STR_PERFORMANCE_DETAIL_LOAN_TOOLTIP :{BLACK}Der von dieser Firma in Anspruch genommene Kredit ++STR_PERFORMANCE_DETAIL_TOTAL_TOOLTIP :{BLACK}Erreichte Punkte von der maximal erreichbaren Anzahl ++ ++# Music window ++STR_MUSIC_JAZZ_JUKEBOX_CAPTION :{WHITE}Musikbox ++STR_MUSIC_PLAYLIST_ALL :{TINY_FONT}{BLACK}Alle ++STR_MUSIC_PLAYLIST_OLD_STYLE :{TINY_FONT}{BLACK}Traditionell ++STR_MUSIC_PLAYLIST_NEW_STYLE :{TINY_FONT}{BLACK}Modern ++STR_MUSIC_PLAYLIST_EZY_STREET :{TINY_FONT}{BLACK}Ezy Street ++STR_MUSIC_PLAYLIST_CUSTOM_1 :{TINY_FONT}{BLACK}Benutzerdef. 1 ++STR_MUSIC_PLAYLIST_CUSTOM_2 :{TINY_FONT}{BLACK}Benutzerdef. 2 ++STR_MUSIC_MUSIC_VOLUME :{TINY_FONT}{BLACK}Musiklautstärke ++STR_MUSIC_EFFECTS_VOLUME :{TINY_FONT}{BLACK}Soundlautstärke ++STR_MUSIC_RULER_MIN :{TINY_FONT}{BLACK}MIN ++STR_MUSIC_RULER_MAX :{TINY_FONT}{BLACK}MAX ++STR_MUSIC_RULER_MARKER :{TINY_FONT}{BLACK}' ++STR_MUSIC_TRACK_NONE :{TINY_FONT}{DKGREEN}-- ++STR_MUSIC_TRACK_DIGIT :{TINY_FONT}{DKGREEN}{ZEROFILL_NUM} ++STR_MUSIC_TITLE_NONE :{TINY_FONT}{DKGREEN}------ ++STR_MUSIC_TITLE_NAME :{TINY_FONT}{DKGREEN}"{STRING}" ++STR_MUSIC_TRACK :{TINY_FONT}{BLACK}Track ++STR_MUSIC_XTITLE :{TINY_FONT}{BLACK}Titel ++STR_MUSIC_SHUFFLE :{TINY_FONT}{BLACK}Mischen ++STR_MUSIC_PROGRAM :{TINY_FONT}{BLACK}Programm ++STR_MUSIC_TOOLTIP_SKIP_TO_PREVIOUS_TRACK :{BLACK}Springe zum vorherigen Titel ++STR_MUSIC_TOOLTIP_SKIP_TO_NEXT_TRACK_IN_SELECTION :{BLACK}Springe zum nächsten Titel ++STR_MUSIC_TOOLTIP_STOP_PLAYING_MUSIC :{BLACK}Wiedergabe anhalten ++STR_MUSIC_TOOLTIP_START_PLAYING_MUSIC :{BLACK}Wiedergabe starten ++STR_MUSIC_TOOLTIP_DRAG_SLIDERS_TO_SET_MUSIC :{BLACK}Schieberegler für Musik- / Soundlautstärke ++STR_MUSIC_TOOLTIP_SELECT_ALL_TRACKS_PROGRAM :{BLACK}Programm 'Alle Titel' wählen ++STR_MUSIC_TOOLTIP_SELECT_OLD_STYLE_MUSIC :{BLACK}Programm 'Traditionell' wählen ++STR_MUSIC_TOOLTIP_SELECT_NEW_STYLE_MUSIC :{BLACK}Programm 'Modern' wählen ++STR_MUSIC_TOOLTIP_SELECT_EZY_STREET_STYLE :{BLACK}Programm 'Ezy Street' wählen ++STR_MUSIC_TOOLTIP_SELECT_CUSTOM_1_USER_DEFINED :{BLACK}Programm 'Benutzerdefiniert 1' wählen ++STR_MUSIC_TOOLTIP_SELECT_CUSTOM_2_USER_DEFINED :{BLACK}Programm 'Benutzerdefiniert 2' wählen ++STR_MUSIC_TOOLTIP_TOGGLE_PROGRAM_SHUFFLE :{BLACK}Zufällige Wiedergabe ein/aus ++STR_MUSIC_TOOLTIP_SHOW_MUSIC_TRACK_SELECTION :{BLACK}Zeige Musiktitelauswahl ++ ++STR_ERROR_NO_SONGS :{WHITE}Ein Musikset ohne Musikdateien wurde ausgewählt. Es kann folglich nichts abgespielt werden. ++ ++# Playlist window ++STR_PLAYLIST_MUSIC_PROGRAM_SELECTION :{WHITE}Musik-Programmauswahl ++STR_PLAYLIST_TRACK_NAME :{TINY_FONT}{LTBLUE}{ZEROFILL_NUM} "{STRING}" ++STR_PLAYLIST_TRACK_INDEX :{TINY_FONT}{BLACK}Track Inhalt ++STR_PLAYLIST_PROGRAM :{TINY_FONT}{BLACK}Programm - '{STRING}' ++STR_PLAYLIST_CLEAR :{TINY_FONT}{BLACK}Bereinigen ++STR_PLAYLIST_TOOLTIP_CLEAR_CURRENT_PROGRAM_CUSTOM1 :{BLACK}Lösche laufendes Programm (nur für Benutzerdefiniert 1 und 2) ++STR_PLAYLIST_TOOLTIP_CLICK_TO_ADD_TRACK :{BLACK}Klicke auf einen Musiktitel, um ihn in das laufende Programm zu übernehmen (nur für Benutzerdefiniert 1 und 2) ++STR_PLAYLIST_TOOLTIP_CLICK_TO_REMOVE_TRACK :{BLACK}Klicke auf einen Musiktitel, um ihn aus der aktuellen Liste zu entfernen (nur für Benutzerdefiniert 1 und 2) ++ ++# Highscore window ++STR_HIGHSCORE_TOP_COMPANIES_WHO_REACHED :{BIG_FONT}{BLACK}Beste Firmen, die {NUM} erreichten ++STR_HIGHSCORE_TOP_COMPANIES_NETWORK_GAME :{BIG_FONT}{BLACK}Firmentabelle in {NUM} ++STR_HIGHSCORE_POSITION :{BIG_FONT}{BLACK}{COMMA}. ++STR_HIGHSCORE_PERFORMANCE_TITLE_BUSINESSMAN :Geschäftsmann ++STR_HIGHSCORE_PERFORMANCE_TITLE_ENTREPRENEUR :Unternehmer ++STR_HIGHSCORE_PERFORMANCE_TITLE_INDUSTRIALIST :Industrieller ++STR_HIGHSCORE_PERFORMANCE_TITLE_CAPITALIST :Kapitalist ++STR_HIGHSCORE_PERFORMANCE_TITLE_MAGNATE :Magnat ++STR_HIGHSCORE_PERFORMANCE_TITLE_MOGUL :Mogul ++STR_HIGHSCORE_PERFORMANCE_TITLE_TYCOON_OF_THE_CENTURY :Tycoon des Jahrhunderts ++STR_HIGHSCORE_NAME :{PRESIDENT_NAME}, {COMPANY} ++STR_HIGHSCORE_STATS :{BIG_FONT}'{STRING}' ({COMMA}) ++STR_HIGHSCORE_COMPANY_ACHIEVES_STATUS :{BIG_FONT}{BLACK}{COMPANY} erreicht '{STRING}' Status! ++STR_HIGHSCORE_PRESIDENT_OF_COMPANY_ACHIEVES_STATUS :{BIG_FONT}{WHITE}{PRESIDENT_NAME} von {COMPANY} erreicht '{STRING}' Status! ++ ++# Smallmap window ++STR_SMALLMAP_CAPTION :{WHITE}Weltkarte - {STRING} ++ ++STR_SMALLMAP_TYPE_CONTOURS :Höhenrelief ++STR_SMALLMAP_TYPE_VEHICLES :Fahrzeuge ++STR_SMALLMAP_TYPE_INDUSTRIES :Industrien ++STR_SMALLMAP_TYPE_ROUTEMAP :Frachtverbindungen ++STR_SMALLMAP_TYPE_ROUTES :Strecken ++STR_SMALLMAP_TYPE_VEGETATION :Vegetation ++STR_SMALLMAP_TYPE_OWNERS :Eigentümer ++STR_SMALLMAP_TOOLTIP_SHOW_LAND_CONTOURS_ON_MAP :{BLACK}Höhenlinien auf der Weltkarte anzeigen ++STR_SMALLMAP_TOOLTIP_SHOW_VEHICLES_ON_MAP :{BLACK}Fahrzeuge auf der Weltkarte anzeigen ++STR_SMALLMAP_TOOLTIP_SHOW_INDUSTRIES_ON_MAP :{BLACK}Industrien auf der Weltkarte anzeigen ++STR_SMALLMAP_TOOLTIP_SHOW_LINK_STATS_ON_MAP :{BLACK}Zeige Frachtverbindungen auf Karte ++STR_SMALLMAP_TOOLTIP_SHOW_TRANSPORT_ROUTES_ON :{BLACK}Transportwege auf der Weltkarte anzeigen ++STR_SMALLMAP_TOOLTIP_SHOW_VEGETATION_ON_MAP :{BLACK}Vegetation auf der Weltkarte anzeigen ++STR_SMALLMAP_TOOLTIP_SHOW_LAND_OWNERS_ON_MAP :{BLACK}Landeigentümer auf der Weltkarte anzeigen ++STR_SMALLMAP_TOOLTIP_INDUSTRY_SELECTION :{BLACK}Ein Mausklick auf eine der Industriearten zeigt diese auf der Karte an bzw. blendet sie wieder aus. Bei Strg+Klick wird nur die ausgewählte Industrieart angezeigt, alle anderen werden ausgeblendet. Ein weiteres Mal Strg+Klick zeigt wieder alle Industrien an. ++STR_SMALLMAP_TOOLTIP_COMPANY_SELECTION :{BLACK}Anzeigeeigenschaften mit Klick auf Firma ändern. Strg+Klick deaktiviert alle Firmen außer die ausgewählte. Wiederholtes Strg+Klick aktiviert alle Firmen ++STR_SMALLMAP_TOOLTIP_CARGO_SELECTION :{BLACK}Klick auf eine Fracht ändert die Anzeige der Eigenschaften. Strg+Klick zeigt nur die ausgewählte Fracht. Nochmaliger Strg+Klick wählt alle Frachtarten ++ ++STR_SMALLMAP_LEGENDA_ROADS :{TINY_FONT}{BLACK}Straßen ++STR_SMALLMAP_LEGENDA_RAILROADS :{TINY_FONT}{BLACK}Gleise ++STR_SMALLMAP_LEGENDA_STATIONS_AIRPORTS_DOCKS :{TINY_FONT}{BLACK}Bahnhöfe/Flughäfen/Häfen ++STR_SMALLMAP_LEGENDA_BUILDINGS_INDUSTRIES :{TINY_FONT}{BLACK}Gebäude/Industrien ++STR_SMALLMAP_LEGENDA_VEHICLES :{TINY_FONT}{BLACK}Fahrzeuge ++STR_SMALLMAP_LEGENDA_TRAINS :{TINY_FONT}{BLACK}Züge ++STR_SMALLMAP_LEGENDA_ROAD_VEHICLES :{TINY_FONT}{BLACK}Fahrzeuge ++STR_SMALLMAP_LEGENDA_SHIPS :{TINY_FONT}{BLACK}Schiffe ++STR_SMALLMAP_LEGENDA_AIRCRAFT :{TINY_FONT}{BLACK}Flugzeuge ++STR_SMALLMAP_LEGENDA_TRANSPORT_ROUTES :{TINY_FONT}{BLACK}Transportstrecken ++STR_SMALLMAP_LEGENDA_FOREST :{TINY_FONT}{BLACK}Wald ++STR_SMALLMAP_LEGENDA_RAILROAD_STATION :{TINY_FONT}{BLACK}Bahnhof ++STR_SMALLMAP_LEGENDA_TRUCK_LOADING_BAY :{TINY_FONT}{BLACK}Lkw-Ladestation ++STR_SMALLMAP_LEGENDA_BUS_STATION :{TINY_FONT}{BLACK}Bushaltestelle ++STR_SMALLMAP_LEGENDA_AIRPORT_HELIPORT :{TINY_FONT}{BLACK}Flughafen/Hubschrauberlandeplatz ++STR_SMALLMAP_LEGENDA_DOCK :{TINY_FONT}{BLACK}Hafen ++STR_SMALLMAP_LEGENDA_ROUGH_LAND :{TINY_FONT}{BLACK}Unebenes Land ++STR_SMALLMAP_LEGENDA_GRASS_LAND :{TINY_FONT}{BLACK}Wiesen ++STR_SMALLMAP_LEGENDA_BARE_LAND :{TINY_FONT}{BLACK}Kahles Land ++STR_SMALLMAP_LEGENDA_FIELDS :{TINY_FONT}{BLACK}Ackerland ++STR_SMALLMAP_LEGENDA_TREES :{TINY_FONT}{BLACK}Bäume ++STR_SMALLMAP_LEGENDA_ROCKS :{TINY_FONT}{BLACK}Felsen ++STR_SMALLMAP_LEGENDA_WATER :{TINY_FONT}{BLACK}Wasser ++STR_SMALLMAP_LEGENDA_NO_OWNER :{TINY_FONT}{BLACK}Kein Eigentümer ++STR_SMALLMAP_LEGENDA_TOWNS :{TINY_FONT}{BLACK}Städte ++STR_SMALLMAP_LEGENDA_INDUSTRIES :{TINY_FONT}{BLACK}Industrien ++STR_SMALLMAP_LEGENDA_DESERT :{TINY_FONT}{BLACK}Wüste ++STR_SMALLMAP_LEGENDA_SNOW :{TINY_FONT}{BLACK}Schnee ++ ++STR_SMALLMAP_TOOLTIP_TOGGLE_TOWN_NAMES_ON_OFF :{BLACK}Städtenamen anzeigen ein/aus ++STR_SMALLMAP_CENTER :{BLACK}Zusatzansicht zur aktuellen Position scrollen ++STR_SMALLMAP_INDUSTRY :{TINY_FONT}{STRING} ({NUM}) ++STR_SMALLMAP_LINKSTATS :{TINY_FONT}{STRING} ++STR_SMALLMAP_COMPANY :{TINY_FONT}{COMPANY} ++STR_SMALLMAP_TOWN :{TINY_FONT}{WHITE}{TOWN} ++STR_SMALLMAP_DISABLE_ALL :{BLACK}Alles ausblenden ++STR_SMALLMAP_ENABLE_ALL :{BLACK}Alles einblenden ++STR_SMALLMAP_SHOW_HEIGHT :{BLACK}Zeige Höhe ++STR_SMALLMAP_TOOLTIP_DISABLE_ALL_INDUSTRIES :{BLACK}Industrien ausblenden ++STR_SMALLMAP_TOOLTIP_ENABLE_ALL_INDUSTRIES :{BLACK}Industrien einblenden ++STR_SMALLMAP_TOOLTIP_SHOW_HEIGHT :{BLACK}Anzeige des Höhenreliefs umschalten ++STR_SMALLMAP_TOOLTIP_DISABLE_ALL_COMPANIES :{BLACK}Zeige kein Eigentum des Unternehmens auf der Karte ++STR_SMALLMAP_TOOLTIP_ENABLE_ALL_COMPANIES :{BLACK}Zeige das ganze Eigentum des Unternehmens auf der Karte ++STR_SMALLMAP_TOOLTIP_DISABLE_ALL_CARGOS :{BLACK}Zeige keine Frachtarten auf der Karte ++STR_SMALLMAP_TOOLTIP_ENABLE_ALL_CARGOS :{BLACK}Zeige alle Frachtarten auf der Karte ++ ++# Status bar messages ++STR_STATUSBAR_TOOLTIP_SHOW_LAST_NEWS :{BLACK}Letzte Nachricht oder letzten Bericht anzeigen ++STR_STATUSBAR_COMPANY_NAME :{SILVER}- - {COMPANY} - - ++STR_STATUSBAR_PAUSED :{YELLOW}* * ANGEHALTEN * * ++STR_STATUSBAR_AUTOSAVE :{RED}Autosicherung ++STR_STATUSBAR_SAVING_GAME :{RED}* * SPEICHERE SPIEL * * ++ ++# News message history ++STR_MESSAGE_HISTORY :{WHITE}Nachrichtenchronik ++STR_MESSAGE_HISTORY_TOOLTIP :{BLACK}Eine Liste der aktuellen Nachrichten ++STR_MESSAGE_NEWS_FORMAT :{STRING} - {STRING} ++ ++STR_NEWS_MESSAGE_CAPTION :{WHITE}Mitteilung ++STR_NEWS_CUSTOM_ITEM :{BIG_FONT}{BLACK}{STRING} ++ ++STR_NEWS_FIRST_TRAIN_ARRIVAL :{BIG_FONT}{BLACK}Die Einwohner feiern . . .{}Der erste Zug erreicht {STATION}! ++STR_NEWS_FIRST_BUS_ARRIVAL :{BIG_FONT}{BLACK}Die Einwohner feiern . . .{}Der erste Bus erreicht {STATION}! ++STR_NEWS_FIRST_TRUCK_ARRIVAL :{BIG_FONT}{BLACK}Die Einwohner feiern . . .{}Der erste Lkw erreicht {STATION}! ++STR_NEWS_FIRST_PASSENGER_TRAM_ARRIVAL :{BIG_FONT}{BLACK}Die Einwohner feiern . . .{}Die erste Straßenbahn erreicht {STATION}! ++STR_NEWS_FIRST_CARGO_TRAM_ARRIVAL :{BIG_FONT}{BLACK}Die Einwohner feiern . . .{}Die erste Frachtstraßenbahn erreicht {STATION}! ++STR_NEWS_FIRST_SHIP_ARRIVAL :{BIG_FONT}{BLACK}Die Einwohner feiern . . .{}Das erste Schiff erreicht {STATION}! ++STR_NEWS_FIRST_AIRCRAFT_ARRIVAL :{BIG_FONT}{BLACK}Die Einwohner feiern . . .{}Das erste Flugzeug startet von {STATION}! ++ ++STR_NEWS_TRAIN_CRASH :{BIG_FONT}{BLACK}Zugunglück!{}{COMMA} {P stirbt sterben} in einem Feuerball nach Zusammenstoß ++STR_NEWS_ROAD_VEHICLE_CRASH_DRIVER :{BIG_FONT}{BLACK}Fahrzeug verunglückt!{}Fahrer stirbt in Inferno nach Zusammenstoß mit Zug ++STR_NEWS_ROAD_VEHICLE_CRASH :{BIG_FONT}{BLACK}Fahrzeug verunglückt!{}{COMMA} {P stirbt sterben} in Inferno nach Zusammenstoß mit Zug ++STR_NEWS_AIRCRAFT_CRASH :{BIG_FONT}{BLACK}Flugzeugabsturz!{}{COMMA} {P stirbt sterben} in einem Feuerball auf {STATION} ++STR_NEWS_PLANE_CRASH_OUT_OF_FUEL :{BIG_FONT}{BLACK}Flugzeugabsturz!{}Dem Flugzeug ging der Treibstoff aus, {COMMA} {P stirbt sterben} in einem Feuerball ++ ++STR_NEWS_DISASTER_ZEPPELIN :{BIG_FONT}{BLACK}Zeppelinabsturz bei {STATION}! ++STR_NEWS_DISASTER_SMALL_UFO :{BIG_FONT}{BLACK}Fahrzeug bei Zusammenstoß mit einem 'UFO' zerstört! ++STR_NEWS_DISASTER_AIRPLANE_OIL_REFINERY :{BIG_FONT}{BLACK}Explosion einer Ölraffinerie nahe {TOWN}! ++STR_NEWS_DISASTER_HELICOPTER_FACTORY :{BIG_FONT}{BLACK}Fabrik nahe {TOWN} unter mysteriösen Umständen zerstört! ++STR_NEWS_DISASTER_BIG_UFO :{BIG_FONT}{BLACK}'UFO' landet bei {TOWN}! ++STR_NEWS_DISASTER_COAL_MINE_SUBSIDENCE :{BIG_FONT}{BLACK}Stolleneinbruch bei {TOWN} hinterlässt Pfad der Zerstörung! ++STR_NEWS_DISASTER_FLOOD_VEHICLE :{BIG_FONT}{BLACK}Hochwasser!{}Mindestens {COMMA} Mensch{P "" en} vermisst oder tot nach schwerer Flut! ++ ++STR_NEWS_COMPANY_IN_TROUBLE_TITLE :{BIG_FONT}{BLACK}Transportfirma in der Krise! ++STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION :{BIG_FONT}{BLACK}{STRING} ist von Übernahme oder Insolvenz bedroht, wenn sich das Betriebsergebnis nicht umgehend verbessert. ++STR_NEWS_COMPANY_MERGER_TITLE :{BIG_FONT}{BLACK}Transportfirmen fusionieren! ++STR_NEWS_COMPANY_MERGER_DESCRIPTION :{BIG_FONT}{BLACK}{STRING} ist verkauft worden an {STRING} für {CURRENCY_LONG}! ++STR_NEWS_COMPANY_BANKRUPT_TITLE :{BIG_FONT}{BLACK}Insolvenz! ++STR_NEWS_COMPANY_BANKRUPT_DESCRIPTION :{BIG_FONT}{BLACK}{STRING} ist von den Gläubigern geschlossen worden, alles Vermögen wurde veräussert! ++STR_NEWS_COMPANY_LAUNCH_TITLE :{BIG_FONT}{BLACK}Neue Transportfirma gegründet! ++STR_NEWS_COMPANY_LAUNCH_DESCRIPTION :{BIG_FONT}{BLACK}{STRING} startet bei {TOWN}! ++STR_NEWS_MERGER_TAKEOVER_TITLE :{BIG_FONT}{BLACK}{STRING} wurde von {STRING} übernommen! ++STR_PRESIDENT_NAME_MANAGER :{BLACK}{PRESIDENT_NAME}{}(Manager) ++ ++STR_NEWS_NEW_TOWN :{BLACK}{BIG_FONT}{STRING} finanziert die Gründung der Stadt {TOWN}! ++ ++STR_NEWS_INDUSTRY_CONSTRUCTION :{BIG_FONT}{BLACK}Neue{G r "" s ""} {STRING} {G 0 wird wird wird werden} nahe {TOWN} gebaut! ++STR_NEWS_INDUSTRY_PLANTED :{BIG_FONT}{BLACK}Neue{G r "" s ""} {STRING} {G 0 wird wird wird werden} nahe {TOWN} angepflanzt! ++ ++STR_NEWS_INDUSTRY_CLOSURE_GENERAL :{BIG_FONT}{BLACK}{STRING} {G 0 gibt gibt gibt geben} baldige Schließung bekannt! ++STR_NEWS_INDUSTRY_CLOSURE_SUPPLY_PROBLEMS :{BIG_FONT}{BLACK}Wegen fehlender Rohstoffe {G 0:2 kündigt kündigt kündigt kündigen} {STRING} die baldige Schließung an! ++STR_NEWS_INDUSTRY_CLOSURE_LACK_OF_TREES :{BIG_FONT}{BLACK}Wegen Holzmangel {G 0:2 gibt gibt gibt geben} {STRING} die baldige Schließung bekannt! ++ ++STR_NEWS_EURO_INTRODUCTION :{BIG_FONT}{BLACK}Europäische Währungsunion!{}{}Der Euro wird einzige Währung für alltägliche Zahlungsvorgänge ++STR_NEWS_BEGIN_OF_RECESSION :{BLACK}{BIG_FONT}Weltwirtschaftskrise!{}{}Finanzexperten befürchten schlimmsten Zusammenbruch der Wirtschaft! ++STR_NEWS_END_OF_RECESSION :{BLACK}{BIG_FONT}Wirtschaftskrise beendet!{}{}Aufschwung des Handels gibt Vertrauen in die Industrie und stärkt die Wirtschaft! ++ ++STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_GENERAL :{BIG_FONT}{BLACK}{INDUSTRY} {G 0 erhöht erhöht erhöht erhöhen} die Produktion! ++STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_COAL :{BIG_FONT}{BLACK}Neue Kohlevorkommen bei {INDUSTRY} gefunden!{}Förderung verdoppelt! ++STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_OIL :{BIG_FONT}{BLACK}Neue Ölfunde bei {INDUSTRY}!{}Förderung wird vermutlich verdoppelt! ++STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_FARM :{BIG_FONT}{BLACK}Neue Getreideanbaumethoden bei {INDUSTRY} werden Erträge verdoppeln! ++STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH :{BIG_FONT}{BLACK}{STRING}produktion von {INDUSTRY} erhöht sich um {COMMA}%! ++STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_GENERAL :{BIG_FONT}{BLACK}Produktion bei {INDUSTRY} sinkt um 50% ++STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_FARM :{BIG_FONT}{BLACK}Insektenplage bei {INDUSTRY} verursacht Schaden!{}Produktion sinkt um 50% ++STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH :{BIG_FONT}{BLACK}{STRING}produktion von {INDUSTRY} verringert sich um {COMMA}%! ++ ++STR_NEWS_TRAIN_IS_WAITING :{WHITE}{VEHICLE} wartet im Depot ++STR_NEWS_ROAD_VEHICLE_IS_WAITING :{WHITE}{VEHICLE} wartet im Depot ++STR_NEWS_SHIP_IS_WAITING :{WHITE}{VEHICLE} wartet im Depot ++STR_NEWS_AIRCRAFT_IS_WAITING :{WHITE}{VEHICLE} wartet im Hangar ++ ++# Order review system / warnings ++STR_NEWS_VEHICLE_HAS_TOO_FEW_ORDERS :{WHITE}{VEHICLE} hat zu wenige Aufträge ++STR_NEWS_VEHICLE_HAS_VOID_ORDER :{WHITE}{VEHICLE} hat einen ungültigen Auftrag ++STR_NEWS_VEHICLE_HAS_DUPLICATE_ENTRY :{WHITE}{VEHICLE} hat Ziele mehrfach im Fahrplan ++STR_NEWS_VEHICLE_HAS_INVALID_ENTRY :{WHITE}{VEHICLE} hat eine ungültige Station im Fahrplan ++STR_NEWS_PLANE_USES_TOO_SHORT_RUNWAY :{WHITE}{VEHICLE} hat in den Aufträgen einen Flughafen mit zu kurzer Landebahn ++ ++STR_NEWS_VEHICLE_IS_GETTING_OLD :{WHITE}{VEHICLE} wird alt ++STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD :{WHITE}{VEHICLE} wird sehr alt ++STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD_AND :{WHITE}{VEHICLE} wird sehr alt und sollte dringend ersetzt werden ++STR_NEWS_TRAIN_IS_STUCK :{WHITE}{VEHICLE} findet keinen Weg zum Vorankommen ++STR_NEWS_VEHICLE_IS_LOST :{WHITE}{VEHICLE} hat sich verirrt ++STR_NEWS_VEHICLE_IS_UNPROFITABLE :{WHITE}Der Ertrag von {VEHICLE} lag im letzten Jahr bei {CURRENCY_LONG} ++STR_NEWS_AIRCRAFT_DEST_TOO_FAR :{WHITE}{VEHICLE} kann sein Ziel nicht erreichen, da es außer Reichweite liegt ++ ++STR_NEWS_ORDER_REFIT_FAILED :{WHITE}Umrüstung fehlgeschlagen bei {VEHICLE} ++STR_NEWS_VEHICLE_AUTORENEW_FAILED :{WHITE}Automatisches Ersetzen für {VEHICLE} fehlgeschlagen{}{STRING} ++ ++STR_NEWS_NEW_VEHICLE_NOW_AVAILABLE :{BIG_FONT}{BLACK}Neue{G r "" s ""} {STRING} jetzt erhältlich! ++STR_NEWS_NEW_VEHICLE_TYPE :{BIG_FONT}{BLACK}{ENGINE} ++STR_NEWS_NEW_VEHICLE_NOW_AVAILABLE_WITH_TYPE :{BLACK}Neue{G r "" s ""} {STRING} jetzt erhältlich! - {ENGINE} ++ ++STR_NEWS_STATION_NO_LONGER_ACCEPTS_CARGO :{WHITE}{STATION} nimmt kein{G "en" "e" "" "e"} {STRING} mehr an ++STR_NEWS_STATION_NO_LONGER_ACCEPTS_CARGO_OR_CARGO :{WHITE}{STATION} nimmt kein{G "en" "e" "" "e"} {STRING} und kein{G "en" "e" "" "e"} {STRING} mehr an ++STR_NEWS_STATION_NOW_ACCEPTS_CARGO :{WHITE}{STATION} nimmt jetzt auch {STRING} an ++STR_NEWS_STATION_NOW_ACCEPTS_CARGO_AND_CARGO :{WHITE}{STATION} nimmt jetzt auch {STRING} und {STRING} an ++ ++STR_NEWS_OFFER_OF_SUBSIDY_EXPIRED :{BIG_FONT}{BLACK}Subventionsangebot abgelaufen:{}{}{STRING}transport von {STRING} nach {STRING} wird nicht mehr subventioniert ++STR_NEWS_SUBSIDY_WITHDRAWN_SERVICE :{BIG_FONT}{BLACK}Subventionsende:{}{}{STRING}transport von {STRING} nach {STRING} wird nicht mehr subventioniert ++STR_NEWS_SERVICE_SUBSIDY_OFFERED :{BIG_FONT}{BLACK}Subventionsangebot:{}{}Erster {STRING}transport von {STRING} nach {STRING} wird ein Jahr von den örtlichen Behörden subventioniert! ++STR_NEWS_SERVICE_SUBSIDY_AWARDED_HALF :{BIG_FONT}{BLACK}Subvention vergeben an {STRING}!{}{}{STRING}transport von {STRING} nach {STRING} erhält im nächsten Jahr einen 50% höheren Preis! ++STR_NEWS_SERVICE_SUBSIDY_AWARDED_DOUBLE :{BIG_FONT}{BLACK}Subvention vergeben an {STRING}!{}{}{STRING}transport von {STRING} nach {STRING} erhält im nächsten Jahr den doppelten Preis! ++STR_NEWS_SERVICE_SUBSIDY_AWARDED_TRIPLE :{BIG_FONT}{BLACK}Subvention vergeben an {STRING}!{}{}{STRING}transport von {STRING} nach {STRING} erhält im nächsten Jahr den dreifachen Preis! ++STR_NEWS_SERVICE_SUBSIDY_AWARDED_QUADRUPLE :{BIG_FONT}{BLACK}Subvention vergeben an {STRING}!{}{}{STRING}transport von {STRING} nach {STRING} erhält im nächsten Jahr den vierfachen Preis! ++ ++STR_NEWS_ROAD_REBUILDING :{BIG_FONT}{BLACK}Verkehrschaos in {TOWN}!{}{}Straßensanierungsprogramm finanziert durch {STRING} wird 6 Monate lang Verzögerungen im Verkehr bewirken! ++STR_NEWS_EXCLUSIVE_RIGHTS_TITLE :{BIG_FONT}{BLACK}Transportmonopol! ++STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION :{BIG_FONT}{BLACK}Stadtverwaltung von {TOWN} unterzeichnet Vertrag mit {STRING} über ein Jahr währende exklusive Transportrechte! ++ ++# Extra view window ++STR_EXTRA_VIEW_PORT_TITLE :{WHITE}Ansicht {COMMA} ++STR_EXTRA_VIEW_MOVE_VIEW_TO_MAIN :{BLACK}In Zusatzansicht kopieren ++STR_EXTRA_VIEW_MOVE_VIEW_TO_MAIN_TT :{BLACK}Aktuelle Position der Hauptansicht in diese Zusatzansicht kopieren ++STR_EXTRA_VIEW_MOVE_MAIN_TO_VIEW :{BLACK}Aus Zusatzansicht einfügen ++STR_EXTRA_VIEW_MOVE_MAIN_TO_VIEW_TT :{BLACK}Hauptansicht zur Position dieser Zusatzansicht scrollen ++ ++# Game options window ++STR_GAME_OPTIONS_CAPTION :{WHITE}Spieleinstellungen ++STR_GAME_OPTIONS_CURRENCY_UNITS_FRAME :{BLACK}Währung ++STR_GAME_OPTIONS_CURRENCY_UNITS_DROPDOWN_TOOLTIP :{BLACK}Währung auswählen ++ ++############ start of currency region ++STR_GAME_OPTIONS_CURRENCY_GBP :Englische Pfund (GBP) ++STR_GAME_OPTIONS_CURRENCY_USD :US-Dollar (USD) ++STR_GAME_OPTIONS_CURRENCY_EUR :Euro (EUR) ++STR_GAME_OPTIONS_CURRENCY_JPY :Japanische Yen (JPY) ++STR_GAME_OPTIONS_CURRENCY_ATS :Österreichische Schilling (ATS) ++STR_GAME_OPTIONS_CURRENCY_BEF :Belgische Francs (BEF) ++STR_GAME_OPTIONS_CURRENCY_CHF :Schweizer Franken (CHF) ++STR_GAME_OPTIONS_CURRENCY_CZK :Tschechische Kronen (CZK) ++STR_GAME_OPTIONS_CURRENCY_DEM :Deutsche Mark (DEM) ++STR_GAME_OPTIONS_CURRENCY_DKK :Dänische Kronen (DKK) ++STR_GAME_OPTIONS_CURRENCY_ESP :Spanische Peseten (ESP) ++STR_GAME_OPTIONS_CURRENCY_FIM :Finnische Mark(FIM) ++STR_GAME_OPTIONS_CURRENCY_FRF :Französische Francs (FRF) ++STR_GAME_OPTIONS_CURRENCY_GRD :Griechische Drachmen (GRD) ++STR_GAME_OPTIONS_CURRENCY_HUF :Ungarische Forint (HUF) ++STR_GAME_OPTIONS_CURRENCY_ISK :Isländische Kronen (ISK) ++STR_GAME_OPTIONS_CURRENCY_ITL :Italienische Lire (ITL) ++STR_GAME_OPTIONS_CURRENCY_NLG :Niederländische Gulden (NLG) ++STR_GAME_OPTIONS_CURRENCY_NOK :Norwegische Kronen (NOK) ++STR_GAME_OPTIONS_CURRENCY_PLN :Polnische Zloty (PLN) ++STR_GAME_OPTIONS_CURRENCY_RON :Rumänische Lei (RON) ++STR_GAME_OPTIONS_CURRENCY_RUR :Russische Rubel (RUR) ++STR_GAME_OPTIONS_CURRENCY_SIT :Slovenische Taler (SIT) ++STR_GAME_OPTIONS_CURRENCY_SEK :Schwedische Kronen (SEK) ++STR_GAME_OPTIONS_CURRENCY_TRY :Türkische Lire (TRY) ++STR_GAME_OPTIONS_CURRENCY_SKK :Slowakische Kronen (SKK) ++STR_GAME_OPTIONS_CURRENCY_BRL :Brasilianische Reais (BRL) ++STR_GAME_OPTIONS_CURRENCY_EEK :Estnische Kronen (EEK) ++STR_GAME_OPTIONS_CURRENCY_LTL :Litauische Litas (LTL) ++STR_GAME_OPTIONS_CURRENCY_KRW :Südkoreanischer Won (KRW) ++STR_GAME_OPTIONS_CURRENCY_ZAR :Südafrikanischer Rand (ZAR) ++STR_GAME_OPTIONS_CURRENCY_CUSTOM :Eigene... ++STR_GAME_OPTIONS_CURRENCY_GEL :Georgischer Lari (GEL) ++STR_GAME_OPTIONS_CURRENCY_IRR :Iranischer Rial (IRR) ++############ end of currency region ++ ++STR_GAME_OPTIONS_ROAD_VEHICLES_FRAME :{BLACK}Fahrzeuge ++STR_GAME_OPTIONS_ROAD_VEHICLES_DROPDOWN_TOOLTIP :{BLACK}Wähle, auf welcher Straßenseite der Verkehr fahren soll ++STR_GAME_OPTIONS_ROAD_VEHICLES_DROPDOWN_LEFT :Linksverkehr ++STR_GAME_OPTIONS_ROAD_VEHICLES_DROPDOWN_RIGHT :Rechtsverkehr ++ ++STR_GAME_OPTIONS_TOWN_NAMES_FRAME :{BLACK}Städtenamen ++STR_GAME_OPTIONS_TOWN_NAMES_DROPDOWN_TOOLTIP :{BLACK}Wähle die Sprache für die Städtenamen aus ++ ++############ start of townname region ++STR_GAME_OPTIONS_TOWN_NAME_ORIGINAL_ENGLISH :Englisch ++STR_GAME_OPTIONS_TOWN_NAME_FRENCH :Französisch ++STR_GAME_OPTIONS_TOWN_NAME_GERMAN :Deutsch ++STR_GAME_OPTIONS_TOWN_NAME_ADDITIONAL_ENGLISH :Englisch (Zusätzlich) ++STR_GAME_OPTIONS_TOWN_NAME_LATIN_AMERICAN :Lateinamerikanisch ++STR_GAME_OPTIONS_TOWN_NAME_SILLY :Verrückt ++STR_GAME_OPTIONS_TOWN_NAME_SWEDISH :Schwedisch ++STR_GAME_OPTIONS_TOWN_NAME_DUTCH :Niederländisch ++STR_GAME_OPTIONS_TOWN_NAME_FINNISH :Finnisch ++STR_GAME_OPTIONS_TOWN_NAME_POLISH :Polnisch ++STR_GAME_OPTIONS_TOWN_NAME_SLOVAK :Slowakisch ++STR_GAME_OPTIONS_TOWN_NAME_NORWEGIAN :Norwegisch ++STR_GAME_OPTIONS_TOWN_NAME_HUNGARIAN :Ungarisch ++STR_GAME_OPTIONS_TOWN_NAME_AUSTRIAN :Österreichisch ++STR_GAME_OPTIONS_TOWN_NAME_ROMANIAN :Rumänisch ++STR_GAME_OPTIONS_TOWN_NAME_CZECH :Tschechisch ++STR_GAME_OPTIONS_TOWN_NAME_SWISS :Schweizerisch ++STR_GAME_OPTIONS_TOWN_NAME_DANISH :Dänisch ++STR_GAME_OPTIONS_TOWN_NAME_TURKISH :Türkisch ++STR_GAME_OPTIONS_TOWN_NAME_ITALIAN :Italienisch ++STR_GAME_OPTIONS_TOWN_NAME_CATALAN :Katalanisch ++############ end of townname region ++ ++STR_GAME_OPTIONS_AUTOSAVE_FRAME :{BLACK}Autosicherung ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_TOOLTIP :{BLACK}Abstand zwischen den automatischen Spielesicherungen wählen ++ ++############ start of autosave dropdown ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_OFF :Aus ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_EVERY_1_MONTH :Jeden Monat ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_EVERY_3_MONTHS :Alle 3 Monate ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_EVERY_6_MONTHS :Alle 6 Monate ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_EVERY_12_MONTHS :Alle 12 Monate ++############ end of autosave dropdown ++ ++STR_GAME_OPTIONS_LANGUAGE :{BLACK}Sprache ++STR_GAME_OPTIONS_LANGUAGE_TOOLTIP :{BLACK}Sprache für die Spieloberfläche auswählen ++ ++STR_GAME_OPTIONS_FULLSCREEN :{BLACK}Vollbild ++STR_GAME_OPTIONS_FULLSCREEN_TOOLTIP :{BLACK}OpenTTD im Vollbildmodus spielen ++ ++STR_GAME_OPTIONS_RESOLUTION :{BLACK}Bildschirmauflösung ++STR_GAME_OPTIONS_RESOLUTION_TOOLTIP :{BLACK}Bildschirmauflösung auswählen ++STR_GAME_OPTIONS_RESOLUTION_OTHER :Andere ++ ++STR_GAME_OPTIONS_GUI_ZOOM_FRAME :{BLACK}Größe der Bedienelemente ++STR_GAME_OPTIONS_GUI_ZOOM_DROPDOWN_TOOLTIP :{BLACK}Wähle die Größe der Bedienelemente ++ ++STR_GAME_OPTIONS_GUI_ZOOM_DROPDOWN_NORMAL :Normal ++STR_GAME_OPTIONS_GUI_ZOOM_DROPDOWN_2X_ZOOM :Doppelt ++STR_GAME_OPTIONS_GUI_ZOOM_DROPDOWN_4X_ZOOM :Vierfach ++ ++STR_GAME_OPTIONS_BASE_GRF :{BLACK}Basisgrafiken ++STR_GAME_OPTIONS_BASE_GRF_TOOLTIP :{BLACK}Zu benutzendes Set an Basisgrafiken auswählen ++STR_GAME_OPTIONS_BASE_GRF_STATUS :{RED}{NUM} fehlende/fehlerhafte Datei{P "" en} ++STR_GAME_OPTIONS_BASE_GRF_DESCRIPTION_TOOLTIP :{BLACK}Zusatzinformationen zu den Basisgrafiken ++ ++STR_GAME_OPTIONS_BASE_SFX :{BLACK}Basissounds ++STR_GAME_OPTIONS_BASE_SFX_TOOLTIP :{BLACK}Basissounds auswählen ++STR_GAME_OPTIONS_BASE_SFX_DESCRIPTION_TOOLTIP :{BLACK}Zusatzinformationen zu den Basissounds ++ ++STR_GAME_OPTIONS_BASE_MUSIC :{BLACK}Musikset ++STR_GAME_OPTIONS_BASE_MUSIC_TOOLTIP :{BLACK}Ein Musikset auswählen ++STR_GAME_OPTIONS_BASE_MUSIC_STATUS :{RED}{NUM} fehlerhafte Datei{P "" en} ++STR_GAME_OPTIONS_BASE_MUSIC_DESCRIPTION_TOOLTIP :{BLACK}Zusätzliche Informationen über das Musikset ++ ++STR_ERROR_RESOLUTION_LIST_FAILED :{WHITE}Eine Liste unterstützter Auflösungen konnte nicht ermittelt werden ++STR_ERROR_FULLSCREEN_FAILED :{WHITE}Vollbildmodus nicht möglich ++ ++# Custom currency window ++ ++STR_CURRENCY_WINDOW :{WHITE}Eigene Währung ++STR_CURRENCY_EXCHANGE_RATE :{LTBLUE}Wechselkurs: {ORANGE}{CURRENCY_LONG} = £ {COMMA} ++STR_CURRENCY_DECREASE_EXCHANGE_RATE_TOOLTIP :{BLACK}Eigene Währung gegenüber dem Pfund (£) verteuern ++STR_CURRENCY_INCREASE_EXCHANGE_RATE_TOOLTIP :{BLACK}Eigene Währung gegenüber dem Pfund (£) verbilligen ++STR_CURRENCY_SET_EXCHANGE_RATE_TOOLTIP :{BLACK}Umrechnungskurs der eigenen Währung gegenüber dem Pfund (£) festlegen ++ ++STR_CURRENCY_SEPARATOR :{LTBLUE}Trennsymbol: {ORANGE}{STRING} ++STR_CURRENCY_SET_CUSTOM_CURRENCY_SEPARATOR_TOOLTIP :{BLACK}Das Tausender-Trennzeichen für die eigene Währung festlegen ++ ++STR_CURRENCY_PREFIX :{LTBLUE}Präfix: {ORANGE}{STRING} ++STR_CURRENCY_SET_CUSTOM_CURRENCY_PREFIX_TOOLTIP :{BLACK}Das Zeichen für die eigene Währung festlegen (Prefix) ++STR_CURRENCY_SUFFIX :{LTBLUE}Suffix: {ORANGE}{STRING} ++STR_CURRENCY_SET_CUSTOM_CURRENCY_SUFFIX_TOOLTIP :{BLACK}Das Zeichen für die Eigene Währung setzen (Suffix) ++ ++STR_CURRENCY_SWITCH_TO_EURO :{LTBLUE}Umstellung auf Euro: {ORANGE}{NUM} ++STR_CURRENCY_SWITCH_TO_EURO_NEVER :{LTBLUE}Umstellung auf Euro: {ORANGE}nie ++STR_CURRENCY_SET_CUSTOM_CURRENCY_TO_EURO_TOOLTIP :{BLACK}Einführungsjahr des Euros festlegen ++STR_CURRENCY_DECREASE_CUSTOM_CURRENCY_TO_EURO_TOOLTIP :{BLACK}Früher den Euro einführen ++STR_CURRENCY_INCREASE_CUSTOM_CURRENCY_TO_EURO_TOOLTIP :{BLACK}Später den Euro einführen ++ ++STR_CURRENCY_PREVIEW :{LTBLUE}Vorschau: {ORANGE}{CURRENCY_LONG} ++STR_CURRENCY_CUSTOM_CURRENCY_PREVIEW_TOOLTIP :{BLACK}10000 Pfund (£) in der eigenen Währung ++STR_CURRENCY_CHANGE_PARAMETER :{BLACK}Parameter für eigene Währung ändern ++ ++STR_DIFFICULTY_LEVEL_SETTING_MAXIMUM_NO_COMPETITORS :{LTBLUE}Max. Mitbewerber-Zahl: {ORANGE}{COMMA} ++ ++STR_NONE :Keine ++STR_FUNDING_ONLY :Nur durch Spieler ++STR_MINIMAL :Minimal ++STR_NUM_VERY_LOW :Sehr niedrig ++STR_NUM_LOW :Niedrig ++STR_NUM_NORMAL :Normal ++STR_NUM_HIGH :Hoch ++STR_NUM_CUSTOM :Eigene ++STR_NUM_CUSTOM_NUMBER :Individuell ({NUM}) ++ ++STR_VARIETY_NONE :Minimal ++STR_VARIETY_VERY_LOW :Sehr klein ++STR_VARIETY_LOW :Klein ++STR_VARIETY_MEDIUM :Mittel ++STR_VARIETY_HIGH :Groß ++STR_VARIETY_VERY_HIGH :Sehr groß ++ ++STR_AI_SPEED_VERY_SLOW :Sehr langsam ++STR_AI_SPEED_SLOW :Langsam ++STR_AI_SPEED_MEDIUM :Mittel ++STR_AI_SPEED_FAST :Schnell ++STR_AI_SPEED_VERY_FAST :Sehr schnell ++ ++STR_SEA_LEVEL_VERY_LOW :Sehr niedrig ++STR_SEA_LEVEL_LOW :Niedrig ++STR_SEA_LEVEL_MEDIUM :Mittel ++STR_SEA_LEVEL_HIGH :Hoch ++STR_SEA_LEVEL_CUSTOM :Individuell ++STR_SEA_LEVEL_CUSTOM_PERCENTAGE :Individuell ({NUM}%) ++ ++STR_RIVERS_NONE :Keine ++STR_RIVERS_FEW :Wenige ++STR_RIVERS_MODERATE :einige ++STR_RIVERS_LOT :Viele ++ ++STR_DISASTER_NONE :Keine ++STR_DISASTER_REDUCED :Verringert ++STR_DISASTER_NORMAL :Normal ++ ++STR_SUBSIDY_X1_5 :x1,5 ++STR_SUBSIDY_X2 :x2 ++STR_SUBSIDY_X3 :x3 ++STR_SUBSIDY_X4 :x4 ++ ++STR_TERRAIN_TYPE_VERY_FLAT :Sehr flach ++STR_TERRAIN_TYPE_FLAT :Flach ++STR_TERRAIN_TYPE_HILLY :Hügelig ++STR_TERRAIN_TYPE_MOUNTAINOUS :Bergig ++STR_TERRAIN_TYPE_ALPINIST :Alpin ++ ++STR_CITY_APPROVAL_PERMISSIVE :Hoch ++STR_CITY_APPROVAL_TOLERANT :Mäßig ++STR_CITY_APPROVAL_HOSTILE :Gering ++ ++STR_WARNING_NO_SUITABLE_AI :{WHITE}Keine KI gefunden...{}Verschiedene KI sind via 'Erweiterungen herunterladen' verfügbar ++ ++# Settings tree window ++STR_CONFIG_SETTING_TREE_CAPTION :{WHITE}Einstellungen ++STR_CONFIG_SETTING_FILTER_TITLE :{BLACK}Suchtext: ++STR_CONFIG_SETTING_EXPAND_ALL :{BLACK}Alles ausklappen ++STR_CONFIG_SETTING_COLLAPSE_ALL :{BLACK}Alles einklappen ++STR_CONFIG_SETTING_NO_EXPLANATION_AVAILABLE_HELPTEXT :(keine Erklärung verfügbar) ++STR_CONFIG_SETTING_DEFAULT_VALUE :{LTBLUE}Standardwert: {ORANGE}{STRING} ++STR_CONFIG_SETTING_TYPE :{LTBLUE}Art der Einstellung: {ORANGE}{STRING} ++STR_CONFIG_SETTING_TYPE_CLIENT :Nutzer-Einstellung (nicht in Spielständen gespeichert; beeinflußt alle Spiele) ++STR_CONFIG_SETTING_TYPE_GAME_MENU :Karten-Einstellung (in Spielständen gespeichert; beeinflußt nur neue Spiele) ++STR_CONFIG_SETTING_TYPE_GAME_INGAME :Karten-Einstellung (im Spielstand gespeichert; beeinflußt nur aktuelles Spiel) ++STR_CONFIG_SETTING_TYPE_COMPANY_MENU :Firmen-Einstellung (in Spielständen gespeichert; beeinflußt nur neue Spiele) ++STR_CONFIG_SETTING_TYPE_COMPANY_INGAME :Firmen-Einstellung (im Spielstand gespeichert; beeinflußt nur aktuelle Firma) ++ ++STR_CONFIG_SETTING_RESTRICT_CATEGORY :{BLACK}Kategorie: ++STR_CONFIG_SETTING_RESTRICT_TYPE :{BLACK}Art: ++STR_CONFIG_SETTING_RESTRICT_DROPDOWN_HELPTEXT :{BLACK}Vordefinierte Filter auf die untenstehende Liste anwenden ++STR_CONFIG_SETTING_RESTRICT_BASIC :Grundlegend (Zeigt nur die wichtigsten Einstellungen) ++STR_CONFIG_SETTING_RESTRICT_ADVANCED :Erweitert (Zeigt die meisten Einstellungen) ++STR_CONFIG_SETTING_RESTRICT_ALL :Alle (Zeigt alle Einstellungen, auch die abwegigen) ++STR_CONFIG_SETTING_RESTRICT_CHANGED_AGAINST_DEFAULT :Einstellungen mit Werten verschieden von OpenTTDs Standardwerten ++STR_CONFIG_SETTING_RESTRICT_CHANGED_AGAINST_NEW :Einstellungen mit einem Wert verschieden von den eigenen Einstellungen für neue Spiele ++ ++STR_CONFIG_SETTING_TYPE_DROPDOWN_HELPTEXT :{BLACK}Schränkt die Liste auf bestimme Einstellungs-Typen ein ++STR_CONFIG_SETTING_TYPE_DROPDOWN_ALL :Alle Einstellungen ++STR_CONFIG_SETTING_TYPE_DROPDOWN_CLIENT :Nutzer-Einstellungen (nicht in Spielständen gespeichert; beeinflußt alle Spiele) ++STR_CONFIG_SETTING_TYPE_DROPDOWN_GAME_MENU :Spiel-spezifische Einstellungen (im Spielstand gespeichert; beeinflußt nur neue Spiele) ++STR_CONFIG_SETTING_TYPE_DROPDOWN_GAME_INGAME :Spiel-spezifische Einstellungen (im Spielstand gespeichert; beeinflußt nur aktuelles Spiel) ++STR_CONFIG_SETTING_TYPE_DROPDOWN_COMPANY_MENU :Firmeneinstellungen (im Spielstand gesichert; beeinflußt nur neue Spiele) ++STR_CONFIG_SETTING_TYPE_DROPDOWN_COMPANY_INGAME :Firmeneinstellungen (im Spielstand gesichert; beeinflußt nur die aktuelle Firma) ++STR_CONFIG_SETTING_CATEGORY_HIDES :{BLACK}Um alle Suchergebnisse anzuzeigen, setze{}{SILVER}Kategorie {BLACK}auf {WHITE}{STRING} ++STR_CONFIG_SETTING_TYPE_HIDES :{BLACK}Um alle Suchergebnisse anzuzeigen, setze{}{SILVER}Typ {BLACK}auf {WHITE}Alle Arten von Einstellungen ++STR_CONFIG_SETTING_CATEGORY_AND_TYPE_HIDES :{BLACK}Zeige alle Suchergebnisse an indem{}{SILVER}Kategorie {BLACK}auf {WHITE}{STRING} {BLACK}und {SILVER}Art {BLACK}auf {WHITE}Alle Arten von Einstellungen ++STR_CONFIG_SETTINGS_NONE :{WHITE}- Keine - ++ ++STR_CONFIG_SETTING_OFF :Aus ++STR_CONFIG_SETTING_ON :An ++STR_CONFIG_SETTING_DISABLED :ausgeschaltet ++ ++STR_CONFIG_SETTING_COMPANIES_OFF :Aus ++STR_CONFIG_SETTING_COMPANIES_OWN :Eigene Firma ++STR_CONFIG_SETTING_COMPANIES_ALL :Alle Firmen ++ ++STR_CONFIG_SETTING_NONE :Keine ++STR_CONFIG_SETTING_ORIGINAL :Original ++STR_CONFIG_SETTING_REALISTIC :Realistisch ++ ++STR_CONFIG_SETTING_HORIZONTAL_POS_LEFT :Links ++STR_CONFIG_SETTING_HORIZONTAL_POS_CENTER :Mitte ++STR_CONFIG_SETTING_HORIZONTAL_POS_RIGHT :Rechts ++ ++STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN :Kreditlimit bei Spielbeginn: {STRING} ++STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN_HELPTEXT :Maximaler Kredit für eine Firma (ohne Berücksichtigung der Inflation) ++STR_CONFIG_SETTING_INTEREST_RATE :Zinssatz: {STRING} ++STR_CONFIG_SETTING_INTEREST_RATE_HELPTEXT :Zinssatz für Kredite; beeinflußt auch die Inflation, falls aktiv ++STR_CONFIG_SETTING_RUNNING_COSTS :Betriebskosten: {STRING} ++STR_CONFIG_SETTING_RUNNING_COSTS_HELPTEXT :Stellt die Höhe der Unterhalts- und Betriebskosten für Fahrzeuge und Infrastruktur ein ++STR_CONFIG_SETTING_CONSTRUCTION_SPEED :Baugeschwindigkeit: {STRING} ++STR_CONFIG_SETTING_CONSTRUCTION_SPEED_HELPTEXT :Begrenzt der eingestellten Baugeschwindigkeit entsprechend die Anzahl der Bau-Aktionen der KIs ++STR_CONFIG_SETTING_VEHICLE_BREAKDOWNS :Fahrzeugpannen: {STRING} ++STR_CONFIG_SETTING_VEHICLE_BREAKDOWNS_HELPTEXT :Einstellen wie oft unzureichend gewartete Fahrzeuge Pannen haben können ++STR_CONFIG_SETTING_SUBSIDY_MULTIPLIER :Subventions-Multiplikator: {STRING} ++STR_CONFIG_SETTING_SUBSIDY_MULTIPLIER_HELPTEXT :Einstellen, wieviel für subventionierte Verbindungen gezahlt wird ++STR_CONFIG_SETTING_CONSTRUCTION_COSTS :Baukosten: {STRING} ++STR_CONFIG_SETTING_CONSTRUCTION_COSTS_HELPTEXT :Höhe der Bau- und Einkaufskosten festlegen ++STR_CONFIG_SETTING_RECESSIONS :Rezessionen: {STRING} ++STR_CONFIG_SETTING_RECESSIONS_HELPTEXT :Falls aktiv, können Rezessionen im Abstand von einigen Jahre auftreten. Während einer Rezession ist die Produktion aller Industrien viel niedriger (und kehrt zum Ende der Rezession zum gleichen Level zurück wie vor der Rezession) ++STR_CONFIG_SETTING_TRAIN_REVERSING :Zügen das Umdrehen in Bahnhöfen verbieten: {STRING} ++STR_CONFIG_SETTING_TRAIN_REVERSING_HELPTEXT :Falls aktiv, werden Züge in Durchgangsbahnhöfen nicht umdrehen, auch wenn ein kürzerer Pfad zum nächsten Zielbahnhof mittels Umdrehen verfügbar ist ++STR_CONFIG_SETTING_DISASTERS :Katastrophen: {STRING} ++STR_CONFIG_SETTING_DISASTERS_HELPTEXT :Ein- oder Ausschalten von Katastrophen, durch die gelegentlich Fahrzeuge oder Infrastruktur blockiert oder zerstört werden können ++STR_CONFIG_SETTING_CITY_APPROVAL :Toleranz der Stadtverwaltung gegenüber Landschaftsumgestaltungen: {STRING} ++STR_CONFIG_SETTING_CITY_APPROVAL_HELPTEXT :Auswählen, wie stark Lärm und Umweltschäden die Stadtbewertung einer Firma sinken lassen. Bei einer zu schlechten Bewertung werden dann in dieser Stadt keine Bauvorhaben mehr genehmigt ++ ++STR_CONFIG_SETTING_MAX_HEIGHTLEVEL :Maximale Höhe auf der Karte: {STRING} ++STR_CONFIG_SETTING_MAX_HEIGHTLEVEL_HELPTEXT :Setze die maximal erlaubte Höhe für Berge auf der Karte ++STR_CONFIG_SETTING_TOO_HIGH_MOUNTAIN :{WHITE}Die maximale Höhe der Karte kann nicht auf diesen Wert gesetzt werden. Mindestens ein Berg auf der Karte ist höher. ++STR_CONFIG_SETTING_AUTOSLOPE :Landschaftsbau unter Gebäuden, Gleisen, usw. erlauben: {STRING} ++STR_CONFIG_SETTING_AUTOSLOPE_HELPTEXT :Erlaube Erdbauarbeiten unter Gebäuden oder Infrastruktur ohne sie zu entfernen ++STR_CONFIG_SETTING_CATCHMENT :Verschiedene Stationstypen haben unterschiedlich große Einzugsgebiete: {STRING} ++STR_CONFIG_SETTING_CATCHMENT_HELPTEXT :Wird diese Option eingeschaltet, besitzen unterschiedliche Stationsarten bzw. Flughäfen unterschiedlich große Einzugsgebiete ++STR_CONFIG_SETTING_EXTRADYNAMITE :Entfernung von weiteren Straßen, Brücken usw. erlauben: {STRING} ++STR_CONFIG_SETTING_EXTRADYNAMITE_HELPTEXT :Erlaubt einfacheres Entfernen von städtischer Infrastruktur und Gebäuden ++STR_CONFIG_SETTING_TRAIN_LENGTH :Maximale Zuglänge: {STRING} ++STR_CONFIG_SETTING_TRAIN_LENGTH_HELPTEXT :Festlegen der maximalen Zuglänge ++STR_CONFIG_SETTING_TILE_LENGTH :{COMMA} Feld{P 0 "" er} ++STR_CONFIG_SETTING_SMOKE_AMOUNT :Menge an Rauch/Funken von Fahrzeugen: {STRING} ++STR_CONFIG_SETTING_SMOKE_AMOUNT_HELPTEXT :Lege fest, wieviel Rauch und wieviele Funken von Fahrzeugen erzeugt werden ++STR_CONFIG_SETTING_TRAIN_ACCELERATION_MODEL :Beschleunigungsmodell für Züge: {STRING} ++STR_CONFIG_SETTING_TRAIN_ACCELERATION_MODEL_HELPTEXT :Wähle das physikalische Modell für die Beschleunigung von Zügen. Im Modell 'Original' hat die Fahrzeugart keinen Einfluss auf das Verhalten bei Steigungen. Im Modell 'Realistisch' wirken sich dagegen bestimmte Fahrzeugwerte (z.B. Länge des Zuges, Zugkraft) auf das Verhalten des Zuges bei Steigungen aus ++STR_CONFIG_SETTING_ROAD_VEHICLE_ACCELERATION_MODEL :Beschleunigungsmodell für Straßenfahrzeuge: {STRING} ++STR_CONFIG_SETTING_ROAD_VEHICLE_ACCELERATION_MODEL_HELPTEXT :Wähle das physikalische Modell für die Beschleunigung von Straßenfahrzeugen. Im Modell 'Original' hat die Fahrzeugart keinen Einfluss auf das Verhalten bei Steigungen. Im Modell 'Realistisch' wirken sich dagegen bestimmte Leistungswerte (z.B. Zugkraft) auf das Verhalten des Fahrzeuges bei Steigungen aus ++STR_CONFIG_SETTING_TRAIN_SLOPE_STEEPNESS :Steigung für Züge: {STRING} ++STR_CONFIG_SETTING_TRAIN_SLOPE_STEEPNESS_HELPTEXT :Der Steigungsgrad, der für eine bergauf bzw. bergab verlaufende Gleisstrecke simuliert wird. Höhere Werte machen es für Züge schwieriger, die Steigung zu überwinden ++STR_CONFIG_SETTING_PERCENTAGE :{COMMA}% ++STR_CONFIG_SETTING_ROAD_VEHICLE_SLOPE_STEEPNESS :Steigung für Straßenfahrzeuge: {STRING} ++STR_CONFIG_SETTING_ROAD_VEHICLE_SLOPE_STEEPNESS_HELPTEXT :Der Steigungsgrad, der für einen bergauf bzw. bergab verlaufenden Straßenabschnitt simuliert wird. Höhere Werte machen es für Straßenfahrzeuge schwieriger, die Steigung zu überwinden ++STR_CONFIG_SETTING_FORBID_90_DEG :Zügen und Schiffen 90°-Kurven verbieten: {STRING} ++STR_CONFIG_SETTING_FORBID_90_DEG_HELPTEXT :90-Grad-Kurven entstehen, wenn horizontale Streckenabschnitte unmittelbar auf vertikale Strecken im angrenzenden Feld folgen, so dass der Zug an Stelle der üblichen 45° um eine 90°-Kurve fahren muss. Dies bezieht sich auch auf den Wenderadius von Schiffen ++STR_CONFIG_SETTING_DISTANT_JOIN_STATIONS :Erlaube, nicht direkt benachbarte Stationen zu verbinden: {STRING} ++STR_CONFIG_SETTING_DISTANT_JOIN_STATIONS_HELPTEXT :Erlaube den Bau von Stationsteilen, die nicht unmittelbar an andere Stationsfelder angrenzen. Nutze Strg+Klick, um diese mit einer existierenden Station zu verbinden. ++STR_CONFIG_SETTING_INFLATION :Inflation: {STRING} ++STR_CONFIG_SETTING_INFLATION_HELPTEXT :Inflation einschalten. Beim Spielen mit Inflation steigen die Kosten geringfügig schneller als die Transporteinnahmen ++STR_CONFIG_SETTING_MAX_BRIDGE_LENGTH :Maximallänge für Brücken: {STRING} ++STR_CONFIG_SETTING_MAX_BRIDGE_LENGTH_HELPTEXT :Maximale Länge für Brücken ++STR_CONFIG_SETTING_MAX_BRIDGE_HEIGHT :Maximale Brückenhöhe: {STRING} ++STR_CONFIG_SETTING_MAX_BRIDGE_HEIGHT_HELPTEXT :Maximale Brückenhöhe ++STR_CONFIG_SETTING_MAX_TUNNEL_LENGTH :Maximallänge für Tunnel: {STRING} ++STR_CONFIG_SETTING_MAX_TUNNEL_LENGTH_HELPTEXT :Maximale Länge für Tunnel ++STR_CONFIG_SETTING_RAW_INDUSTRY_CONSTRUCTION_METHOD :Manueller Bau von Rohstoffindustrien: {STRING} ++STR_CONFIG_SETTING_RAW_INDUSTRY_CONSTRUCTION_METHOD_HELPTEXT :Methode, um Primärindustrien zu gründen. 'Nicht erlaubt' meint, dass es gar nicht möglich ist, sie zu finanzieren, 'Durch Prospektieren', dass der Ort der gewünschten Industrie zufällig gewählt wird und auch scheitern kann und 'Wie andere Industrien', dass sie wie produzierende Industrien an jeder gewünschten und für die Industrie zulässigen Stelle gegründet werden können ++STR_CONFIG_SETTING_RAW_INDUSTRY_CONSTRUCTION_METHOD_NONE :Nicht erlaubt ++STR_CONFIG_SETTING_RAW_INDUSTRY_CONSTRUCTION_METHOD_NORMAL :Wie andere Industrien ++STR_CONFIG_SETTING_RAW_INDUSTRY_CONSTRUCTION_METHOD_PROSPECTING :Durch Prospektion ++STR_CONFIG_SETTING_INDUSTRY_PLATFORM :Flaches Gelände um Industrien: {STRING} ++STR_CONFIG_SETTING_INDUSTRY_PLATFORM_HELPTEXT :Anzahl ebener Felder um eine Industrie herum. Diese Einstellung stellt sicher, dass dieser Platz verfügbar bleibt, um um die Industrie Straßen, Haltestellen, o.Ä. bauen zu können. ++STR_CONFIG_SETTING_MULTIPINDTOWN :Mehrere gleichartige Industrien pro Stadt erlauben: {STRING} ++STR_CONFIG_SETTING_MULTIPINDTOWN_HELPTEXT :Erlaube den Bau mehrerer gleichartiger Industrien pro Stadt. Normalerweise erlauben Städte nur den Bau einer Industrie pro Industrietyp in ihrem Einflussbereich ++STR_CONFIG_SETTING_SIGNALSIDE :Zeige Signale: {STRING} ++STR_CONFIG_SETTING_SIGNALSIDE_HELPTEXT :Lege die Gleisseite fest, auf der Signale angezeigt werden ++STR_CONFIG_SETTING_SIGNALSIDE_LEFT :Auf der linken Seite ++STR_CONFIG_SETTING_SIGNALSIDE_DRIVING_SIDE :Auf der Straßenverkehrsseite ++STR_CONFIG_SETTING_SIGNALSIDE_RIGHT :Auf der rechten Seite ++STR_CONFIG_SETTING_SHOWFINANCES :Zeige Firmenfinanzen am Ende des Jahres: {STRING} ++STR_CONFIG_SETTING_SHOWFINANCES_HELPTEXT :Blende am Ende jedes Jahres automatisch die Einkommensübersicht des Unternehmes ein, um eine schnelle Übersicht über den finanziellen Status zu bekommen ++STR_CONFIG_SETTING_NONSTOP_BY_DEFAULT :Aufträge standardmäßig ohne Zwischenhalt anfahren: {STRING} ++STR_CONFIG_SETTING_NONSTOP_BY_DEFAULT_HELPTEXT :Normalerweise hält ein Fahrzeug an jeder Station, die es passiert. Wird diese Einstellung aktiviert, hält das Fahrzeug nur an den Stationen, die explizit in den Aufträgen angeführt sind. Bedenke, dass dieses nur das Standard-Verhalten für neue Aufträge beschreibt. Einzelne Aufträge können explizit auf jedes gewünschte Verhalten geändert werden ++STR_CONFIG_SETTING_STOP_LOCATION :Neue Aufträge: Zug hält standardmäßig {STRING} des Bahnsteigs ++STR_CONFIG_SETTING_STOP_LOCATION_HELPTEXT :Die Position, an der Züge standardmäßig am Bahnsteig anhalten. Bei 'am Anfang' hält der Zug an, sobald er mit allen Waggons in den Bahnhof eingefahren ist. Bei 'in der Mitte' hält er zentral in der Mitte des Bahnsteigs und bei 'am Ende' durchfährt der Zug den Bahnhof soweit wie möglich. Die hier gewählte Einstellung wird bei allen neu erstellten Aufträgen verwendet. Bei bestehenden Aufträgen kann der Haltepunkt jederzeit im Auftragsfenster verändert werden. ++STR_CONFIG_SETTING_STOP_LOCATION_NEAR_END :am Anfang ++STR_CONFIG_SETTING_STOP_LOCATION_MIDDLE :in der Mitte ++STR_CONFIG_SETTING_STOP_LOCATION_FAR_END :am Ende ++STR_CONFIG_SETTING_AUTOSCROLL :Spielfeld scrollen, wenn die Maus am Bildrand anstößt: {STRING} ++STR_CONFIG_SETTING_AUTOSCROLL_HELPTEXT :Falls aktiv wird der Kartenausschnit scrollen, wenn die Maus nahe dem Fensterrand ist ++STR_CONFIG_SETTING_AUTOSCROLL_DISABLED :Ausgeschaltet ++STR_CONFIG_SETTING_AUTOSCROLL_MAIN_VIEWPORT_FULLSCREEN :Hauptfenster, nur bei Vollbildschirm ++STR_CONFIG_SETTING_AUTOSCROLL_MAIN_VIEWPORT :Hauptfenster ++STR_CONFIG_SETTING_AUTOSCROLL_EVERY_VIEWPORT :Jede Ansicht ++STR_CONFIG_SETTING_BRIBE :Bestechen der Stadtverwaltung erlauben: {STRING} ++STR_CONFIG_SETTING_BRIBE_HELPTEXT :Firmen das Bestechen von lokalen Behörden erlauben. Wenn die Bestechung von einem Staatsanwalt bemerkt wird, wird die Firma für die nächsten sechs Monate in der Stadt keine weiteren Aktionen starten können. ++STR_CONFIG_SETTING_ALLOW_EXCLUSIVE :Den Erwerb exklusiver Transportrechte erlauben: {STRING} ++STR_CONFIG_SETTING_ALLOW_EXCLUSIVE_HELPTEXT :Wenn eine Firma exklusive Transportrechte in einer Stadt kauft, wird ein Jahr lang keine Fracht an Stationen von Mitbewerbern im Stadtgebiet geliefert ++STR_CONFIG_SETTING_ALLOW_FUND_BUILDINGS :Finanzieren von Gebäuden erlauben: {STRING} ++STR_CONFIG_SETTING_ALLOW_FUND_BUILDINGS_HELPTEXT :Erlaubt Firmen, der Stadtverwaltung Geld für das Errichten neuer Häuser zur Verfügung zu stellen ++STR_CONFIG_SETTING_ALLOW_FUND_ROAD :Finanzierung von Straßenbauarbeiten erlauben: {STRING} ++STR_CONFIG_SETTING_ALLOW_FUND_ROAD_HELPTEXT :Erlaube Firmen, der Stadtverwaltung Geld für den Straßenbau zur Verfügung zu stellen und so insbesondere gegnerische Straßenfahrzeuge durch Staus zu blockieren ++STR_CONFIG_SETTING_ALLOW_GIVE_MONEY :Schenken von Geld an andere Firmen erlauben: {STRING} ++STR_CONFIG_SETTING_ALLOW_GIVE_MONEY_HELPTEXT :Erlaube, im Mehrspielermodus Geld zwischen Firmen zu transferieren ++STR_CONFIG_SETTING_FREIGHT_TRAINS :Frachtgewicht erhöhen, um schwere Züge zu simulieren: {STRING} ++STR_CONFIG_SETTING_FREIGHT_TRAINS_HELPTEXT :Setze den Einfluss von Güterladungen auf Züge. Höhere Werte machen Frachttransport für Züge anspruchsvoller, insbesondere auf Steigungen ++STR_CONFIG_SETTING_PLANE_SPEED :Geschwindigkeitsfaktor für Flugzeuge: {STRING} ++STR_CONFIG_SETTING_PLANE_SPEED_HELPTEXT :Setze die Geschwindigkeit von Luftfahrzeugen relativ zu anderen Fahrzeugtypen, um das Einkommen von Luftfahrzeugen zu reduzieren ++STR_CONFIG_SETTING_PLANE_SPEED_VALUE :1/{COMMA} ++STR_CONFIG_SETTING_PLANE_CRASHES :Anzahl Flugzeugabstürze: {STRING} ++STR_CONFIG_SETTING_PLANE_CRASHES_HELPTEXT :Stellt die Wahrscheinlichkeit für Flugzeugunglücke ein ++STR_CONFIG_SETTING_PLANE_CRASHES_NONE :Keine ++STR_CONFIG_SETTING_PLANE_CRASHES_REDUCED :Verringert ++STR_CONFIG_SETTING_PLANE_CRASHES_NORMAL :Normal ++STR_CONFIG_SETTING_STOP_ON_TOWN_ROAD :Bus- und Lkw-Haltestellen auf städtischen Straßen erlauben: {STRING} ++STR_CONFIG_SETTING_STOP_ON_TOWN_ROAD_HELPTEXT :Erlaubt die Errichtung von Bus- und Lkw-Haltestellen auf städtischen Straßen ++STR_CONFIG_SETTING_STOP_ON_COMPETITOR_ROAD :Bus- und Lkw-Haltestellen auf Straßen von Mitbewerbern erlauben: {STRING} ++STR_CONFIG_SETTING_STOP_ON_COMPETITOR_ROAD_HELPTEXT :Erlaube die Errichtung von Bus- und Lkw-Haltestellen auf Straßen, die Mitbewerbern gehören ++STR_CONFIG_SETTING_DYNAMIC_ENGINES_EXISTING_VEHICLES :{WHITE}Diese Einstellung kann nicht geändert werden solange Fahrzeuge im Spiel sind ++STR_CONFIG_SETTING_INFRASTRUCTURE_MAINTENANCE :Instandhaltung der Infrastruktur: {STRING} ++STR_CONFIG_SETTING_INFRASTRUCTURE_MAINTENANCE_HELPTEXT :Unterhaltskosten für Infrastruktur einschalten. Die Unterhaltskosten wachsen mit zunehmender Netzwerkgröße überproportional an, so dass sie größere Firmen stärker belasten als kleinere ++ ++STR_CONFIG_SETTING_NEVER_EXPIRE_AIRPORTS :Flughäfen veralten nie: {STRING} ++STR_CONFIG_SETTING_NEVER_EXPIRE_AIRPORTS_HELPTEXT :Wird diese Option aktiviert, können Flughäfen, die einmal eingeführt wurden, das ganze Spiel über gebaut werden und veralten nie ++ ++STR_CONFIG_SETTING_WARN_LOST_VEHICLE :Warnen, wenn Fahrzeug sich verirrt hat: {STRING} ++STR_CONFIG_SETTING_WARN_LOST_VEHICLE_HELPTEXT :Eine Nachricht einblenden, wenn Fahrzeuge ihr Ziel nicht erreichen können oder keinen Weg dorthin finden ++STR_CONFIG_SETTING_ORDER_REVIEW :Fahrpläne prüfen: {STRING} ++STR_CONFIG_SETTING_ORDER_REVIEW_HELPTEXT :Überprüfe die Aufträge von Fahrzeugen regelmäßig und zeige Nachrichten, wenn Probleme entdeckt werden ++STR_CONFIG_SETTING_ORDER_REVIEW_OFF :Nein ++STR_CONFIG_SETTING_ORDER_REVIEW_EXDEPOT :Ja, außer gestoppte Fahrzeuge ++STR_CONFIG_SETTING_ORDER_REVIEW_ON :Für alle Fahrzeuge ++STR_CONFIG_SETTING_WARN_INCOME_LESS :Warnen, wenn Einnahmen eines Fahrzeuges negativ sind: {STRING} ++STR_CONFIG_SETTING_WARN_INCOME_LESS_HELPTEXT :Zeige Nachrichten, wenn ein Fahrzeug im letzten Kalenderjahr keinen Gewinn erwirtschaftet hat ++STR_CONFIG_SETTING_NEVER_EXPIRE_VEHICLES :Fahrzeuge veralten nie: {STRING} ++STR_CONFIG_SETTING_NEVER_EXPIRE_VEHICLES_HELPTEXT :Erlaube, dass Fahrzeuge nach ihrem Einführungsdatum ewig verfügbar bleiben ++STR_CONFIG_SETTING_AUTORENEW_VEHICLE :Fahrzeuge automatisch erneuern, wenn sie alt werden: {STRING} ++STR_CONFIG_SETTING_AUTORENEW_VEHICLE_HELPTEXT :Erneuere Fahrzeuge automatisch gemäß der Regeln für Erneuerung, wenn sie ihr Maximalalter erreicht haben. ++STR_CONFIG_SETTING_AUTORENEW_MONTHS :Automatisches Erneuern, wenn das Fahrzeug {STRING} dem Maximalalter ++STR_CONFIG_SETTING_AUTORENEW_MONTHS_HELPTEXT :Berücksichtige das relative Alter für automatisches Erneuern von Fahrzeugen ++STR_CONFIG_SETTING_AUTORENEW_MONTHS_VALUE_BEFORE :{COMMA} Monat{P 0 "" e} vor ++STR_CONFIG_SETTING_AUTORENEW_MONTHS_VALUE_AFTER :{COMMA} Monat{P 0 "" e} über ++STR_CONFIG_SETTING_AUTORENEW_MONEY :Minimaler Kontostand für automatisches Erneuern: {STRING} ++STR_CONFIG_SETTING_AUTORENEW_MONEY_HELPTEXT :Geldbetrag, der nach der automatischen Ersetzung eines Fahrzeuges mindestens noch übrig bleiben muss. Ansonsten findet keine automatische Ersetzung statt ++STR_CONFIG_SETTING_ERRMSG_DURATION :Anzeigedauer für Fehlermeldungen: {STRING} ++STR_CONFIG_SETTING_ERRMSG_DURATION_HELPTEXT :Anzeigedauer für Fehlermeldungen in einem roten Fenster. Bedenke, dass einige (kritische) Fehlermeldungen nicht automatisch nach dieser Dauer geschlossen werden sondern manuell geschlossen werden müssen ++STR_CONFIG_SETTING_ERRMSG_DURATION_VALUE :{COMMA} Sekunde{P 0 "" n} ++STR_CONFIG_SETTING_HOVER_DELAY :Zeige kurzen Hilfetext: {STRING} ++STR_CONFIG_SETTING_HOVER_DELAY_HELPTEXT :Einstellen, wie lange man zum Aufruf von Hilfetexten zur Erklärung der Funktionen im Spiel mit dem Mauszeiger über der gewünschten Stelle stehenbleiben muss. Alternativ werden die Hilfetexte bei einem Rechtsklick sofort angezeigt, wenn dieser Wert auf 0 gesetzt wird. ++STR_CONFIG_SETTING_HOVER_DELAY_VALUE :Nach {COMMA} Millisekunde{P 0 "" n} ++STR_CONFIG_SETTING_HOVER_DELAY_DISABLED :Rechtsklick ++STR_CONFIG_SETTING_POPULATION_IN_LABEL :Zeige die Einwohnerzahl von Städten neben ihrem Namen: {STRING} ++STR_CONFIG_SETTING_POPULATION_IN_LABEL_HELPTEXT :Zeige die Einwohneranzahl neben den Städtenamen auf der Karte an ++STR_CONFIG_SETTING_GRAPH_LINE_THICKNESS :Linienstärke in Diagrammen: {STRING} ++STR_CONFIG_SETTING_GRAPH_LINE_THICKNESS_HELPTEXT :Strichdicke der Linien in Diagrammen. Dünnere Linien sind genauer ablesbar, dickere Linien sind besser sichtbar und erlauben es, Farben leichter zu unterscheiden ++ ++STR_CONFIG_SETTING_LANDSCAPE :Landschaftstyp: {STRING} ++STR_CONFIG_SETTING_LANDSCAPE_HELPTEXT :Landschaftstype definiert grundlegende Spielscenarien in Bezug auf verfügbare Fracht und Wachstumsvoraussetzungen für Städte. NewGRFs und Spielskripte erlauben weitgehendere Kontrolle dieser Parameter ++STR_CONFIG_SETTING_LAND_GENERATOR :Algorithmus zur Landschaftserzeugung: {STRING} ++STR_CONFIG_SETTING_LAND_GENERATOR_HELPTEXT :Der orginale Generator hängt von den verwendeten Basisgrafiken ab und setzt vorgefertigte Landschaftsformen zusammen. terraGenesis ist ein auf Perlinrauschen basierter Generator mit erweiterten Einstellmöglichkeiten ++STR_CONFIG_SETTING_LAND_GENERATOR_ORIGINAL :Original ++STR_CONFIG_SETTING_LAND_GENERATOR_TERRA_GENESIS :TerraGenesis ++STR_CONFIG_SETTING_TERRAIN_TYPE :Landschaftstyp: {STRING} ++STR_CONFIG_SETTING_TERRAIN_TYPE_HELPTEXT :(nur TerraGenesis) Hügeligkeit der Landschaft ++STR_CONFIG_SETTING_INDUSTRY_DENSITY :Industriedichte: {STRING} ++STR_CONFIG_SETTING_INDUSTRY_DENSITY_HELPTEXT :Wähle wieviele Industrien generiert werden sollen und welche Anzahl während des Spiels angestrebt wird zu erhalten ++STR_CONFIG_SETTING_OIL_REF_EDGE_DISTANCE :Maximalabstand vom Kartenrand für Ölraffinerien: {STRING} ++STR_CONFIG_SETTING_OIL_REF_EDGE_DISTANCE_HELPTEXT :Ölraffinerien werden nur in der Nähe des Kartenrands gebaut, bei inselreichen Karten nahe der Küste ++STR_CONFIG_SETTING_SNOWLINE_HEIGHT :Schneegrenze auf: {STRING} ++STR_CONFIG_SETTING_SNOWLINE_HEIGHT_HELPTEXT :Wähle die Höhe der Schneefallgrenze im subarktischen Klima. Schnee beeinflusst auch die Platzierung von Industrien und Voraussetzungen für Städtewachstum ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN :Rauheit des Geländes: {STRING} ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_HELPTEXT :(nur TerraGenesis) Wähle die Häufigkeit von Hügeln: Rollende Landschaften haben wenige, weit verteilte Hügel. Zerklüftete Landschaften haben viele Hügel, was wiederum sich wiederholend aussehen kann ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_VERY_SMOOTH :Sehr eben ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_SMOOTH :Eben ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_ROUGH :zerklüftet ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_VERY_ROUGH :Sehr zerklüftet ++STR_CONFIG_SETTING_VARIETY :Größe der Geländeformen: {STRING} ++STR_CONFIG_SETTING_VARIETY_HELPTEXT :(nur TerraGenesis) Beinflusst, ob die Karte sowohl bergige als auch ebene Gegenden enthält. Weil dieses die Karte nur ebener macht, sollten andere Einstellungen auf bergig gesetzt werden ++STR_CONFIG_SETTING_RIVER_AMOUNT :Anzahl Flüsse: {STRING} ++STR_CONFIG_SETTING_RIVER_AMOUNT_HELPTEXT :Wähle die Anzahl zu erzeugender Flüsse ++STR_CONFIG_SETTING_TREE_PLACER :Algorithmus zur Baumplatzierung: {STRING} ++STR_CONFIG_SETTING_TREE_PLACER_HELPTEXT :Wähle die Verteilung der Bäume auf der Karte: 'Original' pflanzt die Bäume gleichmäßig verteilt, 'Verbessert' pflanzt sie in Gruppen ++STR_CONFIG_SETTING_TREE_PLACER_NONE :Keiner ++STR_CONFIG_SETTING_TREE_PLACER_ORIGINAL :Original ++STR_CONFIG_SETTING_TREE_PLACER_IMPROVED :Verbessert ++STR_CONFIG_SETTING_ROAD_SIDE :Straßenfahrzeuge: {STRING} ++STR_CONFIG_SETTING_ROAD_SIDE_HELPTEXT :Die Seite des Straßenverkehrs auswählen ++STR_CONFIG_SETTING_HEIGHTMAP_ROTATION :Drehung der Reliefkarte: {STRING} ++STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_COUNTER_CLOCKWISE :Nach links ++STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_CLOCKWISE :Nach rechts ++STR_CONFIG_SETTING_SE_FLAT_WORLD_HEIGHT :Höhenstufe des Spielfeldes in einem flachen Szenario: {STRING} ++STR_CONFIG_SETTING_EDGES_NOT_EMPTY :{WHITE}Ein oder mehrere Felder am nördlichen Spielfeldrand sind nicht leer ++STR_CONFIG_SETTING_EDGES_NOT_WATER :{WHITE}Eines oder mehrere Felder am Spielfeldrand sind nicht Wasser ++ ++STR_CONFIG_SETTING_STATION_SPREAD :Maximale Stationsgröße: {STRING} ++STR_CONFIG_SETTING_STATION_SPREAD_HELPTEXT :Der maximale Bereich, über den sich eine einzelne Station erstrecken darf. Hohe Werte könnten das Spiel verlangsamen. ++STR_CONFIG_SETTING_SERVICEATHELIPAD :Hubschrauber auf Landeplatz automatisch warten: {STRING} ++STR_CONFIG_SETTING_SERVICEATHELIPAD_HELPTEXT :Warte Helikopter nach jeder Landung, auch wenn es am Landeplatz keinen Hangar gibt ++STR_CONFIG_SETTING_LINK_TERRAFORM_TOOLBAR :Werkzeugleiste für Landschaftsbau an die Bauwerkzeuge binden: {STRING} ++STR_CONFIG_SETTING_LINK_TERRAFORM_TOOLBAR_HELPTEXT :Öffne gemeinsam mit der Bauleiste für eine Transportart auch die Bauleiste für Landschaftsgestaltung ++STR_CONFIG_SETTING_SMALLMAP_LAND_COLOUR :Farbe für Land auf der Weltkarte: {STRING} ++STR_CONFIG_SETTING_SMALLMAP_LAND_COLOUR_HELPTEXT :Farbe von Landflächen auf der Weltkarte ++STR_CONFIG_SETTING_SMALLMAP_LAND_COLOUR_GREEN :Grün ++STR_CONFIG_SETTING_SMALLMAP_LAND_COLOUR_DARK_GREEN :Dunkelgrün ++STR_CONFIG_SETTING_SMALLMAP_LAND_COLOUR_VIOLET :Lila ++STR_CONFIG_SETTING_REVERSE_SCROLLING :Scrollrichtung invertieren: {STRING} ++STR_CONFIG_SETTING_REVERSE_SCROLLING_HELPTEXT :Legt das Verhalten beim Scrollen der Karte mit der rechten Maustaste fest. Ist diese Option aktiviert, bewegt sich der sichtbare Kartenausschnitt in Mausrichtung. Ist sie deaktiviert, bewegt sich die Karte entgegen der Mausrichtung ++STR_CONFIG_SETTING_SMOOTH_SCROLLING :Weicher Bildlauf beim Springen zu einer Position: {STRING} ++STR_CONFIG_SETTING_SMOOTH_SCROLLING_HELPTEXT :Lege fest, auf welche Weise die Hauptansicht an eine bestimmte Position wechselt (z.B. wenn ein Punkt auf der Weltkarte angeklickt wird oder der Standort eines Bahnhofs angezeigt werden soll). Ist diese Option eingeschaltet, schwenkt die Ansicht über die Karte, bis sie am gewünschten Punkt angekommen ist. Ist sie ausgeschaltet, springt die Ansicht sofort an die gewünschte Position ++STR_CONFIG_SETTING_MEASURE_TOOLTIP :Beim Bauen Tooltip mit Abmessungen anzeigen: {STRING} ++STR_CONFIG_SETTING_MEASURE_TOOLTIP_HELPTEXT :Zeige Distanzen und Höhendifferenzen an, wenn mit der Maus während eines Bauvorgangs gezogen wird ++STR_CONFIG_SETTING_LIVERIES :Anzeigen der Firmenlackierungen: {STRING} ++STR_CONFIG_SETTING_LIVERIES_HELPTEXT :Lege fahrzeugspezifische Farbgebung fest (im Gegensatz zu firmenspezifischen Farbgebungen) ++STR_CONFIG_SETTING_LIVERIES_NONE :Keine ++STR_CONFIG_SETTING_LIVERIES_OWN :Eigene Firma ++STR_CONFIG_SETTING_LIVERIES_ALL :Alle Firmen ++STR_CONFIG_SETTING_PREFER_TEAMCHAT :Bevorzuge Teamchat mit <ENTER>: {STRING} ++STR_CONFIG_SETTING_PREFER_TEAMCHAT_HELPTEXT :Mit <ENTER> oder mit <Strg+ENTER> zwischen firmeninternem und öffentlichem Chat umschalten ++STR_CONFIG_SETTING_SCROLLWHEEL_SCROLLING :Funktion des Mausrads: {STRING} ++STR_CONFIG_SETTING_SCROLLWHEEL_SCROLLING_HELPTEXT :Erlaube Scrollen mit zweidimensionalem Mausrad ++STR_CONFIG_SETTING_SCROLLWHEEL_ZOOM :Spielfeld vergrößern ++STR_CONFIG_SETTING_SCROLLWHEEL_SCROLL :Hauptansicht verschieben ++STR_CONFIG_SETTING_SCROLLWHEEL_OFF :Aus ++STR_CONFIG_SETTING_SCROLLWHEEL_MULTIPLIER :Mausradgeschwindigkeit auf dem Spielfeld: {STRING} ++STR_CONFIG_SETTING_SCROLLWHEEL_MULTIPLIER_HELPTEXT :Lege die Empfindlichkeit des Mausrads beim Scrollen fest ++STR_CONFIG_SETTING_OSK_ACTIVATION :On-screen Tastatur: {STRING} ++STR_CONFIG_SETTING_OSK_ACTIVATION_HELPTEXT :Wählen der Methode, um die On-Screen-Tastatur für die Texteingabe in Eingabefeldern bei der Verwendung von Zeigegeräten zu aktivieren. Dieses ist für kleine Geräte ohne tatsächliche Tastatur gedacht ++STR_CONFIG_SETTING_OSK_ACTIVATION_DISABLED :Deaktiviert ++STR_CONFIG_SETTING_OSK_ACTIVATION_DOUBLE_CLICK :Doppel-Klick ++STR_CONFIG_SETTING_OSK_ACTIVATION_SINGLE_CLICK_FOCUS :Einfach-Klick (wenn hervorgehoben) ++STR_CONFIG_SETTING_OSK_ACTIVATION_SINGLE_CLICK :Einfach-Klick (sofort) ++ ++STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU :Rechtsklick-Emulation: {STRING} ++STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU_HELPTEXT :Lege die Methode, die rechte Maustaste zu emulieren, fest ++STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU_COMMAND :Kommando+Klick ++STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU_CONTROL :Strg+Klick ++STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU_OFF :Aus ++ ++STR_CONFIG_SETTING_LEFT_MOUSE_BTN_SCROLLING :Scrollen mit linker Maustaste: {STRING} ++STR_CONFIG_SETTING_LEFT_MOUSE_BTN_SCROLLING_HELPTEXT :Scrolle die Karte, indem mit der linken Maustaste gezogen wird. Dies ist besonders sinnvoll, wenn ein Touchscreen zum Scrollen genutzt wird ++STR_CONFIG_SETTING_RIGHT_MOUSE_WND_CLOSE :Fenster mit Rechtsklick schließen: {STRING} ++STR_CONFIG_SETTING_RIGHT_MOUSE_WND_CLOSE_HELPTEXT :Schließt ein Fenster mittels Rechts-Klick. Schaltet Tooltip mit Rechts-Klick ab! ++ ++STR_CONFIG_SETTING_AUTOSAVE :Autosave: {STRING} ++STR_CONFIG_SETTING_AUTOSAVE_HELPTEXT :Wähle das Interval zwischen automatischen Speicherungen ++ ++STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES :Verwende {STRING} Datumsformat beim Benennen der Spielstände ++STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_HELPTEXT :Lege das Datumsformat für Spielstandsdateien fest ++STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_LONG :langes (25. Dez 2008) ++STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_SHORT :kurzes (25-12-2008) ++STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_ISO :ISO (2008-12-25) ++ ++STR_CONFIG_SETTING_PAUSE_ON_NEW_GAME :Automatische Pause bei Spielstart: {STRING} ++STR_CONFIG_SETTING_PAUSE_ON_NEW_GAME_HELPTEXT :Starte ein Spiel im Pausenmodus; dies erlaubt vor Spielstart, die Karte ausführlich zu betrachten. ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL :Erlauben während angehaltenen Spiels: {STRING} ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL_HELPTEXT :Lege fest, welche Tätigkeiten im Pausenmodus durchgeführt werden dürfen ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL_NO_ACTIONS :Keine Tätigkeiten ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL_ALL_NON_CONSTRUCTION :Alle Tätigkeiten, die keine Bautätigkeiten sind ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL_ALL_NON_LANDSCAPING :Alle Tätigkeiten außer Landschaftsbau ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL_ALL_ACTIONS :Alle Tätigkeiten ++STR_CONFIG_SETTING_ADVANCED_VEHICLE_LISTS :Erweiterte Fahrzeugliste benutzen: {STRING} ++STR_CONFIG_SETTING_ADVANCED_VEHICLE_LISTS_HELPTEXT :Nutze erweiterte Fahrzeuglisten für die Gruppierung von Fahrzeugen ++STR_CONFIG_SETTING_LOADING_INDICATORS :Ladestandanzeiger verwenden: {STRING} ++STR_CONFIG_SETTING_LOADING_INDICATORS_HELPTEXT :Auswählen, ob beim Be- oder Entladen der Ladestand in Prozent über dem Fahrzeug angezeigt werden soll ++STR_CONFIG_SETTING_TIMETABLE_IN_TICKS :Fahrpläne in Ticks anstatt in Tagen anzeigen: {STRING} ++STR_CONFIG_SETTING_TIMETABLE_IN_TICKS_HELPTEXT :Zeige Fahrtzeiten in Fahrplänen in Ticks statt Tagen ++STR_CONFIG_SETTING_TIMETABLE_SHOW_ARRIVAL_DEPARTURE :Zeige Ankunft und Abfahrt im Fahrplan: {STRING} ++STR_CONFIG_SETTING_TIMETABLE_SHOW_ARRIVAL_DEPARTURE_HELPTEXT :Zeige geschätzte Ankunfts- und Abfahrtzeiten in Fahrplänen ++STR_CONFIG_SETTING_QUICKGOTO :Schnelle Erzeugung von Aufträgen für Fahrzeuge: {STRING} ++STR_CONFIG_SETTING_QUICKGOTO_HELPTEXT :Setze die Vorauswahl des Mauszeigers auf 'Fahre zu', wenn ein Auftragsfenster mit weniger als zwei Einträgen geöffnet wird. ++STR_CONFIG_SETTING_DEFAULT_RAIL_TYPE :Gleistyp bei Spielbeginn/geladenem Spiel: {STRING} ++STR_CONFIG_SETTING_DEFAULT_RAIL_TYPE_HELPTEXT :Vorausgewählter Schienentyp nach Spielstart. 'Erster verfügbarer' wählt den ältesten Schienentyp, 'Letzter verfügbarer' den neuesten Schienentyp und 'Meistbenutzter' denjenigen, der am meisten verbaut ist. ++STR_CONFIG_SETTING_DEFAULT_RAIL_TYPE_FIRST :Erster verfügbarer ++STR_CONFIG_SETTING_DEFAULT_RAIL_TYPE_LAST :Letzter verfügbarer ++STR_CONFIG_SETTING_DEFAULT_RAIL_TYPE_MOST_USED :Meistbenutzter ++STR_CONFIG_SETTING_SHOW_TRACK_RESERVATION :Reservierte Gleise hervorheben: {STRING} ++STR_CONFIG_SETTING_SHOW_TRACK_RESERVATION_HELPTEXT :Hebt reservierte Fahrabschnitte hervor, um bei der Problemanalyse zu helfen, wenn Züge die Einfahrt in Pfad-basierte Streckenabschnitte verweigern ++STR_CONFIG_SETTING_PERSISTENT_BUILDINGTOOLS :Belasse Bauwerkzeuge aktiv nach Benutzung: {STRING} ++STR_CONFIG_SETTING_PERSISTENT_BUILDINGTOOLS_HELPTEXT :Die Bauwerkzeuge für Brücken, Tunnel, etc. nach Benutzung weiter aktiviert lassen ++STR_CONFIG_SETTING_EXPENSES_LAYOUT :Zwischensummen für Kategorien bei Firmenausgaben:{STRING} ++STR_CONFIG_SETTING_EXPENSES_LAYOUT_HELPTEXT :Lege das Layout für das Fenster mit den Firmenausgaben fest ++ ++STR_CONFIG_SETTING_SOUND_TICKER :Nachrichtenticker: {STRING} ++STR_CONFIG_SETTING_SOUND_TICKER_HELPTEXT :Soundeffekte für Kurzfassungen von Nachrichten abspielen (Ticker) ++STR_CONFIG_SETTING_SOUND_NEWS :Zeitung: {STRING} ++STR_CONFIG_SETTING_SOUND_NEWS_HELPTEXT :Soundeffekte bei der Anzeige der Zeitung abspielen ++STR_CONFIG_SETTING_SOUND_NEW_YEAR :Bericht am Jahresende: {STRING} ++STR_CONFIG_SETTING_SOUND_NEW_YEAR_HELPTEXT :Soundeffekte beim Jahresrückblick auf die Bilanzen der vergangenen Jahre abspielen ++STR_CONFIG_SETTING_SOUND_CONFIRM :Baumaßnahmen: {STRING} ++STR_CONFIG_SETTING_SOUND_CONFIRM_HELPTEXT :Soundeffekte bei Baumaßnahmen oder anderen Aktionen abspielen ++STR_CONFIG_SETTING_SOUND_CLICK :Klick auf Knöpfe: {STRING} ++STR_CONFIG_SETTING_SOUND_CLICK_HELPTEXT :Piepton bei Klick auf Knöpfe ++STR_CONFIG_SETTING_SOUND_DISASTER :Unfälle und Katastrophen: {STRING} ++STR_CONFIG_SETTING_SOUND_DISASTER_HELPTEXT :Soundeffekte von Unfällen und Katastrophen abspielen ++STR_CONFIG_SETTING_SOUND_VEHICLE :Fahrzeuge: {STRING} ++STR_CONFIG_SETTING_SOUND_VEHICLE_HELPTEXT :Soundeffekte von Fahrzeugen abspielen ++STR_CONFIG_SETTING_SOUND_AMBIENT :Umgebungsgeräusche: {STRING} ++STR_CONFIG_SETTING_SOUND_AMBIENT_HELPTEXT :Soundeffekte für Landschaft, Industrien und Städte abspielen ++ ++STR_CONFIG_SETTING_DISABLE_UNSUITABLE_BUILDING :Bau von Infrastruktur verbieten, wenn dafür keine Fahrzeuge verfügbar sind: {STRING} ++STR_CONFIG_SETTING_DISABLE_UNSUITABLE_BUILDING_HELPTEXT :Zeige Infrastruktur nur, wenn sie auch von Fahrzeugen genutzt werden kann, um Verschwendung von Zeit und Geld auf den Bau von unnützer Infrastruktur zu vermeiden ++STR_CONFIG_SETTING_MAX_TRAINS :Maximale Anzahl der Züge pro Firma: {STRING} ++STR_CONFIG_SETTING_MAX_TRAINS_HELPTEXT :Maximale Anzahl Züge pro Firma ++STR_CONFIG_SETTING_MAX_ROAD_VEHICLES :Maximale Anzahl der Straßenfahrzeuge pro Firma: {STRING} ++STR_CONFIG_SETTING_MAX_ROAD_VEHICLES_HELPTEXT :Maximale Anzahl Straßenfahrzeuge pro Firma ++STR_CONFIG_SETTING_MAX_AIRCRAFT :Maximale Anzahl der Flugzeuge pro Firma: {STRING} ++STR_CONFIG_SETTING_MAX_AIRCRAFT_HELPTEXT :Maximale Anzahl Luftfahrzeuge pro Firma ++STR_CONFIG_SETTING_MAX_SHIPS :Maximale Anzahl der Schiffe pro Firma: {STRING} ++STR_CONFIG_SETTING_MAX_SHIPS_HELPTEXT :Maximale Anzahl Schiffe pro Firma ++ ++STR_CONFIG_SETTING_AI_BUILDS_TRAINS :Züge für den Computer abschalten: {STRING} ++STR_CONFIG_SETTING_AI_BUILDS_TRAINS_HELPTEXT :Verbiete Computerspielern, Züge zu kaufen ++STR_CONFIG_SETTING_AI_BUILDS_ROAD_VEHICLES :Straßenfahrzeuge für den Computer abschalten: {STRING} ++STR_CONFIG_SETTING_AI_BUILDS_ROAD_VEHICLES_HELPTEXT :Verbiete Computerspielern, Straßenfahrzeuge zu kaufen ++STR_CONFIG_SETTING_AI_BUILDS_AIRCRAFT :Flugzeuge für den Computer abschalten: {STRING} ++STR_CONFIG_SETTING_AI_BUILDS_AIRCRAFT_HELPTEXT :Verbiete Computerspielern, Luftfahrzeuge zu kaufen ++STR_CONFIG_SETTING_AI_BUILDS_SHIPS :Schiffe für den Computer abschalten: {STRING} ++STR_CONFIG_SETTING_AI_BUILDS_SHIPS_HELPTEXT :Verbiete Computerspielern, Schiffe zu kaufen ++ ++STR_CONFIG_SETTING_AI_PROFILE :Standardeinstellungen: {STRING} ++STR_CONFIG_SETTING_AI_PROFILE_HELPTEXT :Auswählen, welcher Schwierigkeitsgrad in den KI-Optionen von zufällig startenden Computerspielern eingestellt werden soll. Wird auch als Standardwert für einzeln ausgewählte KIs oder für Spielskripte verwendet ++STR_CONFIG_SETTING_AI_PROFILE_EASY :Leicht ++STR_CONFIG_SETTING_AI_PROFILE_MEDIUM :Mittel ++STR_CONFIG_SETTING_AI_PROFILE_HARD :Schwierig ++ ++STR_CONFIG_SETTING_AI_IN_MULTIPLAYER :KI im Mehrspielermodus erlauben: {STRING} ++STR_CONFIG_SETTING_AI_IN_MULTIPLAYER_HELPTEXT :Erlaube die Teilnahme von Computerspielern im Mehrspielermodus ++STR_CONFIG_SETTING_SCRIPT_MAX_OPCODES :Rechenoperationen, bevor das Skript angehalten wird: {STRING} ++STR_CONFIG_SETTING_SCRIPT_MAX_OPCODES_HELPTEXT :Maximale Anzahl Rechenschritte, die ein Skript in einer Runde zur Verfügung hat ++ ++STR_CONFIG_SETTING_SERVINT_ISPERCENT :Wartungsintervalle in Prozent: {STRING} ++STR_CONFIG_SETTING_SERVINT_ISPERCENT_HELPTEXT :Lege fest, ob Fahrzeuge zur Wartung geschickt werden basierend auf der verstrichenen Zeit seit der letzten Wartung oder dem Absinken der Zuverlässigkeit auf einen gewissen Prozentsatz der maximalen Zuverlässigkeit des Fahrzeugtyps ++STR_CONFIG_SETTING_SERVINT_TRAINS :Standard-Wartungsintervall für Züge: {STRING} ++STR_CONFIG_SETTING_SERVINT_TRAINS_HELPTEXT :Setze das Standardwartungsintervall für Schienenfahrzeuge. Dieses Wartungsintervall wird von allen Zügen eingehalten, denen kein individuelles Wartungsintervall zugewiesen worden ist ++STR_CONFIG_SETTING_SERVINT_VALUE :{COMMA}{NBSP}Tag{P 0 "" e}/% ++STR_CONFIG_SETTING_SERVINT_DISABLED :Deaktiviert ++STR_CONFIG_SETTING_SERVINT_ROAD_VEHICLES :Standard-Wartungsintervall für Straßenfahrzeuge: {STRING} ++STR_CONFIG_SETTING_SERVINT_ROAD_VEHICLES_HELPTEXT :Setze das Standardwartungsintervall für Straßenfahrzeuge. Dieses Wartungsintervall wird von allen Fahrzeugen eingehalten, denen kein individuelles Wartungsintervall zugewiesen worden ist ++STR_CONFIG_SETTING_SERVINT_AIRCRAFT :Standard-Wartungsintervall für Luftfahrzeuge: {STRING} ++STR_CONFIG_SETTING_SERVINT_AIRCRAFT_HELPTEXT :Setze das Standardwartungsintervall für Luftfahrzeuge. Dieses Wartungsintervall wird von allen Luftfahrzeugen eingehalten, denen kein individuelles Wartungsintervall zugewiesen worden ist ++STR_CONFIG_SETTING_SERVINT_SHIPS :Standard-Wartungsintervall für Schiffe: {STRING} ++STR_CONFIG_SETTING_SERVINT_SHIPS_HELPTEXT :Setze das Standardwartungsintervall für Schiffe. Dieses Wartungsintervall wird von allen Schiffen eingehalten, denen kein individuelles Wartungsintervall zugewiesen worden ist ++STR_CONFIG_SETTING_NOSERVICE :Wartung deaktivieren, wenn Pannen abgeschaltet: {STRING} ++STR_CONFIG_SETTING_NOSERVICE_HELPTEXT :Schicke Fahrzeuge nicht zur Wartung, wenn Pannen ausgeschaltet sind ++STR_CONFIG_SETTING_WAGONSPEEDLIMITS :Berücksichtige Waggonhöchstgeschwindigkeit: {STRING} ++STR_CONFIG_SETTING_WAGONSPEEDLIMITS_HELPTEXT :Begrenze die Höchstgeschwindigkeit eines Zuges durch die jeweiligen Höchstgeschwindigkeiten der mitgeführten Waggons ++STR_CONFIG_SETTING_DISABLE_ELRAILS :Deaktiviere elektrifizierte Strecken: {STRING} ++STR_CONFIG_SETTING_DISABLE_ELRAILS_HELPTEXT :Erlaube Elektrolokomotiven das Fahren auf nicht elektrifizierten Gleisen ++ ++STR_CONFIG_SETTING_NEWS_ARRIVAL_FIRST_VEHICLE_OWN :Ankunft des ersten Fahrzeugs an Station des Spielers: {STRING} ++STR_CONFIG_SETTING_NEWS_ARRIVAL_FIRST_VEHICLE_OWN_HELPTEXT :Zeitung anzeigen, wenn das erste Fahrzeug an einem eigenen Bahnhof eintrifft ++STR_CONFIG_SETTING_NEWS_ARRIVAL_FIRST_VEHICLE_OTHER :Ankunft des ersten Fahrzeugs an Station eines Mitbewerbers: {STRING} ++STR_CONFIG_SETTING_NEWS_ARRIVAL_FIRST_VEHICLE_OTHER_HELPTEXT :Zeitung anzeigen, wenn das erste Fahrzeug am Bahnhof eines Wettbewerbers eintrifft ++STR_CONFIG_SETTING_NEWS_ACCIDENTS_DISASTERS :Unfälle und Katastrophen: {STRING} ++STR_CONFIG_SETTING_NEWS_ACCIDENTS_DISASTERS_HELPTEXT :Zeitung anzeigen, wenn Unfälle oder Katastrophen auftreten ++STR_CONFIG_SETTING_NEWS_COMPANY_INFORMATION :Firmenmitteilungen: {STRING} ++STR_CONFIG_SETTING_NEWS_COMPANY_INFORMATION_HELPTEXT :Zeitung anzeigen, wenn neue Firmen gegründet werden oder kurz vor dem Bankrott stehen ++STR_CONFIG_SETTING_NEWS_INDUSTRY_OPEN :Eröffnung von Industrien: {STRING} ++STR_CONFIG_SETTING_NEWS_INDUSTRY_OPEN_HELPTEXT :Zeitung anzeigen, wenn Industrien eröffnen ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CLOSE :Schließung von Industrien: {STRING} ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CLOSE_HELPTEXT :Zeitung anzeigen, wenn Industrien schließen ++STR_CONFIG_SETTING_NEWS_ECONOMY_CHANGES :Änderungen der Wirtschaftslage: {STRING} ++STR_CONFIG_SETTING_NEWS_ECONOMY_CHANGES_HELPTEXT :Zeitung bei Änderungen der globalen Konjunktur anzeigen ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_COMPANY :Produktionsänderung von Industrien, die der Spieler bedient: {STRING} ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_COMPANY_HELPTEXT :Zeitung anzeigen, wenn die Produktion von Industrien sich ändert, die von der eigenen Firma bedient werden ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_OTHER :Produktionsänderung von Industrien, die ein Mitbewerber bedient: {STRING} ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_OTHER_HELPTEXT :Zeitung anzeigen, wenn die Produktion von Industrien sich ändert, die von Wettbewerbern bedient werden ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_UNSERVED :Produktionsänderungen anderer Industrien: {STRING} ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_UNSERVED_HELPTEXT :Zeitung anzeigen, wenn die Produktion von Industrien sich ändert, die von keiner Firma bedient werden ++STR_CONFIG_SETTING_NEWS_ADVICE :Rat / Informationen zu Fahrzeugen der Firma: {STRING} ++STR_CONFIG_SETTING_NEWS_ADVICE_HELPTEXT :Nachrichten anzeigen, wenn Fahrzeuge Aufmerksamkeit benötigen (wie fehlerhafte Aufträge, mangelnde Wartung,...) ++STR_CONFIG_SETTING_NEWS_NEW_VEHICLES :Neue Fahrzeuge: {STRING} ++STR_CONFIG_SETTING_NEWS_NEW_VEHICLES_HELPTEXT :Zeitung anzeigen, wenn neue Fahrzeugtypen verfügbar werden ++STR_CONFIG_SETTING_NEWS_CHANGES_ACCEPTANCE :Änderungen angenommener Fracht: {STRING} ++STR_CONFIG_SETTING_NEWS_CHANGES_ACCEPTANCE_HELPTEXT :Nachrichten anzeigen, die Änderungen der akzeptierten Fracht von Bahnhöfen betreffen ++STR_CONFIG_SETTING_NEWS_SUBSIDIES :Subventionen: {STRING} ++STR_CONFIG_SETTING_NEWS_SUBSIDIES_HELPTEXT :Zeitung anzeigen bei Ereignissen, die Subventionen betreffen ++STR_CONFIG_SETTING_NEWS_GENERAL_INFORMATION :Allgemeine Nachrichten: {STRING} ++STR_CONFIG_SETTING_NEWS_GENERAL_INFORMATION_HELPTEXT :Zeitung anzeigen bei allgemeinen Ereignissen wie Erwerb exklusiver Transportrechte oder der Finanzierung von Straßenbauarbeiten ++ ++STR_CONFIG_SETTING_NEWS_MESSAGES_OFF :Aus ++STR_CONFIG_SETTING_NEWS_MESSAGES_SUMMARY :Ticker ++STR_CONFIG_SETTING_NEWS_MESSAGES_FULL :Zeitung ++ ++STR_CONFIG_SETTING_COLOURED_NEWS_YEAR :Farbige Nachrichten erscheinen ab: {STRING} ++STR_CONFIG_SETTING_COLOURED_NEWS_YEAR_HELPTEXT :Jahr in dem die Zeitung in Farbe herausgebracht wird. Vor diesem Jahr erscheint sie in Schwarz-Weiß-Druck ++STR_CONFIG_SETTING_STARTING_YEAR :Startdatum: {STRING} ++STR_CONFIG_SETTING_SMOOTH_ECONOMY :Feinere Wirtschaft aktivieren (mehrere, kleinere Veränderungen): {STRING} ++STR_CONFIG_SETTING_SMOOTH_ECONOMY_HELPTEXT :Wird diese Option ausgewählt, ändert sich die Produktionsmenge der Industrien häufiger, aber dafür in kleineren Schritten. Diese Einstellung hat gewöhnlicherweise KEINEN Effekt, wenn die Industrien von NewGRFs bereitgestellt werden ++STR_CONFIG_SETTING_ALLOW_SHARES :Handel mit Firmenanteilen erlauben: {STRING} ++STR_CONFIG_SETTING_ALLOW_SHARES_HELPTEXT :Erlaube das Kaufen und Verkaufen von Firmenanteilen. Firmenanteile sind nur verfügbar für Firmen, die hinreichend lange existieren ++STR_CONFIG_SETTING_FEEDER_PAYMENT_SHARE :Prozentsatz des Profits für Teilstrecken: {STRING} ++STR_CONFIG_SETTING_FEEDER_PAYMENT_SHARE_HELPTEXT :Um das Einkommen der einzelnen Fahrzeuge einer Lieferkette ungefähr abschätzen zu können, wird vom Transporterlös bei Ablieferung einer Fracht der gewählte Prozentsatz den Zulieferfahrzeugen zugeschlagen ++STR_CONFIG_SETTING_DRAG_SIGNALS_DENSITY :Signalabstand beim Ziehen: {STRING} ++STR_CONFIG_SETTING_DRAG_SIGNALS_DENSITY_HELPTEXT :Lege den Abstand fest, in dem Signale auf Gleisen bis zum nächsten Hindernis (Signal, Weiche) gebaut werden, wenn sie gezogen werden ++STR_CONFIG_SETTING_DRAG_SIGNALS_DENSITY_VALUE :{COMMA} Feld{P 0 "" er} ++STR_CONFIG_SETTING_DRAG_SIGNALS_FIXED_DISTANCE :Signalabstand nach Lücken (durch Tunnel, Brücken) nicht verkürzen : {STRING} ++STR_CONFIG_SETTING_DRAG_SIGNALS_FIXED_DISTANCE_HELPTEXT :Lege das Verhalten beim Bau von Signalen mit Strg+Ziehen fest. Wenn eingeschaltet, werden Signale immer im ausgewählten Signalabstand gebaut. Kann ein Signal wegen einer Brücke oder eines Tunnels nicht gebaut werden, wird es ausgelassen. Ist diese Option ausgeschaltet, wird das Signal in diesem Fall nicht ausgelassen, sondern vor die Brücke bzw. den Tunnel gesetzt. Allerdings verschiebt sich dadurch die Position der folgenden Signale, was bei zweigleisigen Strecken dazu führen kann, dass die Signale nicht auf gleicher Höhe gesetzt werden. ++STR_CONFIG_SETTING_SEMAPHORE_BUILD_BEFORE_DATE :Automatischer Bau von Formsignalen bis: {STRING} ++STR_CONFIG_SETTING_SEMAPHORE_BUILD_BEFORE_DATE_HELPTEXT :Lege das Jahr für die Einführung von Lichtzeichen-Signalen fest. Vor diesem Jahr werden Formsignale gebaut. Die haben die gleiche Funktion, sehen aber anders aus ++STR_CONFIG_SETTING_ENABLE_SIGNAL_GUI :Aktiviere Signal-Menü: {STRING} ++STR_CONFIG_SETTING_ENABLE_SIGNAL_GUI_HELPTEXT :Zeige das Signalbaufenster zur Auswahl statt nur durch die Signaltypen mittels Strg+Klick auf gebaute Signale zu rotieren ++STR_CONFIG_SETTING_DEFAULT_SIGNAL_TYPE :Standardsignaltyp: {STRING} ++STR_CONFIG_SETTING_DEFAULT_SIGNAL_TYPE_HELPTEXT :Standard-Signaltyp ++STR_CONFIG_SETTING_DEFAULT_SIGNAL_NORMAL :Blocksignal ++STR_CONFIG_SETTING_DEFAULT_SIGNAL_PBS :Pfadsignal ++STR_CONFIG_SETTING_DEFAULT_SIGNAL_PBSOWAY :Einseitiges Pfadsignal ++STR_CONFIG_SETTING_CYCLE_SIGNAL_TYPES :Durchlaufen der Signalarten: {STRING} ++STR_CONFIG_SETTING_CYCLE_SIGNAL_TYPES_HELPTEXT :Lege fest, durch welche Signaltypen mittels Strg-Klick auf vorhandene Signale rotiert wird ++STR_CONFIG_SETTING_CYCLE_SIGNAL_NORMAL :Nur Blocksignale ++STR_CONFIG_SETTING_CYCLE_SIGNAL_PBS :Nur Pfadsignale ++STR_CONFIG_SETTING_CYCLE_SIGNAL_ALL :Alle ++ ++STR_CONFIG_SETTING_TOWN_LAYOUT :Straßenanordnung für neue Städte: {STRING} ++STR_CONFIG_SETTING_TOWN_LAYOUT_HELPTEXT :Art des Straßennetzwerks für Städte ++STR_CONFIG_SETTING_TOWN_LAYOUT_DEFAULT :Original ++STR_CONFIG_SETTING_TOWN_LAYOUT_BETTER_ROADS :Bessere Straßen ++STR_CONFIG_SETTING_TOWN_LAYOUT_2X2_GRID :2×2-Gitter ++STR_CONFIG_SETTING_TOWN_LAYOUT_3X3_GRID :3×3-Gitter ++STR_CONFIG_SETTING_TOWN_LAYOUT_RANDOM :Zufällig ++STR_CONFIG_SETTING_ALLOW_TOWN_ROADS :Städten das Bauen von Straßen erlauben: {STRING} ++STR_CONFIG_SETTING_ALLOW_TOWN_ROADS_HELPTEXT :Erlaube Städten, Straßen zu bauen. Deaktiviere dieses, um Städten zu verbieten, Straßen eigenständig zu bauen ++STR_CONFIG_SETTING_ALLOW_TOWN_LEVEL_CROSSINGS :Städte dürfen Bahnübergänge bauen: {STRING} ++STR_CONFIG_SETTING_ALLOW_TOWN_LEVEL_CROSSINGS_HELPTEXT :Erlaube Städten, Bahnübergänge zu bauen ++STR_CONFIG_SETTING_NOISE_LEVEL :Stadt kontrolliert Lärmbelastung durch Flughäfen: {STRING} ++STR_CONFIG_SETTING_NOISE_LEVEL_HELPTEXT :Wird diese Option deaktiviert, erlaubt jede Stadt den Bau von maximal zwei Flughäfen (nicht pro Spieler, sondern insgesamt). Wenn aktiviert, ist der Bau von Flughäfen durch die Lärmbelastung begrenzt. Die maximal zumutbare Lärmbelastung hängt von der Stadtgröße, der Flughafengröße und dem Abstand des Flughafens von der Stadtmitte ab ++STR_CONFIG_SETTING_TOWN_FOUNDING :Städte im Spiel gründen: {STRING} ++STR_CONFIG_SETTING_TOWN_FOUNDING_HELPTEXT :Erlaube Spielern die Gründung neuer Städte während des Spiels ++STR_CONFIG_SETTING_TOWN_FOUNDING_FORBIDDEN :Verboten ++STR_CONFIG_SETTING_TOWN_FOUNDING_ALLOWED :Erlaubt ++STR_CONFIG_SETTING_TOWN_FOUNDING_ALLOWED_CUSTOM_LAYOUT :Erlaubt, mit wählbarem Straßenbauplan ++ ++STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT :Platzierung von Bäumen während des Spiels: {STRING} ++STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_HELPTEXT :Lege das Ausmaß des zufälligen Baumwachstums während des Spiels fest. Dies kann Industrien wie die Sägemühle beeinflussen, welche auf nachwachsende Bäume angewiesen sind ++STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_NONE :Nirgends {RED}(macht Sägemühle nutzlos) ++STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_RAINFOREST :Nur im Regenwald ++STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_ALL :überall ++ ++STR_CONFIG_SETTING_TOOLBAR_POS :Position der Werkzeugleiste: {STRING} ++STR_CONFIG_SETTING_TOOLBAR_POS_HELPTEXT :Horizontale Position der Bauleiste am oberen Bildschirmrand ++STR_CONFIG_SETTING_STATUSBAR_POS :Position der Statuszeile: {STRING} ++STR_CONFIG_SETTING_STATUSBAR_POS_HELPTEXT :Horizontale Position der Statusleiste am unteren Bildschirmrand ++STR_CONFIG_SETTING_SNAP_RADIUS :Einfangradius für Fenster: {STRING} ++STR_CONFIG_SETTING_SNAP_RADIUS_HELPTEXT :Abstand zwischen Fenstern, bevor sie automatisch aneinander ausgerichtet werden ++STR_CONFIG_SETTING_SNAP_RADIUS_VALUE :{COMMA} Pixel ++STR_CONFIG_SETTING_SNAP_RADIUS_DISABLED :deaktiviert ++STR_CONFIG_SETTING_SOFT_LIMIT :Maximale Fensteranzahl (nicht angepinnte): {STRING} ++STR_CONFIG_SETTING_SOFT_LIMIT_HELPTEXT :Anzahl nicht angehefteter, offener Fenster, bevor alte Fenster automatisch geschlossen werden, um Platz für neue Fenster zu schaffen ++STR_CONFIG_SETTING_SOFT_LIMIT_VALUE :{COMMA} ++STR_CONFIG_SETTING_SOFT_LIMIT_DISABLED :deaktiviert ++STR_CONFIG_SETTING_ZOOM_MIN :Maximale Hineinzoomstufe: {STRING} ++STR_CONFIG_SETTING_ZOOM_MIN_HELPTEXT :Maximale Vergrößerung für Kartenansichten. Bedenke, dass höhere Vergrößerungsstufen mehr Arbeitsspeicher benötigen ++STR_CONFIG_SETTING_ZOOM_MAX :Maximale Herauszoomstufe: {STRING} ++STR_CONFIG_SETTING_ZOOM_MAX_HELPTEXT :Maximale Verkleinerungsstufe für Kartenansichten. Höhere Verkleinerungsstufen können Ruckeln verursachen ++STR_CONFIG_SETTING_ZOOM_LVL_MIN :4x ++STR_CONFIG_SETTING_ZOOM_LVL_IN_2X :2x ++STR_CONFIG_SETTING_ZOOM_LVL_NORMAL :Normal ++STR_CONFIG_SETTING_ZOOM_LVL_OUT_2X :2x ++STR_CONFIG_SETTING_ZOOM_LVL_OUT_4X :4x ++STR_CONFIG_SETTING_ZOOM_LVL_OUT_8X :8x ++STR_CONFIG_SETTING_TOWN_GROWTH :Wachstumsgeschwindigkeit von Städten: {STRING} ++STR_CONFIG_SETTING_TOWN_GROWTH_HELPTEXT :Geschwindigkeit des Städtewachstums ++STR_CONFIG_SETTING_TOWN_GROWTH_NONE :Keine ++STR_CONFIG_SETTING_TOWN_GROWTH_SLOW :Langsam ++STR_CONFIG_SETTING_TOWN_GROWTH_NORMAL :Mittel ++STR_CONFIG_SETTING_TOWN_GROWTH_FAST :Schnell ++STR_CONFIG_SETTING_TOWN_GROWTH_VERY_FAST :Sehr schnell ++STR_CONFIG_SETTING_LARGER_TOWNS :Anteil der Städte, die Großstädte werden: {STRING} ++STR_CONFIG_SETTING_LARGER_TOWNS_HELPTEXT :Anzahl Städte, die eine Großstadt werden, d.h. derjenigen Städte, die schon zu Beginn des Spiels größer sind und auch schneller wachsen werden ++STR_CONFIG_SETTING_LARGER_TOWNS_VALUE :1 von {COMMA} ++STR_CONFIG_SETTING_LARGER_TOWNS_DISABLED :keine ++STR_CONFIG_SETTING_CITY_SIZE_MULTIPLIER :Größe von Großstädten bei Spielbeginn: {STRING}x ++STR_CONFIG_SETTING_CITY_SIZE_MULTIPLIER_HELPTEXT :Durchschnittliche Größe von Großstädten relativ zu normalen Städten bei Spielbeginn ++ ++STR_CONFIG_SETTING_LINKGRAPH_INTERVAL :Neuberechnung der Warenverteilung alle: {STRING}{NBSP}Tag{P 0:2 "" e} ++STR_CONFIG_SETTING_LINKGRAPH_INTERVAL_HELPTEXT :Zeit zwischen zwei Neuberechnungen des Verteilungsgraphen. Jede Neuberechnung berechnet die Verteilungspläne für eine Komponente des Graphen. Das heißt dass ein Wert X für diese Einstellung nicht zu einer Neuberechnung der gesamten Verteilung alle X Tage führt, sofern es mehrere getrennte Komponenten gibt. Je kleiner der Wert, desto rechenaufwändiger ist die Berechnung. Je größer er ist, desto länger dauert es bis Änderungen an den Fahrplänen sich auf die Verteilung auswirken. ++STR_CONFIG_SETTING_LINKGRAPH_TIME :Laufzeit für jede Neuberechnung der Warenverteilung: {STRING}{NBSP}Tag{P 0:2 "" e} ++STR_CONFIG_SETTING_LINKGRAPH_TIME_HELPTEXT :Laufzeit für jede Neuberechnung des Verteilungsgraphen. Für jede Neuberechnung wird ein Thread gestartet, der diese Zeit bekommt, um fertig zu werden. Wenn die Zeit gering ist, ist die Wahrscheinlichkeit hoch, dass er zum gegebenen Zeitpunkt noch nicht fertig ist. Das manifestiert sich darin, dass das Spiel "stehen bleibt", bis der Thread fertig wird. Wenn die Zeit sehr lang ist, dauert es länger bis Änderungen an den Fahrplänen sich auf die Verteilung auswirken. ++STR_CONFIG_SETTING_DISTRIBUTION_MANUAL :manuell ++STR_CONFIG_SETTING_DISTRIBUTION_ASYMMETRIC :asymmetrisch ++STR_CONFIG_SETTING_DISTRIBUTION_SYMMETRIC :symmetrisch ++STR_CONFIG_SETTING_DISTRIBUTION_PAX :Verteilungsschema für Passagiere: {STRING} ++STR_CONFIG_SETTING_DISTRIBUTION_PAX_HELPTEXT :"Symmetrisch" heißt, dass etwa die selbe Zahl von Passagieren von einer Station A zu einer anderen Station B reisen, wie von B nach A. "Asymmetrisch" heißt, dass Passagiere in beliebigen Zahlen hin- und her fahren können. "Manuell" heißt, dass keine automatische Verteilung der Passagiere stattfindet. ++STR_CONFIG_SETTING_DISTRIBUTION_MAIL :Verteilungsschema für Post: {STRING} ++STR_CONFIG_SETTING_DISTRIBUTION_MAIL_HELPTEXT :"Symmetrisch" heißt, dass etwa die selbe Menge Post von einer Station A zu einer anderen Station B geschickt wird, wie von B nach A. "Asymmetrisch" heißt, dass Post in beliebigen Mengen hin- und her geschickt werden kann. "Manuell" heißt, dass keine automatische Verteilung der Post stattfindet. ++STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED :Verteilungsschema für Wertsachen: {STRING} ++STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED_HELPTEXT :Werttransporte umfassen Wertsachen im gemäßigten, Diamanten im subtropischen und Gold im subarktischen Klima. NewGRFs könnte dies ändern. „Symmetrisch“ bedeutet, dass etwa dieselbe Anzahl von Station A nach Station B transportiert wird wie umgekehrt von B nach A. „Asymmetrisch“ bedeutet, dass eine unteschiedliche Menge in die jeweiligen Richtungen gesendet wird. „Manuell“ bedeudeutet, dass keine automatische Verteilung stattfindet. Es wird die Einstellung „asymmetrisch“ oder „manuell“ im subarktischen Gebiet empfohlen, da Banken kein Gold bzw. Diamanten zu den Minen senden. Für das gemäßigte und subtropische Klima kann die Einstellung „symmetrisch“ genommen werden, da Banken Wertsachen untereinander versenden. ++STR_CONFIG_SETTING_DISTRIBUTION_DEFAULT :Verteilungsschema für sonstige Frachtarten: {STRING} ++STR_CONFIG_SETTING_DISTRIBUTION_DEFAULT_HELPTEXT :"Symmetrisch" heißt, dass etwa die selbe Menge Waren von einer Station A zu einer anderen Station B geschickt wird, wie von B nach A. "Asymmetrisch" heißt, dass Waren in beliebigen Mengen hin- und her geschickt werden können. "Manuell" heißt, dass keine automatische Verteilung der Waren stattfindet. Hier sollte fast immer "asymmetrisch" oder "manuell" gewählt werden. ++STR_CONFIG_SETTING_LINKGRAPH_ACCURACY :Genauigkeit für die Berechnung der Warenverteilung: {STRING} ++STR_CONFIG_SETTING_LINKGRAPH_ACCURACY_HELPTEXT :Je höher dieser Wert ist, desto genauer und rechenintensiver ist die Berechnung der Warenverteilung. Wird ein zu hoher Wert gewählt, kann das Spiel bei der Berechnung "hängen". Wird ein zu niedriger Wert gewählt, kann es vorkommen, dass Waren nicht dorthin geschickt werden, wo man erwarten würde dass sie hin sollen. ++STR_CONFIG_SETTING_DEMAND_DISTANCE :Einfluss der Entfernung auf die Transportnachfrage: {STRING} ++STR_CONFIG_SETTING_DEMAND_DISTANCE_HELPTEXT :Wenn hier ein Wert größer als 0 gewählt wird, so spielt die Entfernung zwischen dem Ursprung und den möglichen Zielen eine Rolle bei der Verteilung von Waren. Je größer die Entfernung und je höher der Wert, desto geringer der Anteil der Waren, die zu der entsprechenden Station geschickt werden. ++STR_CONFIG_SETTING_DEMAND_SIZE :Einfluss der Beliebtheit der Zielhaltestelle auf die Transportnachfrage bei symmetrischen Verbindungen: {STRING} ++STR_CONFIG_SETTING_DEMAND_SIZE_HELPTEXT :Wenn hier weniger als 100% gesetzt wird, so verhält sich die symmetrische Verteilung mehr wie die asymmetrische. Das heißt weniger Waren werden für eine gegebene Menge in einer Richtung reisender Waren zurück geschickt. Wenn hier 0 angegeben wird, verhält sich die symmetrische wie die asymmetrische Verteilung. ++STR_CONFIG_SETTING_SHORT_PATH_SATURATION :Auslastung der kürzeren Verbindungen bevor längere Verbindungen gewählt werden: {STRING} ++STR_CONFIG_SETTING_SHORT_PATH_SATURATION_HELPTEXT :Häufig gibt es mehrere Verbindungen um von einer Station zu einer anderen zu kommen. Zuerst wird der Algorithmus die kürzesten Verbindungen auslasten, dann die längeren usw. Wenn alle Verbindungen ausgelastet sind, verteilt er die verbliebene Nachfrage gleichmäßig. Diese Einstellung besagt, ab welcher Auslastung eine Verbinudng als "voll" gilt und der Algorithmus in der ersten Runde die nächst längere wählt. Da die Kapazität der Verbindungen geschätzt wird, ist es sinnvoll, hier weniger als 100% anzugeben, um etwas "Luft" für Fehlschätzungen zu lassen. ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VELOCITY :Geschwindigkeitseinheit: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VELOCITY_HELPTEXT :Immer wenn die Geschwindigkeit angezeigt wird, zeige sie in den gewählten Einheiten ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VELOCITY_IMPERIAL :Imperial (mph) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VELOCITY_METRIC :Metrisch (km/h) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VELOCITY_SI :SI (m/s) ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_POWER :Leistungseinheit von Fahrzeugen: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_POWER_HELPTEXT :Immer wenn die Leistung eins Fahrzeugs angezeigt wird, zeige es in den gewählten Einheiten ++STR_CONFIG_SETTING_LOCALISATION_UNITS_POWER_IMPERIAL :Imperial (hp) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_POWER_METRIC :Metrisch (PS) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_POWER_SI :SI (kW) ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_WEIGHT :Gewichtseinheit: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_WEIGHT_HELPTEXT :Immer wenn Gewichte angezeigt werden, zeige sie in den gewählten Einheiten ++STR_CONFIG_SETTING_LOCALISATION_UNITS_WEIGHT_IMPERIAL :Imperial (short t/ton) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_WEIGHT_METRIC :Metrisch (t/Tonne) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_WEIGHT_SI :SI (kg) ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VOLUME :Volumeneinheit: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VOLUME_HELPTEXT :Immer wenn Volumina angezeigt werden, zeige sie in den gewählten Einheiten ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VOLUME_IMPERIAL :Imperial (gal) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VOLUME_METRIC :Metrisch (l) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VOLUME_SI :SI (m³) ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_FORCE :Einheit für Zugkraft: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_FORCE_HELPTEXT :Immer wenn die Zugkraft angezeigt wird, zeige sie in den gewählten Einheiten an ++STR_CONFIG_SETTING_LOCALISATION_UNITS_FORCE_IMPERIAL :Imperial (lbf) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_FORCE_METRIC :Metrisch (kp) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_FORCE_SI :SI (kN) ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_HEIGHT :Höheneinheiten: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_HEIGHT_HELPTEXT :Immer wenn Höhen angezeigt werden, zeige sie in den gewählten Einheiten an ++STR_CONFIG_SETTING_LOCALISATION_UNITS_HEIGHT_IMPERIAL :Imperial (ft) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_HEIGHT_METRIC :Metrisch (m) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_HEIGHT_SI :SI (m) ++ ++STR_CONFIG_SETTING_LOCALISATION :{ORANGE}Lokalisierung ++STR_CONFIG_SETTING_GRAPHICS :{ORANGE}Grafik ++STR_CONFIG_SETTING_SOUND :{ORANGE}Sound ++STR_CONFIG_SETTING_INTERFACE :{ORANGE}Oberfläche ++STR_CONFIG_SETTING_INTERFACE_GENERAL :{ORANGE}Allgemein ++STR_CONFIG_SETTING_INTERFACE_VIEWPORTS :{ORANGE}Kartenansichten ++STR_CONFIG_SETTING_INTERFACE_CONSTRUCTION :{ORANGE}Konstruktion ++STR_CONFIG_SETTING_ADVISORS :{ORANGE}Nachrichten und Hinweise ++STR_CONFIG_SETTING_COMPANY :{ORANGE}Firma ++STR_CONFIG_SETTING_ACCOUNTING :{ORANGE}Finanzen ++STR_CONFIG_SETTING_VEHICLES :{ORANGE}Fahrzeuge ++STR_CONFIG_SETTING_VEHICLES_PHYSICS :{ORANGE}Physik ++STR_CONFIG_SETTING_VEHICLES_ROUTING :{ORANGE}Wegsuche ++STR_CONFIG_SETTING_LIMITATIONS :{ORANGE}Beschränkungen ++STR_CONFIG_SETTING_ACCIDENTS :{ORANGE}Unfälle und Katastrophen ++STR_CONFIG_SETTING_GENWORLD :{ORANGE}Spielfeld-Erzeugung ++STR_CONFIG_SETTING_ENVIRONMENT :{ORANGE}Umgebung ++STR_CONFIG_SETTING_ENVIRONMENT_AUTHORITIES :{ORANGE}Öffentliche Verwaltungen ++STR_CONFIG_SETTING_ENVIRONMENT_TOWNS :{ORANGE}Städte ++STR_CONFIG_SETTING_ENVIRONMENT_INDUSTRIES :{ORANGE}Industrien ++STR_CONFIG_SETTING_ENVIRONMENT_CARGODIST :{ORANGE}Warenverteilung ++STR_CONFIG_SETTING_AI :{ORANGE}Mitbewerber ++STR_CONFIG_SETTING_AI_NPC :{ORANGE}Computerspieler ++ ++STR_CONFIG_SETTING_PATHFINDER_OPF :Original ++STR_CONFIG_SETTING_PATHFINDER_NPF :NPF ++STR_CONFIG_SETTING_PATHFINDER_YAPF_RECOMMENDED :YAPF {BLUE}(empfohlen) ++ ++STR_CONFIG_SETTING_PATHFINDER_FOR_TRAINS :Pathfinder für Züge: {STRING} ++STR_CONFIG_SETTING_PATHFINDER_FOR_TRAINS_HELPTEXT :Pfadsuch-Algorithmus für Züge ++STR_CONFIG_SETTING_PATHFINDER_FOR_ROAD_VEHICLES :Pathfinder für Straßenfahrzeuge: {STRING} ++STR_CONFIG_SETTING_PATHFINDER_FOR_ROAD_VEHICLES_HELPTEXT :Pfadsuch-Algorithmus für Straßenfahrzeuge ++STR_CONFIG_SETTING_PATHFINDER_FOR_SHIPS :Pathfinder für Schiffe: {STRING} ++STR_CONFIG_SETTING_PATHFINDER_FOR_SHIPS_HELPTEXT :Pfadsuch-Algorithmus für Schiffe ++STR_CONFIG_SETTING_REVERSE_AT_SIGNALS :Automatisches Umdrehen an Signalen: {STRING} ++STR_CONFIG_SETTING_REVERSE_AT_SIGNALS_HELPTEXT :Erlaube Zügen, an Signalen umzudrehen, wenn sie dort zu lange gewartet haben ++ ++STR_CONFIG_SETTING_QUERY_CAPTION :{WHITE}Wert der Einstellung ändern ++ ++# Config errors ++STR_CONFIG_ERROR :{WHITE}Fehler in der Konfigurations-Datei... ++STR_CONFIG_ERROR_ARRAY :{WHITE}... Fehler im Array '{STRING}' ++STR_CONFIG_ERROR_INVALID_VALUE :{WHITE}... ungültiger Wert '{STRING}' für '{STRING}' ++STR_CONFIG_ERROR_TRAILING_CHARACTERS :{WHITE}... angehängte Zeichen an der Einstellung '{STRING}' ++STR_CONFIG_ERROR_DUPLICATE_GRFID :{WHITE}... ignoriere NewGRF '{STRING}': identische GRF ID wie '{STRING}' ++STR_CONFIG_ERROR_INVALID_GRF :{WHITE}... ignoriere ungültiges NewGRF '{STRING}': {STRING} ++STR_CONFIG_ERROR_INVALID_GRF_NOT_FOUND :nicht gefunden ++STR_CONFIG_ERROR_INVALID_GRF_UNSAFE :ungeignet für statischen Gebrauch ++STR_CONFIG_ERROR_INVALID_GRF_SYSTEM :System - NewGRF ++STR_CONFIG_ERROR_INVALID_GRF_INCOMPATIBLE :inkompatibel zu dieser OpenTTD - Version ++STR_CONFIG_ERROR_INVALID_GRF_UNKNOWN :unbekannt ++STR_CONFIG_ERROR_INVALID_SAVEGAME_COMPRESSION_LEVEL :{WHITE}... Kompressionsgrad '{STRING}' ist ungültig ++STR_CONFIG_ERROR_INVALID_SAVEGAME_COMPRESSION_ALGORITHM :{WHITE}... '{STRING}' nicht als Format für Spielstände verfügbar. Nutze stattdessen '{STRING}' ++STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND :{WHITE}... ignoriere Basisgrafiken '{STRING}': nicht gefunden ++STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND :{WHITE}... ignoriere Basissounds '{STRING}': nicht gefunden ++STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND :{WHITE}... ignoriere Musikset '{STRING}': nicht gefunden ++STR_CONFIG_ERROR_OUT_OF_MEMORY :{WHITE}Zu wenig Arbeitsspeicher ++STR_CONFIG_ERROR_SPRITECACHE_TOO_BIG :{WHITE}Reservieren von {BYTES} des Spritecaches fehlgeschlagen. Der Spritecache wurde auf {BYTES} verkleinert. Dies wird die Performance von OpenTTD verschlechtern. Um den Speicherbedarf zu verringern, kann man versuchen, 32bpp - Grafiken auszuschalten und/oder den Zoom-Level zu begrenzen ++ ++# Intro window ++STR_INTRO_CAPTION :{WHITE}OpenTTD {REV} ++ ++STR_INTRO_NEW_GAME :{BLACK}Neues Spiel ++STR_INTRO_LOAD_GAME :{BLACK}Spiel laden ++STR_INTRO_PLAY_SCENARIO :{BLACK}Szenario spielen ++STR_INTRO_PLAY_HEIGHTMAP :{BLACK}Reliefkarte spielen ++STR_INTRO_SCENARIO_EDITOR :{BLACK}Szenarieneditor ++STR_INTRO_MULTIPLAYER :{BLACK}Mehrspieler ++ ++STR_INTRO_GAME_OPTIONS :{BLACK}Spieleinstellungen ++STR_INTRO_HIGHSCORE :{BLACK}Bestenliste ++STR_INTRO_CONFIG_SETTINGS_TREE :{BLACK}Einstellungen ++STR_INTRO_NEWGRF_SETTINGS :{BLACK}NewGRF-Einstellungen ++STR_INTRO_ONLINE_CONTENT :{BLACK}Erweiterungen herunterladen ++STR_INTRO_SCRIPT_SETTINGS :{BLACK}KI- / Skripteinstellungen ++STR_INTRO_QUIT :{BLACK}Beenden ++ ++STR_INTRO_TOOLTIP_NEW_GAME :{BLACK}Ein neues Spiel beginnen. Strg+Klick überspringt Karteneinstellungen ++STR_INTRO_TOOLTIP_LOAD_GAME :{BLACK}Ein gespeichertes Spiel laden ++STR_INTRO_TOOLTIP_PLAY_HEIGHTMAP :{BLACK}Ein neues Spiel mit Reliefkarte als Landschaft starten ++STR_INTRO_TOOLTIP_PLAY_SCENARIO :{BLACK}Starte ein neues Spiel basierend auf einem Szenario ++STR_INTRO_TOOLTIP_SCENARIO_EDITOR :{BLACK}Eine eigene Karte oder Szenario erstellen ++STR_INTRO_TOOLTIP_MULTIPLAYER :{BLACK}Mehrspieler-Spiel beginnen ++ ++STR_INTRO_TOOLTIP_TEMPERATE :{BLACK}Landschaft mit gemäßigtem Klima auswählen ++STR_INTRO_TOOLTIP_SUB_ARCTIC_LANDSCAPE :{BLACK}Landschaft mit subarktischem Klima auswählen ++STR_INTRO_TOOLTIP_SUB_TROPICAL_LANDSCAPE :{BLACK}Landschaft mit subtropischem Klima auswählen ++STR_INTRO_TOOLTIP_TOYLAND_LANDSCAPE :{BLACK}Spielzeugland auswählen ++ ++STR_INTRO_TOOLTIP_GAME_OPTIONS :{BLACK}Spieleinstellungen anzeigen und/oder ändern ++STR_INTRO_TOOLTIP_HIGHSCORE :{BLACK}Zeige die Bestenliste ++STR_INTRO_TOOLTIP_CONFIG_SETTINGS_TREE :{BLACK}Einstellungen anzeigen ++STR_INTRO_TOOLTIP_NEWGRF_SETTINGS :{BLACK}NewGRF-Einstellungen anzeigen und/oder ändern ++STR_INTRO_TOOLTIP_ONLINE_CONTENT :{BLACK}Prüfe, ob neue oder aktualisierte Erweiterungen zum Herunterladen bereitstehen ++STR_INTRO_TOOLTIP_SCRIPT_SETTINGS :{BLACK}Zeige KI- und Skripteinstellungen ++STR_INTRO_TOOLTIP_QUIT :{BLACK}OpenTTD beenden ++ ++STR_INTRO_BASESET :{BLACK}Dem momentan ausgewählten Basisgrafiken fehl{P 0 "t" "en"} {NUM} Sprite{P 0 "" s}. Bitte überprüfe, ob es Updates für die Basisgrafiken gibt. ++STR_INTRO_TRANSLATION :{BLACK}Dieser Übersetzung fehl{P 0 t en} {NUM} String{P "" s}. Bitte hilf, OpenTTD zu verbessern und melde Dich als Übersetzer an. Siehe readme.txt für weitere Details. ++ ++# Quit window ++STR_QUIT_CAPTION :{WHITE}Verlassen ++STR_QUIT_ARE_YOU_SURE_YOU_WANT_TO_EXIT_OPENTTD :{YELLOW}OpenTTD wirklich beenden und zu{}{STRING} zurückkehren? ++STR_QUIT_YES :{BLACK}Ja ++STR_QUIT_NO :{BLACK}Nein ++ ++# Supported OSes ++STR_OSNAME_WINDOWS :Windows ++STR_OSNAME_DOS :DOS ++STR_OSNAME_UNIX :Unix ++STR_OSNAME_OSX :OS{NBSP}X ++STR_OSNAME_BEOS :BeOS ++STR_OSNAME_HAIKU :Haiku ++STR_OSNAME_MORPHOS :MorphOS ++STR_OSNAME_AMIGAOS :AmigaOS ++STR_OSNAME_OS2 :OS/2 ++STR_OSNAME_SUNOS :SunOS ++ ++# Abandon game ++STR_ABANDON_GAME_CAPTION :{WHITE}Spiel beenden ++STR_ABANDON_GAME_QUERY :{YELLOW}Das Spiel wirklich beenden? ++STR_ABANDON_SCENARIO_QUERY :{YELLOW}Soll das Szenario wirklich verlassen werden? ++ ++# Cheat window ++STR_CHEATS :{WHITE}Cheats ++STR_CHEATS_TOOLTIP :{BLACK}Die Kontrollkästchen zeigen an, ob dieser Cheat schonmal verwendet worden ist ++STR_CHEATS_WARNING :{BLACK}Achtung! Hiermit betrügt man seine Mitbewerber. Man sollte bedenken, dass sie das niemals verzeihen werden ++STR_CHEAT_MONEY :{LTBLUE}Kontostand um {CURRENCY_LONG} erhöhen ++STR_CHEAT_CHANGE_COMPANY :{LTBLUE}Spiele die Firma: {ORANGE}{COMMA} ++STR_CHEAT_EXTRA_DYNAMITE :{LTBLUE}Mächtigeres Abrisswerkzeug (entfernt Industrien und unbewegliche Objekte): {ORANGE}{STRING} ++STR_CHEAT_CROSSINGTUNNELS :{LTBLUE}Tunnel dürfen sich kreuzen: {ORANGE}{STRING} ++STR_CHEAT_NO_JETCRASH :{LTBLUE}Düsenflugzeuge stürzen auf kleinen Flughäfen nicht häufiger ab: {ORANGE}{STRING} ++STR_CHEAT_EDIT_MAX_HL :{LTBLUE}Ändere die maximale Höhe auf der Karte: {ORANGE}{NUM} ++STR_CHEAT_EDIT_MAX_HL_QUERY_CAPT :{WHITE}Die Maximalhöhe von Bergen auf der Karte ändern ++STR_CHEAT_SWITCH_CLIMATE_TEMPERATE_LANDSCAPE :Gemäßigt ++STR_CHEAT_SWITCH_CLIMATE_SUB_ARCTIC_LANDSCAPE :Subarktisch ++STR_CHEAT_SWITCH_CLIMATE_SUB_TROPICAL_LANDSCAPE :Subtropisch ++STR_CHEAT_SWITCH_CLIMATE_TOYLAND_LANDSCAPE :Spielzeugland ++STR_CHEAT_CHANGE_DATE :{LTBLUE}Ändere Datum: {ORANGE}{DATE_SHORT} ++STR_CHEAT_CHANGE_DATE_QUERY_CAPT :{WHITE}Ändert das Spieljahr ++STR_CHEAT_SETUP_PROD :{LTBLUE}Erlaube manuelles Ändern der Produktionsleistungen: {ORANGE}{STRING} ++ ++# Livery window ++STR_LIVERY_CAPTION :{WHITE}Neues Farbschema ++ ++STR_LIVERY_GENERAL_TOOLTIP :{BLACK}Allgemeines Farbschema anzeigen ++STR_LIVERY_TRAIN_TOOLTIP :{BLACK}Zugfarbschema anzeigen ++STR_LIVERY_ROAD_VEHICLE_TOOLTIP :{BLACK}Fahrzeugfarbschema anzeigen ++STR_LIVERY_SHIP_TOOLTIP :{BLACK}Schiffsfarbschema anzeigen ++STR_LIVERY_AIRCRAFT_TOOLTIP :{BLACK}Flugzeugfarbschema anzeigen ++STR_LIVERY_PRIMARY_TOOLTIP :{BLACK}Wähle die Hauptfarbe für das gewählte Schema aus. Strg+Klick wählt diese Farbe für jedes Schema ++STR_LIVERY_SECONDARY_TOOLTIP :{BLACK}Wähle die Nebenfarbe für das ausgewählte Schema. Strg+Klick wählt diese Farbe für jedes Schema. ++STR_LIVERY_PANEL_TOOLTIP :{BLACK}Wähle ein Farbschema oder mehrere Farbschemata mittels Strg+Klick aus, um diese zu ändern. Klicke in das Kästchen, um ein Schema zu aktivieren ++ ++STR_LIVERY_DEFAULT :Standardlackierung ++STR_LIVERY_STEAM :Dampflok ++STR_LIVERY_DIESEL :Diesellok ++STR_LIVERY_ELECTRIC :E-Lok ++STR_LIVERY_MONORAIL :Einschienenbahn ++STR_LIVERY_MAGLEV :Magnetschwebebahn ++STR_LIVERY_DMU :VT ++STR_LIVERY_EMU :ET ++STR_LIVERY_PASSENGER_WAGON_STEAM :Passagierwaggon (Dampf) ++STR_LIVERY_PASSENGER_WAGON_DIESEL :Passagierwaggon (Diesel) ++STR_LIVERY_PASSENGER_WAGON_ELECTRIC :Passagierwaggon (elektrisch) ++STR_LIVERY_PASSENGER_WAGON_MONORAIL :Passagierwaggon (Einschienenbahn) ++STR_LIVERY_PASSENGER_WAGON_MAGLEV :Passagierwaggon (Magnetschwebebahn) ++STR_LIVERY_FREIGHT_WAGON :Güterwaggon ++STR_LIVERY_BUS :Bus ++STR_LIVERY_TRUCK :Lastwagen ++STR_LIVERY_PASSENGER_SHIP :Passagierschiff ++STR_LIVERY_FREIGHT_SHIP :Frachter ++STR_LIVERY_HELICOPTER :Hubschrauber ++STR_LIVERY_SMALL_PLANE :Kleines Flugzeug ++STR_LIVERY_LARGE_PLANE :Großraumflugzeug ++STR_LIVERY_PASSENGER_TRAM :Straßenbahn ++STR_LIVERY_FREIGHT_TRAM :Frachtstraßenbahn ++ ++# Face selection window ++STR_FACE_CAPTION :{WHITE}Gesicht auswählen ++STR_FACE_CANCEL_TOOLTIP :{BLACK}Gesichtswahl abbrechen ++STR_FACE_OK_TOOLTIP :{BLACK}Gesichtswahl übernehmen ++STR_FACE_RANDOM :{BLACK}Zufällig ++ ++STR_FACE_MALE_BUTTON :{BLACK}Männlich ++STR_FACE_MALE_TOOLTIP :{BLACK}Wähle männliches Gesicht aus ++STR_FACE_FEMALE_BUTTON :{BLACK}Weiblich ++STR_FACE_FEMALE_TOOLTIP :{BLACK}Wähle weibliches Gesicht aus ++STR_FACE_NEW_FACE_BUTTON :{BLACK}Neues Gesicht ++STR_FACE_NEW_FACE_TOOLTIP :{BLACK}Wähle zufälliges neues Gesicht ++STR_FACE_ADVANCED :{BLACK}Detailliert ++STR_FACE_ADVANCED_TOOLTIP :{BLACK}Umfangreichere Wahl des Gesichts ++STR_FACE_SIMPLE :{BLACK}Einfach ++STR_FACE_SIMPLE_TOOLTIP :{BLACK}Einfache Wahl des Gesichts ++STR_FACE_LOAD :{BLACK}Laden ++STR_FACE_LOAD_TOOLTIP :{BLACK}Lade bevorzugtes Gesicht ++STR_FACE_LOAD_DONE :{WHITE}Das bevorzugte Gesicht wurde aus der OpenTTD-Konfigurationsdatei geladen ++STR_FACE_FACECODE :{BLACK}Gesichtsnummer ++STR_FACE_FACECODE_TOOLTIP :{BLACK}Nummer des Managergesichts betrachten und/oder setzen ++STR_FACE_FACECODE_CAPTION :{WHITE}Nummer des Gesichts betrachten / festlegen ++STR_FACE_FACECODE_SET :{WHITE}Neue Nummer wurde für das Gesicht registriert ++STR_FACE_FACECODE_ERR :{WHITE}Konnte keine Nummer für das Gesicht setzen, sie muss zwischen 0 und 4.294.967.295 liegen! ++STR_FACE_SAVE :{BLACK}Speichern ++STR_FACE_SAVE_TOOLTIP :{BLACK}Speichere bevorzugtes Gesicht ++STR_FACE_SAVE_DONE :{WHITE}Dieses Gesicht wird als bevorzugtes Gesicht in der OpenTTD-Konfigurationsdatei gespeichert ++STR_FACE_EUROPEAN :{BLACK}Europäisch ++STR_FACE_SELECT_EUROPEAN :{BLACK}Auswahl europäischer Gesichter ++STR_FACE_AFRICAN :{BLACK}Afrikanisch ++STR_FACE_SELECT_AFRICAN :{BLACK}Auswahl afrikanischer Gesichter ++STR_FACE_YES :Ja ++STR_FACE_NO :Nein ++STR_FACE_MOUSTACHE_EARRING_TOOLTIP :{BLACK}Schnauzbart oder Ohrring erlauben ++STR_FACE_HAIR :Frisur: ++STR_FACE_HAIR_TOOLTIP :{BLACK}Frisur ändern ++STR_FACE_EYEBROWS :Augenbrauen: ++STR_FACE_EYEBROWS_TOOLTIP :{BLACK}Augenbrauen ändern ++STR_FACE_EYECOLOUR :Augenfarbe: ++STR_FACE_EYECOLOUR_TOOLTIP :{BLACK}Augenfarbe ändern ++STR_FACE_GLASSES :Brille: ++STR_FACE_GLASSES_TOOLTIP :{BLACK}Brille aufsetzen ++STR_FACE_GLASSES_TOOLTIP_2 :{BLACK}Brille ändern ++STR_FACE_NOSE :Nase: ++STR_FACE_NOSE_TOOLTIP :{BLACK}Nase ändern ++STR_FACE_LIPS :Lippen: ++STR_FACE_MOUSTACHE :Schnauzbart: ++STR_FACE_LIPS_MOUSTACHE_TOOLTIP :{BLACK}Lippen oder Schnauzbart ändern ++STR_FACE_CHIN :Kinn: ++STR_FACE_CHIN_TOOLTIP :{BLACK}Kinn ändern ++STR_FACE_JACKET :Jackett: ++STR_FACE_JACKET_TOOLTIP :{BLACK}Jackett ändern ++STR_FACE_COLLAR :Kragen: ++STR_FACE_COLLAR_TOOLTIP :{BLACK}Kragen ändern ++STR_FACE_TIE :Krawatte: ++STR_FACE_EARRING :Ohrring: ++STR_FACE_TIE_EARRING_TOOLTIP :{BLACK}Krawatte oder Ohrring ändern ++ ++# Network server list ++STR_NETWORK_SERVER_LIST_CAPTION :{WHITE}Mehrspieler ++STR_NETWORK_SERVER_LIST_ADVERTISED :{BLACK}Angekündigt ++STR_NETWORK_SERVER_LIST_ADVERTISED_TOOLTIP :{BLACK}Zwischen öffentlich angekündigtem (Internet) und nicht angekündigtem (Local Area Network, LAN) Spiel wählen ++STR_NETWORK_SERVER_LIST_ADVERTISED_NO :Nein ++STR_NETWORK_SERVER_LIST_ADVERTISED_YES :Ja ++STR_NETWORK_SERVER_LIST_PLAYER_NAME :{BLACK}Spielername: ++STR_NETWORK_SERVER_LIST_ENTER_NAME_TOOLTIP :{BLACK}Dieser Name dient zur Identifizierung anderen Spielern gegenüber ++ ++STR_NETWORK_SERVER_LIST_GAME_NAME :{BLACK}Name ++STR_NETWORK_SERVER_LIST_GAME_NAME_TOOLTIP :{BLACK}Name des Spiels ++STR_NETWORK_SERVER_LIST_GENERAL_ONLINE :{BLACK}{COMMA}/{COMMA} - {COMMA}/{COMMA} ++STR_NETWORK_SERVER_LIST_CLIENTS_CAPTION :{BLACK}Teilnehmer ++STR_NETWORK_SERVER_LIST_CLIENTS_CAPTION_TOOLTIP :{BLACK}Teilnehmer anwesend/max.{}Firmen anwesend/max. ++STR_NETWORK_SERVER_LIST_MAP_SIZE_SHORT :{BLACK}{COMMA}x{COMMA} ++STR_NETWORK_SERVER_LIST_MAP_SIZE_CAPTION :{BLACK}Spielfeldgröße ++STR_NETWORK_SERVER_LIST_MAP_SIZE_CAPTION_TOOLTIP :{BLACK}Spielfeldgröße{}Klick sortiert nach Fläche ++STR_NETWORK_SERVER_LIST_DATE_CAPTION :{BLACK}Datum ++STR_NETWORK_SERVER_LIST_DATE_CAPTION_TOOLTIP :{BLACK}Momentanes Spieljahr ++STR_NETWORK_SERVER_LIST_YEARS_CAPTION :{BLACK}Jahre ++STR_NETWORK_SERVER_LIST_YEARS_CAPTION_TOOLTIP :{BLACK}Jahre seit Spielbeginn ++STR_NETWORK_SERVER_LIST_INFO_ICONS_TOOLTIP :{BLACK}Sprache, Server-Version, etc. ++ ++STR_NETWORK_SERVER_LIST_CLICK_GAME_TO_SELECT :{BLACK}Ein Spiel der Liste durch Anklicken wählen ++STR_NETWORK_SERVER_LIST_LAST_JOINED_SERVER :{BLACK}Zuletzt besuchtes Spiel: ++STR_NETWORK_SERVER_LIST_CLICK_TO_SELECT_LAST :{BLACK}Zuletzt besuchten Server auswählen ++ ++STR_NETWORK_SERVER_LIST_GAME_INFO :{SILVER}SPIEL-INFO ++STR_NETWORK_SERVER_LIST_CLIENTS :{SILVER}Teilnehmer: {WHITE}{COMMA} / {COMMA} - {COMMA} / {COMMA} ++STR_NETWORK_SERVER_LIST_LANGUAGE :{SILVER}Sprache: {WHITE}{STRING} ++STR_NETWORK_SERVER_LIST_LANDSCAPE :{SILVER}Landschaft: {WHITE}{STRING} ++STR_NETWORK_SERVER_LIST_MAP_SIZE :{SILVER}Spielfeldgröße: {WHITE}{COMMA}x{COMMA} ++STR_NETWORK_SERVER_LIST_SERVER_VERSION :{SILVER}Serverversion: {WHITE}{STRING} ++STR_NETWORK_SERVER_LIST_SERVER_ADDRESS :{SILVER}Serveradresse: {WHITE}{STRING} ++STR_NETWORK_SERVER_LIST_START_DATE :{SILVER}Startdatum: {WHITE}{DATE_SHORT} ++STR_NETWORK_SERVER_LIST_CURRENT_DATE :{SILVER}Aktuelles Datum: {WHITE}{DATE_SHORT} ++STR_NETWORK_SERVER_LIST_PASSWORD :{SILVER}Passwortgeschützt! ++STR_NETWORK_SERVER_LIST_SERVER_OFFLINE :{SILVER}SERVER OFFLINE ++STR_NETWORK_SERVER_LIST_SERVER_FULL :{SILVER}SERVER VOLL ++STR_NETWORK_SERVER_LIST_VERSION_MISMATCH :{SILVER}VERSIONSKONFLIKT ++STR_NETWORK_SERVER_LIST_GRF_MISMATCH :{SILVER}NEWGRF-KONFLIKT ++ ++STR_NETWORK_SERVER_LIST_JOIN_GAME :{BLACK}Spiel betreten ++STR_NETWORK_SERVER_LIST_REFRESH :{BLACK}Aktualisieren ++STR_NETWORK_SERVER_LIST_REFRESH_TOOLTIP :{BLACK}Aktualisiert die Serverinformationen ++ ++STR_NETWORK_SERVER_LIST_FIND_SERVER :{BLACK}Server suchen ++STR_NETWORK_SERVER_LIST_FIND_SERVER_TOOLTIP :{BLACK}Netzwerk nach einem Server durchsuchen ++STR_NETWORK_SERVER_LIST_ADD_SERVER :{BLACK}Server hinzufügen ++STR_NETWORK_SERVER_LIST_ADD_SERVER_TOOLTIP :{BLACK}Fügt einen Server zu der Liste von Servern hinzu, die immer nach laufenden Spielen kontrolliert werden ++STR_NETWORK_SERVER_LIST_START_SERVER :{BLACK}Server starten ++STR_NETWORK_SERVER_LIST_START_SERVER_TOOLTIP :{BLACK}Einen eigenen Server starten ++ ++STR_NETWORK_SERVER_LIST_PLAYER_NAME_OSKTITLE :{BLACK}Bitte eigenen Namen eingeben ++STR_NETWORK_SERVER_LIST_ENTER_IP :{BLACK}IP-Adresse des Servers eingeben ++ ++# Start new multiplayer server ++STR_NETWORK_START_SERVER_CAPTION :{WHITE}Neues Mehrspieler-Spiel beginnen ++ ++STR_NETWORK_START_SERVER_NEW_GAME_NAME :{BLACK}Spielname: ++STR_NETWORK_START_SERVER_NEW_GAME_NAME_TOOLTIP :{BLACK}Der Name des Spieles wird anderen Spielern im Mehrspielerdialog angezeigt ++STR_NETWORK_START_SERVER_SET_PASSWORD :{BLACK}Passwort setzen ++STR_NETWORK_START_SERVER_PASSWORD_TOOLTIP :{BLACK}Ein Passwort verhindert, dass unbefugte Leute beitreten ++ ++STR_NETWORK_START_SERVER_UNADVERTISED :Nein ++STR_NETWORK_START_SERVER_ADVERTISED :Ja ++STR_NETWORK_START_SERVER_CLIENTS_SELECT :{BLACK}{NUM} Teilnehmer ++STR_NETWORK_START_SERVER_NUMBER_OF_CLIENTS :{BLACK}Maximale Teilnehmeranzahl: ++STR_NETWORK_START_SERVER_NUMBER_OF_CLIENTS_TOOLTIP :{BLACK}Auswahl der maximal erlaubten Anzahl von Teilnehmern. Nicht alle Slots müssen belegt werden ++STR_NETWORK_START_SERVER_COMPANIES_SELECT :{BLACK}{NUM} Firm{P a en} ++STR_NETWORK_START_SERVER_NUMBER_OF_COMPANIES :{BLACK}Maximale Firmenanzahl: ++STR_NETWORK_START_SERVER_NUMBER_OF_COMPANIES_TOOLTIP :{BLACK}Begrenzt den Server auf eine bestimmte Anzahl an Firmen ++STR_NETWORK_START_SERVER_SPECTATORS_SELECT :{BLACK}{NUM} Zuschauer ++STR_NETWORK_START_SERVER_NUMBER_OF_SPECTATORS :{BLACK}Maximale Zuschaueranzahl: ++STR_NETWORK_START_SERVER_NUMBER_OF_SPECTATORS_TOOLTIP :{BLACK}Begrenzt den Server auf eine gewisse Anzahl an Zuschauern ++STR_NETWORK_START_SERVER_LANGUAGE_SPOKEN :{BLACK}Gesprochene Sprache: ++STR_NETWORK_START_SERVER_LANGUAGE_TOOLTIP :{BLACK}Damit andere Spieler wissen, welche Sprache auf diesem Server gesprochen wird ++ ++STR_NETWORK_START_SERVER_NEW_GAME_NAME_OSKTITLE :{BLACK}Namen für das Netzwerkspiel eingeben ++ ++# Network game languages ++############ Leave those lines in this order!! ++STR_NETWORK_LANG_ANY :Egal ++STR_NETWORK_LANG_ENGLISH :Englisch ++STR_NETWORK_LANG_GERMAN :Deutsch ++STR_NETWORK_LANG_FRENCH :Französisch ++STR_NETWORK_LANG_BRAZILIAN :Brasilianisch ++STR_NETWORK_LANG_BULGARIAN :Bulgarisch ++STR_NETWORK_LANG_CHINESE :Chinesisch ++STR_NETWORK_LANG_CZECH :Tschechisch ++STR_NETWORK_LANG_DANISH :Dänisch ++STR_NETWORK_LANG_DUTCH :Niederländisch ++STR_NETWORK_LANG_ESPERANTO :Esperanto ++STR_NETWORK_LANG_FINNISH :Finnisch ++STR_NETWORK_LANG_HUNGARIAN :Ungarisch ++STR_NETWORK_LANG_ICELANDIC :Isländisch ++STR_NETWORK_LANG_ITALIAN :Italienisch ++STR_NETWORK_LANG_JAPANESE :Japanisch ++STR_NETWORK_LANG_KOREAN :Koreanisch ++STR_NETWORK_LANG_LITHUANIAN :Litauisch ++STR_NETWORK_LANG_NORWEGIAN :Norwegisch ++STR_NETWORK_LANG_POLISH :Polnisch ++STR_NETWORK_LANG_PORTUGUESE :Portugiesisch ++STR_NETWORK_LANG_ROMANIAN :Rumänisch ++STR_NETWORK_LANG_RUSSIAN :Russisch ++STR_NETWORK_LANG_SLOVAK :Slowakisch ++STR_NETWORK_LANG_SLOVENIAN :Slowenisch ++STR_NETWORK_LANG_SPANISH :Spanisch ++STR_NETWORK_LANG_SWEDISH :Schwedisch ++STR_NETWORK_LANG_TURKISH :Türkisch ++STR_NETWORK_LANG_UKRAINIAN :Ukrainisch ++STR_NETWORK_LANG_AFRIKAANS :Afrikaans ++STR_NETWORK_LANG_CROATIAN :Kroatisch ++STR_NETWORK_LANG_CATALAN :Katalanisch ++STR_NETWORK_LANG_ESTONIAN :Estnisch ++STR_NETWORK_LANG_GALICIAN :Galizisch ++STR_NETWORK_LANG_GREEK :Griechisch ++STR_NETWORK_LANG_LATVIAN :Lettisch ++############ End of leave-in-this-order ++ ++# Network game lobby ++STR_NETWORK_GAME_LOBBY_CAPTION :{WHITE}Mehrspielerlobby ++ ++STR_NETWORK_GAME_LOBBY_PREPARE_TO_JOIN :{BLACK}Spieleintritt vorbereiten: {ORANGE}{STRING} ++STR_NETWORK_GAME_LOBBY_COMPANY_LIST_TOOLTIP :{BLACK}Eine Liste aller Firmen, die sich im Spiel befinden. Man kann einer Firma beitreten oder eine eigene Firma gründen, sofern ein Platz frei ist ++ ++STR_NETWORK_GAME_LOBBY_COMPANY_INFO :{SILVER}Firmenprofil ++STR_NETWORK_GAME_LOBBY_COMPANY_NAME :{SILVER}Firmenname: {WHITE}{STRING} ++STR_NETWORK_GAME_LOBBY_INAUGURATION_YEAR :{SILVER}Gründung: {WHITE}{NUM} ++STR_NETWORK_GAME_LOBBY_VALUE :{SILVER}Firmenwert: {WHITE}{CURRENCY_LONG} ++STR_NETWORK_GAME_LOBBY_CURRENT_BALANCE :{SILVER}Kontostand: {WHITE}{CURRENCY_LONG} ++STR_NETWORK_GAME_LOBBY_LAST_YEARS_INCOME :{SILVER}Einkommen (letzes Jahr): {WHITE}{CURRENCY_LONG} ++STR_NETWORK_GAME_LOBBY_PERFORMANCE :{SILVER}Leistung: {WHITE}{NUM} ++ ++STR_NETWORK_GAME_LOBBY_VEHICLES :{SILVER}Fahrzeuge: {WHITE}{NUM} {TRAIN}, {NUM} {LORRY}, {NUM} {BUS}, {NUM} {SHIP}, {NUM} {PLANE} ++STR_NETWORK_GAME_LOBBY_STATIONS :{SILVER}Stationen: {WHITE}{NUM} {TRAIN}, {NUM} {LORRY}, {NUM} {BUS}, {NUM} {SHIP}, {NUM} {PLANE} ++STR_NETWORK_GAME_LOBBY_PLAYERS :{SILVER}Spieler: {WHITE}{STRING} ++ ++STR_NETWORK_GAME_LOBBY_NEW_COMPANY :{BLACK}Neue Firma ++STR_NETWORK_GAME_LOBBY_NEW_COMPANY_TOOLTIP :{BLACK}Eine neue Firma gründen ++STR_NETWORK_GAME_LOBBY_SPECTATE_GAME :{BLACK}Beim Spiel zusehen ++STR_NETWORK_GAME_LOBBY_SPECTATE_GAME_TOOLTIP :{BLACK}Als Zuschauer dem Spiel zusehen ++STR_NETWORK_GAME_LOBBY_JOIN_COMPANY :{BLACK}Firma beitreten ++STR_NETWORK_GAME_LOBBY_JOIN_COMPANY_TOOLTIP :{BLACK}Beim Verwalten der ausgewählten Firma helfen ++ ++# Network connecting window ++STR_NETWORK_CONNECTING_CAPTION :{WHITE}Verbinden... ++ ++############ Leave those lines in this order!! ++STR_NETWORK_CONNECTING_1 :{BLACK}(1/6) Verbinden... ++STR_NETWORK_CONNECTING_2 :{BLACK}(2/6) Autorisieren... ++STR_NETWORK_CONNECTING_3 :{BLACK}(3/6) Warten... ++STR_NETWORK_CONNECTING_4 :{BLACK}(4/6) Herunterladen des Spielfeldes... ++STR_NETWORK_CONNECTING_5 :{BLACK}(5/6) Spieldaten verarbeiten... ++STR_NETWORK_CONNECTING_6 :{BLACK}(6/6) Registrieren... ++ ++STR_NETWORK_CONNECTING_SPECIAL_1 :{BLACK}Spielinformationen holen... ++STR_NETWORK_CONNECTING_SPECIAL_2 :{BLACK}Firmeninformationen holen... ++############ End of leave-in-this-order ++STR_NETWORK_CONNECTING_WAITING :{BLACK}{NUM} Teilnehmer vor Ihnen ++STR_NETWORK_CONNECTING_DOWNLOADING_1 :{BLACK}{BYTES} bis jetzt heruntergeladen ++STR_NETWORK_CONNECTING_DOWNLOADING_2 :{BLACK}{BYTES}/{BYTES} bisher heruntergeladen ++ ++STR_NETWORK_CONNECTION_DISCONNECT :{BLACK}Trennen ++ ++STR_NETWORK_NEED_GAME_PASSWORD_CAPTION :{WHITE}Server ist geschützt. Passwort eingeben: ++STR_NETWORK_NEED_COMPANY_PASSWORD_CAPTION :{WHITE}Firma ist geschützt. Passwort eingeben: ++ ++# Network company list added strings ++STR_NETWORK_COMPANY_LIST_CLIENT_LIST :{WHITE}Teilnehmerliste ++STR_NETWORK_COMPANY_LIST_SPECTATE :{WHITE}Zuschauen ++STR_NETWORK_COMPANY_LIST_NEW_COMPANY :{WHITE}Neue Firma ++ ++# Network client list ++STR_NETWORK_CLIENTLIST_KICK :Hinauswerfen ++STR_NETWORK_CLIENTLIST_BAN :Sperren ++STR_NETWORK_CLIENTLIST_GIVE_MONEY :Geld schenken ++STR_NETWORK_CLIENTLIST_SPEAK_TO_ALL :Mit allen sprechen ++STR_NETWORK_CLIENTLIST_SPEAK_TO_COMPANY :Mit Firma sprechen ++STR_NETWORK_CLIENTLIST_SPEAK_TO_CLIENT :Private Nachricht ++ ++STR_NETWORK_SERVER :Server ++STR_NETWORK_CLIENT :Teilnehmer ++STR_NETWORK_SPECTATORS :Zuschauer ++ ++STR_NETWORK_GIVE_MONEY_CAPTION :{WHITE}Wieviel Geld soll übergeben werden? ++STR_NETWORK_TOOLBAR_LIST_SPECTATOR :{BLACK}Zuschauer ++ ++# Network set password ++STR_COMPANY_PASSWORD_CANCEL :{BLACK}Eingegebenes Passwort nicht speichern ++STR_COMPANY_PASSWORD_OK :{BLACK}Der Firma ein Passwort zuweisen ++STR_COMPANY_PASSWORD_CAPTION :{WHITE}Firmenpasswort ++STR_COMPANY_PASSWORD_MAKE_DEFAULT :{BLACK}Standard-Firmenpasswort ++STR_COMPANY_PASSWORD_MAKE_DEFAULT_TOOLTIP :{BLACK}Benutze dieses Firmenpasswort als Standard für neue Firmen ++ ++# Network company info join/password ++STR_COMPANY_VIEW_JOIN :{BLACK}Beitreten ++STR_COMPANY_VIEW_JOIN_TOOLTIP :{BLACK}Beitreten und mit der ausgewählten Firma spielen ++STR_COMPANY_VIEW_PASSWORD :{BLACK}Passwort ++STR_COMPANY_VIEW_PASSWORD_TOOLTIP :{BLACK}Die Firma durch ein Passwort schützen, sodass nur ausgewählte Spieler beitreten können ++STR_COMPANY_VIEW_SET_PASSWORD :{BLACK}Firmenpasswort setzen ++ ++# Network chat ++STR_NETWORK_CHAT_SEND :{BLACK}Abschicken ++STR_NETWORK_CHAT_COMPANY_CAPTION :[Team] : ++STR_NETWORK_CHAT_CLIENT_CAPTION :[Privat] {STRING}: ++STR_NETWORK_CHAT_ALL_CAPTION :[Alle] : ++ ++STR_NETWORK_CHAT_COMPANY :[Team] {STRING}: {WHITE}{STRING} ++STR_NETWORK_CHAT_TO_COMPANY :[Team] an {STRING}: {WHITE}{STRING} ++STR_NETWORK_CHAT_CLIENT :[Privat] {STRING}: {WHITE}{STRING} ++STR_NETWORK_CHAT_TO_CLIENT :[Privat] an {STRING}: {WHITE}{STRING} ++STR_NETWORK_CHAT_ALL :[Alle] {STRING}: {WHITE}{STRING} ++STR_NETWORK_CHAT_OSKTITLE :{BLACK}Chattext eingeben ++ ++# Network messages ++STR_NETWORK_ERROR_NOTAVAILABLE :{WHITE}Keine Netzwerkschnittstellen gefunden oder ohne ENABLE_NETWORK kompiliert ++STR_NETWORK_ERROR_NOSERVER :{WHITE}Keine Netzwerkspiele gefunden ++STR_NETWORK_ERROR_NOCONNECTION :{WHITE}Der Server antwortet nicht ++STR_NETWORK_ERROR_NEWGRF_MISMATCH :{WHITE}Verbindung konnte nicht hergestellt werden, da die NewGRF-Versionen nicht übereinstimmen ++STR_NETWORK_ERROR_DESYNC :{WHITE}Synchronisation des Netzwerkspiels fehlgeschlagen ++STR_NETWORK_ERROR_LOSTCONNECTION :{WHITE}Verbindung zum Netzwerkspiel verloren ++STR_NETWORK_ERROR_SAVEGAMEERROR :{WHITE}Spielstand konnte nicht vom Server geladen werden ++STR_NETWORK_ERROR_SERVER_START :{WHITE}Server konnte nicht gestartet werden ++STR_NETWORK_ERROR_CLIENT_START :{WHITE}Verbindung konnte nicht hergestellt werden ++STR_NETWORK_ERROR_TIMEOUT :{WHITE}Verbindung #{NUM} hat das Zeitlimit überschritten ++STR_NETWORK_ERROR_SERVER_ERROR :{WHITE}Protokollfehler: Die Verbindung musste getrennt werden ++STR_NETWORK_ERROR_WRONG_REVISION :{WHITE}Diese Version des Spiels entspricht nicht der des Servers ++STR_NETWORK_ERROR_WRONG_PASSWORD :{WHITE}Falsches Passwort ++STR_NETWORK_ERROR_SERVER_FULL :{WHITE}Der Server ist voll ++STR_NETWORK_ERROR_SERVER_BANNED :{WHITE}Sie sind auf diesem Server gesperrt ++STR_NETWORK_ERROR_KICKED :{WHITE}Sie wurden vom Server hinausgeworfen ++STR_NETWORK_ERROR_CHEATER :{WHITE}Mogeln ist auf diesem Server nicht erlaubt ++STR_NETWORK_ERROR_TOO_MANY_COMMANDS :{WHITE}Es wurden zu viele Kommandos an den Server gesendet ++STR_NETWORK_ERROR_TIMEOUT_PASSWORD :{WHITE}Zeit für die Eingabe des Passwortes wurde überschritten ++STR_NETWORK_ERROR_TIMEOUT_COMPUTER :{WHITE}Dieser Computer ist sehr langsam, sodass er nicht mit dem Server mithalten kann ++STR_NETWORK_ERROR_TIMEOUT_MAP :{WHITE}Das Herunterladen der Karte dauerte zu lange ++STR_NETWORK_ERROR_TIMEOUT_JOIN :{WHITE}Der Beitritt zum Server dauerte zu lange ++ ++############ Leave those lines in this order!! ++STR_NETWORK_ERROR_CLIENT_GENERAL :Allgemeiner Fehler ++STR_NETWORK_ERROR_CLIENT_DESYNC :Synchronisationsfehler ++STR_NETWORK_ERROR_CLIENT_SAVEGAME :Spielfeld konnte nicht geladen werden ++STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST :Verbindung verloren ++STR_NETWORK_ERROR_CLIENT_PROTOCOL_ERROR :Protokollfehler ++STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH :NewGRF-Versionen stimmen nicht überein ++STR_NETWORK_ERROR_CLIENT_NOT_AUTHORIZED :nicht autorisiert ++STR_NETWORK_ERROR_CLIENT_NOT_EXPECTED :Ungültiges oder unerwartetes Datenpaket empfangen ++STR_NETWORK_ERROR_CLIENT_WRONG_REVISION :Falsche Version ++STR_NETWORK_ERROR_CLIENT_NAME_IN_USE :Name wird bereits verwendet ++STR_NETWORK_ERROR_CLIENT_WRONG_PASSWORD :Falsches Spielpasswort ++STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH :Falsche Firmen-ID in DoCommand ++STR_NETWORK_ERROR_CLIENT_KICKED :vom Server hinausgeworfen ++STR_NETWORK_ERROR_CLIENT_CHEATER :hat versucht zu mogeln ++STR_NETWORK_ERROR_CLIENT_SERVER_FULL :Server voll ++STR_NETWORK_ERROR_CLIENT_TOO_MANY_COMMANDS :sendete zu viele Kommandos ++STR_NETWORK_ERROR_CLIENT_TIMEOUT_PASSWORD :Zeitüberschreitung beim Senden des Passworts ++STR_NETWORK_ERROR_CLIENT_TIMEOUT_COMPUTER :Allgemeine Zeitüberschreitung ++STR_NETWORK_ERROR_CLIENT_TIMEOUT_MAP :das Herunterladen der Karte dauerte zu lange ++STR_NETWORK_ERROR_CLIENT_TIMEOUT_JOIN :Verarbeitung der Karte dauerte zu lange ++############ End of leave-in-this-order ++ ++STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION :{WHITE}Möglicher Verbindungsabbruch ++STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION :{WHITE}Die letzte{P 0 "" n} {NUM} Sekunde{P "" n} wurden keine Daten vom Server empfangen ++ ++# Network related errors ++STR_NETWORK_SERVER_MESSAGE :*** {1:STRING} ++############ Leave those lines in this order!! ++STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED :Spiel angehalten ({STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 :Spiel weiterhin angehalten ({STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_2 :Spiel weiterhin angehalten ({STRING}, {STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_3 :Spiel weiterhin angehalten ({STRING}, {STRING}, {STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_4 :Spiel immer noch angehalten ({STRING}, {STRING}, {STRING}, {STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED :Spiel fortgesetzt ({STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS :Spieleranzahl ++STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS :Teilnehmer meldet sich an ++STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL :manuell ++STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT :Skript ++############ End of leave-in-this-order ++STR_NETWORK_MESSAGE_CLIENT_LEAVING :geht ++STR_NETWORK_MESSAGE_CLIENT_JOINED :*** {STRING} ist dem Spiel beigetreten ++STR_NETWORK_MESSAGE_CLIENT_JOINED_ID :*** {STRING} ist dem Spiel beigetreten (Teilnehmer #{2:NUM}) ++STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN :*** {STRING} ist der Firma #{2:NUM} beigetreten ++STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE :*** {STRING} ist den Zuschauern beigetreten ++STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW :*** {STRING} hat eine neue Firma gegründet (#{2:NUM}) ++STR_NETWORK_MESSAGE_CLIENT_LEFT :*** {STRING} hat das Spiel verlassen ({2:STRING}) ++STR_NETWORK_MESSAGE_NAME_CHANGE :*** {STRING} hat seinen/ihren Namen in {STRING} geändert ++STR_NETWORK_MESSAGE_GIVE_MONEY :*** {STRING} gab der eigenen Firma {2:CURRENCY_LONG} ++STR_NETWORK_MESSAGE_GAVE_MONEY_AWAY :*** Die eigene Firma übergab {1:STRING} {2:CURRENCY_LONG} ++STR_NETWORK_MESSAGE_SERVER_SHUTDOWN :{WHITE}Der Server hat das Spiel beendet ++STR_NETWORK_MESSAGE_SERVER_REBOOT :{WHITE}Der Server startet neu...{}Bitte warten... ++ ++# Content downloading window ++STR_CONTENT_TITLE :{WHITE}Herunterladen von Erweiterungen ++STR_CONTENT_TYPE_CAPTION :{BLACK}Art ++STR_CONTENT_TYPE_CAPTION_TOOLTIP :{BLACK}Art der Erweiterung ++STR_CONTENT_NAME_CAPTION :{BLACK}Name ++STR_CONTENT_NAME_CAPTION_TOOLTIP :{BLACK}Name der Erweiterung ++STR_CONTENT_MATRIX_TOOLTIP :{BLACK}Auf eine Zeile klicken, um Details zu sehen{}Kontrollkästchen anklicken, um zum Herunterladen auszuwählen ++STR_CONTENT_SELECT_ALL_CAPTION :{BLACK}Alles wählen ++STR_CONTENT_SELECT_ALL_CAPTION_TOOLTIP :{BLACK}Alle Erweiterungen zum Herunterladen auswählen ++STR_CONTENT_SELECT_UPDATES_CAPTION :{BLACK}Upgrades auswählen ++STR_CONTENT_SELECT_UPDATES_CAPTION_TOOLTIP :{BLACK}Wähle bei allen vorhandenen Erweiterungen, von denen eine neuere Version verfügbar ist, diese zum Herunterladen aus ++STR_CONTENT_UNSELECT_ALL_CAPTION :{BLACK}Alles abwählen ++STR_CONTENT_UNSELECT_ALL_CAPTION_TOOLTIP :{BLACK}Keine Erweiterung zum Herunterladen auswählen ++STR_CONTENT_SEARCH_EXTERNAL :{BLACK}Externe Webseiten durchsuchen ++STR_CONTENT_SEARCH_EXTERNAL_TOOLTIP :{BLACK}Inhalte, die nicht auf OpenTTD's Server für Online-Erweiterungen vorhanden sind, auf Webseiten suchen, die nicht mit OpenTTD in Verbindung stehen. ++STR_CONTENT_SEARCH_EXTERNAL_DISCLAIMER_CAPTION :{WHITE}OpenTTD wird hiermit verlassen! ++STR_CONTENT_SEARCH_EXTERNAL_DISCLAIMER :{WHITE}Die Bedingungen für den Download von Erweiterungen von fremden Webseiten variieren.{}Bei Problemen mit der Installation der Erweiterung in OpenTTD bitte auf der externen Webseite nach Anleitungen suchen.{}Fortfahren? ++STR_CONTENT_FILTER_TITLE :{BLACK}Filter für Stichworte oder Namen: ++STR_CONTENT_OPEN_URL :{BLACK}Webseite anzeigen ++STR_CONTENT_OPEN_URL_TOOLTIP :{BLACK}Webseite für diesen Eintrag anzeigen ++STR_CONTENT_DOWNLOAD_CAPTION :{BLACK}Herunterladen ++STR_CONTENT_DOWNLOAD_CAPTION_TOOLTIP :{BLACK}Beginne die ausgewählten Erweiterung(en) herunterzuladen ++STR_CONTENT_TOTAL_DOWNLOAD_SIZE :{SILVER}Gesamtgröße der ausgewählten Erweiterungen: {WHITE}{BYTES} ++STR_CONTENT_DETAIL_TITLE :{SILVER}Beschreibung der Erweiterung ++STR_CONTENT_DETAIL_SUBTITLE_UNSELECTED :{SILVER}Diese Erweiterung ist nicht zum Herunterladen ausgewählt ++STR_CONTENT_DETAIL_SUBTITLE_SELECTED :{SILVER}Diese Erweiterung ist zum Herunterladen ausgewählt ++STR_CONTENT_DETAIL_SUBTITLE_AUTOSELECTED :{SILVER}Diese Erweiterung wird für eine andere Erweiterung benötigt ++STR_CONTENT_DETAIL_SUBTITLE_ALREADY_HERE :{SILVER}Diese Erweiterung ist schon vorhanden ++STR_CONTENT_DETAIL_SUBTITLE_DOES_NOT_EXIST :{SILVER}Diese Erweiterung stammt aus einer unbekannten Quelle und kann von OpenTTD nicht heruntergeladen werden ++STR_CONTENT_DETAIL_UPDATE :{SILVER}Das ist ein Ersatz für {G einen eine ein ""} existierend{G en e es e} {STRING} ++STR_CONTENT_DETAIL_NAME :{SILVER}Name: {WHITE}{STRING} ++STR_CONTENT_DETAIL_VERSION :{SILVER}Version: {WHITE}{STRING} ++STR_CONTENT_DETAIL_DESCRIPTION :{SILVER}Beschreibung: {WHITE}{STRING} ++STR_CONTENT_DETAIL_URL :{SILVER}URL: {WHITE}{STRING} ++STR_CONTENT_DETAIL_TYPE :{SILVER}Typ: {WHITE}{STRING} ++STR_CONTENT_DETAIL_FILESIZE :{SILVER}Gesamtgröße der Erweiterung: {WHITE}{BYTES} ++STR_CONTENT_DETAIL_SELECTED_BECAUSE_OF :{SILVER}Ausgewählt wegen: {WHITE}{STRING} ++STR_CONTENT_DETAIL_DEPENDENCIES :{SILVER}Abhängigkeiten: {WHITE}{STRING} ++STR_CONTENT_DETAIL_TAGS :{SILVER}Stichworte: {WHITE}{STRING} ++STR_CONTENT_NO_ZLIB :{WHITE}OpenTTD wurde ohne "zlib" erstellt... ++STR_CONTENT_NO_ZLIB_SUB :{WHITE}... Herunterladen von Erweiterungen nicht möglich! ++ ++# Order of these is important! ++STR_CONTENT_TYPE_BASE_GRAPHICS :{G=p}Basisgrafiken ++STR_CONTENT_TYPE_NEWGRF :{G=n}NewGRF ++STR_CONTENT_TYPE_AI :{G=w}KI ++STR_CONTENT_TYPE_AI_LIBRARY :{G=w}KI-Bibliothek ++STR_CONTENT_TYPE_SCENARIO :{G=n}Szenario ++STR_CONTENT_TYPE_HEIGHTMAP :{G=w}Reliefkarte ++STR_CONTENT_TYPE_BASE_SOUNDS :Basissound ++STR_CONTENT_TYPE_BASE_MUSIC :Musikset ++STR_CONTENT_TYPE_GAME_SCRIPT :Skript ++STR_CONTENT_TYPE_GS_LIBRARY :Skript - Bibliothek ++ ++# Content downloading progress window ++STR_CONTENT_DOWNLOAD_TITLE :{WHITE}Lade Erweiterungen herunter... ++STR_CONTENT_DOWNLOAD_INITIALISE :{WHITE}Fordere Dateien an... ++STR_CONTENT_DOWNLOAD_FILE :{WHITE}Lade momentan herunter: {STRING} ({NUM} von {NUM}) ++STR_CONTENT_DOWNLOAD_COMPLETE :{WHITE}Alle Dateien heruntergeladen ++STR_CONTENT_DOWNLOAD_PROGRESS_SIZE :{WHITE}{BYTES} von {BYTES} heruntergeladen ({NUM} %) ++ ++# Content downloading error messages ++STR_CONTENT_ERROR_COULD_NOT_CONNECT :{WHITE}Kann keine Verbindung mit dem Server für Online-Erweiterungen herstellen... ++STR_CONTENT_ERROR_COULD_NOT_DOWNLOAD :{WHITE}Herunterladen fehlgeschlagen... ++STR_CONTENT_ERROR_COULD_NOT_DOWNLOAD_CONNECTION_LOST :{WHITE}... Verbindung verloren ++STR_CONTENT_ERROR_COULD_NOT_DOWNLOAD_FILE_NOT_WRITABLE :{WHITE}... kann Datei nicht schreiben ++STR_CONTENT_ERROR_COULD_NOT_EXTRACT :{WHITE}Kann heruntergeladene Datei nicht entpacken ++ ++STR_MISSING_GRAPHICS_SET_CAPTION :{WHITE}Fehlende Grafiken ++STR_MISSING_GRAPHICS_SET_MESSAGE :{BLACK}OpenTTD benötigt Basisgrafiken, um zu funktionieren. Es konnten aber keine gefunden werden. Darf OpenTTD diese herunterladen und installieren? ++STR_MISSING_GRAPHICS_YES_DOWNLOAD :{BLACK}Ja, Grafiken herunterladen ++STR_MISSING_GRAPHICS_NO_QUIT :{BLACK}Nein, OpenTTD beenden ++ ++# Transparency settings window ++STR_TRANSPARENCY_CAPTION :{WHITE}Transparenzeinstellungen ++STR_TRANSPARENT_SIGNS_TOOLTIP :{BLACK}Transparenz für Schilder einstellen. Strg+Klick, um Umschalten zu verhindern bzw. wieder zu erlauben ++STR_TRANSPARENT_TREES_TOOLTIP :{BLACK}Transparenz für Bäume einstellen. Strg+Klick, um Umschalten zu verhindern bzw. wieder zu erlauben ++STR_TRANSPARENT_HOUSES_TOOLTIP :{BLACK}Transparenz für Häuser einstellen. Strg+Klick, um Umschalten zu verhindern bzw. wieder zu erlauben ++STR_TRANSPARENT_INDUSTRIES_TOOLTIP :{BLACK}Transparenz für Industrien einstellen. Strg+Klick, um Umschalten zu verhindern bzw. wieder zu erlauben ++STR_TRANSPARENT_BUILDINGS_TOOLTIP :{BLACK}Transparenz für Bauten wie Stationen, Depots und Wegpunkte einstellen. Strg+Klick, um Umschalten zu verhindern bzw. wieder zu erlauben ++STR_TRANSPARENT_BRIDGES_TOOLTIP :{BLACK}Transparenz für Brücken einstellen. Strg+Klick, um Umschalten zu verhindern bzw. wieder zu erlauben ++STR_TRANSPARENT_STRUCTURES_TOOLTIP :{BLACK}Transparenz für Bauten wie Leuchttürme und Sendemasten einstellen. Strg+Klick, um Umschalten zu verhindern bzw. wieder zu erlauben ++STR_TRANSPARENT_CATENARY_TOOLTIP :{BLACK}Transparenz für Oberleitungen einstellen. Strg+Klick, um Umschalten zu verhindern bzw. wieder zu erlauben ++STR_TRANSPARENT_LOADING_TOOLTIP :{BLACK}Transparenz für Ladestandsanzeige einstellen. Strg+Klick, um Umschalten zu verhindern bzw. wieder zu erlauben ++STR_TRANSPARENT_INVISIBLE_TOOLTIP :{BLACK}Objekte unsichtbar statt transparent machen ++ ++# Linkgraph legend window ++STR_LINKGRAPH_LEGEND_CAPTION :{BLACK}Legende der Frachtverbindungen ++STR_LINKGRAPH_LEGEND_ALL :{BLACK}Alle ++STR_LINKGRAPH_LEGEND_NONE :{BLACK}Keine ++STR_LINKGRAPH_LEGEND_SELECT_COMPANIES :{BLACK}Anzuzeigende Firmen auswählen ++ ++# Linkgraph legend window and linkgraph legend in smallmap ++STR_LINKGRAPH_LEGEND_UNUSED :{TINY_FONT}{BLACK}unbenutzt ++STR_LINKGRAPH_LEGEND_SATURATED :{TINY_FONT}{BLACK}ausgeglichen ++STR_LINKGRAPH_LEGEND_OVERLOADED :{TINY_FONT}{BLACK}überlastet ++ ++# Base for station construction window(s) ++STR_STATION_BUILD_COVERAGE_AREA_TITLE :{BLACK}Einzugsgebiet anzeigen ++STR_STATION_BUILD_COVERAGE_OFF :{BLACK}aus ++STR_STATION_BUILD_COVERAGE_ON :{BLACK}an ++STR_STATION_BUILD_COVERAGE_AREA_OFF_TOOLTIP :{BLACK}Einzugsgebiet nicht anzeigen ++STR_STATION_BUILD_COVERAGE_AREA_ON_TOOLTIP :{BLACK}Einzugsgebiet anzeigen ++STR_STATION_BUILD_ACCEPTS_CARGO :{BLACK}Nimmt an: {GOLD}{CARGO_LIST} ++STR_STATION_BUILD_SUPPLIES_CARGO :{BLACK}Liefert: {GOLD}{CARGO_LIST} ++ ++# Join station window ++STR_JOIN_STATION_CAPTION :{WHITE}Verbinde mit Station ++STR_JOIN_STATION_CREATE_SPLITTED_STATION :{YELLOW}Errichte eine getrennte Station ++ ++STR_JOIN_WAYPOINT_CAPTION :{WHITE}Verbinde mit Wegpunkt ++STR_JOIN_WAYPOINT_CREATE_SPLITTED_WAYPOINT :{YELLOW}Errichte einen getrennten Wegpunkt ++ ++# Rail construction toolbar ++STR_RAIL_TOOLBAR_RAILROAD_CONSTRUCTION_CAPTION :Eisenbahnbau ++STR_RAIL_TOOLBAR_ELRAIL_CONSTRUCTION_CAPTION :Bau elektrifizierter Strecken ++STR_RAIL_TOOLBAR_MONORAIL_CONSTRUCTION_CAPTION :Einschienenbahnbau ++STR_RAIL_TOOLBAR_MAGLEV_CONSTRUCTION_CAPTION :Magnetschwebebahnbau ++ ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_TRACK :{BLACK}Gleise legen. Strg halten, um zwischen Bauen und Entfernen umzuschalten. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_AUTORAIL :{BLACK}Gleise legen mit automatischer Wahl der Ausrichtung. Strg halten, um zwischen Bauen und Entfernen umzuschalten. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_TRAIN_DEPOT_FOR_BUILDING :{BLACK}Zugdepot bauen (zum Kauf und zur Wartung von Zügen). Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_RAIL_TOOLBAR_TOOLTIP_CONVERT_RAIL_TO_WAYPOINT :{BLACK}Wegpunkt (auf vorhandenem Gleis) bauen. Strg+Klick, um Wegpunkte zu verbinden. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_STATION :{BLACK}Bahnhof bauen. Strg+Klick, um Stationen zu verbinden. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_SIGNALS :{BLACK}Signale errichten. Strg+Klick wechselt zwischen Formsignal-/Signaltypen{}Klicken und Ziehen, um mehrere Signale entlang einer geraden Strecke zu bauen. Strg halten, um bis zur nächsten Kreuzung zu bauen{}Strg+Klick auf die Schaltfläche zeigt das Signal-Menü. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_BRIDGE :{BLACK}Eisenbahnbrücke bauen. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_TUNNEL :{BLACK}Eisenbahntunnel bauen. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_RAIL_TOOLBAR_TOOLTIP_TOGGLE_BUILD_REMOVE_FOR :{BLACK}Umschalter für Bau/Abriss mit aktuellem Bauwerkzeug. Strg+Klick um die Gleise von Wegpunkten und Bahnhöfen ebenfalls zu entfernen ++STR_RAIL_TOOLBAR_TOOLTIP_CONVERT_RAIL :{BLACK}Gleistyp in den ausgewählten umwandeln. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++ ++STR_RAIL_NAME_RAILROAD :Schienen ++STR_RAIL_NAME_ELRAIL :Elektrifizierte Schienen ++STR_RAIL_NAME_MONORAIL :Einschienenbahn ++STR_RAIL_NAME_MAGLEV :Magnetschwebebahn ++ ++# Rail depot construction window ++STR_BUILD_DEPOT_TRAIN_ORIENTATION_CAPTION :{WHITE}Ausrichtung Zugdepot ++STR_BUILD_DEPOT_TRAIN_ORIENTATION_TOOLTIP :{BLACK}Ausrichtung des Zugdepots auswählen ++ ++# Rail waypoint construction window ++STR_WAYPOINT_CAPTION :{WHITE}Wegpunkt ++STR_WAYPOINT_GRAPHICS_TOOLTIP :{BLACK}Wegpunktbauform auswählen ++ ++# Rail station construction window ++STR_STATION_BUILD_RAIL_CAPTION :{WHITE}Bahnhof bauen ++STR_STATION_BUILD_ORIENTATION :{BLACK}Ausrichtung ++STR_STATION_BUILD_RAILROAD_ORIENTATION_TOOLTIP :{BLACK}Ausrichtung des Bahnhofs auswählen ++STR_STATION_BUILD_NUMBER_OF_TRACKS :{BLACK}Anzahl der Gleise ++STR_STATION_BUILD_NUMBER_OF_TRACKS_TOOLTIP :{BLACK}Anzahl der Bahnsteige wählen ++STR_STATION_BUILD_PLATFORM_LENGTH :{BLACK}Bahnsteiglänge ++STR_STATION_BUILD_PLATFORM_LENGTH_TOOLTIP :{BLACK}Bahnsteiglänge wählen ++STR_STATION_BUILD_DRAG_DROP :{BLACK}Klicken und Ziehen ++STR_STATION_BUILD_DRAG_DROP_TOOLTIP :{BLACK}Stationsgröße durch Klicken und Ziehen frei wählbar ++ ++STR_STATION_BUILD_STATION_CLASS_TOOLTIP :{BLACK}Eine Stationsart zum Anzeigen auswählen ++STR_STATION_BUILD_STATION_TYPE_TOOLTIP :{BLACK}Die Stationsart auswählen, die gebaut werden soll ++ ++STR_STATION_CLASS_DFLT :Standardstation ++STR_STATION_CLASS_WAYP :Wegpunkte ++ ++# Signal window ++STR_BUILD_SIGNAL_CAPTION :{WHITE}Signalauswahl ++STR_BUILD_SIGNAL_SEMAPHORE_NORM_TOOLTIP :{BLACK}Blocksignal (Formsignal){}Dies ist der einfachste Signaltyp. Bei Verwendung dieses Signaltyps darf sich immer nur ein Zug im Signalabschnitt aufhalten ++STR_BUILD_SIGNAL_SEMAPHORE_ENTRY_TOOLTIP :{BLACK}Einfahrsignal (Formsignal){}Zeigt grün, wenn im nächsten Block mindestens ein Ausfahrsignal grün zeigt. Andernfalls zeigt es rot ++STR_BUILD_SIGNAL_SEMAPHORE_EXIT_TOOLTIP :{BLACK}Ausfahrsignal (Formsignal){}Verhält sich wie ein Blocksignal, wird jedoch benötigt, um den Einfahr- oder Kombinationssignalen des Blockes "frei" zu melden ++STR_BUILD_SIGNAL_SEMAPHORE_COMBO_TOOLTIP :{BLACK}Kombinationssignal (Formsignal){}Das Kombinationssignal ist gleichzeitig Aus- und Einfahrsignal. Somit werden umfangreiche Signalverschaltungen möglich ++STR_BUILD_SIGNAL_SEMAPHORE_PBS_TOOLTIP :{BLACK}Pfadsignal (Formsignal){}Erlaubt mehreren Zügen gleichzeitig, einen Signalabschnitt zu befahren, sofern sie separate Gleisabschnitte belegen können. Pfadsignale können von hinten durchfahren werden ++STR_BUILD_SIGNAL_SEMAPHORE_PBS_OWAY_TOOLTIP :{BLACK}Einseitiges Pfadsignal (Formsignal):{}Erlaubt mehreren Zügen, einen Signalabschnitt zu befahren, sofern sie separate Gleisabschnitte belegen können. Einseitige Pfadsignale können nicht von hinten durchfahren werden ++STR_BUILD_SIGNAL_ELECTRIC_NORM_TOOLTIP :{BLACK}Blocksignal (Lichtsignal){}Dies ist der einfachste Signaltyp. Bei Verwendung dieses Signaltyps darf sich immer nur ein Zug im Signalabschnitt aufhalten ++STR_BUILD_SIGNAL_ELECTRIC_ENTRY_TOOLTIP :{BLACK}Einfahrsignal (Lichtsignal){}Zeigt grün, wenn im folgenden Block mindestens ein Ausfahrsignal grün zeigt. Andernfalls zeigt es rot ++STR_BUILD_SIGNAL_ELECTRIC_EXIT_TOOLTIP :{BLACK}Ausfahrsignal (Lichtsignal){}Verhält sich wie ein Blocksignal, gibt jedoch das Signal an Einfahr- und Kombinationssignale im vorherliegenden Block weiter ++STR_BUILD_SIGNAL_ELECTRIC_COMBO_TOOLTIP :{BLACK}Kombinationssignal (Lichtsignal){}Das Kombinationssignal ist gleichzeitig Aus- und Einfahrsignal. Somit werden umfangreiche Signalverschaltungen möglich ++STR_BUILD_SIGNAL_ELECTRIC_PBS_TOOLTIP :{BLACK}Pfadsignal (Lichtsignal){}Erlaubt mehreren Zügen gleichzeitig, einen Signalbereich zu befahren, sofern sie separate Gleisabschnitte belegen können. Normale Pfadsignale können von hinten durchfahren werden ++STR_BUILD_SIGNAL_ELECTRIC_PBS_OWAY_TOOLTIP :{BLACK}Einseitiges Pfadsignal (Lichtsignal):{}Erlaubt mehreren Zügen, einen Signalbereich zu befahren, sofern sie separate Gleisabschnitte belegen können. Einseitige Pfadsignale können nicht von hinten durchfahren werden ++STR_BUILD_SIGNAL_CONVERT_TOOLTIP :{BLACK}Signalumbau{}Wenn ausgewählt, werden bestehende Signale durch Anklicken zum ausgewählten Signaltyp umgebaut. Strg+Klick ändert die bestehende Bauform. Shift+Klick zeigt Kostenvoranschlag ++STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_TOOLTIP :{BLACK}Signalabstand beim automatischen Bau durch Ziehen ++STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_DECREASE_TOOLTIP :{BLACK}Signalabstand verringern ++STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Signalabstand erhöhen ++ ++# Bridge selection window ++STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Eisenbahnbrücke auswählen ++STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Straßenbrücke wählen ++STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Brückenauswahl - Auf die gewünschte Brücke klicken, um sie zu bauen ++STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG} ++STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY} ++STR_BRIDGE_NAME_SUSPENSION_STEEL :Stahlhängebrücke ++STR_BRIDGE_NAME_GIRDER_STEEL :Stahlträgerbrücke ++STR_BRIDGE_NAME_CANTILEVER_STEEL :Auslegerbrücke (Stahl) ++STR_BRIDGE_NAME_SUSPENSION_CONCRETE :Betonhängebrücke ++STR_BRIDGE_NAME_WOODEN :Holzbrücke ++STR_BRIDGE_NAME_CONCRETE :Betonbrücke ++STR_BRIDGE_NAME_TUBULAR_STEEL :Stahlrundbrücke ++STR_BRIDGE_TUBULAR_SILICON :Siliziumrundbrücke ++ ++ ++# Road construction toolbar ++STR_ROAD_TOOLBAR_ROAD_CONSTRUCTION_CAPTION :{WHITE}Straßenbau ++STR_ROAD_TOOLBAR_TRAM_CONSTRUCTION_CAPTION :{WHITE}Straßenbahnbau ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_ROAD_SECTION :{BLACK}Straße bauen. Strg halten, um zwischen Bauen und Entfernen umzuschalten. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_TRAMWAY_SECTION :{BLACK}Straßenbahngleis bauen. Strg halten, um zwischen Bauen und Entfernen umzuschalten. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_AUTOROAD :{BLACK}Straße mit automatischer Wahl der Ausrichtung bauen. Strg halten, um zwischen Bauen und Entfernen umzuschalten. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_AUTOTRAM :{BLACK}Straßenbahngleis mit automatischer Wahl der Ausrichtung bauen. Strg halten, um zwischen Bauen und Entfernen umzuschalten. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_ROAD_VEHICLE_DEPOT :{BLACK}Fahrzeugdepot bauen (zum Kauf und zur Wartung von Fahrzeugen benötigt). Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_TRAM_VEHICLE_DEPOT :{BLACK}Straßenbahndepot bauen (zum Kauf und zur Wartung von Straßenbahnen benötigt). Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_BUS_STATION :{BLACK}Bushaltestelle bauen. Strg+Klick, um Stationen zu verbinden. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_PASSENGER_TRAM_STATION :{BLACK}Straßenbahnhaltestelle bauen. Strg+Klick, um Stationen zu verbinden. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_TRUCK_LOADING_BAY :{BLACK}Lkw-Ladeplatz bauen. Strg+Klick, um Stationen zu verbinden. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_CARGO_TRAM_STATION :{BLACK}Güterstraßenbahnhaltestelle bauen. Strg+Klick, um Stationen zu verbinden. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_ROAD_TOOLBAR_TOOLTIP_TOGGLE_ONE_WAY_ROAD :{BLACK}Einbahnstraßenbau ein/aus ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_ROAD_BRIDGE :{BLACK}Straßenbrücke bauen. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_TRAMWAY_BRIDGE :{BLACK}Straßenbahnbrücke bauen. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_ROAD_TUNNEL :{BLACK}Straßentunnel bauen. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_TRAMWAY_TUNNEL :{BLACK}Straßenbahntunnel bauen. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_ROAD_TOOLBAR_TOOLTIP_TOGGLE_BUILD_REMOVE_FOR_ROAD :{BLACK}Zwischen Bau und Abriss der Straße umschalten ++STR_ROAD_TOOLBAR_TOOLTIP_TOGGLE_BUILD_REMOVE_FOR_TRAMWAYS :{BLACK}Zwischen Bau und Abriss von Straßenbahngleisen umschalten ++ ++# Road depot construction window ++STR_BUILD_DEPOT_ROAD_ORIENTATION_CAPTION :{WHITE}Ausrichtung Depot ++STR_BUILD_DEPOT_ROAD_ORIENTATION_SELECT_TOOLTIP :{BLACK}Ausrichtung des Fahrzeugdepots wählen ++STR_BUILD_DEPOT_TRAM_ORIENTATION_CAPTION :{WHITE}Ausrichtung Depot ++STR_BUILD_DEPOT_TRAM_ORIENTATION_SELECT_TOOLTIP :{BLACK}Ausrichtung des Straßenbahndepots auswählen ++ ++# Road vehicle station construction window ++STR_STATION_BUILD_BUS_ORIENTATION :{WHITE}Ausrichtung Bushaltestelle ++STR_STATION_BUILD_BUS_ORIENTATION_TOOLTIP :{BLACK}Ausrichtung der Bushaltestelle auswählen ++STR_STATION_BUILD_TRUCK_ORIENTATION :{WHITE}Ausrichtung Lkw-Ladeplatz ++STR_STATION_BUILD_TRUCK_ORIENTATION_TOOLTIP :{BLACK}Ausrichtung des Lkw-Ladeplatzes auswählen ++STR_STATION_BUILD_PASSENGER_TRAM_ORIENTATION :{WHITE}Ausrichtung der Straßenbahnhaltestelle ++STR_STATION_BUILD_PASSENGER_TRAM_ORIENTATION_TOOLTIP :{BLACK}Ausrichtung für die Straßenbahnhaltestelle wählen ++STR_STATION_BUILD_CARGO_TRAM_ORIENTATION :{WHITE}Ausrichtung der Güterstraßenbahnhaltestelle ++STR_STATION_BUILD_CARGO_TRAM_ORIENTATION_TOOLTIP :{BLACK}Ausrichtung der Güterstraßenbahnhaltestelle auswählen ++ ++# Waterways toolbar (last two for SE only) ++STR_WATERWAYS_TOOLBAR_CAPTION :{WHITE}Wasserstraßenbau ++STR_WATERWAYS_TOOLBAR_CAPTION_SE :{WHITE}Wasserstraßen ++STR_WATERWAYS_TOOLBAR_BUILD_CANALS_TOOLTIP :{BLACK}Kanal bauen. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_WATERWAYS_TOOLBAR_BUILD_LOCKS_TOOLTIP :{BLACK}Schleuse bauen. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_WATERWAYS_TOOLBAR_BUILD_DEPOT_TOOLTIP :{BLACK}Werft bauen (für den Kauf und die Wartung von Schiffen benötigt). Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_WATERWAYS_TOOLBAR_BUILD_DOCK_TOOLTIP :{BLACK}Hafen bauen. Strg+Klick, um Stationen zu verbinden. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_WATERWAYS_TOOLBAR_BUOY_TOOLTIP :{BLACK}Positionsboje, wird als Wegpunkt benötigt. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_WATERWAYS_TOOLBAR_BUILD_AQUEDUCT_TOOLTIP :{BLACK}Aquädukt bauen. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_WATERWAYS_TOOLBAR_CREATE_LAKE_TOOLTIP :{BLACK}Wasser erzeugen.{}Baut einen Kanal. Auf Meereshöhe wird bei gedrückter Strg-Taste ein Wasserfeld erzeugt, welches umliegendes Land flutet ++STR_WATERWAYS_TOOLBAR_CREATE_RIVER_TOOLTIP :{BLACK}Flüsse platzieren ++ ++# Ship depot construction window ++STR_DEPOT_BUILD_SHIP_CAPTION :{WHITE}Ausrichtung der Werft ++STR_DEPOT_BUILD_SHIP_ORIENTATION_TOOLTIP :{BLACK}Ausrichtung der Werft auswählen ++ ++# Dock construction window ++STR_STATION_BUILD_DOCK_CAPTION :{WHITE}Hafen ++ ++# Airport toolbar ++STR_TOOLBAR_AIRCRAFT_CAPTION :{WHITE}Flughäfen ++STR_TOOLBAR_AIRCRAFT_BUILD_AIRPORT_TOOLTIP :{BLACK}Flughafen bauen. Strg+Klick, um Stationen zu verbinden. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++ ++# Airport construction window ++STR_STATION_BUILD_AIRPORT_CAPTION :{WHITE}Flughafen bauen ++STR_STATION_BUILD_AIRPORT_TOOLTIP :{BLACK}Wähle die Größe/den Typ des Flughafens ++STR_STATION_BUILD_AIRPORT_CLASS_LABEL :{BLACK}Flughafentyp ++STR_STATION_BUILD_AIRPORT_LAYOUT_NAME :{BLACK}Layout {NUM} ++ ++STR_AIRPORT_SMALL :Klein ++STR_AIRPORT_CITY :Stadt ++STR_AIRPORT_METRO :Großraum ++STR_AIRPORT_INTERNATIONAL :International ++STR_AIRPORT_COMMUTER :Nahverkehr ++STR_AIRPORT_INTERCONTINENTAL :Interkontinental ++STR_AIRPORT_HELIPORT :Heliport ++STR_AIRPORT_HELIDEPOT :Heliport mit Hangar ++STR_AIRPORT_HELISTATION :Flughafen mit Heliport ++ ++STR_AIRPORT_CLASS_SMALL :Kleine Flughäfen ++STR_AIRPORT_CLASS_LARGE :Große Flughäfen ++STR_AIRPORT_CLASS_HUB :Luftfahrt-Drehkreuze ++STR_AIRPORT_CLASS_HELIPORTS :Flughäfen für Hubschrauber ++ ++STR_STATION_BUILD_NOISE :{BLACK}Lärmbelastung: {GOLD}{COMMA} ++ ++# Landscaping toolbar ++STR_LANDSCAPING_TOOLBAR :{WHITE}Landschaftsbau ++STR_LANDSCAPING_TOOLTIP_LOWER_A_CORNER_OF_LAND :{BLACK}Land absenken. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_LANDSCAPING_TOOLTIP_RAISE_A_CORNER_OF_LAND :{BLACK}Land anheben. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_LANDSCAPING_LEVEL_LAND_TOOLTIP :{BLACK}Höhe ausgleichen. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_LANDSCAPING_TOOLTIP_PURCHASE_LAND :{BLACK}Land für künftige Nutzung kaufen. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++ ++# Object construction window ++STR_OBJECT_BUILD_CAPTION :{WHITE}Objektauswahl ++STR_OBJECT_BUILD_TOOLTIP :{BLACK}Objektauswahl - Auf das gewünschte Objekt klicken, um es zu bauen. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_OBJECT_BUILD_CLASS_TOOLTIP :{BLACK}Objektklasse auswählen ++STR_OBJECT_BUILD_PREVIEW_TOOLTIP :{BLACK}Vorschau des Objekts ++STR_OBJECT_BUILD_SIZE :{BLACK}Größe: {GOLD}{NUM} x {NUM} Felder ++ ++STR_OBJECT_CLASS_LTHS :Leuchttürme ++STR_OBJECT_CLASS_TRNS :Sendemasten ++ ++# Tree planting window (last two for SE only) ++STR_PLANT_TREE_CAPTION :{WHITE}Bäume ++STR_PLANT_TREE_TOOLTIP :{BLACK}Wähle die zu pflanzende Baumart. Wenn auf dem Feld schon ein Baum steht, wird eine zufällige Baumart gepflanzt ++STR_TREES_RANDOM_TYPE :{BLACK}Zufällige Baumart ++STR_TREES_RANDOM_TYPE_TOOLTIP :{BLACK}Zufällige Baumart pflanzen. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_TREES_RANDOM_TREES_BUTTON :{BLACK}Zufällige Bäume ++STR_TREES_RANDOM_TREES_TOOLTIP :{BLACK}Bäume zufällig über die Landschaft verteilen ++ ++# Land generation window (SE) ++STR_TERRAFORM_TOOLBAR_LAND_GENERATION_CAPTION :{WHITE}Land erstellen ++STR_TERRAFORM_TOOLTIP_PLACE_ROCKY_AREAS_ON_LANDSCAPE :{BLACK}Felsige Gebiete in der Landschaft platzieren ++STR_TERRAFORM_TOOLTIP_DEFINE_DESERT_AREA :{BLACK}Wüstengebiet platzieren{}Zum Entfernen Strg-Taste drücken ++STR_TERRAFORM_TOOLTIP_INCREASE_SIZE_OF_LAND_AREA :{BLACK}Landfläche zum Anheben/Absenken vergrößern ++STR_TERRAFORM_TOOLTIP_DECREASE_SIZE_OF_LAND_AREA :{BLACK}Landfläche zum Anheben/Absenken verkleinern ++STR_TERRAFORM_TOOLTIP_GENERATE_RANDOM_LAND :{BLACK}Erzeuge zufällige Landfläche ++STR_TERRAFORM_SE_NEW_WORLD :{BLACK}Neues Szenario erzeugen ++STR_TERRAFORM_RESET_LANDSCAPE :{BLACK}Landfläche zurücksetzen ++STR_TERRAFORM_RESET_LANDSCAPE_TOOLTIP :{BLACK}Das gesamte Firmeneigentum vom Spielfeld entfernen ++ ++STR_QUERY_RESET_LANDSCAPE_CAPTION :{WHITE}Landfläche zurücksetzen ++STR_RESET_LANDSCAPE_CONFIRMATION_TEXT :{WHITE}Soll wirklich das gesamte Firmeneigentum entfernt werden? ++ ++# Town generation window (SE) ++STR_FOUND_TOWN_CAPTION :{WHITE}Stadt gründen ++STR_FOUND_TOWN_NEW_TOWN_BUTTON :{BLACK}Neue Stadt ++STR_FOUND_TOWN_NEW_TOWN_TOOLTIP :{BLACK}Neue Stadt gründen. Shift+Klick zeigt einen Kostenvoranschlag ++STR_FOUND_TOWN_RANDOM_TOWN_BUTTON :{BLACK}Zufällige Stadt ++STR_FOUND_TOWN_RANDOM_TOWN_TOOLTIP :{BLACK}Stadt an zufälligem Ort gründen ++STR_FOUND_TOWN_MANY_RANDOM_TOWNS :{BLACK}Viele zufällige Städte ++STR_FOUND_TOWN_RANDOM_TOWNS_TOOLTIP :{BLACK}Das Spielfeld mit zufällig platzierten Städten füllen ++ ++STR_FOUND_TOWN_NAME_TITLE :{YELLOW}Stadtname ++STR_FOUND_TOWN_NAME_EDITOR_TITLE :{BLACK}Stadtnamen eingeben ++STR_FOUND_TOWN_NAME_EDITOR_HELP :{BLACK}Klicken, um einen Stadtnamen einzugeben ++STR_FOUND_TOWN_NAME_RANDOM_BUTTON :{BLACK}Zufälliger Name ++STR_FOUND_TOWN_NAME_RANDOM_TOOLTIP :{BLACK}Zufälligen neuen Namen erzeugen ++ ++STR_FOUND_TOWN_INITIAL_SIZE_TITLE :{YELLOW}Stadtgröße: ++STR_FOUND_TOWN_INITIAL_SIZE_SMALL_BUTTON :{BLACK}Klein ++STR_FOUND_TOWN_INITIAL_SIZE_MEDIUM_BUTTON :{BLACK}Mittel ++STR_FOUND_TOWN_INITIAL_SIZE_LARGE_BUTTON :{BLACK}Groß ++STR_FOUND_TOWN_SIZE_RANDOM :{BLACK}Zufällig ++STR_FOUND_TOWN_INITIAL_SIZE_TOOLTIP :{BLACK}Stadtgröße festlegen ++STR_FOUND_TOWN_CITY :{BLACK}Großstadt ++STR_FOUND_TOWN_CITY_TOOLTIP :{BLACK}Großstädte wachsen schneller als normale Städte und sind (abhängig von den Einstellungen) bereits bei der Gründung größer ++ ++STR_FOUND_TOWN_ROAD_LAYOUT :{YELLOW}Städtischer Straßenbauplan: ++STR_FOUND_TOWN_SELECT_TOWN_ROAD_LAYOUT :{BLACK}Straßenbauplan für diese Stadt auswählen ++STR_FOUND_TOWN_SELECT_LAYOUT_ORIGINAL :{BLACK}Original ++STR_FOUND_TOWN_SELECT_LAYOUT_BETTER_ROADS :{BLACK}Bessere Straßen ++STR_FOUND_TOWN_SELECT_LAYOUT_2X2_GRID :{BLACK}2x2 Muster ++STR_FOUND_TOWN_SELECT_LAYOUT_3X3_GRID :{BLACK}3x3 Muster ++STR_FOUND_TOWN_SELECT_LAYOUT_RANDOM :{BLACK}Zufall ++ ++# Fund new industry window ++STR_FUND_INDUSTRY_CAPTION :{WHITE}Neue Industrie finanzieren ++STR_FUND_INDUSTRY_SELECTION_TOOLTIP :{BLACK}Gewünschte Industrie aus der Liste auswählen ++STR_FUND_INDUSTRY_MANY_RANDOM_INDUSTRIES :Viele zufällige Industrien ++STR_FUND_INDUSTRY_MANY_RANDOM_INDUSTRIES_TOOLTIP :{BLACK}Das Spielfeld mit zufällig platzierten Industrien füllen ++STR_FUND_INDUSTRY_INDUSTRY_BUILD_COST :{BLACK}Kosten: {YELLOW}{CURRENCY_LONG} ++STR_FUND_INDUSTRY_PROSPECT_NEW_INDUSTRY :{BLACK}Prospektieren ++STR_FUND_INDUSTRY_BUILD_NEW_INDUSTRY :{BLACK}Bauen ++STR_FUND_INDUSTRY_FUND_NEW_INDUSTRY :{BLACK}Finanzieren ++ ++# Industry cargoes window ++STR_INDUSTRY_CARGOES_INDUSTRY_CAPTION :{WHITE}Produktionskette für {STRING} ++STR_INDUSTRY_CARGOES_CARGO_CAPTION :{WHITE}Produktionskette für {STRING} ++STR_INDUSTRY_CARGOES_PRODUCERS :{WHITE}Zulieferer ++STR_INDUSTRY_CARGOES_CUSTOMERS :{WHITE}Abnehmer ++STR_INDUSTRY_CARGOES_HOUSES :{WHITE}Häuser ++STR_INDUSTRY_CARGOES_INDUSTRY_TOOLTIP :{BLACK}Auf Industrie klicken, um ihre Lieferanten und Abnehmer anzuzeigen ++STR_INDUSTRY_CARGOES_CARGO_TOOLTIP :{BLACK}{STRING}{}Auf Frachttyp klicken, um dessen Anbieter und Abnehmer anzuzeigen ++STR_INDUSTRY_DISPLAY_CHAIN :{BLACK}Produktionskette ++STR_INDUSTRY_DISPLAY_CHAIN_TOOLTIP :{BLACK}Zeige Industrien, die Fracht liefern oder akzeptieren ++STR_INDUSTRY_CARGOES_NOTIFY_SMALLMAP :{BLACK}Verweis auf Übersichtskarte ++STR_INDUSTRY_CARGOES_NOTIFY_SMALLMAP_TOOLTIP :{BLACK}Wähle auch die angezeigte Industrie auf der Übersichtskarte ++STR_INDUSTRY_CARGOES_SELECT_CARGO :{BLACK}Fracht wählen ++STR_INDUSTRY_CARGOES_SELECT_CARGO_TOOLTIP :{BLACK}Fracht wählen, die angezeigt werden soll ++STR_INDUSTRY_CARGOES_SELECT_INDUSTRY :{BLACK}Industrie wählen ++STR_INDUSTRY_CARGOES_SELECT_INDUSTRY_TOOLTIP :{BLACK}Industrie wählen, die angezeigt werden soll ++ ++# Land area window ++STR_LAND_AREA_INFORMATION_CAPTION :{WHITE}Gebietsinformation ++STR_LAND_AREA_INFORMATION_COST_TO_CLEAR_N_A :{BLACK}Räumungskosten: {LTBLUE}Keine ++STR_LAND_AREA_INFORMATION_COST_TO_CLEAR :{BLACK}Räumungskosten: {RED}{CURRENCY_LONG} ++STR_LAND_AREA_INFORMATION_REVENUE_WHEN_CLEARED :{BLACK}Einnahmen beim Abriss: {LTBLUE}{CURRENCY_LONG} ++STR_LAND_AREA_INFORMATION_OWNER_N_A :Niemand ++STR_LAND_AREA_INFORMATION_OWNER :{BLACK}Eigentümer: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_ROAD_OWNER :{BLACK}Straßenbesitzer: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_TRAM_OWNER :{BLACK}Straßenbahnbesitzer: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_RAIL_OWNER :{BLACK}Gleiseigentümer: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_LOCAL_AUTHORITY :{BLACK}Gehört zur Gemeinde: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_LOCAL_AUTHORITY_NONE :Keine ++STR_LAND_AREA_INFORMATION_LANDINFO_COORDS :{BLACK}Koordinaten: {LTBLUE}{NUM} x {NUM} x {NUM} ({STRING}) ++STR_LAND_AREA_INFORMATION_BUILD_DATE :{BLACK}Errichtet am: {LTBLUE}{DATE_LONG} ++STR_LAND_AREA_INFORMATION_STATION_CLASS :{BLACK}Stationsklasse: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_STATION_TYPE :{BLACK}Stationstyp: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_AIRPORT_CLASS :{BLACK}Flughafen-Kategorie: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_AIRPORT_NAME :{BLACK}Name des Flughafen: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_AIRPORTTILE_NAME :{BLACK}Name des Flughafenfeldes: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_NEWGRF_NAME :{BLACK}NewGRF: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_CARGO_ACCEPTED :{BLACK}Angenommene Frachtarten: {LTBLUE} ++STR_LAND_AREA_INFORMATION_CARGO_EIGHTS :({COMMA}/8 {STRING}) ++STR_LANG_AREA_INFORMATION_RAIL_TYPE :{BLACK}Gleistyp: {LTBLUE}{STRING} ++STR_LANG_AREA_INFORMATION_RAIL_SPEED_LIMIT :{BLACK}Höchstgeschwindigkeit Schiene: {LTBLUE}{VELOCITY} ++STR_LANG_AREA_INFORMATION_ROAD_SPEED_LIMIT :{BLACK}Höchstgeschwindigkeit Straße: {LTBLUE}{VELOCITY} ++ ++# Description of land area of different tiles ++STR_LAI_CLEAR_DESCRIPTION_ROCKS :Felsen ++STR_LAI_CLEAR_DESCRIPTION_ROUGH_LAND :Unebenes Land ++STR_LAI_CLEAR_DESCRIPTION_BARE_LAND :Kahles Land ++STR_LAI_CLEAR_DESCRIPTION_GRASS :Gras ++STR_LAI_CLEAR_DESCRIPTION_FIELDS :Ackerland ++STR_LAI_CLEAR_DESCRIPTION_SNOW_COVERED_LAND :Schneebedecktes Land ++STR_LAI_CLEAR_DESCRIPTION_DESERT :Wüste ++ ++STR_LAI_RAIL_DESCRIPTION_TRACK :Schienen ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_SIGNALS :Schienen: Gleise mit Blocksignal ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PRESIGNALS :Schienen: Gleise mit Vorsignal ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_EXITSIGNALS :Schienen: Gleise mit Ausfahrtsignal ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_COMBOSIGNALS :Schienen: Gleise mit Kombinationssignal ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PBSSIGNALS :Schienen: Gleise mit Pfadsignal ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NOENTRYSIGNALS :Schienen: Gleise mit einseitigem Pfadsignal ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_PRESIGNALS :Schienen: Gleise mit Block- und Vorsignal ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_EXITSIGNALS :Schienen: Gleise mit Block- und Ausfahrtsignal ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_COMBOSIGNALS :Schienen: Gleise mit Block- und Kombinationssignal ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_PBSSIGNALS :Schienen: Gleise mit Block- und Pfadsignal ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_NOENTRYSIGNALS :Schienen: Gleise mit Blocksignal und einseitigem Pfadsignal ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PRE_EXITSIGNALS :Schienen: Gleise mit Vor- und Ausfahrtsignal ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PRE_COMBOSIGNALS :Schienen mit Vor- und Kombinationssignalen ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PRE_PBSSIGNALS :Schienen: Gleise mit Vor- und Pfadsignal ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PRE_NOENTRYSIGNALS :Schienen: Gleise mit Vorsignal und einseitigem Pfadsignal ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_EXIT_COMBOSIGNALS :Schienen: Gleise mit Ausfahrts- und Kombinationssignal ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_EXIT_PBSSIGNALS :Schienen: Gleise mit Ausfahrts- und Pfadsignal ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_EXIT_NOENTRYSIGNALS :Schienen: Gleise mit Ausfahrtssignal und einseitigem Pfadsignal ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_COMBO_PBSSIGNALS :Schienen: Gleise mit Kombinations- und Pfadsignal ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_COMBO_NOENTRYSIGNALS :Schienen: Gleise mit Kombinationssignal und einseitigem Pfadsignal ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PBS_NOENTRYSIGNALS :Schienen: Gleise mit Pfadsignal und einseitigem Pfadsignal ++STR_LAI_RAIL_DESCRIPTION_TRAIN_DEPOT :Schienen: Zugdepot ++ ++STR_LAI_ROAD_DESCRIPTION_ROAD :Straße ++STR_LAI_ROAD_DESCRIPTION_ROAD_WITH_STREETLIGHTS :Straße mit Laternen ++STR_LAI_ROAD_DESCRIPTION_TREE_LINED_ROAD :Straße mit Bäumen ++STR_LAI_ROAD_DESCRIPTION_ROAD_VEHICLE_DEPOT :Fahrzeugdepot ++STR_LAI_ROAD_DESCRIPTION_ROAD_RAIL_LEVEL_CROSSING :Bahnübergang ++STR_LAI_ROAD_DESCRIPTION_TRAMWAY :Straßenbahn ++ ++# Houses come directly from their building names ++STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION :{STRING} (im Bau) ++ ++STR_LAI_TREE_NAME_TREES :Bäume ++STR_LAI_TREE_NAME_RAINFOREST :Regenwald ++STR_LAI_TREE_NAME_CACTUS_PLANTS :Kakteen ++ ++STR_LAI_STATION_DESCRIPTION_RAILROAD_STATION :Bahnhof ++STR_LAI_STATION_DESCRIPTION_AIRCRAFT_HANGAR :Flugzeughangar ++STR_LAI_STATION_DESCRIPTION_AIRPORT :Flughafen ++STR_LAI_STATION_DESCRIPTION_TRUCK_LOADING_AREA :Lkw-Ladeplatz ++STR_LAI_STATION_DESCRIPTION_BUS_STATION :Bushaltestelle ++STR_LAI_STATION_DESCRIPTION_SHIP_DOCK :Hafen ++STR_LAI_STATION_DESCRIPTION_BUOY :Boje ++STR_LAI_STATION_DESCRIPTION_WAYPOINT :Wegpunkt ++ ++STR_LAI_WATER_DESCRIPTION_WATER :Wasser ++STR_LAI_WATER_DESCRIPTION_CANAL :Kanal ++STR_LAI_WATER_DESCRIPTION_LOCK :Schleuse ++STR_LAI_WATER_DESCRIPTION_RIVER :Fluss ++STR_LAI_WATER_DESCRIPTION_COAST_OR_RIVERBANK :Küste oder Flussufer ++STR_LAI_WATER_DESCRIPTION_SHIP_DEPOT :Werft ++ ++# Industries come directly from their industry names ++ ++STR_LAI_TUNNEL_DESCRIPTION_RAILROAD :Eisenbahntunnel ++STR_LAI_TUNNEL_DESCRIPTION_ROAD :Straßentunnel ++ ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_SUSPENSION_STEEL :Stahlhängebrücke ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_GIRDER_STEEL :Stahlträgerbrücke ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_CANTILEVER_STEEL :Auslegerbrücke (Stahl) ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_SUSPENSION_CONCRETE :Stahlbetonbrücke ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_WOODEN :Holzbrücke ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_CONCRETE :Betonbrücke ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_TUBULAR_STEEL :Stahlrundbrücke ++ ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_SUSPENSION_STEEL :Stahlhängebrücke ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_GIRDER_STEEL :Stahlträgerbrücke ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_CANTILEVER_STEEL :Auslegerbrücke (Stahl) ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_SUSPENSION_CONCRETE :Stahlbetonbrücke ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_WOODEN :Holzbrücke ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_CONCRETE :Betonbrücke ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_TUBULAR_STEEL :Stahlrundbrücke ++ ++STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT :Aquädukt ++ ++STR_LAI_OBJECT_DESCRIPTION_TRANSMITTER :Sendemast ++STR_LAI_OBJECT_DESCRIPTION_LIGHTHOUSE :Leuchtturm ++STR_LAI_OBJECT_DESCRIPTION_COMPANY_HEADQUARTERS :Firmensitz ++STR_LAI_OBJECT_DESCRIPTION_COMPANY_OWNED_LAND :Firmeneigenes Gelände ++ ++# About OpenTTD window ++STR_ABOUT_OPENTTD :{WHITE}OpenTTD ++STR_ABOUT_ORIGINAL_COPYRIGHT :{BLACK}Transport Tycoon-Urheberrecht {COPYRIGHT} 1995 Chris Sawyer, alle Rechte vorbehalten ++STR_ABOUT_VERSION :{BLACK}OpenTTD-Version {REV} ++STR_ABOUT_COPYRIGHT_OPENTTD :{BLACK}OpenTTD {COPYRIGHT} 2002-2017 OpenTTD-Team ++ ++# Save/load game/scenario ++STR_SAVELOAD_SAVE_CAPTION :{WHITE}Spiel speichern ++STR_SAVELOAD_LOAD_CAPTION :{WHITE}Spiel laden ++STR_SAVELOAD_SAVE_SCENARIO :{WHITE}Szenario speichern ++STR_SAVELOAD_LOAD_SCENARIO :{WHITE}Szenario laden ++STR_SAVELOAD_LOAD_HEIGHTMAP :{WHITE}Reliefkarte laden ++STR_SAVELOAD_SAVE_HEIGHTMAP :{WHITE}Reliefkarte speichern ++STR_SAVELOAD_HOME_BUTTON :{BLACK}Hier klicken, um zum Standardverzeichnis für Spielstände zu gehen ++STR_SAVELOAD_BYTES_FREE :{BLACK}{BYTES} frei ++STR_SAVELOAD_LIST_TOOLTIP :{BLACK}Liste der Laufwerke, Verzeichnisse und gespeicherten Spiele ++STR_SAVELOAD_EDITBOX_TOOLTIP :{BLACK}Ausgewählter Spielstandsname ++STR_SAVELOAD_DELETE_BUTTON :{BLACK}Löschen ++STR_SAVELOAD_DELETE_TOOLTIP :{BLACK}Lösche gewählten Spielstand ++STR_SAVELOAD_SAVE_BUTTON :{BLACK}Speichern ++STR_SAVELOAD_SAVE_TOOLTIP :{BLACK}Speichere das Spiel unter dem gewählten Namen ++STR_SAVELOAD_LOAD_BUTTON :{BLACK}Laden ++STR_SAVELOAD_LOAD_TOOLTIP :{BLACK}Ausgewählten Spielstand laden ++STR_SAVELOAD_LOAD_HEIGHTMAP_TOOLTIP :{BLACK}Ausgewähltes Höhenrelief laden ++STR_SAVELOAD_DETAIL_CAPTION :{BLACK}Spielstand-Details ++STR_SAVELOAD_DETAIL_NOT_AVAILABLE :{BLACK}Keine Informationen verfügbar ++STR_SAVELOAD_DETAIL_COMPANY_INDEX :{SILVER}{COMMA}: {WHITE}{STRING} ++STR_SAVELOAD_DETAIL_GRFSTATUS :{SILVER}NewGRF: {WHITE}{STRING} ++ ++STR_SAVELOAD_OSKTITLE :{BLACK}Namen für den Spielstand eingeben ++ ++# World generation ++STR_MAPGEN_WORLD_GENERATION_CAPTION :{WHITE}Welterstellung ++STR_MAPGEN_MAPSIZE :{BLACK}Spielfeldgröße: ++STR_MAPGEN_MAPSIZE_TOOLTIP :{BLACK}Die Größe des Spielfelds auswählen. Die tatsächlich verfügbare Anzahl Felder wird geringfügig kleiner sein ++STR_MAPGEN_BY :{BLACK}* ++STR_MAPGEN_NUMBER_OF_TOWNS :{BLACK}Städteanzahl: ++STR_MAPGEN_DATE :{BLACK}Datum: ++STR_MAPGEN_NUMBER_OF_INDUSTRIES :{BLACK}Industriedichte: ++STR_MAPGEN_MAX_HEIGHTLEVEL :{BLACK}Maximalhöhe der Karte: ++STR_MAPGEN_MAX_HEIGHTLEVEL_UP :{BLACK}Die Maximalhöhe von Bergen auf der Karte um eins erhöhen ++STR_MAPGEN_MAX_HEIGHTLEVEL_DOWN :{BLACK}Die Maximalhöhe von Bergen auf der Karte um eins verringern ++STR_MAPGEN_SNOW_LINE_HEIGHT :{BLACK}Schneegrenze: ++STR_MAPGEN_SNOW_LINE_UP :{BLACK}Schneegrenze um eine Stufe erhöhen ++STR_MAPGEN_SNOW_LINE_DOWN :{BLACK}Schneegrenze um eine Stufe senken ++STR_MAPGEN_LAND_GENERATOR :{BLACK}Landgenerator: ++STR_MAPGEN_TREE_PLACER :{BLACK}Baumalgorithmus: ++STR_MAPGEN_TERRAIN_TYPE :{BLACK}Landschaftstyp: ++STR_MAPGEN_QUANTITY_OF_SEA_LAKES :{BLACK}Gewässermenge: ++STR_MAPGEN_QUANTITY_OF_RIVERS :{BLACK}Flüsse: ++STR_MAPGEN_SMOOTHNESS :{BLACK}Gleichmäßigkeit: ++STR_MAPGEN_VARIETY :{BLACK}Größe der Geländeformen: ++STR_MAPGEN_GENERATE :{WHITE}Erzeugen ++ ++# Strings for map borders at game generation ++STR_MAPGEN_BORDER_TYPE :{BLACK}Spielfeldränder: ++STR_MAPGEN_NORTHWEST :{BLACK}Nordwesten ++STR_MAPGEN_NORTHEAST :{BLACK}Nordosten ++STR_MAPGEN_SOUTHEAST :{BLACK}Südosten ++STR_MAPGEN_SOUTHWEST :{BLACK}Südwesten ++STR_MAPGEN_BORDER_FREEFORM :{BLACK}Beliebig ++STR_MAPGEN_BORDER_WATER :{BLACK}Wasser ++STR_MAPGEN_BORDER_RANDOM :{BLACK}Zufällig ++STR_MAPGEN_BORDER_RANDOMIZE :{BLACK}Zufällig ++STR_MAPGEN_BORDER_MANUAL :{BLACK}Manuell ++ ++STR_MAPGEN_HEIGHTMAP_ROTATION :{BLACK}Reliefkarte drehen: ++STR_MAPGEN_HEIGHTMAP_NAME :{BLACK}Reliefkartenname: ++STR_MAPGEN_HEIGHTMAP_SIZE_LABEL :{BLACK}Größe: ++STR_MAPGEN_HEIGHTMAP_SIZE :{ORANGE}{NUM} x {NUM} ++ ++STR_MAPGEN_MAX_HEIGHTLEVEL_QUERY_CAPT :{WHITE}Maximalhöhe der Karte ändern ++STR_MAPGEN_SNOW_LINE_QUERY_CAPT :{WHITE}Höhe der Schneegrenze ändern ++STR_MAPGEN_START_DATE_QUERY_CAPT :{WHITE}Startjahr ändern ++ ++# SE Map generation ++STR_SE_MAPGEN_CAPTION :{WHITE}Szenariotyp ++STR_SE_MAPGEN_FLAT_WORLD :{WHITE}Flache Landschaft ++STR_SE_MAPGEN_FLAT_WORLD_TOOLTIP :{BLACK}Flache Landschaft erzeugen ++STR_SE_MAPGEN_RANDOM_LAND :{WHITE}Zufällige Landschaft ++STR_SE_MAPGEN_FLAT_WORLD_HEIGHT :{BLACK}Höhe des Flachlands: ++STR_SE_MAPGEN_FLAT_WORLD_HEIGHT_DOWN :{BLACK}Flachland um eine Stufe senken ++STR_SE_MAPGEN_FLAT_WORLD_HEIGHT_UP :{BLACK}Flachland um eine Stufe erhöhen ++ ++STR_SE_MAPGEN_FLAT_WORLD_HEIGHT_QUERY_CAPT :{WHITE}Flachlandhöhe ändern ++ ++# Map generation progress ++STR_GENERATION_WORLD :{WHITE}Spielfeld wird generiert... ++STR_GENERATION_ABORT :{BLACK}Abbrechen ++STR_GENERATION_ABORT_CAPTION :{WHITE}Spielfeldgenerierung abbrechen ++STR_GENERATION_ABORT_MESSAGE :{YELLOW}Soll die Spielfeldgenerierung wirklich abgebrochen werden? ++STR_GENERATION_PROGRESS :{WHITE}{NUM}% abgeschlossen ++STR_GENERATION_PROGRESS_NUM :{BLACK}{NUM} / {NUM} ++STR_GENERATION_WORLD_GENERATION :{BLACK}Spielfeld wird erzeugt ++STR_GENERATION_RIVER_GENERATION :{BLACK}Flussgenerierung ++STR_GENERATION_TREE_GENERATION :{BLACK}Bäume werden erzeugt ++STR_GENERATION_OBJECT_GENERATION :{BLACK}Unbewegliche Objekte werden erzeugt ++STR_GENERATION_CLEARING_TILES :{BLACK}Raue, felsige Landschaft wird erzeugt ++STR_GENERATION_SETTINGUP_GAME :{BLACK}Spiel wird vorbereitet ++STR_GENERATION_PREPARING_TILELOOP :{BLACK}Spielfeld wird belebt ++STR_GENERATION_PREPARING_SCRIPT :{BLACK}Führe Skript aus ++STR_GENERATION_PREPARING_GAME :{BLACK}Spiel wird vorbereitet ++ ++# NewGRF settings ++STR_NEWGRF_SETTINGS_CAPTION :{WHITE}NewGRF-Einstellungen ++STR_NEWGRF_SETTINGS_INFO_TITLE :{WHITE}Detailierte NewGRF - Informationen ++STR_NEWGRF_SETTINGS_ACTIVE_LIST :{WHITE}Aktivierte NewGRF - Dateien ++STR_NEWGRF_SETTINGS_INACTIVE_LIST :{WHITE}Inaktive NewGRF - Dateien ++STR_NEWGRF_SETTINGS_SELECT_PRESET :{ORANGE}Wähle Voreinstellung ++STR_NEWGRF_FILTER_TITLE :{ORANGE}Filter: ++STR_NEWGRF_SETTINGS_PRESET_LIST_TOOLTIP :{BLACK}Ausgewählte Voreinstellung laden ++STR_NEWGRF_SETTINGS_PRESET_SAVE :{BLACK}Voreinstellung speichern ++STR_NEWGRF_SETTINGS_PRESET_SAVE_TOOLTIP :{BLACK}Aktuelle Liste als Voreinstellung speichern ++STR_NEWGRF_SETTINGS_PRESET_SAVE_QUERY :{BLACK}Name der Voreinstellung ++STR_NEWGRF_SETTINGS_PRESET_DELETE :{BLACK}Voreinstellung löschen ++STR_NEWGRF_SETTINGS_PRESET_DELETE_TOOLTIP :{BLACK}Ausgewählte Voreinstellung löschen ++STR_NEWGRF_SETTINGS_ADD :{BLACK}Hinzufügen ++STR_NEWGRF_SETTINGS_ADD_FILE_TOOLTIP :{BLACK}Ausgewählte NewGRF-Datei zur Konfiguration hinzufügen ++STR_NEWGRF_SETTINGS_RESCAN_FILES :{BLACK}Dateiliste aktualisieren ++STR_NEWGRF_SETTINGS_RESCAN_FILES_TOOLTIP :{BLACK}Liste der verfügbaren NewGRF-Dateien aktualisieren ++STR_NEWGRF_SETTINGS_REMOVE :{BLACK}Entfernen ++STR_NEWGRF_SETTINGS_REMOVE_TOOLTIP :{BLACK}Die ausgewählte NewGRF-Datei von der Liste entfernen ++STR_NEWGRF_SETTINGS_MOVEUP :{BLACK}Nach oben ++STR_NEWGRF_SETTINGS_MOVEUP_TOOLTIP :{BLACK}Die ausgewählte NewGRF-Datei in der Liste nach oben verschieben ++STR_NEWGRF_SETTINGS_MOVEDOWN :{BLACK}Nach unten ++STR_NEWGRF_SETTINGS_MOVEDOWN_TOOLTIP :{BLACK}Die ausgewählte NewGRF-Datei in der Liste nach unten verschieben ++STR_NEWGRF_SETTINGS_UPGRADE :{BLACK}Update ++STR_NEWGRF_SETTINGS_UPGRADE_TOOLTIP :{BLACK}NewGRF-Dateien updaten für die eine neuere Version installiert ist ++STR_NEWGRF_SETTINGS_FILE_TOOLTIP :{BLACK}Eine Liste der installierten NewGRF-Dateien ++ ++STR_NEWGRF_SETTINGS_SET_PARAMETERS :{BLACK}Parameter setzen ++STR_NEWGRF_SETTINGS_SHOW_PARAMETERS :{BLACK}Zeige Parameter ++STR_NEWGRF_SETTINGS_TOGGLE_PALETTE :{BLACK}Farbpalette ändern ++STR_NEWGRF_SETTINGS_TOGGLE_PALETTE_TOOLTIP :{BLACK}Farbpalette des ausgewählten NewGRF ändern.{}Nutze dieses, wenn die Grafiken des NewGRF im Spiel pink dargestellt werden ++STR_NEWGRF_SETTINGS_APPLY_CHANGES :{BLACK}Übernehmen ++ ++STR_NEWGRF_SETTINGS_FIND_MISSING_CONTENT_BUTTON :{BLACK}Fehlende Erweiterungen online suchen ++STR_NEWGRF_SETTINGS_FIND_MISSING_CONTENT_TOOLTIP :{BLACK}Versuchen, fehlende Erweiterungen online zu finden ++ ++STR_NEWGRF_SETTINGS_FILENAME :{BLACK}Dateiname: {SILVER}{STRING} ++STR_NEWGRF_SETTINGS_GRF_ID :{BLACK}NewGRF-ID: {SILVER}{STRING} ++STR_NEWGRF_SETTINGS_VERSION :{BLACK}Version: {SILVER}{NUM} ++STR_NEWGRF_SETTINGS_MIN_VERSION :{BLACK}Min. kompatible Version: {SILVER}{NUM} ++STR_NEWGRF_SETTINGS_MD5SUM :{BLACK}MD5-Summe: {SILVER}{STRING} ++STR_NEWGRF_SETTINGS_PALETTE :{BLACK}Farbpalette: {SILVER}{STRING} ++STR_NEWGRF_SETTINGS_PARAMETER :{BLACK}Parameter: {SILVER}{STRING} ++ ++STR_NEWGRF_SETTINGS_NO_INFO :{BLACK}Keine Informationen verfügbar ++STR_NEWGRF_SETTINGS_NOT_FOUND :{RED}Zugehörige Datei nicht gefunden ++STR_NEWGRF_SETTINGS_DISABLED :{RED}Deaktiviert ++STR_NEWGRF_SETTINGS_INCOMPATIBLE :{RED}Nicht mit dieser Version von OpenTTD kompatibel ++ ++# NewGRF save preset window ++STR_SAVE_PRESET_CAPTION :{WHITE}Voreinstellung speichern ++STR_SAVE_PRESET_LIST_TOOLTIP :{BLACK}Liste der verfügbaren Voreinstellungen. Eine wählen, um deren Namen zum Speichern auszuwählen ++STR_SAVE_PRESET_TITLE :{BLACK}Namen der Voreinstellung eingeben ++STR_SAVE_PRESET_EDITBOX_TOOLTIP :{BLACK}Name, der zum Speichern der Voreinstellung verwendet wird ++STR_SAVE_PRESET_CANCEL :{BLACK}Abbrechen ++STR_SAVE_PRESET_CANCEL_TOOLTIP :{BLACK}Voreinstellung nicht ändern ++STR_SAVE_PRESET_SAVE :{BLACK}Speichern ++STR_SAVE_PRESET_SAVE_TOOLTIP :{BLACK}Voreinstellung unter dem ausgewählten Namen speichern ++ ++# NewGRF parameters window ++STR_NEWGRF_PARAMETERS_CAPTION :{WHITE}NewGRF Parameter ändern ++STR_NEWGRF_PARAMETERS_CLOSE :{BLACK}Schließen ++STR_NEWGRF_PARAMETERS_RESET :{BLACK}Zurücksetzen ++STR_NEWGRF_PARAMETERS_RESET_TOOLTIP :{BLACK}Alle Parameter auf ihre Vorgabewerte zurücksetzen ++STR_NEWGRF_PARAMETERS_DEFAULT_NAME :Parameter {NUM} ++STR_NEWGRF_PARAMETERS_SETTING :{STRING}: {ORANGE}{STRING} ++STR_NEWGRF_PARAMETERS_NUM_PARAM :{LTBLUE}Anzahl Parameter: {ORANGE}{NUM} ++ ++# NewGRF inspect window ++STR_NEWGRF_INSPECT_CAPTION :{WHITE}Inspiziere - {STRING} ++STR_NEWGRF_INSPECT_PARENT_BUTTON :{BLACK}übergeordnetes Objekt ++STR_NEWGRF_INSPECT_PARENT_TOOLTIP :{BLACK}Inspiziere das Objekt im übergeordneten Geltungsbereich ++ ++STR_NEWGRF_INSPECT_CAPTION_OBJECT_AT :{STRING} bei {HEX} ++STR_NEWGRF_INSPECT_CAPTION_OBJECT_AT_OBJECT :Objekt ++STR_NEWGRF_INSPECT_CAPTION_OBJECT_AT_RAIL_TYPE :Gleisart ++ ++STR_NEWGRF_INSPECT_QUERY_CAPTION :{WHITE}NewGRF-Variable 60+x Parameter (hexadecimal) ++ ++# Sprite aligner window ++STR_SPRITE_ALIGNER_CAPTION :{WHITE}Ausrichtung von Sprite {COMMA} ({STRING}) ++STR_SPRITE_ALIGNER_NEXT_BUTTON :{BLACK}Nächstes Sprite ++STR_SPRITE_ALIGNER_NEXT_TOOLTIP :{BLACK}Gehe zum nächsten normalen Sprite und überspringe alle Pseudo-, Recolour- und Schriftsprites (springt ggf. vom ersten bis zum letzten Sprite) ++STR_SPRITE_ALIGNER_GOTO_BUTTON :{BLACK}Gehe zu Sprite ++STR_SPRITE_ALIGNER_GOTO_TOOLTIP :{BLACK}Gehe zum ausgewählten Sprite. Wenn dieses kein normales Sprite ist, gehe zum nächsten normalen Sprite ++STR_SPRITE_ALIGNER_PREVIOUS_BUTTON :{BLACK}Vorheriges Sprite ++STR_SPRITE_ALIGNER_PREVIOUS_TOOLTIP :{BLACK}Gehe zum vorherigen normalen Sprite und überspringe alle Pseudo-, Recolour- und Schriftsprites (springt ggf. vom letzten bis zum ersten Sprite) ++STR_SPRITE_ALIGNER_SPRITE_TOOLTIP :{BLACK}Darstellung des aktuellen Sprites. Die Ausrichtung wird beim Zeichnen des Sprites ignoriert ++STR_SPRITE_ALIGNER_MOVE_TOOLTIP :{BLACK}Bewege die Sprites und ändere dadurch die X- und Y-Offsets. Drücke Strg+Click um die Sprites 8 Blöcke weit zu bewegen. ++STR_SPRITE_ALIGNER_RESET_BUTTON :{BLACK}Setze zurück ++STR_SPRITE_ALIGNER_RESET_TOOLTIP :{BLACK}Setze die aktuelle Verschiebung zurück. ++STR_SPRITE_ALIGNER_OFFSETS_ABS :{BLACK}X offset: {NUM}, Y offset: {NUM} (Absolut) ++STR_SPRITE_ALIGNER_OFFSETS_REL :{BLACK}X offset: {NUM}, Y offset: {NUM} (Relativ) ++STR_SPRITE_ALIGNER_PICKER_BUTTON :{BLACK}Sprite auswählen ++STR_SPRITE_ALIGNER_PICKER_TOOLTIP :{BLACK}Wähle ein Sprite vom Bildschirm aus ++ ++STR_SPRITE_ALIGNER_GOTO_CAPTION :{WHITE}Gehe zu Sprite ++ ++# NewGRF (self) generated warnings/errors ++STR_NEWGRF_ERROR_MSG_INFO :{SILVER}{STRING} ++STR_NEWGRF_ERROR_MSG_WARNING :{RED}Warnung: {SILVER}{STRING} ++STR_NEWGRF_ERROR_MSG_ERROR :{RED}Fehler: {SILVER}{STRING} ++STR_NEWGRF_ERROR_MSG_FATAL :{RED}Schwerer Fehler: {SILVER}{STRING} ++STR_NEWGRF_ERROR_FATAL_POPUP :{WHITE}Ein schwerer NewGRF-Fehler ist aufgetreten:{}{STRING} ++STR_NEWGRF_ERROR_VERSION_NUMBER :{1:STRING} funktioniert nicht im Zusammenhang mit der von OpenTTD ermittelten TTDPatch-Version ++STR_NEWGRF_ERROR_DOS_OR_WINDOWS :{1:STRING} ist für die {STRING}-Version von TTD ++STR_NEWGRF_ERROR_UNSET_SWITCH :{1:STRING} ist für die Nutzung mit {STRING} vorgesehen ++STR_NEWGRF_ERROR_INVALID_PARAMETER :Falscher Parameter für {1:STRING}: Parameter {STRING} ({NUM}) ++STR_NEWGRF_ERROR_LOAD_BEFORE :{1:STRING} muss vor {STRING} geladen werden ++STR_NEWGRF_ERROR_LOAD_AFTER :{1:STRING} muss nach {STRING} geladen werden ++STR_NEWGRF_ERROR_OTTD_VERSION_NUMBER :{1:STRING} Benötigt OpenTTD-Version {STRING} oder höher ++STR_NEWGRF_ERROR_AFTER_TRANSLATED_FILE :der NewGRF-Datei, die es übersetzen soll, ++STR_NEWGRF_ERROR_TOO_MANY_NEWGRFS_LOADED :Zu viele NewGRFs geladen ++STR_NEWGRF_ERROR_STATIC_GRF_CAUSES_DESYNC :Das Laden von {1:STRING} als statisches NewGRF mit {STRING} könnte Synchronisationsfehler hervorrufen ++STR_NEWGRF_ERROR_UNEXPECTED_SPRITE :Unerwartetes Sprite (Sprite {3:NUM}) ++STR_NEWGRF_ERROR_UNKNOWN_PROPERTY :Unbekannte Action 0 - Property {4:HEX} (Sprite {3:NUM}) ++STR_NEWGRF_ERROR_INVALID_ID :Zugriff auf eine ungültige ID (Sprite {3:NUM}) ++STR_NEWGRF_ERROR_CORRUPT_SPRITE :{YELLOW}{STRING} enthält fehlerhafte Grafiken. Diese werden als Fragezeichen (?) dargestellt ++STR_NEWGRF_ERROR_MULTIPLE_ACTION_8 :Enthält mehrere Action 8 - Einträge (Sprite {3:NUM}) ++STR_NEWGRF_ERROR_READ_BOUNDS :Lesezugriff über das Ende des Pseudosprites hinaus (Sprite {3:NUM}) ++STR_NEWGRF_ERROR_GRM_FAILED :Die angeforderte GRF-Ressource ist nicht verfügbar (Sprite {3:NUM}) ++STR_NEWGRF_ERROR_FORCEFULLY_DISABLED :{1:STRING} wurde von {STRING} deaktiviert ++STR_NEWGRF_ERROR_INVALID_SPRITE_LAYOUT :Ungültiges oder unbekanntes Format für Spritelayout (Sprite {3:NUM}) ++ ++# NewGRF related 'general' warnings ++STR_NEWGRF_POPUP_CAUTION_CAPTION :{WHITE}Achtung! ++STR_NEWGRF_CONFIRMATION_TEXT :{YELLOW}Änderungen während eines laufenden Spiels können zum Absturz von OpenTTD oder sonstigem unerwünschten Verhalten führen. Bitte diesbezüglich keine Fehlerberichte verfassen.{}Trotzdem fortfahren? ++ ++STR_NEWGRF_DUPLICATE_GRFID :{WHITE}Datei kann nicht hinzugefügt werden: NewGRF-ID bereits vergeben ++STR_NEWGRF_COMPATIBLE_LOADED :{ORANGE}Passende Datei nicht gefunden (kompatible NewGRF geladen) ++STR_NEWGRF_TOO_MANY_NEWGRFS :{WHITE}Datei kann nicht hinzugefügt werden: Maximale Anzahl von NewGRF-Dateien erreicht ++ ++STR_NEWGRF_COMPATIBLE_LOAD_WARNING :{WHITE}Kompatible NewGRF(s) für fehlende Dateien geladen ++STR_NEWGRF_DISABLED_WARNING :{WHITE}Fehlende NewGRF-Dateien wurden deaktiviert ++STR_NEWGRF_UNPAUSE_WARNING_TITLE :{YELLOW}NewGRF-Datei(en) fehlen ++STR_NEWGRF_UNPAUSE_WARNING :{WHITE}Das Beenden der Pause kann OpenTTD zum Absturz bringen. Bitte keine Fehlerberichte bei auftretenden Fehlern senden.{}Pause wirklich beenden? ++ ++# NewGRF status ++STR_NEWGRF_LIST_NONE :Keine ++STR_NEWGRF_LIST_ALL_FOUND :Alle Dateien vorhanden ++STR_NEWGRF_LIST_COMPATIBLE :{YELLOW}Kompatible Dateien gefunden ++STR_NEWGRF_LIST_MISSING :{RED}Fehlende Dateien ++ ++# NewGRF 'it's broken' warnings ++STR_NEWGRF_BROKEN :{WHITE}Verhalten des NewGRFs '{STRING}' wird voraussichtlich zu Synchronisationsfehlern und/oder Absturz des Spiels führen ++STR_NEWGRF_BROKEN_POWERED_WAGON :{WHITE}Ändert die Antriebseigenschaften für '{1:ENGINE}' außerhalb von Depots ++STR_NEWGRF_BROKEN_VEHICLE_LENGTH :{WHITE}Verändert die Fahrzeuglänge von '{1:ENGINE}' außerhalb eines Depots ++STR_NEWGRF_BROKEN_CAPACITY :{WHITE}Ändert die Ladekapazität für '{1:ENGINE}' ohne Umrüst-Auftrag außerhalb von Depots ++STR_BROKEN_VEHICLE_LENGTH :{WHITE}Zug '{VEHICLE}' der Firma '{COMPANY}' hat eine ungültige Länge. Vermutlich ein NewGRF Problem. Spiel kann desynchronisieren oder abstürzen ++ ++STR_NEWGRF_BUGGY :{WHITE}NewGRF '{0:STRING}' liefert falsche Informationen ++STR_NEWGRF_BUGGY_ARTICULATED_CARGO :{WHITE}Fracht / Ersetzungs - Informationen für '{1:ENGINE}' weichen von der Einkaufsliste nach dem Kauf ab. Das kann dazu führen, dass das Umrüsten beim autmatisches Ersetzen oder Erneuern nicht korrekt funktioniert ++STR_NEWGRF_BUGGY_ENDLESS_PRODUCTION_CALLBACK :{WHITE}'{1:STRING}' verursachte eine Endlosschleife im 'Production callback' ++STR_NEWGRF_BUGGY_UNKNOWN_CALLBACK_RESULT :{WHITE}Callback {1:HEX} lieferte des unbekannte und ungülte Resultat {2:HEX} ++ ++# 'User removed essential NewGRFs'-placeholders for stuff without specs ++STR_NEWGRF_INVALID_CARGO :<ungültige Frachtart> ++STR_NEWGRF_INVALID_CARGO_ABBREV :?? ++STR_NEWGRF_INVALID_CARGO_QUANTITY :{COMMA} of <ungültige Frachtart> ++STR_NEWGRF_INVALID_ENGINE :<ungültiger Fahrzeugtyp> ++STR_NEWGRF_INVALID_INDUSTRYTYPE :<ungültige Industrie> ++ ++# Placeholders for other invalid stuff, e.g. vehicles that have gone (Game Script). ++STR_INVALID_VEHICLE :<ungültiges Fahrzeug> ++ ++# NewGRF scanning window ++STR_NEWGRF_SCAN_CAPTION :{WHITE}NewGRFs werden eingelesen ++STR_NEWGRF_SCAN_MESSAGE :{BLACK}NewGRFs werden eingelesen. Je nach deren Anzahl könnte dies eine Weile dauern... ++STR_NEWGRF_SCAN_STATUS :{BLACK}{NUM} NewGRF{P "" s} von geschätzten {NUM} NewGRF{P "" s} eingelesen ++STR_NEWGRF_SCAN_ARCHIVES :Archivdateien werden eingelesen ++ ++# Sign list window ++STR_SIGN_LIST_CAPTION :{WHITE}Schilderliste ({COMMA} Schild{P "" er}) ++STR_SIGN_LIST_MATCH_CASE :{BLACK}Groß-/Kleinschreibung beachten ++STR_SIGN_LIST_MATCH_CASE_TOOLTIP :{BLACK}Umschalten zwischen Beachtung und Nichtbeachtung der Groß- und Kleinschreibung beim Vergleich von Schildern mit dem Suchbegriff ++ ++# Sign window ++STR_EDIT_SIGN_CAPTION :{WHITE}Schildtext ändern ++STR_EDIT_SIGN_NEXT_SIGN_TOOLTIP :{BLACK}Zum nächsten Schild wechseln ++STR_EDIT_SIGN_PREVIOUS_SIGN_TOOLTIP :{BLACK}Zum vorherigen Schild wechseln ++ ++STR_EDIT_SIGN_SIGN_OSKTITLE :{BLACK}Text für dieses Schild eingeben ++ ++# Town directory window ++STR_TOWN_DIRECTORY_CAPTION :{WHITE}Städte ++STR_TOWN_DIRECTORY_NONE :{ORANGE}- Keine - ++STR_TOWN_DIRECTORY_TOWN :{ORANGE}{TOWN}{BLACK} ({COMMA}) ++STR_TOWN_DIRECTORY_LIST_TOOLTIP :{BLACK}Städtenamen - Klick auf den Namen zentriert Hauptansicht auf die Stadt. Strg+Klick öffnet neue Zusatzansicht zentriert auf die Stadt ++STR_TOWN_POPULATION :{BLACK}Weltbevölkerung: {COMMA} ++ ++# Town view window ++STR_TOWN_VIEW_TOWN_CAPTION :{WHITE}{TOWN} ++STR_TOWN_VIEW_CITY_CAPTION :{WHITE}{TOWN} (Großstadt) ++STR_TOWN_VIEW_POPULATION_HOUSES :{BLACK}Einwohner: {ORANGE}{COMMA}{BLACK} Häuser: {ORANGE}{COMMA} ++STR_TOWN_VIEW_PASSENGERS_LAST_MONTH_MAX :{BLACK}Passagiere im letzten Monat: {ORANGE}{COMMA}{BLACK} max: {ORANGE}{COMMA} ++STR_TOWN_VIEW_MAIL_LAST_MONTH_MAX :{BLACK}Postsäcke im letzten Monat: {ORANGE}{COMMA}{BLACK} max: {ORANGE}{COMMA} ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH :{BLACK}Für Stadtwachstum benötigte Fracht: ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_REQUIRED_GENERAL :{ORANGE}{STRING}{RED} benötigt ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_REQUIRED_WINTER :{ORANGE}{STRING}{BLACK} im Winter benötigt ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_DELIVERED_GENERAL :{ORANGE}{STRING}{GREEN} geliefert ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_REQUIRED :{ORANGE}{CARGO_TINY} / {CARGO_LONG}{RED} (noch benötigt) ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_DELIVERED :{ORANGE}{CARGO_TINY} / {CARGO_LONG}{GREEN} (geliefert) ++STR_TOWN_VIEW_TOWN_GROWS_EVERY :{BLACK}Die Stadt wächst jeden {ORANGE}{COMMA}{BLACK}-ten{NBSP}Tag ++STR_TOWN_VIEW_TOWN_GROWS_EVERY_FUNDED :{BLACK}Die Stadt wächst jeden {ORANGE}{COMMA}{BLACK}-ten{NBSP}Tag (finanziert) ++STR_TOWN_VIEW_TOWN_GROW_STOPPED :{BLACK}Die Stadt wächst {RED}nicht{BLACK} ++STR_TOWN_VIEW_NOISE_IN_TOWN :{BLACK}Lärmbelastung in der Stadt: {ORANGE}{COMMA}{BLACK} Grenzwert: {ORANGE}{COMMA} ++STR_TOWN_VIEW_CENTER_TOOLTIP :{BLACK}Hauptansicht zur Stadt scrollen. Strg+Klick öffnet neue Zusatzansicht bei der Stadt ++STR_TOWN_VIEW_LOCAL_AUTHORITY_BUTTON :{BLACK}Stadtverwaltung ++STR_TOWN_VIEW_LOCAL_AUTHORITY_TOOLTIP :{BLACK}Öffnet Fenster zur Interaktion mit der Stadtverwaltung ++STR_TOWN_VIEW_RENAME_TOOLTIP :{BLACK}Stadt umbenennen ++ ++STR_TOWN_VIEW_EXPAND_BUTTON :{BLACK}Ausdehnen ++STR_TOWN_VIEW_EXPAND_TOOLTIP :{BLACK}Stadt vergrößern ++STR_TOWN_VIEW_DELETE_BUTTON :{BLACK}Löschen ++STR_TOWN_VIEW_DELETE_TOOLTIP :{BLACK}Diese Stadt vollständig löschen ++ ++STR_TOWN_VIEW_RENAME_TOWN_BUTTON :Stadt umbenennen ++ ++# Town local authority window ++STR_LOCAL_AUTHORITY_CAPTION :{WHITE}Stadtverwaltung {TOWN} ++STR_LOCAL_AUTHORITY_COMPANY_RATINGS :{BLACK}Bewertung der Transportfirma: ++STR_LOCAL_AUTHORITY_COMPANY_RATING :{YELLOW}{COMPANY} {COMPANY_NUM}: {ORANGE}{STRING} ++STR_LOCAL_AUTHORITY_ACTIONS_TITLE :{BLACK}Verfügbare Maßnahmen: ++STR_LOCAL_AUTHORITY_ACTIONS_TOOLTIP :{BLACK}Liste der verfügbaren Maßnahmen in dieser Stadt - Klick zeigt Einzelheiten an ++STR_LOCAL_AUTHORITY_DO_IT_BUTTON :{BLACK}Ausführen ++STR_LOCAL_AUTHORITY_DO_IT_TOOLTIP :{BLACK}Ausgewählte Maßnahme durchführen ++ ++STR_LOCAL_AUTHORITY_ACTION_SMALL_ADVERTISING_CAMPAIGN :Kleine Werbekampagne ++STR_LOCAL_AUTHORITY_ACTION_MEDIUM_ADVERTISING_CAMPAIGN :Mittlere Werbekampagne ++STR_LOCAL_AUTHORITY_ACTION_LARGE_ADVERTISING_CAMPAIGN :Große Werbekampagne ++STR_LOCAL_AUTHORITY_ACTION_ROAD_RECONSTRUCTION :Straßenreparaturen des Ortes finanzieren ++STR_LOCAL_AUTHORITY_ACTION_STATUE_OF_COMPANY :Statue des Firmeneigentümers finanzieren ++STR_LOCAL_AUTHORITY_ACTION_NEW_BUILDINGS :Neue Gebäude finanzieren ++STR_LOCAL_AUTHORITY_ACTION_EXCLUSIVE_TRANSPORT :Exklusive Transportrechte kaufen ++STR_LOCAL_AUTHORITY_ACTION_BRIBE :Die Stadtverwaltung bestechen ++ ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_SMALL_ADVERTISING :{YELLOW}Im Ort eine kleine Werbekampagne starten, um mehr Passagier- und Frachtaufträge für die eigene Firma zu gewinnen.{}Kosten: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_MEDIUM_ADVERTISING :{YELLOW}Im Ort eine mittlere Werbekampagne starten, um mehr Passagier- und Frachtaufträge für die eigene Firma zu gewinnen.{}Kosten: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_LARGE_ADVERTISING :{YELLOW}Im Ort eine große Werbekampagne starten, um mehr Passagier- und Frachtaufträge für die eigene Firma zu gewinnen.{}Kosten: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_ROAD_RECONSTRUCTION :{YELLOW}Die örtlichen Straßenreparaturen finanzieren. Der Straßenverkehr wird bis zu 6 Monate beeinträchtigt.{}Kosten: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_STATUE_OF_COMPANY :{YELLOW}Eine Statue zu Ehren der eigenen Firma errichten.{}Kosten: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_NEW_BUILDINGS :{YELLOW}Bau von Geschäftsgebäuden im Ort finanzieren.{}Kosten: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_EXCLUSIVE_TRANSPORT :{YELLOW}Für ein Jahr die exklusiven Transportrechte in der Stadt kaufen. Die Stadtverwaltung erlaubt dann nur Passagier- und Frachttransporte der eigenen Firma.{}Kosten: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_BRIBE :{YELLOW}Die Stadtverwaltung bestechen, um die eigene Bewertung zu verbessern. Dabei riskiert man allerdings eine harte Strafe, falls man ertappt wird.{}Kosten: {CURRENCY_LONG} ++ ++# Goal window ++STR_GOALS_CAPTION :{WHITE}{COMPANY} Ziele ++STR_GOALS_SPECTATOR_CAPTION :{WHITE}Allgemeine Spielziele ++STR_GOALS_GLOBAL_TITLE :{BLACK}Allgemeine Spielziele: ++STR_GOALS_TEXT :{ORANGE}{STRING} ++STR_GOALS_NONE :{ORANGE}- Keine - ++STR_GOALS_SPECTATOR_NONE :{ORANGE}- n.v. - ++STR_GOALS_PROGRESS :{ORANGE}{STRING} ++STR_GOALS_PROGRESS_COMPLETE :{GREEN}{STRING} ++STR_GOALS_COMPANY_TITLE :{BLACK}Firmenspezifische Ziele: ++STR_GOALS_TOOLTIP_CLICK_ON_SERVICE_TO_CENTER :{BLACK}Klick auf Ziel zentriert Hauptansicht auf Industrie/Stadt/Feld. Strg+Klick öffnet eine darauf zentrierte Zusatzansicht ++ ++# Goal question window ++STR_GOAL_QUESTION_CAPTION_QUESTION :Frage ++STR_GOAL_QUESTION_CAPTION_INFORMATION :Hinweis ++STR_GOAL_QUESTION_CAPTION_WARNING :Warnung ++STR_GOAL_QUESTION_CAPTION_ERROR :Fehler ++ ++############ Start of Goal Question button list ++STR_GOAL_QUESTION_BUTTON_CANCEL :Abbruch ++STR_GOAL_QUESTION_BUTTON_OK :OK ++STR_GOAL_QUESTION_BUTTON_NO :Nein ++STR_GOAL_QUESTION_BUTTON_YES :Ja ++STR_GOAL_QUESTION_BUTTON_DECLINE :Ablehnen ++STR_GOAL_QUESTION_BUTTON_ACCEPT :Akzeptieren ++STR_GOAL_QUESTION_BUTTON_IGNORE :Ignorieren ++STR_GOAL_QUESTION_BUTTON_RETRY :Wiederholen ++STR_GOAL_QUESTION_BUTTON_PREVIOUS :Vorhergehendes ++STR_GOAL_QUESTION_BUTTON_NEXT :Nächstes ++STR_GOAL_QUESTION_BUTTON_STOP :Aufhören ++STR_GOAL_QUESTION_BUTTON_START :Start ++STR_GOAL_QUESTION_BUTTON_GO :Weiter ++STR_GOAL_QUESTION_BUTTON_CONTINUE :Fortfahren ++STR_GOAL_QUESTION_BUTTON_RESTART :Neustart ++STR_GOAL_QUESTION_BUTTON_POSTPONE :Verschieben ++STR_GOAL_QUESTION_BUTTON_SURRENDER :Aufgeben ++STR_GOAL_QUESTION_BUTTON_CLOSE :Schließen ++############ End of Goal Question button list ++ ++# Subsidies window ++STR_SUBSIDIES_CAPTION :{WHITE}Subventionen ++STR_SUBSIDIES_OFFERED_TITLE :{BLACK}Subventionsangebot für: ++STR_SUBSIDIES_OFFERED_FROM_TO :{ORANGE}{STRING} von {STRING} nach {STRING}{YELLOW} (bis {DATE_SHORT}) ++STR_SUBSIDIES_NONE :{ORANGE}- Keine - ++STR_SUBSIDIES_SUBSIDISED_TITLE :{BLACK}Bereits vergebene Subventionen: ++STR_SUBSIDIES_SUBSIDISED_FROM_TO :{ORANGE}{STRING} von {STRING} nach {STRING}{YELLOW} ({COMPANY}{YELLOW}, bis {DATE_SHORT}) ++STR_SUBSIDIES_TOOLTIP_CLICK_ON_SERVICE_TO_CENTER :{BLACK}Klick auf subventionierte Dienstleistung zentriert Hauptansicht auf die Industrie/Stadt. Strg+Klick öffnet neue Zusatzansicht zentriert auf die Industrie/Stadt ++ ++# Story book window ++STR_STORY_BOOK_CAPTION :{WHITE}Chronik für {COMPANY} ++STR_STORY_BOOK_SPECTATOR_CAPTION :{WHITE}Allgemeine Chronik ++STR_STORY_BOOK_TITLE :{YELLOW}{STRING} ++STR_STORY_BOOK_GENERIC_PAGE_ITEM :Seite {NUM} ++STR_STORY_BOOK_SEL_PAGE_TOOLTIP :{BLACK}Springt zur gewünschten Seite, wenn diese im Auswahlmenü angeklickt wird ++STR_STORY_BOOK_PREV_PAGE :{BLACK}Zurück ++STR_STORY_BOOK_PREV_PAGE_TOOLTIP :{BLACK}Die vorherige Seite anzeigen ++STR_STORY_BOOK_NEXT_PAGE :{BLACK}Vor ++STR_STORY_BOOK_NEXT_PAGE_TOOLTIP :{BLACK}Die nächste Seite anzeigen ++STR_STORY_BOOK_INVALID_GOAL_REF :{RED}Ungültiger Verweis auf ein Spielziel ++ ++# Station list window ++STR_STATION_LIST_TOOLTIP :{BLACK}Stationsnamen - Klick auf den Namen zentriert Hauptansicht auf die Station. Strg+Klick öffnet neue Zusatzansicht zentriert auf die Station ++STR_STATION_LIST_USE_CTRL_TO_SELECT_MORE :{BLACK}Strg gedrückt halten, um mehrere Einträge auszuwählen ++STR_STATION_LIST_CAPTION :{WHITE}{COMPANY} - {COMMA} Haltestelle{P "" n} ++STR_STATION_LIST_STATION :{YELLOW}{STATION} {STATION_FEATURES} ++STR_STATION_LIST_WAYPOINT :{YELLOW}{WAYPOINT} ++STR_STATION_LIST_NONE :{YELLOW}- Keine - ++STR_STATION_LIST_SELECT_ALL_FACILITIES :{BLACK}Alle Stationstypen auswählen ++STR_STATION_LIST_SELECT_ALL_TYPES :{BLACK}Alle Frachtarten auswählen (einschließlich keiner Fracht) ++STR_STATION_LIST_NO_WAITING_CARGO :{BLACK}Keine Fracht jeglicher Art wartend ++ ++# Station view window ++STR_STATION_VIEW_CAPTION :{WHITE}{STATION} {STATION_FEATURES} ++STR_STATION_VIEW_WAITING_CARGO :{WHITE}{CARGO_LONG} ++STR_STATION_VIEW_EN_ROUTE_FROM :{YELLOW}({CARGO_SHORT} von {STATION}) ++STR_STATION_VIEW_RESERVED :{YELLOW}({CARGO_SHORT} reserviert zum Beladen) ++ ++STR_STATION_VIEW_ACCEPTS_BUTTON :{BLACK}Angenommen ++STR_STATION_VIEW_ACCEPTS_TOOLTIP :{BLACK}Zeige Liste der angenommenen Frachtarten ++STR_STATION_VIEW_ACCEPTS_CARGO :{BLACK}Nimmt an: {WHITE}{CARGO_LIST} ++ ++STR_STATIOV_VIEW_EXCLUSIVE_RIGHTS_SELF :{BLACK}Diese Station hat in der zugehörigen Stadt exklusive Transportrechte . ++STR_STATIOV_VIEW_EXCLUSIVE_RIGHTS_COMPANY :{YELLOW}{COMPANY}{BLACK} hat die exklusiven Transportrechte in dieser Stadt erworben. ++ ++STR_STATION_VIEW_RATINGS_BUTTON :{BLACK}Bewertung ++STR_STATION_VIEW_RATINGS_TOOLTIP :{BLACK}Stationsbewertung anzeigen ++STR_STATION_VIEW_SUPPLY_RATINGS_TITLE :{BLACK}Monatliche Lieferung und lokale Bewertung: ++STR_STATION_VIEW_CARGO_SUPPLY_RATING :{WHITE}{STRING}: {YELLOW}{COMMA} / {STRING} ({COMMA}%) ++ ++STR_STATION_VIEW_GROUP :{BLACK}Gruppieren nach ++STR_STATION_VIEW_WAITING_STATION :Station: Wartend ++STR_STATION_VIEW_WAITING_AMOUNT :Menge: Wartend ++STR_STATION_VIEW_PLANNED_STATION :Station: Voraussichtlich ++STR_STATION_VIEW_PLANNED_AMOUNT :Menge: Voraussichtlich ++STR_STATION_VIEW_FROM :{YELLOW}{CARGO_SHORT} von {STATION} ++STR_STATION_VIEW_VIA :{YELLOW}{CARGO_SHORT} via {STATION} ++STR_STATION_VIEW_TO :{YELLOW}{CARGO_SHORT} nach {STATION} ++STR_STATION_VIEW_FROM_ANY :{RED}{CARGO_SHORT} von unbekannter Haltestelle ++STR_STATION_VIEW_TO_ANY :{RED}{CARGO_SHORT} zu beliebiger Haltestelle ++STR_STATION_VIEW_VIA_ANY :{RED}{CARGO_SHORT} via beliebiger Haltestelle ++STR_STATION_VIEW_FROM_HERE :{GREEN}{CARGO_SHORT} von hier ++STR_STATION_VIEW_VIA_HERE :{GREEN}{CARGO_SHORT} hier anhaltend ++STR_STATION_VIEW_TO_HERE :{GREEN}{CARGO_SHORT} nach hier ++STR_STATION_VIEW_NONSTOP :{YELLOW}{CARGO_SHORT} direkt ++ ++STR_STATION_VIEW_GROUP_S_V_D :Start-Via-Ziel ++STR_STATION_VIEW_GROUP_S_D_V :Start-Ziel-Via ++STR_STATION_VIEW_GROUP_V_S_D :Via-Start-Ziel ++STR_STATION_VIEW_GROUP_V_D_S :Via-Ziel-Start ++STR_STATION_VIEW_GROUP_D_S_V :Ziel-Start-Via ++STR_STATION_VIEW_GROUP_D_V_S :Ziel-Via-Start ++ ++############ range for rating starts ++STR_CARGO_RATING_APPALLING :Furchtbar ++STR_CARGO_RATING_VERY_POOR :Sehr schlecht ++STR_CARGO_RATING_POOR :Schlecht ++STR_CARGO_RATING_MEDIOCRE :Mittelmäßig ++STR_CARGO_RATING_GOOD :Gut ++STR_CARGO_RATING_VERY_GOOD :Sehr gut ++STR_CARGO_RATING_EXCELLENT :Ausgezeichnet ++STR_CARGO_RATING_OUTSTANDING :Hervorragend ++############ range for rating ends ++ ++STR_STATION_VIEW_CENTER_TOOLTIP :{BLACK}Hauptansicht zur Station scrollen. Strg+Klick öffnet neue Zusatzansicht bei der Station ++STR_STATION_VIEW_RENAME_TOOLTIP :{BLACK}Namen der Station ändern ++ ++STR_STATION_VIEW_SCHEDULED_TRAINS_TOOLTIP :{BLACK}Alle Züge, die diesen Bahnhof anfahren, anzeigen ++STR_STATION_VIEW_SCHEDULED_ROAD_VEHICLES_TOOLTIP :{BLACK}Alle Straßenfahrzeuge, die diese Station anfahren, anzeigen ++STR_STATION_VIEW_SCHEDULED_AIRCRAFT_TOOLTIP :{BLACK}Alle Flugzeuge, die diesen Flughafen anfliegen, anzeigen ++STR_STATION_VIEW_SCHEDULED_SHIPS_TOOLTIP :{BLACK}Alle Schiffe, die diesen Hafen ansteuern, anzeigen ++ ++STR_STATION_VIEW_RENAME_STATION_CAPTION :Station/Ladeplatz umbenennen ++ ++STR_STATION_VIEW_CLOSE_AIRPORT :{BLACK}Flughafen schließen ++STR_STATION_VIEW_CLOSE_AIRPORT_TOOLTIP :{BLACK}Luftfahrzeugen die Landeerlaubnis verweigern ++ ++# Waypoint/buoy view window ++STR_WAYPOINT_VIEW_CAPTION :{WHITE}{WAYPOINT} ++STR_WAYPOINT_VIEW_CENTER_TOOLTIP :{BLACK}Hauptansicht auf den Wegpunkt zentrieren. Strg+Klick öffnet neue Zusatzansicht beim Wegpunkt ++STR_WAYPOINT_VIEW_CHANGE_WAYPOINT_NAME :{BLACK}Namen der Wegpunkte ändern ++STR_BUOY_VIEW_CENTER_TOOLTIP :{BLACK}Hauptansicht zur Boje scrollen. Strg+Klick öffnet neue Zusatzansicht bei der Boje ++STR_BUOY_VIEW_CHANGE_BUOY_NAME :{BLACK}Namen der Boje ändern ++ ++STR_EDIT_WAYPOINT_NAME :{WHITE}Namen des Wegpunkts ändern ++ ++# Finances window ++STR_FINANCES_CAPTION :{WHITE}{COMPANY} Finanzen {BLACK}{COMPANY_NUM} ++STR_FINANCES_EXPENDITURE_INCOME_TITLE :{WHITE}Ausgaben / Einnahmen ++STR_FINANCES_YEAR :{WHITE}{NUM} ++STR_FINANCES_SECTION_CONSTRUCTION :{GOLD}Baukosten ++STR_FINANCES_SECTION_NEW_VEHICLES :{GOLD}Neue Fahrzeuge ++STR_FINANCES_SECTION_TRAIN_RUNNING_COSTS :{GOLD}Zugbetriebskosten ++STR_FINANCES_SECTION_ROAD_VEHICLE_RUNNING_COSTS :{GOLD}Fahrzeugbetriebskosten ++STR_FINANCES_SECTION_AIRCRAFT_RUNNING_COSTS :{GOLD}Flugzeugbetriebskosten ++STR_FINANCES_SECTION_SHIP_RUNNING_COSTS :{GOLD}Schiffbetriebskosten ++STR_FINANCES_SECTION_PROPERTY_MAINTENANCE :{GOLD}Betriebskosten Gebäude ++STR_FINANCES_SECTION_TRAIN_INCOME :{GOLD}Einnahmen Züge ++STR_FINANCES_SECTION_ROAD_VEHICLE_INCOME :{GOLD}Einnahmen Straßenfahrzeuge ++STR_FINANCES_SECTION_AIRCRAFT_INCOME :{GOLD}Einnahmen Flugzeuge ++STR_FINANCES_SECTION_SHIP_INCOME :{GOLD}Einnahmen Schiffe ++STR_FINANCES_SECTION_LOAN_INTEREST :{GOLD}Kreditzinsen ++STR_FINANCES_SECTION_OTHER :{GOLD}Sonstiges ++STR_FINANCES_NEGATIVE_INCOME :{BLACK}-{CURRENCY_LONG} ++STR_FINANCES_POSITIVE_INCOME :{BLACK}+{CURRENCY_LONG} ++STR_FINANCES_TOTAL_CAPTION :{WHITE}Gesamt: ++STR_FINANCES_BANK_BALANCE_TITLE :{WHITE}Kontostand ++STR_FINANCES_LOAN_TITLE :{WHITE}Kredit ++STR_FINANCES_MAX_LOAN :{WHITE}Maximaler Kredit: {BLACK}{CURRENCY_LONG} ++STR_FINANCES_TOTAL_CURRENCY :{BLACK}{CURRENCY_LONG} ++STR_FINANCES_BORROW_BUTTON :{BLACK}{CURRENCY_LONG} leihen ++STR_FINANCES_BORROW_TOOLTIP :{BLACK}Kredit aufnehmen. Strg+Klick, um maximalen Kredit aufzunehmen ++STR_FINANCES_REPAY_BUTTON :{BLACK}{CURRENCY_LONG} zurückzahlen ++STR_FINANCES_REPAY_TOOLTIP :{BLACK}Kredit tilgen. Strg+Klick, um die größtmögliche Summe zurückzuzahlen ++STR_FINANCES_INFRASTRUCTURE_BUTTON :{BLACK}Infrastruktur ++ ++# Company view ++STR_COMPANY_VIEW_CAPTION :{WHITE}{COMPANY} {BLACK}{COMPANY_NUM} ++STR_COMPANY_VIEW_PRESIDENT_MANAGER_TITLE :{WHITE}{PRESIDENT_NAME}{}{GOLD}(Manager) ++ ++STR_COMPANY_VIEW_INAUGURATED_TITLE :{GOLD}Gegründet: {WHITE}{NUM} ++STR_COMPANY_VIEW_COLOUR_SCHEME_TITLE :{GOLD}Farbschema ++STR_COMPANY_VIEW_VEHICLES_TITLE :{GOLD}Fahrzeuge: ++STR_COMPANY_VIEW_TRAINS :{WHITE}{COMMA} Z{P ug üge} ++STR_COMPANY_VIEW_ROAD_VEHICLES :{WHITE}{COMMA} Fahrzeug{P "" e} ++STR_COMPANY_VIEW_AIRCRAFT :{WHITE}{COMMA} Flugzeug{P "" e} ++STR_COMPANY_VIEW_SHIPS :{WHITE}{COMMA} Schiff{P "" e} ++STR_COMPANY_VIEW_VEHICLES_NONE :{WHITE}Keine ++STR_COMPANY_VIEW_COMPANY_VALUE :{GOLD}Firmenwert: {WHITE}{CURRENCY_LONG} ++STR_COMPANY_VIEW_SHARES_OWNED_BY :{WHITE}({COMMA}% Eigentum von {COMPANY}) ++STR_COMPANY_VIEW_INFRASTRUCTURE :{GOLD}Infrastruktur: ++STR_COMPANY_VIEW_INFRASTRUCTURE_RAIL :{WHITE}{COMMA} Schienenstück{P "" e} ++STR_COMPANY_VIEW_INFRASTRUCTURE_ROAD :{WHITE}{COMMA} Straßenfeld{P "" er} ++STR_COMPANY_VIEW_INFRASTRUCTURE_WATER :{WHITE}{COMMA} Wasserfeld{P "" er} ++STR_COMPANY_VIEW_INFRASTRUCTURE_STATION :{WHITE}{COMMA} Stationsfeld{P "" er} ++STR_COMPANY_VIEW_INFRASTRUCTURE_AIRPORT :{WHITE}{COMMA} Flugh{P afen äfen} ++STR_COMPANY_VIEW_INFRASTRUCTURE_NONE :{WHITE}Keine ++ ++STR_COMPANY_VIEW_BUILD_HQ_BUTTON :{BLACK}Firmensitz bauen ++STR_COMPANY_VIEW_BUILD_HQ_TOOLTIP :{BLACK}Firmensitz an einer freien Stelle errichten ++STR_COMPANY_VIEW_VIEW_HQ_BUTTON :{BLACK}Firmensitz ++STR_COMPANY_VIEW_VIEW_HQ_TOOLTIP :{BLACK}Firmensitz anzeigen ++STR_COMPANY_VIEW_RELOCATE_HQ :{BLACK}Verlegen ++STR_COMPANY_VIEW_RELOCATE_COMPANY_HEADQUARTERS :{BLACK}Errichte Firmensitz für 1% des Firmenwertes an anderer Stelle neu. Shift+Klick zeigt einen Kostenvoranschlag ++STR_COMPANY_VIEW_INFRASTRUCTURE_BUTTON :{BLACK}Details ++STR_COMPANY_VIEW_INFRASTRUCTURE_TOOLTIP :{BLACK}Detaillierte Informationen zur Infrastruktur dieser Firma anzeigen ++ ++STR_COMPANY_VIEW_NEW_FACE_BUTTON :{BLACK}Neues Gesicht ++STR_COMPANY_VIEW_NEW_FACE_TOOLTIP :{BLACK}Neues Gesicht für Manager aussuchen ++STR_COMPANY_VIEW_COLOUR_SCHEME_BUTTON :{BLACK}Farbschema ++STR_COMPANY_VIEW_COLOUR_SCHEME_TOOLTIP :{BLACK}Firmenfarbe ändern ++STR_COMPANY_VIEW_COMPANY_NAME_BUTTON :{BLACK}Firmenname ++STR_COMPANY_VIEW_COMPANY_NAME_TOOLTIP :{BLACK}Firmenname ändern ++STR_COMPANY_VIEW_PRESIDENT_NAME_BUTTON :{BLACK}Managername ++STR_COMPANY_VIEW_PRESIDENT_NAME_TOOLTIP :{BLACK}Managername ändern ++ ++STR_COMPANY_VIEW_BUY_SHARE_BUTTON :{BLACK}25% der Aktien der Firma kaufen ++STR_COMPANY_VIEW_SELL_SHARE_BUTTON :{BLACK}25% der Aktien der Firma verkaufen ++STR_COMPANY_VIEW_BUY_SHARE_TOOLTIP :{BLACK}25% der Aktien dieser Firma kaufen. Shift+Klick zeigt einen Kostenvoranschlag ++STR_COMPANY_VIEW_SELL_SHARE_TOOLTIP :{BLACK}25% der Aktien dieser Firma verkaufen. Shift+Klick zeigt eine Gewinnschätzung ++ ++STR_COMPANY_VIEW_COMPANY_NAME_QUERY_CAPTION :Firmenname ++STR_COMPANY_VIEW_PRESIDENT_S_NAME_QUERY_CAPTION :Name des Managers ++ ++STR_BUY_COMPANY_MESSAGE :{WHITE}Wir suchen eine Transportfirma, die unsere Firma übernimmt.{}{}Besteht Interesse daran, {COMPANY} für {CURRENCY_LONG} zu übernehmen? ++ ++# Company infrastructure window ++STR_COMPANY_INFRASTRUCTURE_VIEW_CAPTION :{WHITE}Infrastruktur von {COMPANY} ++STR_COMPANY_INFRASTRUCTURE_VIEW_RAIL_SECT :{GOLD}Schienenfelder: ++STR_COMPANY_INFRASTRUCTURE_VIEW_SIGNALS :{WHITE}Signale ++STR_COMPANY_INFRASTRUCTURE_VIEW_ROAD_SECT :{GOLD}Straßenfelder: ++STR_COMPANY_INFRASTRUCTURE_VIEW_ROAD :{WHITE}Straße ++STR_COMPANY_INFRASTRUCTURE_VIEW_TRAMWAY :{WHITE}Straßenbahnfelder ++STR_COMPANY_INFRASTRUCTURE_VIEW_WATER_SECT :{GOLD}Wasserfelder: ++STR_COMPANY_INFRASTRUCTURE_VIEW_CANALS :{WHITE}Kanäle ++STR_COMPANY_INFRASTRUCTURE_VIEW_STATION_SECT :{GOLD}Stationen: ++STR_COMPANY_INFRASTRUCTURE_VIEW_STATIONS :{WHITE}Stationsfelder ++STR_COMPANY_INFRASTRUCTURE_VIEW_AIRPORTS :{WHITE}Flughäfen ++STR_COMPANY_INFRASTRUCTURE_VIEW_TOTAL :{WHITE}{CURRENCY_LONG}/a ++ ++# Industry directory ++STR_INDUSTRY_DIRECTORY_CAPTION :{WHITE}Industrien ++STR_INDUSTRY_DIRECTORY_NONE :{ORANGE}- Keine - ++STR_INDUSTRY_DIRECTORY_ITEM :{ORANGE}{INDUSTRY}{BLACK} ({CARGO_LONG}{STRING}){YELLOW} ({COMMA}% transportiert) ++STR_INDUSTRY_DIRECTORY_ITEM_TWO :{ORANGE}{INDUSTRY}{BLACK} ({CARGO_LONG}{STRING}/{CARGO_LONG}{STRING}){YELLOW} ({COMMA}%/{COMMA}% transportiert) ++STR_INDUSTRY_DIRECTORY_ITEM_NOPROD :{ORANGE}{INDUSTRY} ++STR_INDUSTRY_DIRECTORY_LIST_CAPTION :{BLACK}Industrienamen - Klick auf den Namen zentriert Hauptansicht auf die Industrie. Strg+Klick öffnet neue Zusatzansicht zentriert auf die Industrie ++ ++# Industry view ++STR_INDUSTRY_VIEW_CAPTION :{WHITE}{INDUSTRY} ++STR_INDUSTRY_VIEW_PRODUCTION_LAST_MONTH_TITLE :{BLACK}Produktion im letzten Monat: ++STR_INDUSTRY_VIEW_TRANSPORTED :{YELLOW}{CARGO_LONG}{STRING}{BLACK} ({COMMA}% befördert) ++STR_INDUSTRY_VIEW_LOCATION_TOOLTIP :{BLACK}Hauptansicht zur Industrie scrollen. Strg+Klick öffnet neue Zusatzansicht zentriert auf die Industrie ++STR_INDUSTRY_VIEW_PRODUCTION_LEVEL :{BLACK}Produktionsrate: {YELLOW}{COMMA}% ++STR_INDUSTRY_VIEW_INDUSTRY_ANNOUNCED_CLOSURE :{YELLOW}Diese Industrie wird in Kürze schließen! ++ ++############ range for requires starts ++STR_INDUSTRY_VIEW_REQUIRES_CARGO :{BLACK}Benötigt: {YELLOW}{STRING}{STRING} ++STR_INDUSTRY_VIEW_REQUIRES_CARGO_CARGO :{BLACK}Benötigt: {YELLOW}{STRING}{STRING}, {STRING}{STRING} ++STR_INDUSTRY_VIEW_REQUIRES_CARGO_CARGO_CARGO :{BLACK}Benötigt: {YELLOW}{STRING}{STRING}, {STRING}{STRING}, {STRING}{STRING} ++############ range for requires ends ++ ++STR_INDUSTRY_VIEW_REQUIRES :{BLACK}benötigt ++STR_INDUSTRY_VIEW_ACCEPT_CARGO :{YELLOW}{STRING} ++STR_INDUSTRY_VIEW_ACCEPT_CARGO_AMOUNT :{YELLOW}{CARGO_LONG} {BLACK}wartend ++STR_INDUSTRY_VIEW_ACCEPT_CARGO_TEXT :{YELLOW}{STRING}{STRING} ++STR_INDUSTRY_VIEW_ACCEPT_CARGO_AMOUNT_TEXT :{YELLOW}{CARGO_LONG}{STRING} ++ ++############ range for produces starts ++STR_INDUSTRY_VIEW_PRODUCES_CARGO :{BLACK}Produziert: {YELLOW}{STRING}{STRING} ++STR_INDUSTRY_VIEW_PRODUCES_CARGO_CARGO :{BLACK}Produziert: {YELLOW}{STRING}{STRING}, {STRING}{STRING} ++############ range for produces ends ++ ++STR_CONFIG_GAME_PRODUCTION :{WHITE}Produktion ändern (Vielfache von 8, maximal 2040) ++STR_CONFIG_GAME_PRODUCTION_LEVEL :{WHITE}Produktionsrate ändern (prozentual, bis zu 800%) ++ ++# Vehicle lists ++STR_VEHICLE_LIST_TRAIN_CAPTION :{WHITE}{STRING} - {COMMA} Z{P ug üge} ++STR_VEHICLE_LIST_ROAD_VEHICLE_CAPTION :{WHITE}{STRING} - {COMMA} Straßenfahrzeug{P "" e} ++STR_VEHICLE_LIST_SHIP_CAPTION :{WHITE}{STRING} - {COMMA} Schiff{P "" e} ++STR_VEHICLE_LIST_AIRCRAFT_CAPTION :{WHITE}{STRING} - {COMMA} Flugzeug{P "" e} ++ ++STR_VEHICLE_LIST_TRAIN_LIST_TOOLTIP :{BLACK}Züge - für Einzelheiten auf den Zug klicken ++STR_VEHICLE_LIST_ROAD_VEHICLE_TOOLTIP :{BLACK}Straßenfahrzeuge - für Einzelheiten auf das Fahrzeug klicken ++STR_VEHICLE_LIST_SHIP_TOOLTIP :{BLACK}Schiffe - für Einzelheiten auf das Schiff klicken ++STR_VEHICLE_LIST_AIRCRAFT_TOOLTIP :{BLACK}Flugzeuge - für Einzelheiten auf das Flugzeug klicken ++ ++STR_VEHICLE_LIST_PROFIT_THIS_YEAR_LAST_YEAR :{TINY_FONT}{BLACK}Gewinn im laufenden Jahr: {CURRENCY_LONG} (vergangenes Jahr: {CURRENCY_LONG}) ++ ++STR_VEHICLE_LIST_AVAILABLE_TRAINS :Verfügbare Züge ++STR_VEHICLE_LIST_AVAILABLE_ROAD_VEHICLES :Verfügbare Fahrzeuge ++STR_VEHICLE_LIST_AVAILABLE_SHIPS :Verfügbare Schiffe ++STR_VEHICLE_LIST_AVAILABLE_AIRCRAFT :Verfügbare Flugzeuge ++STR_VEHICLE_LIST_AVAILABLE_ENGINES_TOOLTIP :{BLACK}Verfügbare Fahrzeuge für diesen Fahrzeugtyp auflisten ++ ++STR_VEHICLE_LIST_MANAGE_LIST :{BLACK}Liste verwalten ++STR_VEHICLE_LIST_MANAGE_LIST_TOOLTIP :{BLACK}Aufträge an alle Fahrzeuge in der Liste verschicken ++STR_VEHICLE_LIST_REPLACE_VEHICLES :Fahrzeuge ersetzen ++STR_VEHICLE_LIST_SEND_FOR_SERVICING :Zur Wartung schicken ++ ++STR_VEHICLE_LIST_SEND_TRAIN_TO_DEPOT :Ins Depot schicken ++STR_VEHICLE_LIST_SEND_ROAD_VEHICLE_TO_DEPOT :Ins Depot schicken ++STR_VEHICLE_LIST_SEND_SHIP_TO_DEPOT :In die Werft schicken ++STR_VEHICLE_LIST_SEND_AIRCRAFT_TO_HANGAR :In den Hangar schicken ++ ++STR_VEHICLE_LIST_MASS_STOP_LIST_TOOLTIP :{BLACK}Alle Fahrzeuge in der Liste anhalten ++STR_VEHICLE_LIST_MASS_START_LIST_TOOLTIP :{BLACK}Alle Fahrzeuge in der Liste losschicken ++ ++STR_VEHICLE_LIST_SHARED_ORDERS_LIST_CAPTION :{WHITE}Gemeinsamer Fahrplan von {COMMA} Fahrzeug{P "" en} ++ ++# Group window ++STR_GROUP_ALL_TRAINS :Alle Züge ++STR_GROUP_ALL_ROAD_VEHICLES :Alle Straßenfahrzeuge ++STR_GROUP_ALL_SHIPS :Alle Schiffe ++STR_GROUP_ALL_AIRCRAFTS :Alle Flugzeuge ++ ++STR_GROUP_DEFAULT_TRAINS :Ungruppierte Züge ++STR_GROUP_DEFAULT_ROAD_VEHICLES :Ungruppierte Straßenfahrzeuge ++STR_GROUP_DEFAULT_SHIPS :Ungruppierte Schiffe ++STR_GROUP_DEFAULT_AIRCRAFTS :Ungruppierte Flugzeuge ++ ++STR_GROUPS_CLICK_ON_GROUP_FOR_TOOLTIP :{BLACK}Gruppen - Klick auf eine Gruppe zeigt Liste aller Fahrzeuge der Gruppe an ++STR_GROUP_CREATE_TOOLTIP :{BLACK}Neue Gruppe erstellen ++STR_GROUP_DELETE_TOOLTIP :{BLACK}Ausgewählte Gruppe löschen ++STR_GROUP_RENAME_TOOLTIP :{BLACK}Ausgewählte Gruppe umbenennen ++STR_GROUP_REPLACE_PROTECTION_TOOLTIP :{BLACK}Diese Gruppe von der automatischen Fahrzeugersetzung ausschließen ++ ++STR_QUERY_GROUP_DELETE_CAPTION :{WHITE}Gruppe löschen ++STR_GROUP_DELETE_QUERY_TEXT :{WHITE}Sicher, dass diese Gruppe inklusive aller Untergruppen gelöscht werden soll? ++ ++STR_GROUP_ADD_SHARED_VEHICLE :Gemeinsame Fahrzeuge hinzufügen ++STR_GROUP_REMOVE_ALL_VEHICLES :Liste leeren ++ ++STR_GROUP_RENAME_CAPTION :{BLACK}Gruppe umbenennen ++ ++STR_GROUP_PROFIT_THIS_YEAR :Gewinn in diesem Jahr: ++STR_GROUP_PROFIT_LAST_YEAR :Gewinn im letzten Jahr: ++STR_GROUP_OCCUPANCY :Aktuelle Nutzung: ++STR_GROUP_OCCUPANCY_VALUE :{NUM}% ++ ++# Build vehicle window ++STR_BUY_VEHICLE_TRAIN_RAIL_CAPTION :Neue Schienenfahrzeuge ++STR_BUY_VEHICLE_TRAIN_ELRAIL_CAPTION :Neue elektrische Schienenfahrzeuge ++STR_BUY_VEHICLE_TRAIN_MONORAIL_CAPTION :Neue Einschienenbahnfahrzeuge ++STR_BUY_VEHICLE_TRAIN_MAGLEV_CAPTION :Neue Magnetbahnfahrzeuge ++ ++STR_BUY_VEHICLE_TRAIN_ALL_CAPTION :Neue Schienenfahrzeuge ++STR_BUY_VEHICLE_ROAD_VEHICLE_CAPTION :Neue Fahrzeuge ++STR_BUY_VEHICLE_SHIP_CAPTION :Neue Schiffe ++STR_BUY_VEHICLE_AIRCRAFT_CAPTION :Neue Flugzeuge ++ ++STR_PURCHASE_INFO_COST_WEIGHT :{BLACK}Kosten: {GOLD}{CURRENCY_LONG}{BLACK} Gewicht: {GOLD}{WEIGHT_SHORT} ++STR_PURCHASE_INFO_SPEED_POWER :{BLACK}Geschw.: {GOLD}{VELOCITY}{BLACK} Leistung: {GOLD}{POWER} ++STR_PURCHASE_INFO_SPEED :{BLACK}Geschwindigkeit: {GOLD}{VELOCITY} ++STR_PURCHASE_INFO_SPEED_OCEAN :{BLACK}Geschwindigkeit auf dem Meer: {GOLD}{VELOCITY} ++STR_PURCHASE_INFO_SPEED_CANAL :{BLACK}Geschwindigkeit auf Kanälen und Flüssen: {GOLD}{VELOCITY} ++STR_PURCHASE_INFO_RUNNINGCOST :{BLACK}Betriebskosten: {GOLD}{CURRENCY_LONG} pro Jahr ++STR_PURCHASE_INFO_CAPACITY :{BLACK}Kapazität: {GOLD}{CARGO_LONG} {STRING} ++STR_PURCHASE_INFO_REFITTABLE :(umrüstbar) ++STR_PURCHASE_INFO_DESIGNED_LIFE :{BLACK}Entworfen: {GOLD}{NUM}{BLACK} Betriebsdauer: {GOLD}{COMMA} Jahr{P "" e} ++STR_PURCHASE_INFO_RELIABILITY :{BLACK}Max. Zuverlässigkeit: {GOLD}{COMMA}% ++STR_PURCHASE_INFO_COST :{BLACK}Kosten: {GOLD}{CURRENCY_LONG} ++STR_PURCHASE_INFO_WEIGHT_CWEIGHT :{BLACK}Gewicht: {GOLD}{WEIGHT_SHORT} ({WEIGHT_SHORT}) ++STR_PURCHASE_INFO_COST_SPEED :{BLACK}Kosten: {GOLD}{CURRENCY_LONG}{BLACK} Geschw.: {GOLD}{VELOCITY} ++STR_PURCHASE_INFO_AIRCRAFT_CAPACITY :{BLACK}Kapazität: {GOLD}{CARGO_LONG}, {CARGO_LONG} ++STR_PURCHASE_INFO_PWAGPOWER_PWAGWEIGHT :{BLACK}Angetriebene Waggons: {GOLD}+{POWER}{BLACK} Gewicht: {GOLD}+{WEIGHT_SHORT} ++STR_PURCHASE_INFO_REFITTABLE_TO :{BLACK}Umrüstbar auf: {GOLD}{STRING} ++STR_PURCHASE_INFO_ALL_TYPES :Alle Frachtarten ++STR_PURCHASE_INFO_ALL_BUT :Alles außer {CARGO_LIST} ++STR_PURCHASE_INFO_MAX_TE :{BLACK}Max. Zugkraft: {GOLD}{FORCE} ++STR_PURCHASE_INFO_AIRCRAFT_RANGE :{BLACK}Reichweite: {GOLD}{COMMA} Felder ++STR_PURCHASE_INFO_AIRCRAFT_TYPE :{BLACK}Flugzeugtyp: {GOLD}{STRING} ++ ++STR_BUY_VEHICLE_TRAIN_LIST_TOOLTIP :{BLACK}Schienenfahrzeugsliste - Einzelheiten durch Anklicken des Fahrzeuges. Strg+Klick schaltet um zwischen Verstecken und Zeigen des Fahrzeugtyps ++STR_BUY_VEHICLE_ROAD_VEHICLE_LIST_TOOLTIP :{BLACK}Straßenfahrzeugsliste - Klicke auf ein Fahrzeug für Einzelheiten. Strg+Klick schaltet um zwischen Verstecken und Zeigen des Fahrzeugtyps ++STR_BUY_VEHICLE_SHIP_LIST_TOOLTIP :{BLACK}Schiffsliste - für Einzelheiten auf das Schiff klicken. Strg+Klick schaltet um zwischen Verstecken und Zeigen des Schiffstyps ++STR_BUY_VEHICLE_AIRCRAFT_LIST_TOOLTIP :{BLACK}Flugzeugliste - Klick auf das Flugzeug zeigt weitere Einzelheiten an. Strg+Klick schaltet um zwischen Verstecken und Zeigen des Fahrzeugtyps ++ ++STR_BUY_VEHICLE_TRAIN_BUY_VEHICLE_BUTTON :{BLACK}Fahrzeug kaufen ++STR_BUY_VEHICLE_ROAD_VEHICLE_BUY_VEHICLE_BUTTON :{BLACK}Fahrzeug kaufen ++STR_BUY_VEHICLE_SHIP_BUY_VEHICLE_BUTTON :{BLACK}Schiff kaufen ++STR_BUY_VEHICLE_AIRCRAFT_BUY_VEHICLE_BUTTON :{BLACK}Flugzeug kaufen ++ ++STR_BUY_VEHICLE_TRAIN_BUY_VEHICLE_TOOLTIP :{BLACK}Angewähltes Fahrzeug kaufen. Shift+Klick zeigt einen Kostenvoranschlag ++STR_BUY_VEHICLE_ROAD_VEHICLE_BUY_VEHICLE_TOOLTIP :{BLACK}Ausgewähltes Fahrzeug kaufen. Shift+Klick zeigt einen Kostenvoranschlag ++STR_BUY_VEHICLE_SHIP_BUY_VEHICLE_TOOLTIP :{BLACK}Ausgewähltes Schiff kaufen. Shift+Klick zeigt einen Kostenvoranschlag ++STR_BUY_VEHICLE_AIRCRAFT_BUY_VEHICLE_TOOLTIP :{BLACK}Augewähltes Flugzeug kaufen. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++ ++STR_BUY_VEHICLE_TRAIN_RENAME_BUTTON :{BLACK}Umbenennen ++STR_BUY_VEHICLE_ROAD_VEHICLE_RENAME_BUTTON :{BLACK}Umbenennen ++STR_BUY_VEHICLE_SHIP_RENAME_BUTTON :{BLACK}Umbenennen ++STR_BUY_VEHICLE_AIRCRAFT_RENAME_BUTTON :{BLACK}Umbenennen ++ ++STR_BUY_VEHICLE_TRAIN_RENAME_TOOLTIP :{BLACK}Umbenennen der Waggontypen ++STR_BUY_VEHICLE_ROAD_VEHICLE_RENAME_TOOLTIP :{BLACK}Fahrzeug umbenennen ++STR_BUY_VEHICLE_SHIP_RENAME_TOOLTIP :{BLACK}Schiff umbenennen ++STR_BUY_VEHICLE_AIRCRAFT_RENAME_TOOLTIP :{BLACK}Flugzeug umbenennen ++ ++STR_BUY_VEHICLE_TRAIN_HIDE_TOGGLE_BUTTON :{BLACK}Ausblenden ++STR_BUY_VEHICLE_ROAD_VEHICLE_HIDE_TOGGLE_BUTTON :{BLACK}Ausblenden ++STR_BUY_VEHICLE_SHIP_HIDE_TOGGLE_BUTTON :{BLACK}Ausblenden ++STR_BUY_VEHICLE_AIRCRAFT_HIDE_TOGGLE_BUTTON :{BLACK}Ausblenden ++ ++STR_BUY_VEHICLE_TRAIN_SHOW_TOGGLE_BUTTON :{BLACK}Einblenden ++STR_BUY_VEHICLE_ROAD_VEHICLE_SHOW_TOGGLE_BUTTON :{BLACK}Einblenden ++STR_BUY_VEHICLE_SHIP_SHOW_TOGGLE_BUTTON :{BLACK}Einblenden ++STR_BUY_VEHICLE_AIRCRAFT_SHOW_TOGGLE_BUTTON :{BLACK}Ausblenden ++ ++STR_BUY_VEHICLE_TRAIN_HIDE_SHOW_TOGGLE_TOOLTIP :{BLACK}Blende das Schienenfahrzeug aus / ein ++STR_BUY_VEHICLE_ROAD_VEHICLE_HIDE_SHOW_TOGGLE_TOOLTIP :{BLACK}Blende das Straßenfahrzeug aus / ein ++STR_BUY_VEHICLE_SHIP_HIDE_SHOW_TOGGLE_TOOLTIP :{BLACK}Blende das Schiff aus / ein ++STR_BUY_VEHICLE_AIRCRAFT_HIDE_SHOW_TOGGLE_TOOLTIP :{BLACK}Blende das Flugzeug aus / ein ++ ++STR_QUERY_RENAME_TRAIN_TYPE_CAPTION :{WHITE}Zugtyp umbenennen ++STR_QUERY_RENAME_ROAD_VEHICLE_TYPE_CAPTION :{WHITE}Fahrzeug umbenennen ++STR_QUERY_RENAME_SHIP_TYPE_CAPTION :{WHITE}Schiff umbenennen ++STR_QUERY_RENAME_AIRCRAFT_TYPE_CAPTION :{WHITE}Flugzeug umbenennen ++ ++# Depot window ++STR_DEPOT_CAPTION :{WHITE}{DEPOT} ++ ++STR_DEPOT_RENAME_TOOLTIP :{BLACK}Namen des Depots ändern ++STR_DEPOT_RENAME_DEPOT_CAPTION :Depot umbenennen ++ ++STR_DEPOT_NO_ENGINE :{BLACK}- ++STR_DEPOT_VEHICLE_TOOLTIP :{BLACK}{ENGINE}{STRING} ++STR_DEPOT_VEHICLE_TOOLTIP_CHAIN :{BLACK}{NUM} Fahrzeug{P "" e}{STRING} ++STR_DEPOT_VEHICLE_TOOLTIP_CARGO :{}{CARGO_LONG} ({CARGO_SHORT}) ++ ++STR_DEPOT_TRAIN_LIST_TOOLTIP :{BLACK}Züge - Fahrzeug ziehen, um es an-/abzukoppeln. Rechts-Klick für Fahrzeuginformationen, Rechts-Klick für Einzelheiten. Strg, um die jeweilige Funktion für das gesamte Gespann auszuführen ++STR_DEPOT_ROAD_VEHICLE_LIST_TOOLTIP :{BLACK}Straßenfahrzeuge - Rechts-Klick für Einzelheiten ++STR_DEPOT_SHIP_LIST_TOOLTIP :{BLACK}Schiffe - Rechts-Klick für Einzelheiten ++STR_DEPOT_AIRCRAFT_LIST_TOOLTIP :{BLACK}Flugzeuge - Rechts-Klick für Einzelheiten ++ ++STR_DEPOT_TRAIN_SELL_TOOLTIP :{BLACK}Schienenfahrzeug hierher ziehen, um es zu verkaufen ++STR_DEPOT_ROAD_VEHICLE_SELL_TOOLTIP :{BLACK}Ziehe Straßenfahrzeug hierher, um es zu verkaufen ++STR_DEPOT_SHIP_SELL_TOOLTIP :{BLACK}Ziehe Schiff hierher, um es zu verkaufen ++STR_DEPOT_AIRCRAFT_SELL_TOOLTIP :{BLACK}Zum Verkauf des Flugzeuges hierher ziehen ++ ++STR_DEPOT_DRAG_WHOLE_TRAIN_TO_SELL_TOOLTIP :{BLACK}Lok hierher ziehen, um den ganzen Zug zu verkaufen ++ ++STR_DEPOT_SELL_ALL_BUTTON_TRAIN_TOOLTIP :{BLACK}Alle Züge im Depot verkaufen ++STR_DEPOT_SELL_ALL_BUTTON_ROAD_VEHICLE_TOOLTIP :{BLACK}Alle Fahrzeuge im Depot verkaufen ++STR_DEPOT_SELL_ALL_BUTTON_SHIP_TOOLTIP :{BLACK}Alle Schiffe in der Werft verkaufen ++STR_DEPOT_SELL_ALL_BUTTON_AIRCRAFT_TOOLTIP :{BLACK}Alle Flugzeuge im Hangar verkaufen ++ ++STR_DEPOT_AUTOREPLACE_TRAIN_TOOLTIP :{BLACK}Alle Züge im Depot automatisch ersetzen ++STR_DEPOT_AUTOREPLACE_ROAD_VEHICLE_TOOLTIP :{BLACK}Alle Fahrzeuge im Depot automatisch ersetzen ++STR_DEPOT_AUTOREPLACE_SHIP_TOOLTIP :{BLACK}Alle Schiffe in der Werft automatisch ersetzen ++STR_DEPOT_AUTOREPLACE_AIRCRAFT_TOOLTIP :{BLACK}Alle Flugzeuge im Hangar automatisch ersetzen ++ ++STR_DEPOT_TRAIN_NEW_VEHICLES_BUTTON :{BLACK}Neue Fahrzeuge ++STR_DEPOT_ROAD_VEHICLE_NEW_VEHICLES_BUTTON :{BLACK}Neue Straßenfahrzeuge ++STR_DEPOT_SHIP_NEW_VEHICLES_BUTTON :{BLACK}Neue Schiffe ++STR_DEPOT_AIRCRAFT_NEW_VEHICLES_BUTTON :{BLACK}Neue Flugzeuge ++ ++STR_DEPOT_TRAIN_NEW_VEHICLES_TOOLTIP :{BLACK}Neues Schienenfahrzeug kaufen ++STR_DEPOT_ROAD_VEHICLE_NEW_VEHICLES_TOOLTIP :{BLACK}Neues Straßenfahrzeug kaufen ++STR_DEPOT_SHIP_NEW_VEHICLES_TOOLTIP :{BLACK}Neues Schiff kaufen ++STR_DEPOT_AIRCRAFT_NEW_VEHICLES_TOOLTIP :{BLACK}Neues Flugzeug kaufen ++ ++STR_DEPOT_CLONE_TRAIN :{BLACK}Zug kopieren ++STR_DEPOT_CLONE_ROAD_VEHICLE :{BLACK}Fahrzeug kopieren ++STR_DEPOT_CLONE_SHIP :{BLACK}Schiff kopieren ++STR_DEPOT_CLONE_AIRCRAFT :{BLACK}Flugzeug kopieren ++ ++STR_DEPOT_CLONE_TRAIN_DEPOT_INFO :{BLACK}Kauft eine Kopie des Zuges mit allen Wagons. Klicke diese Schaltfläche und dann auf einen Zug innerhalb oder außerhalb des Depots. Strg+Klick erzeugt gemeinsamen Fahrplan. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_DEPOT_CLONE_ROAD_VEHICLE_DEPOT_INFO :{BLACK}Kauft eine Kopie des Fahrzeuges. Klicke auf diese Schaltfläche und dann auf ein Fahrzeug innerhalb oder außerhalb des Depots. Strg+Klick erzeugt gemeinsamen Fahrplan. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_DEPOT_CLONE_SHIP_DEPOT_INFO :{BLACK}Kauft eine Kopie des Schiffes. Klicke diese Schaltfläche und dann auf eine Schiff innerhalb oder außerhalb der Werft. Strg+Klick erzeugt gemeinsamen Fahrplan. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_DEPOT_CLONE_AIRCRAFT_INFO_HANGAR_WINDOW :{BLACK}Kauft eine Kopie des Flugzeuges. Klicke auf diese Schaltfläche und dann auf ein Flugzeug innerhalb oder außerhalb des Hangars. Strg+Klick erzeugt gemeinsamen Fahrplan. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++ ++STR_DEPOT_TRAIN_LOCATION_TOOLTIP :{BLACK}Hauptansicht zum Zugdepot scrollen. Strg+Klick öffnet neue Zusatzansicht beim Zugdepot ++STR_DEPOT_ROAD_VEHICLE_LOCATION_TOOLTIP :{BLACK}Hauptansicht zum Fahrzeugdepot scrollen. Strg+Klick öffnet neue Zusatzansicht beim Fahrzeugdepot ++STR_DEPOT_SHIP_LOCATION_TOOLTIP :{BLACK}Hauptansicht zur Werft scrollen. Strg+Klick öffnet neue Zusatzansicht bei der Werft ++STR_DEPOT_AIRCRAFT_LOCATION_TOOLTIP :{BLACK}Hauptansicht zum Hangar scrollen. Strg+Klick öffnet neue Zusatzansicht beim Hangar ++ ++STR_DEPOT_VEHICLE_ORDER_LIST_TRAIN_TOOLTIP :{BLACK}Alle Züge, die dieses Depot anfahren, auflisten ++STR_DEPOT_VEHICLE_ORDER_LIST_ROAD_VEHICLE_TOOLTIP :{BLACK}Alle Fahrzeuge, die dieses Depot anfahren, auflisten ++STR_DEPOT_VEHICLE_ORDER_LIST_SHIP_TOOLTIP :{BLACK}Alle Schiffe, die diese Werft anfahren, auflisten ++STR_DEPOT_VEHICLE_ORDER_LIST_AIRCRAFT_TOOLTIP :{BLACK}Alle Flugzeuge, die einen Hangar dieses Flughafens ansteuern, auflisten ++ ++STR_DEPOT_MASS_STOP_DEPOT_TRAIN_TOOLTIP :{BLACK}Alle Züge im Depot anhalten ++STR_DEPOT_MASS_STOP_DEPOT_ROAD_VEHICLE_TOOLTIP :{BLACK}Alle Fahrzeuge im Depot anhalten ++STR_DEPOT_MASS_STOP_DEPOT_SHIP_TOOLTIP :{BLACK}Alle Schiffe in der Werft anhalten ++STR_DEPOT_MASS_STOP_HANGAR_TOOLTIP :{BLACK}Alle Flugzeuge im Hangar anhalten ++ ++STR_DEPOT_MASS_START_DEPOT_TRAIN_TOOLTIP :{BLACK}Alle Züge im Depot losschicken ++STR_DEPOT_MASS_START_DEPOT_ROAD_VEHICLE_TOOLTIP :{BLACK}Alle Fahrzeuge im Depot losschicken ++STR_DEPOT_MASS_START_DEPOT_SHIP_TOOLTIP :{BLACK}Alle Schiffe in der Werft losschicken ++STR_DEPOT_MASS_START_HANGAR_TOOLTIP :{BLACK}Alle Flugzeuge im Hangar losschicken ++ ++STR_DEPOT_SELL_CONFIRMATION_TEXT :{YELLOW}Sollen alle Fahrzeuge in diesem Depot verkauft werden? ++ ++# Engine preview window ++STR_ENGINE_PREVIEW_CAPTION :{WHITE}Nachricht vom Fahrzeughersteller ++STR_ENGINE_PREVIEW_MESSAGE :{GOLD}Wir haben {G "einen" "eine" "ein" ""} neue{G n "" s ""} {0:STRING} entwickelt.{}Besteht Interesse, {G 0 den die das die} {0:STRING} ein Jahr lang exklusiv zu nutzen, so dass wir die Funktionen testen können, bevor {G 0 er sie es sie} allgemein zur Verfügung gestellt {G 0 wird wird wird werden}? ++STR_ENGINE_PREVIEW_RAILROAD_LOCOMOTIVE :{G=w}Lokomotive ++STR_ENGINE_PREVIEW_ROAD_VEHICLE :{G=n}Straßenfahrzeug ++STR_ENGINE_PREVIEW_AIRCRAFT :{G=n}Flugzeug ++STR_ENGINE_PREVIEW_SHIP :{G=n}Schiff ++STR_ENGINE_PREVIEW_MONORAIL_LOCOMOTIVE :{G=w}Einschienenbahn ++STR_ENGINE_PREVIEW_MAGLEV_LOCOMOTIVE :{G=w}Magnetschwebebahn ++ ++STR_ENGINE_PREVIEW_COST_WEIGHT_SPEED_POWER :{BLACK}Kosten: {CURRENCY_LONG} Gewicht: {WEIGHT_SHORT}{}Geschwindigk.: {VELOCITY} Leistung: {POWER}{}Betriebskosten: {CURRENCY_LONG} pro Jahr{}Kapazität: {CARGO_LONG} ++STR_ENGINE_PREVIEW_COST_WEIGHT_SPEED_POWER_MAX_TE :{BLACK}Preis: {CURRENCY_LONG} Gewicht: {WEIGHT_SHORT}{}Max. Geschwindigkeit: {VELOCITY} Leistung: {POWER} Max. Zugkraft: {6:FORCE}{}Betriebskosten: {4:CURRENCY_LONG}/yr{}Kapazität: {5:CARGO_LONG} ++STR_ENGINE_PREVIEW_COST_MAX_SPEED_CAP_RUNCOST :{BLACK}Preis: {CURRENCY_LONG} Höchstgeschw.: {VELOCITY}{}Kapazität: {CARGO_LONG}{}Betriebskosten: {CURRENCY_LONG}/Jahr ++STR_ENGINE_PREVIEW_COST_MAX_SPEED_TYPE_CAP_CAP_RUNCOST :{BLACK}Kosten: {CURRENCY_LONG} Max. Geschw.: {VELOCITY}{}Flugzeugtyp: {STRING}{}Kapazität: {CARGO_LONG}, {CARGO_LONG}{}Betriebskosten: {CURRENCY_LONG}/Jahr ++STR_ENGINE_PREVIEW_COST_MAX_SPEED_TYPE_CAP_RUNCOST :{BLACK}Kosten: {CURRENCY_LONG} Max. Geschw.: {VELOCITY}{}Flugzeugtyp: {STRING}{}Kapazität: {CARGO_LONG}{}Betriebskosten: {CURRENCY_LONG}/Jahr ++STR_ENGINE_PREVIEW_COST_MAX_SPEED_TYPE_RANGE_CAP_CAP_RUNCOST :{BLACK}Kosten: {CURRENCY_LONG} Max. Geschw.: {VELOCITY}{}Flugzeugtyp: {STRING} Reichweite: {COMMA} Felder{}Capacity: {CARGO_LONG}, {CARGO_LONG}{}Betriebskosten: {CURRENCY_LONG}/Jahr ++STR_ENGINE_PREVIEW_COST_MAX_SPEED_TYPE_RANGE_CAP_RUNCOST :{BLACK}Kosten: {CURRENCY_LONG} Max. Geschw.: {VELOCITY}{}Flugzeugtyp: {STRING} Reichweite: {COMMA} tiles{}Kapazität: {CARGO_LONG}{}Laufende Kosten: {CURRENCY_LONG}/yr ++ ++# Autoreplace window ++STR_REPLACE_VEHICLES_WHITE :{WHITE}{STRING} ersetzen - {STRING} ++STR_REPLACE_VEHICLE_TRAIN :Zug ++STR_REPLACE_VEHICLE_ROAD_VEHICLE :Straßenfahrzeug ++STR_REPLACE_VEHICLE_SHIP :Schiff ++STR_REPLACE_VEHICLE_AIRCRAFT :Flugzeug ++ ++STR_REPLACE_VEHICLE_VEHICLES_IN_USE :{YELLOW}Verwendete Fahrzeuge ++STR_REPLACE_VEHICLE_VEHICLES_IN_USE_TOOLTIP :{BLACK}Spalte mit Fahrzeugen aus dem eigenen Besitz ++STR_REPLACE_VEHICLE_AVAILABLE_VEHICLES :{YELLOW}Verfügbare Fahrzeuge ++STR_REPLACE_VEHICLE_AVAILABLE_VEHICLES_TOOLTIP :{BLACK}Spalte mit verfügbaren Ersatzfahrzeugen ++ ++STR_REPLACE_HELP_LEFT_ARRAY :{BLACK}Zu ersetzenden Fahrzeugtyp auswählen ++STR_REPLACE_HELP_RIGHT_ARRAY :{BLACK}Fahrzeugtyp auswählen, der anstelle des links gewählten Typs verwendet werden soll ++ ++STR_REPLACE_VEHICLES_START :{BLACK}Fahrzeugersetzung an ++STR_REPLACE_VEHICLES_NOW :Alle Fahrzeuge jetzt ersetzen ++STR_REPLACE_VEHICLES_WHEN_OLD :Ersetze nur alte Fahrzeuge ++STR_REPLACE_HELP_START_BUTTON :{BLACK}Klick zum Ersetzen des Fahrzeugtyps auf der linken Seite mit dem auf der rechten Seite ++STR_REPLACE_NOT_REPLACING :{BLACK}Keine Ersetzung ++STR_REPLACE_NOT_REPLACING_VEHICLE_SELECTED :{BLACK}Kein Fahrzeug gewählt ++STR_REPLACE_REPLACING_WHEN_OLD :{ENGINE} wenn alt ++STR_REPLACE_VEHICLES_STOP :{BLACK}Fahrzeugersetzung aus ++STR_REPLACE_HELP_STOP_BUTTON :{BLACK}Klick zum Abbrechen der Ersetzung des Fahrzeugtyps auf der linken Seite ++ ++STR_REPLACE_ENGINE_WAGON_SELECT_HELP :{BLACK}Umschalter für Lok- oder Waggonersetzung ++STR_REPLACE_ENGINES :Schienenfahrzeuge ++STR_REPLACE_WAGONS :Waggons ++STR_REPLACE_ALL_RAILTYPE :Alle Schienenfahrzeuge ++ ++STR_REPLACE_HELP_RAILTYPE :{BLACK}Gleistyp auswählen, für den Loks ersetzt werden sollen ++STR_REPLACE_HELP_REPLACE_INFO_TAB :{BLACK}Hier wird angezeigt, gegen welches Fahrzeug das auf der linken Seite gewählte ersetzt wird ++STR_REPLACE_RAIL_VEHICLES :Schienenfahrzeuge ++STR_REPLACE_ELRAIL_VEHICLES :elektrische Schienenfahrzeuge ++STR_REPLACE_MONORAIL_VEHICLES :Einschienenbahn ++STR_REPLACE_MAGLEV_VEHICLES :Magnetschwebebahn ++ ++STR_REPLACE_REMOVE_WAGON :{BLACK}Waggon-Entfernung: {ORANGE}{STRING} ++STR_REPLACE_REMOVE_WAGON_HELP :{BLACK}Ursprüngliche Länge des Zugs beibehalten, indem (vorne beginnend) Waggons entfernt werden, falls das Ersetzen der Lokomotive den Zug verlängern würde ++ ++# Vehicle view ++STR_VEHICLE_VIEW_CAPTION :{WHITE}{VEHICLE} ++ ++STR_VEHICLE_VIEW_TRAIN_LOCATION_TOOLTIP :{BLACK}Hauptansicht zum Zug scrollen. Strg+Klick, um dem Zug zu folgen ++STR_VEHICLE_VIEW_ROAD_VEHICLE_LOCATION_TOOLTIP :{BLACK}Hauptansicht zum Fahrzeug scrollen. Strg+Klick, um dem Fahrzeug zu folgen ++STR_VEHICLE_VIEW_SHIP_LOCATION_TOOLTIP :{BLACK}Hauptansicht zum Schiff scrollen. Strg+Klick, um dem Schiff zu folgen ++STR_VEHICLE_VIEW_AIRCRAFT_LOCATION_TOOLTIP :{BLACK}Hauptansicht zum Flugzeug scrollen. Strg+Klick, um dem Flugzeug zu folgen ++ ++STR_VEHICLE_VIEW_TRAIN_SEND_TO_DEPOT_TOOLTIP :{BLACK}Zug ins Depot schicken. Strg+Klick, um dort nur Wartung durchzuführen ++STR_VEHICLE_VIEW_ROAD_VEHICLE_SEND_TO_DEPOT_TOOLTIP :{BLACK}Das Fahrzeug ins Depot schicken. Strg+Klick, um dort nur Wartung durchzuführen ++STR_VEHICLE_VIEW_SHIP_SEND_TO_DEPOT_TOOLTIP :{BLACK}Das Schiff zur Werft schicken. Strg+Klick, um dort nur Wartung durchzuführen ++STR_VEHICLE_VIEW_AIRCRAFT_SEND_TO_DEPOT_TOOLTIP :{BLACK}Das Flugzeug in den Hangar schicken. Strg+Klick, um dort nur Wartung durchzuführen ++ ++STR_VEHICLE_VIEW_CLONE_TRAIN_INFO :{BLACK}Kauft eine Kopie des Zuges mit allen Waggons. Strg+Klick erzeugt gemeinsamen Fahrplan. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_VEHICLE_VIEW_CLONE_ROAD_VEHICLE_INFO :{BLACK}Kauft eine Kopie des Fahrzeuges. Strg+Klick erzeugt gemeinsamen Fahrplan. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_VEHICLE_VIEW_CLONE_SHIP_INFO :{BLACK}Kauft eine Kopie des Schiffes. Strg+Klick erzeugt gemeinsamen Fahrplan. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++STR_VEHICLE_VIEW_CLONE_AIRCRAFT_INFO :{BLACK}Kauft eine Kopie des Flugzeuges. Strg+Klick erzeugt gemeinsamen Fahrplan. Shift schaltet zwischen Bauen und Kostenvoranschlag um ++ ++STR_VEHICLE_VIEW_TRAIN_IGNORE_SIGNAL_TOOLTIP :{BLACK}Zug zur Weiterfahrt zwingen, ohne das Signal zu beachten ++ ++STR_VEHICLE_VIEW_TRAIN_REFIT_TOOLTIP :{BLACK}Zug auf eine andere Fracht umrüsten ++STR_VEHICLE_VIEW_ROAD_VEHICLE_REFIT_TOOLTIP :{BLACK}Straßenfahrzeug auf eine andere Fracht umrüsten ++STR_VEHICLE_VIEW_SHIP_REFIT_TOOLTIP :{BLACK}Schiff auf eine andere Fracht umrüsten ++STR_VEHICLE_VIEW_AIRCRAFT_REFIT_TOOLTIP :{BLACK}Flugzeug auf eine andere Fracht umrüsten ++ ++STR_VEHICLE_VIEW_TRAIN_REVERSE_TOOLTIP :{BLACK}Fahrtrichtung umkehren ++STR_VEHICLE_VIEW_ROAD_VEHICLE_REVERSE_TOOLTIP :{BLACK}Das Straßenfahrzeug zur Umkehr zwingen ++ ++STR_VEHICLE_VIEW_TRAIN_ORDERS_TOOLTIP :{BLACK}Aufträge des Zuges anzeigen. Strg+Klick öffnet den Fahrplan ++STR_VEHICLE_VIEW_ROAD_VEHICLE_ORDERS_TOOLTIP :{BLACK}Aufträge des Fahrzeugs anzeigen. Strg+Klick öffnet den Fahrplan ++STR_VEHICLE_VIEW_SHIP_ORDERS_TOOLTIP :{BLACK}Aufträge des Schiffes anzeigen. Strg+Klick öffnet den Fahrplan ++STR_VEHICLE_VIEW_AIRCRAFT_ORDERS_TOOLTIP :{BLACK}Aufträge des Flugzeugs anzeigen. Strg+Klick öffnet den Fahrplan ++ ++STR_VEHICLE_VIEW_TRAIN_SHOW_DETAILS_TOOLTIP :{BLACK}Zeige Einzelheiten des Zuges ++STR_VEHICLE_VIEW_ROAD_VEHICLE_SHOW_DETAILS_TOOLTIP :{BLACK}Einzelheiten des Straßenfahrzeuges anzeigen ++STR_VEHICLE_VIEW_SHIP_SHOW_DETAILS_TOOLTIP :{BLACK}Zeige Einzelheiten des Schiffes ++STR_VEHICLE_VIEW_AIRCRAFT_SHOW_DETAILS_TOOLTIP :{BLACK}Zeige Einzelheiten des Flugzeuges ++ ++STR_VEHICLE_VIEW_TRAIN_STATE_START_STOP_TOOLTIP :{BLACK}Laufende Zugbewegung - Klicke hier, um den Zug anzuhalten / zu starten. Strg + Klick scrollt zum Bestimmungsort ++STR_VEHICLE_VIEW_ROAD_VEHICLE_STATE_START_STOP_TOOLTIP :{BLACK}Laufende Fahrzeugbewegung - Klick zum Anhalten bzw. Losschicken. Strg + Klick scrollt zum Bestimmungsort ++STR_VEHICLE_VIEW_SHIP_STATE_START_STOP_TOOLTIP :{BLACK}Laufende Schiffsbewegung - Klicke hier, um das Schiff anzuhalten / zu starten. Strg + Klick scrollt zum Bestimmungsort ++STR_VEHICLE_VIEW_AIRCRAFT_STATE_START_STOP_TOOLTIP :{BLACK}Laufende Flugzeugbewegung - Klick zum Anhalten bzw. Losschicken. Strg + Klick scrollt zum Bestimmungsort ++ ++# Messages in the start stop button in the vehicle view ++STR_VEHICLE_STATUS_LOADING_UNLOADING :{LTBLUE}Laden / Entladen ++STR_VEHICLE_STATUS_LEAVING :{LTBLUE}Abfahrt ++STR_VEHICLE_STATUS_CRASHED :{RED}Unfall! ++STR_VEHICLE_STATUS_BROKEN_DOWN :{RED}Panne ++STR_VEHICLE_STATUS_STOPPED :{RED}Angehalten ++STR_VEHICLE_STATUS_TRAIN_STOPPING_VEL :{RED}Halte an, {VELOCITY} ++STR_VEHICLE_STATUS_TRAIN_NO_POWER :{RED}Keine Energie ++STR_VEHICLE_STATUS_TRAIN_STUCK :{ORANGE}Warte auf freie Wege ++STR_VEHICLE_STATUS_AIRCRAFT_TOO_FAR :{ORANGE}Zu weit zum nächsten Ziel ++ ++STR_VEHICLE_STATUS_HEADING_FOR_STATION_VEL :{LTBLUE}Unterwegs nach {STATION}, {VELOCITY} ++STR_VEHICLE_STATUS_NO_ORDERS_VEL :{LTBLUE}Keine Aufträge, {VELOCITY} ++STR_VEHICLE_STATUS_HEADING_FOR_WAYPOINT_VEL :{LTBLUE}Fahre zu {WAYPOINT}, {VELOCITY} ++STR_VEHICLE_STATUS_HEADING_FOR_DEPOT_VEL :{ORANGE}Fährt zu {DEPOT}, {VELOCITY} ++STR_VEHICLE_STATUS_HEADING_FOR_DEPOT_SERVICE_VEL :{LTBLUE}Wartung in {DEPOT}, {VELOCITY} ++ ++# Vehicle stopped/started animations ++STR_VEHICLE_COMMAND_STOPPED_SMALL :{TINY_FONT}{RED}Angehalten ++STR_VEHICLE_COMMAND_STOPPED :{RED}Angehalten ++STR_VEHICLE_COMMAND_STARTED_SMALL :{TINY_FONT}{GREEN}Losgeschickt ++STR_VEHICLE_COMMAND_STARTED :{GREEN}Losgeschickt ++ ++# Vehicle details ++STR_VEHICLE_DETAILS_CAPTION :{WHITE}{VEHICLE} (Details) ++STR_VEHICLE_NAME_BUTTON :{BLACK}Name ++ ++STR_VEHICLE_DETAILS_TRAIN_RENAME :{BLACK}Name des Zuges ++STR_VEHICLE_DETAILS_ROAD_VEHICLE_RENAME :{BLACK}Name des Fahrzeuges ++STR_VEHICLE_DETAILS_SHIP_RENAME :{BLACK}Schiffsname ++STR_VEHICLE_DETAILS_AIRCRAFT_RENAME :{BLACK}Flugzeugname ++ ++STR_VEHICLE_INFO_AGE_RUNNING_COST_YR :{BLACK}Alter: {LTBLUE}{STRING}{BLACK} Betriebskosten: {LTBLUE}{CURRENCY_LONG}/Jahr ++# The next two need to stay in this order ++STR_VEHICLE_INFO_AGE :{COMMA} Jahr{P "" e} ({COMMA}) ++STR_VEHICLE_INFO_AGE_RED :{RED}{COMMA} Jahr{P "" e} ({COMMA}) ++ ++STR_VEHICLE_INFO_MAX_SPEED :{BLACK}Max. Geschw.: {LTBLUE}{VELOCITY} ++STR_VEHICLE_INFO_MAX_SPEED_TYPE :{BLACK}Max. Geschw.: {LTBLUE}{VELOCITY} {BLACK}Flugzeugtyp: {LTBLUE}{STRING} ++STR_VEHICLE_INFO_MAX_SPEED_TYPE_RANGE :{BLACK}Max. Geschw.: {LTBLUE}{VELOCITY} {BLACK}Flugzeugtyp: {LTBLUE}{STRING} {BLACK}Reichweite: {LTBLUE}{COMMA} Felder ++STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED :{BLACK}Gewicht: {LTBLUE}{WEIGHT_SHORT} {BLACK}Leistung: {LTBLUE}{POWER}{BLACK} Max. Geschw.: {LTBLUE}{VELOCITY} ++STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED_MAX_TE :{BLACK}Gewicht: {LTBLUE}{WEIGHT_SHORT} {BLACK}Leistung: {LTBLUE}{POWER}{BLACK} Max. Geschw.: {LTBLUE}{VELOCITY} {BLACK}Max. Zugkraft: {LTBLUE}{FORCE} ++ ++STR_VEHICLE_INFO_PROFIT_THIS_YEAR_LAST_YEAR :{BLACK}Gewinn dieses Jahr: {LTBLUE}{CURRENCY_LONG} (letztes Jahr: {CURRENCY_LONG}) ++STR_VEHICLE_INFO_RELIABILITY_BREAKDOWNS :{BLACK}Zuverlässigkeit: {LTBLUE}{COMMA}% {BLACK}Pannen seit der letzten Wartung: {LTBLUE}{COMMA} ++ ++STR_VEHICLE_INFO_BUILT_VALUE :{LTBLUE}{ENGINE} {BLACK}Gebaut: {LTBLUE}{NUM}{BLACK} Wert: {LTBLUE}{CURRENCY_LONG} ++STR_VEHICLE_INFO_NO_CAPACITY :{BLACK}Kapazität: {LTBLUE}Keine{STRING} ++STR_VEHICLE_INFO_CAPACITY :{BLACK}Kapazität: {LTBLUE}{CARGO_LONG}{3:STRING} ++STR_VEHICLE_INFO_CAPACITY_MULT :{BLACK}Kapazität: {LTBLUE}{CARGO_LONG}{3:STRING} (x{4:NUM}) ++STR_VEHICLE_INFO_CAPACITY_CAPACITY :{BLACK}Kapazität: {LTBLUE}{CARGO_LONG}, {CARGO_LONG}{STRING} ++ ++STR_VEHICLE_INFO_FEEDER_CARGO_VALUE :{BLACK}Transfer-Einnahmen: {LTBLUE}{CURRENCY_LONG} ++ ++STR_VEHICLE_DETAILS_SERVICING_INTERVAL_DAYS :{BLACK}Wartungsintervall: {LTBLUE}{COMMA}{NBSP}Tag{P "" e} {BLACK} Letzte Wartung: {LTBLUE}{DATE_LONG} ++STR_VEHICLE_DETAILS_SERVICING_INTERVAL_PERCENT :{BLACK}Wartungsintervall: {LTBLUE}{COMMA}%{BLACK} Letzte Wartung: {LTBLUE}{DATE_LONG} ++STR_VEHICLE_DETAILS_INCREASE_SERVICING_INTERVAL_TOOLTIP :{BLACK}Wartungsintervall um 10 erhöhen. Strg+Klick erhöht um 5 ++STR_VEHICLE_DETAILS_DECREASE_SERVICING_INTERVAL_TOOLTIP :{BLACK}Wartungsintervall um 10 verringern. Strg+Klick verringert um 5 ++ ++STR_SERVICE_INTERVAL_DROPDOWN_TOOLTIP :{BLACK}Art des Service-Intervalls ändern ++STR_VEHICLE_DETAILS_DEFAULT :Standard ++STR_VEHICLE_DETAILS_DAYS :Tage ++STR_VEHICLE_DETAILS_PERCENT :Prozent ++ ++STR_QUERY_RENAME_TRAIN_CAPTION :{WHITE}Name des Zuges ++STR_QUERY_RENAME_ROAD_VEHICLE_CAPTION :{WHITE}Name des Fahrzeuges ++STR_QUERY_RENAME_SHIP_CAPTION :{WHITE}Schiffsname ++STR_QUERY_RENAME_AIRCRAFT_CAPTION :{WHITE}Flugzeugname ++ ++# Extra buttons for train details windows ++STR_VEHICLE_DETAILS_TRAIN_ENGINE_BUILT_AND_VALUE :{LTBLUE}{ENGINE}{BLACK} Gebaut: {LTBLUE}{NUM}{BLACK} Wert: {LTBLUE}{CURRENCY_LONG} ++STR_VEHICLE_DETAILS_TRAIN_WAGON_VALUE :{LTBLUE}{ENGINE}{BLACK} Wert: {LTBLUE}{CURRENCY_LONG} ++ ++STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY_TEXT :{BLACK}Frachtkapazität dieses Zuges: ++STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY :{LTBLUE}{CARGO_LONG} ({CARGO_SHORT}) ++STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY_MULT :{LTBLUE}- {CARGO_LONG} ({CARGO_SHORT}) (x{NUM}) ++ ++STR_VEHICLE_DETAILS_CARGO_EMPTY :{LTBLUE}Leer ++STR_VEHICLE_DETAILS_CARGO_FROM :{LTBLUE}{CARGO_LONG} von {STATION} ++STR_VEHICLE_DETAILS_CARGO_FROM_MULT :{LTBLUE}{CARGO_LONG} von {STATION} (x{NUM}) ++ ++STR_VEHICLE_DETAIL_TAB_CARGO :{BLACK}Fracht ++STR_VEHICLE_DETAILS_TRAIN_CARGO_TOOLTIP :{BLACK}Zeige Einzelheiten zur geladenen Fracht ++STR_VEHICLE_DETAIL_TAB_INFORMATION :{BLACK}Information ++STR_VEHICLE_DETAILS_TRAIN_INFORMATION_TOOLTIP :{BLACK}Zeige Einzelheiten zu den Schienenfahrzeugen ++STR_VEHICLE_DETAIL_TAB_CAPACITIES :{BLACK}Kapazitäten ++STR_VEHICLE_DETAILS_TRAIN_CAPACITIES_TOOLTIP :{BLACK}Zeige Kapazität jedes Fahrzeugs ++STR_VEHICLE_DETAIL_TAB_TOTAL_CARGO :{BLACK}Frachtübersicht ++STR_VEHICLE_DETAILS_TRAIN_TOTAL_CARGO_TOOLTIP :{BLACK}Frachtübersicht des Zuges anzeigen, aufgeteilt nach Frachttyp ++ ++STR_VEHICLE_DETAILS_TRAIN_ARTICULATED_RV_CAPACITY :{BLACK}Kapazität: {LTBLUE} ++ ++# Vehicle refit ++STR_REFIT_CAPTION :{WHITE}{VEHICLE} (Umrüsten) ++STR_REFIT_TITLE :{GOLD}Neue Fracht wählen: ++STR_REFIT_NEW_CAPACITY_COST_OF_REFIT :{BLACK}Neue Kapazität: {GOLD}{CARGO_LONG}{}{BLACK}Kosten der Umrüstung: {RED}{CURRENCY_LONG} ++STR_REFIT_NEW_CAPACITY_INCOME_FROM_REFIT :{BLACK}Neue Kapazität: {GOLD}{CARGO_LONG}{}{BLACK}Einkommen aus Umrüstung: {GREEN}{CURRENCY_LONG} ++STR_REFIT_NEW_CAPACITY_COST_OF_AIRCRAFT_REFIT :{BLACK}Neue Kapazität: {GOLD}{CARGO_LONG}, {GOLD}{CARGO_LONG}{}{BLACK}Kosten für Umrüstung: {RED}{CURRENCY_LONG} ++STR_REFIT_NEW_CAPACITY_INCOME_FROM_AIRCRAFT_REFIT :{BLACK}Neue Kapazität: {GOLD}{CARGO_LONG}, {GOLD}{CARGO_LONG}{}{BLACK}Einnahmen aus Umrüstung: {GREEN}{CURRENCY_LONG} ++STR_REFIT_SELECT_VEHICLES_TOOLTIP :{BLACK}Umzurüstendes Fahrzeug auswählen. Ziehen mit der Maus erlaubt das Auswählen mehrerer Fahrzeuge gleichzeitig. Freifläche anklicken wählt das gesamte Fahrzeug aus. Strg+Klick wählt das Fahrzeug und alle nachfolgenden aus. ++ ++STR_REFIT_TRAIN_LIST_TOOLTIP :{BLACK}Die Fracht auswählen, die der Zug befördern soll ++STR_REFIT_ROAD_VEHICLE_LIST_TOOLTIP :{BLACK}Die Fracht auswählen, die das Straßenfahrzeug befördern soll ++STR_REFIT_SHIP_LIST_TOOLTIP :{BLACK}Die Fracht auswählen, die das Schiff befördern soll ++STR_REFIT_AIRCRAFT_LIST_TOOLTIP :{BLACK}Die Fracht auswählen, die das Flugzeug befördern soll ++ ++STR_REFIT_TRAIN_REFIT_BUTTON :{BLACK}Zug umrüsten ++STR_REFIT_ROAD_VEHICLE_REFIT_BUTTON :{BLACK}Straßenfahrzeug umrüsten ++STR_REFIT_SHIP_REFIT_BUTTON :{BLACK}Schiff umrüsten ++STR_REFIT_AIRCRAFT_REFIT_BUTTON :{BLACK}Flugzeug umrüsten ++ ++STR_REFIT_TRAIN_REFIT_TOOLTIP :{BLACK}Zug auf die ausgewählte Fracht umrüsten ++STR_REFIT_ROAD_VEHICLE_REFIT_TOOLTIP :{BLACK}Straßenfahrzeug auf die ausgewählte Fracht umrüsten ++STR_REFIT_SHIP_REFIT_TOOLTIP :{BLACK}Schiff auf die markierte Fracht umrüsten ++STR_REFIT_AIRCRAFT_REFIT_TOOLTIP :{BLACK}Flugzeug auf die ausgewählte Fracht umrüsten ++ ++# Order view ++STR_ORDERS_CAPTION :{WHITE}{VEHICLE} (Aufträge) ++STR_ORDERS_TIMETABLE_VIEW :{BLACK}Fahrplan ++STR_ORDERS_TIMETABLE_VIEW_TOOLTIP :{BLACK}Zur Fahrplanansicht wechseln ++ ++STR_ORDERS_LIST_TOOLTIP :{BLACK}Auftragsliste - Auftrag anklicken, um ihn zu markieren. Strg+Klick springt zum Auftragsziel ++STR_ORDER_INDEX :{COMMA}:{NBSP} ++STR_ORDER_TEXT :{STRING} {STRING} {STRING} ++ ++STR_ORDERS_END_OF_ORDERS :- - Ende der Aufträge - - ++STR_ORDERS_END_OF_SHARED_ORDERS :- - Ende des gemeinsam genutzten Fahrplans - - ++ ++# Order bottom buttons ++STR_ORDER_NON_STOP :{BLACK}ohne Zwischenhalt ++STR_ORDER_GO_TO :Fahre zu ++STR_ORDER_GO_NON_STOP_TO :Fahre ohne Zwischenhalt zu ++STR_ORDER_GO_VIA :Fahre über ++STR_ORDER_GO_NON_STOP_VIA :Fahre ohne Zwischenhalt über ++STR_ORDER_TOOLTIP_NON_STOP :{BLACK}Ändert Stoppverhalten des ausgewählten Auftrags ++ ++STR_ORDER_TOGGLE_FULL_LOAD :{BLACK}Vollladen einer Fracht ++STR_ORDER_DROP_LOAD_IF_POSSIBLE :Lade, wenn verfügbar ++STR_ORDER_DROP_FULL_LOAD_ALL :Vollladen jeder Fracht ++STR_ORDER_DROP_FULL_LOAD_ANY :Vollladen einer Fracht ++STR_ORDER_DROP_NO_LOADING :Nicht beladen ++STR_ORDER_TOOLTIP_FULL_LOAD :{BLACK}Ändert Ladeverhalten des ausgewählten Auftrags ++ ++STR_ORDER_TOGGLE_UNLOAD :{BLACK}Alles entladen ++STR_ORDER_DROP_UNLOAD_IF_ACCEPTED :Entladen, falls angenommen ++STR_ORDER_DROP_UNLOAD :Alles entladen ++STR_ORDER_DROP_TRANSFER :Umladen ++STR_ORDER_DROP_NO_UNLOADING :Nicht entladen ++STR_ORDER_TOOLTIP_UNLOAD :{BLACK}Ändert Entladeverhalten des ausgewählten Auftrags ++ ++STR_ORDER_REFIT :{BLACK}Umrüsten ++STR_ORDER_REFIT_TOOLTIP :{BLACK}Frachtart auswählen, auf die umgerüstet werden soll. Strg+Klick, um einen Umrüstungsauftrag wieder zu entfernen ++STR_ORDER_REFIT_AUTO :{BLACK}Umrüstung im Bahnhof ++STR_ORDER_REFIT_AUTO_TOOLTIP :{BLACK}Auswählen, auf welche Frachtart umgerüstet wird. Strg+Klick um Auftrag zum Umrüsten zu entfernen. Umrüsten wird vorgenommen, wenn das Fahrzeug es zuläßt. ++STR_ORDER_DROP_REFIT_AUTO :Vorgegebene Fracht ++STR_ORDER_DROP_REFIT_AUTO_ANY :Verfügbare Fracht ++ ++STR_ORDER_SERVICE :{BLACK}Wartung ++STR_ORDER_DROP_GO_ALWAYS_DEPOT :Fahre immer ++STR_ORDER_DROP_SERVICE_DEPOT :Wartung, wenn nötig ++STR_ORDER_DROP_HALT_DEPOT :Stopp ++STR_ORDER_SERVICE_TOOLTIP :{BLACK}Überspringe diesen Auftrag, sofern keine Wartung benötigt wird ++ ++STR_ORDER_CONDITIONAL_VARIABLE_TOOLTIP :{BLACK}Fahrzeuginformation, welche für den Sprung ausgewertet wird ++ ++# Conditional order variables, must follow order of OrderConditionVariable enum ++STR_ORDER_CONDITIONAL_LOAD_PERCENTAGE :Ladezustand (Prozent) ++STR_ORDER_CONDITIONAL_RELIABILITY :Zuverlässigkeit ++STR_ORDER_CONDITIONAL_MAX_SPEED :Höchstgeschwindigkeit ++STR_ORDER_CONDITIONAL_AGE :Fahrzeugalter (Jahre) ++STR_ORDER_CONDITIONAL_REQUIRES_SERVICE :Wartung erforderlich ++STR_ORDER_CONDITIONAL_UNCONDITIONALLY :Immer ++STR_ORDER_CONDITIONAL_REMAINING_LIFETIME :Verbleibende Laufzeit (Jahre) ++ ++STR_ORDER_CONDITIONAL_COMPARATOR_TOOLTIP :{BLACK}Die Bedingung, die erfüllt werden muss ++STR_ORDER_CONDITIONAL_COMPARATOR_EQUALS :gleich ++STR_ORDER_CONDITIONAL_COMPARATOR_NOT_EQUALS :ungleich ++STR_ORDER_CONDITIONAL_COMPARATOR_LESS_THAN :kleiner als ++STR_ORDER_CONDITIONAL_COMPARATOR_LESS_EQUALS :kleiner gleich ++STR_ORDER_CONDITIONAL_COMPARATOR_MORE_THAN :größer als ++STR_ORDER_CONDITIONAL_COMPARATOR_MORE_EQUALS :größer gleich ++STR_ORDER_CONDITIONAL_COMPARATOR_IS_TRUE :wahr ++STR_ORDER_CONDITIONAL_COMPARATOR_IS_FALSE :falsch ++ ++STR_ORDER_CONDITIONAL_VALUE_TOOLTIP :{BLACK}Wert, der mit Fahrzeuginformation verglichen wird ++STR_ORDER_CONDITIONAL_VALUE_CAPT :{WHITE}Wert für den Vergleich eingeben ++ ++STR_ORDERS_SKIP_BUTTON :{BLACK}Überspringen ++STR_ORDERS_SKIP_TOOLTIP :{BLACK}Den aktuellen Auftrag überspringen und den nächsten ausführen. Strg+Klick springt zum ausgewählten Auftrag ++ ++STR_ORDERS_DELETE_BUTTON :{BLACK}Löschen ++STR_ORDERS_DELETE_TOOLTIP :{BLACK}Lösche den markierten Auftrag ++STR_ORDERS_DELETE_ALL_TOOLTIP :{BLACK}Lösche alle Aufträge ++STR_ORDERS_STOP_SHARING_BUTTON :{BLACK}Gemeinsame Aufträge aufheben ++STR_ORDERS_STOP_SHARING_TOOLTIP :{BLACK}Gemeinsame Auftragliste aufheben. Ctrl+Klick löscht zusätzlich die Auftragliste für dieses Fahrzeug ++ ++STR_ORDERS_GO_TO_BUTTON :{BLACK}Fahre zu ++STR_ORDER_GO_TO_NEAREST_DEPOT :Nächstes Depot ++STR_ORDER_GO_TO_NEAREST_HANGAR :Nächster Hangar ++STR_ORDER_CONDITIONAL :Bedingter Sprung zu Auftrag ++STR_ORDER_SHARE :Gemeinsame Aufträge ++STR_ORDERS_GO_TO_TOOLTIP :{BLACK}Einen neuen Auftrag vor dem markierten Auftrag oder am Ende der Liste einfügen. Strg halten, um für Stationen 'Vollladen einer Fracht', für Wegpunkte 'ohne Zwischenhalt' und für Depots 'Wartung' auszuwählen. 'Gemeinsame Aufträge' erlauben es, für mehrere Fahrzeuge nur einen Fahrplan und eine Auftragsliste zu verwenden. Durch Klicken auf ein Fahrzeug werden die Aufträge durch die des ausgewählten Fahrzeugs ersetzt. Wartungs- und Depotaufträge schalten die automatische Wartung aus. ++ ++STR_ORDERS_VEH_WITH_SHARED_ORDERS_LIST_TOOLTIP :{BLACK}Alle Fahrzeuge mit demselben Fahrplan anzeigen ++ ++# String parts to build the order string ++STR_ORDER_GO_TO_WAYPOINT :Fahre über {WAYPOINT} ++STR_ORDER_GO_NON_STOP_TO_WAYPOINT :Fahre ohne Zwischenhalt über {WAYPOINT} ++ ++STR_ORDER_SERVICE_AT :Falls nötig, fahre zwecks Wartung zu ++STR_ORDER_SERVICE_NON_STOP_AT :Fahre ohne Zwischenhalt zwecks Wartung zu ++ ++STR_ORDER_NEAREST_DEPOT :nächsten ++STR_ORDER_NEAREST_HANGAR :dem nächsten Hangar ++STR_ORDER_TRAIN_DEPOT :{G=n}Zugdepot ++STR_ORDER_ROAD_VEHICLE_DEPOT :{G=n}Straßenfahrzeugdepot ++STR_ORDER_SHIP_DEPOT :{G=w}Werft ++STR_ORDER_GO_TO_NEAREST_DEPOT_FORMAT :{STRING}{G 2 m r m " den"} {STRING} {STRING} ++STR_ORDER_GO_TO_DEPOT_FORMAT :{STRING} {DEPOT} ++ ++STR_ORDER_REFIT_ORDER :(auf {STRING} umrüsten) ++STR_ORDER_REFIT_STOP_ORDER :(auf {STRING} umrüsten und stoppen) ++STR_ORDER_STOP_ORDER :(Stopp) ++ ++STR_ORDER_GO_TO_STATION :{STRING} {STATION} {STRING} ++ ++STR_ORDER_IMPLICIT :(Implizit) ++ ++STR_ORDER_FULL_LOAD :(Voll beladen) ++STR_ORDER_FULL_LOAD_ANY :(Mit einer Fracht voll beladen) ++STR_ORDER_NO_LOAD :(Nicht beladen) ++STR_ORDER_UNLOAD :(Entladen und laden) ++STR_ORDER_UNLOAD_FULL_LOAD :(Entladen und auf volle Ladung warten) ++STR_ORDER_UNLOAD_FULL_LOAD_ANY :(Entladen und voll beladen mit beliebiger Fracht) ++STR_ORDER_UNLOAD_NO_LOAD :(Entladen und leer verlassen) ++STR_ORDER_TRANSFER :(Umladen und laden) ++STR_ORDER_TRANSFER_FULL_LOAD :(Umladen und auf volle Ladung warten) ++STR_ORDER_TRANSFER_FULL_LOAD_ANY :(Umladen und voll beladen mit beliebiger Fracht) ++STR_ORDER_TRANSFER_NO_LOAD :(Umladen und leer verlassen) ++STR_ORDER_NO_UNLOAD :(Nicht entladen, aber laden) ++STR_ORDER_NO_UNLOAD_FULL_LOAD :(Nicht entladen, aber auf volle Ladung warten) ++STR_ORDER_NO_UNLOAD_FULL_LOAD_ANY :(Nicht entladen, aber voll beladen mit beliebiger Fracht) ++STR_ORDER_NO_UNLOAD_NO_LOAD :(Weder entladen noch beladen) ++ ++STR_ORDER_AUTO_REFIT :(Umrüstung auf {STRING}) ++STR_ORDER_FULL_LOAD_REFIT :(Volladen mit Umrüstung auf {STRING}) ++STR_ORDER_FULL_LOAD_ANY_REFIT :(Volladen einer Frachtart und Umrüstung auf {STRING}) ++STR_ORDER_UNLOAD_REFIT :(Entladen und laden mit Umrüstung auf {STRING}) ++STR_ORDER_UNLOAD_FULL_LOAD_REFIT :(Umladen und warten auf volle Zuladung mit Umrüstung auf {STRING}) ++STR_ORDER_UNLOAD_FULL_LOAD_ANY_REFIT :(Entladen und warten auf volle Zuladung einer Frachtart mit Umrüstung auf {STRING}) ++STR_ORDER_TRANSFER_REFIT :(Umladen und laden mit Umrüstung auf {STRING}) ++STR_ORDER_TRANSFER_FULL_LOAD_REFIT :(Umladen und warten auf volle Zuladung mit Umrüstung auf {STRING}) ++STR_ORDER_TRANSFER_FULL_LOAD_ANY_REFIT :(Umladen und warten auf volle Zuladung einer Frachtart mit Umrüstung auf {STRING}) ++STR_ORDER_NO_UNLOAD_REFIT :(Nicht entladen und laden mit Umrüstung auf {STRING}) ++STR_ORDER_NO_UNLOAD_FULL_LOAD_REFIT :(Nicht entladen und warten auf volle Zuladung mit Umrüstung auf {STRING}) ++STR_ORDER_NO_UNLOAD_FULL_LOAD_ANY_REFIT :(Nicht entladen und warten auf volle Zuladung einer Fracht mit Umrüstung auf {STRING}) ++ ++STR_ORDER_AUTO_REFIT_ANY :verfügbare Fracht ++ ++STR_ORDER_STOP_LOCATION_NEAR_END :[am Anfang] ++STR_ORDER_STOP_LOCATION_MIDDLE :[in der Mitte] ++STR_ORDER_STOP_LOCATION_FAR_END :[am Ende] ++ ++STR_ORDER_OUT_OF_RANGE :{RED} (Nächster Auftrag ist außer Reichweite) ++ ++STR_ORDER_CONDITIONAL_UNCONDITIONAL :Springe zu Auftrag {COMMA} ++STR_ORDER_CONDITIONAL_NUM :Springe zu Auftrag {COMMA}, wenn {STRING} {STRING} {COMMA} ist ++STR_ORDER_CONDITIONAL_TRUE_FALSE :Springe zu Auftrag {COMMA}, wenn {STRING} {STRING} ist ++ ++STR_INVALID_ORDER :{RED} (Ungültiger Auftrag) ++ ++# Time table window ++STR_TIMETABLE_TITLE :{WHITE}{VEHICLE} (Fahrplan) ++STR_TIMETABLE_ORDER_VIEW :{BLACK}Aufträge ++STR_TIMETABLE_ORDER_VIEW_TOOLTIP :{BLACK}Zur Auftragsanzeige wechseln ++ ++STR_TIMETABLE_TOOLTIP :{BLACK}Fahrplan - Einträge anklicken, um sie zu markieren ++ ++STR_TIMETABLE_NO_TRAVEL :Nicht unterwegs ++STR_TIMETABLE_NOT_TIMETABLEABLE :Unterwegs (automatisch; Fahrplan abhängig vom nächsten manuellen Auftrag) ++STR_TIMETABLE_TRAVEL_NOT_TIMETABLED :Unterwegs (ohne Fahrplan) ++STR_TIMETABLE_TRAVEL_NOT_TIMETABLED_SPEED :Fahrt (ohne Fahrplan) mit höchstens {2:VELOCITY} ++STR_TIMETABLE_TRAVEL_FOR :{STRING} unterwegs ++STR_TIMETABLE_TRAVEL_FOR_SPEED :Fahrt zu {STRING} mit höchstens {VELOCITY} ++STR_TIMETABLE_TRAVEL_FOR_ESTIMATED :Fahre ({STRING}, ohne Fahrplan) ++STR_TIMETABLE_TRAVEL_FOR_SPEED_ESTIMATED :Fahre ({STRING}, ohne Fahrplan) mit höchstens {VELOCITY} ++STR_TIMETABLE_STAY_FOR_ESTIMATED :(warte {STRING}, ohne Fahrplan) ++STR_TIMETABLE_AND_TRAVEL_FOR_ESTIMATED :(fahre {STRING}, ohne Fahrplan) ++STR_TIMETABLE_STAY_FOR :und {STRING} lang bleiben ++STR_TIMETABLE_AND_TRAVEL_FOR :und {STRING} lang unterwegs ++STR_TIMETABLE_DAYS :{COMMA}{NBSP}Tag{P "" e} ++STR_TIMETABLE_TICKS :{COMMA}{NBSP}Tick{P "" s} ++ ++STR_TIMETABLE_TOTAL_TIME :{BLACK}Dieser Fahrplan benötigt {STRING} ++STR_TIMETABLE_TOTAL_TIME_INCOMPLETE :{BLACK}Dieser Fahrplan benötigt mindestens {STRING} (nicht alle geplant) ++ ++STR_TIMETABLE_STATUS_ON_TIME :{BLACK}Das Fahrzeug ist derzeit pünktlich ++STR_TIMETABLE_STATUS_LATE :{BLACK}Dieses Fahrzeug hat {STRING} Verspätung ++STR_TIMETABLE_STATUS_EARLY :{BLACK}Dieses Fahrzeug ist {STRING} zu früh ++STR_TIMETABLE_STATUS_NOT_STARTED :{BLACK}Dieser Fahrplan ist noch nicht gültig ++STR_TIMETABLE_STATUS_START_AT :{BLACK}Dieser Fahrplan wird ab {STRING} in Kraft sein ++ ++STR_TIMETABLE_STARTING_DATE :{BLACK}Anfangsdatum ++STR_TIMETABLE_STARTING_DATE_TOOLTIP :{BLACK}Wähle ein Anfangsdatum für diesen Fahrplan aus. Mit Strg+Klick wird das Anfangsdatum dieses Fahrplans festgelegt und bei allen anderen Fahrzeugen, die nach demselben Fahrplan unterwegs sind, wird ein zeitlich versetztes Anfangsdatum gesetzt, so dass die Abstände zwischen den einzelnen Fahrzeugen immer gleich sind. Dazu muss der Fahrplan erst komplett erfasst worden sein. ++ ++STR_TIMETABLE_CHANGE_TIME :{BLACK}Zeit ändern ++STR_TIMETABLE_WAIT_TIME_TOOLTIP :{BLACK}Zeitrahmen für den markierten Auftrag ändern ++ ++STR_TIMETABLE_CLEAR_TIME :{BLACK}Zeit löschen ++STR_TIMETABLE_CLEAR_TIME_TOOLTIP :{BLACK}Zeitrahmen für den markierten Auftrag löschen ++ ++STR_TIMETABLE_CHANGE_SPEED :{BLACK}Tempolimit ändern ++STR_TIMETABLE_CHANGE_SPEED_TOOLTIP :{BLACK}Tempolimit beim Ausführen des ausgewählten Auftrags ändern ++ ++STR_TIMETABLE_CLEAR_SPEED :{BLACK}Tempolimit löschen ++STR_TIMETABLE_CLEAR_SPEED_TOOLTIP :{BLACK}Tempolimit für das Ausführen des ausgewählten Auftrags löschen ++ ++STR_TIMETABLE_RESET_LATENESS :{BLACK}Verspätung löschen ++STR_TIMETABLE_RESET_LATENESS_TOOLTIP :{BLACK}Verspätungsmelder zurücksetzen (das Fahrzeug gilt dann als pünktlich). ++ ++STR_TIMETABLE_AUTOFILL :{BLACK}Erfassen ++STR_TIMETABLE_AUTOFILL_TOOLTIP :{BLACK}Zeiten automatisch bei der nächsten Fahrt eintragen (Mit Strg+Klick wird versucht, die aktuellen Wartezeiten beizubehalten) ++ ++STR_TIMETABLE_EXPECTED :{BLACK}Voraussichtlich ++STR_TIMETABLE_SCHEDULED :{BLACK}Fahrplanmäßig ++STR_TIMETABLE_EXPECTED_TOOLTIP :{BLACK}Umschalten zwischen Anzeige der erwarteten Ankunftszeit und des Fahrplans ++ ++STR_TIMETABLE_ARRIVAL_ABBREVIATION :an ++STR_TIMETABLE_DEPARTURE_ABBREVIATION :ab ++ ++ ++# Date window (for timetable) ++STR_DATE_CAPTION :{WHITE}Datum auswählen ++STR_DATE_SET_DATE :{BLACK}Datum auswählen ++STR_DATE_SET_DATE_TOOLTIP :{BLACK}Setze den Fahrplan ab dem gewählten Datum in Kraft ++STR_DATE_DAY_TOOLTIP :{BLACK}Tag auswählen ++STR_DATE_MONTH_TOOLTIP :{BLACK}Monat auswählen ++STR_DATE_YEAR_TOOLTIP :{BLACK}Jahr auswählen ++ ++ ++# AI debug window ++STR_AI_DEBUG :{WHITE}KI- und Skript-Debug ++STR_AI_DEBUG_NAME_AND_VERSION :{BLACK}{STRING} (v{NUM}) ++STR_AI_DEBUG_NAME_TOOLTIP :{BLACK}Name des Skripts ++STR_AI_DEBUG_SETTINGS :{BLACK}Einstellungen ++STR_AI_DEBUG_SETTINGS_TOOLTIP :{BLACK}Einstellungen des Skripts ändern ++STR_AI_DEBUG_RELOAD :{BLACK}KI erneut laden ++STR_AI_DEBUG_RELOAD_TOOLTIP :{BLACK}KI stoppen, neu laden und erneut starten ++STR_AI_DEBUG_BREAK_STR_ON_OFF_TOOLTIP :{BLACK}Festlegen, ob die KI beim Auftauchen des Suchtextes in der KI-Log-Ausgabe angehalten wird ++STR_AI_DEBUG_BREAK_ON_LABEL :{BLACK}Anhalten bei: ++STR_AI_DEBUG_BREAK_STR_OSKTITLE :{BLACK}Anhalten bei ++STR_AI_DEBUG_BREAK_STR_TOOLTIP :{BLACK}Erscheint dieser Suchtext in der KI-Log-Ausgabe, werden KI und Spiel angehalten ++STR_AI_DEBUG_MATCH_CASE :{BLACK}Groß/Klein beachten ++STR_AI_DEBUG_MATCH_CASE_TOOLTIP :{BLACK}Festlegen, ob bei der Suche auf Groß- und Kleinschreibung geachtet werden soll ++STR_AI_DEBUG_CONTINUE :{BLACK}Fortfahren ++STR_AI_DEBUG_CONTINUE_TOOLTIP :{BLACK}Pause aufheben und die KI weiter ausführen ++STR_AI_DEBUG_SELECT_AI_TOOLTIP :{BLACK}Debug-Ausgabe dieser KI anzeigen ++STR_AI_GAME_SCRIPT :{BLACK}Skript ++STR_AI_GAME_SCRIPT_TOOLTIP :{BLACK}Überprüfe die Aufzeichnungen des Skripts ++ ++STR_ERROR_AI_NO_AI_FOUND :Keine passende KI gefunden.{}Diese KI ist ein Platzhalter und wird nichts tun.{}KIs können im Hauptmenü als Erweiterung heruntergeladen werden ++STR_ERROR_AI_PLEASE_REPORT_CRASH :{WHITE}Eine der laufenden KIs oder ein Skript ist abgestürzt. Der Fehler sollte dem Autor der KI oder des Skripts mittels eines Screenshots vom Debug-Fenster unter Angabe der OpenTTD- Version und der KI- bzw. Skript-Versionsnummer gemeldet werden. ++STR_ERROR_AI_DEBUG_SERVER_ONLY :{YELLOW}Debugfenster für KI oder Skripte ist nur auf dem Server verfügbar ++ ++# AI configuration window ++STR_AI_CONFIG_CAPTION :{WHITE}KI / Skripte einstellen ++STR_AI_CONFIG_GAMELIST_TOOLTIP :{BLACK}Das Skript, das im nächsten Spiel geladen wird ++STR_AI_CONFIG_AILIST_TOOLTIP :{BLACK}Die KIs, die im nächsten Spiel geladen werden ++STR_AI_CONFIG_HUMAN_PLAYER :menschlicher Spieler ++STR_AI_CONFIG_RANDOM_AI :Zufällige KI ++STR_AI_CONFIG_NONE :- ++ ++STR_AI_CONFIG_MOVE_UP :{BLACK}Nach oben bewegen ++STR_AI_CONFIG_MOVE_UP_TOOLTIP :{BLACK}Die ausgewählte KI in der Liste nach oben bewegen ++STR_AI_CONFIG_MOVE_DOWN :{BLACK}Nach unten bewegen ++STR_AI_CONFIG_MOVE_DOWN_TOOLTIP :{BLACK}Die ausgewählte KI in der Liste nach unten bewegen ++ ++STR_AI_CONFIG_GAMESCRIPT :{SILVER}Skript ++STR_AI_CONFIG_AI :{SILVER}KIs ++ ++STR_AI_CONFIG_CHANGE :{BLACK}Wähle {STRING} aus ++STR_AI_CONFIG_CHANGE_NONE : ++STR_AI_CONFIG_CHANGE_AI :KI ++STR_AI_CONFIG_CHANGE_GAMESCRIPT :Skript ++STR_AI_CONFIG_CHANGE_TOOLTIP :{BLACK}Lade ein anderes Skript ++STR_AI_CONFIG_CONFIGURE :{BLACK}Einstellungen ++STR_AI_CONFIG_CONFIGURE_TOOLTIP :{BLACK}Einstellungen des Skripts anzeigen oder ändern ++ ++# Available AIs window ++STR_AI_LIST_CAPTION :{WHITE}Verfügbare {STRING} ++STR_AI_LIST_CAPTION_AI :KIs ++STR_AI_LIST_CAPTION_GAMESCRIPT :Skripte ++STR_AI_LIST_TOOLTIP :{BLACK}Klicken, um ein Skript auszuwählen ++ ++STR_AI_LIST_AUTHOR :{LTBLUE}Autor: {ORANGE}{STRING} ++STR_AI_LIST_VERSION :{LTBLUE}Version: {ORANGE}{NUM} ++STR_AI_LIST_URL :{LTBLUE}URL: {ORANGE}{STRING} ++ ++STR_AI_LIST_ACCEPT :{BLACK}Anwenden ++STR_AI_LIST_ACCEPT_TOOLTIP :{BLACK}Ausgewähltes Skript verwenden ++STR_AI_LIST_CANCEL :{BLACK}Abbrechen ++STR_AI_LIST_CANCEL_TOOLTIP :{BLACK}Skript nicht wechseln ++ ++# AI Parameters ++STR_AI_SETTINGS_CAPTION :{WHITE}{STRING} Parameter ++STR_AI_SETTINGS_CAPTION_AI :KI ++STR_AI_SETTINGS_CAPTION_GAMESCRIPT :Skript ++STR_AI_SETTINGS_CLOSE :{BLACK}Schließen ++STR_AI_SETTINGS_RESET :{BLACK}Zurücksetzen ++STR_AI_SETTINGS_SETTING :{STRING}: {ORANGE}{STRING} ++STR_AI_SETTINGS_START_DELAY :Wartezeit in Tagen zwischen dem Starten dieser KI und dem der vorherigen : {ORANGE}{STRING} ++ ++ ++# Textfile window ++STR_TEXTFILE_README_CAPTION :{WHITE}{STRING}-Liesmich von {STRING} ++STR_TEXTFILE_CHANGELOG_CAPTION :{WHITE}{STRING} Änderungen von {STRING} ++STR_TEXTFILE_LICENCE_CAPTION :{WHITE}{STRING}-Lizenz von {STRING} ++STR_TEXTFILE_WRAP_TEXT :{WHITE}Text umbrechen ++STR_TEXTFILE_WRAP_TEXT_TOOLTIP :{BLACK}Text des Fensters so umbrechen, dass es ohne Scrollen hineinpasst ++STR_TEXTFILE_VIEW_README :{BLACK}Liesmich anzeigen ++STR_TEXTFILE_VIEW_CHANGELOG :{BLACK}Änderungen ++STR_TEXTFILE_VIEW_LICENCE :{BLACK}Lizenz ++ ++ ++# Vehicle loading indicators ++STR_PERCENT_UP_SMALL :{TINY_FONT}{WHITE}{NUM}%{UP_ARROW} ++STR_PERCENT_UP :{WHITE}{NUM}%{UP_ARROW} ++STR_PERCENT_DOWN_SMALL :{TINY_FONT}{WHITE}{NUM}%{DOWN_ARROW} ++STR_PERCENT_DOWN :{WHITE}{NUM}%{DOWN_ARROW} ++STR_PERCENT_UP_DOWN_SMALL :{TINY_FONT}{WHITE}{NUM}%{UP_ARROW}{DOWN_ARROW} ++STR_PERCENT_UP_DOWN :{WHITE}{NUM}%{UP_ARROW}{DOWN_ARROW} ++STR_PERCENT_NONE_SMALL :{TINY_FONT}{WHITE}{NUM}% ++STR_PERCENT_NONE :{WHITE}{NUM}% ++ ++# Income 'floats' ++STR_INCOME_FLOAT_COST_SMALL :{TINY_FONT}{RED}Kosten: {CURRENCY_LONG} ++STR_INCOME_FLOAT_COST :{RED}Kosten: {CURRENCY_LONG} ++STR_INCOME_FLOAT_INCOME_SMALL :{TINY_FONT}{GREEN}Einnahmen: {CURRENCY_LONG} ++STR_INCOME_FLOAT_INCOME :{GREEN}Einnahmen: {CURRENCY_LONG} ++STR_FEEDER_TINY :{TINY_FONT}{YELLOW}Umladen: {CURRENCY_LONG} ++STR_FEEDER :{YELLOW}Umladen: {CURRENCY_LONG} ++STR_FEEDER_INCOME_TINY :{TINY_FONT}{YELLOW}Transfer: {CURRENCY_LONG}{WHITE} / {GREEN}Einnahmen: {CURRENCY_LONG} ++STR_FEEDER_INCOME :{YELLOW}Transfer: {CURRENCY_LONG}{WHITE} / {GREEN}Einnahmen: {CURRENCY_LONG} ++STR_FEEDER_COST_TINY :{TINY_FONT}{YELLOW}Transfer: {CURRENCY_LONG}{WHITE} / {RED}Kosten: {CURRENCY_LONG} ++STR_FEEDER_COST :{YELLOW}Transfer: {CURRENCY_LONG}{WHITE} / {RED}Kosten: {CURRENCY_LONG} ++STR_MESSAGE_ESTIMATED_COST :{WHITE}Geschätzte Kosten: {CURRENCY_LONG} ++STR_MESSAGE_ESTIMATED_INCOME :{WHITE}Geschätzte Einnahmen: {CURRENCY_LONG} ++ ++# Saveload messages ++STR_ERROR_SAVE_STILL_IN_PROGRESS :{WHITE}Speichern läuft,{}bitte warten, bis es beendet ist! ++STR_ERROR_AUTOSAVE_FAILED :{WHITE}Autosicherung fehlgeschlagen ++STR_ERROR_UNABLE_TO_READ_DRIVE :{BLACK}Laufwerk nicht betriebsbereit ++STR_ERROR_GAME_SAVE_FAILED :{WHITE}Spielspeicherung fehlgeschlagen{}{STRING} ++STR_ERROR_UNABLE_TO_DELETE_FILE :{WHITE}Datei kann nicht gelöscht werden ++STR_ERROR_GAME_LOAD_FAILED :{WHITE}Laden des Spieles fehlgeschlagen{}{STRING} ++STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR :Interner Fehler: {STRING} ++STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME :Spielstandsdatei defekt - {STRING} ++STR_GAME_SAVELOAD_ERROR_TOO_NEW_SAVEGAME :Spielstand wurde mit neuerer Version erstellt ++STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE :Datei kann nicht gelesen werden ++STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE :Datei kann nicht geschrieben werden ++STR_GAME_SAVELOAD_ERROR_DATA_INTEGRITY_CHECK_FAILED :Prüfung der Datenintegrität fehlgeschlagen ++STR_GAME_SAVELOAD_NOT_AVAILABLE :<nicht verfügbar> ++STR_WARNING_LOADGAME_REMOVED_TRAMS :{WHITE}Spiel wurde in einer Version ohne Straßenbahnunterstützung gespeichert. Alle Straßenbahnen wurden entfernt ++ ++# Map generation messages ++STR_ERROR_COULD_NOT_CREATE_TOWN :{WHITE}Spielfeldgenerierung wurde abgebrochen...{}... kein geeigneter Platz für eine Stadt gefunden ++STR_ERROR_NO_TOWN_IN_SCENARIO :{WHITE}... in diesem Szenario gibt es keine Stadt ++ ++STR_ERROR_PNGMAP :{WHITE}Landschaft kann nicht aus PNG-Datei geladen werden... ++STR_ERROR_PNGMAP_FILE_NOT_FOUND :{WHITE}... Datei nicht gefunden ++STR_ERROR_PNGMAP_IMAGE_TYPE :{WHITE}... Bildtyp kann nicht umgewandelt werden. 8- oder 24-bit-PNG-Datei erforderlich ++STR_ERROR_PNGMAP_MISC :{WHITE}... irgendetwas ging schief. (Vielleicht eine kaputte Datei?) ++ ++STR_ERROR_BMPMAP :{WHITE}Landschaft kann nicht aus BMP-Datei geladen werden... ++STR_ERROR_BMPMAP_IMAGE_TYPE :{WHITE}... Bildtyp kann nicht umgewandelt werden ++ ++STR_ERROR_HEIGHTMAP_TOO_LARGE :{WHITE}... Bild ist zu groß ++ ++STR_WARNING_HEIGHTMAP_SCALE_CAPTION :{WHITE}Skalierungswarnung ++STR_WARNING_HEIGHTMAP_SCALE_MESSAGE :{YELLOW}Zu starke Skalierung der Karte wird nicht empfohlen. Generierung dennoch fortsetzen? ++ ++# Soundset messages ++STR_WARNING_FALLBACK_SOUNDSET :{WHITE}Nur ein leeres Platzhalter-Soundset wurde gefunden. Soundsets können bei Bedarf als Erweiterung heruntergeladen werden (siehe Hauptmenü) ++ ++# Screenshot related messages ++STR_WARNING_SCREENSHOT_SIZE_CAPTION :{WHITE}Riesiger Screenshot ++STR_WARNING_SCREENSHOT_SIZE_MESSAGE :{YELLOW}Der Screenshot wird die Auflösung von {COMMA} x {COMMA} Pixeln haben. Das kann einige Zeit dauern. Soll fortgefahren werden? ++ ++STR_MESSAGE_SCREENSHOT_SUCCESSFULLY :{WHITE}Screenshot gespeichert als '{STRING}' ++STR_ERROR_SCREENSHOT_FAILED :{WHITE}Screenshot fehlgeschlagen ++ ++# Error message titles ++STR_ERROR_MESSAGE_CAPTION :{YELLOW}Nachricht ++STR_ERROR_MESSAGE_CAPTION_OTHER_COMPANY :{YELLOW}Nachricht von {STRING} ++ ++# Generic construction errors ++STR_ERROR_OFF_EDGE_OF_MAP :{WHITE}Zu weit vom Spielfeldrand entfernt ++STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP :{WHITE}Zu nahe am Spielfeldrand ++STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY :{WHITE}Nicht genug Geld - Es werden {CURRENCY_LONG} benötigt ++STR_ERROR_FLAT_LAND_REQUIRED :{WHITE}Ebenes Land erforderlich ++STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION :{WHITE}Das Land neigt sich in die falsche Richtung ++STR_ERROR_CAN_T_DO_THIS :{WHITE}Befehl nicht ausführbar... ++STR_ERROR_BUILDING_MUST_BE_DEMOLISHED :{WHITE}Gebäude muss erst abgerissen werden ++STR_ERROR_CAN_T_CLEAR_THIS_AREA :{WHITE}Gebiet kann nicht geräumt werden... ++STR_ERROR_SITE_UNSUITABLE :{WHITE}... ungeeigneter Standort ++STR_ERROR_ALREADY_BUILT :{WHITE}... ist bereits gebaut ++STR_ERROR_OWNED_BY :{WHITE}... Eigentum von {STRING} ++STR_ERROR_AREA_IS_OWNED_BY_ANOTHER :{WHITE}... das Gebiet gehört einer anderen Firma ++STR_ERROR_TERRAFORM_LIMIT_REACHED :{WHITE}... Obergrenze für Landschaftsbau erreicht ++STR_ERROR_CLEARING_LIMIT_REACHED :{WHITE}... Obergrenze für Abrissarbeiten erreicht ++STR_ERROR_TREE_PLANT_LIMIT_REACHED :{WHITE}... Obergrenze für Baumpflanzungen erreicht ++STR_ERROR_NAME_MUST_BE_UNIQUE :{WHITE}Name bereits vergeben ++STR_ERROR_GENERIC_OBJECT_IN_THE_WAY :{WHITE}{1:STRING} im Weg ++STR_ERROR_NOT_ALLOWED_WHILE_PAUSED :{WHITE}Nicht erlaubt, während das Spiel angehalten ist ++ ++# Local authority errors ++STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS :{WHITE}Die Stadtverwaltung von {TOWN} verweigert die Genehmigung ++STR_ERROR_LOCAL_AUTHORITY_REFUSES_AIRPORT :{WHITE}Die Stadtverwaltung von {TOWN} verweigert die Genehmigung für den Bau eines weiteren Flughafens in der Stadt ++STR_ERROR_LOCAL_AUTHORITY_REFUSES_NOISE :{WHITE}Die Stadtverwaltung von {TOWN} verweigert aus Lärmschutzgründen den Bau des Flughafens ++STR_ERROR_BRIBE_FAILED :{WHITE}Der Bestechungsversuch wurde von einem Ermittler entdeckt. ++ ++# Levelling errors ++STR_ERROR_CAN_T_RAISE_LAND_HERE :{WHITE}Land kann nicht angehoben werden... ++STR_ERROR_CAN_T_LOWER_LAND_HERE :{WHITE}Land kann nicht abgesenkt werden... ++STR_ERROR_CAN_T_LEVEL_LAND_HERE :{WHITE}Land kann nicht eingeebnet werden... ++STR_ERROR_EXCAVATION_WOULD_DAMAGE :{WHITE}Die Ausschachtung würde den Tunnel zerstören ++STR_ERROR_ALREADY_AT_SEA_LEVEL :{WHITE}... ist bereits auf Meereshöhe ++STR_ERROR_TOO_HIGH :{WHITE}... zu hoch ++STR_ERROR_ALREADY_LEVELLED :{WHITE}... ist schon flach ++STR_ERROR_BRIDGE_TOO_HIGH_AFTER_LOWER_LAND :{WHITE}Anschließend wäre die Brücke darüber zu hoch. ++ ++# Company related errors ++STR_ERROR_CAN_T_CHANGE_COMPANY_NAME :{WHITE}Firmenname kann nicht geändert werden... ++STR_ERROR_CAN_T_CHANGE_PRESIDENT :{WHITE}Managername kann nicht geändert werden... ++ ++STR_ERROR_MAXIMUM_PERMITTED_LOAN :{WHITE}... maximale Kredithöhe beträgt {CURRENCY_LONG} ++STR_ERROR_CAN_T_BORROW_ANY_MORE_MONEY :{WHITE}Weitere Kreditaufnahme nicht möglich ... ++STR_ERROR_LOAN_ALREADY_REPAYED :{WHITE}... Kredit bereits getilgt ++STR_ERROR_CURRENCY_REQUIRED :{WHITE}... erfordert {CURRENCY_LONG} ++STR_ERROR_CAN_T_REPAY_LOAN :{WHITE}Kredit kann nicht getilgt werden... ++STR_ERROR_INSUFFICIENT_FUNDS :{WHITE}Von der Bank geliehenes Geld kann nicht abgegeben werden... ++STR_ERROR_CAN_T_BUY_COMPANY :{WHITE}Firmenkauf nicht möglich... ++STR_ERROR_CAN_T_BUILD_COMPANY_HEADQUARTERS :{WHITE}Firmensitz kann nicht gebaut werden ... ++STR_ERROR_CAN_T_BUY_25_SHARE_IN_THIS :{WHITE}Kauf von 25% der Aktien dieser Firma nicht möglich... ++STR_ERROR_CAN_T_SELL_25_SHARE_IN :{WHITE}Verkauf von 25% der Aktien dieser Firma nicht möglich... ++STR_ERROR_PROTECTED :{WHITE}Diese Firma ist noch nicht alt genug, um an der Börse gehandelt zu werden... ++ ++# Town related errors ++STR_ERROR_CAN_T_GENERATE_TOWN :{WHITE}Bau von Städten unmöglich ++STR_ERROR_CAN_T_RENAME_TOWN :{WHITE}Die Stadt kann nicht umbenannt werden... ++STR_ERROR_CAN_T_FOUND_TOWN_HERE :{WHITE}Stadt kann hier nicht gegründet werden... ++STR_ERROR_CAN_T_EXPAND_TOWN :{WHITE}Stadt kann nicht vergrößert werden... ++STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB :{WHITE}... zu dicht am Spielfeldrand ++STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN :{WHITE}... zu dicht an einer anderen Stadt ++STR_ERROR_TOO_MANY_TOWNS :{WHITE}... zu viele Städte ++STR_ERROR_NO_SPACE_FOR_TOWN :{WHITE}... es ist kein Platz mehr auf dem Spielfeld ++STR_ERROR_TOWN_EXPAND_WARN_NO_ROADS :{WHITE}Städte bauen im Moment keine Straßen. Städtischer Straßenbau kann mittels Einstellungen->Umgebung->Städte eingestellt werden ++STR_ERROR_ROAD_WORKS_IN_PROGRESS :{WHITE}Straßenarbeiten sind im Gange ++STR_ERROR_TOWN_CAN_T_DELETE :{WHITE}Stadt kann nicht gelöscht werden...{}Eine Station oder ein Depot bezieht sich auf diese Stadt oder ein Feld im städtischen Besitz kann nicht entfernt werden. ++STR_ERROR_STATUE_NO_SUITABLE_PLACE :{WHITE}... es gibt keinen geeigneten Standort für die Statue im Zentrum dieser Stadt ++ ++# Industry related errors ++STR_ERROR_TOO_MANY_INDUSTRIES :{WHITE}... zu viele Industrien ++STR_ERROR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Industrie kann nicht erzeugt werden... ++STR_ERROR_CAN_T_BUILD_HERE :{WHITE}{STRING} kann hier nicht gebaut werden... ++STR_ERROR_CAN_T_CONSTRUCT_THIS_INDUSTRY :{WHITE}Industrie kann hier nicht gebaut werden... ++STR_ERROR_INDUSTRY_TOO_CLOSE :{WHITE}... zu nah an einer anderen Industrie ++STR_ERROR_MUST_FOUND_TOWN_FIRST :{WHITE}... erst muss eine Stadt gegründet werden ++STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN :{WHITE}... pro Stadt nur einmal erlaubt ++STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200 :{WHITE}... kann nur in Städten mit mehr als 1200 Einwohnern gebaut werden ++STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST :{WHITE}... kann nur in Regenwaldgebieten errichtet werden ++STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT :{WHITE}... kann nur in Wüstengebieten errichtet werden ++STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS :{WHITE}... kann nur in Städten gebaut werden (muss Häuser ersetzen) ++STR_ERROR_CAN_ONLY_BE_BUILT_NEAR_TOWN_CENTER :{WHITE}... kann nur in der Nähe des Stadtzentrums gebaut werden ++STR_ERROR_CAN_ONLY_BE_BUILT_IN_LOW_AREAS :{WHITE}... kann nur im Tiefland gebaut werden ++STR_ERROR_CAN_ONLY_BE_POSITIONED :{WHITE}... kann nur in der Nähe des Spielfeldrandes errichtet werden ++STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED :{WHITE}... Wald kann nur oberhalb der Schneegrenze gepflanzt werden ++STR_ERROR_CAN_ONLY_BE_BUILT_ABOVE_SNOW_LINE :{WHITE}... kann nur oberhalb der Schneegrenze errichtet werden ++STR_ERROR_CAN_ONLY_BE_BUILT_BELOW_SNOW_LINE :{WHITE}... kann nur unterhalb der Schneegrenze errichtet werden ++ ++STR_ERROR_NO_SUITABLE_PLACES_FOR_INDUSTRIES :{WHITE}Es konnten für die Industrie '{STRING}' keine geeigneten Standorte gefunden werden ++STR_ERROR_NO_SUITABLE_PLACES_FOR_INDUSTRIES_EXPLANATION :{WHITE}Ändere die Karteneinstellungen, um eine bessere Karte zu erzeugen ++ ++# Station construction related errors ++STR_ERROR_CAN_T_BUILD_RAILROAD_STATION :{WHITE}Bahnhof kann hier nicht gebaut werden... ++STR_ERROR_CAN_T_BUILD_BUS_STATION :{WHITE}Bushaltestelle kann nicht gebaut werden... ++STR_ERROR_CAN_T_BUILD_TRUCK_STATION :{WHITE}Lkw-Ladeplatz kann nicht gebaut werden... ++STR_ERROR_CAN_T_BUILD_PASSENGER_TRAM_STATION :{WHITE}Straßenbahnhaltestelle kann hier nicht gebaut werden... ++STR_ERROR_CAN_T_BUILD_CARGO_TRAM_STATION :{WHITE}Güterverladestelle kann hier nicht gebaut werden... ++STR_ERROR_CAN_T_BUILD_DOCK_HERE :{WHITE}Hafen kann hier nicht gebaut werden... ++STR_ERROR_CAN_T_BUILD_AIRPORT_HERE :{WHITE}Flughafen kann hier nicht gebaut werden... ++ ++STR_ERROR_ADJOINS_MORE_THAN_ONE_EXISTING :{WHITE}Grenzt an mehr als eine vorhandene Station ++STR_ERROR_STATION_TOO_SPREAD_OUT :{WHITE}...Station ist zu groß ++STR_ERROR_TOO_MANY_STATIONS_LOADING :{WHITE}Zu viele Stationen im Umkreis ++STR_ERROR_TOO_MANY_STATION_SPECS :{WHITE}Zu viele Bahnsteigteile ++STR_ERROR_TOO_MANY_BUS_STOPS :{WHITE}Zu viele Bushaltestellen ++STR_ERROR_TOO_MANY_TRUCK_STOPS :{WHITE}Zu viele Lkw-Ladeplätze ++STR_ERROR_TOO_CLOSE_TO_ANOTHER_STATION :{WHITE}Stationen liegen zu dicht beisammen ++STR_ERROR_TOO_CLOSE_TO_ANOTHER_DOCK :{WHITE}Zu dicht an einem anderen Hafen ++STR_ERROR_TOO_CLOSE_TO_ANOTHER_AIRPORT :{WHITE}Zu dicht an einem anderen Flughafen ++STR_ERROR_CAN_T_RENAME_STATION :{WHITE}Station kann nicht umbenannt werden... ++STR_ERROR_DRIVE_THROUGH_ON_TOWN_ROAD :{WHITE}... diese Straße ist in kommunaler Trägerschaft ++STR_ERROR_DRIVE_THROUGH_DIRECTION :{WHITE}... Straße verläuft in die falsche Richtung ++STR_ERROR_DRIVE_THROUGH_CORNER :{WHITE}... Bus- und Lkw-Haltestellen können nicht um die Kurve gehen ++STR_ERROR_DRIVE_THROUGH_JUNCTION :{WHITE}... Bus- und Lkw-Haltestellen können keine Abzweigung haben ++ ++# Station destruction related errors ++STR_ERROR_CAN_T_REMOVE_PART_OF_STATION :{WHITE}Dieser Teil der Station kann nicht entfernt werden... ++STR_ERROR_MUST_REMOVE_RAILWAY_STATION_FIRST :{WHITE}Bahnhof muss erst abgerissen werden ++STR_ERROR_CAN_T_REMOVE_BUS_STATION :{WHITE}Bushaltestelle kann nicht entfernt werden... ++STR_ERROR_CAN_T_REMOVE_TRUCK_STATION :{WHITE}LKW-Ladestelle kann nicht entfernt werden... ++STR_ERROR_CAN_T_REMOVE_PASSENGER_TRAM_STATION :{WHITE}Straßenbahnhaltestelle kann nicht entfernt werden... ++STR_ERROR_CAN_T_REMOVE_CARGO_TRAM_STATION :{WHITE}Güterverladestelle kann nicht entfernt werden... ++STR_ERROR_MUST_REMOVE_ROAD_STOP_FIRST :{WHITE}Haltestelle muss erst entfernt werden ++STR_ERROR_THERE_IS_NO_STATION :{WHITE}...hier ist keine Station ++ ++STR_ERROR_MUST_DEMOLISH_RAILROAD :{WHITE}Bahnhof muss erst abgerissen werden ++STR_ERROR_MUST_DEMOLISH_BUS_STATION_FIRST :{WHITE}Bushaltestelle muss erst abgerissen werden ++STR_ERROR_MUST_DEMOLISH_TRUCK_STATION_FIRST :{WHITE}Lkw-Ladeplatz muss erst abgerissen werden ++STR_ERROR_MUST_DEMOLISH_PASSENGER_TRAM_STATION_FIRST :{WHITE}Straßenbahnhaltestelle muss vorher abgerissen werden ++STR_ERROR_MUST_DEMOLISH_CARGO_TRAM_STATION_FIRST :{WHITE}Güterverladestelle muss vorher abgerissen werden ++STR_ERROR_MUST_DEMOLISH_DOCK_FIRST :{WHITE}Hafen muss erst entfernt werden ++STR_ERROR_MUST_DEMOLISH_AIRPORT_FIRST :{WHITE}Flughafen muss erst abgerissen werden ++ ++# Waypoint related errors ++STR_ERROR_WAYPOINT_ADJOINS_MORE_THAN_ONE_EXISTING :{WHITE}Grenzt an mehr als einen vorhandenen Wegpunkt ++STR_ERROR_TOO_CLOSE_TO_ANOTHER_WAYPOINT :{WHITE}Zu nahe an einem anderen Wegpunkt ++ ++STR_ERROR_CAN_T_BUILD_TRAIN_WAYPOINT :{WHITE}Wegpunkt kann hier nicht gebaut werden... ++STR_ERROR_CAN_T_POSITION_BUOY_HERE :{WHITE}Boje kann hier nicht platziert werden... ++STR_ERROR_CAN_T_CHANGE_WAYPOINT_NAME :{WHITE}Wegpunktname kann nicht geändert werden... ++ ++STR_ERROR_CAN_T_REMOVE_TRAIN_WAYPOINT :{WHITE}Wegpunkt kann hier nicht entfernt werden... ++STR_ERROR_MUST_REMOVE_RAILWAYPOINT_FIRST :{WHITE}Wegpunkt muss erst abgerissen werden ++STR_ERROR_BUOY_IN_THE_WAY :{WHITE}... Boje ist im Weg ++STR_ERROR_BUOY_IS_IN_USE :{WHITE}... Boje wird von einer anderen Firma benutzt! ++ ++# Depot related errors ++STR_ERROR_CAN_T_BUILD_TRAIN_DEPOT :{WHITE}Zugdepot kann hier nicht gebaut werden... ++STR_ERROR_CAN_T_BUILD_ROAD_DEPOT :{WHITE}Fahrzeugdepot kann hier nicht gebaut werden... ++STR_ERROR_CAN_T_BUILD_TRAM_DEPOT :{WHITE}Straßenbahndepot kann hier nicht gebaut werden... ++STR_ERROR_CAN_T_BUILD_SHIP_DEPOT :{WHITE}Werft kann hier nicht gebaut werden... ++ ++STR_ERROR_CAN_T_RENAME_DEPOT :{WHITE}Depot kann nicht umbenannt werden... ++ ++STR_ERROR_TRAIN_MUST_BE_STOPPED_INSIDE_DEPOT :{WHITE}...der Zug muss dazu im Depot halten ++STR_ERROR_ROAD_VEHICLE_MUST_BE_STOPPED_INSIDE_DEPOT :{WHITE}...das Straßenfahrzeug muss dazu in einem Depot halten ++STR_ERROR_SHIP_MUST_BE_STOPPED_INSIDE_DEPOT :{WHITE}...das Schiff muss dazu in der Werft halten ++STR_ERROR_AIRCRAFT_MUST_BE_STOPPED_INSIDE_HANGAR :{WHITE}...das Flugzeug muss dazu im Hangar halten ++ ++STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT :{WHITE}Züge können nur verändert werden, wenn sie im Depot halten ++STR_ERROR_TRAIN_TOO_LONG :{WHITE}Zug zu lang ++STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE :{WHITE}Fahrzeug kann nicht umgedreht werden... ++STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS :{WHITE}Fahrzeuge, die aus mehreren Einheiten bestehen, können nicht umgedreht werden ++STR_ERROR_INCOMPATIBLE_RAIL_TYPES :inkompatible Gleistypen ++ ++STR_ERROR_CAN_T_MOVE_VEHICLE :{WHITE}Fahrzeug kann nicht bewegt werden... ++STR_ERROR_REAR_ENGINE_FOLLOW_FRONT :{WHITE}Hintere Lok folgt immer der vorderen Lok ++STR_ERROR_UNABLE_TO_FIND_ROUTE_TO :{WHITE}Weg zum Depot kann nicht gefunden werden ++STR_ERROR_UNABLE_TO_FIND_LOCAL_DEPOT :{WHITE}Fahrzeugdepot unauffindbar ++ ++STR_ERROR_DEPOT_WRONG_DEPOT_TYPE :Falscher Depottyp ++ ++# Autoreplace related errors ++STR_ERROR_TRAIN_TOO_LONG_AFTER_REPLACEMENT :{WHITE}{VEHICLE} ist nach Ersetzung zu lang ++STR_ERROR_AUTOREPLACE_NOTHING_TO_DO :{WHITE}Es treffen keine Ersetzungs-/Erneuerungsregeln zu ++STR_ERROR_AUTOREPLACE_MONEY_LIMIT :(Geld fehlt) ++ ++# Rail construction errors ++STR_ERROR_IMPOSSIBLE_TRACK_COMBINATION :{WHITE}Unmögliche Gleisverbindung ++STR_ERROR_MUST_REMOVE_SIGNALS_FIRST :{WHITE}Signal muß zuerst entfernt werden ++STR_ERROR_NO_SUITABLE_RAILROAD_TRACK :{WHITE}Keine geeigneten Gleise ++STR_ERROR_MUST_REMOVE_RAILROAD_TRACK :{WHITE}Gleise müssen erst abgerissen werden ++STR_ERROR_CROSSING_ON_ONEWAY_ROAD :{WHITE}Einbahnstraße oder blockierter Weg ++STR_ERROR_CROSSING_DISALLOWED :{WHITE}Bahnübergänge sind für diesen Schienentyp nicht erlaubt ++STR_ERROR_CAN_T_BUILD_SIGNALS_HERE :{WHITE}Signal kann hier nicht aufgestellt werden... ++STR_ERROR_CAN_T_BUILD_RAILROAD_TRACK :{WHITE}Gleise können hier nicht verlegt werden... ++STR_ERROR_CAN_T_REMOVE_RAILROAD_TRACK :{WHITE}Gleise können nicht abgerissen werden... ++STR_ERROR_CAN_T_REMOVE_SIGNALS_FROM :{WHITE}Signale können hier nicht entfernt werden... ++STR_ERROR_SIGNAL_CAN_T_CONVERT_SIGNALS_HERE :{WHITE}Kann Signaltyp hier nicht ändern... ++STR_ERROR_THERE_IS_NO_RAILROAD_TRACK :{WHITE}... hier ist kein Gleis ++STR_ERROR_THERE_ARE_NO_SIGNALS :{WHITE}... hier sind keine Signale ++ ++STR_ERROR_CAN_T_CONVERT_RAIL :{WHITE}Gleistyp kann hier nicht geändert werden... ++ ++# Road construction errors ++STR_ERROR_MUST_REMOVE_ROAD_FIRST :{WHITE}Straße muss erst entfernt werden ++STR_ERROR_ONEWAY_ROADS_CAN_T_HAVE_JUNCTION :{WHITE}... Einbahnstraßen können keine Abzweigung haben ++STR_ERROR_CAN_T_BUILD_ROAD_HERE :{WHITE}Straße kann hier nicht gebaut werden... ++STR_ERROR_CAN_T_BUILD_TRAMWAY_HERE :{WHITE}Straßenbahngleise können hier nicht gebaut werden... ++STR_ERROR_CAN_T_REMOVE_ROAD_FROM :{WHITE}Diese Straße kann nicht entfernt werden... ++STR_ERROR_CAN_T_REMOVE_TRAMWAY_FROM :{WHITE}Straßenbahngleise können hier nicht entfernt werden... ++STR_ERROR_THERE_IS_NO_ROAD :{WHITE}...hier ist keine Straße ++STR_ERROR_THERE_IS_NO_TRAMWAY :{WHITE}...hier ist kein Straßenbahngleis ++ ++# Waterway construction errors ++STR_ERROR_CAN_T_BUILD_CANALS :{WHITE}Kanal kann hier nicht gebaut werden... ++STR_ERROR_CAN_T_BUILD_LOCKS :{WHITE}Schleuse kann hier nicht gebaut werden... ++STR_ERROR_CAN_T_PLACE_RIVERS :{WHITE}Flüsse können hier nicht platziert werden... ++STR_ERROR_MUST_BE_BUILT_ON_WATER :{WHITE}... muss auf Wasser gebaut werden ++STR_ERROR_CAN_T_BUILD_ON_WATER :{WHITE}... kann nicht auf Wasser gebaut werden ++STR_ERROR_CAN_T_BUILD_ON_SEA :{WHITE}... kann nicht auf offener See errichtet werden ++STR_ERROR_CAN_T_BUILD_ON_CANAL :{WHITE}... kann nicht auf Kanal errichtet werden ++STR_ERROR_CAN_T_BUILD_ON_RIVER :{WHITE}... kann nicht auf Fluß errichtet werden ++STR_ERROR_MUST_DEMOLISH_CANAL_FIRST :{WHITE}Kanal muss erst abgerissen werden ++STR_ERROR_CAN_T_BUILD_AQUEDUCT_HERE :{WHITE}Aquädukt kann hier nicht gebaut werden... ++ ++# Tree related errors ++STR_ERROR_TREE_ALREADY_HERE :{WHITE}... hier sind bereits Bäume ++STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE :{WHITE}... falsches Gelände für die Baumart ++STR_ERROR_CAN_T_PLANT_TREE_HERE :{WHITE}Baum kann hier nicht gepflanzt werden... ++ ++# Bridge related errors ++STR_ERROR_CAN_T_BUILD_BRIDGE_HERE :{WHITE}Brücke kann hier nicht gebaut werden... ++STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST :{WHITE}Die Brücke muss erst abgerissen werden ++STR_ERROR_CAN_T_START_AND_END_ON :{WHITE}Anfang und Ende können nicht im selben Feld liegen ++STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT :{WHITE}Brückenköpfe nicht auf der selben Höhe ++STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN :{WHITE}Die Brücke ist zu niedrig für diese Umgebung ++STR_ERROR_BRIDGE_TOO_HIGH_FOR_TERRAIN :{WHITE}Brücke ist zu hoch für dieses Terrain. ++STR_ERROR_START_AND_END_MUST_BE_IN :{WHITE}Anfang und Ende müssen auf einer Linie liegen ++STR_ERROR_ENDS_OF_BRIDGE_MUST_BOTH :{WHITE}... Brücke muss an beiden Seiten auf Land enden ++STR_ERROR_BRIDGE_TOO_LONG :{WHITE}... Brücke zu lang ++STR_ERROR_BRIDGE_THROUGH_MAP_BORDER :{WHITE}Die Brücke würde außerhalb der Karte enden ++ ++# Tunnel related errors ++STR_ERROR_CAN_T_BUILD_TUNNEL_HERE :{WHITE}Tunnel kann hier nicht gebaut werden... ++STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL :{WHITE}Platz ist nicht für einen Tunnel geeignet ++STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST :{WHITE}Der Tunnel muss zuerst abgerissen werden ++STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY :{WHITE}Ein anderer Tunnel ist im Weg ++STR_ERROR_TUNNEL_THROUGH_MAP_BORDER :{WHITE}Tunnel würde außerhalb des Spielfelds enden ++STR_ERROR_UNABLE_TO_EXCAVATE_LAND :{WHITE}Gebiet am anderen Ende des Tunnels kann nicht geebnet werden ++STR_ERROR_TUNNEL_TOO_LONG :{WHITE}... Tunnel zu lang ++ ++# Object related errors ++STR_ERROR_TOO_MANY_OBJECTS :{WHITE}... zu viele Objekte ++STR_ERROR_CAN_T_BUILD_OBJECT :{WHITE}Objekt kann nicht gebaut werden... ++STR_ERROR_OBJECT_IN_THE_WAY :{WHITE}Gegenstand im Weg ++STR_ERROR_COMPANY_HEADQUARTERS_IN :{WHITE}... Firmensitz ist im Weg ++STR_ERROR_CAN_T_PURCHASE_THIS_LAND :{WHITE}Das Land kann nicht erworben werden... ++STR_ERROR_YOU_ALREADY_OWN_IT :{WHITE}... ist bereits im Besitz der eigenen Firma! ++ ++# Group related errors ++STR_ERROR_GROUP_CAN_T_CREATE :{WHITE}Gruppe kann nicht erstellt werden... ++STR_ERROR_GROUP_CAN_T_DELETE :{WHITE}Gruppe kann nicht gelöscht werden... ++STR_ERROR_GROUP_CAN_T_RENAME :{WHITE}Gruppe kann nicht umbenannt werden... ++STR_ERROR_GROUP_CAN_T_SET_PARENT :{WHITE}Übergeordnete Gruppe kann nicht gesetzt werden... ++STR_ERROR_GROUP_CAN_T_REMOVE_ALL_VEHICLES :{WHITE}Entfernen aller Fahrzeuge dieser Gruppe nicht möglich... ++STR_ERROR_GROUP_CAN_T_ADD_VEHICLE :{WHITE}Fahrzeug kann nicht zu dieser Gruppe hinzugefügt werden... ++STR_ERROR_GROUP_CAN_T_ADD_SHARED_VEHICLE :{WHITE}Fahrzeuge mit gemeinsamen Fahrplan können nicht zur Gruppe hinzugefügt werden... ++ ++# Generic vehicle errors ++STR_ERROR_TRAIN_IN_THE_WAY :{WHITE}Zug ist im Weg ++STR_ERROR_ROAD_VEHICLE_IN_THE_WAY :{WHITE}Fahrzeug ist im Weg ++STR_ERROR_SHIP_IN_THE_WAY :{WHITE}Schiff ist im Weg ++STR_ERROR_AIRCRAFT_IN_THE_WAY :{WHITE}Flugzeug ist auf dem Weg ++ ++STR_ERROR_CAN_T_REFIT_TRAIN :{WHITE}Zug kann nicht umgerüstet werden... ++STR_ERROR_CAN_T_REFIT_ROAD_VEHICLE :{WHITE}Straßenfahrzeug kann nicht umgerüstet werden... ++STR_ERROR_CAN_T_REFIT_SHIP :{WHITE}Schiff kann nicht umgerüstet werden... ++STR_ERROR_CAN_T_REFIT_AIRCRAFT :{WHITE}Flugzeug kann nicht umgerüstet werden... ++ ++STR_ERROR_CAN_T_RENAME_TRAIN :{WHITE}Zug kann nicht benannt werden... ++STR_ERROR_CAN_T_RENAME_ROAD_VEHICLE :{WHITE}Fahrzeug kann nicht benannt werden... ++STR_ERROR_CAN_T_RENAME_SHIP :{WHITE}Schiff kann nicht benannt werden... ++STR_ERROR_CAN_T_RENAME_AIRCRAFT :{WHITE}Flugzeug kann nicht benannt werden... ++ ++STR_ERROR_CAN_T_STOP_START_TRAIN :{WHITE}Zug kann nicht angehalten{} oder losgeschickt werden ... ++STR_ERROR_CAN_T_STOP_START_ROAD_VEHICLE :{WHITE}Fahrzeug kann nicht angehalten{} oder losgeschickt werden... ++STR_ERROR_CAN_T_STOP_START_SHIP :{WHITE}Schiff kann nicht angehalten{} oder losgeschickt werden... ++STR_ERROR_CAN_T_STOP_START_AIRCRAFT :{WHITE}Flugzeug kann nicht angehalten{} oder losgeschickt werden... ++ ++STR_ERROR_CAN_T_SEND_TRAIN_TO_DEPOT :{WHITE}Zug kann nicht ins Depot geschickt werden... ++STR_ERROR_CAN_T_SEND_ROAD_VEHICLE_TO_DEPOT :{WHITE}Fahrzeug kann nicht ins Depot geschickt werden... ++STR_ERROR_CAN_T_SEND_SHIP_TO_DEPOT :{WHITE}Schiff kann nicht in die Werft geschickt werden... ++STR_ERROR_CAN_T_SEND_AIRCRAFT_TO_HANGAR :{WHITE}Flugzeug kann nicht in den Hangar geschickt werden... ++ ++STR_ERROR_CAN_T_BUY_TRAIN :{WHITE}Schienenfahrzeug kann nicht gekauft werden... ++STR_ERROR_CAN_T_BUY_ROAD_VEHICLE :{WHITE}Fahrzeug kann nicht gekauft werden... ++STR_ERROR_CAN_T_BUY_SHIP :{WHITE}Schiff kann nicht gekauft werden... ++STR_ERROR_CAN_T_BUY_AIRCRAFT :{WHITE}Flugzeug kann nicht gekauft werden... ++ ++STR_ERROR_CAN_T_RENAME_TRAIN_TYPE :{WHITE}Zugtyp kann nicht umbenannt werden... ++STR_ERROR_CAN_T_RENAME_ROAD_VEHICLE_TYPE :{WHITE}Fahrzeug kann nicht umbenannt werden... ++STR_ERROR_CAN_T_RENAME_SHIP_TYPE :{WHITE}Schiffstyp kann nicht umbenannt werden... ++STR_ERROR_CAN_T_RENAME_AIRCRAFT_TYPE :{WHITE}Flugzeug kann nicht umbenannt werden... ++ ++STR_ERROR_CAN_T_SELL_TRAIN :{WHITE}Schienenfahrzeug kann nicht verkauft werden... ++STR_ERROR_CAN_T_SELL_ROAD_VEHICLE :{WHITE}Fahrzeug kann nicht verkauft werden... ++STR_ERROR_CAN_T_SELL_SHIP :{WHITE}Schiff kann nicht verkauft werden... ++STR_ERROR_CAN_T_SELL_AIRCRAFT :{WHITE}Flugzeug kann nicht verkauft werden... ++ ++STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE :{WHITE}Fahrzeug nicht verfügbar ++STR_ERROR_ROAD_VEHICLE_NOT_AVAILABLE :{WHITE}Fahrzeug nicht verfügbar ++STR_ERROR_SHIP_NOT_AVAILABLE :{WHITE}Schiff nicht verfügbar ++STR_ERROR_AIRCRAFT_NOT_AVAILABLE :{WHITE}Flugzeug nicht verfügbar ++ ++STR_ERROR_TOO_MANY_VEHICLES_IN_GAME :{WHITE}Zu viele Fahrzeuge im Spiel ++STR_ERROR_CAN_T_CHANGE_SERVICING :{WHITE}Das Wartungsintervall kann nicht geändert werden... ++ ++STR_ERROR_VEHICLE_IS_DESTROYED :{WHITE}... Fahrzeug ist zerstört ++ ++STR_ERROR_NO_VEHICLES_AVAILABLE_AT_ALL :{WHITE}Es sind keine Fahrzeuge verfügbar! ++STR_ERROR_NO_VEHICLES_AVAILABLE_AT_ALL_EXPLANATION :{WHITE}Bitte die NewGRF-Einstellungen ändern, damit Fahrzeuge früher verfügbar sind ++STR_ERROR_NO_VEHICLES_AVAILABLE_YET :{WHITE}Noch keine Fahrzeuge verfügbar ++STR_ERROR_NO_VEHICLES_AVAILABLE_YET_EXPLANATION :{WHITE}Ein neues Spiel nach {DATE_SHORT} beginnen oder ein NewGRF-Fahrzeugset mit früher verfügbaren Fahrzeugen verwenden ++ ++# Specific vehicle errors ++STR_ERROR_CAN_T_MAKE_TRAIN_PASS_SIGNAL :{WHITE}Der Zug kann das Signal nicht gefahrlos passieren... ++STR_ERROR_CAN_T_REVERSE_DIRECTION_TRAIN :{WHITE}Die Zugbewegung kann nicht umgekehrt werden... ++STR_ERROR_TRAIN_START_NO_POWER :Der Zug hat keine Antriebsenergie ++ ++STR_ERROR_CAN_T_MAKE_ROAD_VEHICLE_TURN :{WHITE}Das Fahrzeug kann nicht wenden... ++ ++STR_ERROR_AIRCRAFT_IS_IN_FLIGHT :{WHITE}Das Flugzeug ist in der Luft ++ ++# Order related errors ++STR_ERROR_NO_MORE_SPACE_FOR_ORDERS :{WHITE}Kein Platz für weitere Aufträge ++STR_ERROR_TOO_MANY_ORDERS :{WHITE}Zu viele Aufträge ++STR_ERROR_CAN_T_INSERT_NEW_ORDER :{WHITE}Neuer Auftrag kann nicht hinzugefügt werden... ++STR_ERROR_CAN_T_DELETE_THIS_ORDER :{WHITE}Auftrag kann nicht gelöscht werden... ++STR_ERROR_CAN_T_MODIFY_THIS_ORDER :{WHITE}Auftrag kann nicht bearbeitet werden... ++STR_ERROR_CAN_T_MOVE_THIS_ORDER :{WHITE}Auftrag kann nicht verschoben werden... ++STR_ERROR_CAN_T_SKIP_ORDER :{WHITE}Auftrag kann nicht ausgelassen werden... ++STR_ERROR_CAN_T_SKIP_TO_ORDER :{WHITE}Springen zum ausgewählten Auftrag nicht möglich... ++STR_ERROR_CAN_T_COPY_SHARE_ORDER :{WHITE}... Fahrzeug kann nicht alle Stationen erreichen ++STR_ERROR_CAN_T_ADD_ORDER :{WHITE}... Fahrzeug kann diese Station nicht erreichen ++STR_ERROR_CAN_T_ADD_ORDER_SHARED :{WHITE}... ein Fahrzeug, welches diesen gemeinsamen Fahrplan nutzt, kann die Station nicht erreichen ++ ++STR_ERROR_CAN_T_SHARE_ORDER_LIST :{WHITE}Fehler beim Erstellen eines gemeinsam genutzten Fahrplans... ++STR_ERROR_CAN_T_STOP_SHARING_ORDER_LIST :{WHITE}Gemeinsame Aufträge können nicht aufgehoben werden... ++STR_ERROR_CAN_T_COPY_ORDER_LIST :{WHITE}Fahrplan kann nicht kopiert werden... ++STR_ERROR_TOO_FAR_FROM_PREVIOUS_DESTINATION :{WHITE}... zu weit vom vorherigen Bestimmungsort entfernt ++STR_ERROR_AIRCRAFT_NOT_ENOUGH_RANGE :{WHITE}... Luftfahrzeug hat zu geringe Reichweite ++ ++# Timetable related errors ++STR_ERROR_CAN_T_TIMETABLE_VEHICLE :{WHITE}Fahrplan kann nicht erstellt werden... ++STR_ERROR_TIMETABLE_ONLY_WAIT_AT_STATIONS :{WHITE}Fahrzeuge halten nur an Stationen ++STR_ERROR_TIMETABLE_NOT_STOPPING_HERE :{WHITE}Das Fahrzeug hält nicht an dieser Station ++ ++# Sign related errors ++STR_ERROR_TOO_MANY_SIGNS :{WHITE}... zu viele Schilder ++STR_ERROR_CAN_T_PLACE_SIGN_HERE :{WHITE}Schild kann hier nicht aufgestellt werden... ++STR_ERROR_CAN_T_CHANGE_SIGN_NAME :{WHITE}Schildtext kann nicht geändert werden... ++STR_ERROR_CAN_T_DELETE_SIGN :{WHITE}Kann Schild nicht löschen... ++ ++# Translatable comment for OpenTTD's desktop shortcut ++STR_DESKTOP_SHORTCUT_COMMENT :Ein auf der Idee von Transport Tycoon Deluxe basierendes Spiel ++ ++# Translatable descriptions in media/baseset/*.ob* files ++STR_BASEGRAPHICS_DOS_DESCRIPTION :Original Transport Tycoon Deluxe DOS Basisgrafiken. ++STR_BASEGRAPHICS_DOS_DE_DESCRIPTION :Original Transport Tycoon Deluxe DOS (Deutsch) Basisgrafiken. ++STR_BASEGRAPHICS_WIN_DESCRIPTION :Original Transport Tycoon Deluxe Windows Basisgrafiken. ++STR_BASESOUNDS_DOS_DESCRIPTION :Original Transport Tycoon Deluxe DOS Basissounds. ++STR_BASESOUNDS_WIN_DESCRIPTION :Original Transport Tycoon Deluxe Windows Basissounds. ++STR_BASESOUNDS_NONE_DESCRIPTION :Basissounds ohne Sound. ++STR_BASEMUSIC_WIN_DESCRIPTION :Original Transport Tycoon Deluxe Windows Musikset. ++STR_BASEMUSIC_NONE_DESCRIPTION :Ein Musikset ohne Musik. ++ ++##id 0x2000 ++# Town building names ++STR_TOWN_BUILDING_NAME_TALL_OFFICE_BLOCK_1 :Hohes Geschäftshaus ++STR_TOWN_BUILDING_NAME_OFFICE_BLOCK_1 :Geschäftshaus ++STR_TOWN_BUILDING_NAME_SMALL_BLOCK_OF_FLATS_1 :Kleines Wohnhaus ++STR_TOWN_BUILDING_NAME_CHURCH_1 :Kirche ++STR_TOWN_BUILDING_NAME_LARGE_OFFICE_BLOCK_1 :Großes Geschäftshaus ++STR_TOWN_BUILDING_NAME_TOWN_HOUSES_1 :Stadthaus ++STR_TOWN_BUILDING_NAME_HOTEL_1 :Hotel ++STR_TOWN_BUILDING_NAME_STATUE_1 :Statue ++STR_TOWN_BUILDING_NAME_FOUNTAIN_1 :Springbrunnen ++STR_TOWN_BUILDING_NAME_PARK_1 :Park ++STR_TOWN_BUILDING_NAME_OFFICE_BLOCK_2 :Geschäftshaus ++STR_TOWN_BUILDING_NAME_SHOPS_AND_OFFICES_1 :Läden und Büros ++STR_TOWN_BUILDING_NAME_MODERN_OFFICE_BUILDING_1 :Modernes Geschäftshaus ++STR_TOWN_BUILDING_NAME_WAREHOUSE_1 :Kaufhaus ++STR_TOWN_BUILDING_NAME_OFFICE_BLOCK_3 :Geschäftshaus ++STR_TOWN_BUILDING_NAME_STADIUM_1 :Stadion ++STR_TOWN_BUILDING_NAME_OLD_HOUSES_1 :Alte Häuser ++STR_TOWN_BUILDING_NAME_COTTAGES_1 :Landhaus ++STR_TOWN_BUILDING_NAME_HOUSES_1 :Haus ++STR_TOWN_BUILDING_NAME_FLATS_1 :Wohnhaus ++STR_TOWN_BUILDING_NAME_TALL_OFFICE_BLOCK_2 :Geschäftshochhaus ++STR_TOWN_BUILDING_NAME_SHOPS_AND_OFFICES_2 :Läden und Büros ++STR_TOWN_BUILDING_NAME_SHOPS_AND_OFFICES_3 :Läden und Büros ++STR_TOWN_BUILDING_NAME_THEATER_1 :Theater ++STR_TOWN_BUILDING_NAME_STADIUM_2 :Stadion ++STR_TOWN_BUILDING_NAME_OFFICES_1 :Büros ++STR_TOWN_BUILDING_NAME_HOUSES_2 :Häuser ++STR_TOWN_BUILDING_NAME_CINEMA_1 :Kino ++STR_TOWN_BUILDING_NAME_SHOPPING_MALL_1 :Einkaufszentrum ++STR_TOWN_BUILDING_NAME_IGLOO_1 :Iglu ++STR_TOWN_BUILDING_NAME_TEPEES_1 :Zelt ++STR_TOWN_BUILDING_NAME_TEAPOT_HOUSE_1 :Teekannenhaus ++STR_TOWN_BUILDING_NAME_PIGGY_BANK_1 :Sparschwein ++ ++##id 0x4800 ++# industry names ++STR_INDUSTRY_NAME_COAL_MINE :{G=n}Kohlebergwerk ++STR_INDUSTRY_NAME_POWER_STATION :{G=n}Kraftwerk ++STR_INDUSTRY_NAME_SAWMILL :{G=n}Sägewerk ++STR_INDUSTRY_NAME_FOREST :{G=m}Wald ++STR_INDUSTRY_NAME_OIL_REFINERY :{G=w}Ölraffinerie ++STR_INDUSTRY_NAME_OIL_RIG :{G=w}Ölbohrinsel ++STR_INDUSTRY_NAME_FACTORY :{G=w}Fabrik ++STR_INDUSTRY_NAME_PRINTING_WORKS :{G=w}Druckerei ++STR_INDUSTRY_NAME_STEEL_MILL :{G=n}Stahlwalzwerk ++STR_INDUSTRY_NAME_FARM :{G=m}Bauernhof ++STR_INDUSTRY_NAME_COPPER_ORE_MINE :{G=n}Kupfererzbergwerk ++STR_INDUSTRY_NAME_OIL_WELLS :{G=p}Ölquellen ++STR_INDUSTRY_NAME_BANK :{G=w}Bank ++STR_INDUSTRY_NAME_FOOD_PROCESSING_PLANT :{G=w}Nahrungsmittelfabrik ++STR_INDUSTRY_NAME_PAPER_MILL :{G=w}Papiermühle ++STR_INDUSTRY_NAME_GOLD_MINE :{G=w}Goldmine ++STR_INDUSTRY_NAME_BANK_TROPIC_ARCTIC :{G=w}Bank ++STR_INDUSTRY_NAME_DIAMOND_MINE :{G=w}Diamantenmine ++STR_INDUSTRY_NAME_IRON_ORE_MINE :{G=n}Eisenerzbergwerk ++STR_INDUSTRY_NAME_FRUIT_PLANTATION :{G=w}Fruchtplantage ++STR_INDUSTRY_NAME_RUBBER_PLANTATION :{G=w}Kautschukplantage ++STR_INDUSTRY_NAME_WATER_SUPPLY :{G=w}Wasserquelle ++STR_INDUSTRY_NAME_WATER_TOWER :{G=m}Wasserturm ++STR_INDUSTRY_NAME_FACTORY_2 :{G=w}Fabrik ++STR_INDUSTRY_NAME_FARM_2 :{G=m}Bauernhof ++STR_INDUSTRY_NAME_LUMBER_MILL :{G=w}Sägemühle ++STR_INDUSTRY_NAME_COTTON_CANDY_FOREST :{G=m}Zuckerwattewald ++STR_INDUSTRY_NAME_CANDY_FACTORY :{G=w}Bonbonfabrik ++STR_INDUSTRY_NAME_BATTERY_FARM :{G=w}Batterieplantage ++STR_INDUSTRY_NAME_COLA_WELLS :{G=p}Colaquellen ++STR_INDUSTRY_NAME_TOY_SHOP :{G=n}Spielwarengeschäft ++STR_INDUSTRY_NAME_TOY_FACTORY :{G=w}Spielwarenfabrik ++STR_INDUSTRY_NAME_PLASTIC_FOUNTAINS :{G=m}Plastikbrunnen ++STR_INDUSTRY_NAME_FIZZY_DRINK_FACTORY :{G=w}Limonadenfabrik ++STR_INDUSTRY_NAME_BUBBLE_GENERATOR :{G=m}Luftblasengenerator ++STR_INDUSTRY_NAME_TOFFEE_QUARRY :{G=w}Karamellgrube ++STR_INDUSTRY_NAME_SUGAR_MINE :{G=w}Zuckermine ++ ++############ WARNING, using range 0x6000 for strings that are stored in the savegame ++############ These strings may never get a new id, or savegames will break! ++##id 0x6000 ++STR_SV_EMPTY : ++STR_SV_UNNAMED :Unbenannt ++STR_SV_TRAIN_NAME :Zug {COMMA} ++STR_SV_ROAD_VEHICLE_NAME :Straßenfahrzeug {COMMA} ++STR_SV_SHIP_NAME :Schiff {COMMA} ++STR_SV_AIRCRAFT_NAME :Flugzeug {COMMA} ++ ++STR_SV_STNAME :{STRING} ++STR_SV_STNAME_NORTH :{STRING} Nord ++STR_SV_STNAME_SOUTH :{STRING} Süd ++STR_SV_STNAME_EAST :{STRING} Ost ++STR_SV_STNAME_WEST :{STRING} West ++STR_SV_STNAME_CENTRAL :{STRING} Zentrum ++STR_SV_STNAME_TRANSFER :{STRING} Transfer ++STR_SV_STNAME_HALT :{STRING} Haltepunkt ++STR_SV_STNAME_VALLEY :{STRING} Tal ++STR_SV_STNAME_HEIGHTS :{STRING} Höhe ++STR_SV_STNAME_WOODS :{STRING} Waldrand ++STR_SV_STNAME_LAKESIDE :{STRING} Seeblick ++STR_SV_STNAME_EXCHANGE :{STRING} Abzweigung ++STR_SV_STNAME_AIRPORT :{STRING} Flughafen ++STR_SV_STNAME_OILFIELD :{STRING} Ölfeld ++STR_SV_STNAME_MINES :{STRING} Mine ++STR_SV_STNAME_DOCKS :{STRING} Hafen ++STR_SV_STNAME_BUOY :{STRING} ++STR_SV_STNAME_WAYPOINT :{STRING} ++##id 0x6020 ++STR_SV_STNAME_ANNEXE :{STRING} Anbau ++STR_SV_STNAME_SIDINGS :{STRING} Nebengleis ++STR_SV_STNAME_BRANCH :{STRING} Abzweig ++STR_SV_STNAME_UPPER :Ober-{STRING} ++STR_SV_STNAME_LOWER :Unter-{STRING} ++STR_SV_STNAME_HELIPORT :{STRING} Landeplatz ++STR_SV_STNAME_FOREST :{STRING} Wald ++STR_SV_STNAME_FALLBACK :{STRING} Station #{NUM} ++############ end of savegame specific region! ++ ++##id 0x8000 ++# Vehicle names ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_KIRBY_PAUL_TANK_STEAM :Kirby Paul Tank (Dampf) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_MJS_250_DIESEL :MJS 250 (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_PLODDYPHUT_CHOO_CHOO :Ploddyphut Choo-Choo ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_POWERNAUT_CHOO_CHOO :Powernaut Choo-Choo ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_MIGHTYMOVER_CHOO_CHOO :MightyMover Choo-Choo ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_PLODDYPHUT_DIESEL :Ploddyphut Diesel ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_POWERNAUT_DIESEL :Powernaut Diesel ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_WILLS_2_8_0_STEAM :Wills 2-8-0 (Dampf) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_CHANEY_JUBILEE_STEAM :Chaney 'Jubilee' (Dampf) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_GINZU_A4_STEAM :Ginzu 'A4' (Dampf) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_SH_8P_STEAM :SH '8P' (Dampf) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_MANLEY_MOREL_DMU_DIESEL :Manley-Morel VT (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_DASH_DIESEL :'Dash' (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_SH_HENDRY_25_DIESEL :SH/Hendry '25' (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_UU_37_DIESEL :UU '37' (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_FLOSS_47_DIESEL :Floss '47' (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_CS_4000_DIESEL :CS 4000 (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_CS_2400_DIESEL :CS 2400 (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_CENTENNIAL_DIESEL :Centennial (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_KELLING_3100_DIESEL :Kelling 3100 (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_TURNER_TURBO_DIESEL :Turner Turbo (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_MJS_1000_DIESEL :MJS 1000 (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_SH_125_DIESEL :SH '125' (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_SH_30_ELECTRIC :SH '30' (Elektrisch) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_SH_40_ELECTRIC :SH '40' (Elektrisch) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_T_I_M_ELECTRIC :'T.I.M.' (Elektrisch) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_ASIASTAR_ELECTRIC :'AsiaStar' (Elektrisch) ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_PASSENGER_CAR :Passagierwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_MAIL_VAN :Postwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_COAL_CAR :Kohlenwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_OIL_TANKER :Öltanker ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_LIVESTOCK_VAN :Viehtransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_GOODS_VAN :Güterwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_GRAIN_HOPPER :Getreidetransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_WOOD_TRUCK :Holzwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_IRON_ORE_HOPPER :Eisenerzwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_STEEL_TRUCK :Stahltransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_ARMORED_VAN :Sicherheitstransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_FOOD_VAN :Nahrungstransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_PAPER_TRUCK :Papiertransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_COPPER_ORE_HOPPER :Kupfererzwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_WATER_TANKER :Wassertanker ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_FRUIT_TRUCK :Fruchttransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_RUBBER_TRUCK :Kautschukwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_SUGAR_TRUCK :Zuckertransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_COTTON_CANDY_HOPPER :Zuckerwattewaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_TOFFEE_HOPPER :Karamellwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_BUBBLE_VAN :Luftblasentransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_COLA_TANKER :Colatanker ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_CANDY_VAN :Bonbontransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_TOY_VAN :Spielzeugtransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_BATTERY_TRUCK :Batterietransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_FIZZY_DRINK_TRUCK :Limonadentransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_PLASTIC_TRUCK :Plastiktransporter ++STR_VEHICLE_NAME_TRAIN_ENGINE_MONORAIL_X2001_ELECTRIC :'X2001' (Elektrisch) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MONORAIL_MILLENNIUM_Z1_ELECTRIC :'Millennium Z1' (Elektrisch) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MONORAIL_WIZZOWOW_Z99 :Wizzowow Z99 ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_PASSENGER_CAR :Passagierwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_MAIL_VAN :Postwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_COAL_CAR :Kohlewaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_OIL_TANKER :Öltanker ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_LIVESTOCK_VAN :Viehtransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_GOODS_VAN :Güterwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_GRAIN_HOPPER :Getreidewaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_WOOD_TRUCK :Holzwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_IRON_ORE_HOPPER :Eisenerzwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_STEEL_TRUCK :Stahltransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_ARMORED_VAN :Sicherheitstransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_FOOD_VAN :Nahrungstransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_PAPER_TRUCK :Papiertransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_COPPER_ORE_HOPPER :Kupfererzwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_WATER_TANKER :Wassertanker ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_FRUIT_TRUCK :Fruchttransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_RUBBER_TRUCK :Kautschuktransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_SUGAR_TRUCK :Zuckertransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_COTTON_CANDY_HOPPER :Zuckerwattewaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_TOFFEE_HOPPER :Karamelltransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_BUBBLE_VAN :Luftblasentransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_COLA_TANKER :Colatransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_CANDY_VAN :Bonbontransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_TOY_VAN :Spielwarentransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_BATTERY_TRUCK :Batterietransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_FIZZY_DRINK_TRUCK :Limonadetransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_PLASTIC_TRUCK :Plastikwaggon ++STR_VEHICLE_NAME_TRAIN_ENGINE_MAGLEV_LEV1_LEVIATHAN_ELECTRIC :Lev1 'Leviathan' (elektrisch) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MAGLEV_LEV2_CYCLOPS_ELECTRIC :Lev2 'Cyclops' (elektrisch) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MAGLEV_LEV3_PEGASUS_ELECTRIC :Lev3 'Pegasus' (elektrisch) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MAGLEV_LEV4_CHIMAERA_ELECTRIC :Lev4 'Chimaera' (elektrisch) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MAGLEV_WIZZOWOW_ROCKETEER :Wizzowow Rocketeer ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_PASSENGER_CAR :Passagierwaggon (Magnetschwebebahn) ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_MAIL_VAN :Postwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_COAL_CAR :Kohlewaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_OIL_TANKER :Öltanker ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_LIVESTOCK_VAN :Viehtransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_GOODS_VAN :Güterwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_GRAIN_HOPPER :Getreidetransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_WOOD_TRUCK :Holzwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_IRON_ORE_HOPPER :Eisenerzwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_STEEL_TRUCK :Stahltransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_ARMORED_VAN :Sicherheitstransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_FOOD_VAN :Nahrungstransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_PAPER_TRUCK :Papiertransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_COPPER_ORE_HOPPER :Kupfererzwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_WATER_TANKER :Wassertanker ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_FRUIT_TRUCK :Fruchttransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_RUBBER_TRUCK :Kautschukwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_SUGAR_TRUCK :Zuckertransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_COTTON_CANDY_HOPPER :Zuckerwattewaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_TOFFEE_HOPPER :Karamelltransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_BUBBLE_VAN :Luftblasentransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_COLA_TANKER :Colatransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_CANDY_VAN :Bonbontransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_TOY_VAN :Spielwarentransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_BATTERY_TRUCK :Batterielaster ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_FIZZY_DRINK_TRUCK :Limonadetransporter ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_PLASTIC_TRUCK :Plastikwaggon ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_REGAL_BUS :MPS Regal Bus ++STR_VEHICLE_NAME_ROAD_VEHICLE_HEREFORD_LEOPARD_BUS :Hereford Leopard Bus ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_BUS :Foster Bus ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_MKII_SUPERBUS :Foster MkII Superbus ++STR_VEHICLE_NAME_ROAD_VEHICLE_PLODDYPHUT_MKI_BUS :Ploddyphut MkI Bus ++STR_VEHICLE_NAME_ROAD_VEHICLE_PLODDYPHUT_MKII_BUS :Ploddyphut MkII Bus ++STR_VEHICLE_NAME_ROAD_VEHICLE_PLODDYPHUT_MKIII_BUS :Ploddyphut MkIII Bus ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_COAL_TRUCK :Balogh Kohlelaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_COAL_TRUCK :Uhl Kohlelaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_DW_COAL_TRUCK :DW Kohlelaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_MAIL_TRUCK :MPS Postwagen ++STR_VEHICLE_NAME_ROAD_VEHICLE_REYNARD_MAIL_TRUCK :Reynard Postwagen ++STR_VEHICLE_NAME_ROAD_VEHICLE_PERRY_MAIL_TRUCK :Perry Postwagen ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_MAIL_TRUCK :MightyMover Postwagen ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_MAIL_TRUCK :Powernaught Postwagen ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_MAIL_TRUCK :Wizzowow Postwagen ++STR_VEHICLE_NAME_ROAD_VEHICLE_WITCOMBE_OIL_TANKER :Witcombe Öltanker ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_OIL_TANKER :Foster Öltanker ++STR_VEHICLE_NAME_ROAD_VEHICLE_PERRY_OIL_TANKER :Perry Öltanker ++STR_VEHICLE_NAME_ROAD_VEHICLE_TALBOTT_LIVESTOCK_VAN :Talbott Viehtransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_LIVESTOCK_VAN :Uhl Viehtransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_LIVESTOCK_VAN :Foster Viehtransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_GOODS_TRUCK :Balogh Gütertransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_CRAIGHEAD_GOODS_TRUCK :Craighead Gütertransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_GOSS_GOODS_TRUCK :Goss Gütertransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_HEREFORD_GRAIN_TRUCK :Hereford Getreidetransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_THOMAS_GRAIN_TRUCK :Thomas Getreidetransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_GOSS_GRAIN_TRUCK :Goss Getreidetransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_WITCOMBE_WOOD_TRUCK :Witcombe Holzlaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_WOOD_TRUCK :Foster Holzlaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_MORELAND_WOOD_TRUCK :Moreland Holzlaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_IRON_ORE_TRUCK :MPS Eisenerzlaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_IRON_ORE_TRUCK :Uhl Eisenerzlaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_CHIPPY_IRON_ORE_TRUCK :Chippy Eisenerzlaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_STEEL_TRUCK :Balogh Stahltransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_STEEL_TRUCK :Uhl Stahltransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_KELLING_STEEL_TRUCK :Kelling Stahltransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_ARMORED_TRUCK :Balogh Sicherheitstransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_ARMORED_TRUCK :Uhl Sicherheitstransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_ARMORED_TRUCK :Foster Sicherheitstransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_FOOD_VAN :Foster Nahrungstransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_PERRY_FOOD_VAN :Perry Nahrungstransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_CHIPPY_FOOD_VAN :Chippy Nahrungstransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_PAPER_TRUCK :Uhl Papierlaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_PAPER_TRUCK :Balogh Papierlaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_PAPER_TRUCK :MPS Papierlaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_COPPER_ORE_TRUCK :MPS Kupfererzlaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_COPPER_ORE_TRUCK :Uhl Kupfererzlaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_GOSS_COPPER_ORE_TRUCK :Goss Kupfererzlaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_WATER_TANKER :Uhl Wassertankwagen ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_WATER_TANKER :Balogh Wassertankwagen ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_WATER_TANKER :MPS Wassertankwagen ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_FRUIT_TRUCK :Balogh Früchtetransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_FRUIT_TRUCK :Uhl Früchtetransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_KELLING_FRUIT_TRUCK :Kelling Früchtetransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_RUBBER_TRUCK :Balogh Kautschuklaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_RUBBER_TRUCK :Uhl Kautschuklaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_RMT_RUBBER_TRUCK :RMT Kautschuklaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_SUGAR_TRUCK :MightyMover Zuckertransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_SUGAR_TRUCK :Powernaught Zuckertransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_SUGAR_TRUCK :Wizzowow Zuckertransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_COLA_TRUCK :MightyMover Cola-Tankwagen ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_COLA_TRUCK :Powernaught Cola-Tankwagen ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_COLA_TRUCK :Wizzowow Cola-Tankwagen ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_COTTON_CANDY :MightyMover Zuckerwattelaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_COTTON_CANDY :Powernaught Zuckerwattelaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_COTTON_CANDY_TRUCK :Wizzowow Zuckerwattelaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_TOFFEE_TRUCK :MightyMover Karamelllaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_TOFFEE_TRUCK :Powernaught Karamelllaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_TOFFEE_TRUCK :Wizzowow Karamelllaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_TOY_VAN :MightyMover Spielwarentransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_TOY_VAN :Powernaught Spielwarentransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_TOY_VAN :Wizzowow Spielwarentransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_CANDY_TRUCK :MightyMover Bonbontransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_CANDY_TRUCK :Powernaught Bonbontransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_CANDY_TRUCK :Wizzowow Bonbontransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_BATTERY_TRUCK :MightyMover Batterielaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_BATTERY_TRUCK :Powernaught Batterielaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_BATTERY_TRUCK :Wizzowow Batterielaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_FIZZY_DRINK :MightyMover Limonadentanker ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_FIZZY_DRINK :Powernaught Limonadentanker ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_FIZZY_DRINK_TRUCK :Wizzowow Limonadentanker ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_PLASTIC_TRUCK :MightyMover Plastiktransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_PLASTIC_TRUCK :Powernaught Plastiktransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_PLASTIC_TRUCK :Wizzowow Plastiktransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_BUBBLE_TRUCK :MightyMover Luftblasenlaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_BUBBLE_TRUCK :Powernaught Luftblasenlaster ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_BUBBLE_TRUCK :Wizzowow Luftblasenlaster ++STR_VEHICLE_NAME_SHIP_MPS_OIL_TANKER :MPS Öltanker ++STR_VEHICLE_NAME_SHIP_CS_INC_OIL_TANKER :CS-Inc. Öltanker ++STR_VEHICLE_NAME_SHIP_MPS_PASSENGER_FERRY :MPS Passagierschiff ++STR_VEHICLE_NAME_SHIP_FFP_PASSENGER_FERRY :FFP Passagierschiff ++STR_VEHICLE_NAME_SHIP_BAKEWELL_300_HOVERCRAFT :Bakewell 300 Luftkissenboot ++STR_VEHICLE_NAME_SHIP_CHUGGER_CHUG_PASSENGER :Chugger-Chug Passagierschiff ++STR_VEHICLE_NAME_SHIP_SHIVERSHAKE_PASSENGER_FERRY :Shivershake Passagierschiff ++STR_VEHICLE_NAME_SHIP_YATE_CARGO_SHIP :Yate Frachter ++STR_VEHICLE_NAME_SHIP_BAKEWELL_CARGO_SHIP :Bakewell Frachter ++STR_VEHICLE_NAME_SHIP_MIGHTYMOVER_CARGO_SHIP :MightyMover Frachter ++STR_VEHICLE_NAME_SHIP_POWERNAUT_CARGO_SHIP :Powernaut Frachter ++STR_VEHICLE_NAME_AIRCRAFT_SAMPSON_U52 :Sampson U52 ++STR_VEHICLE_NAME_AIRCRAFT_COLEMAN_COUNT :Coleman Count ++STR_VEHICLE_NAME_AIRCRAFT_FFP_DART :FFP Dart ++STR_VEHICLE_NAME_AIRCRAFT_YATE_HAUGAN :Yate Haugan ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_COTSWALD_LB_3 :Bakewell Cotswald LB-3 ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_LUCKETT_LB_8 :Bakewell Luckett LB-8 ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_LUCKETT_LB_9 :Bakewell Luckett LB-9 ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_LUCKETT_LB80 :Bakewell Luckett LB80 ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_LUCKETT_LB_10 :Bakewell Luckett LB-10 ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_LUCKETT_LB_11 :Bakewell Luckett LB-11 ++STR_VEHICLE_NAME_AIRCRAFT_YATE_AEROSPACE_YAC_1_11 :Yate Aerospace YAC 1-11 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_100 :Darwin 100 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_200 :Darwin 200 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_300 :Darwin 300 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_400 :Darwin 400 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_500 :Darwin 500 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_600 :Darwin 600 ++STR_VEHICLE_NAME_AIRCRAFT_GURU_GALAXY :Guru Galaxy ++STR_VEHICLE_NAME_AIRCRAFT_AIRTAXI_A21 :Airtaxi A21 ++STR_VEHICLE_NAME_AIRCRAFT_AIRTAXI_A31 :Airtaxi A31 ++STR_VEHICLE_NAME_AIRCRAFT_AIRTAXI_A32 :Airtaxi A32 ++STR_VEHICLE_NAME_AIRCRAFT_AIRTAXI_A33 :Airtaxi A33 ++STR_VEHICLE_NAME_AIRCRAFT_YATE_AEROSPACE_YAE46 :Yate Aerospace YAe46 ++STR_VEHICLE_NAME_AIRCRAFT_DINGER_100 :Dinger 100 ++STR_VEHICLE_NAME_AIRCRAFT_AIRTAXI_A34_1000 :AirTaxi A34-1000 ++STR_VEHICLE_NAME_AIRCRAFT_YATE_Z_SHUTTLE :Yate Z-Shuttle ++STR_VEHICLE_NAME_AIRCRAFT_KELLING_K1 :Kelling K1 ++STR_VEHICLE_NAME_AIRCRAFT_KELLING_K6 :Kelling K6 ++STR_VEHICLE_NAME_AIRCRAFT_KELLING_K7 :Kelling K7 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_700 :Darwin 700 ++STR_VEHICLE_NAME_AIRCRAFT_FFP_HYPERDART_2 :FFP Hyperdart 2 ++STR_VEHICLE_NAME_AIRCRAFT_DINGER_200 :Dinger 200 ++STR_VEHICLE_NAME_AIRCRAFT_DINGER_1000 :Dinger 1000 ++STR_VEHICLE_NAME_AIRCRAFT_PLODDYPHUT_100 :Ploddyphut 100 ++STR_VEHICLE_NAME_AIRCRAFT_PLODDYPHUT_500 :Ploddyphut 500 ++STR_VEHICLE_NAME_AIRCRAFT_FLASHBANG_X1 :Flashbang X1 ++STR_VEHICLE_NAME_AIRCRAFT_JUGGERPLANE_M1 :Juggerplane M1 ++STR_VEHICLE_NAME_AIRCRAFT_FLASHBANG_WIZZER :Flashbang Wizzer ++STR_VEHICLE_NAME_AIRCRAFT_TRICARIO_HELICOPTER :Tricario Hubschrauber ++STR_VEHICLE_NAME_AIRCRAFT_GURU_X2_HELICOPTER :Guru X2 Hubschrauber ++STR_VEHICLE_NAME_AIRCRAFT_POWERNAUT_HELICOPTER :Powernaut Hubschrauber ++ ++##id 0x8800 ++# Formatting of some strings ++STR_FORMAT_DATE_TINY :{STRING}-{STRING}-{NUM} ++STR_FORMAT_DATE_SHORT :{STRING} {NUM} ++STR_FORMAT_DATE_LONG :{STRING} {STRING} {NUM} ++STR_FORMAT_DATE_ISO :{2:NUM}-{1:STRING}-{0:STRING} ++ ++STR_FORMAT_BUOY_NAME :{TOWN} Boje ++STR_FORMAT_BUOY_NAME_SERIAL :{TOWN} Boje #{COMMA} ++STR_FORMAT_COMPANY_NUM :(Firma {COMMA}) ++STR_FORMAT_GROUP_NAME :Gruppe {COMMA} ++STR_FORMAT_INDUSTRY_NAME :{TOWN} {STRING} ++STR_FORMAT_WAYPOINT_NAME :Wegpunkt {TOWN} ++STR_FORMAT_WAYPOINT_NAME_SERIAL :Wegpunkt {TOWN} #{COMMA} ++ ++STR_FORMAT_DEPOT_NAME_TRAIN :{TOWN} Zugdepot ++STR_FORMAT_DEPOT_NAME_TRAIN_SERIAL :{TOWN} Zugdepot #{COMMA} ++STR_FORMAT_DEPOT_NAME_ROAD_VEHICLE :{TOWN} Straßenfahrzeug - Depot ++STR_FORMAT_DEPOT_NAME_ROAD_VEHICLE_SERIAL :{TOWN} Straßenfahrzeug - Depot #{COMMA} ++STR_FORMAT_DEPOT_NAME_SHIP :{TOWN} Werft ++STR_FORMAT_DEPOT_NAME_SHIP_SERIAL :{TOWN} Werft #{COMMA} ++STR_FORMAT_DEPOT_NAME_AIRCRAFT :{STATION} Hangar ++ ++STR_UNKNOWN_STATION :unbekannte Station ++STR_DEFAULT_SIGN_NAME :Schild ++STR_COMPANY_SOMEONE :Jemand ++ ++STR_SAVEGAME_NAME_DEFAULT :{COMPANY}, {STRING} ++STR_SAVEGAME_NAME_SPECTATOR :Zuschauer, {1:STRING} ++ ++# Viewport strings ++STR_VIEWPORT_TOWN_POP :{WHITE}{TOWN} ({COMMA}) ++STR_VIEWPORT_TOWN :{WHITE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_BLACK :{TINY_FONT}{BLACK}{TOWN} ++STR_VIEWPORT_TOWN_TINY_WHITE :{TINY_FONT}{WHITE}{TOWN} ++ ++STR_VIEWPORT_SIGN_SMALL_BLACK :{TINY_FONT}{BLACK}{SIGN} ++STR_VIEWPORT_SIGN_SMALL_WHITE :{TINY_FONT}{WHITE}{SIGN} ++ ++STR_VIEWPORT_STATION :{STATION} {STATION_FEATURES} ++STR_VIEWPORT_STATION_TINY :{TINY_FONT}{STATION} ++ ++STR_VIEWPORT_WAYPOINT :{WAYPOINT} ++STR_VIEWPORT_WAYPOINT_TINY :{TINY_FONT}{WAYPOINT} ++ ++# Simple strings to get specific types of data ++STR_COMPANY_NAME :{COMPANY} ++STR_COMPANY_NAME_COMPANY_NUM :{COMPANY} {COMPANY_NUM} ++STR_DEPOT_NAME :{DEPOT} ++STR_ENGINE_NAME :{ENGINE} ++STR_HIDDEN_ENGINE_NAME :{ENGINE} (ausgeblendet) ++STR_GROUP_NAME :{GROUP} ++STR_INDUSTRY_NAME :{INDUSTRY} ++STR_PRESIDENT_NAME :{PRESIDENT_NAME} ++STR_SIGN_NAME :{SIGN} ++STR_STATION_NAME :{STATION} ++STR_TOWN_NAME :{TOWN} ++STR_VEHICLE_NAME :{VEHICLE} ++STR_WAYPOINT_NAME :{WAYPOINT} ++ ++STR_JUST_CARGO :{CARGO_LONG} ++STR_JUST_CHECKMARK :{CHECKMARK} ++STR_JUST_COMMA :{COMMA} ++STR_JUST_CURRENCY_SHORT :{CURRENCY_SHORT} ++STR_JUST_CURRENCY_LONG :{CURRENCY_LONG} ++STR_JUST_CARGO_LIST :{CARGO_LIST} ++STR_JUST_INT :{NUM} ++STR_JUST_DATE_TINY :{DATE_TINY} ++STR_JUST_DATE_SHORT :{DATE_SHORT} ++STR_JUST_DATE_LONG :{DATE_LONG} ++STR_JUST_DATE_ISO :{DATE_ISO} ++STR_JUST_STRING :{STRING} ++STR_JUST_STRING_STRING :{STRING}{STRING} ++STR_JUST_RAW_STRING :{STRING} ++STR_JUST_BIG_RAW_STRING :{BIG_FONT}{STRING} ++ ++# Slightly 'raw' stringcodes with colour or size ++STR_BLACK_COMMA :{BLACK}{COMMA} ++STR_TINY_BLACK_COMA :{TINY_FONT}{BLACK}{COMMA} ++STR_TINY_COMMA :{TINY_FONT}{COMMA} ++STR_BLUE_COMMA :{BLUE}{COMMA} ++STR_RED_COMMA :{RED}{COMMA} ++STR_WHITE_COMMA :{WHITE}{COMMA} ++STR_TINY_BLACK_DECIMAL :{TINY_FONT}{BLACK}{DECIMAL} ++STR_COMPANY_MONEY :{WHITE}{CURRENCY_LONG} ++STR_BLACK_DATE_LONG :{BLACK}{DATE_LONG} ++STR_WHITE_DATE_LONG :{WHITE}{DATE_LONG} ++STR_SHORT_DATE :{WHITE}{DATE_TINY} ++STR_DATE_LONG_SMALL :{TINY_FONT}{BLACK}{DATE_LONG} ++STR_TINY_GROUP :{TINY_FONT}{GROUP} ++STR_BLACK_INT :{BLACK}{NUM} ++STR_ORANGE_INT :{ORANGE}{NUM} ++STR_WHITE_SIGN :{WHITE}{SIGN} ++STR_TINY_BLACK_STATION :{TINY_FONT}{BLACK}{STATION} ++STR_BLACK_STRING :{BLACK}{STRING} ++STR_BLACK_RAW_STRING :{BLACK}{STRING} ++STR_ORANGE_STRING :{ORANGE}{STRING} ++STR_LTBLUE_STRING :{LTBLUE}{STRING} ++STR_WHITE_STRING :{WHITE}{STRING} ++STR_ORANGE_STRING1_WHITE :{ORANGE}{STRING}{WHITE} ++STR_ORANGE_STRING1_LTBLUE :{ORANGE}{STRING}{LTBLUE} ++STR_TINY_BLACK_HEIGHT :{TINY_FONT}{BLACK}{HEIGHT} ++STR_TINY_BLACK_VEHICLE :{TINY_FONT}{BLACK}{VEHICLE} ++STR_TINY_RIGHT_ARROW :{TINY_FONT}{RIGHT_ARROW} ++ ++STR_BLACK_1 :{BLACK}1 ++STR_BLACK_2 :{BLACK}2 ++STR_BLACK_3 :{BLACK}3 ++STR_BLACK_4 :{BLACK}4 ++STR_BLACK_5 :{BLACK}5 ++STR_BLACK_6 :{BLACK}6 ++STR_BLACK_7 :{BLACK}7 ++ ++STR_TRAIN :{BLACK}{TRAIN} ++STR_BUS :{BLACK}{BUS} ++STR_LORRY :{BLACK}{LORRY} ++STR_PLANE :{BLACK}{PLANE} ++STR_SHIP :{BLACK}{SHIP} ++ ++STR_TOOLBAR_RAILTYPE_VELOCITY :{STRING} ({VELOCITY}) +diff --git a/src/lang/icelandic.txt b/src/lang/icelandic.txt +index 479bca6a7..8fa01c35c 100644 +--- a/src/lang/icelandic.txt ++++ b/src/lang/icelandic.txt +@@ -4624,10 +4624,18 @@ STR_SAVEGAME_NAME_DEFAULT :{COMPANY}, {STR + STR_SAVEGAME_NAME_SPECTATOR :Áhorfandi, {1:STRING} + + # Viewport strings ++STR_VIEWPORT_TOWN_POP_VERY_POOR_RATING :{WHITE}{TOWN} {RED}({COMMA}) ++STR_VIEWPORT_TOWN_POP_MEDIOCRE_RATING :{WHITE}{TOWN} {ORANGE}({COMMA}) ++STR_VIEWPORT_TOWN_POP_GOOD_RATING :{WHITE}{TOWN} {YELLOW}({COMMA}) + STR_VIEWPORT_TOWN_POP :{WHITE}{TOWN} ({COMMA}) ++STR_VIEWPORT_TOWN_POP_EXCELLENT_RATING :{WHITE}{TOWN} {GREEN}({COMMA}) + STR_VIEWPORT_TOWN :{WHITE}{TOWN} + STR_VIEWPORT_TOWN_TINY_BLACK :{TINY_FONT}{BLACK}{TOWN} ++STR_VIEWPORT_TOWN_TINY_VERY_POOR_RATING :{TINY_FONT}{RED}{TOWN} ++STR_VIEWPORT_TOWN_TINY_MEDIOCRE_RATING :{TINY_FONT}{ORANGE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_GOOD_RATING :{TINY_FONT}{YELLOW}{TOWN} + STR_VIEWPORT_TOWN_TINY_WHITE :{TINY_FONT}{WHITE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_EXCELLENT_RATING :{TINY_FONT}{GREEN}{TOWN} + + STR_VIEWPORT_SIGN_SMALL_BLACK :{TINY_FONT}{BLACK}{SIGN} + STR_VIEWPORT_SIGN_SMALL_WHITE :{TINY_FONT}{WHITE}{SIGN} +diff --git a/src/lang/indonesian.txt b/src/lang/indonesian.txt +index 09b8dbb66..814971aa6 100644 +--- a/src/lang/indonesian.txt ++++ b/src/lang/indonesian.txt +@@ -4865,10 +4865,18 @@ STR_SAVEGAME_NAME_DEFAULT :{COMPANY}, {STR + STR_SAVEGAME_NAME_SPECTATOR :Penonton, {1:STRING} + + # Viewport strings ++STR_VIEWPORT_TOWN_POP_VERY_POOR_RATING :{WHITE}{TOWN} {RED}({COMMA}) ++STR_VIEWPORT_TOWN_POP_MEDIOCRE_RATING :{WHITE}{TOWN} {ORANGE}({COMMA}) ++STR_VIEWPORT_TOWN_POP_GOOD_RATING :{WHITE}{TOWN} {YELLOW}({COMMA}) + STR_VIEWPORT_TOWN_POP :{WHITE}{TOWN} ({COMMA}) ++STR_VIEWPORT_TOWN_POP_EXCELLENT_RATING :{WHITE}{TOWN} {GREEN}({COMMA}) + STR_VIEWPORT_TOWN :{WHITE}{TOWN} + STR_VIEWPORT_TOWN_TINY_BLACK :{TINY_FONT}{BLACK}{TOWN} ++STR_VIEWPORT_TOWN_TINY_VERY_POOR_RATING :{TINY_FONT}{RED}{TOWN} ++STR_VIEWPORT_TOWN_TINY_MEDIOCRE_RATING :{TINY_FONT}{ORANGE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_GOOD_RATING :{TINY_FONT}{YELLOW}{TOWN} + STR_VIEWPORT_TOWN_TINY_WHITE :{TINY_FONT}{WHITE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_EXCELLENT_RATING :{TINY_FONT}{GREEN}{TOWN} + + STR_VIEWPORT_SIGN_SMALL_BLACK :{TINY_FONT}{BLACK}{SIGN} + STR_VIEWPORT_SIGN_SMALL_WHITE :{TINY_FONT}{WHITE}{SIGN} +diff --git a/src/lang/italian.txt b/src/lang/italian.txt +index 0759f850e..4402b16f2 100644 +--- a/src/lang/italian.txt ++++ b/src/lang/italian.txt +@@ -4924,10 +4924,18 @@ STR_SAVEGAME_NAME_DEFAULT :{COMPANY}, {STR + STR_SAVEGAME_NAME_SPECTATOR :Spettatore, {1:STRING} + + # Viewport strings ++STR_VIEWPORT_TOWN_POP_VERY_POOR_RATING :{WHITE}{TOWN} {RED}({COMMA}) ++STR_VIEWPORT_TOWN_POP_MEDIOCRE_RATING :{WHITE}{TOWN} {ORANGE}({COMMA}) ++STR_VIEWPORT_TOWN_POP_GOOD_RATING :{WHITE}{TOWN} {YELLOW}({COMMA}) + STR_VIEWPORT_TOWN_POP :{WHITE}{TOWN} ({COMMA}) ++STR_VIEWPORT_TOWN_POP_EXCELLENT_RATING :{WHITE}{TOWN} {GREEN}({COMMA}) + STR_VIEWPORT_TOWN :{WHITE}{TOWN} + STR_VIEWPORT_TOWN_TINY_BLACK :{TINY_FONT}{BLACK}{TOWN} ++STR_VIEWPORT_TOWN_TINY_VERY_POOR_RATING :{TINY_FONT}{RED}{TOWN} ++STR_VIEWPORT_TOWN_TINY_MEDIOCRE_RATING :{TINY_FONT}{ORANGE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_GOOD_RATING :{TINY_FONT}{YELLOW}{TOWN} + STR_VIEWPORT_TOWN_TINY_WHITE :{TINY_FONT}{WHITE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_EXCELLENT_RATING :{TINY_FONT}{GREEN}{TOWN} + + STR_VIEWPORT_SIGN_SMALL_BLACK :{TINY_FONT}{BLACK}{SIGN} + STR_VIEWPORT_SIGN_SMALL_WHITE :{TINY_FONT}{WHITE}{SIGN} +diff --git a/src/lang/italian.txt.orig b/src/lang/italian.txt.orig +new file mode 100644 +index 000000000..988a95758 +--- /dev/null ++++ b/src/lang/italian.txt.orig +@@ -0,0 +1,5014 @@ ++##name Italian ++##ownname Italiano ++##isocode it_IT ++##plural 0 ++##textdir ltr ++##digitsep . ++##digitsepcur . ++##decimalsep , ++##winlangid 0x0410 ++##grflangid 0x27 ++##gender m ma f ++##case ms mp fs fp ++ ++ ++# $Id$ ++ ++# 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/>. ++ ++ ++##id 0x0000 ++STR_NULL : ++STR_EMPTY : ++STR_UNDEFINED :(stringa non definita) ++STR_JUST_NOTHING :Nulla ++ ++# Cargo related strings ++# Plural cargo name ++STR_CARGO_PLURAL_NOTHING : ++STR_CARGO_PLURAL_PASSENGERS :{G=m}Passeggeri ++STR_CARGO_PLURAL_COAL :{G=m}Carbone ++STR_CARGO_PLURAL_MAIL :{G=f}Posta ++STR_CARGO_PLURAL_OIL :{G=m}Petrolio ++STR_CARGO_PLURAL_LIVESTOCK :{G=m}Bestiame ++STR_CARGO_PLURAL_GOODS :{G=m}Beni ++STR_CARGO_PLURAL_GRAIN :{G=m}Grano ++STR_CARGO_PLURAL_WOOD :{G=m}Legname ++STR_CARGO_PLURAL_IRON_ORE :{G=m}Ferro ++STR_CARGO_PLURAL_STEEL :{G=m}Acciaio ++STR_CARGO_PLURAL_VALUABLES :{G=m}Valori ++STR_CARGO_PLURAL_COPPER_ORE :{G=m}Rame ++STR_CARGO_PLURAL_MAIZE :{G=m}Mais ++STR_CARGO_PLURAL_FRUIT :{G=f}Frutta ++STR_CARGO_PLURAL_DIAMONDS :{G=m}Diamanti ++STR_CARGO_PLURAL_FOOD :{G=m}Cibo ++STR_CARGO_PLURAL_PAPER :{G=f}Carta ++STR_CARGO_PLURAL_GOLD :{G=m}Oro ++STR_CARGO_PLURAL_WATER :{G=f}Acqua ++STR_CARGO_PLURAL_WHEAT :{G=m}Frumento ++STR_CARGO_PLURAL_RUBBER :{G=f}Gomma ++STR_CARGO_PLURAL_SUGAR :{G=m}Zucchero ++STR_CARGO_PLURAL_TOYS :{G=m}Giocattoli ++STR_CARGO_PLURAL_CANDY :{G=f}Caramelle ++STR_CARGO_PLURAL_COLA :{G=f}Cola ++STR_CARGO_PLURAL_COTTON_CANDY :{G=m}Zucchero filato ++STR_CARGO_PLURAL_BUBBLES :{G=f}Bollicine ++STR_CARGO_PLURAL_TOFFEE :{G=m}Toffee ++STR_CARGO_PLURAL_BATTERIES :{G=f}Batterie ++STR_CARGO_PLURAL_PLASTIC :{G=f}Plastica ++STR_CARGO_PLURAL_FIZZY_DRINKS :{G=f}Bibite frizzanti ++ ++# Singular cargo name ++STR_CARGO_SINGULAR_NOTHING : ++STR_CARGO_SINGULAR_PASSENGER :{G=m}Passeggeri ++STR_CARGO_SINGULAR_COAL :{G=m}Carbone ++STR_CARGO_SINGULAR_MAIL :{G=f}Posta ++STR_CARGO_SINGULAR_OIL :{G=m}Petrolio ++STR_CARGO_SINGULAR_LIVESTOCK :{G=m}Bestiame ++STR_CARGO_SINGULAR_GOODS :{G=m}Beni ++STR_CARGO_SINGULAR_GRAIN :{G=m}Grano ++STR_CARGO_SINGULAR_WOOD :{G=m}Legname ++STR_CARGO_SINGULAR_IRON_ORE :{G=m}Ferro ++STR_CARGO_SINGULAR_STEEL :{G=m}Acciaio ++STR_CARGO_SINGULAR_VALUABLES :{G=m}Valori ++STR_CARGO_SINGULAR_COPPER_ORE :{G=m}Rame ++STR_CARGO_SINGULAR_MAIZE :{G=m}Mais ++STR_CARGO_SINGULAR_FRUIT :{G=f}Frutta ++STR_CARGO_SINGULAR_DIAMOND :{G=m}Diamante ++STR_CARGO_SINGULAR_FOOD :{G=m}Cibo ++STR_CARGO_SINGULAR_PAPER :{G=f}Carta ++STR_CARGO_SINGULAR_GOLD :{G=m}Oro ++STR_CARGO_SINGULAR_WATER :{G=f}Acqua ++STR_CARGO_SINGULAR_WHEAT :{G=m}Frumento ++STR_CARGO_SINGULAR_RUBBER :{G=f}Gomma ++STR_CARGO_SINGULAR_SUGAR :{G=m}Zucchero ++STR_CARGO_SINGULAR_TOY :{G=m}Giocattolo ++STR_CARGO_SINGULAR_CANDY :{G=f}Caramella ++STR_CARGO_SINGULAR_COLA :{G=f}Cola ++STR_CARGO_SINGULAR_COTTON_CANDY :{G=m}Zucchero filato ++STR_CARGO_SINGULAR_BUBBLE :{G=f}Bollicine ++STR_CARGO_SINGULAR_TOFFEE :{G=m}Toffee ++STR_CARGO_SINGULAR_BATTERY :{G=f}Batterie ++STR_CARGO_SINGULAR_PLASTIC :{G=f}Plastica ++STR_CARGO_SINGULAR_FIZZY_DRINK :{G=f}Bevande frizzanti ++ ++# Quantity of cargo ++STR_QUANTITY_NOTHING : ++STR_QUANTITY_PASSENGERS :{COMMA}{NBSP}passegger{P o i} ++STR_QUANTITY_COAL :{WEIGHT_LONG} di carbone ++STR_QUANTITY_MAIL :{COMMA}{NBSP}sacc{P o hi} postal{P e i} ++STR_QUANTITY_OIL :{VOLUME_LONG} di petrolio ++STR_QUANTITY_LIVESTOCK :{COMMA}{NBSP}cap{P o i} di bestiame ++STR_QUANTITY_GOODS :{COMMA}{NBSP}cass{P a e} di beni ++STR_QUANTITY_GRAIN :{WEIGHT_LONG} di grano ++STR_QUANTITY_WOOD :{WEIGHT_LONG} di legname ++STR_QUANTITY_IRON_ORE :{WEIGHT_LONG} di ferro ++STR_QUANTITY_STEEL :{WEIGHT_LONG} di acciaio ++STR_QUANTITY_VALUABLES :{COMMA}{NBSP}bors{P a e} di valori ++STR_QUANTITY_COPPER_ORE :{WEIGHT_LONG} di rame ++STR_QUANTITY_MAIZE :{WEIGHT_LONG} di mais ++STR_QUANTITY_FRUIT :{WEIGHT_LONG} di frutta ++STR_QUANTITY_DIAMONDS :{COMMA}{NBSP}sacc{P o hi} di diamanti ++STR_QUANTITY_FOOD :{WEIGHT_LONG} di cibo ++STR_QUANTITY_PAPER :{WEIGHT_LONG} di carta ++STR_QUANTITY_GOLD :{COMMA}{NBSP}sacc{P o hi} di oro ++STR_QUANTITY_WATER :{VOLUME_LONG} di acqua ++STR_QUANTITY_WHEAT :{WEIGHT_LONG} di frumento ++STR_QUANTITY_RUBBER :{VOLUME_LONG} di gomma ++STR_QUANTITY_SUGAR :{WEIGHT_LONG} di zucchero ++STR_QUANTITY_TOYS :{COMMA}{NBSP}giocattol{P o i} ++STR_QUANTITY_SWEETS :{COMMA}{NBSP}sacc{P o hi} di caramelle ++STR_QUANTITY_COLA :{VOLUME_LONG} di Cola ++STR_QUANTITY_CANDYFLOSS :{WEIGHT_LONG} di zucchero filato ++STR_QUANTITY_BUBBLES :{COMMA} bollicin{P a e} ++STR_QUANTITY_TOFFEE :{WEIGHT_LONG} di toffee ++STR_QUANTITY_BATTERIES :{COMMA} batteri{P a e} ++STR_QUANTITY_PLASTIC :{VOLUME_LONG} di plastica ++STR_QUANTITY_FIZZY_DRINKS :{COMMA} bibit{P a e} frizzant{P e i} ++STR_QUANTITY_N_A :N/A ++ ++# Two letter abbreviation of cargo name ++STR_ABBREV_NOTHING : ++STR_ABBREV_PASSENGERS :{TINY_FONT}PA ++STR_ABBREV_COAL :{TINY_FONT}CA ++STR_ABBREV_MAIL :{TINY_FONT}PT ++STR_ABBREV_OIL :{TINY_FONT}PE ++STR_ABBREV_LIVESTOCK :{TINY_FONT}BE ++STR_ABBREV_GOODS :{TINY_FONT}BN ++STR_ABBREV_GRAIN :{TINY_FONT}GR ++STR_ABBREV_WOOD :{TINY_FONT}LE ++STR_ABBREV_IRON_ORE :{TINY_FONT}FE ++STR_ABBREV_STEEL :{TINY_FONT}AC ++STR_ABBREV_VALUABLES :{TINY_FONT}VA ++STR_ABBREV_COPPER_ORE :{TINY_FONT}RM ++STR_ABBREV_MAIZE :{TINY_FONT}MA ++STR_ABBREV_FRUIT :{TINY_FONT}FT ++STR_ABBREV_DIAMONDS :{TINY_FONT}DM ++STR_ABBREV_FOOD :{TINY_FONT}CB ++STR_ABBREV_PAPER :{TINY_FONT}CT ++STR_ABBREV_GOLD :{TINY_FONT}OR ++STR_ABBREV_WATER :{TINY_FONT}AQ ++STR_ABBREV_WHEAT :{TINY_FONT}FR ++STR_ABBREV_RUBBER :{TINY_FONT}GM ++STR_ABBREV_SUGAR :{TINY_FONT}ZU ++STR_ABBREV_TOYS :{TINY_FONT}GI ++STR_ABBREV_SWEETS :{TINY_FONT}CM ++STR_ABBREV_COLA :{TINY_FONT}CL ++STR_ABBREV_CANDYFLOSS :{TINY_FONT}ZF ++STR_ABBREV_BUBBLES :{TINY_FONT}BO ++STR_ABBREV_TOFFEE :{TINY_FONT}TF ++STR_ABBREV_BATTERIES :{TINY_FONT}BA ++STR_ABBREV_PLASTIC :{TINY_FONT}PL ++STR_ABBREV_FIZZY_DRINKS :{TINY_FONT}BF ++STR_ABBREV_NONE :{TINY_FONT}NO ++STR_ABBREV_ALL :{TINY_FONT}TUT ++ ++# 'Mode' of transport for cargoes ++STR_PASSENGERS :{COMMA}{NBSP}passegger{P o i} ++STR_BAGS :{COMMA}{NBSP}sacc{P o hi} ++STR_TONS :{COMMA}{NBSP}tonnellat{P a e} ++STR_LITERS :{COMMA}{NBSP}litr{P o i} ++STR_ITEMS :{COMMA}{NBSP}oggett{P o i} ++STR_CRATES :{COMMA}{NBSP}cass{P a e} ++ ++# Colours, do not shuffle ++STR_COLOUR_DARK_BLUE :Blu scuro ++STR_COLOUR_PALE_GREEN :Verde chiaro ++STR_COLOUR_PINK :Rosa ++STR_COLOUR_YELLOW :Giallo ++STR_COLOUR_RED :Rosso ++STR_COLOUR_LIGHT_BLUE :Azzurro ++STR_COLOUR_GREEN :Verde ++STR_COLOUR_DARK_GREEN :Verde scuro ++STR_COLOUR_BLUE :Blu ++STR_COLOUR_CREAM :Crema ++STR_COLOUR_MAUVE :Malva ++STR_COLOUR_PURPLE :Viola ++STR_COLOUR_ORANGE :Arancio ++STR_COLOUR_BROWN :Marrone ++STR_COLOUR_GREY :Grigio ++STR_COLOUR_WHITE :Bianco ++ ++# Units used in OpenTTD ++STR_UNITS_VELOCITY_IMPERIAL :{COMMA}{NBSP}mph ++STR_UNITS_VELOCITY_METRIC :{COMMA}{NBSP}km/h ++STR_UNITS_VELOCITY_SI :{COMMA}{NBSP}m/s ++ ++STR_UNITS_POWER_IMPERIAL :{COMMA}{NBSP}hp ++STR_UNITS_POWER_METRIC :{COMMA}{NBSP}hp ++STR_UNITS_POWER_SI :{COMMA}{NBSP}kW ++ ++STR_UNITS_WEIGHT_SHORT_IMPERIAL :{COMMA}{NBSP}t ++STR_UNITS_WEIGHT_SHORT_METRIC :{COMMA}{NBSP}t ++STR_UNITS_WEIGHT_SHORT_SI :{COMMA}{NBSP}kg ++ ++STR_UNITS_WEIGHT_LONG_IMPERIAL :{COMMA}{NBSP}ton ++STR_UNITS_WEIGHT_LONG_METRIC :{COMMA}{NBSP}tonnellat{P a e} ++STR_UNITS_WEIGHT_LONG_SI :{COMMA}{NBSP}kg ++ ++STR_UNITS_VOLUME_SHORT_IMPERIAL :{COMMA}{NBSP}gal ++STR_UNITS_VOLUME_SHORT_METRIC :{COMMA}{NBSP}l ++STR_UNITS_VOLUME_SHORT_SI :{COMMA}{NBSP}m³ ++ ++STR_UNITS_VOLUME_LONG_IMPERIAL :{COMMA}{NBSP}gallon{P e i} ++STR_UNITS_VOLUME_LONG_METRIC :{COMMA}{NBSP}litr{P o i} ++STR_UNITS_VOLUME_LONG_SI :{COMMA}{NBSP}m³ ++ ++STR_UNITS_FORCE_IMPERIAL :{COMMA}{NBSP}lbf ++STR_UNITS_FORCE_METRIC :{COMMA}{NBSP}kgf ++STR_UNITS_FORCE_SI :{COMMA}{NBSP}kN ++ ++STR_UNITS_HEIGHT_IMPERIAL :{COMMA}{NBSP}piedi ++STR_UNITS_HEIGHT_METRIC :{COMMA}{NBSP}m ++STR_UNITS_HEIGHT_SI :{COMMA}{NBSP}m ++ ++# Common window strings ++STR_LIST_FILTER_TITLE :{BLACK}Filtro: ++STR_LIST_FILTER_OSKTITLE :{BLACK}Inserire il filtro ++STR_LIST_FILTER_TOOLTIP :{BLACK}Inserire una parola da utilizzare per filtrare la lista ++ ++STR_TOOLTIP_GROUP_ORDER :{BLACK}Seleziona il criterio di raggruppamento ++STR_TOOLTIP_SORT_ORDER :{BLACK}Seleziona l'ordinamento (decrescente/crescente) ++STR_TOOLTIP_SORT_CRITERIA :{BLACK}Seleziona il criterio di ordinamento ++STR_TOOLTIP_FILTER_CRITERIA :{BLACK}Seleziona il criterio di filtraggio ++STR_BUTTON_SORT_BY :{BLACK}Ordina per ++STR_BUTTON_LOCATION :{BLACK}Posizione ++STR_BUTTON_RENAME :{BLACK}Rinomina ++ ++STR_TOOLTIP_CLOSE_WINDOW :{BLACK}Chiude la finestra ++STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS :{BLACK}Titolo della finestra - trascinarlo per muovere la finestra ++STR_TOOLTIP_SHADE :{BLACK}Comprimi finestra - Mostra solo il titolo ++STR_TOOLTIP_DEBUG :{BLACK}Mostra le informazioni di debug NewGRF ++STR_TOOLTIP_DEFSIZE :{BLACK}Riporta la finestra alle dimensioni predefinite. CTRL+clic memorizza le dimensioni correnti come predefinite ++STR_TOOLTIP_STICKY :{BLACK}Marca questa finestra in modo che non venga chiusa quando si preme il tasto 'Chiudi tutte le finestre'. CTRL+clic salva lo scelta come predefinita ++STR_TOOLTIP_RESIZE :{BLACK}Fare clic e trascinare per ridimensionare questa finestra ++STR_TOOLTIP_TOGGLE_LARGE_SMALL_WINDOW :{BLACK}Seleziona dimensione grande/piccola della finestra ++STR_TOOLTIP_VSCROLL_BAR_SCROLLS_LIST :{BLACK}Barra di scorrimento - scorre l'elenco su/giù ++STR_TOOLTIP_HSCROLL_BAR_SCROLLS_LIST :{BLACK}Barra di scorrimento - scorre l'elenco a sinistra/destra ++STR_TOOLTIP_DEMOLISH_BUILDINGS_ETC :{BLACK}Demolisce edifici etc. su un riquadro di terra. CTRL seleziona l'area diagonalmente. MAIUSC alterna fra costruzione e stima dei costi ++ ++# Show engines button ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_TRAIN :{BLACK}Mostra nascosti ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_ROAD_VEHICLE :{BLACK}Mostra nascosti ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_SHIP :{BLACK}Mostra nascosti ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_AIRCRAFT :{BLACK}Mostra nascosti ++ ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_TRAIN_TOOLTIP :{BLACK}Mostra anche i tipi di veicolo ferroviario che sono stati nascosti ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_ROAD_VEHICLE_TOOLTIP :{BLACK}Mostra anche i tipi di automezzo che sono stati nascosti ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_SHIP_TOOLTIP :{BLACK}Mostra anche i tipi di nave che sono stati nascosti ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_AIRCRAFT_TOOLTIP :{BLACK}Mostra anche i tipi di aeromobile che sono stati nascosti ++ ++# Query window ++STR_BUTTON_DEFAULT :{BLACK}Predefinito ++STR_BUTTON_CANCEL :{BLACK}Annulla ++STR_BUTTON_OK :{BLACK}OK ++ ++# On screen keyboard window ++STR_OSK_KEYBOARD_LAYOUT :\1234567890'ì qwertyuiopè+asdfghjklòàù<zxcvbnm,.- . ++STR_OSK_KEYBOARD_LAYOUT_CAPS :|!"£$%&/()=?^ QWERTYUIOPé*ASDFGHJKLç°§>ZXCVBNM;:_ . ++ ++# Measurement tooltip ++STR_MEASURE_LENGTH :{BLACK}Lunghezza: {NUM} ++STR_MEASURE_AREA :{BLACK}Area: {NUM} x {NUM} ++STR_MEASURE_LENGTH_HEIGHTDIFF :{BLACK}Lunghezza: {NUM}{}Differenza in altezza: {HEIGHT} ++STR_MEASURE_AREA_HEIGHTDIFF :{BLACK}Area: {NUM} x {NUM}{}Differenza in altezza: {HEIGHT} ++ ++ ++# These are used in buttons ++STR_SORT_BY_CAPTION_NAME :{BLACK}Nome ++STR_SORT_BY_CAPTION_DATE :{BLACK}Data ++# These are used in dropdowns ++STR_SORT_BY_NAME :Nome ++STR_SORT_BY_PRODUCTION :Produzione ++STR_SORT_BY_TYPE :Tipo ++STR_SORT_BY_TRANSPORTED :Trasportato ++STR_SORT_BY_NUMBER :Numero ++STR_SORT_BY_PROFIT_LAST_YEAR :Profitto dell'anno scorso ++STR_SORT_BY_PROFIT_THIS_YEAR :Profitto di quest'anno ++STR_SORT_BY_AGE :Età ++STR_SORT_BY_RELIABILITY :Affidabilità ++STR_SORT_BY_TOTAL_CAPACITY_PER_CARGOTYPE :Capacità per tipo di carico ++STR_SORT_BY_MAX_SPEED :Velocità massima ++STR_SORT_BY_MODEL :Modello ++STR_SORT_BY_VALUE :Valore ++STR_SORT_BY_LENGTH :Lunghezza ++STR_SORT_BY_LIFE_TIME :Vita rimanente ++STR_SORT_BY_TIMETABLE_DELAY :Ritardo sull'orario ++STR_SORT_BY_FACILITY :Tipo di stazione ++STR_SORT_BY_WAITING_TOTAL :Carichi in attesa totali ++STR_SORT_BY_WAITING_AVAILABLE :Carichi in attesa disponibili ++STR_SORT_BY_RATING_MAX :Valutazione maggiore ++STR_SORT_BY_RATING_MIN :Valutazione minore ++STR_SORT_BY_ENGINE_ID :EngineID (ordine classico) ++STR_SORT_BY_COST :Costo ++STR_SORT_BY_POWER :Potenza ++STR_SORT_BY_TRACTIVE_EFFORT :Sforzo di trazione ++STR_SORT_BY_INTRO_DATE :Data introduzione ++STR_SORT_BY_RUNNING_COST :Costo d'esercizio ++STR_SORT_BY_POWER_VS_RUNNING_COST :Potenza / Costo d'esercizio ++STR_SORT_BY_CARGO_CAPACITY :Capacità di carico ++STR_SORT_BY_RANGE :{G=f}Autonomia ++STR_SORT_BY_POPULATION :Popolazione ++STR_SORT_BY_RATING :Valutazione ++ ++# Tooltips for the main toolbar ++STR_TOOLBAR_TOOLTIP_PAUSE_GAME :{BLACK}Pausa ++STR_TOOLBAR_TOOLTIP_FORWARD :{BLACK}Aumenta la velocità di gioco ++STR_TOOLBAR_TOOLTIP_OPTIONS :{BLACK}Opzioni ++STR_TOOLBAR_TOOLTIP_SAVE_GAME_ABANDON_GAME :{BLACK}Salva la partita, abbandona la partita, esci ++STR_TOOLBAR_TOOLTIP_DISPLAY_MAP :{BLACK}Mostra la mappa, apre una mini visuale extra o mostra l'elenco dei cartelli ++STR_TOOLBAR_TOOLTIP_DISPLAY_TOWN_DIRECTORY :{BLACK}Mostra l'elenco delle città ++STR_TOOLBAR_TOOLTIP_DISPLAY_SUBSIDIES :{BLACK}Mostra i sussidi ++STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_STATIONS :{BLACK}Mostra l'elenco delle stazioni di una compagnia ++STR_TOOLBAR_TOOLTIP_DISPLAY_COMPANY_FINANCES :{BLACK}Mostra informazioni finanziare sulle compagnie ++STR_TOOLBAR_TOOLTIP_DISPLAY_COMPANY_GENERAL :{BLACK}Mostra informazioni generali sulle compagnie ++STR_TOOLBAR_TOOLTIP_DISPLAY_STORY_BOOK :{BLACK}Mostra la storia delle compagnie ++STR_TOOLBAR_TOOLTIP_DISPLAY_GOALS_LIST :{BLACK}Mostra le liste degli obiettivi ++STR_TOOLBAR_TOOLTIP_DISPLAY_GRAPHS :{BLACK}Mostra i grafici ++STR_TOOLBAR_TOOLTIP_DISPLAY_COMPANY_LEAGUE :{BLACK}Mostra la classifica delle compagnie ++STR_TOOLBAR_TOOLTIP_FUND_CONSTRUCTION_OF_NEW :{BLACK}Finanzia la costruzione di una nuova industria o mostra l'elenco delle industrie ++STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_TRAINS :{BLACK}Mostra l'elenco dei treni di una compagnia. CTRL+clic non apre la lista gruppi. ++STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_ROAD_VEHICLES :{BLACK}Mostra l'elenco degli automezzi di una compagnia. CTRL+clic non apre la lista gruppi. ++STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_SHIPS :{BLACK}Mostra l'elenco delle navi di una compagnia. CTRL+clic non apre la lista gruppi. ++STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_AIRCRAFT :{BLACK}Mostra l'elenco degli aeromobili di una compagnia. CTRL+clic non apre la lista gruppi. ++STR_TOOLBAR_TOOLTIP_ZOOM_THE_VIEW_IN :{BLACK}Zooma la visuale in avanti ++STR_TOOLBAR_TOOLTIP_ZOOM_THE_VIEW_OUT :{BLACK}Zooma la visuale indietro ++STR_TOOLBAR_TOOLTIP_BUILD_RAILROAD_TRACK :{BLACK}Costruisci ferrovie ++STR_TOOLBAR_TOOLTIP_BUILD_ROADS :{BLACK}Costruisci strade ++STR_TOOLBAR_TOOLTIP_BUILD_SHIP_DOCKS :{BLACK}Costruisci trasporti su acqua ++STR_TOOLBAR_TOOLTIP_BUILD_AIRPORTS :{BLACK}Costruisci aeroporti ++STR_TOOLBAR_TOOLTIP_LANDSCAPING :{BLACK}Apre la barra di modellazione del terreno per alzare/abbassare il terreno, piantare alberi, etc. ++STR_TOOLBAR_TOOLTIP_SHOW_SOUND_MUSIC_WINDOW :{BLACK}Mostra la finestra suoni/musica ++STR_TOOLBAR_TOOLTIP_SHOW_LAST_MESSAGE_NEWS :{BLACK}Mostra l'ultimo messaggio/notizia, mostra le opzioni dei messaggi ++STR_TOOLBAR_TOOLTIP_LAND_BLOCK_INFORMATION :{BLACK}Informazioni area terreno, console, debug degli script, screenshot, informazioni su OpenTTD ++STR_TOOLBAR_TOOLTIP_SWITCH_TOOLBAR :{BLACK}Alterna barre degli strumenti ++ ++# Extra tooltips for the scenario editor toolbar ++STR_SCENEDIT_TOOLBAR_TOOLTIP_SAVE_SCENARIO_LOAD_SCENARIO :{BLACK}Salva scenario, carica scenario, abbandona l'editor di scenari, esci ++STR_SCENEDIT_TOOLBAR_OPENTTD :{YELLOW}OpenTTD ++STR_SCENEDIT_TOOLBAR_SCENARIO_EDITOR :{YELLOW}Editor di scenari ++STR_SCENEDIT_TOOLBAR_TOOLTIP_MOVE_THE_STARTING_DATE_BACKWARD :{BLACK}Sposta la data d'inizio indietro di 1 anno ++STR_SCENEDIT_TOOLBAR_TOOLTIP_MOVE_THE_STARTING_DATE_FORWARD :{BLACK}Sposta la data d'inizio avanti di 1 anno ++STR_SCENEDIT_TOOLBAR_TOOLTIP_SET_DATE :{BLACK}Fare clic per inserire l'anno d'inizio ++STR_SCENEDIT_TOOLBAR_TOOLTIP_DISPLAY_MAP_TOWN_DIRECTORY :{BLACK}Mostra la mappa, l'elenco delle città ++STR_SCENEDIT_TOOLBAR_LANDSCAPE_GENERATION :{BLACK}Generazione paesaggio ++STR_SCENEDIT_TOOLBAR_TOWN_GENERATION :{BLACK}Generazione città ++STR_SCENEDIT_TOOLBAR_INDUSTRY_GENERATION :{BLACK}Generazione industrie ++STR_SCENEDIT_TOOLBAR_ROAD_CONSTRUCTION :{BLACK}Costruzione strade ++STR_SCENEDIT_TOOLBAR_PLANT_TREES :{BLACK}Pianta alberi. MAIUSC alterna fra costruzione e stima dei costi ++STR_SCENEDIT_TOOLBAR_PLACE_SIGN :{BLACK}Posiziona cartello ++STR_SCENEDIT_TOOLBAR_PLACE_OBJECT :{BLACK}Posiziona oggetto. MAIUSC alterna fra costruzione e stima dei costi ++ ++############ range for SE file menu starts ++STR_SCENEDIT_FILE_MENU_SAVE_SCENARIO :Salva scenario ++STR_SCENEDIT_FILE_MENU_LOAD_SCENARIO :Carica scenario ++STR_SCENEDIT_FILE_MENU_SAVE_HEIGHTMAP :Salva heightmap ++STR_SCENEDIT_FILE_MENU_LOAD_HEIGHTMAP :Carica heightmap ++STR_SCENEDIT_FILE_MENU_QUIT_EDITOR :Esci dall'editor ++STR_SCENEDIT_FILE_MENU_SEPARATOR : ++STR_SCENEDIT_FILE_MENU_QUIT :Esci ++############ range for SE file menu starts ++ ++############ range for settings menu starts ++STR_SETTINGS_MENU_GAME_OPTIONS :Opzioni gioco ++STR_SETTINGS_MENU_CONFIG_SETTINGS_TREE :Impostazioni ++STR_SETTINGS_MENU_SCRIPT_SETTINGS :Impostazioni IA e Script ++STR_SETTINGS_MENU_NEWGRF_SETTINGS :Impostazioni NewGRF ++STR_SETTINGS_MENU_TRANSPARENCY_OPTIONS :Opzioni trasparenza ++STR_SETTINGS_MENU_TOWN_NAMES_DISPLAYED :Mostra nomi città ++STR_SETTINGS_MENU_STATION_NAMES_DISPLAYED :Mostra nomi stazioni ++STR_SETTINGS_MENU_WAYPOINTS_DISPLAYED :Mostra nomi waypoint ++STR_SETTINGS_MENU_SIGNS_DISPLAYED :Mostra cartelli ++STR_SETTINGS_MENU_SHOW_COMPETITOR_SIGNS :Mostra nomi e cartelli degli avversari ++STR_SETTINGS_MENU_FULL_ANIMATION :Animazione completa ++STR_SETTINGS_MENU_FULL_DETAIL :Massimo dettaglio ++STR_SETTINGS_MENU_TRANSPARENT_BUILDINGS :Edifici trasparenti ++STR_SETTINGS_MENU_TRANSPARENT_SIGNS :Cartelli trasparenti ++############ range ends here ++ ++############ range for file menu starts ++STR_FILE_MENU_SAVE_GAME :Salva partita ++STR_FILE_MENU_LOAD_GAME :Carica partita ++STR_FILE_MENU_QUIT_GAME :Abbandona partita ++STR_FILE_MENU_SEPARATOR : ++STR_FILE_MENU_EXIT :Esci ++############ range ends here ++ ++# map menu ++STR_MAP_MENU_MAP_OF_WORLD :Mappa del mondo ++STR_MAP_MENU_EXTRA_VIEW_PORT :Mini visuale extra ++STR_MAP_MENU_LINGRAPH_LEGEND :Legenda rotte commerciali ++STR_MAP_MENU_SIGN_LIST :Elenco cartelli ++ ++############ range for town menu starts ++STR_TOWN_MENU_TOWN_DIRECTORY :Elenco città ++STR_TOWN_MENU_FOUND_TOWN :Fonda città ++############ range ends here ++ ++############ range for subsidies menu starts ++STR_SUBSIDIES_MENU_SUBSIDIES :Sussidi ++############ range ends here ++ ++############ range for graph menu starts ++STR_GRAPH_MENU_OPERATING_PROFIT_GRAPH :Grafico margine operativo ++STR_GRAPH_MENU_INCOME_GRAPH :Grafico ricavi ++STR_GRAPH_MENU_DELIVERED_CARGO_GRAPH :Grafico carichi consegnati ++STR_GRAPH_MENU_PERFORMANCE_HISTORY_GRAPH :Grafico storico prestazioni ++STR_GRAPH_MENU_COMPANY_VALUE_GRAPH :Grafico valore compagnie ++STR_GRAPH_MENU_CARGO_PAYMENT_RATES :Grafico tariffe carichi ++############ range ends here ++ ++############ range for company league menu starts ++STR_GRAPH_MENU_COMPANY_LEAGUE_TABLE :Classifica società ++STR_GRAPH_MENU_DETAILED_PERFORMANCE_RATING :Valutazione dettagliata prestazioni ++STR_GRAPH_MENU_HIGHSCORE :Punteggi migliori ++############ range ends here ++ ++############ range for industry menu starts ++STR_INDUSTRY_MENU_INDUSTRY_DIRECTORY :Elenco industrie ++STR_INDUSTRY_MENU_INDUSTRY_CHAIN :Catene di distribuzione ++STR_INDUSTRY_MENU_FUND_NEW_INDUSTRY :Finanzia nuova industria ++############ range ends here ++ ++############ range for railway construction menu starts ++STR_RAIL_MENU_RAILROAD_CONSTRUCTION :Costruzione ferrovie ++STR_RAIL_MENU_ELRAIL_CONSTRUCTION :Costruzione ferrovie elettrificate ++STR_RAIL_MENU_MONORAIL_CONSTRUCTION :Costruzione monorotaia ++STR_RAIL_MENU_MAGLEV_CONSTRUCTION :Costruzione maglev ++############ range ends here ++ ++############ range for road construction menu starts ++STR_ROAD_MENU_ROAD_CONSTRUCTION :Costruzione strade ++STR_ROAD_MENU_TRAM_CONSTRUCTION :Costruzione tranvie ++############ range ends here ++ ++############ range for waterways construction menu starts ++STR_WATERWAYS_MENU_WATERWAYS_CONSTRUCTION :Costruisci trasporti su acqua ++############ range ends here ++ ++############ range for airport construction menu starts ++STR_AIRCRAFT_MENU_AIRPORT_CONSTRUCTION :Costruzione aeroporto ++############ range ends here ++ ++############ range for landscaping menu starts ++STR_LANDSCAPING_MENU_LANDSCAPING :Modellazione terreno ++STR_LANDSCAPING_MENU_PLANT_TREES :Pianta alberi ++STR_LANDSCAPING_MENU_PLACE_SIGN :Posiziona cartello ++############ range ends here ++ ++############ range for music menu starts ++STR_TOOLBAR_SOUND_MUSIC :Suoni/musica ++############ range ends here ++ ++############ range for message menu starts ++STR_NEWS_MENU_LAST_MESSAGE_NEWS_REPORT :Ultimo messaggio/notizia ++STR_NEWS_MENU_MESSAGE_HISTORY_MENU :Cronologia messaggi ++############ range ends here ++ ++############ range for about menu starts ++STR_ABOUT_MENU_LAND_BLOCK_INFO :Informazioni sull'area di terreno ++STR_ABOUT_MENU_SEPARATOR : ++STR_ABOUT_MENU_TOGGLE_CONSOLE :Apri/chiudi console ++STR_ABOUT_MENU_AI_DEBUG :Debug IA/Script ++STR_ABOUT_MENU_SCREENSHOT :Screenshot ++STR_ABOUT_MENU_ZOOMIN_SCREENSHOT :Screenshot con zoom massimo ++STR_ABOUT_MENU_DEFAULTZOOM_SCREENSHOT :Screenshot con zoom predefinito ++STR_ABOUT_MENU_GIANT_SCREENSHOT :Screenshot intera mappa ++STR_ABOUT_MENU_ABOUT_OPENTTD :Informazioni su 'OpenTTD' ++STR_ABOUT_MENU_SPRITE_ALIGNER :Strumento allineamento sprite ++STR_ABOUT_MENU_TOGGLE_BOUNDING_BOXES :Attiva/disattiva bounding box ++STR_ABOUT_MENU_TOGGLE_DIRTY_BLOCKS :Attiva/disattiva colorazione blocchi invalidati ++############ range ends here ++ ++############ range for ordinal numbers used for the place in the highscore window ++STR_ORDINAL_NUMBER_1ST :1* ++STR_ORDINAL_NUMBER_2ND :2* ++STR_ORDINAL_NUMBER_3RD :3* ++STR_ORDINAL_NUMBER_4TH :4* ++STR_ORDINAL_NUMBER_5TH :5* ++STR_ORDINAL_NUMBER_6TH :6* ++STR_ORDINAL_NUMBER_7TH :7* ++STR_ORDINAL_NUMBER_8TH :8* ++STR_ORDINAL_NUMBER_9TH :9* ++STR_ORDINAL_NUMBER_10TH :10* ++STR_ORDINAL_NUMBER_11TH :11* ++STR_ORDINAL_NUMBER_12TH :12* ++STR_ORDINAL_NUMBER_13TH :13* ++STR_ORDINAL_NUMBER_14TH :14* ++STR_ORDINAL_NUMBER_15TH :15* ++############ range for ordinal numbers ends ++ ++############ range for days starts ++STR_DAY_NUMBER_1ST :1 ++STR_DAY_NUMBER_2ND :2 ++STR_DAY_NUMBER_3RD :3 ++STR_DAY_NUMBER_4TH :4 ++STR_DAY_NUMBER_5TH :5 ++STR_DAY_NUMBER_6TH :6 ++STR_DAY_NUMBER_7TH :7 ++STR_DAY_NUMBER_8TH :8 ++STR_DAY_NUMBER_9TH :9 ++STR_DAY_NUMBER_10TH :10 ++STR_DAY_NUMBER_11TH :11 ++STR_DAY_NUMBER_12TH :12 ++STR_DAY_NUMBER_13TH :13 ++STR_DAY_NUMBER_14TH :14 ++STR_DAY_NUMBER_15TH :15 ++STR_DAY_NUMBER_16TH :16 ++STR_DAY_NUMBER_17TH :17 ++STR_DAY_NUMBER_18TH :18 ++STR_DAY_NUMBER_19TH :19 ++STR_DAY_NUMBER_20TH :20 ++STR_DAY_NUMBER_21ST :21 ++STR_DAY_NUMBER_22ND :22 ++STR_DAY_NUMBER_23RD :23 ++STR_DAY_NUMBER_24TH :24 ++STR_DAY_NUMBER_25TH :25 ++STR_DAY_NUMBER_26TH :26 ++STR_DAY_NUMBER_27TH :27 ++STR_DAY_NUMBER_28TH :28 ++STR_DAY_NUMBER_29TH :29 ++STR_DAY_NUMBER_30TH :30 ++STR_DAY_NUMBER_31ST :31 ++############ range for days ends ++ ++############ range for months starts ++STR_MONTH_ABBREV_JAN :Gen ++STR_MONTH_ABBREV_FEB :Feb ++STR_MONTH_ABBREV_MAR :Mar ++STR_MONTH_ABBREV_APR :Apr ++STR_MONTH_ABBREV_MAY :Mag ++STR_MONTH_ABBREV_JUN :Giu ++STR_MONTH_ABBREV_JUL :Lug ++STR_MONTH_ABBREV_AUG :Ago ++STR_MONTH_ABBREV_SEP :Set ++STR_MONTH_ABBREV_OCT :Ott ++STR_MONTH_ABBREV_NOV :Nov ++STR_MONTH_ABBREV_DEC :Dic ++ ++STR_MONTH_JAN :Gennaio ++STR_MONTH_FEB :Febbraio ++STR_MONTH_MAR :Marzo ++STR_MONTH_APR :Aprile ++STR_MONTH_MAY :Maggio ++STR_MONTH_JUN :Giugno ++STR_MONTH_JUL :Luglio ++STR_MONTH_AUG :Agosto ++STR_MONTH_SEP :Settembre ++STR_MONTH_OCT :Ottobre ++STR_MONTH_NOV :Novembre ++STR_MONTH_DEC :Dicembre ++############ range for months ends ++ ++# Graph window ++STR_GRAPH_KEY_BUTTON :{BLACK}Legenda ++STR_GRAPH_KEY_TOOLTIP :{BLACK}Mostra la legenda del grafico ++STR_GRAPH_X_LABEL_MONTH :{TINY_FONT}{STRING}{} {STRING} ++STR_GRAPH_X_LABEL_MONTH_YEAR :{TINY_FONT}{STRING}{} {STRING}{}{NUM} ++STR_GRAPH_Y_LABEL :{TINY_FONT}{STRING} ++STR_GRAPH_Y_LABEL_NUMBER :{TINY_FONT}{COMMA} ++ ++STR_GRAPH_OPERATING_PROFIT_CAPTION :{WHITE}Grafico margine operativo ++STR_GRAPH_INCOME_CAPTION :{WHITE}Grafico ricavi ++STR_GRAPH_CARGO_DELIVERED_CAPTION :{WHITE}Unità di carico consegnate ++STR_GRAPH_COMPANY_PERFORMANCE_RATINGS_CAPTION :{WHITE}Valutazione prestazioni compagnie (massima valutazione=1000) ++STR_GRAPH_COMPANY_VALUES_CAPTION :{WHITE}Valore delle compagnie ++ ++STR_GRAPH_CARGO_PAYMENT_RATES_CAPTION :{WHITE}Tariffe di pagamento carichi ++STR_GRAPH_CARGO_PAYMENT_RATES_X_LABEL :{TINY_FONT}{BLACK}Giorni di viaggio ++STR_GRAPH_CARGO_PAYMENT_RATES_TITLE :{TINY_FONT}{BLACK}Pagamento per la consegna di 10 unità (o 10.000 litri) di carico alla distanza di 20 riquadri ++STR_GRAPH_CARGO_ENABLE_ALL :{TINY_FONT}{BLACK}Abilita tutti ++STR_GRAPH_CARGO_DISABLE_ALL :{TINY_FONT}{BLACK}Disabilita tutti ++STR_GRAPH_CARGO_TOOLTIP_ENABLE_ALL :{BLACK}Mostra tutti i tipi di carico sul grafico delle tariffe ++STR_GRAPH_CARGO_TOOLTIP_DISABLE_ALL :{BLACK}Non mostra alcun tipo di carico sul grafico delle tariffe ++STR_GRAPH_CARGO_PAYMENT_TOGGLE_CARGO :{BLACK}Attiva/disattiva il grafico per il tipo di carico ++STR_GRAPH_CARGO_PAYMENT_CARGO :{TINY_FONT}{BLACK}{STRING} ++ ++STR_GRAPH_PERFORMANCE_DETAIL_TOOLTIP :{BLACK}Mostra valutazione dettagliata prestazioni ++ ++# Graph key window ++STR_GRAPH_KEY_CAPTION :{WHITE}Legenda grafico compagnie ++STR_GRAPH_KEY_COMPANY_SELECTION_TOOLTIP :{BLACK}Fare clic per attivare/disattivare la visualizzazione di una compagnia sul grafico ++ ++# Company league window ++STR_COMPANY_LEAGUE_TABLE_CAPTION :{WHITE}Classifica compagnie ++STR_COMPANY_LEAGUE_COMPANY_NAME :{ORANGE}{COMPANY} {BLACK}{COMPANY_NUM} '{STRING}' ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_ENGINEER :Ingegnere ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_TRAFFIC_MANAGER :Direttore del traffico ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_TRANSPORT_COORDINATOR :Coordinatore dei trasporti ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_ROUTE_SUPERVISOR :Supervisore degli itinerari ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_DIRECTOR :Dirigente ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_CHIEF_EXECUTIVE :Manager ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_CHAIRMAN :Amministratore delegato ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_PRESIDENT :Presidente ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_TYCOON :Magnate ++ ++# Performance detail window ++STR_PERFORMANCE_DETAIL :{WHITE}Valutazione dettagliata prestazioni ++STR_PERFORMANCE_DETAIL_KEY :{BLACK}Dettagli ++STR_PERFORMANCE_DETAIL_AMOUNT_CURRENCY :{BLACK}({CURRENCY_SHORT}/{CURRENCY_SHORT}) ++STR_PERFORMANCE_DETAIL_AMOUNT_INT :{BLACK}({COMMA}/{COMMA}) ++STR_PERFORMANCE_DETAIL_PERCENT :{WHITE}{NUM}% ++STR_PERFORMANCE_DETAIL_SELECT_COMPANY_TOOLTIP :{BLACK}Visualizza i dettagli su questa compagnia ++############ Those following lines need to be in this order!! ++STR_PERFORMANCE_DETAIL_VEHICLES :{BLACK}Veicoli: ++STR_PERFORMANCE_DETAIL_STATIONS :{BLACK}Stazioni: ++STR_PERFORMANCE_DETAIL_MIN_PROFIT :{BLACK}Profitto min: ++STR_PERFORMANCE_DETAIL_MIN_INCOME :{BLACK}Ricavo min: ++STR_PERFORMANCE_DETAIL_MAX_INCOME :{BLACK}Ricavo max: ++STR_PERFORMANCE_DETAIL_DELIVERED :{BLACK}Consegnato: ++STR_PERFORMANCE_DETAIL_CARGO :{BLACK}Carichi: ++STR_PERFORMANCE_DETAIL_MONEY :{BLACK}Denaro: ++STR_PERFORMANCE_DETAIL_LOAN :{BLACK}Prestito: ++STR_PERFORMANCE_DETAIL_TOTAL :{BLACK}Totale: ++############ End of order list ++STR_PERFORMANCE_DETAIL_VEHICLES_TOOLTIP :{BLACK}Numero di veicoli che hanno realizzato un profitto lo scorso anno. Sono inclusi automezzi, treni, navi e aeromobili. ++STR_PERFORMANCE_DETAIL_STATIONS_TOOLTIP :{BLACK}Numero di blocchi stazione serviti di recente. Sono contate tutte le parti di una stazione (es. stazione ferroviaria, stazione autobus, aeroporto), anche se connesse insieme a formare un'unica stazione ++STR_PERFORMANCE_DETAIL_MIN_PROFIT_TOOLTIP :{BLACK}Profitto del veicolo con ricavi minori (sono considerati solo i veicoli più vecchi di due anni) ++STR_PERFORMANCE_DETAIL_MIN_INCOME_TOOLTIP :{BLACK}Ammontare di denaro guadagnato nel trimestre con il minimo profitto degli ultimi 12 trimestri ++STR_PERFORMANCE_DETAIL_MAX_INCOME_TOOLTIP :{BLACK}Ammontare di denaro guadagnato nel trimestre con il massimo profitto degli ultimi 12 trimestri ++STR_PERFORMANCE_DETAIL_DELIVERED_TOOLTIP :{BLACK}Unità di carico consegnate negli ultimi quattro trimestri ++STR_PERFORMANCE_DETAIL_CARGO_TOOLTIP :{BLACK}Tipi di carico consegnati nell'ultimo trimestre ++STR_PERFORMANCE_DETAIL_MONEY_TOOLTIP :{BLACK}Ammontare di denaro di questa compagnia in banca ++STR_PERFORMANCE_DETAIL_LOAN_TOOLTIP :{BLACK}L'ammontare di denaro che questa compagnia ha preso in prestito ++STR_PERFORMANCE_DETAIL_TOTAL_TOOLTIP :{BLACK}Punteggio totale rispetto al massimo realizzabile ++ ++# Music window ++STR_MUSIC_JAZZ_JUKEBOX_CAPTION :{WHITE}Jazz Jukebox ++STR_MUSIC_PLAYLIST_ALL :{TINY_FONT}{BLACK}Tutte ++STR_MUSIC_PLAYLIST_OLD_STYLE :{TINY_FONT}{BLACK}Vecchio stile ++STR_MUSIC_PLAYLIST_NEW_STYLE :{TINY_FONT}{BLACK}Nuovo stile ++STR_MUSIC_PLAYLIST_EZY_STREET :{TINY_FONT}{BLACK}Ezy street ++STR_MUSIC_PLAYLIST_CUSTOM_1 :{TINY_FONT}{BLACK}Personale 1 ++STR_MUSIC_PLAYLIST_CUSTOM_2 :{TINY_FONT}{BLACK}Personale 2 ++STR_MUSIC_MUSIC_VOLUME :{TINY_FONT}{BLACK}Volume musica ++STR_MUSIC_EFFECTS_VOLUME :{TINY_FONT}{BLACK}Volume effetti ++STR_MUSIC_RULER_MIN :{TINY_FONT}{BLACK}MIN ++STR_MUSIC_RULER_MAX :{TINY_FONT}{BLACK}MAX ++STR_MUSIC_RULER_MARKER :{TINY_FONT}{BLACK}' ++STR_MUSIC_TRACK_NONE :{TINY_FONT}{DKGREEN}-- ++STR_MUSIC_TRACK_DIGIT :{TINY_FONT}{DKGREEN}{ZEROFILL_NUM} ++STR_MUSIC_TITLE_NONE :{TINY_FONT}{DKGREEN}------ ++STR_MUSIC_TITLE_NAME :{TINY_FONT}{DKGREEN}"{STRING}" ++STR_MUSIC_TRACK :{TINY_FONT}{BLACK}Brano ++STR_MUSIC_XTITLE :{TINY_FONT}{BLACK}Titolo ++STR_MUSIC_SHUFFLE :{TINY_FONT}{BLACK}Casuale ++STR_MUSIC_PROGRAM :{TINY_FONT}{BLACK}Programma ++STR_MUSIC_TOOLTIP_SKIP_TO_PREVIOUS_TRACK :{BLACK}Salta al brano precedente ++STR_MUSIC_TOOLTIP_SKIP_TO_NEXT_TRACK_IN_SELECTION :{BLACK}Salta al brano successivo ++STR_MUSIC_TOOLTIP_STOP_PLAYING_MUSIC :{BLACK}Ferma la musica ++STR_MUSIC_TOOLTIP_START_PLAYING_MUSIC :{BLACK}Avvia la musica ++STR_MUSIC_TOOLTIP_DRAG_SLIDERS_TO_SET_MUSIC :{BLACK}Trascina i selettori per regolare il volume della musica e degli effetti sonori ++STR_MUSIC_TOOLTIP_SELECT_ALL_TRACKS_PROGRAM :{BLACK}Seleziona il programma 'Tutti i brani' ++STR_MUSIC_TOOLTIP_SELECT_OLD_STYLE_MUSIC :{BLACK}Seleziona il programma 'Musica vecchio stile' ++STR_MUSIC_TOOLTIP_SELECT_NEW_STYLE_MUSIC :{BLACK}Seleziona il programma 'Musica nuovo stile' ++STR_MUSIC_TOOLTIP_SELECT_EZY_STREET_STYLE :{BLACK}Seleziona il programma 'Musica ezy street' ++STR_MUSIC_TOOLTIP_SELECT_CUSTOM_1_USER_DEFINED :{BLACK}Seleziona il programma 'Personale 1' (definito dall'utente) ++STR_MUSIC_TOOLTIP_SELECT_CUSTOM_2_USER_DEFINED :{BLACK}Seleziona il programma 'Personale 2' (definito dall'utente) ++STR_MUSIC_TOOLTIP_TOGGLE_PROGRAM_SHUFFLE :{BLACK}Attiva/disattiva la riproduzione in ordine casuale ++STR_MUSIC_TOOLTIP_SHOW_MUSIC_TRACK_SELECTION :{BLACK}Mostra la finestra di selezione dei brani musicali ++ ++STR_ERROR_NO_SONGS :{WHITE}È stato selezionato un pacchetto musicale senza brani. Non sarà possibile avviare la musica. ++ ++# Playlist window ++STR_PLAYLIST_MUSIC_PROGRAM_SELECTION :{WHITE}Selezione programma musicale ++STR_PLAYLIST_TRACK_NAME :{TINY_FONT}{LTBLUE}{ZEROFILL_NUM} "{STRING}" ++STR_PLAYLIST_TRACK_INDEX :{TINY_FONT}{BLACK}Indice brani ++STR_PLAYLIST_PROGRAM :{TINY_FONT}{BLACK}Programma - '{STRING}' ++STR_PLAYLIST_CLEAR :{TINY_FONT}{BLACK}Elimina ++STR_PLAYLIST_TOOLTIP_CLEAR_CURRENT_PROGRAM_CUSTOM1 :{BLACK}Elimina il programma corrente (solo Personale1 e Personale2) ++STR_PLAYLIST_TOOLTIP_CLICK_TO_ADD_TRACK :{BLACK}Fare clic su un brano per aggiungerlo al programma corrente (solo Personale1 o Personale2) ++STR_PLAYLIST_TOOLTIP_CLICK_TO_REMOVE_TRACK :{BLACK}Fare clic su un brano per rimuoverlo dal programma corrente (solo Personale1 o Personale2) ++ ++# Highscore window ++STR_HIGHSCORE_TOP_COMPANIES_WHO_REACHED :{BIG_FONT}{BLACK}Le migliori compagnie che hanno raggiunto il {NUM} ++STR_HIGHSCORE_TOP_COMPANIES_NETWORK_GAME :{BIG_FONT}{BLACK}Classifica compagnie nel {NUM} ++STR_HIGHSCORE_POSITION :{BIG_FONT}{BLACK}{COMMA}. ++STR_HIGHSCORE_PERFORMANCE_TITLE_BUSINESSMAN :Affarista ++STR_HIGHSCORE_PERFORMANCE_TITLE_ENTREPRENEUR :Imprenditore ++STR_HIGHSCORE_PERFORMANCE_TITLE_INDUSTRIALIST :Industriale ++STR_HIGHSCORE_PERFORMANCE_TITLE_CAPITALIST :Capitalista ++STR_HIGHSCORE_PERFORMANCE_TITLE_MAGNATE :Finanziere ++STR_HIGHSCORE_PERFORMANCE_TITLE_MOGUL :Magnate ++STR_HIGHSCORE_PERFORMANCE_TITLE_TYCOON_OF_THE_CENTURY :Magnate del secolo ++STR_HIGHSCORE_NAME :{PRESIDENT_NAME}, {COMPANY} ++STR_HIGHSCORE_STATS :{BIG_FONT}'{STRING}' ({COMMA}) ++STR_HIGHSCORE_COMPANY_ACHIEVES_STATUS :{BIG_FONT}{BLACK}{COMPANY} raggiunge lo status di '{STRING}'! ++STR_HIGHSCORE_PRESIDENT_OF_COMPANY_ACHIEVES_STATUS :{BIG_FONT}{WHITE}{PRESIDENT_NAME} della {COMPANY} raggiunge lo status di '{STRING}'! ++ ++# Smallmap window ++STR_SMALLMAP_CAPTION :{WHITE}Mappa - {STRING} ++ ++STR_SMALLMAP_TYPE_CONTOURS :Territorio ++STR_SMALLMAP_TYPE_VEHICLES :Veicoli ++STR_SMALLMAP_TYPE_INDUSTRIES :Industrie ++STR_SMALLMAP_TYPE_ROUTEMAP :Rotte commerciali ++STR_SMALLMAP_TYPE_ROUTES :Percorsi ++STR_SMALLMAP_TYPE_VEGETATION :Vegetazione ++STR_SMALLMAP_TYPE_OWNERS :Proprietari ++STR_SMALLMAP_TOOLTIP_SHOW_LAND_CONTOURS_ON_MAP :{BLACK}Mostra la conformazione del terreno sulla mappa ++STR_SMALLMAP_TOOLTIP_SHOW_VEHICLES_ON_MAP :{BLACK}Mostra i veicoli sulla mappa ++STR_SMALLMAP_TOOLTIP_SHOW_INDUSTRIES_ON_MAP :{BLACK}Mostra le industrie sulla mappa ++STR_SMALLMAP_TOOLTIP_SHOW_LINK_STATS_ON_MAP :{BLACK}Mostra le rotte commerciali sulla mappa ++STR_SMALLMAP_TOOLTIP_SHOW_TRANSPORT_ROUTES_ON :{BLACK}Mostra i percorsi di trasporto sulla mappa ++STR_SMALLMAP_TOOLTIP_SHOW_VEGETATION_ON_MAP :{BLACK}Mostra la vegetazione sulla mappa ++STR_SMALLMAP_TOOLTIP_SHOW_LAND_OWNERS_ON_MAP :{BLACK}Mostra i proprietari dei terreni sulla mappa ++STR_SMALLMAP_TOOLTIP_INDUSTRY_SELECTION :{BLACK}Fare clic su un tipo di industria per attivare/disattivare la visualizzazione.CTRL+clic disabilita tutti i tipi tranne quello selezionato. CTRL+clic nuovamente abilita tutti i tipi ++STR_SMALLMAP_TOOLTIP_COMPANY_SELECTION :{BLACK}Fare clic su una compagnia per attivare/disattivare la visualizzazione delle sue proprietà. CTRL+clic disabilita tutte le compagnie tranne quella selezionata. CTRL+clic nuovamente abilita tutte le compagnie ++STR_SMALLMAP_TOOLTIP_CARGO_SELECTION :{BLACK}Fare clic su un carico per attivare/disattivare la visualizzazione delle sue proprietà. CTRL+clic disabilita tutti i carichi tranne quello selezionato. CTRL+clic nuovamente abilita tutti i carichi ++ ++STR_SMALLMAP_LEGENDA_ROADS :{TINY_FONT}{BLACK}Strade ++STR_SMALLMAP_LEGENDA_RAILROADS :{TINY_FONT}{BLACK}Ferrovie ++STR_SMALLMAP_LEGENDA_STATIONS_AIRPORTS_DOCKS :{TINY_FONT}{BLACK}Stazioni/Aeroporti/Moli ++STR_SMALLMAP_LEGENDA_BUILDINGS_INDUSTRIES :{TINY_FONT}{BLACK}Edifici/Industrie ++STR_SMALLMAP_LEGENDA_VEHICLES :{TINY_FONT}{BLACK}Veicoli ++STR_SMALLMAP_LEGENDA_TRAINS :{TINY_FONT}{BLACK}Treni ++STR_SMALLMAP_LEGENDA_ROAD_VEHICLES :{TINY_FONT}{BLACK}Automezzi ++STR_SMALLMAP_LEGENDA_SHIPS :{TINY_FONT}{BLACK}Navi ++STR_SMALLMAP_LEGENDA_AIRCRAFT :{TINY_FONT}{BLACK}Aeromobili ++STR_SMALLMAP_LEGENDA_TRANSPORT_ROUTES :{TINY_FONT}{BLACK}Percorsi di trasporto ++STR_SMALLMAP_LEGENDA_FOREST :{TINY_FONT}{BLACK}Foresta ++STR_SMALLMAP_LEGENDA_RAILROAD_STATION :{TINY_FONT}{BLACK}Stazione ferroviaria ++STR_SMALLMAP_LEGENDA_TRUCK_LOADING_BAY :{TINY_FONT}{BLACK}Area di carico camion ++STR_SMALLMAP_LEGENDA_BUS_STATION :{TINY_FONT}{BLACK}Stazione autobus ++STR_SMALLMAP_LEGENDA_AIRPORT_HELIPORT :{TINY_FONT}{BLACK}Aeroporto/Eliporto ++STR_SMALLMAP_LEGENDA_DOCK :{TINY_FONT}{BLACK}Molo ++STR_SMALLMAP_LEGENDA_ROUGH_LAND :{TINY_FONT}{BLACK}Terreno accidentato ++STR_SMALLMAP_LEGENDA_GRASS_LAND :{TINY_FONT}{BLACK}Terreno erboso ++STR_SMALLMAP_LEGENDA_BARE_LAND :{TINY_FONT}{BLACK}Terreno spoglio ++STR_SMALLMAP_LEGENDA_FIELDS :{TINY_FONT}{BLACK}Campi ++STR_SMALLMAP_LEGENDA_TREES :{TINY_FONT}{BLACK}Alberi ++STR_SMALLMAP_LEGENDA_ROCKS :{TINY_FONT}{BLACK}Rocce ++STR_SMALLMAP_LEGENDA_WATER :{TINY_FONT}{BLACK}Acqua ++STR_SMALLMAP_LEGENDA_NO_OWNER :{TINY_FONT}{BLACK}Senza proprietario ++STR_SMALLMAP_LEGENDA_TOWNS :{TINY_FONT}{BLACK}Città ++STR_SMALLMAP_LEGENDA_INDUSTRIES :{TINY_FONT}{BLACK}Industrie ++STR_SMALLMAP_LEGENDA_DESERT :{TINY_FONT}{BLACK}Deserto ++STR_SMALLMAP_LEGENDA_SNOW :{TINY_FONT}{BLACK}Neve ++ ++STR_SMALLMAP_TOOLTIP_TOGGLE_TOWN_NAMES_ON_OFF :{BLACK}Attiva/disattiva la visualizzazione dei nomi delle città sulla mappa ++STR_SMALLMAP_CENTER :{BLACK}Centra la minimappa sulla posizione corrente ++STR_SMALLMAP_INDUSTRY :{TINY_FONT}{STRING} ({NUM}) ++STR_SMALLMAP_LINKSTATS :{TINY_FONT}{STRING} ++STR_SMALLMAP_COMPANY :{TINY_FONT}{COMPANY} ++STR_SMALLMAP_TOWN :{TINY_FONT}{WHITE}{TOWN} ++STR_SMALLMAP_DISABLE_ALL :{BLACK}Disabilita tutti ++STR_SMALLMAP_ENABLE_ALL :{BLACK}Abilita tutti ++STR_SMALLMAP_SHOW_HEIGHT :{BLACK}Mostra altitudine ++STR_SMALLMAP_TOOLTIP_DISABLE_ALL_INDUSTRIES :{BLACK}Nasconde tutte le industrie dalla mappa ++STR_SMALLMAP_TOOLTIP_ENABLE_ALL_INDUSTRIES :{BLACK}Mostra tutte le industrie sulla mappa ++STR_SMALLMAP_TOOLTIP_SHOW_HEIGHT :{BLACK}Attiva/disattiva la visualizzazione della mappa altimetrica ++STR_SMALLMAP_TOOLTIP_DISABLE_ALL_COMPANIES :{BLACK}Nasconde le proprietà di tutte le compagnie dalla mappa ++STR_SMALLMAP_TOOLTIP_ENABLE_ALL_COMPANIES :{BLACK}Mostra le proprietà di tutte le compagnie sulla mappa ++STR_SMALLMAP_TOOLTIP_DISABLE_ALL_CARGOS :{BLACK}Nasconde tutti i carichi dalla mappa ++STR_SMALLMAP_TOOLTIP_ENABLE_ALL_CARGOS :{BLACK}Mostra tutti i carichi sulla mappa ++ ++# Status bar messages ++STR_STATUSBAR_TOOLTIP_SHOW_LAST_NEWS :{BLACK}Mostra l'ultimo messaggio o notizia ++STR_STATUSBAR_COMPANY_NAME :{SILVER}- - {COMPANY} - - ++STR_STATUSBAR_PAUSED :{YELLOW}* * IN PAUSA * * ++STR_STATUSBAR_AUTOSAVE :{RED}SALVATAGGIO AUTOMATICO ++STR_STATUSBAR_SAVING_GAME :{RED}* * SALVATAGGIO PARTITA * * ++ ++# News message history ++STR_MESSAGE_HISTORY :{WHITE}Cronologia messaggi ++STR_MESSAGE_HISTORY_TOOLTIP :{BLACK}Elenco delle notizie recenti ++STR_MESSAGE_NEWS_FORMAT :{STRING} - {STRING} ++ ++STR_NEWS_MESSAGE_CAPTION :{WHITE}Messaggio ++STR_NEWS_CUSTOM_ITEM :{BIG_FONT}{BLACK}{STRING} ++ ++STR_NEWS_FIRST_TRAIN_ARRIVAL :{BIG_FONT}{BLACK}I cittadini festeggiano . . .{}Il primo treno arriva {G "a " all' "alla "}{STATION}! ++STR_NEWS_FIRST_BUS_ARRIVAL :{BIG_FONT}{BLACK}I cittadini festeggiano . . .{}Il primo autobus arriva {G "a " all' "alla "}{STATION}! ++STR_NEWS_FIRST_TRUCK_ARRIVAL :{BIG_FONT}{BLACK}I cittadini festeggiano . . .{}Il primo camion arriva {G "a " all' "alla "}{STATION}! ++STR_NEWS_FIRST_PASSENGER_TRAM_ARRIVAL :{BIG_FONT}{BLACK}I cittadini festeggiano . . .{}Il primo tram passeggeri arriva {G "a " all' "alla "}{STATION}! ++STR_NEWS_FIRST_CARGO_TRAM_ARRIVAL :{BIG_FONT}{BLACK}I cittadini festeggiano . . .{}Il primo tram merci arriva {G "a " all' "alla "}{STATION}! ++STR_NEWS_FIRST_SHIP_ARRIVAL :{BIG_FONT}{BLACK}I cittadini festeggiano . . .{}La prima nave attracca {G "a " all' "alla "}{STATION}! ++STR_NEWS_FIRST_AIRCRAFT_ARRIVAL :{BIG_FONT}{BLACK}I cittadini festeggiano . . .{}Il primo aeromobile atterra {G "a " all' "alla "}{STATION}! ++ ++STR_NEWS_TRAIN_CRASH :{BIG_FONT}{BLACK}Incidente ferroviario!{}In {COMMA} muoiono nell'incendio seguito alla collisione ++STR_NEWS_ROAD_VEHICLE_CRASH_DRIVER :{BIG_FONT}{BLACK}Incidente stradale!{}Il conducente muore nell'incendio seguito alla collisione con un treno ++STR_NEWS_ROAD_VEHICLE_CRASH :{BIG_FONT}{BLACK}Incidente stradale!{}In {COMMA} muoiono nell'incendio seguito alla collisione con un treno ++STR_NEWS_AIRCRAFT_CRASH :{BIG_FONT}{BLACK}Aereo precipitato!{}In {COMMA} muoiono nell'incendio {G "a " all' "alla "}{STATION} ++STR_NEWS_PLANE_CRASH_OUT_OF_FUEL :{BIG_FONT}{BLACK}Incidente aereo!{}L'aeromobile resta senza carburante: in {COMMA} muoiono fra le fiamme! ++ ++STR_NEWS_DISASTER_ZEPPELIN :{BIG_FONT}{BLACK}Zeppelin distrutto! Disastro {G "a " all' "alla "}{STATION}! ++STR_NEWS_DISASTER_SMALL_UFO :{BIG_FONT}{BLACK}Automezzo distrutto in una collisione con un 'UFO'! ++STR_NEWS_DISASTER_AIRPLANE_OIL_REFINERY :{BIG_FONT}{BLACK}Esplosione in una raffineria vicino a {TOWN}! ++STR_NEWS_DISASTER_HELICOPTER_FACTORY :{BIG_FONT}{BLACK}Fabbrica distrutta in circostanze sospette vicino a {TOWN}! ++STR_NEWS_DISASTER_BIG_UFO :{BIG_FONT}{BLACK}Un 'UFO' atterra vicino a {TOWN}! ++STR_NEWS_DISASTER_COAL_MINE_SUBSIDENCE :{BIG_FONT}{BLACK}Cedimento in una miniera di carbone lascia una scia di distruzione vicino a {TOWN}! ++STR_NEWS_DISASTER_FLOOD_VEHICLE :{BIG_FONT}{BLACK}Alluvione!{}Almeno {COMMA} dispersi, presunti morti, in una imponente alluvione! ++ ++STR_NEWS_COMPANY_IN_TROUBLE_TITLE :{BIG_FONT}{BLACK}Compagnia di trasporti in difficoltà! ++STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION :{BIG_FONT}{BLACK}La {STRING} verrà venduta o dichiarerà bancarotta se non otterrà presto risultati migliori! ++STR_NEWS_COMPANY_MERGER_TITLE :{BIG_FONT}{BLACK}Fusione tra compagnie di trasporti! ++STR_NEWS_COMPANY_MERGER_DESCRIPTION :{BIG_FONT}{BLACK}La {STRING} è stata venduta alla {STRING} per {CURRENCY_LONG}! ++STR_NEWS_COMPANY_BANKRUPT_TITLE :{BIG_FONT}{BLACK}Bancarotta! ++STR_NEWS_COMPANY_BANKRUPT_DESCRIPTION :{BIG_FONT}{BLACK}La {STRING} è stata liquidata dai creditori e tutti i suoi beni sono stati venduti! ++STR_NEWS_COMPANY_LAUNCH_TITLE :{BIG_FONT}{BLACK}Nuova compagnia di trasporti! ++STR_NEWS_COMPANY_LAUNCH_DESCRIPTION :{BIG_FONT}{BLACK}La {STRING} inizia a costruire vicino a {TOWN}! ++STR_NEWS_MERGER_TAKEOVER_TITLE :{BIG_FONT}{BLACK}La {STRING} è stata rilevata dalla {STRING}! ++STR_PRESIDENT_NAME_MANAGER :{BLACK}{PRESIDENT_NAME}{}(Presidente) ++ ++STR_NEWS_NEW_TOWN :{BLACK}{BIG_FONT}La {STRING} finanzia la costruzione della nuova cittadina di {TOWN}! ++ ++STR_NEWS_INDUSTRY_CONSTRUCTION :{BIG_FONT}{BLACK}Nuov{G o o a} {STRING} in costruzione vicino a {TOWN}! ++STR_NEWS_INDUSTRY_PLANTED :{BIG_FONT}{BLACK}Nuov{G 0 o o a} {STRING} piantat{G 0 o o a} vicino a {TOWN}! ++ ++STR_NEWS_INDUSTRY_CLOSURE_GENERAL :{BIG_FONT}{BLACK}{G Il L' La} {STRING} annuncia imminente chiusura!! ++STR_NEWS_INDUSTRY_CLOSURE_SUPPLY_PROBLEMS :{BIG_FONT}{BLACK}Per problemi di rifornimenti {G il l' la} {STRING} annuncia imminente chiusura! ++STR_NEWS_INDUSTRY_CLOSURE_LACK_OF_TREES :{BIG_FONT}{BLACK}La mancanza di alberi vicini costringe la {STRING} ad imminente chiusura! ++ ++STR_NEWS_EURO_INTRODUCTION :{BIG_FONT}{BLACK}Unione Monetaria Europea!{}{}È stato introdotto l'Euro come unica moneta per le transazioni quotidiane nel nostro Paese! ++STR_NEWS_BEGIN_OF_RECESSION :{BIG_FONT}{BLACK}Recessione globale!{}{}Il crollo dell'economia porta gli analisti a temere il peggio! ++STR_NEWS_END_OF_RECESSION :{BIG_FONT}{BLACK}Recessione finita!{}{}La ripresa del commercio da fiducia alle industrie e rafforza l'economia! ++ ++STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_GENERAL :{BIG_FONT}{BLACK}{INDUSTRY} incrementa la produzione! ++STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_COAL :{BIG_FONT}{BLACK}Trovato nuovo giacimento di carbone alla {INDUSTRY}!{}Atteso un raddoppio della produzione! ++STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_OIL :{BIG_FONT}{BLACK}Trovato nuovo giacimento di petrolio al {INDUSTRY}!{}Atteso un raddoppio della produzione! ++STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_FARM :{BIG_FONT}{BLACK}Migliori tecniche di coltivazione alla {INDUSTRY} raddoppieranno la produzione! ++STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH :{BIG_FONT}{BLACK}La produzione di {STRING} a {INDUSTRY} è aumentata del {COMMA}%! ++STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_GENERAL :{BIG_FONT}{BLACK}La produzione a {INDUSTRY} scende del 50% ++STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_FARM :{BIG_FONT}{BLACK}Infestazione di insetti devasta la {INDUSTRY}!{}Produzione scesa del 50% ++STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH :{BIG_FONT}{BLACK}La produzione di {STRING} a {INDUSTRY} è diminuita del {COMMA}%! ++ ++STR_NEWS_TRAIN_IS_WAITING :{WHITE}{VEHICLE} ha raggiunto il deposito ++STR_NEWS_ROAD_VEHICLE_IS_WAITING :{WHITE}{VEHICLE} ha raggiunto il deposito ++STR_NEWS_SHIP_IS_WAITING :{WHITE}{VEHICLE} ha raggiunto il deposito ++STR_NEWS_AIRCRAFT_IS_WAITING :{WHITE}{VEHICLE} ha raggiunto l'hangar ++ ++# Order review system / warnings ++STR_NEWS_VEHICLE_HAS_TOO_FEW_ORDERS :{WHITE}{VEHICLE} non ha abbastanza ordini pianificati ++STR_NEWS_VEHICLE_HAS_VOID_ORDER :{WHITE}{VEHICLE} ha un ordine vuoto ++STR_NEWS_VEHICLE_HAS_DUPLICATE_ENTRY :{WHITE}{VEHICLE} ha alcuni ordini duplicati ++STR_NEWS_VEHICLE_HAS_INVALID_ENTRY :{WHITE}{VEHICLE} ha una stazione non valida nei suoi ordini ++STR_NEWS_PLANE_USES_TOO_SHORT_RUNWAY :{WHITE}{VEHICLE} ha nei suoi ordini un aeroporto con una pista troppo corta ++ ++STR_NEWS_VEHICLE_IS_GETTING_OLD :{WHITE}{VEHICLE} sta invecchiando ++STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD :{WHITE}{VEHICLE} sta invecchiando molto ++STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD_AND :{WHITE}{VEHICLE} sta invecchiando molto e richiede urgentemente sostituzione ++STR_NEWS_TRAIN_IS_STUCK :{WHITE}{VEHICLE} non trova un percorso per proseguire ++STR_NEWS_VEHICLE_IS_LOST :{WHITE}{VEHICLE} si è perso ++STR_NEWS_VEHICLE_IS_UNPROFITABLE :{WHITE}Il profitto di {VEHICLE} per l'anno scorso è stato {CURRENCY_LONG} ++STR_NEWS_AIRCRAFT_DEST_TOO_FAR :{WHITE}{VEHICLE} non può raggiungere la destinazione successiva perché è fuori portata ++ ++STR_NEWS_ORDER_REFIT_FAILED :{WHITE}{VEHICLE} è stato fermato perché un ordine di riadattamento non è riuscito ++STR_NEWS_VEHICLE_AUTORENEW_FAILED :{WHITE}Rinnovo automatico di {VEHICLE}{}{STRING} non riuscito ++ ++STR_NEWS_NEW_VEHICLE_NOW_AVAILABLE :{BIG_FONT}{BLACK}Nuov{G o o a} {STRING} disponibile! ++STR_NEWS_NEW_VEHICLE_TYPE :{BIG_FONT}{BLACK}{ENGINE} ++STR_NEWS_NEW_VEHICLE_NOW_AVAILABLE_WITH_TYPE :{BLACK}Nuov{G o o a} {STRING} disponibile! - {ENGINE} ++ ++STR_NEWS_STATION_NO_LONGER_ACCEPTS_CARGO :{WHITE}{STATION} non accetta più {STRING} ++STR_NEWS_STATION_NO_LONGER_ACCEPTS_CARGO_OR_CARGO :{WHITE}{STATION} non accetta più {STRING} né {STRING} ++STR_NEWS_STATION_NOW_ACCEPTS_CARGO :{WHITE}{STATION} adesso accetta {STRING} ++STR_NEWS_STATION_NOW_ACCEPTS_CARGO_AND_CARGO :{WHITE}{STATION} adesso accetta {STRING} e {STRING} ++ ++STR_NEWS_OFFER_OF_SUBSIDY_EXPIRED :{BIG_FONT}{BLACK}Offerta di sussidio scaduta:{}{}Il trasporto di {STRING} da {STRING} a {STRING} non darà più diritto a sovvenzioni ++STR_NEWS_SUBSIDY_WITHDRAWN_SERVICE :{BIG_FONT}{BLACK}Sussidio terminato:{}{}Il trasporto di {STRING} da {STRING} a {STRING} non è più sovvenzionato ++STR_NEWS_SERVICE_SUBSIDY_OFFERED :{BIG_FONT}{BLACK}Offerta di sussidio:{}{}Il primo servizio {STRING} da {STRING} a {STRING} riceverà un anno di sovvenzioni dall'autorità locale! ++STR_NEWS_SERVICE_SUBSIDY_AWARDED_HALF :{BIG_FONT}{BLACK}Sussidio aggiudicato alla {STRING}!{}{}Il trasporto di {STRING} da {STRING} a {STRING} verrà pagato il 50% in più per il prossimo anno! ++STR_NEWS_SERVICE_SUBSIDY_AWARDED_DOUBLE :{BIG_FONT}{BLACK}Sussidio aggiudicato alla {STRING}!{}{}Il trasporto di {STRING} da {STRING} a {STRING} verrà pagato il doppio per il prossimo anno! ++STR_NEWS_SERVICE_SUBSIDY_AWARDED_TRIPLE :{BIG_FONT}{BLACK}Sussidio aggiudicato alla {STRING}!{}{}Il trasporto di {STRING} da {STRING} a {STRING} verrà pagato il triplo per il prossimo anno! ++STR_NEWS_SERVICE_SUBSIDY_AWARDED_QUADRUPLE :{BIG_FONT}{BLACK}Sussidio aggiudicato alla {STRING}!{}{}Il trasporto di {STRING} da {STRING} a {STRING} verrà pagato il quadruplo per il prossimo anno! ++ ++STR_NEWS_ROAD_REBUILDING :{BIG_FONT}{BLACK}Traffico nel caos a {TOWN}!{}{}La ricostruzione delle strade finanziata dalla {STRING} porterà 6 mesi di disagio agli automobilisti! ++STR_NEWS_EXCLUSIVE_RIGHTS_TITLE :{BIG_FONT}{BLACK}Monopolio dei trasporti! ++STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION :{BIG_FONT}{BLACK}L'autorità locale di {TOWN} firma un accordo con la {STRING} per un anno di diritti di trasporto esclusivi! ++ ++# Extra view window ++STR_EXTRA_VIEW_PORT_TITLE :{WHITE}Mini visuale {COMMA} ++STR_EXTRA_VIEW_MOVE_VIEW_TO_MAIN :{BLACK}Copia nella mini visuale ++STR_EXTRA_VIEW_MOVE_VIEW_TO_MAIN_TT :{BLACK}Copia la posizione della visuale principale in questa mini visuale ++STR_EXTRA_VIEW_MOVE_MAIN_TO_VIEW :{BLACK}Copia dalla mini visuale ++STR_EXTRA_VIEW_MOVE_MAIN_TO_VIEW_TT :{BLACK}Copia la posizione di questa mini visuale nella visuale principale ++ ++# Game options window ++STR_GAME_OPTIONS_CAPTION :{WHITE}Opzioni di gioco ++STR_GAME_OPTIONS_CURRENCY_UNITS_FRAME :{BLACK}Valuta ++STR_GAME_OPTIONS_CURRENCY_UNITS_DROPDOWN_TOOLTIP :{BLACK}Selezione della valuta ++ ++############ start of currency region ++STR_GAME_OPTIONS_CURRENCY_GBP :Sterlina britannica (GBP) ++STR_GAME_OPTIONS_CURRENCY_USD :Dollaro americano (USD) ++STR_GAME_OPTIONS_CURRENCY_EUR :Euro (EUR) ++STR_GAME_OPTIONS_CURRENCY_JPY :Yen giapponese (JPY) ++STR_GAME_OPTIONS_CURRENCY_ATS :Scellino austriaco (ATS) ++STR_GAME_OPTIONS_CURRENCY_BEF :Franco belga (BEF) ++STR_GAME_OPTIONS_CURRENCY_CHF :Franco svizzero (CHF) ++STR_GAME_OPTIONS_CURRENCY_CZK :Corona ceca (CZK) ++STR_GAME_OPTIONS_CURRENCY_DEM :Marco tedesco (DEM) ++STR_GAME_OPTIONS_CURRENCY_DKK :Corona danese (DKK) ++STR_GAME_OPTIONS_CURRENCY_ESP :Peseta spagnola (ESP) ++STR_GAME_OPTIONS_CURRENCY_FIM :Marco finlandese (FIM) ++STR_GAME_OPTIONS_CURRENCY_FRF :Franco francese (FRF) ++STR_GAME_OPTIONS_CURRENCY_GRD :Dracma greca (GRD) ++STR_GAME_OPTIONS_CURRENCY_HUF :Forint ungherese (HUF) ++STR_GAME_OPTIONS_CURRENCY_ISK :Corona islandese (ISK) ++STR_GAME_OPTIONS_CURRENCY_ITL :Lira italiana (ITL) ++STR_GAME_OPTIONS_CURRENCY_NLG :Fiorino olandese (NLG) ++STR_GAME_OPTIONS_CURRENCY_NOK :Corona norvegese (NOK) ++STR_GAME_OPTIONS_CURRENCY_PLN :Zloty polacco (PLN) ++STR_GAME_OPTIONS_CURRENCY_RON :Leu rumeno (RON) ++STR_GAME_OPTIONS_CURRENCY_RUR :Rublo russo (RUR) ++STR_GAME_OPTIONS_CURRENCY_SIT :Tolar sloveno (SIT) ++STR_GAME_OPTIONS_CURRENCY_SEK :Corona svedese (SEK) ++STR_GAME_OPTIONS_CURRENCY_TRY :Lira turca (TRY) ++STR_GAME_OPTIONS_CURRENCY_SKK :Corona slovacca (SKK) ++STR_GAME_OPTIONS_CURRENCY_BRL :Real brasiliano (BRL) ++STR_GAME_OPTIONS_CURRENCY_EEK :Corona éstone (EEK) ++STR_GAME_OPTIONS_CURRENCY_LTL :Litas lituano (LTL) ++STR_GAME_OPTIONS_CURRENCY_KRW :Won sudcoreano (KRW) ++STR_GAME_OPTIONS_CURRENCY_ZAR :Rand sudafricano (ZAR) ++STR_GAME_OPTIONS_CURRENCY_CUSTOM :Personalizzata... ++STR_GAME_OPTIONS_CURRENCY_GEL :Lari georgiano (GEL) ++STR_GAME_OPTIONS_CURRENCY_IRR :Rial iraniano (IRR) ++############ end of currency region ++ ++STR_GAME_OPTIONS_ROAD_VEHICLES_FRAME :{BLACK}Automezzi ++STR_GAME_OPTIONS_ROAD_VEHICLES_DROPDOWN_TOOLTIP :{BLACK}Seleziona il lato della strada sul quale devono guidare i veicoli ++STR_GAME_OPTIONS_ROAD_VEHICLES_DROPDOWN_LEFT :Guida a sinistra ++STR_GAME_OPTIONS_ROAD_VEHICLES_DROPDOWN_RIGHT :Guida a destra ++ ++STR_GAME_OPTIONS_TOWN_NAMES_FRAME :{BLACK}Nomi città ++STR_GAME_OPTIONS_TOWN_NAMES_DROPDOWN_TOOLTIP :{BLACK}Seleziona lo stile per i nomi delle città ++ ++############ start of townname region ++STR_GAME_OPTIONS_TOWN_NAME_ORIGINAL_ENGLISH :Inglesi (originali) ++STR_GAME_OPTIONS_TOWN_NAME_FRENCH :Francesi ++STR_GAME_OPTIONS_TOWN_NAME_GERMAN :Tedeschi ++STR_GAME_OPTIONS_TOWN_NAME_ADDITIONAL_ENGLISH :Inglesi (aggiuntivi) ++STR_GAME_OPTIONS_TOWN_NAME_LATIN_AMERICAN :Latino-americani ++STR_GAME_OPTIONS_TOWN_NAME_SILLY :Sciocchi ++STR_GAME_OPTIONS_TOWN_NAME_SWEDISH :Svedesi ++STR_GAME_OPTIONS_TOWN_NAME_DUTCH :Olandesi ++STR_GAME_OPTIONS_TOWN_NAME_FINNISH :Finlandesi ++STR_GAME_OPTIONS_TOWN_NAME_POLISH :Polacchi ++STR_GAME_OPTIONS_TOWN_NAME_SLOVAK :Slovacchi ++STR_GAME_OPTIONS_TOWN_NAME_NORWEGIAN :Norvegesi ++STR_GAME_OPTIONS_TOWN_NAME_HUNGARIAN :Ungheresi ++STR_GAME_OPTIONS_TOWN_NAME_AUSTRIAN :Austriaci ++STR_GAME_OPTIONS_TOWN_NAME_ROMANIAN :Rumeni ++STR_GAME_OPTIONS_TOWN_NAME_CZECH :Cechi ++STR_GAME_OPTIONS_TOWN_NAME_SWISS :Svizzeri ++STR_GAME_OPTIONS_TOWN_NAME_DANISH :Danesi ++STR_GAME_OPTIONS_TOWN_NAME_TURKISH :Turchi ++STR_GAME_OPTIONS_TOWN_NAME_ITALIAN :Italiani ++STR_GAME_OPTIONS_TOWN_NAME_CATALAN :Catalani ++############ end of townname region ++ ++STR_GAME_OPTIONS_AUTOSAVE_FRAME :{BLACK}Salvataggi automatici ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_TOOLTIP :{BLACK}Seleziona l'intervallo fra i salvataggi automatici della partita ++ ++############ start of autosave dropdown ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_OFF :No ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_EVERY_1_MONTH :Ogni mese ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_EVERY_3_MONTHS :Ogni 3 mesi ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_EVERY_6_MONTHS :Ogni 6 mesi ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_EVERY_12_MONTHS :Ogni 12 mesi ++############ end of autosave dropdown ++ ++STR_GAME_OPTIONS_LANGUAGE :{BLACK}Lingua ++STR_GAME_OPTIONS_LANGUAGE_TOOLTIP :{BLACK}Seleziona la lingua da utilizzare per l'interfaccia ++ ++STR_GAME_OPTIONS_FULLSCREEN :{BLACK}Schermo intero ++STR_GAME_OPTIONS_FULLSCREEN_TOOLTIP :{BLACK}Attiva questa casella per giocate a OpenTTD in modalità schermo intero ++ ++STR_GAME_OPTIONS_RESOLUTION :{BLACK}Risoluzione schermo ++STR_GAME_OPTIONS_RESOLUTION_TOOLTIP :{BLACK}Seleziona la risoluzione dello schermo da utilizzare ++STR_GAME_OPTIONS_RESOLUTION_OTHER :Altra ++ ++STR_GAME_OPTIONS_GUI_ZOOM_FRAME :{BLACK}Dimensione interfaccia ++STR_GAME_OPTIONS_GUI_ZOOM_DROPDOWN_TOOLTIP :{BLACK}Seleziona la dimensione deglie elementi dell'interfaccia grafica ++ ++STR_GAME_OPTIONS_GUI_ZOOM_DROPDOWN_NORMAL :Normale ++STR_GAME_OPTIONS_GUI_ZOOM_DROPDOWN_2X_ZOOM :Doppia ++STR_GAME_OPTIONS_GUI_ZOOM_DROPDOWN_4X_ZOOM :Quadrupla ++ ++STR_GAME_OPTIONS_BASE_GRF :{BLACK}Pacchetto grafico di base ++STR_GAME_OPTIONS_BASE_GRF_TOOLTIP :{BLACK}Seleziona il pacchetto grafico di base da utilizzare ++STR_GAME_OPTIONS_BASE_GRF_STATUS :{RED}{NUM} file mancant{P e i}/corrott{P o i} ++STR_GAME_OPTIONS_BASE_GRF_DESCRIPTION_TOOLTIP :{BLACK}Informazioni aggiuntive sul pacchetto grafico di base ++ ++STR_GAME_OPTIONS_BASE_SFX :{BLACK}Pacchetto sonoro di base ++STR_GAME_OPTIONS_BASE_SFX_TOOLTIP :{BLACK}Seleziona il pacchetto sonoro di base da utilizzare ++STR_GAME_OPTIONS_BASE_SFX_DESCRIPTION_TOOLTIP :{BLACK}Informazioni aggiuntive sul pacchetto sonoro di base ++ ++STR_GAME_OPTIONS_BASE_MUSIC :{BLACK}Pacchetto musicale di base ++STR_GAME_OPTIONS_BASE_MUSIC_TOOLTIP :{BLACK}Seleziona il pacchetto musicale di base da utilizzare ++STR_GAME_OPTIONS_BASE_MUSIC_STATUS :{RED}{NUM} file corrott{P o i} ++STR_GAME_OPTIONS_BASE_MUSIC_DESCRIPTION_TOOLTIP :{BLACK}Informazioni aggiuntive sul pacchetto musicale di base ++ ++STR_ERROR_RESOLUTION_LIST_FAILED :{WHITE}Errore nel recupero della lista delle risoluzioni supportate ++STR_ERROR_FULLSCREEN_FAILED :{WHITE}Attivazione modalità schermo intero non riuscita ++ ++# Custom currency window ++ ++STR_CURRENCY_WINDOW :{WHITE}Valuta personalizzata ++STR_CURRENCY_EXCHANGE_RATE :{LTBLUE}Cambio: {ORANGE}{CURRENCY_LONG} = £ {COMMA} ++STR_CURRENCY_DECREASE_EXCHANGE_RATE_TOOLTIP :{BLACK}Riduce l'ammontare della valuta per una Sterlina (£) ++STR_CURRENCY_INCREASE_EXCHANGE_RATE_TOOLTIP :{BLACK}Aumenta l'ammontare della valuta per una Sterlina (£) ++STR_CURRENCY_SET_EXCHANGE_RATE_TOOLTIP :{BLACK}Imposta il tasso di cambio della valuta per una Sterlina (£) ++ ++STR_CURRENCY_SEPARATOR :{LTBLUE}Separatore: {ORANGE}{STRING} ++STR_CURRENCY_SET_CUSTOM_CURRENCY_SEPARATOR_TOOLTIP :{BLACK}Imposta il separatore delle migliaia utilizzato dalla valuta ++ ++STR_CURRENCY_PREFIX :{LTBLUE}Prefisso: {ORANGE}{STRING} ++STR_CURRENCY_SET_CUSTOM_CURRENCY_PREFIX_TOOLTIP :{BLACK}Imposta il prefisso per la valuta ++STR_CURRENCY_SUFFIX :{LTBLUE}Suffisso: {ORANGE}{STRING} ++STR_CURRENCY_SET_CUSTOM_CURRENCY_SUFFIX_TOOLTIP :{BLACK}Imposta il suffisso per la valuta ++ ++STR_CURRENCY_SWITCH_TO_EURO :{LTBLUE}Passa all'Euro: {ORANGE}{NUM} ++STR_CURRENCY_SWITCH_TO_EURO_NEVER :{LTBLUE}Passa all'Euro: {ORANGE}Mai ++STR_CURRENCY_SET_CUSTOM_CURRENCY_TO_EURO_TOOLTIP :{BLACK}Imposta l'anno in cui passare all'Euro ++STR_CURRENCY_DECREASE_CUSTOM_CURRENCY_TO_EURO_TOOLTIP :{BLACK}Anticipa l'anno di passaggio all'Euro ++STR_CURRENCY_INCREASE_CUSTOM_CURRENCY_TO_EURO_TOOLTIP :{BLACK}Posticipa l'anno di passaggio all'Euro ++ ++STR_CURRENCY_PREVIEW :{LTBLUE}Anteprima: {ORANGE}{CURRENCY_LONG} ++STR_CURRENCY_CUSTOM_CURRENCY_PREVIEW_TOOLTIP :{BLACK}L'equivalente di 10.000 Sterline (£) nella valuta ++STR_CURRENCY_CHANGE_PARAMETER :{BLACK}Cambia i parametri della valuta personalizzata ++ ++STR_DIFFICULTY_LEVEL_SETTING_MAXIMUM_NO_COMPETITORS :{LTBLUE}Numero massimo di avversari: {ORANGE}{COMMA} ++ ++STR_NONE :Nessuno ++STR_FUNDING_ONLY :Solo finanziate ++STR_MINIMAL :Minimo ++STR_NUM_VERY_LOW :Molto basso ++STR_NUM_LOW :Basso ++STR_NUM_NORMAL :Normale ++STR_NUM_HIGH :Alto ++STR_NUM_CUSTOM :Personalizzati ++STR_NUM_CUSTOM_NUMBER :Personalizzati ({NUM}) ++ ++STR_VARIETY_NONE :Nessuna ++STR_VARIETY_VERY_LOW :Molto bassa ++STR_VARIETY_LOW :Bassa ++STR_VARIETY_MEDIUM :Media ++STR_VARIETY_HIGH :Alta ++STR_VARIETY_VERY_HIGH :Molto alta ++ ++STR_AI_SPEED_VERY_SLOW :Molto lenta ++STR_AI_SPEED_SLOW :Lenta ++STR_AI_SPEED_MEDIUM :Media ++STR_AI_SPEED_FAST :Veloce ++STR_AI_SPEED_VERY_FAST :Molto veloce ++ ++STR_SEA_LEVEL_VERY_LOW :Molto basso ++STR_SEA_LEVEL_LOW :Basso ++STR_SEA_LEVEL_MEDIUM :Medio ++STR_SEA_LEVEL_HIGH :Alto ++STR_SEA_LEVEL_CUSTOM :Personalizzato ++STR_SEA_LEVEL_CUSTOM_PERCENTAGE :Personalizzato ({NUM}%) ++ ++STR_RIVERS_NONE :Nessuno ++STR_RIVERS_FEW :Pochi ++STR_RIVERS_MODERATE :Normali ++STR_RIVERS_LOT :Molti ++ ++STR_DISASTER_NONE :Nessuno ++STR_DISASTER_REDUCED :Ridotti ++STR_DISASTER_NORMAL :Normali ++ ++STR_SUBSIDY_X1_5 :x1,5 ++STR_SUBSIDY_X2 :x2 ++STR_SUBSIDY_X3 :x3 ++STR_SUBSIDY_X4 :x4 ++ ++STR_TERRAIN_TYPE_VERY_FLAT :Molto pianeggiante ++STR_TERRAIN_TYPE_FLAT :Pianeggiante ++STR_TERRAIN_TYPE_HILLY :Collinare ++STR_TERRAIN_TYPE_MOUNTAINOUS :Montuoso ++STR_TERRAIN_TYPE_ALPINIST :Alpino ++ ++STR_CITY_APPROVAL_PERMISSIVE :Permissivo ++STR_CITY_APPROVAL_TOLERANT :Tollerante ++STR_CITY_APPROVAL_HOSTILE :Ostile ++ ++STR_WARNING_NO_SUITABLE_AI :{WHITE}Nessuna IA adatta disponibile...{}È possibile scaricare numerose IA tramite il sistema 'Contenuti online' ++ ++# Settings tree window ++STR_CONFIG_SETTING_TREE_CAPTION :{WHITE}Impostazioni ++STR_CONFIG_SETTING_FILTER_TITLE :{BLACK}Filtro: ++STR_CONFIG_SETTING_EXPAND_ALL :{BLACK}Espandi tutti ++STR_CONFIG_SETTING_COLLAPSE_ALL :{BLACK}Comprimi tutti ++STR_CONFIG_SETTING_NO_EXPLANATION_AVAILABLE_HELPTEXT :(descrizione non disponibile) ++STR_CONFIG_SETTING_DEFAULT_VALUE :{LTBLUE}Valore predefinito: {ORANGE}{STRING} ++STR_CONFIG_SETTING_TYPE :{LTBLUE}Tipo impostazione: {ORANGE}{STRING} ++STR_CONFIG_SETTING_TYPE_CLIENT :Impostazione del client (non conservata nei salvataggi; influenza tutte le partite) ++STR_CONFIG_SETTING_TYPE_GAME_MENU :Impostazione di gioco (conservata nei salvataggi; influenza solo le nuove partite) ++STR_CONFIG_SETTING_TYPE_GAME_INGAME :Impostazione di gioco (conservata nel salvataggio; influenza solo la partita corrente) ++STR_CONFIG_SETTING_TYPE_COMPANY_MENU :Impostazione della compagnia (conservata nei salvataggi; influenza solo le nuove partite) ++STR_CONFIG_SETTING_TYPE_COMPANY_INGAME :Impostazione della compagnia (conservata nel salvataggio; influenza solo la compagnia corrente) ++ ++STR_CONFIG_SETTING_RESTRICT_CATEGORY :{BLACK}Categoria: ++STR_CONFIG_SETTING_RESTRICT_TYPE :{BLACK}Tipo: ++STR_CONFIG_SETTING_RESTRICT_DROPDOWN_HELPTEXT :{BLACK}Limita la lista sottostante usando i filtri predefiniti ++STR_CONFIG_SETTING_RESTRICT_BASIC :Di base (solo le impostazioni principali) ++STR_CONFIG_SETTING_RESTRICT_ADVANCED :Avanzate (la maggior parte delle impostazioni) ++STR_CONFIG_SETTING_RESTRICT_ALL :Per esperti (tutte le impostazioni, incluse quelle speciali) ++STR_CONFIG_SETTING_RESTRICT_CHANGED_AGAINST_DEFAULT :Impostazioni con un valore diverso da quello predefinito ++STR_CONFIG_SETTING_RESTRICT_CHANGED_AGAINST_NEW :Impostazioni con un valore diverso di quello impostato a inizio partita ++ ++STR_CONFIG_SETTING_TYPE_DROPDOWN_HELPTEXT :{BLACK}Limita la lista sottostante alle impostazioni di un tipo specifico ++STR_CONFIG_SETTING_TYPE_DROPDOWN_ALL :Tutti i tipi di impostazioni ++STR_CONFIG_SETTING_TYPE_DROPDOWN_CLIENT :Impostazioni del client (non conservate nei salvataggi; influenzano tutte le partite) ++STR_CONFIG_SETTING_TYPE_DROPDOWN_GAME_MENU :Impostazioni di gioco (conservate nei salvataggi; influenzano solo le nuove partite) ++STR_CONFIG_SETTING_TYPE_DROPDOWN_GAME_INGAME :Impostazioni di gioco (conservate nel salvataggio; influenzano solo la partita corrente) ++STR_CONFIG_SETTING_TYPE_DROPDOWN_COMPANY_MENU :Impostazioni della compagnia (conservate nei salvataggi; influenzano solo le nuove partite) ++STR_CONFIG_SETTING_TYPE_DROPDOWN_COMPANY_INGAME :Impostazioni della compagnia (conservate nel salvataggio; influenzano solo la compagnia corrente) ++STR_CONFIG_SETTING_CATEGORY_HIDES :{BLACK}Per mostrare tutti i risultati impostare la{}{SILVER}Categoria {BLACK}su {WHITE}{STRING} ++STR_CONFIG_SETTING_TYPE_HIDES :{BLACK}Per mostrare tutti i risultati impostare il{}{SILVER}Tipo {BLACK}su {WHITE}Tutti i tipi di impostazioni ++STR_CONFIG_SETTING_CATEGORY_AND_TYPE_HIDES :{BLACK}Per mostrare tutti i risultati impostare la{}{SILVER}Categoria {BLACK}su {WHITE}{STRING} {BLACK}e il {SILVER}Tipo {BLACK}su {WHITE}Tutti i tipi di impostazioni ++STR_CONFIG_SETTINGS_NONE :{WHITE}- Nessuna - ++ ++STR_CONFIG_SETTING_OFF :No ++STR_CONFIG_SETTING_OFF.ms :No ++STR_CONFIG_SETTING_OFF.mp :No ++STR_CONFIG_SETTING_OFF.fs :No ++STR_CONFIG_SETTING_OFF.fp :No ++STR_CONFIG_SETTING_ON :Sì ++STR_CONFIG_SETTING_ON.ms :Sì ++STR_CONFIG_SETTING_ON.mp :Sì ++STR_CONFIG_SETTING_ON.fs :Sì ++STR_CONFIG_SETTING_ON.fp :Sì ++STR_CONFIG_SETTING_DISABLED :Disabilitato ++STR_CONFIG_SETTING_DISABLED.ms :Disabilitato ++STR_CONFIG_SETTING_DISABLED.mp :Disabilitati ++STR_CONFIG_SETTING_DISABLED.fs :Disabilitata ++STR_CONFIG_SETTING_DISABLED.fp :Disabilitate ++ ++STR_CONFIG_SETTING_COMPANIES_OFF :Off ++STR_CONFIG_SETTING_COMPANIES_OWN :Propria compagnia ++STR_CONFIG_SETTING_COMPANIES_ALL :Tutte le compagnie ++ ++STR_CONFIG_SETTING_NONE :Nessuno ++STR_CONFIG_SETTING_NONE.ms :Nessuno ++STR_CONFIG_SETTING_NONE.fs :Nessuna ++STR_CONFIG_SETTING_ORIGINAL :Originale ++STR_CONFIG_SETTING_ORIGINAL.ms :Originale ++STR_CONFIG_SETTING_ORIGINAL.mp :Originali ++STR_CONFIG_SETTING_ORIGINAL.fs :Originale ++STR_CONFIG_SETTING_ORIGINAL.fp :Originali ++STR_CONFIG_SETTING_REALISTIC :Realistico ++STR_CONFIG_SETTING_REALISTIC.ms :Realistico ++STR_CONFIG_SETTING_REALISTIC.mp :Realistici ++STR_CONFIG_SETTING_REALISTIC.fs :Realistica ++STR_CONFIG_SETTING_REALISTIC.fp :Realistiche ++ ++STR_CONFIG_SETTING_HORIZONTAL_POS_LEFT :Sinistra ++STR_CONFIG_SETTING_HORIZONTAL_POS_CENTER :Centro ++STR_CONFIG_SETTING_HORIZONTAL_POS_RIGHT :Destra ++ ++STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN :Prestito massimo iniziale: {STRING} ++STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN_HELPTEXT :Ammontare massimo di denaro che una compagnia può chiedere in prestito (senza tenere conto dell'inflazione) ++STR_CONFIG_SETTING_INTEREST_RATE :Tasso d'interesse: {STRING} ++STR_CONFIG_SETTING_INTEREST_RATE_HELPTEXT :Tasso d'interesse sul prestito; controlla anche l'abilitazione dell'inflazione ++STR_CONFIG_SETTING_RUNNING_COSTS :Costi d'esercizio: {STRING.mp} ++STR_CONFIG_SETTING_RUNNING_COSTS_HELPTEXT :Imposta il livello dei costi di manutenzione ed esercizio di veicoli e infrastrutture ++STR_CONFIG_SETTING_CONSTRUCTION_SPEED :Velocità di costruzione: {STRING.fs} ++STR_CONFIG_SETTING_CONSTRUCTION_SPEED_HELPTEXT :Limita la frequenza delle azioni di costruzione delle IA ++STR_CONFIG_SETTING_VEHICLE_BREAKDOWNS :Guasti dei veicoli: {STRING} ++STR_CONFIG_SETTING_VEHICLE_BREAKDOWNS_HELPTEXT :Controlla quanto frequentemente si guastano i veicoli non adeguatamente manutenuti ++STR_CONFIG_SETTING_SUBSIDY_MULTIPLIER :Moltiplicatore sussidi: {STRING} ++STR_CONFIG_SETTING_SUBSIDY_MULTIPLIER_HELPTEXT :Imposta quanto viene pagato per i collegamenti sovvenzionati ++STR_CONFIG_SETTING_CONSTRUCTION_COSTS :Costi di costruzione: {STRING.mp} ++STR_CONFIG_SETTING_CONSTRUCTION_COSTS_HELPTEXT :Imposta il livello dei costi di costruzione e acquisto ++STR_CONFIG_SETTING_RECESSIONS :Recessioni: {STRING} ++STR_CONFIG_SETTING_RECESSIONS_HELPTEXT :Se abilitato, a intervalli di qualche anno possono verificarsi delle recessioni. Durante una recessione i livelli di produzione sono considerevolmente ridotti (per tornare al livello precedente una volta finita la recessione) ++STR_CONFIG_SETTING_TRAIN_REVERSING :Non consentire inversione dei treni alle stazioni: {STRING} ++STR_CONFIG_SETTING_TRAIN_REVERSING_HELPTEXT :Se abilitato, i treni non invertono la marcia nelle stazioni passanti, neanche nel caso in cui invertendo la marcia sia possibile raggiungere la destinazione successiva con un percorso più breve ++STR_CONFIG_SETTING_DISASTERS :Disastri: {STRING} ++STR_CONFIG_SETTING_DISASTERS_HELPTEXT :Controlla l'attivazione dei disastri che, occasionalmente, possono bloccare o distruggere i veicoli e le infrastrutture ++STR_CONFIG_SETTING_CITY_APPROVAL :Atteggiamento della città in merito alle modifiche: {STRING} ++STR_CONFIG_SETTING_CITY_APPROVAL_HELPTEXT :Seleziona il modo in cui il rumore e i danni all'ambiente da parte delle compagnie possono influenzare la valutazione delle città e le successive operazioni di costruzione nell'area controllata ++ ++STR_CONFIG_SETTING_MAX_HEIGHTLEVEL :Altezza massima mappa: {STRING} ++STR_CONFIG_SETTING_MAX_HEIGHTLEVEL_HELPTEXT :Imposta l'altezza massima consentita per le montagne sulla mappa ++STR_CONFIG_SETTING_TOO_HIGH_MOUNTAIN :{WHITE}Impossibile impostare l'altezza massima della mappa a questo valore. Almeno una delle montagne della mappa è più alta ++STR_CONFIG_SETTING_AUTOSLOPE :Consenti rimodellazione terreno sotto a edifici, rotaie, etc.: {STRING} ++STR_CONFIG_SETTING_AUTOSLOPE_HELPTEXT :Consente la rimodellazione del terreno sotto edifici e rotaie senza doverli rimuovere ++STR_CONFIG_SETTING_CATCHMENT :Consenti aree di copertura più realistiche: {STRING} ++STR_CONFIG_SETTING_CATCHMENT_HELPTEXT :Usa aree di copertura di dimensioni differenti a seconda del tipo di stazione o aeroporto ++STR_CONFIG_SETTING_EXTRADYNAMITE :Consenti la rimozione di strade, ponti, etc. delle città: {STRING} ++STR_CONFIG_SETTING_EXTRADYNAMITE_HELPTEXT :Rende più facile la rimozione di infrastrutture ed edifici di proprietà delle città ++STR_CONFIG_SETTING_TRAIN_LENGTH :Lunghezza massima dei treni: {STRING} ++STR_CONFIG_SETTING_TRAIN_LENGTH_HELPTEXT :Imposta la lunghezza massima dei treni ++STR_CONFIG_SETTING_TILE_LENGTH :{COMMA} riquadr{P 0 o i} ++STR_CONFIG_SETTING_SMOKE_AMOUNT :Quantità di fumo/scintille dai veicoli: {STRING.fs} ++STR_CONFIG_SETTING_SMOKE_AMOUNT_HELPTEXT :Imposta la quantità di fumo o scintille emessi dai veicoli ++STR_CONFIG_SETTING_TRAIN_ACCELERATION_MODEL :Modello accelerazione dei treni: {STRING.ms} ++STR_CONFIG_SETTING_TRAIN_ACCELERATION_MODEL_HELPTEXT :Seleziona il modello per l'accelerazione dei treni. Il modello "Originale" introduce penalità sui pendii in modo uguale per tutti i veicoli. Il modello "Realistico" introduce penalità sui pendii e in curva in base a varie proprietà della composizione, come la lunghezza e lo sforzo di trazione ++STR_CONFIG_SETTING_ROAD_VEHICLE_ACCELERATION_MODEL :Modello accelerazione automezzi: {STRING.ms} ++STR_CONFIG_SETTING_ROAD_VEHICLE_ACCELERATION_MODEL_HELPTEXT :Seleziona il modello della fisica per l'accelerazione degli automezzi. Il modello "Originale" introduce penalità sui pendii in modo uguale per tutti i veicoli. Il modello "Realistico" introduce penalità sui pendii in base a varie proprietà del mezzo, come lo 'sforzo di trazione' ++STR_CONFIG_SETTING_TRAIN_SLOPE_STEEPNESS :Pendenza salite per i treni: {STRING} ++STR_CONFIG_SETTING_TRAIN_SLOPE_STEEPNESS_HELPTEXT :Pendenza dei riquadri inclinati percepita dai treni. I valori più elevati rendono più difficile risalire le colline ++STR_CONFIG_SETTING_PERCENTAGE :{COMMA}% ++STR_CONFIG_SETTING_ROAD_VEHICLE_SLOPE_STEEPNESS :Pendenza salite per gli automezzi: {STRING} ++STR_CONFIG_SETTING_ROAD_VEHICLE_SLOPE_STEEPNESS_HELPTEXT :Pendenza dei riquadri inclinati percepita dagli automezzi. I valori più elevati rendono più difficile risalire le colline ++STR_CONFIG_SETTING_FORBID_90_DEG :Impedisci a treni e navi di curvare a 90 gradi: {STRING} ++STR_CONFIG_SETTING_FORBID_90_DEG_HELPTEXT :Le curve a 90 gradi avvengono quando un binario orizzontale è seguito direttamente da un binario verticale nel riquadro adiacente, facendo sì che un treno che attraversa il bordo fra i riquadri curvi di 90 gradi invece dei 45 gradi delle altre combinazioni di binari. L'impostazione si applica anche al raggio di virata delle navi ++STR_CONFIG_SETTING_DISTANT_JOIN_STATIONS :Consenti di unire stazioni non direttamente adiacenti: {STRING} ++STR_CONFIG_SETTING_DISTANT_JOIN_STATIONS_HELPTEXT :Consente di aggiungere nuove parti a una stazione senza toccare direttamente le parti esistenti. Richiede l'uso di CTRL+clic per posizionare le nuove parti ++STR_CONFIG_SETTING_INFLATION :Inflazione: {STRING} ++STR_CONFIG_SETTING_INFLATION_HELPTEXT :Abilita l'inflazione nell'economia, facendo crescere i costi leggermente più in fretta dei compensi ++STR_CONFIG_SETTING_MAX_BRIDGE_LENGTH :Lunghezza massima dei ponti: {STRING} ++STR_CONFIG_SETTING_MAX_BRIDGE_LENGTH_HELPTEXT :Lunghezza massima per la costruzione dei ponti ++STR_CONFIG_SETTING_MAX_BRIDGE_HEIGHT :Altezza massima dei ponti: {STRING} ++STR_CONFIG_SETTING_MAX_BRIDGE_HEIGHT_HELPTEXT :Altezza massima per la costruzione dei ponti ++STR_CONFIG_SETTING_MAX_TUNNEL_LENGTH :Lunghezza massima dei tunnel: {STRING} ++STR_CONFIG_SETTING_MAX_TUNNEL_LENGTH_HELPTEXT :Lunghezza massima per la costruzione dei tunnel ++STR_CONFIG_SETTING_RAW_INDUSTRY_CONSTRUCTION_METHOD :Costruzione delle industrie primarie: {STRING} ++STR_CONFIG_SETTING_RAW_INDUSTRY_CONSTRUCTION_METHOD_HELPTEXT :Metodo per il finanziamento di un'industria primaria. 'Non permessa' rende impossibile finanziarle, 'Previa prospezione' rende possibile il finanziamento, ma la costruzione avviene in un punto a caso della mappa e può anche fallire, 'Come le altre industrie' rende possibile per le compagnie costruire le industrie di materiali grezzi in qualsiasi posizione, come le industrie di trasformazione ++STR_CONFIG_SETTING_RAW_INDUSTRY_CONSTRUCTION_METHOD_NONE :Non permessa ++STR_CONFIG_SETTING_RAW_INDUSTRY_CONSTRUCTION_METHOD_NORMAL :Come le altre industrie ++STR_CONFIG_SETTING_RAW_INDUSTRY_CONSTRUCTION_METHOD_PROSPECTING :Previa prospezione ++STR_CONFIG_SETTING_INDUSTRY_PLATFORM :Area pianeggiante attorno alle industrie: {STRING} ++STR_CONFIG_SETTING_INDUSTRY_PLATFORM_HELPTEXT :Quantità di spazio pianeggiante attorno a un'industria. In questo modo si assicura che resterà attorno alle industrie dello spazio vuoto disponibile per costruire binari, etc. ++STR_CONFIG_SETTING_MULTIPINDTOWN :Consenti più industrie dello stesso tipo nella stessa città: {STRING} ++STR_CONFIG_SETTING_MULTIPINDTOWN_HELPTEXT :Normalmente, le città non desiderano più di un'industria per ogni tipo. Con questa impostazione, nella stessa città possono essere presenti più industrie dello stesso tipo ++STR_CONFIG_SETTING_SIGNALSIDE :Mostra i segnali: {STRING} ++STR_CONFIG_SETTING_SIGNALSIDE_HELPTEXT :Seleziona il lato dei binari su cui piazzare i segnali ++STR_CONFIG_SETTING_SIGNALSIDE_LEFT :Sulla sinistra ++STR_CONFIG_SETTING_SIGNALSIDE_DRIVING_SIDE :Sul lato di guida ++STR_CONFIG_SETTING_SIGNALSIDE_RIGHT :Sulla destra ++STR_CONFIG_SETTING_SHOWFINANCES :Mostra la finestra delle finanze alla fine dell'anno: {STRING} ++STR_CONFIG_SETTING_SHOWFINANCES_HELPTEXT :Se abilitato, la finestra delle finanze si apre automaticamente alla fine di ogni anno, in modo da facilitare la revisione dello stato delle finanze della compagnia ++STR_CONFIG_SETTING_NONSTOP_BY_DEFAULT :Crea sempre i nuovi ordini 'no-stop': {STRING} ++STR_CONFIG_SETTING_NONSTOP_BY_DEFAULT_HELPTEXT :Normalmente, i veicoli si fermano a tutte le stazioni sul percorso. Abilitando questa impostazione, il veicolo transiterà attraverso tutte le stazioni senza fermarsi fino a destinazione. Nota: questa impostazione definisce solo il valore predefinito per i nuovi ordini. I singoli ordini possono essere regolati esplicitamente per uno quasiasi dei due comportamenti, a prescindere da questa impostazione ++STR_CONFIG_SETTING_STOP_LOCATION :Crea i nuovi ordini dei treni con arresto {STRING} della banchina ++STR_CONFIG_SETTING_STOP_LOCATION_HELPTEXT :Seleziona il valore predefinito per il punto della banchina dove i treni si fermeranno. 'All'inizio' significa vicino al punto di ingresso, 'al centro' significa nel mezzo della banchina, e 'alla fine' significa lontano dal punto di ingresso. Nota: questa impostazione definisce solo il valore predefinito per i nuovi ordini. I singoli ordini possono essere regolati esplicitamente per uno quasiasi dei tre comportamenti, a prescindere da questa impostazione ++STR_CONFIG_SETTING_STOP_LOCATION_NEAR_END :all'inizio ++STR_CONFIG_SETTING_STOP_LOCATION_MIDDLE :al centro ++STR_CONFIG_SETTING_STOP_LOCATION_FAR_END :alla fine ++STR_CONFIG_SETTING_AUTOSCROLL :Scorri visuali quando il mouse è su un bordo: {STRING} ++STR_CONFIG_SETTING_AUTOSCROLL_HELPTEXT :Se abilitato, le visuali iniziano a scorrere quando il mouse è vicino al bordo della finestra ++STR_CONFIG_SETTING_AUTOSCROLL_DISABLED :Disabilitato ++STR_CONFIG_SETTING_AUTOSCROLL_MAIN_VIEWPORT_FULLSCREEN :Visuale principale, solo a schermo intero ++STR_CONFIG_SETTING_AUTOSCROLL_MAIN_VIEWPORT :Visuale principale ++STR_CONFIG_SETTING_AUTOSCROLL_EVERY_VIEWPORT :Tutte le visuali ++STR_CONFIG_SETTING_BRIBE :Consenti la corruzione dell'autorità locale: {STRING} ++STR_CONFIG_SETTING_BRIBE_HELPTEXT :Consente alle compagnie di provare a corrompere l'autorità locale delle città. Se il tentativo viene notato da un ispettore, la compagnia è interdetta dall'operare nella città per sei mesi ++STR_CONFIG_SETTING_ALLOW_EXCLUSIVE :Consenti l'acquisto dell'esclusiva sui trasporti: {STRING} ++STR_CONFIG_SETTING_ALLOW_EXCLUSIVE_HELPTEXT :Se una compagnia acquista i diritti esclusivi di trasporto in una città, le stazioni degli avversari (passeggeri e merci) non ricevono alcun carico per un anno intero ++STR_CONFIG_SETTING_ALLOW_FUND_BUILDINGS :Consenti finanziamento di nuove costruzioni: {STRING} ++STR_CONFIG_SETTING_ALLOW_FUND_BUILDINGS_HELPTEXT :Consente alle compagnie di fornire denaro alle città per il finanziamento di nuove abitazioni ++STR_CONFIG_SETTING_ALLOW_FUND_ROAD :Consenti finanziamento della riscostruzione delle strade: {STRING} ++STR_CONFIG_SETTING_ALLOW_FUND_ROAD_HELPTEXT :Consente alle compagnie di fornire denaro alle città per la ricostruzione delle strade, in modo da sabotare i servizi di trasporto su strada presenti nella città ++STR_CONFIG_SETTING_ALLOW_GIVE_MONEY :Consenti l'invio di denaro ad altre compagnie: {STRING} ++STR_CONFIG_SETTING_ALLOW_GIVE_MONEY_HELPTEXT :Consente il trasferimento di denaro fra le compagnie in modalità multigiocatore ++STR_CONFIG_SETTING_FREIGHT_TRAINS :Moltiplicatore di peso per simulare treni merci pesanti: {STRING} ++STR_CONFIG_SETTING_FREIGHT_TRAINS_HELPTEXT :Seleziona l'impatto del trasporto di merci nei treni. I valori elevati rendono il trasporto di merci più impegnativo per i treni, specialmente in collina ++STR_CONFIG_SETTING_PLANE_SPEED :Fattore di velocità degli aerei: {STRING} ++STR_CONFIG_SETTING_PLANE_SPEED_HELPTEXT :Imposta la velocità relativa degli aeroplani in confronto agli altri tipi di veicolo, in modo da ridurre i ricavi del trasporto via aria ++STR_CONFIG_SETTING_PLANE_SPEED_VALUE :1 / {COMMA} ++STR_CONFIG_SETTING_PLANE_CRASHES :Numero di incidenti aerei: {STRING} ++STR_CONFIG_SETTING_PLANE_CRASHES_HELPTEXT :Imposta la probabilità del verificarsi di un incidente aereo ++STR_CONFIG_SETTING_PLANE_CRASHES_NONE :Nessuno ++STR_CONFIG_SETTING_PLANE_CRASHES_REDUCED :Ridotto ++STR_CONFIG_SETTING_PLANE_CRASHES_NORMAL :Normale ++STR_CONFIG_SETTING_STOP_ON_TOWN_ROAD :Consenti fermate passanti sulle strade delle città: {STRING} ++STR_CONFIG_SETTING_STOP_ON_TOWN_ROAD_HELPTEXT :Consente la costruzione di fermate stradali passanti sulle strade di proprietà della città ++STR_CONFIG_SETTING_STOP_ON_COMPETITOR_ROAD :Consenti fermate passanti sulle strade di proprietà degli avversari: {STRING} ++STR_CONFIG_SETTING_STOP_ON_COMPETITOR_ROAD_HELPTEXT :Consente la costruzione di fermate stradali passanti sulle strade di proprietà delle altre compagnie ++STR_CONFIG_SETTING_DYNAMIC_ENGINES_EXISTING_VEHICLES :{WHITE}Non è possibile modificare questa impostazione quando esistono veicoli ++STR_CONFIG_SETTING_INFRASTRUCTURE_MAINTENANCE :Manutenzione infrastrutture: {STRING} ++STR_CONFIG_SETTING_INFRASTRUCTURE_MAINTENANCE_HELPTEXT :Se abilitata, le infrastrutture causano dei costi di manutenzione. I costi crescono in modo più che proporzionale alla dimensione della rete, influenzando maggiormente le compagnie più grandi rispetto alle piccole ++ ++STR_CONFIG_SETTING_NEVER_EXPIRE_AIRPORTS :Non rendere mai obsoleti i tipi di aeroporto: {STRING} ++STR_CONFIG_SETTING_NEVER_EXPIRE_AIRPORTS_HELPTEXT :Abilitando questa impostazione, tutti i tipi di aeroporto rimangono disponibili indefinitamente dopo essere stati introdotti ++ ++STR_CONFIG_SETTING_WARN_LOST_VEHICLE :Avvisa se un veicolo si perde: {STRING} ++STR_CONFIG_SETTING_WARN_LOST_VEHICLE_HELPTEXT :Mostra un messaggio quando un veicolo non è in grado di trovare un percorso per la destinazione successiva ++STR_CONFIG_SETTING_ORDER_REVIEW :Controlla gli ordini dei veicoli: {STRING} ++STR_CONFIG_SETTING_ORDER_REVIEW_HELPTEXT :Se abilitata, gli ordini dei veicoli sono controllati periodicamente, e gli eventuali problemi riconosciuti sono riportati in un messaggio ++STR_CONFIG_SETTING_ORDER_REVIEW_OFF :No ++STR_CONFIG_SETTING_ORDER_REVIEW_EXDEPOT :Sì, ma escludi i veicoli fermi ++STR_CONFIG_SETTING_ORDER_REVIEW_ON :Sì, per tutti i veicoli ++STR_CONFIG_SETTING_WARN_INCOME_LESS :Avvisa se il profitto di un veicolo è in negativo: {STRING} ++STR_CONFIG_SETTING_WARN_INCOME_LESS_HELPTEXT :Se abilitata, viene inviato un messaggio quando un veicolo non ha ottenuto alcun profitto per un anno ++STR_CONFIG_SETTING_NEVER_EXPIRE_VEHICLES :I veicoli non diventano mai obsoleti: {STRING} ++STR_CONFIG_SETTING_NEVER_EXPIRE_VEHICLES_HELPTEXT :Se abilitata, tutti i modelli di veicolo rimangono disponibili indefinitamente dopo essere stati introdotti ++STR_CONFIG_SETTING_AUTORENEW_VEHICLE :Rinnova un veicolo quando diventa vecchio: {STRING} ++STR_CONFIG_SETTING_AUTORENEW_VEHICLE_HELPTEXT :Se abilitata, un veicolo vicino alla sua età massima viene automaticamente sostituito quando si verificano le condizioni richieste per il rinnovo ++STR_CONFIG_SETTING_AUTORENEW_MONTHS :Rinnova un veicolo {STRING} l'età massima ++STR_CONFIG_SETTING_AUTORENEW_MONTHS_HELPTEXT :Età relativa alla quale predere in considerazione un veicolo per il rinnovo automatico ++STR_CONFIG_SETTING_AUTORENEW_MONTHS_VALUE_BEFORE :{COMMA} mes{P 0 e i} prima ++STR_CONFIG_SETTING_AUTORENEW_MONTHS_VALUE_AFTER :{COMMA} mes{P 0 e i} dopo ++STR_CONFIG_SETTING_AUTORENEW_MONEY :Rinnova solo se disponibile il fondo minimo di {STRING} ++STR_CONFIG_SETTING_AUTORENEW_MONEY_HELPTEXT :Ammontare minimo di denaro che deve rimanere nel saldo bancario prima prendere in considerazione il rinnovo automatico dei veicoli ++STR_CONFIG_SETTING_ERRMSG_DURATION :Durata dei messaggi d'errore: {STRING} ++STR_CONFIG_SETTING_ERRMSG_DURATION_HELPTEXT :Durata di visualizzazione dei messaggi d'errore nelle finestre rosse. Note: alcuni messaggi d'errore (critici) non sono chiusi automaticamente anche allo scadere del tempo, ma devono essere chiusi manualmente ++STR_CONFIG_SETTING_ERRMSG_DURATION_VALUE :{COMMA} second{P 0 o i} ++STR_CONFIG_SETTING_HOVER_DELAY :Mostra suggerimenti: {STRING} ++STR_CONFIG_SETTING_HOVER_DELAY_HELPTEXT :Ritardo con cui i suggerimenti sono mostrati al passaggio del mouse su un elemento del'interfaccia. In alternativa, i messaggi possono essere attivati col pulsante destro del mouse impostando questo valore a 0. ++STR_CONFIG_SETTING_HOVER_DELAY_VALUE :Al passaggio del mouse dopo {COMMA} millisecond{P 0 o i} ++STR_CONFIG_SETTING_HOVER_DELAY_DISABLED :Al clic col pulsante destro ++STR_CONFIG_SETTING_POPULATION_IN_LABEL :Mostra la popolazione di una città nell'etichetta del nome: {STRING} ++STR_CONFIG_SETTING_POPULATION_IN_LABEL_HELPTEXT :Mosta la popolazione delle città nella loro etichetta sulla mappa ++STR_CONFIG_SETTING_GRAPH_LINE_THICKNESS :Spessore delle linee nei grafici: {STRING} ++STR_CONFIG_SETTING_GRAPH_LINE_THICKNESS_HELPTEXT :Larghezza delle linee nei grafici. Le linee sottili sono più leggibili, quelle più spesse sono più facili da vedere e i colori più facili da distinguere ++ ++STR_CONFIG_SETTING_LANDSCAPE :Paesaggio: {STRING} ++STR_CONFIG_SETTING_LANDSCAPE_HELPTEXT :I paesaggi definiscono scenari di gioco di base che differiscono per i carichi disponibili e per i requisiti di crescita delle città. NewGRF e Script offrono tuttavia un controllo più fine su questi aspetti ++STR_CONFIG_SETTING_LAND_GENERATOR :Generatore terreno: {STRING} ++STR_CONFIG_SETTING_LAND_GENERATOR_HELPTEXT :Il generatore originale dipende dal pacchetto grafico di base e si limita a comporre insieme frammenti di paesaggio di forma fissa. TerraGenesis è un generatore basato sul Rumore di Perlin che offre impostazioni più fini ++STR_CONFIG_SETTING_LAND_GENERATOR_ORIGINAL :Originale ++STR_CONFIG_SETTING_LAND_GENERATOR_TERRA_GENESIS :TerraGenesis ++STR_CONFIG_SETTING_TERRAIN_TYPE :Tipo di terreno: {STRING} ++STR_CONFIG_SETTING_TERRAIN_TYPE_HELPTEXT :(Solo TerraGenesis) Tipo di dislivelli presenti nel paesaggio ++STR_CONFIG_SETTING_INDUSTRY_DENSITY :Densità delle industrie: {STRING} ++STR_CONFIG_SETTING_INDUSTRY_DENSITY_HELPTEXT :Determina quante industrie sono generate e attorno a quale livello sono mantenute nel corso della partita ++STR_CONFIG_SETTING_OIL_REF_EDGE_DISTANCE :Massima distanza delle raffinerie dal bordo della mappa: {STRING} ++STR_CONFIG_SETTING_OIL_REF_EDGE_DISTANCE_HELPTEXT :Le raffinerie sono costruite solo vicino ai bordi della mappa, ovvero sulla costa nel caso di mappe insulari ++STR_CONFIG_SETTING_SNOWLINE_HEIGHT :Altezza delle nevi perenni: {STRING} ++STR_CONFIG_SETTING_SNOWLINE_HEIGHT_HELPTEXT :Determina la quota alla quale appare la neve nei paesaggi sub-artici. La neve ha anche l'effetto di influenzare la generazione delle industrie e i requisiti per la crescita delle città ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN :Irregolarità del terreno: {STRING} ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_HELPTEXT :(Solo TerraGenesis) Seleziona la frequenza delle colline. I paesaggi morbidi presentano poche colline di forma allargata. I paesaggi accidentati hanno molte colline, che potrebbero apparire ripetitive ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_VERY_SMOOTH :Molto morbido ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_SMOOTH :Morbido ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_ROUGH :Accidentato ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_VERY_ROUGH :Molto accidentato ++STR_CONFIG_SETTING_VARIETY :Varietà del terreno: {STRING} ++STR_CONFIG_SETTING_VARIETY_HELPTEXT :(Solo TerraGenesis) Determina in quale misura la mappa affianca aree montuose ed aree pianeggianti. Poiché questa impostazione agisce abbassando progressivamente la quota del terreno, le altre impostazioni dovrebbero essere impostate per un terreno montuoso ++STR_CONFIG_SETTING_RIVER_AMOUNT :Quantità di fiumi: {STRING} ++STR_CONFIG_SETTING_RIVER_AMOUNT_HELPTEXT :Seleziona la quantità di fiumi generati ++STR_CONFIG_SETTING_TREE_PLACER :Algoritmo di piazzamento degli alberi: {STRING} ++STR_CONFIG_SETTING_TREE_PLACER_HELPTEXT :Seleziona la modalità di distribuzione degli alberi sulla mappa: 'Originale' pianta gli alberi spargendoli in modo uniforme, 'Migliorato' li pianta in gruppi ++STR_CONFIG_SETTING_TREE_PLACER_NONE :Nessuno ++STR_CONFIG_SETTING_TREE_PLACER_ORIGINAL :Originale ++STR_CONFIG_SETTING_TREE_PLACER_IMPROVED :Migliorato ++STR_CONFIG_SETTING_ROAD_SIDE :Automezzi: {STRING} ++STR_CONFIG_SETTING_ROAD_SIDE_HELPTEXT :Seleziona il lato di guida ++STR_CONFIG_SETTING_HEIGHTMAP_ROTATION :Rotazione heightmap: {STRING} ++STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_COUNTER_CLOCKWISE :Antioraria ++STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_CLOCKWISE :Oraria ++STR_CONFIG_SETTING_SE_FLAT_WORLD_HEIGHT :Altitudine delle mappe pianeggianti: {STRING} ++STR_CONFIG_SETTING_EDGES_NOT_EMPTY :{WHITE}Uno o più riquadri sul lato nord non sono vuoti ++STR_CONFIG_SETTING_EDGES_NOT_WATER :{WHITE}Uno o più riquadri su uno dei bordi non sono d'acqua ++ ++STR_CONFIG_SETTING_STATION_SPREAD :Massima estensione delle stazioni: {STRING} ++STR_CONFIG_SETTING_STATION_SPREAD_HELPTEXT :Area massima su cui possono essere distribuite le parti di una singola stazione. Nota: valori elevati rallentano il gioco ++STR_CONFIG_SETTING_SERVICEATHELIPAD :Manutieni automaticamente gli elicotteri presso gli eliporti: {STRING} ++STR_CONFIG_SETTING_SERVICEATHELIPAD_HELPTEXT :Effettua la manutenzione degli elicotteri dopo ogni atterraggio, anche se l'aeroporto non ha un deposito ++STR_CONFIG_SETTING_LINK_TERRAFORM_TOOLBAR :Apri strumenti terreno assieme a quelli di costruzione: {STRING} ++STR_CONFIG_SETTING_LINK_TERRAFORM_TOOLBAR_HELPTEXT :All'apertura degli strumenti di costruzione per un tipo di trasporto, apre anche la barra degli strumenti di modellazione del terreno ++STR_CONFIG_SETTING_SMALLMAP_LAND_COLOUR :Colore del terreno della mappa: {STRING} ++STR_CONFIG_SETTING_SMALLMAP_LAND_COLOUR_HELPTEXT :Colore del terreno sulla minimappa ++STR_CONFIG_SETTING_SMALLMAP_LAND_COLOUR_GREEN :Verde ++STR_CONFIG_SETTING_SMALLMAP_LAND_COLOUR_DARK_GREEN :Verde scuro ++STR_CONFIG_SETTING_SMALLMAP_LAND_COLOUR_VIOLET :Viola ++STR_CONFIG_SETTING_REVERSE_SCROLLING :Inverti direzione di scorrimento della mappa: {STRING} ++STR_CONFIG_SETTING_REVERSE_SCROLLING_HELPTEXT :Comportamento dello scorrimento della mappa con il tasto destro del mouse. Se disabilitata, il mouse muove l'inquadratura. Se abilitata, il mouse muove la mappa ++STR_CONFIG_SETTING_SMOOTH_SCROLLING :Scorrimento morbido delle visuali: {STRING} ++STR_CONFIG_SETTING_SMOOTH_SCROLLING_HELPTEXT :Controlla il modo in cui la visuale principale scorre verso una specifica posizione quando si fa clic sulla minimappa o si ordina di visualizzare un oggetto specifico sulla mappa. Se abilitata, la visuale scorre in modo morbido. Se disabilitata, salta direttamente al punto prescelto ++STR_CONFIG_SETTING_MEASURE_TOOLTIP :Mostra un tooltip di misura durante la costruzione: {STRING} ++STR_CONFIG_SETTING_MEASURE_TOOLTIP_HELPTEXT :Mostra le distanze in riquadri e le differenze di altezza quando si trascina durante le operazioni di costruzione ++STR_CONFIG_SETTING_LIVERIES :Mostra le livree specifiche per tipo di veicolo: {STRING} ++STR_CONFIG_SETTING_LIVERIES_HELPTEXT :Controlla l'utilizzo delle livree specifiche per il tipo di veicolo (invece di quelle specifiche della compagnia) ++STR_CONFIG_SETTING_LIVERIES_NONE :Nessuna ++STR_CONFIG_SETTING_LIVERIES_OWN :Propria compagnia ++STR_CONFIG_SETTING_LIVERIES_ALL :Tutte le compagnie ++STR_CONFIG_SETTING_PREFER_TEAMCHAT :Chatta con la squadra premendo INVIO: {STRING} ++STR_CONFIG_SETTING_PREFER_TEAMCHAT_HELPTEXT :Sposta l'associazione della chat pubblica e di compagnia al tasto INVIO rispetto a CTRL+INVIO ++STR_CONFIG_SETTING_SCROLLWHEEL_SCROLLING :Funzione della rotellina: {STRING} ++STR_CONFIG_SETTING_SCROLLWHEEL_SCROLLING_HELPTEXT :Abilita lo scorrimento con le rotelline del mouse a due assi ++STR_CONFIG_SETTING_SCROLLWHEEL_ZOOM :Zoom mappa ++STR_CONFIG_SETTING_SCROLLWHEEL_SCROLL :Scorrimento mappa ++STR_CONFIG_SETTING_SCROLLWHEEL_OFF :Nessuna ++STR_CONFIG_SETTING_SCROLLWHEEL_MULTIPLIER :Velocità rotellina mappa: {STRING} ++STR_CONFIG_SETTING_SCROLLWHEEL_MULTIPLIER_HELPTEXT :Controlla la sensibilità dello scorrimento con rotelilna del mouse ++STR_CONFIG_SETTING_OSK_ACTIVATION :Tastiera su schermo: {STRING} ++STR_CONFIG_SETTING_OSK_ACTIVATION_HELPTEXT :Seleziona il metodo di apertura della tastiera su schermo per l'inserimento di testo col solo uso del dispsitivo di puntamento. Adatto per i dispositivi portatili, privi di tastiera fisica ++STR_CONFIG_SETTING_OSK_ACTIVATION_DISABLED :Disabilitata ++STR_CONFIG_SETTING_OSK_ACTIVATION_DOUBLE_CLICK :Doppio clic ++STR_CONFIG_SETTING_OSK_ACTIVATION_SINGLE_CLICK_FOCUS :Clic (con casella di testo attiva) ++STR_CONFIG_SETTING_OSK_ACTIVATION_SINGLE_CLICK :Clic (immediato) ++ ++STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU :Emulazione clic destro: {STRING} ++STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU_HELPTEXT :Seleziona il metodo per emulare i clic con il tasto destro del mouse ++STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU_COMMAND :COMANDO+clic ++STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU_CONTROL :CTRL+clic ++STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU_OFF :Nessuna ++ ++STR_CONFIG_SETTING_LEFT_MOUSE_BTN_SCROLLING :Scorrimento con clic sinistro: {STRING} ++STR_CONFIG_SETTING_LEFT_MOUSE_BTN_SCROLLING_HELPTEXT :Abilita lo scorrimento della mappa trascinandola con il pulsante sinistro del mouse. Questa impostazione è utile quando si utilizza un touch-screen ++STR_CONFIG_SETTING_RIGHT_MOUSE_WND_CLOSE :Chiudi finestra con clic destro: {STRING} ++STR_CONFIG_SETTING_RIGHT_MOUSE_WND_CLOSE_HELPTEXT :Consente di chiudere una finestra facendo clic col pulsante destro al suo interno. Disabilita i suggerimenti attivati al clic col pulsante destro! ++ ++STR_CONFIG_SETTING_AUTOSAVE :Salvataggi automatici: {STRING} ++STR_CONFIG_SETTING_AUTOSAVE_HELPTEXT :Seleziona l'intervallo fra i salvataggi automatici della partita ++ ++STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES :Formato data nei nomi dei salvataggi: {STRING} ++STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_HELPTEXT :Formato della data nei nomi dei file delle partite salvate ++STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_LONG :Lungo (31 Dic 2008) ++STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_SHORT :Corto (31-12-2008) ++STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_ISO :ISO (2008-12-31) ++ ++STR_CONFIG_SETTING_PAUSE_ON_NEW_GAME :Metti in pausa all'inizio di una nuova partita: {STRING} ++STR_CONFIG_SETTING_PAUSE_ON_NEW_GAME_HELPTEXT :Se abilitata, il gioco andrà automaticamente in pausa all'inizio di una nuova partita, permettendo di esaminare meglio la mappa ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL :Azioni consentite durante la pausa: {STRING} ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL_HELPTEXT :Seleziona quali azioni possono essere svolte mentre la partita è in pausa ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL_NO_ACTIONS :Nessuna ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL_ALL_NON_CONSTRUCTION :Tutte tranne quelle di costruzione ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL_ALL_NON_LANDSCAPING :Tutte tranne quelle di modifica del terreno ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL_ALL_ACTIONS :Tutte ++STR_CONFIG_SETTING_ADVANCED_VEHICLE_LISTS :Utilizza i gruppi nella lista veicoli: {STRING} ++STR_CONFIG_SETTING_ADVANCED_VEHICLE_LISTS_HELPTEXT :Abilita l'utilizzo delle liste veicoli avanzate per raggruppare i veicoli ++STR_CONFIG_SETTING_LOADING_INDICATORS :Utilizza gli indicatori di caricamento: {STRING} ++STR_CONFIG_SETTING_LOADING_INDICATORS_HELPTEXT :Determina se gli indicatori di caricamento sono mostrati sopra i veicoli in caricamento o scaricamento ++STR_CONFIG_SETTING_TIMETABLE_IN_TICKS :Mostra le tabelle orarie in tick piuttosto che in giorni: {STRING} ++STR_CONFIG_SETTING_TIMETABLE_IN_TICKS_HELPTEXT :Mostra il tempo di viaggio in tick del simulatore invece che in giorni ++STR_CONFIG_SETTING_TIMETABLE_SHOW_ARRIVAL_DEPARTURE :Mostra gli arrivi e le partenze nelle tabelle orarie: {STRING} ++STR_CONFIG_SETTING_TIMETABLE_SHOW_ARRIVAL_DEPARTURE_HELPTEXT :Mostra gli orari di arrivo e partenza previsti nelle tabelle orarie ++STR_CONFIG_SETTING_QUICKGOTO :Creazione rapida degli ordini dei veicoli: {STRING} ++STR_CONFIG_SETTING_QUICKGOTO_HELPTEXT :Pre-seleziona il comando 'Vai a' quando si apre la finestra degli ordini ++STR_CONFIG_SETTING_DEFAULT_RAIL_TYPE :Tipo di rotaie predefinito (a inizio/ripresa partita): {STRING} ++STR_CONFIG_SETTING_DEFAULT_RAIL_TYPE_HELPTEXT :Tipo di rotaie da selezionare dopo l'inizio o il caricamento di una partita. 'Il primo disponibile' seleziona il tipo più vecchio di binari, 'L'ultimo disponibile' seleziona il tipo più nuovo di binari, e 'Il più usato' seleziona il tipo più utilizzato al momento ++STR_CONFIG_SETTING_DEFAULT_RAIL_TYPE_FIRST :Il primo disponibile ++STR_CONFIG_SETTING_DEFAULT_RAIL_TYPE_LAST :L'ultimo disponibile ++STR_CONFIG_SETTING_DEFAULT_RAIL_TYPE_MOST_USED :Il più usato ++STR_CONFIG_SETTING_SHOW_TRACK_RESERVATION :Mostra i percorsi riservati sui binari: {STRING} ++STR_CONFIG_SETTING_SHOW_TRACK_RESERVATION_HELPTEXT :Dà ai binari riservati un colore differente, aiutando a correggere problemi di treni che si rifiutano di entrare in blocchi protetti con segnali a percorso ++STR_CONFIG_SETTING_PERSISTENT_BUILDINGTOOLS :Mantieni aperte le finestre di costruzione dopo l'uso: {STRING} ++STR_CONFIG_SETTING_PERSISTENT_BUILDINGTOOLS_HELPTEXT :Mantiene aperti dopo l'uso gli strumenti di costruzione di ponti, tunnel, etc. ++STR_CONFIG_SETTING_EXPENSES_LAYOUT :Raggruppa voci nella finestra delle finanze: {STRING} ++STR_CONFIG_SETTING_EXPENSES_LAYOUT_HELPTEXT :Determina l'orginalizzazione della finestra delle finanze della compagnia ++ ++STR_CONFIG_SETTING_SOUND_TICKER :Notiziari: {STRING} ++STR_CONFIG_SETTING_SOUND_TICKER_HELPTEXT :Emette un suono per i messaggi di riepilogo delle notizie ++STR_CONFIG_SETTING_SOUND_NEWS :{G=m}Giornali: {STRING} ++STR_CONFIG_SETTING_SOUND_NEWS_HELPTEXT :Emette un suono alla comparsa dei giornali ++STR_CONFIG_SETTING_SOUND_NEW_YEAR :Fine anno: {STRING} ++STR_CONFIG_SETTING_SOUND_NEW_YEAR_HELPTEXT :Emette un suono alla fine di un anno, al riepilogo dei risultati di gestione dell'anno paragonati a quelli dell'anno passato ++STR_CONFIG_SETTING_SOUND_CONFIRM :Costruzione: {STRING} ++STR_CONFIG_SETTING_SOUND_CONFIRM_HELPTEXT :Emette un suono al termine di costruzioni o altre azioni ++STR_CONFIG_SETTING_SOUND_CLICK :Clic sui pulsanti: {STRING} ++STR_CONFIG_SETTING_SOUND_CLICK_HELPTEXT :Emette un segnale acustico quando si fa clic sui pulsanti ++STR_CONFIG_SETTING_SOUND_DISASTER :Disastri/incidenti: {STRING} ++STR_CONFIG_SETTING_SOUND_DISASTER_HELPTEXT :Emette gli effetti sonori degli incidenti e dei disastri ++STR_CONFIG_SETTING_SOUND_VEHICLE :Veicoli: {STRING} ++STR_CONFIG_SETTING_SOUND_VEHICLE_HELPTEXT :Emette gli effetti sonori dei veicoli ++STR_CONFIG_SETTING_SOUND_AMBIENT :Ambientazione: {STRING} ++STR_CONFIG_SETTING_SOUND_AMBIENT_HELPTEXT :Emette i suoni ambientali del paesaggio, delle industrie e delle città ++ ++STR_CONFIG_SETTING_DISABLE_UNSUITABLE_BUILDING :Disabilita costruzione delle infrastrutture quando non sono disponibili veicoli adatti: {STRING} ++STR_CONFIG_SETTING_DISABLE_UNSUITABLE_BUILDING_HELPTEXT :Se abilitata, le infrastrutture sono disponibili solo se ci sono veicoli adatta disponibili, evitando così lo spreco di tempo e denaro in infrastrutture inutilizzabili ++STR_CONFIG_SETTING_MAX_TRAINS :Numero massimo di treni per compagnia: {STRING} ++STR_CONFIG_SETTING_MAX_TRAINS_HELPTEXT :Numero massimo di treni che una compagnia può possedere ++STR_CONFIG_SETTING_MAX_ROAD_VEHICLES :Numero massimo di automezzi per compagnia: {STRING} ++STR_CONFIG_SETTING_MAX_ROAD_VEHICLES_HELPTEXT :Numero massimo di automezzi che una compagnia può possedere ++STR_CONFIG_SETTING_MAX_AIRCRAFT :Numero massimo di aeromobili per compagnia: {STRING} ++STR_CONFIG_SETTING_MAX_AIRCRAFT_HELPTEXT :Numero massimo di aeromobili che una compagnia può possedere ++STR_CONFIG_SETTING_MAX_SHIPS :Numero massimo di navi per compagnia: {STRING} ++STR_CONFIG_SETTING_MAX_SHIPS_HELPTEXT :Numero massimo di navi che una compagnia può possedere ++ ++STR_CONFIG_SETTING_AI_BUILDS_TRAINS :Disabilita treni delle IA: {STRING} ++STR_CONFIG_SETTING_AI_BUILDS_TRAINS_HELPTEXT :Abilitando questa impostazione si rende impossibile la costruzione di treni da parte di un giocatore controllato dal computer ++STR_CONFIG_SETTING_AI_BUILDS_ROAD_VEHICLES :Disabilita automezzi delle IA: {STRING} ++STR_CONFIG_SETTING_AI_BUILDS_ROAD_VEHICLES_HELPTEXT :Abilitando questa impostazione si rende impossibile la costruzione di automezzi da parte di un giocatore controllato dal computer ++STR_CONFIG_SETTING_AI_BUILDS_AIRCRAFT :Disabilita aeromobili delle IA: {STRING} ++STR_CONFIG_SETTING_AI_BUILDS_AIRCRAFT_HELPTEXT :Abilitando questa impostazione si rende impossibile la costruzione di aeromobili da parte di un giocatore controllato dal computer ++STR_CONFIG_SETTING_AI_BUILDS_SHIPS :Disabilita navi delle IA: {STRING} ++STR_CONFIG_SETTING_AI_BUILDS_SHIPS_HELPTEXT :Abilitando questa impostazione si rende impossibile la costruzione di navi da parte di un giocatore controllato dal computer ++ ++STR_CONFIG_SETTING_AI_PROFILE :Profilo impostazioni predefinito: {STRING} ++STR_CONFIG_SETTING_AI_PROFILE_HELPTEXT :Seleziona quale profilo di impostazioni utilizzare per le IA casuali o da usare come predefinito quando si aggiunge una nuova IA o Script ++STR_CONFIG_SETTING_AI_PROFILE_EASY :Facile ++STR_CONFIG_SETTING_AI_PROFILE_MEDIUM :Medio ++STR_CONFIG_SETTING_AI_PROFILE_HARD :Difficile ++ ++STR_CONFIG_SETTING_AI_IN_MULTIPLAYER :Consenti le IA nelle partite multigiocatore: {STRING} ++STR_CONFIG_SETTING_AI_IN_MULTIPLAYER_HELPTEXT :Consente ai giocatori controllati dal computer di partecipare alle partite multigiocatore ++STR_CONFIG_SETTING_SCRIPT_MAX_OPCODES :Numero massimo di opcode prima della sospensione degli script: {STRING} ++STR_CONFIG_SETTING_SCRIPT_MAX_OPCODES_HELPTEXT :Numero massimo di passi elementari che uno script può eseguire in una volta sola ++ ++STR_CONFIG_SETTING_SERVINT_ISPERCENT :Gli intervalli di manutenzione sono in percentuale: {STRING} ++STR_CONFIG_SETTING_SERVINT_ISPERCENT_HELPTEXT :Determina se la manutenzione dei veicoli è controllata dal tempo trascorso dall'ultima manutenzione piuttosto che dalla riduzione dell'affidabilità di una certa frazione di quella massima ++STR_CONFIG_SETTING_SERVINT_TRAINS :Intervallo manutenzione predefinito treni: {STRING} ++STR_CONFIG_SETTING_SERVINT_TRAINS_HELPTEXT :Imposta l'intervallo di manutenzione predefinito per i nuovi veicoli ferroviari, quando non viene impostato nessun intervallo esplicito ++STR_CONFIG_SETTING_SERVINT_VALUE :{COMMA}{NBSP}giorn{P 0 o i}/% ++STR_CONFIG_SETTING_SERVINT_DISABLED :Disabilitato ++STR_CONFIG_SETTING_SERVINT_ROAD_VEHICLES :Intervallo manutenzione predefinito automezzi: {STRING} ++STR_CONFIG_SETTING_SERVINT_ROAD_VEHICLES_HELPTEXT :Imposta l'intervallo di manutenzione predefinito per i nuovi automezzi, quando non viene impostato nessun intervallo esplicito ++STR_CONFIG_SETTING_SERVINT_AIRCRAFT :Intervallo manutenzione predefinito aeromobili: {STRING} ++STR_CONFIG_SETTING_SERVINT_AIRCRAFT_HELPTEXT :Imposta l'intervallo di manutenzione predefinito per i nuovi aeromobili, quando non viene impostato nessun intervallo esplicito ++STR_CONFIG_SETTING_SERVINT_SHIPS :Intervallo manutenzione predefinito navi: {STRING} ++STR_CONFIG_SETTING_SERVINT_SHIPS_HELPTEXT :Imposta l'intervallo di manutenzione predefinito per le nuove navi, quando non viene impostato nessun intervallo esplicito ++STR_CONFIG_SETTING_NOSERVICE :Disabilita manutenzione con i guasti veicoli disattivati: {STRING} ++STR_CONFIG_SETTING_NOSERVICE_HELPTEXT :Se abilitata, non vengono manutenuti i veicoli se non possono guastarsi ++STR_CONFIG_SETTING_WAGONSPEEDLIMITS :Abilita limiti di velocità dei vagoni: {STRING} ++STR_CONFIG_SETTING_WAGONSPEEDLIMITS_HELPTEXT :Se abilitata, utilizza anche i limiti di velocità dei vagono per determinare la velocità massima di un treno ++STR_CONFIG_SETTING_DISABLE_ELRAILS :Disabilita ferrovie elettrificate: {STRING} ++STR_CONFIG_SETTING_DISABLE_ELRAILS_HELPTEXT :Abilitando questa impostazione si rimuove l'obbligo di elettrificare i binari per utilizzarli con le locomotive elettriche ++ ++STR_CONFIG_SETTING_NEWS_ARRIVAL_FIRST_VEHICLE_OWN :Arrivo del primo veicolo alle stazioni della compagnia: {STRING} ++STR_CONFIG_SETTING_NEWS_ARRIVAL_FIRST_VEHICLE_OWN_HELPTEXT :Mostra un giornale quando un veicolo arriva per la prima volta a una nuova stazione della compagnia ++STR_CONFIG_SETTING_NEWS_ARRIVAL_FIRST_VEHICLE_OTHER :Arrivo del primo veicolo alle stazioni di un avversario: {STRING} ++STR_CONFIG_SETTING_NEWS_ARRIVAL_FIRST_VEHICLE_OTHER_HELPTEXT :Mostra un giornale quando un veicolo arriva per la prima volta a una nuova stazione di un avversario ++STR_CONFIG_SETTING_NEWS_ACCIDENTS_DISASTERS :Incidenti / disastri: {STRING} ++STR_CONFIG_SETTING_NEWS_ACCIDENTS_DISASTERS_HELPTEXT :Mostra un giornale quando si verificano incidenti o disastri ++STR_CONFIG_SETTING_NEWS_COMPANY_INFORMATION :Informazioni sulla compagnia: {STRING} ++STR_CONFIG_SETTING_NEWS_COMPANY_INFORMATION_HELPTEXT :Mostra un giornale quando una compagnia viene lanciata, o quando rischia il fallimento ++STR_CONFIG_SETTING_NEWS_INDUSTRY_OPEN :Apertura di industrie: {STRING} ++STR_CONFIG_SETTING_NEWS_INDUSTRY_OPEN_HELPTEXT :Mostra un giornale quando aprono nuove industrie ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CLOSE :Chiusura di industrie: {STRING} ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CLOSE_HELPTEXT :Mostra un giornale quando le industrie chiudono ++STR_CONFIG_SETTING_NEWS_ECONOMY_CHANGES :Cambiamenti economici: {STRING} ++STR_CONFIG_SETTING_NEWS_ECONOMY_CHANGES_HELPTEXT :Mostra un giornale quando si verificano cambiamenti nell'economia globale ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_COMPANY :Cambiamenti produzione industrie servite dalla compagnia: {STRING} ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_COMPANY_HELPTEXT :Mostra un giornale quando cambia il livello di produzione di un'industria servita dalla compagnia ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_OTHER :Cambiamenti produzione industrie servite dagli avversari: {STRING} ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_OTHER_HELPTEXT :Mostra un giornale quando cambia il livello di produzione di un'industria servita da un avversario ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_UNSERVED :Altri cambiamenti di produzione industrie: {STRING} ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_UNSERVED_HELPTEXT :Mostra un giornale quando cambia il livello di produzione di un'industria non servita da nessuna compagnia ++STR_CONFIG_SETTING_NEWS_ADVICE :Consigli / informazioni sui veicoli della compagnia: {STRING} ++STR_CONFIG_SETTING_NEWS_ADVICE_HELPTEXT :Mostra messaggi sui veicoli che richiedono attenzione ++STR_CONFIG_SETTING_NEWS_NEW_VEHICLES :Nuovi veicoli: {STRING} ++STR_CONFIG_SETTING_NEWS_NEW_VEHICLES_HELPTEXT :Mostra un giornale quando un nuovo tipo di veicolo diventa disponibile ++STR_CONFIG_SETTING_NEWS_CHANGES_ACCEPTANCE :Cambiamenti dei carichi accettati: {STRING} ++STR_CONFIG_SETTING_NEWS_CHANGES_ACCEPTANCE_HELPTEXT :Mostra messaggi sui cambiamenti delle carichi accettati dalle stazioni ++STR_CONFIG_SETTING_NEWS_SUBSIDIES :Sussidi: {STRING} ++STR_CONFIG_SETTING_NEWS_SUBSIDIES_HELPTEXT :Mostra un giornale su avvenimenti relativi ai sussidi ++STR_CONFIG_SETTING_NEWS_GENERAL_INFORMATION :Informazioni generali: {STRING} ++STR_CONFIG_SETTING_NEWS_GENERAL_INFORMATION_HELPTEXT :Mostra un giornale su eventi generali, come l'acquisto di diritti esclusivi o lo stanziamento di fondi per la ricostruzione delle strade ++ ++STR_CONFIG_SETTING_NEWS_MESSAGES_OFF :No ++STR_CONFIG_SETTING_NEWS_MESSAGES_SUMMARY :Sommario ++STR_CONFIG_SETTING_NEWS_MESSAGES_FULL :Completo ++ ++STR_CONFIG_SETTING_COLOURED_NEWS_YEAR :Giornali a colori dal: {STRING} ++STR_CONFIG_SETTING_COLOURED_NEWS_YEAR_HELPTEXT :Anno a partire dal quale le notizie di giornale vengono stampate a colori. Prima di quest'anno, viene utilizzata la monocromia in bianco e nero ++STR_CONFIG_SETTING_STARTING_YEAR :Anno di inizio: {STRING} ++STR_CONFIG_SETTING_SMOOTH_ECONOMY :Abilita economia fluida (cambiamenti piccoli e frequenti): {STRING} ++STR_CONFIG_SETTING_SMOOTH_ECONOMY_HELPTEXT :Se abilitata, la produzione industriale cambia più spesso e a passi più piccoli. Questa impostazione non ha in genere effetto per i tipi di industria aggiunti da un NewGRF ++STR_CONFIG_SETTING_ALLOW_SHARES :Permetti l'acquisto di azioni di altre compagnie: {STRING} ++STR_CONFIG_SETTING_ALLOW_SHARES_HELPTEXT :Se abilitata, consente l'acquisto e la vendita di azioni delle compagnie. Le azioni sono disponibili solo per le compagnie che hanno raggiunto una certa età minima ++STR_CONFIG_SETTING_FEEDER_PAYMENT_SHARE :Percentuale profitto da pagare per una tappa di trasferimento: {STRING} ++STR_CONFIG_SETTING_FEEDER_PAYMENT_SHARE_HELPTEXT :Percentuale di ricavi assegnata ai tratti secondari di una catena di trasferimenti. In questo viene dato un maggiore controllo sulla situazione dei ricavi ++STR_CONFIG_SETTING_DRAG_SIGNALS_DENSITY :Trascinando il cursore, piazza i segnali ogni: {STRING} ++STR_CONFIG_SETTING_DRAG_SIGNALS_DENSITY_HELPTEXT :Imposta la distanza da utilizzare, quando si trascina, per costruire i segnali su un binario separandoli dall'ostacolo successivo (segnale, scambio) ++STR_CONFIG_SETTING_DRAG_SIGNALS_DENSITY_VALUE :{COMMA} riquadr{P 0 o i} ++STR_CONFIG_SETTING_DRAG_SIGNALS_FIXED_DISTANCE :Trascinando il cursore, mantieni una distanza fissa fra i segnali: {STRING} ++STR_CONFIG_SETTING_DRAG_SIGNALS_FIXED_DISTANCE_HELPTEXT :Seleziona il comportamento del piazzamento dei segnali quando si trascina con il tasto CTRL. Se disabilitata, i segnali sono posti alle estremità di tunnel e ponti, in modo da evitare lunghi tratti senza segnali. Se abilitata, i segnali sono posti a distanza fissa, facilitando l'allineamento dei segnali su binari paralleli ++STR_CONFIG_SETTING_SEMAPHORE_BUILD_BEFORE_DATE :Costruisci segnali semaforici prima del: {STRING} ++STR_CONFIG_SETTING_SEMAPHORE_BUILD_BEFORE_DATE_HELPTEXT :Imposta l'anno a partire dal quale vengono utilizzati i segnali luminosi. Prima di quest'anno vengono utilizzati segnali meccanici (che hanno identiche funzionalità, sebbene un aspetto diverso) ++STR_CONFIG_SETTING_ENABLE_SIGNAL_GUI :Abilita l'interfaccia di selezione segnali: {STRING} ++STR_CONFIG_SETTING_ENABLE_SIGNAL_GUI_HELPTEXT :Mostra una finestra per scegliere il tipo di segnale da costruire, invece di alternare fra i tipi di segnale con CTRL+clic sui segnali costruiti ++STR_CONFIG_SETTING_DEFAULT_SIGNAL_TYPE :Tipo di segnale predefinito: {STRING} ++STR_CONFIG_SETTING_DEFAULT_SIGNAL_TYPE_HELPTEXT :Tipo predefinito di segnale da utilizzare ++STR_CONFIG_SETTING_DEFAULT_SIGNAL_NORMAL :Segnale di blocco ++STR_CONFIG_SETTING_DEFAULT_SIGNAL_PBS :Segnale a percorso ++STR_CONFIG_SETTING_DEFAULT_SIGNAL_PBSOWAY :Segnale a percorso a senso unico ++STR_CONFIG_SETTING_CYCLE_SIGNAL_TYPES :Tipi di segnale fra cui alternare: {STRING} ++STR_CONFIG_SETTING_CYCLE_SIGNAL_TYPES_HELPTEXT :Seleziona fra quali tipi di segnale alternare quando si usa CTRL+clic su un segnale costruito ++STR_CONFIG_SETTING_CYCLE_SIGNAL_NORMAL :Solo segnali di blocco ++STR_CONFIG_SETTING_CYCLE_SIGNAL_PBS :Solo segnali a percorso ++STR_CONFIG_SETTING_CYCLE_SIGNAL_ALL :Tutti ++ ++STR_CONFIG_SETTING_TOWN_LAYOUT :Disposizione delle strade per le nuove città: {STRING} ++STR_CONFIG_SETTING_TOWN_LAYOUT_HELPTEXT :Orgnalizzazione della rete stradale delle città ++STR_CONFIG_SETTING_TOWN_LAYOUT_DEFAULT :Predefinita ++STR_CONFIG_SETTING_TOWN_LAYOUT_BETTER_ROADS :Migliorata ++STR_CONFIG_SETTING_TOWN_LAYOUT_2X2_GRID :Griglia 2x2 ++STR_CONFIG_SETTING_TOWN_LAYOUT_3X3_GRID :Griglia 3x3 ++STR_CONFIG_SETTING_TOWN_LAYOUT_RANDOM :Casuale ++STR_CONFIG_SETTING_ALLOW_TOWN_ROADS :Consenti alle città di costruire strade: {STRING} ++STR_CONFIG_SETTING_ALLOW_TOWN_ROADS_HELPTEXT :Consente alle città di costruire strade per crescere. Disabilitarla per impedire alle autorità locali delle città di costruire autonomamente strade ++STR_CONFIG_SETTING_ALLOW_TOWN_LEVEL_CROSSINGS :Consenti alle città di costruire passaggi a livello: {STRING} ++STR_CONFIG_SETTING_ALLOW_TOWN_LEVEL_CROSSINGS_HELPTEXT :Abilitando questa impostazione si consente alle città di costruire passaggi a livello ++STR_CONFIG_SETTING_NOISE_LEVEL :Consenti controllo rumore aeroporti da parte delle città: {STRING} ++STR_CONFIG_SETTING_NOISE_LEVEL_HELPTEXT :Se disabilitata, ci possono essere al massimo due aeroporti in ogni città. Se abilitata, il numero di aeroporti in città è limitato dal rumore tollerato dalla città, dipendendo così dalla popolazione, dalla distanza e dalla dimensione degli aeroporti ++STR_CONFIG_SETTING_TOWN_FOUNDING :Fondazione città durante la partita: {STRING} ++STR_CONFIG_SETTING_TOWN_FOUNDING_HELPTEXT :Abilitando questa impostazione si consente ai giocatori di fondare nuove città durante una partita ++STR_CONFIG_SETTING_TOWN_FOUNDING_FORBIDDEN :Non permessa ++STR_CONFIG_SETTING_TOWN_FOUNDING_ALLOWED :Permessa ++STR_CONFIG_SETTING_TOWN_FOUNDING_ALLOWED_CUSTOM_LAYOUT :Permessa, disposizione strade personalizzata ++ ++STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT :Collocazione di alberi durante la partita: {STRING} ++STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_HELPTEXT :Controlla la comparsa casuale di alberi durante una partita. Può influenzare le industrie che dipendono dalla crescita degli alberi, come le segherie ++STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_NONE :Nessuna {RED}(funzionamento errato segherie) ++STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_RAINFOREST :Solo nelle foreste pluviali ++STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_ALL :Ovunque ++ ++STR_CONFIG_SETTING_TOOLBAR_POS :Posizione barra degli strumenti principale: {STRING} ++STR_CONFIG_SETTING_TOOLBAR_POS_HELPTEXT :Posizione orizzontale della barra degli strumenti principale sul bordo superiore dello schermo ++STR_CONFIG_SETTING_STATUSBAR_POS :Posizione barra di stato: {STRING} ++STR_CONFIG_SETTING_STATUSBAR_POS_HELPTEXT :Posizione orizzontale della barra di stato sul bordo inferiore dello schermo ++STR_CONFIG_SETTING_SNAP_RADIUS :Raggio di aggancio delle finestre: {STRING} ++STR_CONFIG_SETTING_SNAP_RADIUS_HELPTEXT :Distanza fra le finestre prima che una finestra spostata venga automaticamente allineata alle finestre vicine ++STR_CONFIG_SETTING_SNAP_RADIUS_VALUE :{COMMA} pixel{P 0 "" ""} ++STR_CONFIG_SETTING_SNAP_RADIUS_DISABLED :Disabilitato ++STR_CONFIG_SETTING_SOFT_LIMIT :Numero massimo di finestre non persistenti: {STRING} ++STR_CONFIG_SETTING_SOFT_LIMIT_HELPTEXT :Numero di finestre non persistenti apribili prima che le vecchie finestre vengano automaticamente chiuse per fare spazio alle nuove finestre ++STR_CONFIG_SETTING_SOFT_LIMIT_VALUE :{COMMA} ++STR_CONFIG_SETTING_SOFT_LIMIT_DISABLED :Disabilitato ++STR_CONFIG_SETTING_ZOOM_MIN :Massimo livello di zoom avanti: {STRING} ++STR_CONFIG_SETTING_ZOOM_MIN_HELPTEXT :Livello massimo di zoom in avanti per le visuali. Nota: abilitare alti livelli di zoom avanti aumenta la memoria richiesta ++STR_CONFIG_SETTING_ZOOM_MAX :Massimo livello di zoom indietro: {STRING} ++STR_CONFIG_SETTING_ZOOM_MAX_HELPTEXT :Livello massimo di zoom all'indietro per le visuali. Nota: i livelli alti di zoom indietro possono causare rallentamenti durante l'uso ++STR_CONFIG_SETTING_ZOOM_LVL_MIN :4x ++STR_CONFIG_SETTING_ZOOM_LVL_IN_2X :2x ++STR_CONFIG_SETTING_ZOOM_LVL_NORMAL :Normale ++STR_CONFIG_SETTING_ZOOM_LVL_OUT_2X :2x ++STR_CONFIG_SETTING_ZOOM_LVL_OUT_4X :4x ++STR_CONFIG_SETTING_ZOOM_LVL_OUT_8X :8x ++STR_CONFIG_SETTING_TOWN_GROWTH :Velocità di crescita delle città: {STRING} ++STR_CONFIG_SETTING_TOWN_GROWTH_HELPTEXT :Velocità di crescita delle città ++STR_CONFIG_SETTING_TOWN_GROWTH_NONE :Nessuna ++STR_CONFIG_SETTING_TOWN_GROWTH_SLOW :Lenta ++STR_CONFIG_SETTING_TOWN_GROWTH_NORMAL :Normale ++STR_CONFIG_SETTING_TOWN_GROWTH_FAST :Veloce ++STR_CONFIG_SETTING_TOWN_GROWTH_VERY_FAST :Molto veloce ++STR_CONFIG_SETTING_LARGER_TOWNS :Città che diventano metropoli: {STRING} ++STR_CONFIG_SETTING_LARGER_TOWNS_HELPTEXT :Numero di città che diventeranno metropoli, ovvero città che sono inizialmente più grandi e crescono più velocemente ++STR_CONFIG_SETTING_LARGER_TOWNS_VALUE :1 su {COMMA} ++STR_CONFIG_SETTING_LARGER_TOWNS_DISABLED :Nessuna ++STR_CONFIG_SETTING_CITY_SIZE_MULTIPLIER :Moltiplicatore iniziale dimensioni metropoli: {STRING} ++STR_CONFIG_SETTING_CITY_SIZE_MULTIPLIER_HELPTEXT :Dimensione media delle metropoli in rapporto alle normali città all'inizio della partita ++ ++STR_CONFIG_SETTING_LINKGRAPH_INTERVAL :Aggiorna il grafo di distribuzione ogni {STRING}{NBSP}giorn{P 0:2 o i} ++STR_CONFIG_SETTING_LINKGRAPH_INTERVAL_HELPTEXT :Tempo fra due ricalcoli consecutivi del grafo delle rotte. Ad ogni ricalcolo vengono generati i piani per una sola componente del grafo. Ciò significa che una valore X per questa impostazione non causa il ricalcolo dell'intero grafo ogni X giorni, ma solo di una componente. Più breve l'intervallo impostato, più tempo la CPU consuma per calcolare il grafo. Più lungo l'intervallo, più a lungo bisogna attendere prima che la distribuzione abbia inizio su nuovi percorsi. ++STR_CONFIG_SETTING_LINKGRAPH_TIME :Impiega {STRING}{NBSP}giorn{P 0:2 o i} per il ricalcolo del grafo di distribuzione ++STR_CONFIG_SETTING_LINKGRAPH_TIME_HELPTEXT :Tempo impiegato per il ricalcolo di una singola componente del grafo. All'avvio di un ricalcolo viene creato un thread che è mantenuto in esecuzione per il numero di giorni impostato. Più corto è l'intervallo impostato, più è probabile che il thread non termini in tempo. In questo caso, il gioco si interrompe attendendo la fine del thread (causando un rallentamento). Più l'intervallo impostato è lungo, più tempo è necessario affinché la distribuzione venga aggiornata quando le rotte cambiano. ++STR_CONFIG_SETTING_DISTRIBUTION_MANUAL :Manuale ++STR_CONFIG_SETTING_DISTRIBUTION_ASYMMETRIC :Asimmetrica ++STR_CONFIG_SETTING_DISTRIBUTION_SYMMETRIC :Simmetrica ++STR_CONFIG_SETTING_DISTRIBUTION_PAX :Modalità di distribuzione dei passeggeri: {STRING} ++STR_CONFIG_SETTING_DISTRIBUTION_PAX_HELPTEXT :In modalità "Simmetrica" il numero di passeggeri che viaggiano da una stazione A ad una B è approssimativamente lo stesso di quelli che viaggiano da B ad A. In modalità "Asimmetrica" è consentito il viaggio di un numero di passeggeri arbitrario in entrambe le direzioni. In modalità "Manuale" non viene effettuata alcuna distribuzione automatica dei passeggeri. ++STR_CONFIG_SETTING_DISTRIBUTION_MAIL :Modalità di distribuzione della posta: {STRING} ++STR_CONFIG_SETTING_DISTRIBUTION_MAIL_HELPTEXT :In modalità "Simmetrica" la quantità di posta spedita da una stazione A ad una B è approssimativamente la stessa di quella spedita da B ad A. In modalità "Asimmetrica" è consentita la spedizione di quantità di posta arbitrarie in entrambe le direzioni. In modalità "Manuale" non viene effettuata alcuna distribuzione automatica della posta. ++STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED :Modalità di distribuzione dei carichi della classe ARMOURED: {STRING} ++STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED_HELPTEXT :La classe di carico ARMOURED contiene i Valori nel clima temperato, i Diamanti nel clima sub-tropicale e l'Oro nel clima sub-artico. I NewGRF possono modificare questa impostazione. In modalità "Simmetrica" la quantità di carico inviata da una stazione A ad una B è approssimativamente la stessa di quella inviata da B ad A. In modalità "Asimmetrica" è consentito l'invio di quantità di carico arbitrarie in entrambe le direzioni. In modalità "Manuale" non viene effettuata alcuna distribuzione automatica dei carichi interessati. Si raccomanda di impostare su "Asimmetrica" o "Manuale" per le partite nel clima sub-artico, in quanto le banche non restituiscono Oro alle miniere. Per i climi temperato e sub-tropicale è possibile scegliere "Simmetrica" poiché le banche restituiscono un carico di valori equivalente a quello ricevuto dalla banca di origine. ++STR_CONFIG_SETTING_DISTRIBUTION_DEFAULT :Modalità di distribuzione dei carichi delle altre classi: {STRING} ++STR_CONFIG_SETTING_DISTRIBUTION_DEFAULT_HELPTEXT :In modalità "Asimmetrica" è consentito l'invio di quantità di carico arbitrarie in entrambe le direzioni. In modalità "Manuale" non viene effettuata alcuna distribuzione automatica dei carichi interessati. L'impostazione tipica è "Asimmetrica" o "Manuale". ++STR_CONFIG_SETTING_LINKGRAPH_ACCURACY :Precisione della distribuzione: {STRING} ++STR_CONFIG_SETTING_LINKGRAPH_ACCURACY_HELPTEXT :Più alta l'impostazione, più tempo impiega la CPU per calcolare il grafo delle rotte. Nel caso sia richiesto molto tempo, potrebbero verificarsi rallentamenti. Tuttavia, impostando un valore basso, la distribuzione potrebbe essere imprecisa e i carichi potrebbero essere inviati a destinazioni inattese. ++STR_CONFIG_SETTING_DEMAND_DISTANCE :Effetto della distanza sulla domanda: {STRING} ++STR_CONFIG_SETTING_DEMAND_DISTANCE_HELPTEXT :Impostando a un valore maggiore di 0, la distanza fra una stazione di origine A e una possibile destinazione B per uno dei carichi prodotti ha effetto sulla quantità di carico effettivamente inviata da A a B. Più B si trova lontano da A, più piccola è la quantità inviata. Aumentando il valore dell'impostazione si aumenta anche lo squilibrio fra le stazioni lontane (che ricevono meno carico) e le stazioni più vicine (che ne ricevono di più). ++STR_CONFIG_SETTING_DEMAND_SIZE :Quantità di carico restituita in modalità simmetrica: {STRING} ++STR_CONFIG_SETTING_DEMAND_SIZE_HELPTEXT :Impostando a meno di 100% fa sì che la distribuzione simmetrica si comporti più come quella asimmetrica. Viene consentito il ritorno indietro di un carico inferiore rispetto alla quantità inviata ad una stazione. A 0% la distribuzione simmetrica si comporta come quella asimmetrica. ++STR_CONFIG_SETTING_SHORT_PATH_SATURATION :Saturazione dei percorsi corti prima di utilizzare quelli a più alta capacità: {STRING} ++STR_CONFIG_SETTING_SHORT_PATH_SATURATION_HELPTEXT :È frequente che esistano più percorsi fra due stazioni. L'algoritmo Cargodist cercherà di saturare innanzi tutto il percorso più corto, quindi il secondo più corto fino a saturazione e così via. Il grado di saturazione è determinato dalla stima della capacità e dell'utilizo programmato. Se con tutti i percorsi saturi permane ancora domanda, l'algoritmo sovraccaricherà i percorsi indipendentemente dalla lunghezza, preferendo quelli a più alta capacità. Tuttavia, il più delle volte l'algoritmo non stimerà la capacità in modo accurato. Questa impostazione permette di specificare fino a quale percentuale saturare un percorso corto durante il primo passaggio dell'algoritmo prima di sceglierne uno più lungo. Impostarlo a meno di 100% in modo da evitare sovraffollamento delle stazioni in caso di capcità sovrastimata. ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VELOCITY :Unità di velocità: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VELOCITY_HELPTEXT :Seleziona le unità di misura da utilizzare per mostrare le velocità nell'interfaccia utente ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VELOCITY_IMPERIAL :Imperiali (mph) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VELOCITY_METRIC :Metriche (km/h) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VELOCITY_SI :SI (m/s) ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_POWER :Unità di potenza veicoli: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_POWER_HELPTEXT :Seleziona le unità di misura da utilizzare per mostrare i valori di potenza dei veicoli nell'interfaccia utente ++STR_CONFIG_SETTING_LOCALISATION_UNITS_POWER_IMPERIAL :Imperiali (hp) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_POWER_METRIC :Metriche (hp) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_POWER_SI :SI (kW) ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_WEIGHT :Unità di peso: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_WEIGHT_HELPTEXT :Seleziona le unità di misura da utilizzare per mostrare i pesi nell'interfaccia utente ++STR_CONFIG_SETTING_LOCALISATION_UNITS_WEIGHT_IMPERIAL :Imperiali (t/ton corti) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_WEIGHT_METRIC :Metriche (t/tonnellate) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_WEIGHT_SI :SI (kg) ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VOLUME :Unità di volume: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VOLUME_HELPTEXT :Seleziona le unità di misura da utilizzare per mostrare i volumi nell'interfaccia utente ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VOLUME_IMPERIAL :Imperiali (gal) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VOLUME_METRIC :Metriche (l) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VOLUME_SI :SI (m³) ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_FORCE :Unità di sforzo di trazione: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_FORCE_HELPTEXT :Seleziona le unità di misura da utilizzare per mostrare i valori di sforzo di trazione (o forza di trazione) nell'interfaccia utente ++STR_CONFIG_SETTING_LOCALISATION_UNITS_FORCE_IMPERIAL :Imperiali (lbf) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_FORCE_METRIC :Metriche (kgf) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_FORCE_SI :SI (kN) ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_HEIGHT :Unità di altezza: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_HEIGHT_HELPTEXT :Seleziona le unità di misura da utilizzare per mostrare le altezze nell'interfaccia utente ++STR_CONFIG_SETTING_LOCALISATION_UNITS_HEIGHT_IMPERIAL :Imperiali (piedi) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_HEIGHT_METRIC :Metriche (m) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_HEIGHT_SI :SI (m) ++ ++STR_CONFIG_SETTING_LOCALISATION :{ORANGE}Localizzazione ++STR_CONFIG_SETTING_GRAPHICS :{ORANGE}Grafica ++STR_CONFIG_SETTING_SOUND :{ORANGE}Effetti sonori ++STR_CONFIG_SETTING_INTERFACE :{ORANGE}Interfaccia ++STR_CONFIG_SETTING_INTERFACE_GENERAL :{ORANGE}Generale ++STR_CONFIG_SETTING_INTERFACE_VIEWPORTS :{ORANGE}Visuali ++STR_CONFIG_SETTING_INTERFACE_CONSTRUCTION :{ORANGE}Costruzione ++STR_CONFIG_SETTING_ADVISORS :{ORANGE}Notizie / consigli ++STR_CONFIG_SETTING_COMPANY :{ORANGE}Compagnia ++STR_CONFIG_SETTING_ACCOUNTING :{ORANGE}Economia ++STR_CONFIG_SETTING_VEHICLES :{ORANGE}Veicoli ++STR_CONFIG_SETTING_VEHICLES_PHYSICS :{ORANGE}Fisica ++STR_CONFIG_SETTING_VEHICLES_ROUTING :{ORANGE}Instradamento ++STR_CONFIG_SETTING_LIMITATIONS :{ORANGE}Limiti ++STR_CONFIG_SETTING_ACCIDENTS :{ORANGE}Disastri / incidenti ++STR_CONFIG_SETTING_GENWORLD :{ORANGE}Generazione del mondo ++STR_CONFIG_SETTING_ENVIRONMENT :{ORANGE}Ambiente ++STR_CONFIG_SETTING_ENVIRONMENT_AUTHORITIES :{ORANGE}Autorià ++STR_CONFIG_SETTING_ENVIRONMENT_TOWNS :{ORANGE}Città ++STR_CONFIG_SETTING_ENVIRONMENT_INDUSTRIES :{ORANGE}Industrie ++STR_CONFIG_SETTING_ENVIRONMENT_CARGODIST :{ORANGE}Distribuzione dei carichi ++STR_CONFIG_SETTING_AI :{ORANGE}Avversari ++STR_CONFIG_SETTING_AI_NPC :{ORANGE}Giocatori controllati dal computer ++ ++STR_CONFIG_SETTING_PATHFINDER_OPF :Originale ++STR_CONFIG_SETTING_PATHFINDER_NPF :NPF ++STR_CONFIG_SETTING_PATHFINDER_YAPF_RECOMMENDED :YAPF {BLUE}(raccomandato) ++ ++STR_CONFIG_SETTING_PATHFINDER_FOR_TRAINS :Pathfinder per i treni: {STRING} ++STR_CONFIG_SETTING_PATHFINDER_FOR_TRAINS_HELPTEXT :Pathfinder da utilizzare per i treni ++STR_CONFIG_SETTING_PATHFINDER_FOR_ROAD_VEHICLES :Pathfinder per gli automezzi: {STRING} ++STR_CONFIG_SETTING_PATHFINDER_FOR_ROAD_VEHICLES_HELPTEXT :Pathfinder da utilizzare per gli automezzi ++STR_CONFIG_SETTING_PATHFINDER_FOR_SHIPS :Pathfinder per le navi: {STRING} ++STR_CONFIG_SETTING_PATHFINDER_FOR_SHIPS_HELPTEXT :Pathfinder da utilizzare per le navi ++STR_CONFIG_SETTING_REVERSE_AT_SIGNALS :Inversione automatica ai segnali: {STRING} ++STR_CONFIG_SETTING_REVERSE_AT_SIGNALS_HELPTEXT :Consente ai treni di invertire la marcia dopo aver atteso a lungo a un segnale ++ ++STR_CONFIG_SETTING_QUERY_CAPTION :{WHITE}Cambia impostazione ++ ++# Config errors ++STR_CONFIG_ERROR :{WHITE}Errore nel file di configurazione... ++STR_CONFIG_ERROR_ARRAY :{WHITE}... errore nell'array '{STRING}' ++STR_CONFIG_ERROR_INVALID_VALUE :{WHITE}... valore '{STRING}' non valido per '{STRING}' ++STR_CONFIG_ERROR_TRAILING_CHARACTERS :{WHITE}... caratteri aggiuntivi alla fine dell'impostazione '{STRING}' ++STR_CONFIG_ERROR_DUPLICATE_GRFID :{WHITE}... ignorato NewGRF '{STRING}': GRF ID in conflitto con '{STRING}' ++STR_CONFIG_ERROR_INVALID_GRF :{WHITE}... ignorato NewGRF non valido '{STRING}': {STRING} ++STR_CONFIG_ERROR_INVALID_GRF_NOT_FOUND :non trovato ++STR_CONFIG_ERROR_INVALID_GRF_UNSAFE :non sicuro per uso continuato ++STR_CONFIG_ERROR_INVALID_GRF_SYSTEM :NewGRF di sistema ++STR_CONFIG_ERROR_INVALID_GRF_INCOMPATIBLE :non compatibile con questa versione di OpenTTD ++STR_CONFIG_ERROR_INVALID_GRF_UNKNOWN :motivo sconosciuto ++STR_CONFIG_ERROR_INVALID_SAVEGAME_COMPRESSION_LEVEL :{WHITE}... il livello di compressione '{STRING}' non è valido ++STR_CONFIG_ERROR_INVALID_SAVEGAME_COMPRESSION_ALGORITHM :{WHITE}... formato di salvataggio '{STRING}' non disponibile. Ritorno a '{STRING}' ++STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND :{WHITE}... ignorato pacchetto grafico di base '{STRING}': non trovato ++STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND :{WHITE}... ignorato pacchetto sonoro di base '{STRING}': non trovato ++STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND :{WHITE}... ignorato pachetto musicale di base '{STRING}': non trovato ++STR_CONFIG_ERROR_OUT_OF_MEMORY :{WHITE}Memoria esaurita ++STR_CONFIG_ERROR_SPRITECACHE_TOO_BIG :{WHITE}Impossibile allocare {BYTES} della cache degli sprite. La cache degli sprite è stata limitata a {BYTES}; questo comporterà una riduzione delle prestazioni di OpenTTD. Per ridurre la quantità di memoria richiesta è possibile disabilitare la grafica a 32 bit e/o i livelli di zoom ++ ++# Intro window ++STR_INTRO_CAPTION :{WHITE}OpenTTD {REV} ++ ++STR_INTRO_NEW_GAME :{BLACK}Nuova partita ++STR_INTRO_LOAD_GAME :{BLACK}Carica partita ++STR_INTRO_PLAY_SCENARIO :{BLACK}Gioca scenario ++STR_INTRO_PLAY_HEIGHTMAP :{BLACK}Gioca con heightmap ++STR_INTRO_SCENARIO_EDITOR :{BLACK}Editor di scenari ++STR_INTRO_MULTIPLAYER :{BLACK}Multigiocatore ++ ++STR_INTRO_GAME_OPTIONS :{BLACK}Opzioni di gioco ++STR_INTRO_HIGHSCORE :{BLACK}Punteggi migliori ++STR_INTRO_CONFIG_SETTINGS_TREE :{BLACK}Impostazioni ++STR_INTRO_NEWGRF_SETTINGS :{BLACK}Impostazioni NewGRF ++STR_INTRO_ONLINE_CONTENT :{BLACK}Contenuti online ++STR_INTRO_SCRIPT_SETTINGS :{BLACK}Impostazioni IA e Script ++STR_INTRO_QUIT :{BLACK}Esci ++ ++STR_INTRO_TOOLTIP_NEW_GAME :{BLACK}Inizia una nuova partita. CTRL salta la configurazione della mappa. ++STR_INTRO_TOOLTIP_LOAD_GAME :{BLACK}Carica una partita salvata ++STR_INTRO_TOOLTIP_PLAY_HEIGHTMAP :{BLACK}Inizia una nuova partita, utilizzando una heightmap per definire il terreno ++STR_INTRO_TOOLTIP_PLAY_SCENARIO :{BLACK}Inizia una nuova partita, utilizzando uno scenario personalizzato ++STR_INTRO_TOOLTIP_SCENARIO_EDITOR :{BLACK}Crea uno scenario personalizzato ++STR_INTRO_TOOLTIP_MULTIPLAYER :{BLACK}Inizia una partita multigiocatore ++ ++STR_INTRO_TOOLTIP_TEMPERATE :{BLACK}Seleziona il paesaggio 'temperato' ++STR_INTRO_TOOLTIP_SUB_ARCTIC_LANDSCAPE :{BLACK}Seleziona il paesaggio 'sub-artico' ++STR_INTRO_TOOLTIP_SUB_TROPICAL_LANDSCAPE :{BLACK}Seleziona il paesaggio 'sub-tropicale' ++STR_INTRO_TOOLTIP_TOYLAND_LANDSCAPE :{BLACK}Seleziona il paesaggio 'città dei giocattoli' ++ ++STR_INTRO_TOOLTIP_GAME_OPTIONS :{BLACK}Mostra le opzioni di gioco ++STR_INTRO_TOOLTIP_HIGHSCORE :{BLACK}Mostra la tabella dei punteggi migliori ++STR_INTRO_TOOLTIP_CONFIG_SETTINGS_TREE :{BLACK}Mostra le impostazioni ++STR_INTRO_TOOLTIP_NEWGRF_SETTINGS :{BLACK}Mostra le impostazioni NewGRF ++STR_INTRO_TOOLTIP_ONLINE_CONTENT :{BLACK}Controlla la disponibilità di contenuti nuovi o aggiornati da scaricare ++STR_INTRO_TOOLTIP_SCRIPT_SETTINGS :{BLACK}Mostra le impostazioni delle IA e degli Script ++STR_INTRO_TOOLTIP_QUIT :{BLACK}Esci da 'OpenTTD' ++ ++STR_INTRO_BASESET :{BLACK}Nel pacchetto grafico di base attualmente selezionato mancano {NUM} sprite. È consigliabile controllare gli aggiornamenti del pacchetto. ++STR_INTRO_TRANSLATION :{BLACK}A questa traduzione mancano {NUM} string{P a he}. Aiutaci a migliorare OpenTTD iscrivendoti come traduttore. Vedi readme.txt per dettagli. ++ ++# Quit window ++STR_QUIT_CAPTION :{WHITE}Esci ++STR_QUIT_ARE_YOU_SURE_YOU_WANT_TO_EXIT_OPENTTD :{YELLOW}Si è sicuri di voler uscire da OpenTTD e tornare a {STRING}? ++STR_QUIT_YES :{BLACK}Sì ++STR_QUIT_NO :{BLACK}No ++ ++# Supported OSes ++STR_OSNAME_WINDOWS :Windows ++STR_OSNAME_DOS :DOS ++STR_OSNAME_UNIX :Unix ++STR_OSNAME_OSX :OS{NBSP}X ++STR_OSNAME_BEOS :BeOS ++STR_OSNAME_HAIKU :Haiku ++STR_OSNAME_MORPHOS :MorphOS ++STR_OSNAME_AMIGAOS :AmigaOS ++STR_OSNAME_OS2 :OS/2 ++STR_OSNAME_SUNOS :SunOS ++ ++# Abandon game ++STR_ABANDON_GAME_CAPTION :{WHITE}Abbandona partita ++STR_ABANDON_GAME_QUERY :{YELLOW}Si è sicuri di voler abbandonare la partita in corso? ++STR_ABANDON_SCENARIO_QUERY :{YELLOW}Si è sicuri di voler abbandonare questo scenario? ++ ++# Cheat window ++STR_CHEATS :{WHITE}Trucchi ++STR_CHEATS_TOOLTIP :{BLACK}Le caselle indicano se un trucco è già stato usato una volta ++STR_CHEATS_WARNING :{BLACK}Attenzione! Stai per tradire i tuoi avversari. Ricordati che un così grande disonore sarà ricordato per l'eternità ++STR_CHEAT_MONEY :{LTBLUE}Aumenta denaro di {CURRENCY_LONG} ++STR_CHEAT_CHANGE_COMPANY :{LTBLUE}Compagnia controllata: {ORANGE}{COMMA} ++STR_CHEAT_EXTRA_DYNAMITE :{LTBLUE}Bulldozer magico (rimuove industrie e oggetti fissi): {ORANGE}{STRING} ++STR_CHEAT_CROSSINGTUNNELS :{LTBLUE}I tunnel possono incrociarsi tra loro: {ORANGE}{STRING} ++STR_CHEAT_NO_JETCRASH :{LTBLUE}I jet non si schiantano (frequentemente) nei piccoli aeroporti: {ORANGE} {STRING} ++STR_CHEAT_EDIT_MAX_HL :{LTBLUE}Modifica l'altezza massima della mappa: {ORANGE}{NUM} ++STR_CHEAT_EDIT_MAX_HL_QUERY_CAPT :{WHITE}Modifica l'altezza massima delle montagne sulla mappa ++STR_CHEAT_SWITCH_CLIMATE_TEMPERATE_LANDSCAPE :Paesaggio 'temperato' ++STR_CHEAT_SWITCH_CLIMATE_SUB_ARCTIC_LANDSCAPE :Paesaggio 'sub-artico' ++STR_CHEAT_SWITCH_CLIMATE_SUB_TROPICAL_LANDSCAPE :Paesaggio 'sub-tropicale' ++STR_CHEAT_SWITCH_CLIMATE_TOYLAND_LANDSCAPE :Paesaggio 'città dei giocattoli' ++STR_CHEAT_CHANGE_DATE :{LTBLUE}Cambia data: {ORANGE} {DATE_SHORT} ++STR_CHEAT_CHANGE_DATE_QUERY_CAPT :{WHITE}Cambia l'anno corrente ++STR_CHEAT_SETUP_PROD :{LTBLUE}Permetti la modifica dei valori di produzione: {ORANGE}{STRING} ++ ++# Livery window ++STR_LIVERY_CAPTION :{WHITE}Nuovo schema colori ++ ++STR_LIVERY_GENERAL_TOOLTIP :{BLACK}Mostra gli schemi di colorazione generali ++STR_LIVERY_TRAIN_TOOLTIP :{BLACK}Mostra gli schemi di colorazione dei treni ++STR_LIVERY_ROAD_VEHICLE_TOOLTIP :{BLACK}Mostra gli schemi di colorazione degli automezzi ++STR_LIVERY_SHIP_TOOLTIP :{BLACK}Mostra gli schemi di colorazione delle navi ++STR_LIVERY_AIRCRAFT_TOOLTIP :{BLACK}Mostra gli schemi di colorazione degli aeromobili ++STR_LIVERY_PRIMARY_TOOLTIP :{BLACK}Sceglie il colore primario per lo schema selezionato. CTRL+clic imposta il colore per tutti gli schemi ++STR_LIVERY_SECONDARY_TOOLTIP :{BLACK}Sceglie il colore secondario per lo schema selezionato. CTRL+clic imposta il colore per tutti gli schemi ++STR_LIVERY_PANEL_TOOLTIP :{BLACK}Selezionare uno schema colori da cambiare, o schemi multipli con CTRL+clic. Fare clic sulla casella per attivare/disattivare uno schema ++ ++STR_LIVERY_DEFAULT :Livrea standard ++STR_LIVERY_STEAM :Locomotiva a vapore ++STR_LIVERY_DIESEL :Locomotiva diesel ++STR_LIVERY_ELECTRIC :Locomotiva elettrica ++STR_LIVERY_MONORAIL :Locomotiva monorotaia ++STR_LIVERY_MAGLEV :Locomotiva maglev ++STR_LIVERY_DMU :DMU ++STR_LIVERY_EMU :EMU ++STR_LIVERY_PASSENGER_WAGON_STEAM :Carrozza passeggeri (V) ++STR_LIVERY_PASSENGER_WAGON_DIESEL :Carrozza passeggeri (D) ++STR_LIVERY_PASSENGER_WAGON_ELECTRIC :Carrozza passeggeri (E) ++STR_LIVERY_PASSENGER_WAGON_MONORAIL :Carrozza passeggeri (MR) ++STR_LIVERY_PASSENGER_WAGON_MAGLEV :Carrozza passeggeri (ML) ++STR_LIVERY_FREIGHT_WAGON :Vagone merci ++STR_LIVERY_BUS :Autobus ++STR_LIVERY_TRUCK :Camion ++STR_LIVERY_PASSENGER_SHIP :Traghetto ++STR_LIVERY_FREIGHT_SHIP :Mercantile ++STR_LIVERY_HELICOPTER :Elicottero ++STR_LIVERY_SMALL_PLANE :Aereo piccolo ++STR_LIVERY_LARGE_PLANE :Aereo grande ++STR_LIVERY_PASSENGER_TRAM :Tram passeggeri ++STR_LIVERY_FREIGHT_TRAM :Tram merci ++ ++# Face selection window ++STR_FACE_CAPTION :{WHITE}Seleziona faccia ++STR_FACE_CANCEL_TOOLTIP :{BLACK}Annulla la selezione della nuova faccia ++STR_FACE_OK_TOOLTIP :{BLACK}Accetta la selezione della nuova faccia ++STR_FACE_RANDOM :{BLACK}Scegli a caso ++ ++STR_FACE_MALE_BUTTON :{BLACK}Maschio ++STR_FACE_MALE_TOOLTIP :{BLACK}Seleziona fra volti maschili ++STR_FACE_FEMALE_BUTTON :{BLACK}Femmina ++STR_FACE_FEMALE_TOOLTIP :{BLACK}Seleziona fra volti femminili ++STR_FACE_NEW_FACE_BUTTON :{BLACK}Nuova faccia ++STR_FACE_NEW_FACE_TOOLTIP :{BLACK}Genera una nuova faccia a caso ++STR_FACE_ADVANCED :{BLACK}Avanzata ++STR_FACE_ADVANCED_TOOLTIP :{BLACK}Selezione avanzata della faccia ++STR_FACE_SIMPLE :{BLACK}Semplice ++STR_FACE_SIMPLE_TOOLTIP :{BLACK}Selezione semplice della faccia ++STR_FACE_LOAD :{BLACK}Carica ++STR_FACE_LOAD_TOOLTIP :{BLACK}Carica la faccia preferita ++STR_FACE_LOAD_DONE :{WHITE}La faccia preferita è stata caricata dal file di configurazione di OpenTTD ++STR_FACE_FACECODE :{BLACK}Numero faccia ++STR_FACE_FACECODE_TOOLTIP :{BLACK}Visualizza e/o imposta il numero della faccia del presidente della compagnia ++STR_FACE_FACECODE_CAPTION :{WHITE}Visualizza e/o imposta il numero della faccia ++STR_FACE_FACECODE_SET :{WHITE}Nuovo codice numerico faccia impostato ++STR_FACE_FACECODE_ERR :{WHITE}Impossibile impostare il numero della faccia - deve essere un numero fra 0 e 4.294.967.295! ++STR_FACE_SAVE :{BLACK}Salva ++STR_FACE_SAVE_TOOLTIP :{BLACK}Salva come faccia preferita ++STR_FACE_SAVE_DONE :{WHITE}La faccia corrente è stata salvata come preferita nel file di configurazione di OpenTTD ++STR_FACE_EUROPEAN :{BLACK}Europea ++STR_FACE_SELECT_EUROPEAN :{BLACK}Seleziona le facce europee ++STR_FACE_AFRICAN :{BLACK}Africana ++STR_FACE_SELECT_AFRICAN :{BLACK}Seleziona le facce africane ++STR_FACE_YES :Sì ++STR_FACE_NO :No ++STR_FACE_MOUSTACHE_EARRING_TOOLTIP :{BLACK}Abilita i baffi o l'orecchino ++STR_FACE_HAIR :Capelli: ++STR_FACE_HAIR_TOOLTIP :{BLACK}Cambia i capelli ++STR_FACE_EYEBROWS :Sopracciglia: ++STR_FACE_EYEBROWS_TOOLTIP :{BLACK}Cambia le sopracciglia ++STR_FACE_EYECOLOUR :Colore occhi: ++STR_FACE_EYECOLOUR_TOOLTIP :{BLACK}Cambia il colore degli occhi ++STR_FACE_GLASSES :Occhiali: ++STR_FACE_GLASSES_TOOLTIP :{BLACK}Abilita gli occhiali ++STR_FACE_GLASSES_TOOLTIP_2 :{BLACK}Cambia gli occhiali ++STR_FACE_NOSE :Naso: ++STR_FACE_NOSE_TOOLTIP :{BLACK}Cambia il naso ++STR_FACE_LIPS :Labbra: ++STR_FACE_MOUSTACHE :Baffi: ++STR_FACE_LIPS_MOUSTACHE_TOOLTIP :{BLACK}Cambia le labbra o i baffi ++STR_FACE_CHIN :Mento: ++STR_FACE_CHIN_TOOLTIP :{BLACK}Cambia il mento ++STR_FACE_JACKET :Giacca: ++STR_FACE_JACKET_TOOLTIP :{BLACK}Cambia la giacca ++STR_FACE_COLLAR :Colletto: ++STR_FACE_COLLAR_TOOLTIP :{BLACK}Cambia il colletto ++STR_FACE_TIE :Cravatta: ++STR_FACE_EARRING :Orecchino: ++STR_FACE_TIE_EARRING_TOOLTIP :{BLACK}Cambia la cravatta o l'orecchino ++ ++# Network server list ++STR_NETWORK_SERVER_LIST_CAPTION :{WHITE}Multigiocatore ++STR_NETWORK_SERVER_LIST_ADVERTISED :{BLACK}Pubblico ++STR_NETWORK_SERVER_LIST_ADVERTISED_TOOLTIP :{BLACK}Sceglie fra partita pubblica (su Internet) o privata (su rete locale, LAN) ++STR_NETWORK_SERVER_LIST_ADVERTISED_NO :No ++STR_NETWORK_SERVER_LIST_ADVERTISED_YES :Sì ++STR_NETWORK_SERVER_LIST_PLAYER_NAME :{BLACK}Nome giocatore: ++STR_NETWORK_SERVER_LIST_ENTER_NAME_TOOLTIP :{BLACK}Questo è il nome con cui si verrà identificati dagli altri giocatori ++ ++STR_NETWORK_SERVER_LIST_GAME_NAME :{BLACK}Nome ++STR_NETWORK_SERVER_LIST_GAME_NAME_TOOLTIP :{BLACK}Nome della partita ++STR_NETWORK_SERVER_LIST_GENERAL_ONLINE :{BLACK}{COMMA}/{COMMA} - {COMMA}/{COMMA} ++STR_NETWORK_SERVER_LIST_CLIENTS_CAPTION :{BLACK}Client ++STR_NETWORK_SERVER_LIST_CLIENTS_CAPTION_TOOLTIP :{BLACK}Client online / client max{}Compagnie online / compagnie max ++STR_NETWORK_SERVER_LIST_MAP_SIZE_SHORT :{BLACK}{COMMA}x{COMMA} ++STR_NETWORK_SERVER_LIST_MAP_SIZE_CAPTION :{BLACK}Dim. mappa ++STR_NETWORK_SERVER_LIST_MAP_SIZE_CAPTION_TOOLTIP :{BLACK}Dimensione della mappa in uso - fare clic per ordinare per area ++STR_NETWORK_SERVER_LIST_DATE_CAPTION :{BLACK}Data ++STR_NETWORK_SERVER_LIST_DATE_CAPTION_TOOLTIP :{BLACK}Data corrente ++STR_NETWORK_SERVER_LIST_YEARS_CAPTION :{BLACK}Anni ++STR_NETWORK_SERVER_LIST_YEARS_CAPTION_TOOLTIP :{BLACK}Numero di anni{}da cui la partita è in corso ++STR_NETWORK_SERVER_LIST_INFO_ICONS_TOOLTIP :{BLACK}Lingua, versione del server, etc. ++ ++STR_NETWORK_SERVER_LIST_CLICK_GAME_TO_SELECT :{BLACK}Fare clic su una partita in elenco per selezionarla ++STR_NETWORK_SERVER_LIST_LAST_JOINED_SERVER :{BLACK}Ultimo server utilizzato: ++STR_NETWORK_SERVER_LIST_CLICK_TO_SELECT_LAST :{BLACK}Fare clic per selezionare il server su cui si è giocato l'ultima volta ++ ++STR_NETWORK_SERVER_LIST_GAME_INFO :{SILVER}INFORMAZIONI PARTITA ++STR_NETWORK_SERVER_LIST_CLIENTS :{SILVER}Client: {WHITE}{COMMA} / {COMMA} - {COMMA} / {COMMA} ++STR_NETWORK_SERVER_LIST_LANGUAGE :{SILVER}Lingua: {WHITE}{STRING} ++STR_NETWORK_SERVER_LIST_LANDSCAPE :{SILVER}Paesaggio: {WHITE}{STRING} ++STR_NETWORK_SERVER_LIST_MAP_SIZE :{SILVER}Dimensione mappa: {WHITE}{COMMA}x{COMMA} ++STR_NETWORK_SERVER_LIST_SERVER_VERSION :{SILVER}Versione server: {WHITE}{STRING} ++STR_NETWORK_SERVER_LIST_SERVER_ADDRESS :{SILVER}Indirizzo del server: {WHITE}{STRING} ++STR_NETWORK_SERVER_LIST_START_DATE :{SILVER}Data di inizio: {WHITE}{DATE_SHORT} ++STR_NETWORK_SERVER_LIST_CURRENT_DATE :{SILVER}Data corrente: {WHITE}{DATE_SHORT} ++STR_NETWORK_SERVER_LIST_PASSWORD :{SILVER}Protetto da password! ++STR_NETWORK_SERVER_LIST_SERVER_OFFLINE :{SILVER}SERVER OFFLINE ++STR_NETWORK_SERVER_LIST_SERVER_FULL :{SILVER}SERVER PIENO ++STR_NETWORK_SERVER_LIST_VERSION_MISMATCH :{SILVER}VERSIONE DIFFERENTE ++STR_NETWORK_SERVER_LIST_GRF_MISMATCH :{SILVER}NEWGRF DIFFERENTI ++ ++STR_NETWORK_SERVER_LIST_JOIN_GAME :{BLACK}Entra nella partita ++STR_NETWORK_SERVER_LIST_REFRESH :{BLACK}Aggiorna ++STR_NETWORK_SERVER_LIST_REFRESH_TOOLTIP :{BLACK}Aggiorna le informazioni sul server ++ ++STR_NETWORK_SERVER_LIST_FIND_SERVER :{BLACK}Trova server ++STR_NETWORK_SERVER_LIST_FIND_SERVER_TOOLTIP :{BLACK}Cerca un server sulla rete ++STR_NETWORK_SERVER_LIST_ADD_SERVER :{BLACK}Aggiungi server ++STR_NETWORK_SERVER_LIST_ADD_SERVER_TOOLTIP :{BLACK}Aggiunge un server alla lista di server in cui cercare sempre partite in corso ++STR_NETWORK_SERVER_LIST_START_SERVER :{BLACK}Avvia server ++STR_NETWORK_SERVER_LIST_START_SERVER_TOOLTIP :{BLACK}Avvia il proprio server ++ ++STR_NETWORK_SERVER_LIST_PLAYER_NAME_OSKTITLE :{BLACK}Inserire il nome del giocatore ++STR_NETWORK_SERVER_LIST_ENTER_IP :{BLACK}Digitare l'indirizzo del server ++ ++# Start new multiplayer server ++STR_NETWORK_START_SERVER_CAPTION :{WHITE}Avvia nuova partita multigiocatore ++ ++STR_NETWORK_START_SERVER_NEW_GAME_NAME :{BLACK}Nome partita: ++STR_NETWORK_START_SERVER_NEW_GAME_NAME_TOOLTIP :{BLACK}Il nome della partita sarà mostrato dagli altri giocatori nel menu di selezione delle partite multigiocatore ++STR_NETWORK_START_SERVER_SET_PASSWORD :{BLACK}Imposta password ++STR_NETWORK_START_SERVER_PASSWORD_TOOLTIP :{BLACK}Protegge la partita con una password in modo che non sia accessibile pubblicamente ++ ++STR_NETWORK_START_SERVER_UNADVERTISED :No ++STR_NETWORK_START_SERVER_ADVERTISED :Sì ++STR_NETWORK_START_SERVER_CLIENTS_SELECT :{BLACK}{NUM} client ++STR_NETWORK_START_SERVER_NUMBER_OF_CLIENTS :{BLACK}Limite client: ++STR_NETWORK_START_SERVER_NUMBER_OF_CLIENTS_TOOLTIP :{BLACK}Imposta il numero massimo di client. Non tutti i posti dovranno essere occupati ++STR_NETWORK_START_SERVER_COMPANIES_SELECT :{BLACK}{NUM} compagni{P a e} ++STR_NETWORK_START_SERVER_NUMBER_OF_COMPANIES :{BLACK}Limite compagnie: ++STR_NETWORK_START_SERVER_NUMBER_OF_COMPANIES_TOOLTIP :{BLACK}Limita il server a un certo numero di compagnie ++STR_NETWORK_START_SERVER_SPECTATORS_SELECT :{BLACK}{NUM} spettator{P e i} ++STR_NETWORK_START_SERVER_NUMBER_OF_SPECTATORS :{BLACK}Limite spettatori: ++STR_NETWORK_START_SERVER_NUMBER_OF_SPECTATORS_TOOLTIP :{BLACK}Limita il server a un certo numero di spettatori ++STR_NETWORK_START_SERVER_LANGUAGE_SPOKEN :{BLACK}Lingua parlata: ++STR_NETWORK_START_SERVER_LANGUAGE_TOOLTIP :{BLACK}Fa sapere agli altri giocatori quale lingua è parlata sul server ++ ++STR_NETWORK_START_SERVER_NEW_GAME_NAME_OSKTITLE :{BLACK}Inserire il nome della partita ++ ++# Network game languages ++############ Leave those lines in this order!! ++STR_NETWORK_LANG_ANY :Qualsiasi ++STR_NETWORK_LANG_ENGLISH :Inglese ++STR_NETWORK_LANG_GERMAN :Tedesco ++STR_NETWORK_LANG_FRENCH :Francese ++STR_NETWORK_LANG_BRAZILIAN :Brasiliano ++STR_NETWORK_LANG_BULGARIAN :Bùlgaro ++STR_NETWORK_LANG_CHINESE :Cinese ++STR_NETWORK_LANG_CZECH :Ceco ++STR_NETWORK_LANG_DANISH :Danese ++STR_NETWORK_LANG_DUTCH :Olandese ++STR_NETWORK_LANG_ESPERANTO :Esperanto ++STR_NETWORK_LANG_FINNISH :Finlandese ++STR_NETWORK_LANG_HUNGARIAN :Ungherese ++STR_NETWORK_LANG_ICELANDIC :Islandese ++STR_NETWORK_LANG_ITALIAN :Italiano ++STR_NETWORK_LANG_JAPANESE :Giapponese ++STR_NETWORK_LANG_KOREAN :Coreano ++STR_NETWORK_LANG_LITHUANIAN :Lituano ++STR_NETWORK_LANG_NORWEGIAN :Norvegese ++STR_NETWORK_LANG_POLISH :Polacco ++STR_NETWORK_LANG_PORTUGUESE :Portoghese ++STR_NETWORK_LANG_ROMANIAN :Rumeno ++STR_NETWORK_LANG_RUSSIAN :Russo ++STR_NETWORK_LANG_SLOVAK :Slovacco ++STR_NETWORK_LANG_SLOVENIAN :Sloveno ++STR_NETWORK_LANG_SPANISH :Spagnolo ++STR_NETWORK_LANG_SWEDISH :Svedese ++STR_NETWORK_LANG_TURKISH :Turco ++STR_NETWORK_LANG_UKRAINIAN :Ucraino ++STR_NETWORK_LANG_AFRIKAANS :Afrikaans ++STR_NETWORK_LANG_CROATIAN :Croato ++STR_NETWORK_LANG_CATALAN :Catalano ++STR_NETWORK_LANG_ESTONIAN :Estone ++STR_NETWORK_LANG_GALICIAN :Galiziano ++STR_NETWORK_LANG_GREEK :Greco ++STR_NETWORK_LANG_LATVIAN :Lèttone ++############ End of leave-in-this-order ++ ++# Network game lobby ++STR_NETWORK_GAME_LOBBY_CAPTION :{WHITE}Stanza principale partita multigiocatore ++ ++STR_NETWORK_GAME_LOBBY_PREPARE_TO_JOIN :{BLACK}Preparazione all'ingresso in: {ORANGE}{STRING} ++STR_NETWORK_GAME_LOBBY_COMPANY_LIST_TOOLTIP :{BLACK}Elenco di tutte le compagnie attualmente nella partita. È possibile unirsi ad una di esse o fondarne una nuova se è disponibile un posto ++ ++STR_NETWORK_GAME_LOBBY_COMPANY_INFO :{SILVER}INFORMAZIONI COMPAGNIA ++STR_NETWORK_GAME_LOBBY_COMPANY_NAME :{SILVER}Nome compagnia: {WHITE}{STRING} ++STR_NETWORK_GAME_LOBBY_INAUGURATION_YEAR :{SILVER}Inaugurazione: {WHITE}{NUM} ++STR_NETWORK_GAME_LOBBY_VALUE :{SILVER}Valore compagnia: {WHITE}{CURRENCY_LONG} ++STR_NETWORK_GAME_LOBBY_CURRENT_BALANCE :{SILVER}Saldo corrente: {WHITE}{CURRENCY_LONG} ++STR_NETWORK_GAME_LOBBY_LAST_YEARS_INCOME :{SILVER}Ricavi anno scorso: {WHITE}{CURRENCY_LONG} ++STR_NETWORK_GAME_LOBBY_PERFORMANCE :{SILVER}Prestazioni: {WHITE}{NUM} ++ ++STR_NETWORK_GAME_LOBBY_VEHICLES :{SILVER}Veicoli: {WHITE}{NUM} {TRAIN}, {NUM} {LORRY}, {NUM} {BUS}, {NUM} {SHIP}, {NUM} {PLANE} ++STR_NETWORK_GAME_LOBBY_STATIONS :{SILVER}Stazioni: {WHITE}{NUM} {TRAIN}, {NUM} {LORRY}, {NUM} {BUS}, {NUM} {SHIP}, {NUM} {PLANE} ++STR_NETWORK_GAME_LOBBY_PLAYERS :{SILVER}Giocatori: {WHITE}{STRING} ++ ++STR_NETWORK_GAME_LOBBY_NEW_COMPANY :{BLACK}Nuova compagnia ++STR_NETWORK_GAME_LOBBY_NEW_COMPANY_TOOLTIP :{BLACK}Crea una nuova compagnia ++STR_NETWORK_GAME_LOBBY_SPECTATE_GAME :{BLACK}Assisti alla partita ++STR_NETWORK_GAME_LOBBY_SPECTATE_GAME_TOOLTIP :{BLACK}Osserva la partita come spettatore ++STR_NETWORK_GAME_LOBBY_JOIN_COMPANY :{BLACK}Usa compagnia ++STR_NETWORK_GAME_LOBBY_JOIN_COMPANY_TOOLTIP :{BLACK}Aiuta a controllare questa compagnia ++ ++# Network connecting window ++STR_NETWORK_CONNECTING_CAPTION :{WHITE}Connessione... ++ ++############ Leave those lines in this order!! ++STR_NETWORK_CONNECTING_1 :{BLACK}(1/6) Connessione... ++STR_NETWORK_CONNECTING_2 :{BLACK}(2/6) Autorizzazione... ++STR_NETWORK_CONNECTING_3 :{BLACK}(3/6) In attesa... ++STR_NETWORK_CONNECTING_4 :{BLACK}(4/6) Download della mappa... ++STR_NETWORK_CONNECTING_5 :{BLACK}(5/6) Elaborazione dei dati... ++STR_NETWORK_CONNECTING_6 :{BLACK}(6/6) Registrazione... ++ ++STR_NETWORK_CONNECTING_SPECIAL_1 :{BLACK}Recupero informazioni partita... ++STR_NETWORK_CONNECTING_SPECIAL_2 :{BLACK}Recupero informazioni compagnie.. ++############ End of leave-in-this-order ++STR_NETWORK_CONNECTING_WAITING :{BLACK}{NUM} client in attesa ++STR_NETWORK_CONNECTING_DOWNLOADING_1 :{BLACK}{BYTES} scaricati ++STR_NETWORK_CONNECTING_DOWNLOADING_2 :{BLACK}{BYTES} / {BYTES} scaricati ++ ++STR_NETWORK_CONNECTION_DISCONNECT :{BLACK}Disconnetti ++ ++STR_NETWORK_NEED_GAME_PASSWORD_CAPTION :{WHITE}Server protetto. Inserire la password ++STR_NETWORK_NEED_COMPANY_PASSWORD_CAPTION :{WHITE}Compagnia protetta. Inserire la password ++ ++# Network company list added strings ++STR_NETWORK_COMPANY_LIST_CLIENT_LIST :{WHITE}Elenco dei client ++STR_NETWORK_COMPANY_LIST_SPECTATE :{WHITE}Diventa spettatore ++STR_NETWORK_COMPANY_LIST_NEW_COMPANY :{WHITE}Nuova compagnia ++ ++# Network client list ++STR_NETWORK_CLIENTLIST_KICK :Espelli ++STR_NETWORK_CLIENTLIST_BAN :Bandisci ++STR_NETWORK_CLIENTLIST_GIVE_MONEY :Dona denaro ++STR_NETWORK_CLIENTLIST_SPEAK_TO_ALL :Parla a tutti ++STR_NETWORK_CLIENTLIST_SPEAK_TO_COMPANY :Parla alla compagnia ++STR_NETWORK_CLIENTLIST_SPEAK_TO_CLIENT :Messaggio privato ++ ++STR_NETWORK_SERVER :Server ++STR_NETWORK_CLIENT :Client ++STR_NETWORK_SPECTATORS :Spettatori ++ ++STR_NETWORK_GIVE_MONEY_CAPTION :{WHITE}Inserire la quantità di denaro da donare ++STR_NETWORK_TOOLBAR_LIST_SPECTATOR :{BLACK}Spettatore ++ ++# Network set password ++STR_COMPANY_PASSWORD_CANCEL :{BLACK}Non salvare la password inserita ++STR_COMPANY_PASSWORD_OK :{BLACK}Assegna la nuova password alla compagnia ++STR_COMPANY_PASSWORD_CAPTION :{WHITE}Password della compagnia ++STR_COMPANY_PASSWORD_MAKE_DEFAULT :{BLACK}Password predefinita compagnia ++STR_COMPANY_PASSWORD_MAKE_DEFAULT_TOOLTIP :{BLACK}Usa questa password come predefinita per le nuove compagnie ++ ++# Network company info join/password ++STR_COMPANY_VIEW_JOIN :{BLACK}Controlla ++STR_COMPANY_VIEW_JOIN_TOOLTIP :{BLACK}Gioca controllando questa compagnia ++STR_COMPANY_VIEW_PASSWORD :{BLACK}Password ++STR_COMPANY_VIEW_PASSWORD_TOOLTIP :{BLACK}Protegge la compagnia con una password per impedire ad utenti non autorizzati di accedervi ++STR_COMPANY_VIEW_SET_PASSWORD :{BLACK}Imposta password compagnia ++ ++# Network chat ++STR_NETWORK_CHAT_SEND :{BLACK}Invia ++STR_NETWORK_CHAT_COMPANY_CAPTION :[Squadra] : ++STR_NETWORK_CHAT_CLIENT_CAPTION :[Privato] {STRING}: ++STR_NETWORK_CHAT_ALL_CAPTION :[Tutti] : ++ ++STR_NETWORK_CHAT_COMPANY :[Squadra] {STRING}: {WHITE}{STRING} ++STR_NETWORK_CHAT_TO_COMPANY :[Squadra] A {STRING}: {WHITE}{STRING} ++STR_NETWORK_CHAT_CLIENT :[Privato] {STRING}: {WHITE}{STRING} ++STR_NETWORK_CHAT_TO_CLIENT :[Privato] A {STRING}: {WHITE}{STRING} ++STR_NETWORK_CHAT_ALL :[Tutti] {STRING}: {WHITE}{STRING} ++STR_NETWORK_CHAT_OSKTITLE :{BLACK}Inserire il messaggio ++ ++# Network messages ++STR_NETWORK_ERROR_NOTAVAILABLE :{WHITE}Nessun dispositivo di rete trovato o compilato senza ENABLE_NETWORK ++STR_NETWORK_ERROR_NOSERVER :{WHITE}Impossibile trovare partite in rete ++STR_NETWORK_ERROR_NOCONNECTION :{WHITE}Il server non ha risposto alla richiesta ++STR_NETWORK_ERROR_NEWGRF_MISMATCH :{WHITE}Impossibile connettersi a causa di file NewGRF differenti ++STR_NETWORK_ERROR_DESYNC :{WHITE}Sincronizzazione alla partita in rete non riuscita ++STR_NETWORK_ERROR_LOSTCONNECTION :{WHITE}Connessione alla partita in rete persa. ++STR_NETWORK_ERROR_SAVEGAMEERROR :{WHITE}Impossibile caricare la partita salvata ++STR_NETWORK_ERROR_SERVER_START :{WHITE}Impossibile avviare il server ++STR_NETWORK_ERROR_CLIENT_START :{WHITE}Impossibile connettersi ++STR_NETWORK_ERROR_TIMEOUT :{WHITE}Tempo scaduto per la connessione #{NUM} ++STR_NETWORK_ERROR_SERVER_ERROR :{WHITE}Un errore di protocollo ha chiuso la connessione ++STR_NETWORK_ERROR_WRONG_REVISION :{WHITE}La revisione di questo client non corrisponde a quella del server ++STR_NETWORK_ERROR_WRONG_PASSWORD :{WHITE}Password errata ++STR_NETWORK_ERROR_SERVER_FULL :{WHITE}Il server è pieno ++STR_NETWORK_ERROR_SERVER_BANNED :{WHITE}Sei stato bandito da questo server ++STR_NETWORK_ERROR_KICKED :{WHITE}Sei stato espulso dalla partita ++STR_NETWORK_ERROR_CHEATER :{WHITE}I trucchi non sono ammessi su questo server ++STR_NETWORK_ERROR_TOO_MANY_COMMANDS :{WHITE}Stavano venendo inviati troppi comandi al server ++STR_NETWORK_ERROR_TIMEOUT_PASSWORD :{WHITE}Si è impiegato troppo tempo ad inserire la password ++STR_NETWORK_ERROR_TIMEOUT_COMPUTER :{WHITE}Il computer è troppo lento per restare al passo col server ++STR_NETWORK_ERROR_TIMEOUT_MAP :{WHITE}Il compiuter ha impiegato troppo tempo per il download della mappa ++STR_NETWORK_ERROR_TIMEOUT_JOIN :{WHITE}Il computer ha impiegato troppo tempo per l'ingresso al server ++ ++############ Leave those lines in this order!! ++STR_NETWORK_ERROR_CLIENT_GENERAL :errore generale ++STR_NETWORK_ERROR_CLIENT_DESYNC :errore di sincronizzazione ++STR_NETWORK_ERROR_CLIENT_SAVEGAME :impossibile caricare la mappa ++STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST :connessione persa ++STR_NETWORK_ERROR_CLIENT_PROTOCOL_ERROR :errore di protocollo ++STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH :file NewGRF non corrispondenti ++STR_NETWORK_ERROR_CLIENT_NOT_AUTHORIZED :non autorizzato ++STR_NETWORK_ERROR_CLIENT_NOT_EXPECTED :ricevuto un pacchetto non validto o inatteso ++STR_NETWORK_ERROR_CLIENT_WRONG_REVISION :revisione differente ++STR_NETWORK_ERROR_CLIENT_NAME_IN_USE :nome già in uso ++STR_NETWORK_ERROR_CLIENT_WRONG_PASSWORD :password errata ++STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH :company-id errato in DoCommand ++STR_NETWORK_ERROR_CLIENT_KICKED :espulso dal server ++STR_NETWORK_ERROR_CLIENT_CHEATER :ha provato a usare un trucco ++STR_NETWORK_ERROR_CLIENT_SERVER_FULL :server pieno ++STR_NETWORK_ERROR_CLIENT_TOO_MANY_COMMANDS :stava inviando troppi comandi ++STR_NETWORK_ERROR_CLIENT_TIMEOUT_PASSWORD :nessuna password ricevuta in tempo ++STR_NETWORK_ERROR_CLIENT_TIMEOUT_COMPUTER :timeout generico ++STR_NETWORK_ERROR_CLIENT_TIMEOUT_MAP :il download della mappa ha richiesto troppo tempo ++STR_NETWORK_ERROR_CLIENT_TIMEOUT_JOIN :l'elaborazione della mappa ha richiesto troppo tempo ++############ End of leave-in-this-order ++ ++STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION :{WHITE}Possibile perdita di connessione ++STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION :{WHITE}Per {NUM} second{P o i} non sono stati ricevuti dati dal server ++ ++# Network related errors ++STR_NETWORK_SERVER_MESSAGE :*** {1:STRING} ++############ Leave those lines in this order!! ++STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED :Partita in pausa ({STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 :Partita ancora in pausa ({STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_2 :Partita ancora in pausa ({STRING}, {STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_3 :Partita ancora in pausa ({STRING}, {STRING}, {STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_4 :Partita ancora in pausa ({STRING}, {STRING}, {STRING}, {STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED :Partita ripresa ({STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS :numero di giocatori ++STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS :connessione client in corso ++STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL :manuale ++STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT :script ++############ End of leave-in-this-order ++STR_NETWORK_MESSAGE_CLIENT_LEAVING :abbandono della partita ++STR_NETWORK_MESSAGE_CLIENT_JOINED :*** {STRING} è entrato nella partita ++STR_NETWORK_MESSAGE_CLIENT_JOINED_ID :*** {STRING} è entrato nella partita (Client #{2:NUM}) ++STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN :*** {STRING} ha iniziato a controllare la compagnia #{2:NUM} ++STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE :*** {STRING} è diventato spettatore ++STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW :*** {STRING} ha avviato una nuova compagnia (#{2:NUM}) ++STR_NETWORK_MESSAGE_CLIENT_LEFT :*** {STRING} ha abbandonato la partita ({2:STRING}) ++STR_NETWORK_MESSAGE_NAME_CHANGE :*** {STRING} ha cambiato nome in {STRING} ++STR_NETWORK_MESSAGE_GIVE_MONEY :*** {STRING} ha donato alla tua compagnia {2:CURRENCY_LONG} ++STR_NETWORK_MESSAGE_GAVE_MONEY_AWAY :*** Hai donato {2:CURRENCY_LONG} a {1:STRING} ++STR_NETWORK_MESSAGE_SERVER_SHUTDOWN :{WHITE}Il server ha chiuso la sessione ++STR_NETWORK_MESSAGE_SERVER_REBOOT :{WHITE}Il server si sta riavviando...{}Attendere prego... ++ ++# Content downloading window ++STR_CONTENT_TITLE :{WHITE}Download contenuti ++STR_CONTENT_TYPE_CAPTION :{BLACK}Tipo ++STR_CONTENT_TYPE_CAPTION_TOOLTIP :{BLACK}Tipo del contenuto ++STR_CONTENT_NAME_CAPTION :{BLACK}Nome ++STR_CONTENT_NAME_CAPTION_TOOLTIP :{BLACK}Nome del contenuto ++STR_CONTENT_MATRIX_TOOLTIP :{BLACK}Fare clic su un elemento per i dettagli.{}Selezionarlo per includerlo nel download. ++STR_CONTENT_SELECT_ALL_CAPTION :{BLACK}Seleziona tutti ++STR_CONTENT_SELECT_ALL_CAPTION_TOOLTIP :{BLACK}Include nel download tutti i contenuti ++STR_CONTENT_SELECT_UPDATES_CAPTION :{BLACK}Sel. aggiornamenti ++STR_CONTENT_SELECT_UPDATES_CAPTION_TOOLTIP :{BLACK}Include nel download tutte le versioni aggiornate di contenuti esistenti ++STR_CONTENT_UNSELECT_ALL_CAPTION :{BLACK}Deseleziona tutti ++STR_CONTENT_UNSELECT_ALL_CAPTION_TOOLTIP :{BLACK}Esclude dal download tutti gli elementi ++STR_CONTENT_SEARCH_EXTERNAL :{BLACK}Cerca in siti web esterni ++STR_CONTENT_SEARCH_EXTERNAL_TOOLTIP :{BLACK}Cerca contenuti non disponibili sul servizio contenuti di OpenTTD in siti esterni non direttamente associati a OpenTTD ++STR_CONTENT_SEARCH_EXTERNAL_DISCLAIMER_CAPTION :{WHITE}Si sta lasciando OpenTTD ++STR_CONTENT_SEARCH_EXTERNAL_DISCLAIMER :{WHITE}I termini e le condizioni per lo scaricamento di contenuti da siti web esterni possono variare.{}Fare riferimento ai siti esterni per istruzioni su come installare il contenuto in OpenTTD.{}Si desidera proseguire? ++STR_CONTENT_FILTER_TITLE :{BLACK}Filtra per nome/tag: ++STR_CONTENT_OPEN_URL :{BLACK}Visita sito web ++STR_CONTENT_OPEN_URL_TOOLTIP :{BLACK}Visita il sito web di questo contenuto ++STR_CONTENT_DOWNLOAD_CAPTION :{BLACK}Scarica ++STR_CONTENT_DOWNLOAD_CAPTION_TOOLTIP :{BLACK}Avvia il download dei contenuti selezionati ++STR_CONTENT_TOTAL_DOWNLOAD_SIZE :{SILVER}Dimensione totale download: {WHITE}{BYTES} ++STR_CONTENT_DETAIL_TITLE :{SILVER}INFORMAZIONI CONTENUTO ++STR_CONTENT_DETAIL_SUBTITLE_UNSELECTED :{SILVER}Non incluso nel download ++STR_CONTENT_DETAIL_SUBTITLE_SELECTED :{SILVER}Incluso nel download ++STR_CONTENT_DETAIL_SUBTITLE_AUTOSELECTED :{SILVER}Dipendenza inclusa nel download ++STR_CONTENT_DETAIL_SUBTITLE_ALREADY_HERE :{SILVER}Già installato ++STR_CONTENT_DETAIL_SUBTITLE_DOES_NOT_EXIST :{SILVER}Contenuto sconosciuto: non può essere scaricato da OpenTTD ++STR_CONTENT_DETAIL_UPDATE :{SILVER}Questo contenuto sostituisce {G 0 "un " un' "una "}{STRING} esistente ++STR_CONTENT_DETAIL_NAME :{SILVER}Nome: {WHITE}{STRING} ++STR_CONTENT_DETAIL_VERSION :{SILVER}Versione: {WHITE}{STRING} ++STR_CONTENT_DETAIL_DESCRIPTION :{SILVER}Descrizione: {WHITE}{STRING} ++STR_CONTENT_DETAIL_URL :{SILVER}URL: {WHITE}{STRING} ++STR_CONTENT_DETAIL_TYPE :{SILVER}Tipo: {WHITE}{STRING} ++STR_CONTENT_DETAIL_FILESIZE :{SILVER}Dimensione download: {WHITE}{BYTES} ++STR_CONTENT_DETAIL_SELECTED_BECAUSE_OF :{SILVER}Richiesto da: {WHITE}{STRING} ++STR_CONTENT_DETAIL_DEPENDENCIES :{SILVER}Dipendenze: {WHITE}{STRING} ++STR_CONTENT_DETAIL_TAGS :{SILVER}Tag: {WHITE}{STRING} ++STR_CONTENT_NO_ZLIB :{WHITE}OpenTTD non include il supporto "zlib"... ++STR_CONTENT_NO_ZLIB_SUB :{WHITE}... impossibile scaricare il contenuto! ++ ++# Order of these is important! ++STR_CONTENT_TYPE_BASE_GRAPHICS :{G=f}Grafica base ++STR_CONTENT_TYPE_NEWGRF :{G=m}NewGRF ++STR_CONTENT_TYPE_AI :{G=f}IA ++STR_CONTENT_TYPE_AI_LIBRARY :{G=f}Libreria IA ++STR_CONTENT_TYPE_SCENARIO :{G=m}Scenario ++STR_CONTENT_TYPE_HEIGHTMAP :{G=f}Heightmap ++STR_CONTENT_TYPE_BASE_SOUNDS :{G=m}Suoni base ++STR_CONTENT_TYPE_BASE_MUSIC :{G=f}Musica base ++STR_CONTENT_TYPE_GAME_SCRIPT :Script ++STR_CONTENT_TYPE_GS_LIBRARY :Libreria script ++ ++# Content downloading progress window ++STR_CONTENT_DOWNLOAD_TITLE :{WHITE}Download dei contenuti... ++STR_CONTENT_DOWNLOAD_INITIALISE :{WHITE}Richiesta file... ++STR_CONTENT_DOWNLOAD_FILE :{WHITE}Download in corso di {STRING} ({NUM} di {NUM}) ++STR_CONTENT_DOWNLOAD_COMPLETE :{WHITE}Download completato ++STR_CONTENT_DOWNLOAD_PROGRESS_SIZE :{WHITE}{BYTES} su {BYTES} scaricati ({NUM} %) ++ ++# Content downloading error messages ++STR_CONTENT_ERROR_COULD_NOT_CONNECT :{WHITE}Impossibile connettersi al server contenuti... ++STR_CONTENT_ERROR_COULD_NOT_DOWNLOAD :{WHITE}Download non riuscito... ++STR_CONTENT_ERROR_COULD_NOT_DOWNLOAD_CONNECTION_LOST :{WHITE}... connessione persa ++STR_CONTENT_ERROR_COULD_NOT_DOWNLOAD_FILE_NOT_WRITABLE :{WHITE}... impossibile scrivere il file ++STR_CONTENT_ERROR_COULD_NOT_EXTRACT :{WHITE}Impossibile decomprimere il file scaricato ++ ++STR_MISSING_GRAPHICS_SET_CAPTION :{WHITE}Pacchetto grafico mancante ++STR_MISSING_GRAPHICS_SET_MESSAGE :{BLACK}OpenTTD richiede un pacchetto grafico per funzionare, ma non è stato possibile trovarne alcuno. Consentire a OpenTTD di scaricare e installare un pacchetto grafico? ++STR_MISSING_GRAPHICS_YES_DOWNLOAD :{BLACK}Sì, scarica il pacchetto ++STR_MISSING_GRAPHICS_NO_QUIT :{BLACK}No, esci da OpenTTD ++ ++# Transparency settings window ++STR_TRANSPARENCY_CAPTION :{WHITE}Opzioni trasparenza ++STR_TRANSPARENT_SIGNS_TOOLTIP :{BLACK}Attiva/disattiva la trasparenza dei cartelli. CTRL+clic per bloccare ++STR_TRANSPARENT_TREES_TOOLTIP :{BLACK}Attiva/disattiva la trasparenza degli alberi. CTRL+clic per bloccare ++STR_TRANSPARENT_HOUSES_TOOLTIP :{BLACK}Attiva/disattiva la trasparenza degli edifici. CTRL+clic per bloccare ++STR_TRANSPARENT_INDUSTRIES_TOOLTIP :{BLACK}Attiva/disattiva la trasparenza delle industrie. CTRL+clic per bloccare ++STR_TRANSPARENT_BUILDINGS_TOOLTIP :{BLACK}Attiva/disattiva la trasparenza delle strutture edificabili come stazioni, depositi e waypoint. CTRL+clic per bloccare ++STR_TRANSPARENT_BRIDGES_TOOLTIP :{BLACK}Attiva/disattiva la trasparenza dei ponti. CTRL+clic per bloccare ++STR_TRANSPARENT_STRUCTURES_TOOLTIP :{BLACK}Attiva/disattiva la trasparenza di strutture come fari e antenne. CTRL+clic per bloccare ++STR_TRANSPARENT_CATENARY_TOOLTIP :{BLACK}Attiva/disattiva la trasparenza delle catenarie. CTRL+clic per bloccare ++STR_TRANSPARENT_LOADING_TOOLTIP :{BLACK}Attiva/disattiva la trasparenza degli indicatori di caricamento. CTRL+clic per bloccare ++STR_TRANSPARENT_INVISIBLE_TOOLTIP :{BLACK}Rendi gli oggetti invisibili invece che trasparenti ++ ++# Linkgraph legend window ++STR_LINKGRAPH_LEGEND_CAPTION :{BLACK}Legenda rotte commerciali ++STR_LINKGRAPH_LEGEND_ALL :{BLACK}Tutti ++STR_LINKGRAPH_LEGEND_NONE :{BLACK}Nessuno ++STR_LINKGRAPH_LEGEND_NONE.ms :{BLACK}Nessuno ++STR_LINKGRAPH_LEGEND_NONE.fs :{BLACK}Nessuna ++STR_LINKGRAPH_LEGEND_SELECT_COMPANIES :{BLACK}Seleziona le compagnie da mostrare ++ ++# Linkgraph legend window and linkgraph legend in smallmap ++STR_LINKGRAPH_LEGEND_UNUSED :{TINY_FONT}{BLACK}inutilizzata ++STR_LINKGRAPH_LEGEND_SATURATED :{TINY_FONT}{BLACK}satura ++STR_LINKGRAPH_LEGEND_OVERLOADED :{TINY_FONT}{BLACK}sovraccarica ++ ++# Base for station construction window(s) ++STR_STATION_BUILD_COVERAGE_AREA_TITLE :{BLACK}Evidenzia area coperta ++STR_STATION_BUILD_COVERAGE_OFF :{BLACK}Off ++STR_STATION_BUILD_COVERAGE_ON :{BLACK}On ++STR_STATION_BUILD_COVERAGE_AREA_OFF_TOOLTIP :{BLACK}Non evidenziare l'area di copertura del sito proposto ++STR_STATION_BUILD_COVERAGE_AREA_ON_TOOLTIP :{BLACK}Evidenzia l'area di copertura del sito proposto ++STR_STATION_BUILD_ACCEPTS_CARGO :{BLACK}Accetta: {GOLD}{CARGO_LIST} ++STR_STATION_BUILD_SUPPLIES_CARGO :{BLACK}Fornisce: {GOLD}{CARGO_LIST} ++ ++# Join station window ++STR_JOIN_STATION_CAPTION :{WHITE}Unisci stazione ++STR_JOIN_STATION_CREATE_SPLITTED_STATION :{YELLOW}Costruisci stazione separata ++ ++STR_JOIN_WAYPOINT_CAPTION :{WHITE}Unisci waypoint ++STR_JOIN_WAYPOINT_CREATE_SPLITTED_WAYPOINT :{YELLOW}Costruisci waypoint separato ++ ++# Rail construction toolbar ++STR_RAIL_TOOLBAR_RAILROAD_CONSTRUCTION_CAPTION :Costruzione ferrovie ++STR_RAIL_TOOLBAR_ELRAIL_CONSTRUCTION_CAPTION :Costruzione ferrovie elettrificate ++STR_RAIL_TOOLBAR_MONORAIL_CONSTRUCTION_CAPTION :Costruzione monorotaia ++STR_RAIL_TOOLBAR_MAGLEV_CONSTRUCTION_CAPTION :Costruzione maglev ++ ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_TRACK :{BLACK}Costruisce binari. CTRL alterna costruzione/rimozione. MAIUSC alterna fra costruzione e stima dei costi ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_AUTORAIL :{BLACK}Costruisce binari usando la modalità automatica. CTRL alterna costruzione/rimozione. MAIUSC alterna fra costruzione e stima dei costi ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_TRAIN_DEPOT_FOR_BUILDING :{BLACK}Costruisce un deposito ferroviario (per comprare e manutenere i treni). MAIUSC alterna fra costruzione e stima dei costi ++STR_RAIL_TOOLBAR_TOOLTIP_CONVERT_RAIL_TO_WAYPOINT :{BLACK}Trasforma la rotaia in un waypoint. CTRL abilita l'unione con altri waypoint. MAIUSC alterna fra costruzione e stima dei costi ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_STATION :{BLACK}Costruisce una stazione ferroviaria. CTRL abilita l'unione con altre stazioni. MAIUSC alterna fra costruzione e stima dei costi ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_SIGNALS :{BLACK}Costruisce i segnali ferroviari. CTRL alterna segnali semaforici/luminosi.{}Trascinare il cursore per costruire segnali su un tratto rettilineo di rotaie, con CTRL per andare automaticamente fino al raccordo successivo.{}Tenere premuto CTRL mentre si attiva il pulsante per non aprire la finestra segnali. MAIUSC alterna fra costruzione e stima dei costi ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_BRIDGE :{BLACK}Costruisce un ponte ferroviario. MAIUSC alterna fra costruzione e stima dei costi ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_TUNNEL :{BLACK}Costruisce un tunnel ferroviario. MAIUSC alterna fra costruzione e stima dei costi ++STR_RAIL_TOOLBAR_TOOLTIP_TOGGLE_BUILD_REMOVE_FOR :{BLACK}Alterna costruzione/rimozione di binari, segnali, waypoint e stazioni. Tenere premuto CTRL per rimuovere anche i binari. ++STR_RAIL_TOOLBAR_TOOLTIP_CONVERT_RAIL :{BLACK}Converte/aggiorna il tipo di rotaie. MAIUSC alterna fra costruzione e stima dei costi ++ ++STR_RAIL_NAME_RAILROAD :Ferrovia ++STR_RAIL_NAME_RAILROAD.ms :ferroviario ++STR_RAIL_NAME_ELRAIL :Ferrovia elettrificata ++STR_RAIL_NAME_ELRAIL.ms :ferroviario elettrificato ++STR_RAIL_NAME_MONORAIL :Monorotaia ++STR_RAIL_NAME_MONORAIL.ms :monorotaia ++STR_RAIL_NAME_MAGLEV :Guidovia maglev ++STR_RAIL_NAME_MAGLEV.ms :maglev ++ ++# Rail depot construction window ++STR_BUILD_DEPOT_TRAIN_ORIENTATION_CAPTION :{WHITE}Orientamento deposito ++STR_BUILD_DEPOT_TRAIN_ORIENTATION_TOOLTIP :{BLACK}Seleziona l'orientamento del deposito ferroviario ++ ++# Rail waypoint construction window ++STR_WAYPOINT_CAPTION :{WHITE}Waypoint ++STR_WAYPOINT_GRAPHICS_TOOLTIP :{BLACK}Seleziona il tipo di waypoint ++ ++# Rail station construction window ++STR_STATION_BUILD_RAIL_CAPTION :{WHITE}Selezione stazione ++STR_STATION_BUILD_ORIENTATION :{BLACK}Orientamento ++STR_STATION_BUILD_RAILROAD_ORIENTATION_TOOLTIP :{BLACK}Seleziona l'orientamento della stazione ferroviaria ++STR_STATION_BUILD_NUMBER_OF_TRACKS :{BLACK}Numero di binari ++STR_STATION_BUILD_NUMBER_OF_TRACKS_TOOLTIP :{BLACK}Seleziona il numero di binari della stazione ferroviaria ++STR_STATION_BUILD_PLATFORM_LENGTH :{BLACK}Lunghezza banchina ++STR_STATION_BUILD_PLATFORM_LENGTH_TOOLTIP :{BLACK}Seleziona la lunghezza della stazione ferroviaria ++STR_STATION_BUILD_DRAG_DROP :{BLACK}Drag & drop ++STR_STATION_BUILD_DRAG_DROP_TOOLTIP :{BLACK}Costruisce una stazione con il drag & drop ++ ++STR_STATION_BUILD_STATION_CLASS_TOOLTIP :{BLACK}Seleziona il tipo di stazioni da mostrare ++STR_STATION_BUILD_STATION_TYPE_TOOLTIP :{BLACK}Seleziona il tipo di stazione da costruire ++ ++STR_STATION_CLASS_DFLT :Stazione predefinita ++STR_STATION_CLASS_WAYP :Waypoint ++ ++# Signal window ++STR_BUILD_SIGNAL_CAPTION :{WHITE}Selezione segnale ++STR_BUILD_SIGNAL_SEMAPHORE_NORM_TOOLTIP :{BLACK}Segnale di blocco (semaforico){}I segnali sono necessari per impedire ai convogli di scontrarsi su reti ferroviarie dove viaggia più di un treno ++STR_BUILD_SIGNAL_SEMAPHORE_ENTRY_TOOLTIP :{BLACK}Pre-segnale (semaforico){}Via libera se è presente almeno un segnale di uscita su via libera al termine della sezione di blocco successiva. Altrimenti presenta via impedita ++STR_BUILD_SIGNAL_SEMAPHORE_EXIT_TOOLTIP :{BLACK}Segnale di uscita (semaforico){}Si comporta come un segnale di blocco, ma è necessario per far funzionare correttamente i pre-segnali e i segnali combinati all'ingresso della sezione ++STR_BUILD_SIGNAL_SEMAPHORE_COMBO_TOOLTIP :{BLACK}Segnale combinato (semaforico){}Un segnale combinato funziona contemporaneamente da segnale d'uscita e da pre-segnale. In questo modo è possibile costruire "alberi" di pre-segnali ++STR_BUILD_SIGNAL_SEMAPHORE_PBS_TOOLTIP :{BLACK}Segnale a percorso (semaforico){}Un segnale a percorso consente a più di un treno alla volta di entrare in una sezione di blocco, ammesso che ognuno possa riservarsi un percorso attraverso la sezione. Può essere superato al contrario ++STR_BUILD_SIGNAL_SEMAPHORE_PBS_OWAY_TOOLTIP :{BLACK}Segnale a percorso s. u. (semaforico){}Un segnale a percorso consente a più di un treno alla volta di entrare in una sezione di blocco, ammesso che ognuno possa riservarsi un percorso attraverso la sezione. Non può essere superato al contrario ++STR_BUILD_SIGNAL_ELECTRIC_NORM_TOOLTIP :{BLACK}Segnale di blocco (luminoso){}I segnali sono necessari per impedire ai convogli di scontrarsi su reti ferroviarie dove viaggia più di un treno ++STR_BUILD_SIGNAL_ELECTRIC_ENTRY_TOOLTIP :{BLACK}Pre-segnale (luminoso){}Via libera se è presente almeno un segnale di uscita su via libera al termine della sezione di blocco successiva. Altrimenti presenta via impedita ++STR_BUILD_SIGNAL_ELECTRIC_EXIT_TOOLTIP :{BLACK}Segnale di uscita (luminoso){}Si comporta come un segnale di blocco, ma è necessario per far funzionare correttamente i pre-segnali e i segnali combinati all'ingresso della sezione ++STR_BUILD_SIGNAL_ELECTRIC_COMBO_TOOLTIP :{BLACK}Segnale combinato (luminoso){}Un segnale combinato funziona contemporaneamente da segnale d'uscita e da pre-segnale. In questo modo è possibile costruire "alberi" di pre-segnali ++STR_BUILD_SIGNAL_ELECTRIC_PBS_TOOLTIP :{BLACK}Segnale a percorso (luminoso){}Un segnale a percorso consente a più di un treno alla volta di entrare in una sezione di blocco, ammesso che ognuno possa riservarsi un percorso attraverso la sezione. Può essere superato al contrario ++STR_BUILD_SIGNAL_ELECTRIC_PBS_OWAY_TOOLTIP :{BLACK}Segnale a percorso s. u. (luminoso){}Un segnale a percorso consente a più di un treno alla volta di entrare in una sezione di blocco, ammesso che ognuno possa riservarsi un percorso attraverso la sezione. Non può essere superato al contrario ++STR_BUILD_SIGNAL_CONVERT_TOOLTIP :{BLACK}Conversione segnali - Se attivato, facendo clic su un segnale esistente lo si converte nel tipo selezionato, mentre con CTRL+clic se ne modifica la variante. MAIUSC+clic mostra il costo stimato della conversione ++STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_TOOLTIP :{BLACK}Distanza fra i segnali costruiti automaticamente trascinando il cursore ++STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_DECREASE_TOOLTIP :{BLACK}Riduce la distanza fra i segnali costruiti ++STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Aumenta la distanza fra i segnali costruiti ++ ++# Bridge selection window ++STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Seleziona ponte ferroviario ++STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Seleziona ponte stradale ++STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Selezione ponte - fare clic sul ponte desiderato per costruirlo ++STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG} ++STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY} ++STR_BRIDGE_NAME_SUSPENSION_STEEL :Sospeso, Acciaio ++STR_BRIDGE_NAME_GIRDER_STEEL :A travatura, Acciaio ++STR_BRIDGE_NAME_CANTILEVER_STEEL :A mensola, Acciaio ++STR_BRIDGE_NAME_SUSPENSION_CONCRETE :Sospeso, Cemento ++STR_BRIDGE_NAME_WOODEN :Legno ++STR_BRIDGE_NAME_CONCRETE :Cemento ++STR_BRIDGE_NAME_TUBULAR_STEEL :Tubolare, Acciaio ++STR_BRIDGE_TUBULAR_SILICON :Tubolare, Silicio ++ ++ ++# Road construction toolbar ++STR_ROAD_TOOLBAR_ROAD_CONSTRUCTION_CAPTION :{WHITE}Costruzione strade ++STR_ROAD_TOOLBAR_TRAM_CONSTRUCTION_CAPTION :{WHITE}Costruzione tranvie ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_ROAD_SECTION :{BLACK}Costruisce una sezione di strada. CTRL alterna costruzione/rimozione. MAIUSC alterna fra costruzione e stima dei costi ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_TRAMWAY_SECTION :{BLACK}Costruisce una sezione di tranvia. CTRL alterna costruzione/rimozione. MAIUSC alterna fra costruzione e stima dei costi ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_AUTOROAD :{BLACK}Costruisce sezioni di strada usando la modalità automatica. CTRL alterna costruzione/rimozione. MAIUSC alterna fra costruzione e stima dei costi ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_AUTOTRAM :{BLACK}Costruisce sezioni di tranvia usando la modalità automatica. CTRL alterna costruzione/rimozione. MAIUSC alterna fra costruzione e stima dei costi ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_ROAD_VEHICLE_DEPOT :{BLACK}Costruisce un deposito automezzi (per comprare e manutenere i veicoli). MAIUSC alterna fra costruzione e stima dei costi ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_TRAM_VEHICLE_DEPOT :{BLACK}Costruisce un deposito tranviario (per comprare e manutenere i veicoli). MAIUSC alterna fra costruzione e stima dei costi ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_BUS_STATION :{BLACK}Costruisce una stazione degli autobus. CTRL abilita l'unione con altre stazioni. MAIUSC alterna fra costruzione e stima dei costi ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_PASSENGER_TRAM_STATION :{BLACK}Costruisce una stazione tram passeggeri. CTRL abilita l'unione con altre stazioni. MAIUSC alterna fra costruzione e stima dei costi ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_TRUCK_LOADING_BAY :{BLACK}Costruisce un'area di carico per camion. CTRL abilita l'unione con altre stazioni. MAIUSC alterna fra costruzione e stima dei costi ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_CARGO_TRAM_STATION :{BLACK}Costruisce una stazione tram merci. CTRL abilita l'unione con altre stazioni. MAIUSC alterna fra costruzione e stima dei costi ++STR_ROAD_TOOLBAR_TOOLTIP_TOGGLE_ONE_WAY_ROAD :{BLACK}Attiva/disattiva strade a senso unico ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_ROAD_BRIDGE :{BLACK}Costruisce un ponte stradale. MAIUSC alterna fra costruzione e stima dei costi ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_TRAMWAY_BRIDGE :{BLACK}Costruisce un ponte tranviario. MAIUSC alterna fra costruzione e stima dei costi ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_ROAD_TUNNEL :{BLACK}Costruisce un tunnel stradale. MAIUSC alterna fra costruzione e stima dei costi ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_TRAMWAY_TUNNEL :{BLACK}Costruisce un tunnel tranviario. MAIUSC alterna fra costruzione e stima dei costi ++STR_ROAD_TOOLBAR_TOOLTIP_TOGGLE_BUILD_REMOVE_FOR_ROAD :{BLACK}Seleziona fra costruzione/rimozione di strade ++STR_ROAD_TOOLBAR_TOOLTIP_TOGGLE_BUILD_REMOVE_FOR_TRAMWAYS :{BLACK}Seleziona fra costruzione/rimozione di tranvie ++ ++# Road depot construction window ++STR_BUILD_DEPOT_ROAD_ORIENTATION_CAPTION :{WHITE}Orientamento deposito ++STR_BUILD_DEPOT_ROAD_ORIENTATION_SELECT_TOOLTIP :{BLACK}Seleziona l'orientamento del deposito automezzi ++STR_BUILD_DEPOT_TRAM_ORIENTATION_CAPTION :{WHITE}Orientamento deposito ++STR_BUILD_DEPOT_TRAM_ORIENTATION_SELECT_TOOLTIP :{BLACK}Seleziona l'orientamento del deposito tranviario ++ ++# Road vehicle station construction window ++STR_STATION_BUILD_BUS_ORIENTATION :{WHITE}Orientamento stazione ++STR_STATION_BUILD_BUS_ORIENTATION_TOOLTIP :{BLACK}Seleziona l'orientamento della stazione degli autobus ++STR_STATION_BUILD_TRUCK_ORIENTATION :{WHITE}Orientamento area carico ++STR_STATION_BUILD_TRUCK_ORIENTATION_TOOLTIP :{BLACK}Seleziona l'orientamento dell'area di carico per camion ++STR_STATION_BUILD_PASSENGER_TRAM_ORIENTATION :{WHITE}Orient. stazione tram passeggeri ++STR_STATION_BUILD_PASSENGER_TRAM_ORIENTATION_TOOLTIP :{BLACK}Seleziona l'orientamento della stazione tram passeggeri ++STR_STATION_BUILD_CARGO_TRAM_ORIENTATION :{WHITE}Orient. stazione tram merci ++STR_STATION_BUILD_CARGO_TRAM_ORIENTATION_TOOLTIP :{BLACK}Seleziona l'orientamento della stazione tram merci ++ ++# Waterways toolbar (last two for SE only) ++STR_WATERWAYS_TOOLBAR_CAPTION :{WHITE}Costr. trasporti su acqua ++STR_WATERWAYS_TOOLBAR_CAPTION_SE :{WHITE}Trasporti su acqua ++STR_WATERWAYS_TOOLBAR_BUILD_CANALS_TOOLTIP :{BLACK}Costruisce canali. MAIUSC alterna fra costruzione e stima dei costi ++STR_WATERWAYS_TOOLBAR_BUILD_LOCKS_TOOLTIP :{BLACK}Costruisce chiuse per i canali. MAIUSC alterna fra costruzione e stima dei costi ++STR_WATERWAYS_TOOLBAR_BUILD_DEPOT_TOOLTIP :{BLACK}Costruisce un deposito navale (per comprare e manutenere le navi). MAIUSC alterna fra costruzione e stima dei costi ++STR_WATERWAYS_TOOLBAR_BUILD_DOCK_TOOLTIP :{BLACK}Costruisce un molo per le navi. CTRL abilita l'unione con altre stazioni. MAIUSC alterna fra costruzione e stima dei costi ++STR_WATERWAYS_TOOLBAR_BUOY_TOOLTIP :{BLACK}Posiziona una boa che può essere usata come waypoint. MAIUSC alterna fra costruzione e stima dei costi ++STR_WATERWAYS_TOOLBAR_BUILD_AQUEDUCT_TOOLTIP :{BLACK}Costruisce un acquedotto. MAIUSC alterna fra costruzione e stima dei costi ++STR_WATERWAYS_TOOLBAR_CREATE_LAKE_TOOLTIP :{BLACK}Definisce una zona d'acqua.{}Costruisce un canale, a meno che non si tenga premuto CTRL mentre si fa clic al livello del mare, provocando l'allagamento dei dintorni ++STR_WATERWAYS_TOOLBAR_CREATE_RIVER_TOOLTIP :{BLACK}Crea fiumi ++ ++# Ship depot construction window ++STR_DEPOT_BUILD_SHIP_CAPTION :{WHITE}Orientamento deposito navale ++STR_DEPOT_BUILD_SHIP_ORIENTATION_TOOLTIP :{BLACK}Seleziona l'orientamento del deposito navale ++ ++# Dock construction window ++STR_STATION_BUILD_DOCK_CAPTION :{WHITE}Molo ++ ++# Airport toolbar ++STR_TOOLBAR_AIRCRAFT_CAPTION :{WHITE}Aeroporti ++STR_TOOLBAR_AIRCRAFT_BUILD_AIRPORT_TOOLTIP :{BLACK}Costruisce un aeroporto. CTRL abilita l'unione con altre stazioni. MAIUSC alterna fra costruzione e stima dei costi ++ ++# Airport construction window ++STR_STATION_BUILD_AIRPORT_CAPTION :{WHITE}Selezione aeroporto ++STR_STATION_BUILD_AIRPORT_TOOLTIP :{BLACK}Seleziona dimensione/tipo di aeroporto ++STR_STATION_BUILD_AIRPORT_CLASS_LABEL :{BLACK}Tipo aeroporto ++STR_STATION_BUILD_AIRPORT_LAYOUT_NAME :{BLACK}Disposizione {NUM} ++ ++STR_AIRPORT_SMALL :Piccolo ++STR_AIRPORT_CITY :Cittadino ++STR_AIRPORT_METRO :Metropolitano ++STR_AIRPORT_INTERNATIONAL :Internazionale ++STR_AIRPORT_COMMUTER :Minore ++STR_AIRPORT_INTERCONTINENTAL :Intercontinentale ++STR_AIRPORT_HELIPORT :Eliporto ++STR_AIRPORT_HELIDEPOT :Elideposito ++STR_AIRPORT_HELISTATION :Elistazione ++ ++STR_AIRPORT_CLASS_SMALL :Aeroporti piccoli ++STR_AIRPORT_CLASS_LARGE :Aeroporti grandi ++STR_AIRPORT_CLASS_HUB :Aeroporti hub ++STR_AIRPORT_CLASS_HELIPORTS :Eliporti ++ ++STR_STATION_BUILD_NOISE :{BLACK}Rumore generato: {GOLD}{COMMA} ++ ++# Landscaping toolbar ++STR_LANDSCAPING_TOOLBAR :{WHITE}Modellazione terreno ++STR_LANDSCAPING_TOOLTIP_LOWER_A_CORNER_OF_LAND :{BLACK}Abbassa un angolo di terreno. Trascinando, l'area selezionata viene livellata alla nuova quota del primo angolo. CTRL seleziona l'area diagonalmente. MAIUSC alterna fra costruzione e stima dei costi ++STR_LANDSCAPING_TOOLTIP_RAISE_A_CORNER_OF_LAND :{BLACK}Alza un angolo di terreno. Trascinando, l'area selezionata viene livellata alla nuova quota del primo angolo. CTRL seleziona l'area diagonalmente. MAIUSC alterna fra costruzione e stima dei costi ++STR_LANDSCAPING_LEVEL_LAND_TOOLTIP :{BLACK}Livella un'area di terreno alla quota del primo angolo selezionato. CTRL seleziona l'area diagonalmente. MAIUSC alterna fra costruzione e stima dei costi ++STR_LANDSCAPING_TOOLTIP_PURCHASE_LAND :{BLACK}Acquista terreno per usi futuri. MAIUSC alterna fra costruzione e stima dei costi ++ ++# Object construction window ++STR_OBJECT_BUILD_CAPTION :{WHITE}Selezione oggetto ++STR_OBJECT_BUILD_TOOLTIP :{BLACK}Seleziona l'oggetto da costruire. MAIUSC alterna fra costruzione e stima dei costi ++STR_OBJECT_BUILD_CLASS_TOOLTIP :{BLACK}Seleziona la classe dell'oggetto da costruire ++STR_OBJECT_BUILD_PREVIEW_TOOLTIP :{BLACK}Anteprima dell'oggetto ++STR_OBJECT_BUILD_SIZE :{BLACK}Dimensione: {GOLD}{NUM} x {NUM} riquadri ++ ++STR_OBJECT_CLASS_LTHS :Fari ++STR_OBJECT_CLASS_TRNS :Trasmettitori ++ ++# Tree planting window (last two for SE only) ++STR_PLANT_TREE_CAPTION :{WHITE}Alberi ++STR_PLANT_TREE_TOOLTIP :{BLACK}Seleziona il tipo di albero da piantare. Se nel riquadro sono già presenti alberi, ne aggiunge altri di vari tipi, indipendentemente dal tipo selezionato ++STR_TREES_RANDOM_TYPE :{BLACK}Alberi casuali ++STR_TREES_RANDOM_TYPE_TOOLTIP :{BLACK}Pianta alberi di specie a caso. MAIUSC alterna fra costruzione e stima dei costi ++STR_TREES_RANDOM_TREES_BUTTON :{BLACK}Alberi casuali ++STR_TREES_RANDOM_TREES_TOOLTIP :{BLACK}Pianta alberi casualmente nel paesaggio ++ ++# Land generation window (SE) ++STR_TERRAFORM_TOOLBAR_LAND_GENERATION_CAPTION :{WHITE}Generazione terreno ++STR_TERRAFORM_TOOLTIP_PLACE_ROCKY_AREAS_ON_LANDSCAPE :{BLACK}Piazza terreno roccioso nel paesaggio ++STR_TERRAFORM_TOOLTIP_DEFINE_DESERT_AREA :{BLACK}Definisce un'area desertica.{}Tenere premuto CTRL per rimuoverla ++STR_TERRAFORM_TOOLTIP_INCREASE_SIZE_OF_LAND_AREA :{BLACK}Aumenta l'ampiezza del terreno da abbassare/alzare ++STR_TERRAFORM_TOOLTIP_DECREASE_SIZE_OF_LAND_AREA :{BLACK}Riduce l'ampiezza del terreno da abbassare/alzare ++STR_TERRAFORM_TOOLTIP_GENERATE_RANDOM_LAND :{BLACK}Genera terreno casuale ++STR_TERRAFORM_SE_NEW_WORLD :{BLACK}Crea nuovo scenario ++STR_TERRAFORM_RESET_LANDSCAPE :{BLACK}Azzera paesaggio ++STR_TERRAFORM_RESET_LANDSCAPE_TOOLTIP :{BLACK}Rimuove dalla mappa tutte le strutture di proprietà delle compagnie ++ ++STR_QUERY_RESET_LANDSCAPE_CAPTION :{WHITE}Azzera paesaggio ++STR_RESET_LANDSCAPE_CONFIRMATION_TEXT :{WHITE}Si è sicuri di voler rimuovere tutte le proprietà delle compagnie? ++ ++# Town generation window (SE) ++STR_FOUND_TOWN_CAPTION :{WHITE}Generazione città ++STR_FOUND_TOWN_NEW_TOWN_BUTTON :{BLACK}Nuova città ++STR_FOUND_TOWN_NEW_TOWN_TOOLTIP :{BLACK}Fonda una nuova città. MAIUSC+clic mostra solo il costo stimato ++STR_FOUND_TOWN_RANDOM_TOWN_BUTTON :{BLACK}Città casuale ++STR_FOUND_TOWN_RANDOM_TOWN_TOOLTIP :{BLACK}Fonda una città in una posizione casuale ++STR_FOUND_TOWN_MANY_RANDOM_TOWNS :{BLACK}Alcune città casuali ++STR_FOUND_TOWN_RANDOM_TOWNS_TOOLTIP :{BLACK}Copre la mappa con città posizionate casualmente ++ ++STR_FOUND_TOWN_NAME_TITLE :{YELLOW}Nome città: ++STR_FOUND_TOWN_NAME_EDITOR_TITLE :{BLACK}Inserire il nome della città ++STR_FOUND_TOWN_NAME_EDITOR_HELP :{BLACK}Fare clic per inserire il nome della città ++STR_FOUND_TOWN_NAME_RANDOM_BUTTON :{BLACK}Nome casuale ++STR_FOUND_TOWN_NAME_RANDOM_TOOLTIP :{BLACK}Genera un nuovo nome casuale ++ ++STR_FOUND_TOWN_INITIAL_SIZE_TITLE :{YELLOW}Dimensione città: ++STR_FOUND_TOWN_INITIAL_SIZE_SMALL_BUTTON :{BLACK}Piccola ++STR_FOUND_TOWN_INITIAL_SIZE_MEDIUM_BUTTON :{BLACK}Media ++STR_FOUND_TOWN_INITIAL_SIZE_LARGE_BUTTON :{BLACK}Grande ++STR_FOUND_TOWN_SIZE_RANDOM :{BLACK}Casuale ++STR_FOUND_TOWN_INITIAL_SIZE_TOOLTIP :{BLACK}Seleziona la dimensione della città ++STR_FOUND_TOWN_CITY :{BLACK}Metropoli ++STR_FOUND_TOWN_CITY_TOOLTIP :{BLACK}Le metropoli crescono più rapidamente delle normali città.{}A seconda delle impostazioni, sono più grandi quando vengono fondate. ++ ++STR_FOUND_TOWN_ROAD_LAYOUT :{YELLOW}Disposizione strade: ++STR_FOUND_TOWN_SELECT_TOWN_ROAD_LAYOUT :{BLACK}Seleziona la disposizione delle strade per questa città ++STR_FOUND_TOWN_SELECT_LAYOUT_ORIGINAL :{BLACK}Originale ++STR_FOUND_TOWN_SELECT_LAYOUT_BETTER_ROADS :{BLACK}Migliorata ++STR_FOUND_TOWN_SELECT_LAYOUT_2X2_GRID :{BLACK}Griglia 2x2 ++STR_FOUND_TOWN_SELECT_LAYOUT_3X3_GRID :{BLACK}Griglia 3x3 ++STR_FOUND_TOWN_SELECT_LAYOUT_RANDOM :{BLACK}Casuale ++ ++# Fund new industry window ++STR_FUND_INDUSTRY_CAPTION :{WHITE}Finanzia nuova industria ++STR_FUND_INDUSTRY_SELECTION_TOOLTIP :{BLACK}Selezionare l'industria appropriata dalla lista ++STR_FUND_INDUSTRY_MANY_RANDOM_INDUSTRIES :Alcune industrie casuali ++STR_FUND_INDUSTRY_MANY_RANDOM_INDUSTRIES_TOOLTIP :{BLACK}Copre la mappa con industrie posizionate casualmente ++STR_FUND_INDUSTRY_INDUSTRY_BUILD_COST :{BLACK}Costo: {YELLOW}{CURRENCY_LONG} ++STR_FUND_INDUSTRY_PROSPECT_NEW_INDUSTRY :{BLACK}Esegui prospezione ++STR_FUND_INDUSTRY_BUILD_NEW_INDUSTRY :{BLACK}Costruisci ++STR_FUND_INDUSTRY_FUND_NEW_INDUSTRY :{BLACK}Finanzia ++ ++# Industry cargoes window ++STR_INDUSTRY_CARGOES_INDUSTRY_CAPTION :{WHITE}Catena di distribuzione di {G un un' una} {STRING} ++STR_INDUSTRY_CARGOES_CARGO_CAPTION :{WHITE}Catena di distribuzione dei carichi di {STRING} ++STR_INDUSTRY_CARGOES_PRODUCERS :{WHITE}Produttori ++STR_INDUSTRY_CARGOES_CUSTOMERS :{WHITE}Consumatori ++STR_INDUSTRY_CARGOES_HOUSES :{WHITE}Case ++STR_INDUSTRY_CARGOES_INDUSTRY_TOOLTIP :{BLACK}Fare clic sull'industria per visualizzarne fornitori e clienti ++STR_INDUSTRY_CARGOES_CARGO_TOOLTIP :{BLACK}{STRING}{}Fare clic sul carico per visualizzarne fornitori e clienti ++STR_INDUSTRY_DISPLAY_CHAIN :{BLACK}Catena distributiva ++STR_INDUSTRY_DISPLAY_CHAIN_TOOLTIP :{BLACK}Mostra la catena di industrie fornitrici e clienti ++STR_INDUSTRY_CARGOES_NOTIFY_SMALLMAP :{BLACK}Collega alla minimappa ++STR_INDUSTRY_CARGOES_NOTIFY_SMALLMAP_TOOLTIP :{BLACK}Seleziona le industrie visualizzate anche sulla minimappa ++STR_INDUSTRY_CARGOES_SELECT_CARGO :{BLACK}Seleziona carico ++STR_INDUSTRY_CARGOES_SELECT_CARGO_TOOLTIP :{BLACK}Seleziona il carico da mostrare ++STR_INDUSTRY_CARGOES_SELECT_INDUSTRY :{BLACK}Seleziona industria ++STR_INDUSTRY_CARGOES_SELECT_INDUSTRY_TOOLTIP :{BLACK}Seleziona l'industria da mostrare ++ ++# Land area window ++STR_LAND_AREA_INFORMATION_CAPTION :{WHITE}Informazioni sull'area di terreno ++STR_LAND_AREA_INFORMATION_COST_TO_CLEAR_N_A :{BLACK}Costo di demolizione: {LTBLUE}N/A ++STR_LAND_AREA_INFORMATION_COST_TO_CLEAR :{BLACK}Costo di demolizione: {RED}{CURRENCY_LONG} ++STR_LAND_AREA_INFORMATION_REVENUE_WHEN_CLEARED :{BLACK}Ricavo da demolizione: {LTBLUE}{CURRENCY_LONG} ++STR_LAND_AREA_INFORMATION_OWNER_N_A :N/A ++STR_LAND_AREA_INFORMATION_OWNER :{BLACK}Proprietario: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_ROAD_OWNER :{BLACK}Proprietario strada: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_TRAM_OWNER :{BLACK}Proprietario tranvia: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_RAIL_OWNER :{BLACK}Proprietario ferrovia: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_LOCAL_AUTHORITY :{BLACK}Autorità locale: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_LOCAL_AUTHORITY_NONE :Nessuna ++STR_LAND_AREA_INFORMATION_LANDINFO_COORDS :{BLACK}Coordinate: {LTBLUE}{NUM} x {NUM} x {NUM} ({STRING}) ++STR_LAND_AREA_INFORMATION_BUILD_DATE :{BLACK}Costruito il: {LTBLUE}{DATE_LONG} ++STR_LAND_AREA_INFORMATION_STATION_CLASS :{BLACK}Tipo stazione: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_STATION_TYPE :{BLACK}Tipo stazione: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_AIRPORT_CLASS :{BLACK}Tipo aeroporto: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_AIRPORT_NAME :{BLACK}Nome aeroporto: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_AIRPORTTILE_NAME :{BLACK}Nome blocco aeroporto: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_NEWGRF_NAME :{BLACK}NewGRF: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_CARGO_ACCEPTED :{BLACK}Carichi accettati: {LTBLUE} ++STR_LAND_AREA_INFORMATION_CARGO_EIGHTS :({COMMA}/8 {STRING}) ++STR_LANG_AREA_INFORMATION_RAIL_TYPE :{BLACK}Tipo di rotaie: {LTBLUE}{STRING} ++STR_LANG_AREA_INFORMATION_RAIL_SPEED_LIMIT :{BLACK}Limite di velocità rotaie: {LTBLUE}{VELOCITY} ++STR_LANG_AREA_INFORMATION_ROAD_SPEED_LIMIT :{BLACK}Limite di velocità strada: {LTBLUE}{VELOCITY} ++ ++# Description of land area of different tiles ++STR_LAI_CLEAR_DESCRIPTION_ROCKS :Rocce ++STR_LAI_CLEAR_DESCRIPTION_ROUGH_LAND :Terreno accidentato ++STR_LAI_CLEAR_DESCRIPTION_BARE_LAND :Terreno spoglio ++STR_LAI_CLEAR_DESCRIPTION_GRASS :Erba ++STR_LAI_CLEAR_DESCRIPTION_FIELDS :Campi ++STR_LAI_CLEAR_DESCRIPTION_SNOW_COVERED_LAND :Terreno innevato ++STR_LAI_CLEAR_DESCRIPTION_DESERT :Deserto ++ ++STR_LAI_RAIL_DESCRIPTION_TRACK :Ferrovia ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_SIGNALS :Ferrovia con segnali di blocco ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PRESIGNALS :Ferrovia con pre-segnali ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_EXITSIGNALS :Ferrovia con segnali di uscita ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_COMBOSIGNALS :Ferrovia con segnali combinati ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PBSSIGNALS :Ferrovia con segnali a percorso ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NOENTRYSIGNALS :Ferrovia con segnali a percorso s.u. ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_PRESIGNALS :Ferrovia con segnali di blocco e pre-segnali ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_EXITSIGNALS :Ferrovia con segnali di blocco e di uscita ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_COMBOSIGNALS :Ferrovia con segnali di blocco e combinati ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_PBSSIGNALS :Ferrovia con segnali di blocco e a percorso ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_NOENTRYSIGNALS :Ferrovia con segnali di blocco e a percorso s.u. ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PRE_EXITSIGNALS :Ferrovia con pre-segnali e segnali di uscita ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PRE_COMBOSIGNALS :Ferrovia con pre-segnali e segnali combinati ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PRE_PBSSIGNALS :Ferrovia con pre-segnali e segnali a percorso ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PRE_NOENTRYSIGNALS :Ferrovia con pre-segnali e segnali a percorso s.u. ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_EXIT_COMBOSIGNALS :Ferrovia con segnali di uscita e combinati ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_EXIT_PBSSIGNALS :Ferrovia con segnali di uscita e a percorso ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_EXIT_NOENTRYSIGNALS :Ferrovia con segnali di uscita e a percorso s.u. ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_COMBO_PBSSIGNALS :Ferrovia con segnali combinati e a percorso ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_COMBO_NOENTRYSIGNALS :Ferrovia con segnali combinati e a percorso s.u. ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PBS_NOENTRYSIGNALS :Ferrovia con segnali a percorso e a percorso s.u. ++STR_LAI_RAIL_DESCRIPTION_TRAIN_DEPOT :Deposito ferroviario ++ ++STR_LAI_ROAD_DESCRIPTION_ROAD :Strada ++STR_LAI_ROAD_DESCRIPTION_ROAD_WITH_STREETLIGHTS :Strada con lampioni ++STR_LAI_ROAD_DESCRIPTION_TREE_LINED_ROAD :Strada alberata ++STR_LAI_ROAD_DESCRIPTION_ROAD_VEHICLE_DEPOT :Deposito automezzi ++STR_LAI_ROAD_DESCRIPTION_ROAD_RAIL_LEVEL_CROSSING :Passaggio a livello ++STR_LAI_ROAD_DESCRIPTION_TRAMWAY :Tranvia ++ ++# Houses come directly from their building names ++STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION :{STRING} (in costruzione) ++ ++STR_LAI_TREE_NAME_TREES :Alberi ++STR_LAI_TREE_NAME_RAINFOREST :Foresta pluviale ++STR_LAI_TREE_NAME_CACTUS_PLANTS :Cactus ++ ++STR_LAI_STATION_DESCRIPTION_RAILROAD_STATION :Stazione ferroviaria ++STR_LAI_STATION_DESCRIPTION_AIRCRAFT_HANGAR :Hangar ++STR_LAI_STATION_DESCRIPTION_AIRPORT :Aeroporto ++STR_LAI_STATION_DESCRIPTION_TRUCK_LOADING_AREA :Area di carico per camion ++STR_LAI_STATION_DESCRIPTION_BUS_STATION :Stazione degli autobus ++STR_LAI_STATION_DESCRIPTION_SHIP_DOCK :Molo ++STR_LAI_STATION_DESCRIPTION_BUOY :Boa ++STR_LAI_STATION_DESCRIPTION_WAYPOINT :Waypoint ++ ++STR_LAI_WATER_DESCRIPTION_WATER :Acqua ++STR_LAI_WATER_DESCRIPTION_CANAL :Canale ++STR_LAI_WATER_DESCRIPTION_LOCK :Chiuse ++STR_LAI_WATER_DESCRIPTION_RIVER :Fiume ++STR_LAI_WATER_DESCRIPTION_COAST_OR_RIVERBANK :Costa ++STR_LAI_WATER_DESCRIPTION_SHIP_DEPOT :Deposito navale ++ ++# Industries come directly from their industry names ++ ++STR_LAI_TUNNEL_DESCRIPTION_RAILROAD :Tunnel ferroviario ++STR_LAI_TUNNEL_DESCRIPTION_ROAD :Tunnel stradale ++ ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_SUSPENSION_STEEL :Ponte ferroviario sospeso in acciaio ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_GIRDER_STEEL :Ponte ferroviario a travatura in acciaio ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_CANTILEVER_STEEL :Ponte ferroviario a mensola in acciaio ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_SUSPENSION_CONCRETE :Ponte ferroviario sospeso in cemento armato ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_WOODEN :Ponte ferroviario in legno ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_CONCRETE :Ponte ferroviario in cemento ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_TUBULAR_STEEL :Ponte ferroviario tubolare ++ ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_SUSPENSION_STEEL :Ponte stradale sospeso in acciaio ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_GIRDER_STEEL :Ponte stradale a travatura in acciaio ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_CANTILEVER_STEEL :Ponte stradale a mensola in acciaio ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_SUSPENSION_CONCRETE :Ponte stradale sospeso in cemento armato ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_WOODEN :Ponte stradale in legno ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_CONCRETE :Ponte stradale in cemento ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_TUBULAR_STEEL :Ponte stradale tubolare ++ ++STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT :Acquedotto ++ ++STR_LAI_OBJECT_DESCRIPTION_TRANSMITTER :Trasmettitore ++STR_LAI_OBJECT_DESCRIPTION_LIGHTHOUSE :Faro ++STR_LAI_OBJECT_DESCRIPTION_COMPANY_HEADQUARTERS :Sede della compagnia ++STR_LAI_OBJECT_DESCRIPTION_COMPANY_OWNED_LAND :Terreno posseduto dalla compagnia ++ ++# About OpenTTD window ++STR_ABOUT_OPENTTD :{WHITE}Informazioni su OpenTTD ++STR_ABOUT_ORIGINAL_COPYRIGHT :{BLACK}Copyright originale {COPYRIGHT} 1995 Chris Sawyer, Tutti i diritti riservati ++STR_ABOUT_VERSION :{BLACK}OpenTTD versione {REV} ++STR_ABOUT_COPYRIGHT_OPENTTD :{BLACK}OpenTTD {COPYRIGHT} 2002-2017 Il team OpenTTD ++ ++# Save/load game/scenario ++STR_SAVELOAD_SAVE_CAPTION :{WHITE}Salva partita ++STR_SAVELOAD_LOAD_CAPTION :{WHITE}Carica partita ++STR_SAVELOAD_SAVE_SCENARIO :{WHITE}Salva scenario ++STR_SAVELOAD_LOAD_SCENARIO :{WHITE}Carica scenario ++STR_SAVELOAD_LOAD_HEIGHTMAP :{WHITE}Carica heightmap ++STR_SAVELOAD_SAVE_HEIGHTMAP :{WHITE}Salva Heightmap ++STR_SAVELOAD_HOME_BUTTON :{BLACK}Fare clic qui per spostarsi nella cartella di salvataggio predefinita ++STR_SAVELOAD_BYTES_FREE :{BLACK}{BYTES} liber{P o i} ++STR_SAVELOAD_LIST_TOOLTIP :{BLACK}Elenco delle unità, delle cartelle e dei file delle partite salvate ++STR_SAVELOAD_EDITBOX_TOOLTIP :{BLACK}Nome del salvataggio selezionato ++STR_SAVELOAD_DELETE_BUTTON :{BLACK}Elimina ++STR_SAVELOAD_DELETE_TOOLTIP :{BLACK}Elimina il salvataggio selezionato ++STR_SAVELOAD_SAVE_BUTTON :{BLACK}Salva ++STR_SAVELOAD_SAVE_TOOLTIP :{BLACK}Salva la partita corrente, usando il nome scelto ++STR_SAVELOAD_LOAD_BUTTON :{BLACK}Carica ++STR_SAVELOAD_LOAD_TOOLTIP :{BLACK}Carica la partita selezionata ++STR_SAVELOAD_LOAD_HEIGHTMAP_TOOLTIP :{BLACK}Carica l'heightmap selezionata ++STR_SAVELOAD_DETAIL_CAPTION :{BLACK}Dettagli partita ++STR_SAVELOAD_DETAIL_NOT_AVAILABLE :{BLACK}Informazioni non disponibili ++STR_SAVELOAD_DETAIL_COMPANY_INDEX :{SILVER}{COMMA}: {WHITE}{STRING} ++STR_SAVELOAD_DETAIL_GRFSTATUS :{SILVER}NewGRF: {WHITE}{STRING} ++ ++STR_SAVELOAD_OSKTITLE :{BLACK}Inserire un nome per il salvataggio ++ ++# World generation ++STR_MAPGEN_WORLD_GENERATION_CAPTION :{WHITE}Generazione mondo ++STR_MAPGEN_MAPSIZE :{BLACK}Area mappa: ++STR_MAPGEN_MAPSIZE_TOOLTIP :{BLACK}Seleziona l'area della mappa espressa in riquadri. Il numero effettivo di riquadri disponibili sarà leggermente inferiore ++STR_MAPGEN_BY :{BLACK}* ++STR_MAPGEN_NUMBER_OF_TOWNS :{BLACK}Numero città: ++STR_MAPGEN_DATE :{BLACK}Data: ++STR_MAPGEN_NUMBER_OF_INDUSTRIES :{BLACK}Numero industrie: ++STR_MAPGEN_MAX_HEIGHTLEVEL :{BLACK}Altezza massima mappa: ++STR_MAPGEN_MAX_HEIGHTLEVEL_UP :{BLACK}Aumenta di uno l'altezza massima delle montagne sulla mappa ++STR_MAPGEN_MAX_HEIGHTLEVEL_DOWN :{BLACK}Riduce di uno l'altezza massima delle montagne sulla mappa ++STR_MAPGEN_SNOW_LINE_HEIGHT :{BLACK}Altezza delle nevi: ++STR_MAPGEN_SNOW_LINE_UP :{BLACK}Sposta in su di uno l'altezza delle nevi perenni ++STR_MAPGEN_SNOW_LINE_DOWN :{BLACK}Sposta in giù di uno l'altezza delle nevi perenni ++STR_MAPGEN_LAND_GENERATOR :{BLACK}Generatore: ++STR_MAPGEN_TREE_PLACER :{BLACK}Algoritmo alberi: ++STR_MAPGEN_TERRAIN_TYPE :{BLACK}Tipo di terreno: ++STR_MAPGEN_QUANTITY_OF_SEA_LAKES :{BLACK}Livello del mare: ++STR_MAPGEN_QUANTITY_OF_RIVERS :{BLACK}Fiumi: ++STR_MAPGEN_SMOOTHNESS :{BLACK}Levigatezza: ++STR_MAPGEN_VARIETY :{BLACK}Varietà del terreno: ++STR_MAPGEN_GENERATE :{WHITE}Genera ++ ++# Strings for map borders at game generation ++STR_MAPGEN_BORDER_TYPE :{BLACK}Bordi della mappa: ++STR_MAPGEN_NORTHWEST :{BLACK}Nord-ovest ++STR_MAPGEN_NORTHEAST :{BLACK}Nord-est ++STR_MAPGEN_SOUTHEAST :{BLACK}Sud-est ++STR_MAPGEN_SOUTHWEST :{BLACK}Sud-ovest ++STR_MAPGEN_BORDER_FREEFORM :{BLACK}Variabile ++STR_MAPGEN_BORDER_WATER :{BLACK}Acqua ++STR_MAPGEN_BORDER_RANDOM :{BLACK}Casuale ++STR_MAPGEN_BORDER_RANDOMIZE :{BLACK}Casuale ++STR_MAPGEN_BORDER_MANUAL :{BLACK}Manuale ++ ++STR_MAPGEN_HEIGHTMAP_ROTATION :{BLACK}Rotazione heightmap: ++STR_MAPGEN_HEIGHTMAP_NAME :{BLACK}Nome heightmap: ++STR_MAPGEN_HEIGHTMAP_SIZE_LABEL :{BLACK}Dim.: ++STR_MAPGEN_HEIGHTMAP_SIZE :{ORANGE}{NUM} x {NUM} ++ ++STR_MAPGEN_MAX_HEIGHTLEVEL_QUERY_CAPT :{WHITE}Cambia l'altezza massima della mappa ++STR_MAPGEN_SNOW_LINE_QUERY_CAPT :{WHITE}Cambia l'altezza delle nevi perenni ++STR_MAPGEN_START_DATE_QUERY_CAPT :{WHITE}Cambia l'anno di inizio ++ ++# SE Map generation ++STR_SE_MAPGEN_CAPTION :{WHITE}Tipo di scenario ++STR_SE_MAPGEN_FLAT_WORLD :{WHITE}Pianeggiante ++STR_SE_MAPGEN_FLAT_WORLD_TOOLTIP :{BLACK}Genera un terreno pianeggiante ++STR_SE_MAPGEN_RANDOM_LAND :{WHITE}Casuale ++STR_SE_MAPGEN_FLAT_WORLD_HEIGHT :{BLACK}Altezza terreno pianeggiante: ++STR_SE_MAPGEN_FLAT_WORLD_HEIGHT_DOWN :{BLACK}Sposta in giù di uno l'altezza del terreno pianeggiante ++STR_SE_MAPGEN_FLAT_WORLD_HEIGHT_UP :{BLACK}Sposta in su di uno l'altezza del terreno pianeggiante ++ ++STR_SE_MAPGEN_FLAT_WORLD_HEIGHT_QUERY_CAPT :{WHITE}Cambia l'altezza del terreno pianeggiante ++ ++# Map generation progress ++STR_GENERATION_WORLD :{WHITE}Generazione del mondo... ++STR_GENERATION_ABORT :{BLACK}Interrompi ++STR_GENERATION_ABORT_CAPTION :{WHITE}Interrompi generazione mondo ++STR_GENERATION_ABORT_MESSAGE :{YELLOW}Si è sicuri di voler interrompere la generazione? ++STR_GENERATION_PROGRESS :{WHITE}{NUM}% completato ++STR_GENERATION_PROGRESS_NUM :{BLACK}{NUM} / {NUM} ++STR_GENERATION_WORLD_GENERATION :{BLACK}Generazione mondo ++STR_GENERATION_RIVER_GENERATION :{BLACK}Generazione fiumi ++STR_GENERATION_TREE_GENERATION :{BLACK}Generazione alberi ++STR_GENERATION_OBJECT_GENERATION :{BLACK}Generazione oggetti inamovibili ++STR_GENERATION_CLEARING_TILES :{BLACK}Generazione aree brulle e rocciose ++STR_GENERATION_SETTINGUP_GAME :{BLACK}Impostazione partita ++STR_GENERATION_PREPARING_TILELOOP :{BLACK}Generazione riquadri del terreno ++STR_GENERATION_PREPARING_SCRIPT :{BLACK}Esecuzione script ++STR_GENERATION_PREPARING_GAME :{BLACK}Preparazione della partita ++ ++# NewGRF settings ++STR_NEWGRF_SETTINGS_CAPTION :{WHITE}Impostazioni NewGRF ++STR_NEWGRF_SETTINGS_INFO_TITLE :{WHITE}Informazioni dettagliate NewGRF ++STR_NEWGRF_SETTINGS_ACTIVE_LIST :{WHITE}File NewGRF attivi ++STR_NEWGRF_SETTINGS_INACTIVE_LIST :{WHITE}File NewGRF inattivi ++STR_NEWGRF_SETTINGS_SELECT_PRESET :{ORANGE}Seleziona profilo: ++STR_NEWGRF_FILTER_TITLE :{ORANGE}Filtro: ++STR_NEWGRF_SETTINGS_PRESET_LIST_TOOLTIP :{BLACK}Carica il profilo selezionato ++STR_NEWGRF_SETTINGS_PRESET_SAVE :{BLACK}Salva profilo ++STR_NEWGRF_SETTINGS_PRESET_SAVE_TOOLTIP :{BLACK}Salva la lista corrente in un profilo ++STR_NEWGRF_SETTINGS_PRESET_SAVE_QUERY :{BLACK}Inserire il nome del profilo ++STR_NEWGRF_SETTINGS_PRESET_DELETE :{BLACK}Elimina profilo ++STR_NEWGRF_SETTINGS_PRESET_DELETE_TOOLTIP :{BLACK}Elimina il profilo attualmente selezionato ++STR_NEWGRF_SETTINGS_ADD :{BLACK}Aggiungi ++STR_NEWGRF_SETTINGS_ADD_FILE_TOOLTIP :{BLACK}Aggiunge il file NewGRF selezionato alla configurazione ++STR_NEWGRF_SETTINGS_RESCAN_FILES :{BLACK}Aggiorna file ++STR_NEWGRF_SETTINGS_RESCAN_FILES_TOOLTIP :{BLACK}Aggiorna la lista dei file NewGRF disponibili ++STR_NEWGRF_SETTINGS_REMOVE :{BLACK}Rimuovi ++STR_NEWGRF_SETTINGS_REMOVE_TOOLTIP :{BLACK}Rimuove il file NewGRF selezionato dall'elenco ++STR_NEWGRF_SETTINGS_MOVEUP :{BLACK}Sposta su ++STR_NEWGRF_SETTINGS_MOVEUP_TOOLTIP :{BLACK}Sposta il file NewGRF selezionato più in alto nell'elenco ++STR_NEWGRF_SETTINGS_MOVEDOWN :{BLACK}Sposta giù ++STR_NEWGRF_SETTINGS_MOVEDOWN_TOOLTIP :{BLACK}Sposta il file NewGRF selezionato più in basso nell'elenco ++STR_NEWGRF_SETTINGS_UPGRADE :{BLACK}Aggiorna ++STR_NEWGRF_SETTINGS_UPGRADE_TOOLTIP :{BLACK}Aggiorna i file NewGRF per i quali è stata installata una versione più recente ++STR_NEWGRF_SETTINGS_FILE_TOOLTIP :{BLACK}Elenco dei file NewGRF installati. ++ ++STR_NEWGRF_SETTINGS_SET_PARAMETERS :{BLACK}Imposta parametri ++STR_NEWGRF_SETTINGS_SHOW_PARAMETERS :{BLACK}Mostra parametri ++STR_NEWGRF_SETTINGS_TOGGLE_PALETTE :{BLACK}Alterna tavolozze ++STR_NEWGRF_SETTINGS_TOGGLE_PALETTE_TOOLTIP :{BLACK}Alterna la tavolozza colori utilizzata dal NewGRF selezionato.{}Utilizzare questa impostazione se la grafica di questo NewGRF durante il gioco appare rosa. ++STR_NEWGRF_SETTINGS_APPLY_CHANGES :{BLACK}Applica modifiche ++ ++STR_NEWGRF_SETTINGS_FIND_MISSING_CONTENT_BUTTON :{BLACK}Trova contenuti mancanti online ++STR_NEWGRF_SETTINGS_FIND_MISSING_CONTENT_TOOLTIP :{BLACK}Controlla se i contenuti mancanti possono essere recuperati online ++ ++STR_NEWGRF_SETTINGS_FILENAME :{BLACK}Nome file: {SILVER}{STRING} ++STR_NEWGRF_SETTINGS_GRF_ID :{BLACK}GRF ID: {SILVER}{STRING} ++STR_NEWGRF_SETTINGS_VERSION :{BLACK}Versione: {SILVER}{NUM} ++STR_NEWGRF_SETTINGS_MIN_VERSION :{BLACK}Versione minima compatibile: {SILVER}{NUM} ++STR_NEWGRF_SETTINGS_MD5SUM :{BLACK}Somma MD5: {SILVER}{STRING} ++STR_NEWGRF_SETTINGS_PALETTE :{BLACK}Tavolozza: {SILVER}{STRING} ++STR_NEWGRF_SETTINGS_PARAMETER :{BLACK}Parametri: {SILVER}{STRING} ++ ++STR_NEWGRF_SETTINGS_NO_INFO :{BLACK}Informazioni non disponibili ++STR_NEWGRF_SETTINGS_NOT_FOUND :{RED}File corrispondente non trovato ++STR_NEWGRF_SETTINGS_DISABLED :{RED}Disabilitato ++STR_NEWGRF_SETTINGS_INCOMPATIBLE :{RED}Incompatibile con questa versione di OpenTTD ++ ++# NewGRF save preset window ++STR_SAVE_PRESET_CAPTION :{WHITE}Salva profilo ++STR_SAVE_PRESET_LIST_TOOLTIP :{BLACK}Lista dei profili disponibili, selezionarne uno per copiarlo nella casella del nome del salvataggio ++STR_SAVE_PRESET_TITLE :{BLACK}Inserire il nome del profilo ++STR_SAVE_PRESET_EDITBOX_TOOLTIP :{BLACK}Nome scelto per il profilo da salvare ++STR_SAVE_PRESET_CANCEL :{BLACK}Annulla ++STR_SAVE_PRESET_CANCEL_TOOLTIP :{BLACK}Non modifica il profilo ++STR_SAVE_PRESET_SAVE :{BLACK}Salva ++STR_SAVE_PRESET_SAVE_TOOLTIP :{BLACK}Salva il profilo utilizzando il nome inserito ++ ++# NewGRF parameters window ++STR_NEWGRF_PARAMETERS_CAPTION :{WHITE}Cambia parametri NewGRF ++STR_NEWGRF_PARAMETERS_CLOSE :{BLACK}Chiudi ++STR_NEWGRF_PARAMETERS_RESET :{BLACK}Reimposta ++STR_NEWGRF_PARAMETERS_RESET_TOOLTIP :{BLACK}Imposta tutti i parametri al loro valore predefinito ++STR_NEWGRF_PARAMETERS_DEFAULT_NAME :Parametro {NUM} ++STR_NEWGRF_PARAMETERS_SETTING :{STRING}: {ORANGE}{STRING} ++STR_NEWGRF_PARAMETERS_NUM_PARAM :{LTBLUE}Numero di parametri: {ORANGE}{NUM} ++ ++# NewGRF inspect window ++STR_NEWGRF_INSPECT_CAPTION :{WHITE}Ispeziona - {STRING} ++STR_NEWGRF_INSPECT_PARENT_BUTTON :{BLACK}Padre ++STR_NEWGRF_INSPECT_PARENT_TOOLTIP :{BLACK}Ispeziona l'oggetto dell'ambito padre ++ ++STR_NEWGRF_INSPECT_CAPTION_OBJECT_AT :{STRING} a {HEX} ++STR_NEWGRF_INSPECT_CAPTION_OBJECT_AT_OBJECT :Oggetto ++STR_NEWGRF_INSPECT_CAPTION_OBJECT_AT_RAIL_TYPE :Tipo di rotaie ++ ++STR_NEWGRF_INSPECT_QUERY_CAPTION :{WHITE}Parametro variabile NewGRF 60+x (esadecimale) ++ ++# Sprite aligner window ++STR_SPRITE_ALIGNER_CAPTION :{WHITE}Allineamento sprite {COMMA} ({STRING}) ++STR_SPRITE_ALIGNER_NEXT_BUTTON :{BLACK}Successivo ++STR_SPRITE_ALIGNER_NEXT_TOOLTIP :{BLACK}Procede al successivo sprite normale, saltanto qualsiasi sprite speciale, di ricoloramento o carattere e tornando al primo se viene raggiunto l'ultimo della lista ++STR_SPRITE_ALIGNER_GOTO_BUTTON :{BLACK}Vai a ++STR_SPRITE_ALIGNER_GOTO_TOOLTIP :{BLACK}Va allo sprite specificato. Se lo sprite non è uno sprite normale, procede allo sprite normale immediatamente successivo ++STR_SPRITE_ALIGNER_PREVIOUS_BUTTON :{BLACK}Precedente ++STR_SPRITE_ALIGNER_PREVIOUS_TOOLTIP :{BLACK}Procede al precedente sprite normale, saltanto qualsiasi sprite speciale, di ricoloramento o carattere e tornando all'ultimo se viene raggiunto il primo della lista ++STR_SPRITE_ALIGNER_SPRITE_TOOLTIP :{BLACK}Rappresentazione dello sprite corrente. L'allineamento viene ignorato in questa casella. ++STR_SPRITE_ALIGNER_MOVE_TOOLTIP :{BLACK}Sposta lo sprite, cambiando gli spiazzamenti X e Y. CTRL+clic sposta lo sprite di otto unità alla volta ++STR_SPRITE_ALIGNER_RESET_BUTTON :{BLACK}Reimposta posizione relativa ++STR_SPRITE_ALIGNER_RESET_TOOLTIP :{BLACK}Reimposta gli spiazzamenti relativi attuali ++STR_SPRITE_ALIGNER_OFFSETS_ABS :{BLACK}Posizione X: {NUM}, Y: {NUM} (assoluto) ++STR_SPRITE_ALIGNER_OFFSETS_REL :{BLACK}Posizione X: {NUM}, Y: {NUM} (relativo) ++STR_SPRITE_ALIGNER_PICKER_BUTTON :{BLACK}Scegli sprite ++STR_SPRITE_ALIGNER_PICKER_TOOLTIP :{BLACK}Sceglie uno o più sprite da un qualsiasi punto dello schermo ++ ++STR_SPRITE_ALIGNER_GOTO_CAPTION :{WHITE}Vai a ++ ++# NewGRF (self) generated warnings/errors ++STR_NEWGRF_ERROR_MSG_INFO :{SILVER}{STRING} ++STR_NEWGRF_ERROR_MSG_WARNING :{RED}Attenzione: {SILVER}{STRING} ++STR_NEWGRF_ERROR_MSG_ERROR :{RED}Errore: {SILVER}{STRING} ++STR_NEWGRF_ERROR_MSG_FATAL :{RED}Errore irreversibile: {SILVER}{STRING} ++STR_NEWGRF_ERROR_FATAL_POPUP :{WHITE}Si è verificato un errore irreversibile nel NewGRF:{}{STRING} ++STR_NEWGRF_ERROR_VERSION_NUMBER :{1:STRING} non funziona con la versione di TTDPatch riferita da OpenTTD ++STR_NEWGRF_ERROR_DOS_OR_WINDOWS :{1:STRING} è per la versione {STRING} di TTD ++STR_NEWGRF_ERROR_UNSET_SWITCH :{1:STRING} è progettato per essere usato con {STRING} ++STR_NEWGRF_ERROR_INVALID_PARAMETER :Parametro non valido per {1:STRING}: parametro {STRING} ({NUM}) ++STR_NEWGRF_ERROR_LOAD_BEFORE :{1:STRING} deve essere caricato prima di {STRING} ++STR_NEWGRF_ERROR_LOAD_AFTER :{1:STRING} deve essere caricato dopo {STRING} ++STR_NEWGRF_ERROR_OTTD_VERSION_NUMBER :{1:STRING} richiede OpenTTD versione {STRING} o superiore ++STR_NEWGRF_ERROR_AFTER_TRANSLATED_FILE :il file GRF che era progettato per tradurre ++STR_NEWGRF_ERROR_TOO_MANY_NEWGRFS_LOADED :Troppi NewGRF caricati ++STR_NEWGRF_ERROR_STATIC_GRF_CAUSES_DESYNC :Caricare {1:STRING} come NewGRF statico insieme a {STRING} può causare errori di sincronizzazione ++STR_NEWGRF_ERROR_UNEXPECTED_SPRITE :Sprite inatteso (sprite {3:NUM}) ++STR_NEWGRF_ERROR_UNKNOWN_PROPERTY :Proprietà {4:HEX} sconosciuta per l'azione 0 (sprite {3:NUM}) ++STR_NEWGRF_ERROR_INVALID_ID :Tentativo di utilizzare un ID non valido (sprite {3:NUM}) ++STR_NEWGRF_ERROR_CORRUPT_SPRITE :{YELLOW}{STRING} contiene degli sprite corrotti. Tutti gli sprite corrotti saranno mostrati come punti interrogativi (?) rossi ++STR_NEWGRF_ERROR_MULTIPLE_ACTION_8 :Contiene occorrenze multiple dell'azione 8 (sprite {3:NUM}) ++STR_NEWGRF_ERROR_READ_BOUNDS :Lettura oltre la fine dello pseudo-sprite (sprite {3:NUM}) ++STR_NEWGRF_ERROR_GRM_FAILED :Risorsa GRF richiesta non disponibile (sprite {3:NUM}) ++STR_NEWGRF_ERROR_FORCEFULLY_DISABLED :{1:STRING} è stato disabilitato da {STRING} ++STR_NEWGRF_ERROR_INVALID_SPRITE_LAYOUT :Formato di layout dello sprite sconosciuto o non valido (sprite {3:NUM}) ++ ++# NewGRF related 'general' warnings ++STR_NEWGRF_POPUP_CAUTION_CAPTION :{WHITE}Attenzione! ++STR_NEWGRF_CONFIRMATION_TEXT :{YELLOW}Si stanno per apportare cambiamenti a una partita in corso. Questa operazione potrebbe causare un crash di OpenTTD o corrompere lo stato della partita. Si prega di non inviare segnalazioni di bug al verificarsi di tali problemi.{}Si è assolutamente sicuri di voler procedere? ++ ++STR_NEWGRF_DUPLICATE_GRFID :{WHITE}Impossibile aggiungere il file: GRF ID duplicato ++STR_NEWGRF_COMPATIBLE_LOADED :{ORANGE}File corrispondente non trovato (caricato file GRF compatibile) ++STR_NEWGRF_TOO_MANY_NEWGRFS :{WHITE}Impossibile aggiungere il file: si è raggiunto il limite per i file NewGRF ++ ++STR_NEWGRF_COMPATIBLE_LOAD_WARNING :{WHITE}File GRF compatibili caricati al posto dei file mancanti ++STR_NEWGRF_DISABLED_WARNING :{WHITE}I file GRF mancanti sono stati disabilitati ++STR_NEWGRF_UNPAUSE_WARNING_TITLE :{YELLOW}File GRF mancanti ++STR_NEWGRF_UNPAUSE_WARNING :{WHITE}Uscire dalla pausa può causare un crash: nel caso, si prega di non inviare segnalazioni bug al riguardo.{}Uscire dalla pausa? ++ ++# NewGRF status ++STR_NEWGRF_LIST_NONE :Nessuno ++STR_NEWGRF_LIST_ALL_FOUND :Tutti i file presenti ++STR_NEWGRF_LIST_COMPATIBLE :{YELLOW}Trovati file compatibili ++STR_NEWGRF_LIST_MISSING :{RED}File mancanti ++ ++# NewGRF 'it's broken' warnings ++STR_NEWGRF_BROKEN :{WHITE}Il comportamento del NewGRF '{0:STRING}' può causare errori di sincronizzazione e/o crash ++STR_NEWGRF_BROKEN_POWERED_WAGON :{WHITE}Ha modificato lo stato di vagone motorizzato di '{1:ENGINE}' al di fuori del deposito ++STR_NEWGRF_BROKEN_VEHICLE_LENGTH :{WHITE}Ha modificato la lunghezza del veicolo '{1:ENGINE}' fuori dal deposito ++STR_NEWGRF_BROKEN_CAPACITY :{WHITE}Ha modificato la capacità del veicolo '{1:ENGINE}' fuori dal deposito o mentre non era in corso un riadattamento ++STR_BROKEN_VEHICLE_LENGTH :{WHITE}Il treno '{VEHICLE}' della '{COMPANY}' ha una lunghezza non valida, probabilmente a causa di problemi con un NewGRF. È possibile che si verifichino errori di sincronizzazione o crash ++ ++STR_NEWGRF_BUGGY :{WHITE}Informazioni scorrette fornite dal NewGRF '{0:STRING}' ++STR_NEWGRF_BUGGY_ARTICULATED_CARGO :{WHITE}I dati su carico e riadattamento di '{1:ENGINE}' sono diversi da quelli indicati prima della costruzione. Il rinnovo/rimpiazzo automatico potrebbe non riuscire ++STR_NEWGRF_BUGGY_ENDLESS_PRODUCTION_CALLBACK :{WHITE}'{1:STRING}' ha causato un ciclo infinito nel callback di produzione ++STR_NEWGRF_BUGGY_UNKNOWN_CALLBACK_RESULT :{WHITE}Il callback {1:HEX} ha restituito il risultato sconosciuto o non valido {2:HEX} ++ ++# 'User removed essential NewGRFs'-placeholders for stuff without specs ++STR_NEWGRF_INVALID_CARGO :<carico non valido> ++STR_NEWGRF_INVALID_CARGO_ABBREV :?? ++STR_NEWGRF_INVALID_CARGO_QUANTITY :{COMMA} di <carico non valido> ++STR_NEWGRF_INVALID_ENGINE :<modello di veicolo non valido> ++STR_NEWGRF_INVALID_INDUSTRYTYPE :<industria non valida> ++ ++# Placeholders for other invalid stuff, e.g. vehicles that have gone (Game Script). ++STR_INVALID_VEHICLE :<veicolo non valido> ++ ++# NewGRF scanning window ++STR_NEWGRF_SCAN_CAPTION :{WHITE}Scansione NewGRF ++STR_NEWGRF_SCAN_MESSAGE :{BLACK}Scansione dei NewGRF in corso. A seconda della quantità, questa operazione può richiedere molto tempo... ++STR_NEWGRF_SCAN_STATUS :{BLACK}{NUM} NewGRF esaminat{P o i} su un totale stimato di {NUM} NewGRF ++STR_NEWGRF_SCAN_ARCHIVES :Ricerca di archivi ++ ++# Sign list window ++STR_SIGN_LIST_CAPTION :{WHITE}Elenco cartelli - {COMMA} cartell{P o i} ++STR_SIGN_LIST_MATCH_CASE :{BLACK}Maiuscole/minuscole ++STR_SIGN_LIST_MATCH_CASE_TOOLTIP :{BLACK}Attiva/disattiva la corrispondenza di lettere maiuscole/minuscole nel confronto fra i nomi dei cartelli e il filtro ++ ++# Sign window ++STR_EDIT_SIGN_CAPTION :{WHITE}Modifica testo del cartello ++STR_EDIT_SIGN_NEXT_SIGN_TOOLTIP :{BLACK}Va al cartello successivo ++STR_EDIT_SIGN_PREVIOUS_SIGN_TOOLTIP :{BLACK}Va al cartello precedente ++ ++STR_EDIT_SIGN_SIGN_OSKTITLE :{BLACK}Inserire il testo del cartello ++ ++# Town directory window ++STR_TOWN_DIRECTORY_CAPTION :{WHITE}Città ++STR_TOWN_DIRECTORY_NONE :{ORANGE}- Nessuna - ++STR_TOWN_DIRECTORY_TOWN :{ORANGE}{TOWN}{BLACK} ({COMMA}) ++STR_TOWN_DIRECTORY_LIST_TOOLTIP :{BLACK}Nomi delle città - fare clic su un nome per centrare la visuale principale sulla città. CTRL+clic la mostra in una mini visuale. ++STR_TOWN_POPULATION :{BLACK}Popolazione mondiale: {COMMA} ++ ++# Town view window ++STR_TOWN_VIEW_TOWN_CAPTION :{WHITE}{TOWN} ++STR_TOWN_VIEW_CITY_CAPTION :{WHITE}{TOWN} (Metropoli) ++STR_TOWN_VIEW_POPULATION_HOUSES :{BLACK}Popolazione: {ORANGE}{COMMA}{BLACK} Case: {ORANGE}{COMMA} ++STR_TOWN_VIEW_PASSENGERS_LAST_MONTH_MAX :{BLACK}Passeggeri il mese scorso: {ORANGE}{COMMA}{BLACK} max: {ORANGE}{COMMA} ++STR_TOWN_VIEW_MAIL_LAST_MONTH_MAX :{BLACK}Posta il mese scorso: {ORANGE}{COMMA}{BLACK} max: {ORANGE}{COMMA} ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH :{BLACK}Carichi richiesti per la crescita della città: ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_REQUIRED_GENERAL :{ORANGE}{STRING}{RED} richiest{G 0 o o a} ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_REQUIRED_WINTER :{ORANGE}{STRING}{BLACK} richiest{G 0 o o a} in inverno ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_DELIVERED_GENERAL :{ORANGE}{STRING}{GREEN} consegnato ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_REQUIRED :{ORANGE}{CARGO_TINY} / {CARGO_LONG}{RED} (ancora richiest{G 1 o o a}) ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_DELIVERED :{ORANGE}{CARGO_TINY} / {CARGO_LONG}{GREEN} (consegnat{G 1 o o a}) ++STR_TOWN_VIEW_TOWN_GROWS_EVERY :{BLACK}La città cresce ogni {ORANGE}{COMMA}{BLACK}{NBSP}giorn{P o i} ++STR_TOWN_VIEW_TOWN_GROWS_EVERY_FUNDED :{BLACK}La città cresce ogni {ORANGE}{COMMA}{BLACK}{NBSP}giorn{P o i} (finanziata) ++STR_TOWN_VIEW_TOWN_GROW_STOPPED :{BLACK}La città {RED}non{BLACK} sta crescendo ++STR_TOWN_VIEW_NOISE_IN_TOWN :{BLACK}Limite di rumore in città: {ORANGE}{COMMA}{BLACK} max: {ORANGE}{COMMA} ++STR_TOWN_VIEW_CENTER_TOOLTIP :{BLACK}Centra la visuale principale sulla posizione della città. CTRL+clic la mostra in una mini visuale. ++STR_TOWN_VIEW_LOCAL_AUTHORITY_BUTTON :{BLACK}Autorità locale ++STR_TOWN_VIEW_LOCAL_AUTHORITY_TOOLTIP :{BLACK}Mostra informazioni sull'autorità locale ++STR_TOWN_VIEW_RENAME_TOOLTIP :{BLACK}Cambia il nome della città ++ ++STR_TOWN_VIEW_EXPAND_BUTTON :{BLACK}Espandi ++STR_TOWN_VIEW_EXPAND_TOOLTIP :{BLACK}Aumenta la dimensione della città ++STR_TOWN_VIEW_DELETE_BUTTON :{BLACK}Elimina ++STR_TOWN_VIEW_DELETE_TOOLTIP :{BLACK}Elimina completamente questa città ++ ++STR_TOWN_VIEW_RENAME_TOWN_BUTTON :Rinomina città ++ ++# Town local authority window ++STR_LOCAL_AUTHORITY_CAPTION :{WHITE}Autorità locale di {TOWN} ++STR_LOCAL_AUTHORITY_COMPANY_RATINGS :{BLACK}Valutazione delle compagnie di trasporto: ++STR_LOCAL_AUTHORITY_COMPANY_RATING :{YELLOW}{COMPANY} {COMPANY_NUM}: {ORANGE}{STRING} ++STR_LOCAL_AUTHORITY_ACTIONS_TITLE :{BLACK}Azioni disponibili: ++STR_LOCAL_AUTHORITY_ACTIONS_TOOLTIP :{BLACK}Elenco delle azioni eseguibili in questa città - fare clic su una di esse per maggiori dettagli ++STR_LOCAL_AUTHORITY_DO_IT_BUTTON :{BLACK}Fallo ++STR_LOCAL_AUTHORITY_DO_IT_TOOLTIP :{BLACK}Esegue l'azione selezionata nell'elenco sovrastante ++ ++STR_LOCAL_AUTHORITY_ACTION_SMALL_ADVERTISING_CAMPAIGN :Piccola campagna pubblicitaria ++STR_LOCAL_AUTHORITY_ACTION_MEDIUM_ADVERTISING_CAMPAIGN :Campagna pubblicitaria media ++STR_LOCAL_AUTHORITY_ACTION_LARGE_ADVERTISING_CAMPAIGN :Grande campagna pubblicitaria ++STR_LOCAL_AUTHORITY_ACTION_ROAD_RECONSTRUCTION :Finanzia ricostruzione delle strade ++STR_LOCAL_AUTHORITY_ACTION_STATUE_OF_COMPANY :Costruisci statua del proprietario della compagnia ++STR_LOCAL_AUTHORITY_ACTION_NEW_BUILDINGS :Finanzia nuove costruzioni ++STR_LOCAL_AUTHORITY_ACTION_EXCLUSIVE_TRANSPORT :Acquista esclusiva sui trasporti ++STR_LOCAL_AUTHORITY_ACTION_BRIBE :Corrompi l'autorità locale ++ ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_SMALL_ADVERTISING :{YELLOW}Inizia una piccola campagna pubblicitaria, per attirare più passeggeri e merci ai servizi di trasporto della compagnia.{}Costo: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_MEDIUM_ADVERTISING :{YELLOW}Inizia una campagna pubblicitaria moderata, per attirare più passeggeri e merci ai servizi di trasporto della compagnia.{}Costo: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_LARGE_ADVERTISING :{YELLOW}Inizia una grande campagna pubblicitaria locale, per attirare più passeggeri e merci ai servizi di trasporto della compagnia.{}Costo: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_ROAD_RECONSTRUCTION :{YELLOW}Finanzia la ricostruzione della rete stradale cittadina. Causa un considerevole disagio al traffico stradale per 6 mesi.{}Costo: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_STATUE_OF_COMPANY :{YELLOW}Costruisce una statua in onore della compagnia.{}Costo: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_NEW_BUILDINGS :{YELLOW}Finanzia la costruzione di nuovi edifici commerciali nella città.{}Costo: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_EXCLUSIVE_TRANSPORT :{YELLOW}Acquista un anno di diritti di trasporto esclusivi in città. L'autorità cittadina permetterà a passeggeri e merci di usare solo le stazioni della compagnia.{}Costo: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_BRIBE :{YELLOW}Corrompi l'autorità locale per aumentare la tua valutazione, con il rischio di una severa multa se scoperto.{}Costo: {CURRENCY_LONG} ++ ++# Goal window ++STR_GOALS_CAPTION :{WHITE}Obiettivi della {COMPANY} ++STR_GOALS_SPECTATOR_CAPTION :{WHITE}Obiettivi globali ++STR_GOALS_GLOBAL_TITLE :{BLACK}Obiettivi globali: ++STR_GOALS_TEXT :{ORANGE}{STRING} ++STR_GOALS_NONE :{ORANGE}- Nessuno - ++STR_GOALS_SPECTATOR_NONE :{ORANGE}- Non applicabile - ++STR_GOALS_PROGRESS :{ORANGE}{STRING} ++STR_GOALS_PROGRESS_COMPLETE :{GREEN}{STRING} ++STR_GOALS_COMPANY_TITLE :{BLACK}Obiettivi della compagnia: ++STR_GOALS_TOOLTIP_CLICK_ON_SERVICE_TO_CENTER :{BLACK}Fare clic su un obiettivo per centrare la visuale principale sull'industria, città o riquadro. CTRL+clic mostra l'industria/città/riquadro in una mini visuale ++ ++# Goal question window ++STR_GOAL_QUESTION_CAPTION_QUESTION :Domanda ++STR_GOAL_QUESTION_CAPTION_INFORMATION :Informazione ++STR_GOAL_QUESTION_CAPTION_WARNING :Avviso ++STR_GOAL_QUESTION_CAPTION_ERROR :Errore ++ ++############ Start of Goal Question button list ++STR_GOAL_QUESTION_BUTTON_CANCEL :Annulla ++STR_GOAL_QUESTION_BUTTON_OK :OK ++STR_GOAL_QUESTION_BUTTON_NO :No ++STR_GOAL_QUESTION_BUTTON_YES :Sì ++STR_GOAL_QUESTION_BUTTON_DECLINE :Rifiuta ++STR_GOAL_QUESTION_BUTTON_ACCEPT :Accetta ++STR_GOAL_QUESTION_BUTTON_IGNORE :Ignora ++STR_GOAL_QUESTION_BUTTON_RETRY :Riprova ++STR_GOAL_QUESTION_BUTTON_PREVIOUS :Precedente ++STR_GOAL_QUESTION_BUTTON_NEXT :Successivo ++STR_GOAL_QUESTION_BUTTON_STOP :Termina ++STR_GOAL_QUESTION_BUTTON_START :Inizia ++STR_GOAL_QUESTION_BUTTON_GO :Vai ++STR_GOAL_QUESTION_BUTTON_CONTINUE :Continua ++STR_GOAL_QUESTION_BUTTON_RESTART :Ricomincia ++STR_GOAL_QUESTION_BUTTON_POSTPONE :Rimanda ++STR_GOAL_QUESTION_BUTTON_SURRENDER :Rinuncia ++STR_GOAL_QUESTION_BUTTON_CLOSE :Chiudi ++############ End of Goal Question button list ++ ++# Subsidies window ++STR_SUBSIDIES_CAPTION :{WHITE}Sussidi ++STR_SUBSIDIES_OFFERED_TITLE :{BLACK}Sussidi offerti per la realizzazione di servizi: ++STR_SUBSIDIES_OFFERED_FROM_TO :{ORANGE}{STRING} da {STRING} a {STRING}{YELLOW} (entro {DATE_SHORT}) ++STR_SUBSIDIES_NONE :{ORANGE}- Nessuno - ++STR_SUBSIDIES_SUBSIDISED_TITLE :{BLACK}Servizi già sovvenzionati: ++STR_SUBSIDIES_SUBSIDISED_FROM_TO :{ORANGE}{STRING} da {STRING} a {STRING}{YELLOW} ({COMPANY}{YELLOW}, fino al {DATE_SHORT}) ++STR_SUBSIDIES_TOOLTIP_CLICK_ON_SERVICE_TO_CENTER :{BLACK}Fare clic su un servizio per centrare la visuale principale sull'industria o città. CTRL+clic mostra l'industria/città in una mini visuale ++ ++# Story book window ++STR_STORY_BOOK_CAPTION :{WHITE}Storia della {COMPANY} ++STR_STORY_BOOK_SPECTATOR_CAPTION :{WHITE}Storia globale ++STR_STORY_BOOK_TITLE :{YELLOW}{STRING} ++STR_STORY_BOOK_GENERIC_PAGE_ITEM :Pagina {NUM} ++STR_STORY_BOOK_SEL_PAGE_TOOLTIP :{BLACK}Salta a una pagina specifica selezionandola dall'elenco ++STR_STORY_BOOK_PREV_PAGE :{BLACK}Indietro ++STR_STORY_BOOK_PREV_PAGE_TOOLTIP :{BLACK}Va alla pagina precedente ++STR_STORY_BOOK_NEXT_PAGE :{BLACK}Avanti ++STR_STORY_BOOK_NEXT_PAGE_TOOLTIP :{BLACK}Va alla pagina successiva ++STR_STORY_BOOK_INVALID_GOAL_REF :{RED}Riferimento obiettivo non valido ++ ++# Station list window ++STR_STATION_LIST_TOOLTIP :{BLACK}Nomi delle stazioni - fare clic su un nome per centrare la visuale principale sulla stazione. CTRL+clic la mostra in una mini visuale. ++STR_STATION_LIST_USE_CTRL_TO_SELECT_MORE :{BLACK}Tenere premuto CTRL per selezionare più di un elemento ++STR_STATION_LIST_CAPTION :{WHITE}{COMPANY} - {COMMA} stazion{P 1 e i} ++STR_STATION_LIST_STATION :{YELLOW}{STATION} {STATION_FEATURES} ++STR_STATION_LIST_WAYPOINT :{YELLOW}{WAYPOINT} ++STR_STATION_LIST_NONE :{YELLOW}- Nessuna - ++STR_STATION_LIST_SELECT_ALL_FACILITIES :{BLACK}Seleziona tutti i fabbricati ++STR_STATION_LIST_SELECT_ALL_TYPES :{BLACK}Seleziona tutti i tipi di carico (inclusi i carichi non in attesa) ++STR_STATION_LIST_NO_WAITING_CARGO :{BLACK}Non c'è nessun tipo di carico in attesa ++ ++# Station view window ++STR_STATION_VIEW_CAPTION :{WHITE}{STATION} {STATION_FEATURES} ++STR_STATION_VIEW_WAITING_CARGO :{WHITE}{CARGO_LONG} ++STR_STATION_VIEW_EN_ROUTE_FROM :{YELLOW}({CARGO_SHORT} {G "da " dall' "dalla "}{STATION}) ++STR_STATION_VIEW_RESERVED :{YELLOW}({CARGO_SHORT} riservati per il caricamento) ++ ++STR_STATION_VIEW_ACCEPTS_BUTTON :{BLACK}Accetta ++STR_STATION_VIEW_ACCEPTS_TOOLTIP :{BLACK}Mostra la lista dei carichi accettati ++STR_STATION_VIEW_ACCEPTS_CARGO :{BLACK}Accetta: {WHITE}{CARGO_LIST} ++ ++STR_STATIOV_VIEW_EXCLUSIVE_RIGHTS_SELF :{BLACK}Questa stazione gode di diritti di trasporto esclusivi in questa città. ++STR_STATIOV_VIEW_EXCLUSIVE_RIGHTS_COMPANY :{YELLOW}La {COMPANY}{BLACK} ha acquistato diritti di trasporto esclusivi in questa città. ++ ++STR_STATION_VIEW_RATINGS_BUTTON :{BLACK}Valutazione ++STR_STATION_VIEW_RATINGS_TOOLTIP :{BLACK}Mostra la valutazione della stazione ++STR_STATION_VIEW_SUPPLY_RATINGS_TITLE :{BLACK}Forniture mensili e valutazione locale: ++STR_STATION_VIEW_CARGO_SUPPLY_RATING :{WHITE}{STRING}: {YELLOW}{COMMA} / {STRING} ({COMMA}%) ++ ++STR_STATION_VIEW_GROUP :{BLACK}Raggruppa per ++STR_STATION_VIEW_WAITING_STATION :Stazione: In attesa ++STR_STATION_VIEW_WAITING_AMOUNT :Quantità: In attesa ++STR_STATION_VIEW_PLANNED_STATION :Stazione: Pianificato ++STR_STATION_VIEW_PLANNED_AMOUNT :Quantità: Pianificato ++STR_STATION_VIEW_FROM :{YELLOW}{CARGO_SHORT} da {STATION} ++STR_STATION_VIEW_VIA :{YELLOW}{CARGO_SHORT} via {STATION} ++STR_STATION_VIEW_TO :{YELLOW}{CARGO_SHORT} a {STATION} ++STR_STATION_VIEW_FROM_ANY :{RED}{CARGO_SHORT} da stazione sconosciuta ++STR_STATION_VIEW_TO_ANY :{RED}{CARGO_SHORT} a qualsiasi stazione ++STR_STATION_VIEW_VIA_ANY :{RED}{CARGO_SHORT} via qualsiasi stazione ++STR_STATION_VIEW_FROM_HERE :{GREEN}{CARGO_SHORT} da questa stazione ++STR_STATION_VIEW_VIA_HERE :{GREEN}{CARGO_SHORT} in fermata a questa stazione ++STR_STATION_VIEW_TO_HERE :{GREEN}{CARGO_SHORT} a questa stazione ++STR_STATION_VIEW_NONSTOP :{YELLOW}{CARGO_SHORT} no-stop ++ ++STR_STATION_VIEW_GROUP_S_V_D :Origine, Via, Destinazione ++STR_STATION_VIEW_GROUP_S_D_V :Origine, Destinazione, Via ++STR_STATION_VIEW_GROUP_V_S_D :Via, Origine, Destinazione ++STR_STATION_VIEW_GROUP_V_D_S :Via, Destinazione, Origine ++STR_STATION_VIEW_GROUP_D_S_V :Destinazione, Origine, Via ++STR_STATION_VIEW_GROUP_D_V_S :Destinazione, Via, Origine ++ ++############ range for rating starts ++STR_CARGO_RATING_APPALLING :Terribile ++STR_CARGO_RATING_VERY_POOR :Molto scarso ++STR_CARGO_RATING_POOR :Scarso ++STR_CARGO_RATING_MEDIOCRE :Mediocre ++STR_CARGO_RATING_GOOD :Buono ++STR_CARGO_RATING_VERY_GOOD :Molto buono ++STR_CARGO_RATING_EXCELLENT :Eccellente ++STR_CARGO_RATING_OUTSTANDING :Eccezionale ++############ range for rating ends ++ ++STR_STATION_VIEW_CENTER_TOOLTIP :{BLACK}Centra la visuale principale sulla posizione della stazione. CTRL+clic la mostra in una mini visuale. ++STR_STATION_VIEW_RENAME_TOOLTIP :{BLACK}Cambia il nome della stazione ++ ++STR_STATION_VIEW_SCHEDULED_TRAINS_TOOLTIP :{BLACK}Mostra tutti i treni che hanno questa stazione pianificata ++STR_STATION_VIEW_SCHEDULED_ROAD_VEHICLES_TOOLTIP :{BLACK}Mostra tutti gli automezzi che hanno questa stazione pianificata ++STR_STATION_VIEW_SCHEDULED_AIRCRAFT_TOOLTIP :{BLACK}Mostra tutti gli aeromobili che hanno questa stazione pianificata ++STR_STATION_VIEW_SCHEDULED_SHIPS_TOOLTIP :{BLACK}Mostra tutte le navi che hanno questa stazione pianificata ++ ++STR_STATION_VIEW_RENAME_STATION_CAPTION :Rinomina stazione/area di carico ++ ++STR_STATION_VIEW_CLOSE_AIRPORT :{BLACK}Chiudi aeroporto ++STR_STATION_VIEW_CLOSE_AIRPORT_TOOLTIP :{BLACK}Impedisce agli aeromobili di atterrare in questo aeroporto ++ ++# Waypoint/buoy view window ++STR_WAYPOINT_VIEW_CAPTION :{WHITE}{WAYPOINT} ++STR_WAYPOINT_VIEW_CENTER_TOOLTIP :{BLACK}Centra la visuale principale sulla posizione del waypoint. CTRL+clic lo mostra in una mini visuale. ++STR_WAYPOINT_VIEW_CHANGE_WAYPOINT_NAME :{BLACK}Cambia il nome del waypoint ++STR_BUOY_VIEW_CENTER_TOOLTIP :{BLACK}Centra la visuale principale sulla posizione della boa. CTRL+clic la mostra in una mini visuale. ++STR_BUOY_VIEW_CHANGE_BUOY_NAME :{BLACK}Cambia il nome della boa ++ ++STR_EDIT_WAYPOINT_NAME :{WHITE}Rinomina il waypoint ++ ++# Finances window ++STR_FINANCES_CAPTION :{WHITE}Finanze della {COMPANY} {BLACK}{COMPANY_NUM} ++STR_FINANCES_EXPENDITURE_INCOME_TITLE :{WHITE}Spese/ricavi ++STR_FINANCES_YEAR :{WHITE}{NUM} ++STR_FINANCES_SECTION_CONSTRUCTION :{GOLD}Costruzioni ++STR_FINANCES_SECTION_NEW_VEHICLES :{GOLD}Nuovi veicoli ++STR_FINANCES_SECTION_TRAIN_RUNNING_COSTS :{GOLD}Costi d'esercizio treni ++STR_FINANCES_SECTION_ROAD_VEHICLE_RUNNING_COSTS :{GOLD}Costi d'esercizio automezzi ++STR_FINANCES_SECTION_AIRCRAFT_RUNNING_COSTS :{GOLD}Costi d'esercizio aeromobili ++STR_FINANCES_SECTION_SHIP_RUNNING_COSTS :{GOLD}Costi d'esercizio navi ++STR_FINANCES_SECTION_PROPERTY_MAINTENANCE :{GOLD}Manutenzione proprietà ++STR_FINANCES_SECTION_TRAIN_INCOME :{GOLD}Ricavi treni ++STR_FINANCES_SECTION_ROAD_VEHICLE_INCOME :{GOLD}Ricavi automezzi ++STR_FINANCES_SECTION_AIRCRAFT_INCOME :{GOLD}Ricavi aeromobili ++STR_FINANCES_SECTION_SHIP_INCOME :{GOLD}Ricavi navi ++STR_FINANCES_SECTION_LOAN_INTEREST :{GOLD}Interessi sul prestito ++STR_FINANCES_SECTION_OTHER :{GOLD}Altro ++STR_FINANCES_NEGATIVE_INCOME :{BLACK}-{CURRENCY_LONG} ++STR_FINANCES_POSITIVE_INCOME :{BLACK}+{CURRENCY_LONG} ++STR_FINANCES_TOTAL_CAPTION :{WHITE}Totale: ++STR_FINANCES_BANK_BALANCE_TITLE :{WHITE}Saldo bancario ++STR_FINANCES_LOAN_TITLE :{WHITE}Prestito ++STR_FINANCES_MAX_LOAN :{WHITE}Prestito massimo: {BLACK}{CURRENCY_LONG} ++STR_FINANCES_TOTAL_CURRENCY :{BLACK}{CURRENCY_LONG} ++STR_FINANCES_BORROW_BUTTON :{BLACK}Chiedi in prestito {CURRENCY_LONG} ++STR_FINANCES_BORROW_TOOLTIP :{BLACK}Aumenta l'ammontare del prestito, CTRL+clic chiede in prestito il più possibile ++STR_FINANCES_REPAY_BUTTON :{BLACK}Ripaga {CURRENCY_LONG} ++STR_FINANCES_REPAY_TOOLTIP :{BLACK}Ripaga parte del prestito. CTRL+clic ne ripaga il più possibile ++STR_FINANCES_INFRASTRUCTURE_BUTTON :{BLACK}Infrastrutture ++ ++# Company view ++STR_COMPANY_VIEW_CAPTION :{WHITE}{COMPANY} {BLACK}{COMPANY_NUM} ++STR_COMPANY_VIEW_PRESIDENT_MANAGER_TITLE :{WHITE}{PRESIDENT_NAME}{}{GOLD}(Presidente) ++ ++STR_COMPANY_VIEW_INAUGURATED_TITLE :{GOLD}Inaugurata nel: {WHITE}{NUM} ++STR_COMPANY_VIEW_COLOUR_SCHEME_TITLE :{GOLD}Schema colori: ++STR_COMPANY_VIEW_VEHICLES_TITLE :{GOLD}Veicoli: ++STR_COMPANY_VIEW_TRAINS :{WHITE}{COMMA} tren{P o i} ++STR_COMPANY_VIEW_ROAD_VEHICLES :{WHITE}{COMMA} automezz{P o i} ++STR_COMPANY_VIEW_AIRCRAFT :{WHITE}{COMMA} aeromobil{P e i} ++STR_COMPANY_VIEW_SHIPS :{WHITE}{COMMA} nav{P e i} ++STR_COMPANY_VIEW_VEHICLES_NONE :{WHITE}Nessuno ++STR_COMPANY_VIEW_COMPANY_VALUE :{GOLD}Valore compagnia: {WHITE}{CURRENCY_LONG} ++STR_COMPANY_VIEW_SHARES_OWNED_BY :{WHITE}({COMMA}% posseduto dalla {COMPANY}) ++STR_COMPANY_VIEW_INFRASTRUCTURE :{GOLD}Infrastrutture: ++STR_COMPANY_VIEW_INFRASTRUCTURE_RAIL :{WHITE}{COMMA} segment{P o i} ferroviari{P o ""} ++STR_COMPANY_VIEW_INFRASTRUCTURE_ROAD :{WHITE}{COMMA} segment{P o i} stradal{P e i} ++STR_COMPANY_VIEW_INFRASTRUCTURE_WATER :{WHITE}{COMMA} riquadr{P o i} d'acqua ++STR_COMPANY_VIEW_INFRASTRUCTURE_STATION :{WHITE}{COMMA} riquadr{P o i} stazione ++STR_COMPANY_VIEW_INFRASTRUCTURE_AIRPORT :{WHITE}{COMMA} aeroport{P o i} ++STR_COMPANY_VIEW_INFRASTRUCTURE_NONE :{WHITE}Nessuna ++ ++STR_COMPANY_VIEW_BUILD_HQ_BUTTON :{BLACK}Costr. sede ++STR_COMPANY_VIEW_BUILD_HQ_TOOLTIP :{BLACK}Costruisce la sede della compagnia ++STR_COMPANY_VIEW_VIEW_HQ_BUTTON :{BLACK}Vedi sede ++STR_COMPANY_VIEW_VIEW_HQ_TOOLTIP :{BLACK}Visualizza la sede della compagnia ++STR_COMPANY_VIEW_RELOCATE_HQ :{BLACK}Sposta sede ++STR_COMPANY_VIEW_RELOCATE_COMPANY_HEADQUARTERS :{BLACK}Ricostruisce la sede della compagnia in un altro luogo pagando l'1% del valore della compagnia. MAIUSC+clic mostra il costo stimato senza ricostruire la sede ++STR_COMPANY_VIEW_INFRASTRUCTURE_BUTTON :{BLACK}Dettagli ++STR_COMPANY_VIEW_INFRASTRUCTURE_TOOLTIP :{BLACK}Visualizza i conteggi dettagliati delle infrastrutture ++ ++STR_COMPANY_VIEW_NEW_FACE_BUTTON :{BLACK}Nuova faccia ++STR_COMPANY_VIEW_NEW_FACE_TOOLTIP :{BLACK}Seleziona una nuova faccia per il presidente ++STR_COMPANY_VIEW_COLOUR_SCHEME_BUTTON :{BLACK}Colori compagnia ++STR_COMPANY_VIEW_COLOUR_SCHEME_TOOLTIP :{BLACK}Cambia la livrea dei veicoli della compagnia ++STR_COMPANY_VIEW_COMPANY_NAME_BUTTON :{BLACK}Nome compagnia ++STR_COMPANY_VIEW_COMPANY_NAME_TOOLTIP :{BLACK}Cambia il nome della compagnia ++STR_COMPANY_VIEW_PRESIDENT_NAME_BUTTON :{BLACK}Nome presidente ++STR_COMPANY_VIEW_PRESIDENT_NAME_TOOLTIP :{BLACK}Cambia il nome del presidente ++ ++STR_COMPANY_VIEW_BUY_SHARE_BUTTON :{BLACK}Compra il 25% delle azioni ++STR_COMPANY_VIEW_SELL_SHARE_BUTTON :{BLACK}Vendi il 25% delle azioni ++STR_COMPANY_VIEW_BUY_SHARE_TOOLTIP :{BLACK}Compra una quota del 25% di questa compagnia. MAIUSC+clic mostra il costo stimato senza comprare azioni ++STR_COMPANY_VIEW_SELL_SHARE_TOOLTIP :{BLACK}Vende una quota pari al 25% di questa compagnia. MAIUSC+clic mostra il ricavo stimato senza vendere azioni ++ ++STR_COMPANY_VIEW_COMPANY_NAME_QUERY_CAPTION :Nome della compagnia ++STR_COMPANY_VIEW_PRESIDENT_S_NAME_QUERY_CAPTION :Nome del presidente ++ ++STR_BUY_COMPANY_MESSAGE :{WHITE}Stiamo cercando una compagnia di trasporti disposta a rilevare la nostra società.{}{} Vorrebbe acquistare la {COMPANY} per {CURRENCY_LONG}? ++ ++# Company infrastructure window ++STR_COMPANY_INFRASTRUCTURE_VIEW_CAPTION :{WHITE}Infrastrutture della {COMPANY} ++STR_COMPANY_INFRASTRUCTURE_VIEW_RAIL_SECT :{GOLD}Segmenti ferroviari: ++STR_COMPANY_INFRASTRUCTURE_VIEW_SIGNALS :{WHITE}Segnali ++STR_COMPANY_INFRASTRUCTURE_VIEW_ROAD_SECT :{GOLD}Segmenti stradali: ++STR_COMPANY_INFRASTRUCTURE_VIEW_ROAD :{WHITE}Strada ++STR_COMPANY_INFRASTRUCTURE_VIEW_TRAMWAY :{WHITE}Tranvia ++STR_COMPANY_INFRASTRUCTURE_VIEW_WATER_SECT :{GOLD}Riquadri d'acqua: ++STR_COMPANY_INFRASTRUCTURE_VIEW_CANALS :{WHITE}Canali ++STR_COMPANY_INFRASTRUCTURE_VIEW_STATION_SECT :{GOLD}Stazioni: ++STR_COMPANY_INFRASTRUCTURE_VIEW_STATIONS :{WHITE}Riquadri stazione ++STR_COMPANY_INFRASTRUCTURE_VIEW_AIRPORTS :{WHITE}Aeroporti ++STR_COMPANY_INFRASTRUCTURE_VIEW_TOTAL :{WHITE}{CURRENCY_LONG}/anno ++ ++# Industry directory ++STR_INDUSTRY_DIRECTORY_CAPTION :{WHITE}Industrie ++STR_INDUSTRY_DIRECTORY_NONE :{ORANGE}- Nessuna - ++STR_INDUSTRY_DIRECTORY_ITEM :{ORANGE}{INDUSTRY}{BLACK} ({CARGO_LONG}{STRING}){YELLOW} ({COMMA}% trasportato) ++STR_INDUSTRY_DIRECTORY_ITEM_TWO :{ORANGE}{INDUSTRY}{BLACK} ({CARGO_LONG}{STRING}/{CARGO_LONG}{STRING}){YELLOW} ({COMMA}%/{COMMA}% trasportato) ++STR_INDUSTRY_DIRECTORY_ITEM_NOPROD :{ORANGE}{INDUSTRY} ++STR_INDUSTRY_DIRECTORY_LIST_CAPTION :{BLACK}Nomi delle industrie - fare clic su un nome per centrare la visuale sull'industria. CTRL+clic la mostra in una mini visuale. ++ ++# Industry view ++STR_INDUSTRY_VIEW_CAPTION :{WHITE}{INDUSTRY} ++STR_INDUSTRY_VIEW_PRODUCTION_LAST_MONTH_TITLE :{BLACK}Produzione il mese scorso: ++STR_INDUSTRY_VIEW_TRANSPORTED :{YELLOW}{CARGO_LONG}{STRING}{BLACK} ({COMMA}% trasportato) ++STR_INDUSTRY_VIEW_LOCATION_TOOLTIP :{BLACK}Centra la visuale principale sulla posizione dell'industria. CTRL+clic la mostra in una mini visuale. ++STR_INDUSTRY_VIEW_PRODUCTION_LEVEL :{BLACK}Livello di produzione: {YELLOW}{COMMA}% ++STR_INDUSTRY_VIEW_INDUSTRY_ANNOUNCED_CLOSURE :{YELLOW}L'industria ha annunciato che a breve chiuderà! ++ ++############ range for requires starts ++STR_INDUSTRY_VIEW_REQUIRES_CARGO :{BLACK}Richiede: {YELLOW}{STRING}{STRING} ++STR_INDUSTRY_VIEW_REQUIRES_CARGO_CARGO :{BLACK}Richiede: {YELLOW}{STRING}{STRING}, {STRING}{STRING} ++STR_INDUSTRY_VIEW_REQUIRES_CARGO_CARGO_CARGO :{BLACK}Richiede: {YELLOW}{STRING}{STRING}, {STRING}{STRING}, {STRING}{STRING} ++############ range for requires ends ++ ++STR_INDUSTRY_VIEW_REQUIRES :{BLACK}Richiede ++STR_INDUSTRY_VIEW_ACCEPT_CARGO :{YELLOW}{STRING} ++STR_INDUSTRY_VIEW_ACCEPT_CARGO_AMOUNT :{YELLOW}{CARGO_LONG} {BLACK}in attesa ++STR_INDUSTRY_VIEW_ACCEPT_CARGO_TEXT :{YELLOW}{STRING}{STRING} ++STR_INDUSTRY_VIEW_ACCEPT_CARGO_AMOUNT_TEXT :{YELLOW}{CARGO_LONG}{STRING} ++ ++############ range for produces starts ++STR_INDUSTRY_VIEW_PRODUCES_CARGO :{BLACK}Produce: {YELLOW}{STRING}{STRING} ++STR_INDUSTRY_VIEW_PRODUCES_CARGO_CARGO :{BLACK}Produce: {YELLOW}{STRING}{STRING}, {STRING}{STRING} ++############ range for produces ends ++ ++STR_CONFIG_GAME_PRODUCTION :{WHITE}Cambia produzione (multiplo di 8, fino a 2040) ++STR_CONFIG_GAME_PRODUCTION_LEVEL :{WHITE}Cambia livello di produzione (percentuale, fino a 800%) ++ ++# Vehicle lists ++STR_VEHICLE_LIST_TRAIN_CAPTION :{WHITE}{STRING} - {COMMA} tren{P 1 o i} ++STR_VEHICLE_LIST_ROAD_VEHICLE_CAPTION :{WHITE}{STRING} - {COMMA} automezz{P 1 o i} ++STR_VEHICLE_LIST_SHIP_CAPTION :{WHITE}{STRING} - {COMMA} nav{P 1 e i} ++STR_VEHICLE_LIST_AIRCRAFT_CAPTION :{WHITE}{STRING} - {COMMA} aeromobil{P 1 e i} ++ ++STR_VEHICLE_LIST_TRAIN_LIST_TOOLTIP :{BLACK}Treni - fare clic su un treno per informazioni ++STR_VEHICLE_LIST_ROAD_VEHICLE_TOOLTIP :{BLACK}Automezzi - fare clic su un veicolo per informazioni ++STR_VEHICLE_LIST_SHIP_TOOLTIP :{BLACK}Navi - fare clic su una nave per informazioni ++STR_VEHICLE_LIST_AIRCRAFT_TOOLTIP :{BLACK}Aeromobili - fare clic su un aeromobile per informazioni ++ ++STR_VEHICLE_LIST_PROFIT_THIS_YEAR_LAST_YEAR :{TINY_FONT}{BLACK}Profitto quest'anno: {CURRENCY_LONG} (anno scorso: {CURRENCY_LONG}) ++ ++STR_VEHICLE_LIST_AVAILABLE_TRAINS :Treni disponibili ++STR_VEHICLE_LIST_AVAILABLE_ROAD_VEHICLES :Automezzi disponibili ++STR_VEHICLE_LIST_AVAILABLE_SHIPS :Navi disponibili ++STR_VEHICLE_LIST_AVAILABLE_AIRCRAFT :Aeromobili disponibili ++STR_VEHICLE_LIST_AVAILABLE_ENGINES_TOOLTIP :{BLACK}Mostra un elenco di veicoli disponibili in questa categoria di mezzi di trasporto ++ ++STR_VEHICLE_LIST_MANAGE_LIST :{BLACK}Gestione veicoli ++STR_VEHICLE_LIST_MANAGE_LIST_TOOLTIP :{BLACK}Invia istruzioni a tutti i veicoli di questo elenco ++STR_VEHICLE_LIST_REPLACE_VEHICLES :Rimpiazza veicoli ++STR_VEHICLE_LIST_SEND_FOR_SERVICING :Manutenzione ++ ++STR_VEHICLE_LIST_SEND_TRAIN_TO_DEPOT :Manda al deposito ++STR_VEHICLE_LIST_SEND_ROAD_VEHICLE_TO_DEPOT :Manda al deposito ++STR_VEHICLE_LIST_SEND_SHIP_TO_DEPOT :Manda al deposito ++STR_VEHICLE_LIST_SEND_AIRCRAFT_TO_HANGAR :Manda all'hangar ++ ++STR_VEHICLE_LIST_MASS_STOP_LIST_TOOLTIP :{BLACK}Fare clic per fermare tutti i veicoli nell'elenco ++STR_VEHICLE_LIST_MASS_START_LIST_TOOLTIP :{BLACK}Fare clic per avviare tutti i veicoli nell'elenco ++ ++STR_VEHICLE_LIST_SHARED_ORDERS_LIST_CAPTION :{WHITE}Ordini condivisi da {COMMA} veicol{P o i} ++ ++# Group window ++STR_GROUP_ALL_TRAINS :Tutti i treni ++STR_GROUP_ALL_ROAD_VEHICLES :Tutti gli automezzi ++STR_GROUP_ALL_SHIPS :Tutte le navi ++STR_GROUP_ALL_AIRCRAFTS :Tutti gli aeromobili ++ ++STR_GROUP_DEFAULT_TRAINS :Treni senza gruppo ++STR_GROUP_DEFAULT_ROAD_VEHICLES :Automezzi senza gruppo ++STR_GROUP_DEFAULT_SHIPS :Navi senza gruppo ++STR_GROUP_DEFAULT_AIRCRAFTS :Aeromobili senza gruppo ++ ++STR_GROUPS_CLICK_ON_GROUP_FOR_TOOLTIP :{BLACK}Gruppi - fare clic su un gruppo per elencare tutti i suoi veicoli. Trascinare i gruppi per organizzarli in gerarchia. ++STR_GROUP_CREATE_TOOLTIP :{BLACK}Fare clic per creare un gruppo ++STR_GROUP_DELETE_TOOLTIP :{BLACK}Elimina il gruppo selezionato ++STR_GROUP_RENAME_TOOLTIP :{BLACK}Rinomina il gruppo selezionato ++STR_GROUP_REPLACE_PROTECTION_TOOLTIP :{BLACK}Fare clic per proteggere questo gruppo dal rimpiazzo automatico ++ ++STR_QUERY_GROUP_DELETE_CAPTION :{WHITE}Elimina Gruppo ++STR_GROUP_DELETE_QUERY_TEXT :{WHITE}Si è sicuri di voler eliminare questo gruppo e tutti i gruppi contenuti? ++ ++STR_GROUP_ADD_SHARED_VEHICLE :Aggiungi veicoli condivisi ++STR_GROUP_REMOVE_ALL_VEHICLES :Rimuovi tutti i veicoli ++ ++STR_GROUP_RENAME_CAPTION :{BLACK}Rinomina un gruppo ++ ++STR_GROUP_PROFIT_THIS_YEAR :Profitto quest'anno: ++STR_GROUP_PROFIT_LAST_YEAR :Profitto anno scorso: ++STR_GROUP_OCCUPANCY :Utilizzo corrente: ++STR_GROUP_OCCUPANCY_VALUE :{NUM}% ++ ++# Build vehicle window ++STR_BUY_VEHICLE_TRAIN_RAIL_CAPTION :Nuovi veicoli ferroviari ++STR_BUY_VEHICLE_TRAIN_ELRAIL_CAPTION :Nuovi veicoli ferroviari elettrici ++STR_BUY_VEHICLE_TRAIN_MONORAIL_CAPTION :Nuovi veicoli monorotaia ++STR_BUY_VEHICLE_TRAIN_MAGLEV_CAPTION :Nuovi veicoli maglev ++ ++STR_BUY_VEHICLE_TRAIN_ALL_CAPTION :Veicoli ferroviari ++STR_BUY_VEHICLE_ROAD_VEHICLE_CAPTION :Nuovi automezzi ++STR_BUY_VEHICLE_SHIP_CAPTION :Nuove navi ++STR_BUY_VEHICLE_AIRCRAFT_CAPTION :Nuovo aeromobile ++ ++STR_PURCHASE_INFO_COST_WEIGHT :{BLACK}Costo: {GOLD}{CURRENCY_LONG}{BLACK} Peso: {GOLD}{WEIGHT_SHORT} ++STR_PURCHASE_INFO_SPEED_POWER :{BLACK}Velocità: {GOLD}{VELOCITY}{BLACK} Potenza: {GOLD}{POWER} ++STR_PURCHASE_INFO_SPEED :{BLACK}Velocità: {GOLD}{VELOCITY} ++STR_PURCHASE_INFO_SPEED_OCEAN :{BLACK}Velocità sull'oceano: {GOLD}{VELOCITY} ++STR_PURCHASE_INFO_SPEED_CANAL :{BLACK}Velocità su canali/fiumi: {GOLD}{VELOCITY} ++STR_PURCHASE_INFO_RUNNINGCOST :{BLACK}Costo d'esercizio: {GOLD}{CURRENCY_LONG}/anno ++STR_PURCHASE_INFO_CAPACITY :{BLACK}Capacità: {GOLD}{CARGO_LONG} {STRING} ++STR_PURCHASE_INFO_REFITTABLE :(riadattabile) ++STR_PURCHASE_INFO_DESIGNED_LIFE :{BLACK}Progettato nel: {GOLD}{NUM}{BLACK} Vita: {GOLD}{COMMA} ann{P o i} ++STR_PURCHASE_INFO_RELIABILITY :{BLACK}Affidabilità massima: {GOLD}{COMMA}% ++STR_PURCHASE_INFO_COST :{BLACK}Costo: {GOLD}{CURRENCY_LONG} ++STR_PURCHASE_INFO_WEIGHT_CWEIGHT :{BLACK}Peso: {GOLD}{WEIGHT_SHORT} ({WEIGHT_SHORT}) ++STR_PURCHASE_INFO_COST_SPEED :{BLACK}Costo: {GOLD}{CURRENCY_LONG}{BLACK} Velocità: {GOLD}{VELOCITY} ++STR_PURCHASE_INFO_AIRCRAFT_CAPACITY :{BLACK}Capacità: {GOLD}{CARGO_LONG}, {CARGO_LONG} ++STR_PURCHASE_INFO_PWAGPOWER_PWAGWEIGHT :{BLACK}Vagoni motorizzati: {GOLD}+{POWER}{BLACK} Peso: {GOLD}+{WEIGHT_SHORT} ++STR_PURCHASE_INFO_REFITTABLE_TO :{BLACK}Riadattabile per: {GOLD}{STRING} ++STR_PURCHASE_INFO_ALL_TYPES :Tutti i tipi di carico ++STR_PURCHASE_INFO_ALL_BUT :Tutto tranne {CARGO_LIST} ++STR_PURCHASE_INFO_MAX_TE :{BLACK}Sforzo di trazione massimo: {GOLD}{FORCE} ++STR_PURCHASE_INFO_AIRCRAFT_RANGE :{BLACK}Autonomia: {GOLD}{COMMA} riquadr{P o i} ++STR_PURCHASE_INFO_AIRCRAFT_TYPE :{BLACK}Tipo di aeromobile: {GOLD}{STRING} ++ ++STR_BUY_VEHICLE_TRAIN_LIST_TOOLTIP :{BLACK}Elenco di selezione dei veicoli ferroviari - fare clic su un veicolo per informazioni. CTRL+clic mostra/nasconde il tipo di veicolo ++STR_BUY_VEHICLE_ROAD_VEHICLE_LIST_TOOLTIP :{BLACK}Elenco selezione automezzi - fare clic su un veicolo per informazioni. CTRL+clic mostra/nasconde il tipo di automezzo ++STR_BUY_VEHICLE_SHIP_LIST_TOOLTIP :{BLACK}Elenco selezione navi - fare clic su una nave per informazioni. CTRL+clic mostra/nasconde il tipo di nave ++STR_BUY_VEHICLE_AIRCRAFT_LIST_TOOLTIP :{BLACK}Elenco selezione aeromobili - fare clic su un aeromobile per informazioni. CTRL+clic mostra/nasconde il tipo di aeromobile ++ ++STR_BUY_VEHICLE_TRAIN_BUY_VEHICLE_BUTTON :{BLACK}Compra veicolo ++STR_BUY_VEHICLE_ROAD_VEHICLE_BUY_VEHICLE_BUTTON :{BLACK}Compra veicolo ++STR_BUY_VEHICLE_SHIP_BUY_VEHICLE_BUTTON :{BLACK}Compra nave ++STR_BUY_VEHICLE_AIRCRAFT_BUY_VEHICLE_BUTTON :{BLACK}Compra aeromobile ++ ++STR_BUY_VEHICLE_TRAIN_BUY_VEHICLE_TOOLTIP :{BLACK}Compra il veicolo ferroviario selezionato. MAIUSC+clic mostra il costo stimato senza comprare ++STR_BUY_VEHICLE_ROAD_VEHICLE_BUY_VEHICLE_TOOLTIP :{BLACK}Compra l'automezzo selezionato. MAIUSC+clic mostra il costo stimato senza comprare ++STR_BUY_VEHICLE_SHIP_BUY_VEHICLE_TOOLTIP :{BLACK}Compra la nave selezionata. MAIUSC+clic mostra il costo stimato senza comprare ++STR_BUY_VEHICLE_AIRCRAFT_BUY_VEHICLE_TOOLTIP :{BLACK}Compra l'aeromobile selezionato. MAIUSC+clic mostra il costo stimato senza comprare ++ ++STR_BUY_VEHICLE_TRAIN_RENAME_BUTTON :{BLACK}Rinomina ++STR_BUY_VEHICLE_ROAD_VEHICLE_RENAME_BUTTON :{BLACK}Rinomina ++STR_BUY_VEHICLE_SHIP_RENAME_BUTTON :{BLACK}Rinomina ++STR_BUY_VEHICLE_AIRCRAFT_RENAME_BUTTON :{BLACK}Rinomina ++ ++STR_BUY_VEHICLE_TRAIN_RENAME_TOOLTIP :{BLACK}Rinomina il tipo di veicolo ferroviario ++STR_BUY_VEHICLE_ROAD_VEHICLE_RENAME_TOOLTIP :{BLACK}Rinomina il tipo di automezzo ++STR_BUY_VEHICLE_SHIP_RENAME_TOOLTIP :{BLACK}Rinomina il tipo di nave ++STR_BUY_VEHICLE_AIRCRAFT_RENAME_TOOLTIP :{BLACK}Rinomina il tipo di aeromobile ++ ++STR_BUY_VEHICLE_TRAIN_HIDE_TOGGLE_BUTTON :{BLACK}Nascondi ++STR_BUY_VEHICLE_ROAD_VEHICLE_HIDE_TOGGLE_BUTTON :{BLACK}Nascondi ++STR_BUY_VEHICLE_SHIP_HIDE_TOGGLE_BUTTON :{BLACK}Nascondi ++STR_BUY_VEHICLE_AIRCRAFT_HIDE_TOGGLE_BUTTON :{BLACK}Nascondi ++ ++STR_BUY_VEHICLE_TRAIN_SHOW_TOGGLE_BUTTON :{BLACK}Mostra ++STR_BUY_VEHICLE_ROAD_VEHICLE_SHOW_TOGGLE_BUTTON :{BLACK}Mostra ++STR_BUY_VEHICLE_SHIP_SHOW_TOGGLE_BUTTON :{BLACK}Mostra ++STR_BUY_VEHICLE_AIRCRAFT_SHOW_TOGGLE_BUTTON :{BLACK}Mostra ++ ++STR_BUY_VEHICLE_TRAIN_HIDE_SHOW_TOGGLE_TOOLTIP :{BLACK}Mosta/nasconde il tipo di veicolo ferroviario ++STR_BUY_VEHICLE_ROAD_VEHICLE_HIDE_SHOW_TOGGLE_TOOLTIP :{BLACK}Mosta/nasconde il tipo di automezzo ++STR_BUY_VEHICLE_SHIP_HIDE_SHOW_TOGGLE_TOOLTIP :{BLACK}Mosta/nasconde il tipo di nave ++STR_BUY_VEHICLE_AIRCRAFT_HIDE_SHOW_TOGGLE_TOOLTIP :{BLACK}Mosta/nasconde il tipo di aeromobile ++ ++STR_QUERY_RENAME_TRAIN_TYPE_CAPTION :{WHITE}Rinomina tipo di veicolo ferroviario ++STR_QUERY_RENAME_ROAD_VEHICLE_TYPE_CAPTION :{WHITE}Rinomina tipo automezzo ++STR_QUERY_RENAME_SHIP_TYPE_CAPTION :{WHITE}Rinomina tipo di nave ++STR_QUERY_RENAME_AIRCRAFT_TYPE_CAPTION :{WHITE}Rinomina tipo di aeromobile ++ ++# Depot window ++STR_DEPOT_CAPTION :{WHITE}{DEPOT} ++ ++STR_DEPOT_RENAME_TOOLTIP :{BLACK}Cambia il nome del deposito ++STR_DEPOT_RENAME_DEPOT_CAPTION :Rinomina deposito ++ ++STR_DEPOT_NO_ENGINE :{BLACK}- ++STR_DEPOT_VEHICLE_TOOLTIP :{BLACK}{ENGINE}{STRING} ++STR_DEPOT_VEHICLE_TOOLTIP_CHAIN :{BLACK}{NUM} component{P e i}{STRING} ++STR_DEPOT_VEHICLE_TOOLTIP_CARGO :{}{CARGO_LONG} ({CARGO_SHORT}) ++ ++STR_DEPOT_TRAIN_LIST_TOOLTIP :{BLACK}Treni - trascinare i veicoli col pulsante sinistro per aggiungerli/rimuoverli dal treno, fare clic col pulsante destro per informazioni, tenere premuto CTRL per operare anche sulla parte successiva della composizione ++STR_DEPOT_ROAD_VEHICLE_LIST_TOOLTIP :{BLACK}Veicoli - fare clic col pulsante destro su un veicolo per informazioni ++STR_DEPOT_SHIP_LIST_TOOLTIP :{BLACK}Navi - fare clic col pulsante destro su una nave per informazioni ++STR_DEPOT_AIRCRAFT_LIST_TOOLTIP :{BLACK}Aeromobili - fare clic col pulsante destro su un aeromobile per informazioni ++ ++STR_DEPOT_TRAIN_SELL_TOOLTIP :{BLACK}Trascinare qui un veicolo ferroviario per venderlo ++STR_DEPOT_ROAD_VEHICLE_SELL_TOOLTIP :{BLACK}Trascinare qui un automezzo per venderlo ++STR_DEPOT_SHIP_SELL_TOOLTIP :{BLACK}Trascinare qui una nave per venderla ++STR_DEPOT_AIRCRAFT_SELL_TOOLTIP :{BLACK}Trascinare qui un aeromobile per venderlo ++ ++STR_DEPOT_DRAG_WHOLE_TRAIN_TO_SELL_TOOLTIP :{BLACK}Trascinare qui la locomotiva di un treno per vendere l'intero treno ++ ++STR_DEPOT_SELL_ALL_BUTTON_TRAIN_TOOLTIP :{BLACK}Vende tutti i treni nel deposito ++STR_DEPOT_SELL_ALL_BUTTON_ROAD_VEHICLE_TOOLTIP :{BLACK}Vende tutti gli automezzi nel deposito ++STR_DEPOT_SELL_ALL_BUTTON_SHIP_TOOLTIP :{BLACK}Vende tute le navi nel deposito ++STR_DEPOT_SELL_ALL_BUTTON_AIRCRAFT_TOOLTIP :{BLACK}Vende tutti gli aeromobili nell'hangar ++ ++STR_DEPOT_AUTOREPLACE_TRAIN_TOOLTIP :{BLACK}Rimpiazza automaticamente tutti i treni nel deposito ++STR_DEPOT_AUTOREPLACE_ROAD_VEHICLE_TOOLTIP :{BLACK}Rimpiazza automaticamente gli automezzi nel deposito ++STR_DEPOT_AUTOREPLACE_SHIP_TOOLTIP :{BLACK}Rimpiazza automaticamente tutte le navi nel deposito ++STR_DEPOT_AUTOREPLACE_AIRCRAFT_TOOLTIP :{BLACK}Rimpiazza automaticamente tutti gli aeromobili nell'hangar ++ ++STR_DEPOT_TRAIN_NEW_VEHICLES_BUTTON :{BLACK}Nuovi veicoli ++STR_DEPOT_ROAD_VEHICLE_NEW_VEHICLES_BUTTON :{BLACK}Nuovi veicoli ++STR_DEPOT_SHIP_NEW_VEHICLES_BUTTON :{BLACK}Nuove navi ++STR_DEPOT_AIRCRAFT_NEW_VEHICLES_BUTTON :{BLACK}Nuovo aeromobile ++ ++STR_DEPOT_TRAIN_NEW_VEHICLES_TOOLTIP :{BLACK}Compra un nuovo veicolo ferroviario ++STR_DEPOT_ROAD_VEHICLE_NEW_VEHICLES_TOOLTIP :{BLACK}Compra un nuovo automezzo ++STR_DEPOT_SHIP_NEW_VEHICLES_TOOLTIP :{BLACK}Compra una nuova nave ++STR_DEPOT_AIRCRAFT_NEW_VEHICLES_TOOLTIP :{BLACK}Compra un nuovo aeromobile ++ ++STR_DEPOT_CLONE_TRAIN :{BLACK}Clona treno ++STR_DEPOT_CLONE_ROAD_VEHICLE :{BLACK}Clona automezzo ++STR_DEPOT_CLONE_SHIP :{BLACK}Clona nave ++STR_DEPOT_CLONE_AIRCRAFT :{BLACK}Clona aeromobile ++ ++STR_DEPOT_CLONE_TRAIN_DEPOT_INFO :{BLACK}Compra una copia di un treno, inclusi tutti i vagoni. Fare clic su questo pulsante e quindi su un treno dentro o fuori dal deposito. Tenere premuto CTRL per condividere gli ordini. MAIUSC+clic mostra il costo stimato senza comprare ++STR_DEPOT_CLONE_ROAD_VEHICLE_DEPOT_INFO :{BLACK}Compra una copia di un automezzo. Fare clic su questo pulsante e quindi su un automezzo dentro o fuori dal deposito. Tenere premuto CTRL per condividere gli ordini. MAIUSC+clic mostra il costo stimato senza comprare ++STR_DEPOT_CLONE_SHIP_DEPOT_INFO :{BLACK}Compra una copia di una nave. Fare clic su questo pulsante e quindi su una nave dentro o fuori dal deposito. Tenere premuto CTRL per condividere gli ordini. MAIUSC+clic mostra il costo stimato senza comprare ++STR_DEPOT_CLONE_AIRCRAFT_INFO_HANGAR_WINDOW :{BLACK}Compra una copia di un aeromobile. Fare clic su questo pulsante e quindi su un aeromobile dentro o fuori dall'hangar. Tenere premuto CTRL per condividere gli ordini. MAIUSC+clic mostra il costo stimato senza comprare ++ ++STR_DEPOT_TRAIN_LOCATION_TOOLTIP :{BLACK}Centra la visuale principale sulla posizione del deposito ferroviario. CTRL+clic lo mostra in una mini visuale. ++STR_DEPOT_ROAD_VEHICLE_LOCATION_TOOLTIP :{BLACK}Centra la visuale principale sulla posizione del deposito automezzi. CTRL+clic lo mostra in una mini visuale. ++STR_DEPOT_SHIP_LOCATION_TOOLTIP :{BLACK}Centra la visuale principale sulla posizione del deposito navale. CTRL+clic lo mostra in una mini visuale. ++STR_DEPOT_AIRCRAFT_LOCATION_TOOLTIP :{BLACK}Centra la visuale principale sulla posizione dell'hangar. CTRL+clic lo mostra in una mini visuale. ++ ++STR_DEPOT_VEHICLE_ORDER_LIST_TRAIN_TOOLTIP :{BLACK}Elenca tutti i treni che hanno questo deposito nei loro ordini ++STR_DEPOT_VEHICLE_ORDER_LIST_ROAD_VEHICLE_TOOLTIP :{BLACK}Elenca tutti gli automezzi che hanno questo deposito nei loro ordini ++STR_DEPOT_VEHICLE_ORDER_LIST_SHIP_TOOLTIP :{BLACK}Elenca tutte le navi che hanno questo deposito nei loro ordini ++STR_DEPOT_VEHICLE_ORDER_LIST_AIRCRAFT_TOOLTIP :{BLACK}Elenca tutti gli aeromobili che hanno un hangar di questo aeroporto nei loro ordini ++ ++STR_DEPOT_MASS_STOP_DEPOT_TRAIN_TOOLTIP :{BLACK}Fare clic per fermare tutti i treni nel deposito ++STR_DEPOT_MASS_STOP_DEPOT_ROAD_VEHICLE_TOOLTIP :{BLACK}Fare clic per fermare tutti gli automezzi nel deposito ++STR_DEPOT_MASS_STOP_DEPOT_SHIP_TOOLTIP :{BLACK}Fare clic per fermare tutte le navi nel deposito ++STR_DEPOT_MASS_STOP_HANGAR_TOOLTIP :{BLACK}Fare clic per fermare tutti gli aeromobili nell'hangar ++ ++STR_DEPOT_MASS_START_DEPOT_TRAIN_TOOLTIP :{BLACK}Fare clic per avviare tutti i treni nel deposito ++STR_DEPOT_MASS_START_DEPOT_ROAD_VEHICLE_TOOLTIP :{BLACK}Fare clic per avviare tutti gli automezzi nel deposito ++STR_DEPOT_MASS_START_DEPOT_SHIP_TOOLTIP :{BLACK}Fare clic per avviare tutte le navi nel deposito ++STR_DEPOT_MASS_START_HANGAR_TOOLTIP :{BLACK}Fare clic per avviare tutti gli aeromobili nell'hangar ++ ++STR_DEPOT_SELL_CONFIRMATION_TEXT :{YELLOW}Stai per vendere tutti i veicoli nel deposito. Sei sicuro? ++ ++# Engine preview window ++STR_ENGINE_PREVIEW_CAPTION :{WHITE}Messaggio da un costruttore di veicoli ++STR_ENGINE_PREVIEW_MESSAGE :{GOLD}Abbiamo appena progettato un{G "" "" a} nuov{G o o a} {STRING} - È interessato ad un anno di uso esclusivo di questo veicolo, in modo da permetterci di valutarne le prestazioni prima di renderlo disponibile sul mercato? ++STR_ENGINE_PREVIEW_RAILROAD_LOCOMOTIVE :{G=f}locomotiva ++STR_ENGINE_PREVIEW_ROAD_VEHICLE :{G=m}automezzo ++STR_ENGINE_PREVIEW_AIRCRAFT :{G=m}aeromobile ++STR_ENGINE_PREVIEW_SHIP :{G=f}nave ++STR_ENGINE_PREVIEW_MONORAIL_LOCOMOTIVE :{G=f}motrice monorotaia ++STR_ENGINE_PREVIEW_MAGLEV_LOCOMOTIVE :{G=f}motrice maglev ++ ++STR_ENGINE_PREVIEW_COST_WEIGHT_SPEED_POWER :{BLACK}Costo: {CURRENCY_LONG} Peso: {WEIGHT_SHORT}{}Velocità: {VELOCITY} Potenza: {POWER}{}Costo d'esercizio: {CURRENCY_LONG}/anno{}Capacità: {CARGO_LONG} ++STR_ENGINE_PREVIEW_COST_WEIGHT_SPEED_POWER_MAX_TE :{BLACK}Costo: {CURRENCY_LONG} Peso: {WEIGHT_SHORT}{}Velocità: {VELOCITY} Potenza: {POWER}{} S.T. max.: {6:FORCE}{}Costo d'esercizio: {4:CURRENCY_LONG}/anno{}Capacità: {5:CARGO_LONG} ++STR_ENGINE_PREVIEW_COST_MAX_SPEED_CAP_RUNCOST :{BLACK}Costo: {CURRENCY_LONG} Velocità max.: {VELOCITY}{}Capacità: {CARGO_LONG}{}Costo d'esercizio: {CURRENCY_LONG}/anno ++STR_ENGINE_PREVIEW_COST_MAX_SPEED_TYPE_CAP_CAP_RUNCOST :{BLACK}Costo: {CURRENCY_LONG} Velocità max.: {VELOCITY}{}Tipo aeromobile: {STRING}{}Capacità: {CARGO_LONG}, {CARGO_LONG}{}Costo d'esercizio: {CURRENCY_LONG}/anno ++STR_ENGINE_PREVIEW_COST_MAX_SPEED_TYPE_CAP_RUNCOST :{BLACK}Costo: {CURRENCY_LONG} Velocità max.: {VELOCITY}{}Tipo aeromobile: {STRING}{}Capacità: {CARGO_LONG}{}Costo d'esercizio: {CURRENCY_LONG}/anno ++STR_ENGINE_PREVIEW_COST_MAX_SPEED_TYPE_RANGE_CAP_CAP_RUNCOST :{BLACK}Costo: {CURRENCY_LONG} Velocità max.: {VELOCITY}{}Tipo aeromobile: {STRING} Autonomia: {COMMA} riquadr{P o i}{}Capacità: {CARGO_LONG}, {CARGO_LONG}{}Costo d'esercizio: {CURRENCY_LONG}/anno ++STR_ENGINE_PREVIEW_COST_MAX_SPEED_TYPE_RANGE_CAP_RUNCOST :{BLACK}Costo: {CURRENCY_LONG} Velocità max.: {VELOCITY}{}Tipo aeromobile: {STRING} Autonomia: {COMMA} riquadr{P o i}{}Capacità: {CARGO_LONG}{}Costo d'esercizio: {CURRENCY_LONG}/anno ++ ++# Autoreplace window ++STR_REPLACE_VEHICLES_WHITE :{WHITE}Rimpiazza {STRING} - {STRING} ++STR_REPLACE_VEHICLE_TRAIN :Treno ++STR_REPLACE_VEHICLE_ROAD_VEHICLE :Automezzo ++STR_REPLACE_VEHICLE_SHIP :Nave ++STR_REPLACE_VEHICLE_AIRCRAFT :Aeromobile ++ ++STR_REPLACE_VEHICLE_VEHICLES_IN_USE :{YELLOW}Veicoli in uso ++STR_REPLACE_VEHICLE_VEHICLES_IN_USE_TOOLTIP :{BLACK}Colonna dei veicoli posseduti ++STR_REPLACE_VEHICLE_AVAILABLE_VEHICLES :{YELLOW}Veicoli disponibili ++STR_REPLACE_VEHICLE_AVAILABLE_VEHICLES_TOOLTIP :{BLACK}Colonna dei veicoli disponibili per il rimpiazzo ++ ++STR_REPLACE_HELP_LEFT_ARRAY :{BLACK}Selezionare il tipo di locomotiva da rimpiazzare ++STR_REPLACE_HELP_RIGHT_ARRAY :{BLACK}Selezionare il nuovo modello di locomotiva che si desidera usare al posto di quello selezionato a sinistra ++ ++STR_REPLACE_VEHICLES_START :{BLACK}Inizia rimpiazzamento ++STR_REPLACE_VEHICLES_NOW :Rimpiazza tutti i veicoli adesso ++STR_REPLACE_VEHICLES_WHEN_OLD :Rimpiazza solo i veicoli vecchi ++STR_REPLACE_HELP_START_BUTTON :{BLACK}Premere per iniziare il rimpiazzamento del modello di locomotiva selezionato a sinistra con quello selezionato a destra ++STR_REPLACE_NOT_REPLACING :{BLACK}Nessun rimpiazzo ++STR_REPLACE_NOT_REPLACING_VEHICLE_SELECTED :{BLACK}Nessun veicolo selezionato ++STR_REPLACE_REPLACING_WHEN_OLD :{ENGINE} una volta vecchio ++STR_REPLACE_VEHICLES_STOP :{BLACK}Interrompi rimpiazzamento ++STR_REPLACE_HELP_STOP_BUTTON :{BLACK}Premere per interrompere il rimpiazzamento del modello di locomotiva selezionato a sinistra ++ ++STR_REPLACE_ENGINE_WAGON_SELECT_HELP :{BLACK}Scambia tra loro le finestre di rimpiazzamento delle locomotive e dei vagoni ++STR_REPLACE_ENGINES :Locomotive ++STR_REPLACE_WAGONS :Vagoni ++STR_REPLACE_ALL_RAILTYPE :Tutti i veicoli ferroviari ++ ++STR_REPLACE_HELP_RAILTYPE :{BLACK}Selezionare il tipo di rotaie per il quale si desidera rimpiazzare le locomotive ++STR_REPLACE_HELP_REPLACE_INFO_TAB :{BLACK}Mostra con quale locomotiva sarà rimpiazzato il modello eventualmente selezionato a sinistra ++STR_REPLACE_RAIL_VEHICLES :Veicoli ferroviari ++STR_REPLACE_ELRAIL_VEHICLES :Veicoli ferroviari elettrici ++STR_REPLACE_MONORAIL_VEHICLES :Veicoli monorotaia ++STR_REPLACE_MAGLEV_VEHICLES :Veicoli maglev ++ ++STR_REPLACE_REMOVE_WAGON :{BLACK}Rimozione vagoni: {ORANGE}{STRING} ++STR_REPLACE_REMOVE_WAGON_HELP :{BLACK}Fa sì che il rimpiazzamento automatico mantenga costante la lunghezza dei treni rimuovendo vagoni (iniziando dalla testa) nel caso in cui la sostituzione della locomotiva rendesse il treno più lungo ++ ++# Vehicle view ++STR_VEHICLE_VIEW_CAPTION :{WHITE}{VEHICLE} ++ ++STR_VEHICLE_VIEW_TRAIN_LOCATION_TOOLTIP :{BLACK}Centra la visuale principale sulla posizione del treno. CTRL+clic attiva l'inseguimento della visuale. ++STR_VEHICLE_VIEW_ROAD_VEHICLE_LOCATION_TOOLTIP :{BLACK}Centra la visuale principale sulla posizione dell'automezzo. CTRL+clic attiva l'inseguimento della visuale. ++STR_VEHICLE_VIEW_SHIP_LOCATION_TOOLTIP :{BLACK}Centra la visuale principale sulla posizione della nave. CTRL+clic attiva l'inseguimento della visuale. ++STR_VEHICLE_VIEW_AIRCRAFT_LOCATION_TOOLTIP :{BLACK}Centra la visuale principale sulla posizione dell'aeromobile. CTRL+clic attiva l'inseguimento della visuale. ++ ++STR_VEHICLE_VIEW_TRAIN_SEND_TO_DEPOT_TOOLTIP :{BLACK}Manda il treno al deposito. CTRL+clic per eseguire solo una manutenzione ++STR_VEHICLE_VIEW_ROAD_VEHICLE_SEND_TO_DEPOT_TOOLTIP :{BLACK}Manda l'automezzo al deposito. CTRL+clic per eseguire solo una manutenzione ++STR_VEHICLE_VIEW_SHIP_SEND_TO_DEPOT_TOOLTIP :{BLACK}Manda la nave al deposito. CTRL+clic per eseguire solo una manutenzione ++STR_VEHICLE_VIEW_AIRCRAFT_SEND_TO_DEPOT_TOOLTIP :{BLACK}Manda l'aeromobile all'hangar. CTRL+clic per eseguire solo una manutenzione ++ ++STR_VEHICLE_VIEW_CLONE_TRAIN_INFO :{BLACK}Compra una copia del treno, inclusi tutti i vagoni. Tenere premuto CTRL per condividere gli ordini. MAIUSC+clic mostra il costo stimato senza comprare ++STR_VEHICLE_VIEW_CLONE_ROAD_VEHICLE_INFO :{BLACK}Compra una copia dell'automezzo. Tenere premuto CTRL per condividere gli ordini. . MAIUSC+clic mostra il costo stimato senza comprare ++STR_VEHICLE_VIEW_CLONE_SHIP_INFO :{BLACK}Compra una copia della nave. Tenere premuto CTRL per condividere gli ordini. MAIUSC+clic mostra il costo stimato senza comprare ++STR_VEHICLE_VIEW_CLONE_AIRCRAFT_INFO :{BLACK}Compra una copia dell'aeromobile. Tenere premuto CTRL per condividere gli ordini. MAIUSC+clic mostra il costo stimato senza comprare ++ ++STR_VEHICLE_VIEW_TRAIN_IGNORE_SIGNAL_TOOLTIP :{BLACK}Forza il treno a proseguire senza aspettare il segnale di via libera ++ ++STR_VEHICLE_VIEW_TRAIN_REFIT_TOOLTIP :{BLACK}Riadatta il treno per trasportare un carico differente ++STR_VEHICLE_VIEW_ROAD_VEHICLE_REFIT_TOOLTIP :{BLACK}Riadatta l'automezzo per trasportare un tipo di carico differente ++STR_VEHICLE_VIEW_SHIP_REFIT_TOOLTIP :{BLACK}Riadatta la nave per permettere il trasporto di un tipo di carico differente ++STR_VEHICLE_VIEW_AIRCRAFT_REFIT_TOOLTIP :{BLACK}Riadatta l'aeromobile per trasportare un tipo di carico differente ++ ++STR_VEHICLE_VIEW_TRAIN_REVERSE_TOOLTIP :{BLACK}Inverte la direzione del treno ++STR_VEHICLE_VIEW_ROAD_VEHICLE_REVERSE_TOOLTIP :{BLACK}Fa fare un'inversione al veicolo ++ ++STR_VEHICLE_VIEW_TRAIN_ORDERS_TOOLTIP :{BLACK}Mostra gli ordini del treno. CTRL+clic mostra la tabella oraria. ++STR_VEHICLE_VIEW_ROAD_VEHICLE_ORDERS_TOOLTIP :{BLACK}Mostra gli ordini del veicolo. CTRL+clic mostra la tabella oraria. ++STR_VEHICLE_VIEW_SHIP_ORDERS_TOOLTIP :{BLACK}Mostra gli ordini della nave. CTRL+clic mostra la tabella oraria. ++STR_VEHICLE_VIEW_AIRCRAFT_ORDERS_TOOLTIP :{BLACK}Mostra gli ordini dell'aeromobile. CTRL+clic mostra la tabella oraria. ++ ++STR_VEHICLE_VIEW_TRAIN_SHOW_DETAILS_TOOLTIP :{BLACK}Mostra i dettagli sul treno ++STR_VEHICLE_VIEW_ROAD_VEHICLE_SHOW_DETAILS_TOOLTIP :{BLACK}Mostra i dettagli sull'automezzo ++STR_VEHICLE_VIEW_SHIP_SHOW_DETAILS_TOOLTIP :{BLACK}Mostra i dettagli sulla nave ++STR_VEHICLE_VIEW_AIRCRAFT_SHOW_DETAILS_TOOLTIP :{BLACK}Mostra i dettagli sull'aeromobile ++ ++STR_VEHICLE_VIEW_TRAIN_STATE_START_STOP_TOOLTIP :{BLACK}Azione corrente del treno - fare clic per fermarlo/avviarlo. CTRL+clic visualizza la destinazione ++STR_VEHICLE_VIEW_ROAD_VEHICLE_STATE_START_STOP_TOOLTIP :{BLACK}Azione corrente del veicolo - fare clic per fermarlo/avviarlo. CTRL+clic visualizza la destinazione ++STR_VEHICLE_VIEW_SHIP_STATE_START_STOP_TOOLTIP :{BLACK}Azione corrente della nave - fare clic per fermarla/avviarla. CTRL+clic visualizza la destinazione ++STR_VEHICLE_VIEW_AIRCRAFT_STATE_START_STOP_TOOLTIP :{BLACK}Azione corrente dell'aeromobile - fare clic per fermare/avviare l'aeromobile. CTRL+clic visualizza la destinazione ++ ++# Messages in the start stop button in the vehicle view ++STR_VEHICLE_STATUS_LOADING_UNLOADING :{LTBLUE}Caricamento / Scaricamento ++STR_VEHICLE_STATUS_LEAVING :{LTBLUE}In partenza ++STR_VEHICLE_STATUS_CRASHED :{RED}Distrutto! ++STR_VEHICLE_STATUS_BROKEN_DOWN :{RED}Guasto ++STR_VEHICLE_STATUS_STOPPED :{RED}Fermo ++STR_VEHICLE_STATUS_TRAIN_STOPPING_VEL :{RED}In frenata, {VELOCITY} ++STR_VEHICLE_STATUS_TRAIN_NO_POWER :{RED}Alimentazione mancante ++STR_VEHICLE_STATUS_TRAIN_STUCK :{ORANGE}In attesa di un percorso libero ++STR_VEHICLE_STATUS_AIRCRAFT_TOO_FAR :{ORANGE}Destinazione successiva troppo lontana ++ ++STR_VEHICLE_STATUS_HEADING_FOR_STATION_VEL :{LTBLUE}Diretto {G "a " all' "alla "}{STATION}, {VELOCITY} ++STR_VEHICLE_STATUS_NO_ORDERS_VEL :{LTBLUE}Nessun ordine, {VELOCITY} ++STR_VEHICLE_STATUS_HEADING_FOR_WAYPOINT_VEL :{LTBLUE}Diretto a {WAYPOINT}, {VELOCITY} ++STR_VEHICLE_STATUS_HEADING_FOR_DEPOT_VEL :{ORANGE}Diretto {G "al " all' "alla "}{DEPOT}, {VELOCITY} ++STR_VEHICLE_STATUS_HEADING_FOR_DEPOT_SERVICE_VEL :{LTBLUE}Manutenzione {G "al " all' "alla "}{DEPOT}, {VELOCITY} ++ ++# Vehicle stopped/started animations ++STR_VEHICLE_COMMAND_STOPPED_SMALL :{TINY_FONT}{RED}Fermato ++STR_VEHICLE_COMMAND_STOPPED :{RED}Fermato ++STR_VEHICLE_COMMAND_STARTED_SMALL :{TINY_FONT}{GREEN}Avviato ++STR_VEHICLE_COMMAND_STARTED :{GREEN}Avviato ++ ++# Vehicle details ++STR_VEHICLE_DETAILS_CAPTION :{WHITE}{VEHICLE} (Dettagli) ++STR_VEHICLE_NAME_BUTTON :{BLACK}Nome ++ ++STR_VEHICLE_DETAILS_TRAIN_RENAME :{BLACK}Rinomina il treno ++STR_VEHICLE_DETAILS_ROAD_VEHICLE_RENAME :{BLACK}Rinomina l'automezzo ++STR_VEHICLE_DETAILS_SHIP_RENAME :{BLACK}Rinomina la nave ++STR_VEHICLE_DETAILS_AIRCRAFT_RENAME :{BLACK}Rinomina l'aeromobile ++ ++STR_VEHICLE_INFO_AGE_RUNNING_COST_YR :{BLACK}Età: {LTBLUE}{STRING}{BLACK} Costo d'esercizio: {LTBLUE}{CURRENCY_LONG}/anno ++# The next two need to stay in this order ++STR_VEHICLE_INFO_AGE :{COMMA} ann{P o i} ({COMMA}) ++STR_VEHICLE_INFO_AGE_RED :{RED}{COMMA} ann{P o i} ({COMMA}) ++ ++STR_VEHICLE_INFO_MAX_SPEED :{BLACK}Velocità max.: {LTBLUE}{VELOCITY} ++STR_VEHICLE_INFO_MAX_SPEED_TYPE :{BLACK}Velocità max.: {LTBLUE}{VELOCITY} {BLACK}Tipo aeromobile: {LTBLUE}{STRING} ++STR_VEHICLE_INFO_MAX_SPEED_TYPE_RANGE :{BLACK}elocità max.: {LTBLUE}{VELOCITY} {BLACK}Tipo aeromobile: {LTBLUE}{STRING} {BLACK}Autonomia: {LTBLUE}{COMMA} riquadr{P o i} ++STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED :{BLACK}Peso: {LTBLUE}{WEIGHT_SHORT} {BLACK}Potenza: {LTBLUE}{POWER}{BLACK} Velocità max.: {LTBLUE}{VELOCITY} ++STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED_MAX_TE :{BLACK}Peso: {LTBLUE}{WEIGHT_SHORT} {BLACK}Potenza: {LTBLUE}{POWER}{BLACK} Velocità max.: {LTBLUE}{VELOCITY} {BLACK}S.T. max.: {LTBLUE}{FORCE} ++ ++STR_VEHICLE_INFO_PROFIT_THIS_YEAR_LAST_YEAR :{BLACK}Profitto quest'anno: {LTBLUE}{CURRENCY_LONG} (anno scorso: {CURRENCY_LONG}) ++STR_VEHICLE_INFO_RELIABILITY_BREAKDOWNS :{BLACK}Affidabilità: {LTBLUE}{COMMA}% {BLACK}Guasti dall'ultima manutenzione: {LTBLUE}{COMMA} ++ ++STR_VEHICLE_INFO_BUILT_VALUE :{LTBLUE}{ENGINE} {BLACK}Costruito nel: {LTBLUE}{NUM}{BLACK} Valore: {LTBLUE}{CURRENCY_LONG} ++STR_VEHICLE_INFO_NO_CAPACITY :{BLACK}Capacità: {LTBLUE}Nessuna{STRING} ++STR_VEHICLE_INFO_CAPACITY :{BLACK}Capacità: {LTBLUE}{CARGO_LONG}{3:STRING} ++STR_VEHICLE_INFO_CAPACITY_MULT :{BLACK}Capacità: {LTBLUE}{CARGO_LONG}{3:STRING} (x{4:NUM}) ++STR_VEHICLE_INFO_CAPACITY_CAPACITY :{BLACK}Capacità: {LTBLUE}{CARGO_LONG}, {CARGO_LONG}{STRING} ++ ++STR_VEHICLE_INFO_FEEDER_CARGO_VALUE :{BLACK}Crediti di trasferimento: {LTBLUE}{CURRENCY_LONG} ++ ++STR_VEHICLE_DETAILS_SERVICING_INTERVAL_DAYS :{BLACK}Manutenzione ogni: {LTBLUE}{COMMA}{NBSP}giorni{BLACK} Ultima volta: {LTBLUE}{DATE_LONG} ++STR_VEHICLE_DETAILS_SERVICING_INTERVAL_PERCENT :{BLACK}Intervallo manutenzione: {LTBLUE}{COMMA}%{BLACK} Ultima il: {LTBLUE}{DATE_LONG} ++STR_VEHICLE_DETAILS_INCREASE_SERVICING_INTERVAL_TOOLTIP :{BLACK}Aumenta l'intervallo di manutenzione di 10. CTRL+clic lo aumenta di 5. ++STR_VEHICLE_DETAILS_DECREASE_SERVICING_INTERVAL_TOOLTIP :{BLACK}Riduce l'intervallo di manutenzione di 10. CTRL+clic lo riduce di 5. ++ ++STR_SERVICE_INTERVAL_DROPDOWN_TOOLTIP :{BLACK}Cambia il tipo di intervallo di manutenzione ++STR_VEHICLE_DETAILS_DEFAULT :Predefinito ++STR_VEHICLE_DETAILS_DAYS :Giorni ++STR_VEHICLE_DETAILS_PERCENT :Percentuale ++ ++STR_QUERY_RENAME_TRAIN_CAPTION :{WHITE}Nome del treno ++STR_QUERY_RENAME_ROAD_VEHICLE_CAPTION :{WHITE}Rinomina l'automezzo ++STR_QUERY_RENAME_SHIP_CAPTION :{WHITE}Rinomina nave ++STR_QUERY_RENAME_AIRCRAFT_CAPTION :{WHITE}Rinomina aeromobile ++ ++# Extra buttons for train details windows ++STR_VEHICLE_DETAILS_TRAIN_ENGINE_BUILT_AND_VALUE :{LTBLUE}{ENGINE}{BLACK} Costruito nel: {LTBLUE}{NUM}{BLACK} Valore: {LTBLUE}{CURRENCY_LONG} ++STR_VEHICLE_DETAILS_TRAIN_WAGON_VALUE :{LTBLUE}{ENGINE}{BLACK} Valore: {LTBLUE}{CURRENCY_LONG} ++ ++STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY_TEXT :{BLACK}Capacità di carico totale di questo treno: ++STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY :{LTBLUE}- {CARGO_LONG} ({CARGO_SHORT}) ++STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY_MULT :{LTBLUE}- {CARGO_LONG} ({CARGO_SHORT}) (x{NUM}) ++ ++STR_VEHICLE_DETAILS_CARGO_EMPTY :{LTBLUE}Vuoto ++STR_VEHICLE_DETAILS_CARGO_FROM :{LTBLUE}{CARGO_LONG} {G "da " dall' "dalla "}{STATION} ++STR_VEHICLE_DETAILS_CARGO_FROM_MULT :{LTBLUE}{CARGO_LONG} {G "da " dall' "dalla "}{STATION} (x{NUM}) ++ ++STR_VEHICLE_DETAIL_TAB_CARGO :{BLACK}Carico ++STR_VEHICLE_DETAILS_TRAIN_CARGO_TOOLTIP :{BLACK}Mostra i dettagli sul carico trasportato ++STR_VEHICLE_DETAIL_TAB_INFORMATION :{BLACK}Informazioni ++STR_VEHICLE_DETAILS_TRAIN_INFORMATION_TOOLTIP :{BLACK}Mostra i dettagli sui veicoli che compongono il treno ++STR_VEHICLE_DETAIL_TAB_CAPACITIES :{BLACK}Capacità ++STR_VEHICLE_DETAILS_TRAIN_CAPACITIES_TOOLTIP :{BLACK}Mostra la capacità di ogni veicolo ++STR_VEHICLE_DETAIL_TAB_TOTAL_CARGO :{BLACK}Carico totale ++STR_VEHICLE_DETAILS_TRAIN_TOTAL_CARGO_TOOLTIP :{BLACK}Mostra la capacità totale del treno, suddivisa per tipo di carico ++ ++STR_VEHICLE_DETAILS_TRAIN_ARTICULATED_RV_CAPACITY :{BLACK}Capacità: {LTBLUE} ++ ++# Vehicle refit ++STR_REFIT_CAPTION :{WHITE}{VEHICLE} (Riadatta) ++STR_REFIT_TITLE :{GOLD}Selezionare il tipo di carico da trasportare: ++STR_REFIT_NEW_CAPACITY_COST_OF_REFIT :{BLACK}Nuova capacità: {GOLD}{CARGO_LONG}{}{BLACK}Costo riadattamento: {RED}{CURRENCY_LONG} ++STR_REFIT_NEW_CAPACITY_INCOME_FROM_REFIT :{BLACK}Nuova capacità: {GOLD}{CARGO_LONG}{}{BLACK}Ricavo dal riadattamento: {GREEN}{CURRENCY_LONG} ++STR_REFIT_NEW_CAPACITY_COST_OF_AIRCRAFT_REFIT :{BLACK}Nuova capacità: {GOLD}{CARGO_LONG}, {GOLD}{CARGO_LONG}{}{BLACK}Costo riadattamento: {RED}{CURRENCY_LONG} ++STR_REFIT_NEW_CAPACITY_INCOME_FROM_AIRCRAFT_REFIT :{BLACK}Nuova capacità: {GOLD}{CARGO_LONG}, {GOLD}{CARGO_LONG}{}{BLACK}Ricavo dal riadattamento: {GREEN}{CURRENCY_LONG} ++STR_REFIT_SELECT_VEHICLES_TOOLTIP :{BLACK}Seleziona i veicoli da riadattare. Trascinare col mouse per selezionare più veicoli. Fare clic sullo spazio vuoto per selezionarli tutti. CTRL+clic seleziona anche la parte successiva della composizione ++ ++STR_REFIT_TRAIN_LIST_TOOLTIP :{BLACK}Selezionare il tipo di carico da far trasportare al treno ++STR_REFIT_ROAD_VEHICLE_LIST_TOOLTIP :{BLACK}Selezionare il tipo di carico da far trasportare all'automezzo ++STR_REFIT_SHIP_LIST_TOOLTIP :{BLACK}Seleziona il tipo di carico da far trasportare alla nave ++STR_REFIT_AIRCRAFT_LIST_TOOLTIP :{BLACK}Seleziona il tipo di carico da far trasportare all'aeromobile ++ ++STR_REFIT_TRAIN_REFIT_BUTTON :{BLACK}Riadatta treno ++STR_REFIT_ROAD_VEHICLE_REFIT_BUTTON :{BLACK}Riadatta l'automezzo ++STR_REFIT_SHIP_REFIT_BUTTON :{BLACK}Riadatta nave ++STR_REFIT_AIRCRAFT_REFIT_BUTTON :{BLACK}Riadatta aeromobile ++ ++STR_REFIT_TRAIN_REFIT_TOOLTIP :{BLACK}Riadatta il treno per trasportare il tipo di carico selezionato ++STR_REFIT_ROAD_VEHICLE_REFIT_TOOLTIP :{BLACK}Riadatta l'automezzo per trasportare il tipo di carico selezionato ++STR_REFIT_SHIP_REFIT_TOOLTIP :{BLACK}Riadatta la nave per permettere il trasporto del tipo di carico selezionato ++STR_REFIT_AIRCRAFT_REFIT_TOOLTIP :{BLACK}Riadatta l'aeromobile per permettere il trasporto del tipo di carico selezionato ++ ++# Order view ++STR_ORDERS_CAPTION :{WHITE}{VEHICLE} (Ordini) ++STR_ORDERS_TIMETABLE_VIEW :{BLACK}Orario ++STR_ORDERS_TIMETABLE_VIEW_TOOLTIP :{BLACK}Passa alla visualizzazione della tabella oraria ++ ++STR_ORDERS_LIST_TOOLTIP :{BLACK}Lista degli ordini - fare clic su un ordine per selezionarlo e CTRL+clic per portarsi sulla destinazione corrispondente ++STR_ORDER_INDEX :{COMMA}:{NBSP} ++STR_ORDER_TEXT :{STRING} {STRING} {STRING} ++ ++STR_ORDERS_END_OF_ORDERS :- - Fine degli ordini - - ++STR_ORDERS_END_OF_SHARED_ORDERS :- - Fine degli ordini condivisi - - ++ ++# Order bottom buttons ++STR_ORDER_NON_STOP :{BLACK}No-stop ++STR_ORDER_GO_TO :Vai a ++STR_ORDER_GO_NON_STOP_TO :Vai no-stop a ++STR_ORDER_GO_VIA :Passa per ++STR_ORDER_GO_NON_STOP_VIA :Passa no-stop per ++STR_ORDER_TOOLTIP_NON_STOP :{BLACK}Cambia la modalità di fermata alle stazioni intermedie relativa all'ordine selezionato ++ ++STR_ORDER_TOGGLE_FULL_LOAD :{BLACK}Attendi qualsiasi pieno carico ++STR_ORDER_DROP_LOAD_IF_POSSIBLE :Carica se possibile ++STR_ORDER_DROP_FULL_LOAD_ALL :Attendi pieno carico ++STR_ORDER_DROP_FULL_LOAD_ANY :Attendi qualsiasi pieno carico ++STR_ORDER_DROP_NO_LOADING :Non caricare ++STR_ORDER_TOOLTIP_FULL_LOAD :{BLACK}Cambia la modalità di caricamento alla stazione indicata nell'ordine selezionato ++ ++STR_ORDER_TOGGLE_UNLOAD :{BLACK}Scarica tutto ++STR_ORDER_DROP_UNLOAD_IF_ACCEPTED :Scarica se accettato ++STR_ORDER_DROP_UNLOAD :Scarica tutto ++STR_ORDER_DROP_TRANSFER :Trasferisci ++STR_ORDER_DROP_NO_UNLOADING :Non scaricare ++STR_ORDER_TOOLTIP_UNLOAD :{BLACK}Cambia la modalità di scaricamento alla stazione indicata nell'ordine selezionato ++ ++STR_ORDER_REFIT :{BLACK}Riadatta ++STR_ORDER_REFIT_TOOLTIP :{BLACK}Selezionare il tipo di carico per il quale riadattare in questo ordine. Premere CTRL+clic per rimuovere l'istruzione di riadattamento ++STR_ORDER_REFIT_AUTO :{BLACK}Riadatta ++STR_ORDER_REFIT_AUTO_TOOLTIP :{BLACK}Selezionare il tipo di carico per il quale riadattare in questo ordine. Premere CTRL+clic per rimuovere l'istruzione di riadattamento. Il riadattamento presso le stazioni sarà eseguito solo se il veicolo lo consente ++STR_ORDER_DROP_REFIT_AUTO :Carico prefissato ++STR_ORDER_DROP_REFIT_AUTO_ANY :Carico in attesa ++ ++STR_ORDER_SERVICE :{BLACK}Manutieni ++STR_ORDER_DROP_GO_ALWAYS_DEPOT :Sempre ++STR_ORDER_DROP_SERVICE_DEPOT :Solo se necessario ++STR_ORDER_DROP_HALT_DEPOT :Ferma in deposito ++STR_ORDER_SERVICE_TOOLTIP :{BLACK}Ignora quest'ordine a meno che non sia necessaria una manutenzione ++ ++STR_ORDER_CONDITIONAL_VARIABLE_TOOLTIP :{BLACK}Dato del veicolo sul quale basare il salto ++ ++# Conditional order variables, must follow order of OrderConditionVariable enum ++STR_ORDER_CONDITIONAL_LOAD_PERCENTAGE :Percentuale di carico ++STR_ORDER_CONDITIONAL_RELIABILITY :Affidabilità ++STR_ORDER_CONDITIONAL_MAX_SPEED :Velocità massima ++STR_ORDER_CONDITIONAL_AGE :Età (anni) ++STR_ORDER_CONDITIONAL_REQUIRES_SERVICE :Manutenzione richiesta ++STR_ORDER_CONDITIONAL_UNCONDITIONALLY :Sempre ++STR_ORDER_CONDITIONAL_REMAINING_LIFETIME :Vita rimanente (anni) ++ ++STR_ORDER_CONDITIONAL_COMPARATOR_TOOLTIP :{BLACK}Modalità di confronto del dato del veicolo con il valore inserito ++STR_ORDER_CONDITIONAL_COMPARATOR_EQUALS :è uguale a ++STR_ORDER_CONDITIONAL_COMPARATOR_NOT_EQUALS :è diversa da ++STR_ORDER_CONDITIONAL_COMPARATOR_LESS_THAN :è minore di ++STR_ORDER_CONDITIONAL_COMPARATOR_LESS_EQUALS :è minore o uguale a ++STR_ORDER_CONDITIONAL_COMPARATOR_MORE_THAN :è maggiore di ++STR_ORDER_CONDITIONAL_COMPARATOR_MORE_EQUALS :è maggiore o uguale a ++STR_ORDER_CONDITIONAL_COMPARATOR_IS_TRUE :è vero ++STR_ORDER_CONDITIONAL_COMPARATOR_IS_FALSE :è falso ++ ++STR_ORDER_CONDITIONAL_VALUE_TOOLTIP :{BLACK}Valore col quale confrontare il dato del veicolo ++STR_ORDER_CONDITIONAL_VALUE_CAPT :{WHITE}Inserire il valore da confrontare ++ ++STR_ORDERS_SKIP_BUTTON :{BLACK}Salta ++STR_ORDERS_SKIP_TOOLTIP :{BLACK}Salta l'ordine corrente e inizia il successivo. Tenere premuto CTRL per saltare all'ordine selezionato ++ ++STR_ORDERS_DELETE_BUTTON :{BLACK}Elimina ++STR_ORDERS_DELETE_TOOLTIP :{BLACK}Elimina l'ordine selezionato ++STR_ORDERS_DELETE_ALL_TOOLTIP :{BLACK}Elimina tutti gli ordini ++STR_ORDERS_STOP_SHARING_BUTTON :{BLACK}Termina condivisione ++STR_ORDERS_STOP_SHARING_TOOLTIP :{BLACK}Termina la condivisione degli ordini. CTRL+clic elimina inoltre tutti gli ordini di questo veicolo ++ ++STR_ORDERS_GO_TO_BUTTON :{BLACK}Vai a ++STR_ORDER_GO_TO_NEAREST_DEPOT :Deposito più vicino ++STR_ORDER_GO_TO_NEAREST_HANGAR :Hangar più vicino ++STR_ORDER_CONDITIONAL :Salto condizionale ++STR_ORDER_SHARE :Condividi ordini ++STR_ORDERS_GO_TO_TOOLTIP :{BLACK}Inserisce un nuovo ordine prima di quello selezionato, o lo aggiunge alla fine della lista. Facendo clic con CTRL gli ordini verso le stazioni diventano 'attendi qualsiasi pieno carico', quelli verso waypoint 'no-stop' e quelli verso depositi 'manutenzione'. L'opzione 'Condividi ordini' o il tasto CTRL consentono a questo veicolo di condividere gli ordini con un veicolo selezionato. Cliccando su un veicolo gli ordini vengono copiati dallo stesso. Gli ordini verso i depositi disattivano la manutenzione automatica del veicolo ++ ++STR_ORDERS_VEH_WITH_SHARED_ORDERS_LIST_TOOLTIP :{BLACK}Mostra tutti i veicoli che condividono questa lista ordini ++ ++# String parts to build the order string ++STR_ORDER_GO_TO_WAYPOINT :Passa per {WAYPOINT} ++STR_ORDER_GO_NON_STOP_TO_WAYPOINT :Passa no-stop per {WAYPOINT} ++ ++STR_ORDER_SERVICE_AT :Manutenzione a ++STR_ORDER_SERVICE_NON_STOP_AT :Manutenzione no-stop a ++ ++STR_ORDER_NEAREST_DEPOT :più vicino ++STR_ORDER_NEAREST_HANGAR :più vicino Hangar ++STR_ORDER_TRAIN_DEPOT :Deposito ferroviario ++STR_ORDER_ROAD_VEHICLE_DEPOT :Deposito automezzi ++STR_ORDER_SHIP_DEPOT :Deposito navale ++STR_ORDER_GO_TO_NEAREST_DEPOT_FORMAT :{STRING}l {STRING} {STRING} ++STR_ORDER_GO_TO_DEPOT_FORMAT :{STRING} {DEPOT} ++ ++STR_ORDER_REFIT_ORDER :(Riadatta per {STRING}) ++STR_ORDER_REFIT_STOP_ORDER :(Riadatta per {STRING} e ferma) ++STR_ORDER_STOP_ORDER :(Ferma) ++ ++STR_ORDER_GO_TO_STATION :{STRING} {STATION} {STRING} ++ ++STR_ORDER_IMPLICIT :(Implicito) ++ ++STR_ORDER_FULL_LOAD :(Attendi pieno carico) ++STR_ORDER_FULL_LOAD_ANY :(Attendi qualsiasi pieno carico) ++STR_ORDER_NO_LOAD :(Non caricare) ++STR_ORDER_UNLOAD :(Scarica e carica) ++STR_ORDER_UNLOAD_FULL_LOAD :(Scarica e attendi pieno carico) ++STR_ORDER_UNLOAD_FULL_LOAD_ANY :(Scarica e attendi qualsiasi pieno carico) ++STR_ORDER_UNLOAD_NO_LOAD :(Scarica e parti vuoto) ++STR_ORDER_TRANSFER :(Trasferisci e carica) ++STR_ORDER_TRANSFER_FULL_LOAD :(Trasferisci e attendi pieno carico) ++STR_ORDER_TRANSFER_FULL_LOAD_ANY :(Trasferisci e attendi qualsiasi pieno carico) ++STR_ORDER_TRANSFER_NO_LOAD :(Trasferisci e parti vuoto) ++STR_ORDER_NO_UNLOAD :(Non scaricare e carica) ++STR_ORDER_NO_UNLOAD_FULL_LOAD :(Non scaricare e attendi pieno carico) ++STR_ORDER_NO_UNLOAD_FULL_LOAD_ANY :(Non scaricare e attendi qualsiasi pieno carico) ++STR_ORDER_NO_UNLOAD_NO_LOAD :(Non scaricare e non caricare) ++ ++STR_ORDER_AUTO_REFIT :(Riadatta per {STRING}) ++STR_ORDER_FULL_LOAD_REFIT :(Attendi pieno carico, riadatta per {STRING}) ++STR_ORDER_FULL_LOAD_ANY_REFIT :(Attendi qualsiasi pieno carico, riadatta per {STRING}) ++STR_ORDER_UNLOAD_REFIT :(Scarica e carica, riadatta per {STRING}) ++STR_ORDER_UNLOAD_FULL_LOAD_REFIT :(Scarica e attendi pieno carico, riadatta per {STRING}) ++STR_ORDER_UNLOAD_FULL_LOAD_ANY_REFIT :(Scarica e attendi qualsiasi pieno carico, riadatta per {STRING}) ++STR_ORDER_TRANSFER_REFIT :(Trasferisci e carica, riadatta per {STRING}) ++STR_ORDER_TRANSFER_FULL_LOAD_REFIT :(Trasferisci e attendi pieno carico, riadatta per {STRING}) ++STR_ORDER_TRANSFER_FULL_LOAD_ANY_REFIT :(Trasferisci e attendi qualsiasi pieno carico, riadatta per {STRING}) ++STR_ORDER_NO_UNLOAD_REFIT :(Non scaricare e carica, riadatta per {STRING}) ++STR_ORDER_NO_UNLOAD_FULL_LOAD_REFIT :(Non scaricare e attendi pieno carico, riadatta per {STRING}) ++STR_ORDER_NO_UNLOAD_FULL_LOAD_ANY_REFIT :(Non scaricare e attendi qualsiasi pieno carico, riadatta per {STRING}) ++ ++STR_ORDER_AUTO_REFIT_ANY :il carico in attesa ++ ++STR_ORDER_STOP_LOCATION_NEAR_END :(inizio) ++STR_ORDER_STOP_LOCATION_MIDDLE :(centro) ++STR_ORDER_STOP_LOCATION_FAR_END :(fine) ++ ++STR_ORDER_OUT_OF_RANGE :{RED} (Destinazione successiva fuori portata) ++ ++STR_ORDER_CONDITIONAL_UNCONDITIONAL :Salta all'ordine {COMMA} ++STR_ORDER_CONDITIONAL_NUM :Salta all'ordine {COMMA} se {STRING} {STRING} {COMMA} ++STR_ORDER_CONDITIONAL_TRUE_FALSE :Salta all'ordine {COMMA} se {STRING} {STRING} ++ ++STR_INVALID_ORDER :{RED} (Ordine non valido) ++ ++# Time table window ++STR_TIMETABLE_TITLE :{WHITE}{VEHICLE} (Tabella oraria) ++STR_TIMETABLE_ORDER_VIEW :{BLACK}Ordini ++STR_TIMETABLE_ORDER_VIEW_TOOLTIP :{BLACK}Passa alla visualizzazione degli ordini ++ ++STR_TIMETABLE_TOOLTIP :{BLACK}Tabella oraria - fare clic su un ordine per selezionarlo ++ ++STR_TIMETABLE_NO_TRAVEL :Nessun viaggio ++STR_TIMETABLE_NOT_TIMETABLEABLE :Viaggia (automatico; orario basato sul successivo ordine manuale) ++STR_TIMETABLE_TRAVEL_NOT_TIMETABLED :Viaggia (senza orario) ++STR_TIMETABLE_TRAVEL_NOT_TIMETABLED_SPEED :Viaggia (senza orario) a non più di {2:VELOCITY} ++STR_TIMETABLE_TRAVEL_FOR :Viaggia per {STRING} ++STR_TIMETABLE_TRAVEL_FOR_SPEED :Viaggia per {STRING} a non più di {VELOCITY} ++STR_TIMETABLE_TRAVEL_FOR_ESTIMATED :Viaggia (per {STRING}, senza orario) ++STR_TIMETABLE_TRAVEL_FOR_SPEED_ESTIMATED :Viaggia (per {STRING}, senza orario) a non più di {VELOCITY} ++STR_TIMETABLE_STAY_FOR_ESTIMATED :(ferma per {STRING}, senza orario) ++STR_TIMETABLE_AND_TRAVEL_FOR_ESTIMATED :(viaggia per {STRING}, senza orario) ++STR_TIMETABLE_STAY_FOR :e sosta per {STRING} ++STR_TIMETABLE_AND_TRAVEL_FOR :e viaggia per {STRING} ++STR_TIMETABLE_DAYS :{COMMA}{NBSP}giorn{P o i} ++STR_TIMETABLE_TICKS :{COMMA}{NBSP}tick ++ ++STR_TIMETABLE_TOTAL_TIME :{BLACK}Gli ordini richiedono complessivamente {STRING} ++STR_TIMETABLE_TOTAL_TIME_INCOMPLETE :{BLACK}Gli ordini richiedono almeno {STRING} (non tutti i tempi specificati) ++ ++STR_TIMETABLE_STATUS_ON_TIME :{BLACK}Il veicolo viaggia in orario ++STR_TIMETABLE_STATUS_LATE :{BLACK}Il veicolo viaggia con un ritardo di {STRING} ++STR_TIMETABLE_STATUS_EARLY :{BLACK}Il veicolo viaggia con un anticipo di {STRING} ++STR_TIMETABLE_STATUS_NOT_STARTED :{BLACK}Il viaggio non è ancora iniziato ++STR_TIMETABLE_STATUS_START_AT :{BLACK}Il viaggio inizierà in data {STRING} ++ ++STR_TIMETABLE_STARTING_DATE :{BLACK}Data iniziale ++STR_TIMETABLE_STARTING_DATE_TOOLTIP :{BLACK}Seleziona una data come punto di partenza della tabella oraria. CTRL+clic imposta la data iniziale di questa tabella oraria per tutti i veicoli che condividono gli ordini, distribuendole equamente in base in base al loro ordinamento relativo, ammesso che i tempi siano tutti specificati ++ ++STR_TIMETABLE_CHANGE_TIME :{BLACK}Cambia tempo ++STR_TIMETABLE_WAIT_TIME_TOOLTIP :{BLACK}Cambia la quantità di tempo che dovrebbe essere impiegata per l'ordine selezionato ++ ++STR_TIMETABLE_CLEAR_TIME :{BLACK}Elimina tempo ++STR_TIMETABLE_CLEAR_TIME_TOOLTIP :{BLACK}Elimina l'impostazione della quantità di tempo per l'ordine selezionato ++ ++STR_TIMETABLE_CHANGE_SPEED :{BLACK}Cambia limite di velocità ++STR_TIMETABLE_CHANGE_SPEED_TOOLTIP :{BLACK}Cambia l'impostazione del limite di velocità per l'ordine selezionato ++ ++STR_TIMETABLE_CLEAR_SPEED :{BLACK}Elimina limite di velocità ++STR_TIMETABLE_CLEAR_SPEED_TOOLTIP :{BLACK}Elimina l'impostazione del limite di velocità per l'ordine selezionato ++ ++STR_TIMETABLE_RESET_LATENESS :{BLACK}Azzera ritardo ++STR_TIMETABLE_RESET_LATENESS_TOOLTIP :{BLACK}Azzera il contatore del ritardo, in modo che il veicolo sia considerato in orario ++ ++STR_TIMETABLE_AUTOFILL :{BLACK}Auto ++STR_TIMETABLE_AUTOFILL_TOOLTIP :{BLACK}Riempie automaticamente la tabella oraria con i tempi del prossimo viaggio (CTRL+clic per cercare di mantenere i tempi di attesa) ++ ++STR_TIMETABLE_EXPECTED :{BLACK}Orari attesi ++STR_TIMETABLE_SCHEDULED :{BLACK}Orari programmati ++STR_TIMETABLE_EXPECTED_TOOLTIP :{BLACK}Alterna fra la visualizzazione degli orari attesi e degli orari programmati ++ ++STR_TIMETABLE_ARRIVAL_ABBREVIATION :A: ++STR_TIMETABLE_DEPARTURE_ABBREVIATION :P: ++ ++ ++# Date window (for timetable) ++STR_DATE_CAPTION :{WHITE}Impostazione data ++STR_DATE_SET_DATE :{BLACK}Imposta ++STR_DATE_SET_DATE_TOOLTIP :{BLACK}Usa la data selezionata come punto di partenza della tabella oraria ++STR_DATE_DAY_TOOLTIP :{BLACK}Seleziona il giorno ++STR_DATE_MONTH_TOOLTIP :{BLACK}Seleziona il mese ++STR_DATE_YEAR_TOOLTIP :{BLACK}Seleziona l'anno ++ ++ ++# AI debug window ++STR_AI_DEBUG :{WHITE}Debug IA/Script ++STR_AI_DEBUG_NAME_AND_VERSION :{BLACK}{STRING} (v{NUM}) ++STR_AI_DEBUG_NAME_TOOLTIP :{BLACK}Nome dello script ++STR_AI_DEBUG_SETTINGS :{BLACK}Impostazioni ++STR_AI_DEBUG_SETTINGS_TOOLTIP :{BLACK}Cambia le impostazioni dello script ++STR_AI_DEBUG_RELOAD :{BLACK}Ricarica IA ++STR_AI_DEBUG_RELOAD_TOOLTIP :{BLACK}Termina la IA, ricarica lo script, e riavvia la IA ++STR_AI_DEBUG_BREAK_STR_ON_OFF_TOOLTIP :{BLACK}Attiva/disattiva l'interruzione dell'esecuzione quando un messaggio di log della IA corrisponde alla stringa ++STR_AI_DEBUG_BREAK_ON_LABEL :{BLACK}Stringa interruzione: ++STR_AI_DEBUG_BREAK_STR_OSKTITLE :{BLACK}Attiva interruzione ++STR_AI_DEBUG_BREAK_STR_TOOLTIP :{BLACK}Mette in pausa il gioco quando viene loggato un messaggio della IA corrispondente alla stringa ++STR_AI_DEBUG_MATCH_CASE :{BLACK}Maiuscole/minuscole ++STR_AI_DEBUG_MATCH_CASE_TOOLTIP :{BLACK}Attiva/disattiva la corrispondenza di lettere maiuscole/minuscole nel confronto fra i messaggi di log della IA e la stringa di interruzione ++STR_AI_DEBUG_CONTINUE :{BLACK}Continua ++STR_AI_DEBUG_CONTINUE_TOOLTIP :{BLACK}Esce dalla pausa e continua l'esecuzione della IA ++STR_AI_DEBUG_SELECT_AI_TOOLTIP :{BLACK}Visualizza l'output di debug di questa IA ++STR_AI_GAME_SCRIPT :{BLACK}Script ++STR_AI_GAME_SCRIPT_TOOLTIP :{BLACK}Visualizza il log degli script ++ ++STR_ERROR_AI_NO_AI_FOUND :Impossibile trovare una IA adatta da caricare.{}La IA caricata è solo un abbozzo e resterà semplicemente passiva.{}È possibile scaricare numerose IA tramite il sistema 'Contenuti online' ++STR_ERROR_AI_PLEASE_REPORT_CRASH :{WHITE}Uno degli script in funzione è andato in crash. Si prega di inviare una segnalazione all'autore dello script con uno screenshot della finestra Debug IA/Script ++STR_ERROR_AI_DEBUG_SERVER_ONLY :{YELLOW}La finestra di debug IA/Script è disponibile soltanto per il server ++ ++# AI configuration window ++STR_AI_CONFIG_CAPTION :{WHITE}Configurazione IA e Script ++STR_AI_CONFIG_GAMELIST_TOOLTIP :{BLACK}Lista degli Script che saranno caricati nella prossima partita ++STR_AI_CONFIG_AILIST_TOOLTIP :{BLACK}Lista delle IA che saranno caricate nella prossima partita ++STR_AI_CONFIG_HUMAN_PLAYER :Giocatore umano ++STR_AI_CONFIG_RANDOM_AI :IA casuale ++STR_AI_CONFIG_NONE :(nessuno) ++ ++STR_AI_CONFIG_MOVE_UP :{BLACK}Sposta su ++STR_AI_CONFIG_MOVE_UP_TOOLTIP :{BLACK}Sposta l'IA selezionata più in alto nell'elenco ++STR_AI_CONFIG_MOVE_DOWN :{BLACK}Sposta giù ++STR_AI_CONFIG_MOVE_DOWN_TOOLTIP :{BLACK}Sposta l'IA selezionata più in basso nell'elenco ++ ++STR_AI_CONFIG_GAMESCRIPT :{SILVER}Script ++STR_AI_CONFIG_AI :{SILVER}IA ++ ++STR_AI_CONFIG_CHANGE :{BLACK}Seleziona {STRING} ++STR_AI_CONFIG_CHANGE_NONE : ++STR_AI_CONFIG_CHANGE_AI :IA ++STR_AI_CONFIG_CHANGE_GAMESCRIPT :Script ++STR_AI_CONFIG_CHANGE_TOOLTIP :{BLACK}Carica un altro script ++STR_AI_CONFIG_CONFIGURE :{BLACK}Configura ++STR_AI_CONFIG_CONFIGURE_TOOLTIP :{BLACK}Configura i parametri dello script ++ ++# Available AIs window ++STR_AI_LIST_CAPTION :{WHITE}{STRING} disponibili ++STR_AI_LIST_CAPTION_AI :IA ++STR_AI_LIST_CAPTION_GAMESCRIPT :Script ++STR_AI_LIST_TOOLTIP :{BLACK}Fare clic per selezionare uno script ++ ++STR_AI_LIST_AUTHOR :{LTBLUE}Autore: {ORANGE}{STRING} ++STR_AI_LIST_VERSION :{LTBLUE}Versione: {ORANGE}{NUM} ++STR_AI_LIST_URL :{LTBLUE}URL: {ORANGE}{STRING} ++ ++STR_AI_LIST_ACCEPT :{BLACK}Accetta ++STR_AI_LIST_ACCEPT_TOOLTIP :{BLACK}Sceglie lo script selezionato ++STR_AI_LIST_CANCEL :{BLACK}Annulla ++STR_AI_LIST_CANCEL_TOOLTIP :{BLACK}Non modifica lo script utilizzato ++ ++# AI Parameters ++STR_AI_SETTINGS_CAPTION :{WHITE}Parametri {STRING} ++STR_AI_SETTINGS_CAPTION_AI :AI ++STR_AI_SETTINGS_CAPTION_GAMESCRIPT :Script ++STR_AI_SETTINGS_CLOSE :{BLACK}Chiudi ++STR_AI_SETTINGS_RESET :{BLACK}Reimposta ++STR_AI_SETTINGS_SETTING :{STRING}: {ORANGE}{STRING} ++STR_AI_SETTINGS_START_DELAY :Giorni da attendere per l'avvio di questa IA dopo la precedente (approssimativo): {ORANGE}{STRING} ++ ++ ++# Textfile window ++STR_TEXTFILE_README_CAPTION :{WHITE}File leggimi del {STRING} {STRING} ++STR_TEXTFILE_CHANGELOG_CAPTION :{WHITE}Changelog del {STRING} {STRING} ++STR_TEXTFILE_LICENCE_CAPTION :{WHITE}Licenza del {STRING} {STRING} ++STR_TEXTFILE_WRAP_TEXT :{WHITE}A capo automatico ++STR_TEXTFILE_WRAP_TEXT_TOOLTIP :{BLACK}Manda automaticamente a capo il testo della finestra in modo che sia visibile senza doverlo scorrere ++STR_TEXTFILE_VIEW_README :{BLACK}Visualizza file leggimi ++STR_TEXTFILE_VIEW_CHANGELOG :{BLACK}Changelog ++STR_TEXTFILE_VIEW_LICENCE :{BLACK}Licenza ++ ++ ++# Vehicle loading indicators ++STR_PERCENT_UP_SMALL :{TINY_FONT}{WHITE}{NUM}%{UP_ARROW} ++STR_PERCENT_UP :{WHITE}{NUM}%{UP_ARROW} ++STR_PERCENT_DOWN_SMALL :{TINY_FONT}{WHITE}{NUM}%{DOWN_ARROW} ++STR_PERCENT_DOWN :{WHITE}{NUM}%{DOWN_ARROW} ++STR_PERCENT_UP_DOWN_SMALL :{TINY_FONT}{WHITE}{NUM}%{UP_ARROW}{DOWN_ARROW} ++STR_PERCENT_UP_DOWN :{WHITE}{NUM}%{UP_ARROW}{DOWN_ARROW} ++STR_PERCENT_NONE_SMALL :{TINY_FONT}{WHITE}{NUM}% ++STR_PERCENT_NONE :{WHITE}{NUM}% ++ ++# Income 'floats' ++STR_INCOME_FLOAT_COST_SMALL :{TINY_FONT}{RED}Costo: {CURRENCY_LONG} ++STR_INCOME_FLOAT_COST :{RED}Costo: {CURRENCY_LONG} ++STR_INCOME_FLOAT_INCOME_SMALL :{TINY_FONT}{GREEN}Ricavo: {CURRENCY_LONG} ++STR_INCOME_FLOAT_INCOME :{GREEN}Ricavo: {CURRENCY_LONG} ++STR_FEEDER_TINY :{TINY_FONT}{YELLOW}Trasferiti: {CURRENCY_LONG} ++STR_FEEDER :{YELLOW}Trasferiti: {CURRENCY_LONG} ++STR_FEEDER_INCOME_TINY :{TINY_FONT}{YELLOW}Trasferiti: {CURRENCY_LONG}{WHITE} / {GREEN}Ricavo: {CURRENCY_LONG} ++STR_FEEDER_INCOME :{YELLOW}Trasferiti: {CURRENCY_LONG}{WHITE} / {GREEN}Ricavo: {CURRENCY_LONG} ++STR_FEEDER_COST_TINY :{TINY_FONT}{YELLOW}Trasferiti: {CURRENCY_LONG}{WHITE} / {RED}Costo: {CURRENCY_LONG} ++STR_FEEDER_COST :{YELLOW}Trasferiti: {CURRENCY_LONG}{WHITE} / {RED}Costo: {CURRENCY_LONG} ++STR_MESSAGE_ESTIMATED_COST :{WHITE}Costo stimato: {CURRENCY_LONG} ++STR_MESSAGE_ESTIMATED_INCOME :{WHITE}Ricavo stimato: {CURRENCY_LONG} ++ ++# Saveload messages ++STR_ERROR_SAVE_STILL_IN_PROGRESS :{WHITE}Salvataggio in corso,{}prego attenderne la fine! ++STR_ERROR_AUTOSAVE_FAILED :{WHITE}Salvataggio automatico non riuscito ++STR_ERROR_UNABLE_TO_READ_DRIVE :{BLACK}Impossibile leggere dall'unità ++STR_ERROR_GAME_SAVE_FAILED :{WHITE}Salvataggio non riuscito{}{STRING} ++STR_ERROR_UNABLE_TO_DELETE_FILE :{WHITE}Impossibile eliminare il file ++STR_ERROR_GAME_LOAD_FAILED :{WHITE}Caricamento non riuscito{}{STRING} ++STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR :Errore interno: {STRING} ++STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME :Salvataggio danneggiato - {STRING} ++STR_GAME_SAVELOAD_ERROR_TOO_NEW_SAVEGAME :Salvataggio creato con una versione più recente ++STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE :File non leggibile ++STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE :File non scrivibile ++STR_GAME_SAVELOAD_ERROR_DATA_INTEGRITY_CHECK_FAILED :Controllo integrità dati non riuscito ++STR_GAME_SAVELOAD_NOT_AVAILABLE :<non disponibile> ++STR_WARNING_LOADGAME_REMOVED_TRAMS :{WHITE}La partita è stata salvata in una versione senza il supporto per i tram. Tutti i tram sono stati rimossi ++ ++# Map generation messages ++STR_ERROR_COULD_NOT_CREATE_TOWN :{WHITE}Generazione mondo interrotta...{}... nessuna posizione adatta per le città ++STR_ERROR_NO_TOWN_IN_SCENARIO :{WHITE}... non ci sono città in questo scenario ++ ++STR_ERROR_PNGMAP :{WHITE}Impossibile caricare il terreno dal file PNG... ++STR_ERROR_PNGMAP_FILE_NOT_FOUND :{WHITE}... file non trovato ++STR_ERROR_PNGMAP_IMAGE_TYPE :{WHITE}... impossibile convertire il tipo di immagine. È richiesta un'immagine PNG a 8 o 24 bit ++STR_ERROR_PNGMAP_MISC :{WHITE}... qualcosa non ha funzionato (probabilmente il file è corrotto) ++ ++STR_ERROR_BMPMAP :{WHITE}Impossibile caricare il terreno dal file BMP... ++STR_ERROR_BMPMAP_IMAGE_TYPE :{WHITE}... impossibile convertire il tipo di immagine ++ ++STR_ERROR_HEIGHTMAP_TOO_LARGE :{WHITE}... l'immagine è troppo ampia ++ ++STR_WARNING_HEIGHTMAP_SCALE_CAPTION :{WHITE}Avviso scala ++STR_WARNING_HEIGHTMAP_SCALE_MESSAGE :{YELLOW}Ridimensionare di molto l'heightmap sorgente non è consigliabile. Continuare con la generazione? ++ ++# Soundset messages ++STR_WARNING_FALLBACK_SOUNDSET :{WHITE}È stato trovato soltanto il pacchetto sonoro predefinito. Per i suoni, installare un pacchetto sonoro tramite il sistema di download contenuti ++ ++# Screenshot related messages ++STR_WARNING_SCREENSHOT_SIZE_CAPTION :{WHITE}Screenshot di grandi dimensioni ++STR_WARNING_SCREENSHOT_SIZE_MESSAGE :{YELLOW}Lo screenshot avrà una risoluzione di {COMMA} x {COMMA} pixel. La creazione dello screenshot può richiedere molto tempo. Continuare? ++ ++STR_MESSAGE_SCREENSHOT_SUCCESSFULLY :{WHITE}Screenshot salvato con successo come '{STRING}' ++STR_ERROR_SCREENSHOT_FAILED :{WHITE}Screenshot non riuscito! ++ ++# Error message titles ++STR_ERROR_MESSAGE_CAPTION :{YELLOW}Messaggio ++STR_ERROR_MESSAGE_CAPTION_OTHER_COMPANY :{YELLOW}Messaggio dalla {STRING} ++ ++# Generic construction errors ++STR_ERROR_OFF_EDGE_OF_MAP :{WHITE}Fuori dal bordo della mappa ++STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP :{WHITE}Troppo vicino al bordo della mappa ++STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY :{WHITE}Denaro insufficiente - servono {CURRENCY_LONG} ++STR_ERROR_FLAT_LAND_REQUIRED :{WHITE}Richiesto terreno pianeggiante ++STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION :{WHITE}Terreno inclinato nella direzione sbagliata ++STR_ERROR_CAN_T_DO_THIS :{WHITE}Impossibile farlo... ++STR_ERROR_BUILDING_MUST_BE_DEMOLISHED :{WHITE}L'edificio deve essere demolito prima ++STR_ERROR_CAN_T_CLEAR_THIS_AREA :{WHITE}Impossibile ripulire l'area... ++STR_ERROR_SITE_UNSUITABLE :{WHITE}... sito inadatto ++STR_ERROR_ALREADY_BUILT :{WHITE}... già costruito ++STR_ERROR_OWNED_BY :{WHITE}... posseduto da {STRING} ++STR_ERROR_AREA_IS_OWNED_BY_ANOTHER :{WHITE}... l'area appartiene a un'altra compagnia ++STR_ERROR_TERRAFORM_LIMIT_REACHED :{WHITE}... raggiunto limite rimodellazione terreno ++STR_ERROR_CLEARING_LIMIT_REACHED :{WHITE}... raggiunto limite ripulitura aree ++STR_ERROR_TREE_PLANT_LIMIT_REACHED :{WHITE}... raggiunto limite alberi piantabili ++STR_ERROR_NAME_MUST_BE_UNIQUE :{WHITE}Il nome deve essere univoco ++STR_ERROR_GENERIC_OBJECT_IN_THE_WAY :{WHITE}{1:STRING} di mezzo ++STR_ERROR_NOT_ALLOWED_WHILE_PAUSED :{WHITE}Non consentito durante la pausa ++ ++# Local authority errors ++STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS :{WHITE}L'autorità locale di {TOWN} non lo autorizza ++STR_ERROR_LOCAL_AUTHORITY_REFUSES_AIRPORT :{WHITE}L'autorità locale di {TOWN} rifiuta la costruzione di un altro aeroporto nella città ++STR_ERROR_LOCAL_AUTHORITY_REFUSES_NOISE :{WHITE}L'autorità locale di {TOWN} rifiuta il permesso per motivi di inquinamento acustico ++STR_ERROR_BRIBE_FAILED :{WHITE}Il tentativo di corruzione è stato scoperto da un ispettore regionale ++ ++# Levelling errors ++STR_ERROR_CAN_T_RAISE_LAND_HERE :{WHITE}Impossibile alzare il terreno qui... ++STR_ERROR_CAN_T_LOWER_LAND_HERE :{WHITE}Impossibile abbassare il terreno qui... ++STR_ERROR_CAN_T_LEVEL_LAND_HERE :{WHITE}Impossibile livellare il terreno qui... ++STR_ERROR_EXCAVATION_WOULD_DAMAGE :{WHITE}Gli scavi danneggerebbero il tunnel ++STR_ERROR_ALREADY_AT_SEA_LEVEL :{WHITE}... già al livello del mare ++STR_ERROR_TOO_HIGH :{WHITE}... troppo alto ++STR_ERROR_ALREADY_LEVELLED :{WHITE}... già pianeggiante ++STR_ERROR_BRIDGE_TOO_HIGH_AFTER_LOWER_LAND :{WHITE}Il ponte sovrastante si troverebbe troppo in alto ++ ++# Company related errors ++STR_ERROR_CAN_T_CHANGE_COMPANY_NAME :{WHITE}Impossibile cambiare il nome della compagnia... ++STR_ERROR_CAN_T_CHANGE_PRESIDENT :{WHITE}Impossibile cambiare il nome del presidente... ++ ++STR_ERROR_MAXIMUM_PERMITTED_LOAN :{WHITE}... il prestito massimo concesso è di {CURRENCY_LONG} ++STR_ERROR_CAN_T_BORROW_ANY_MORE_MONEY :{WHITE}Impossibile chiedere in prestito altro denaro... ++STR_ERROR_LOAN_ALREADY_REPAYED :{WHITE}... debito già estinto ++STR_ERROR_CURRENCY_REQUIRED :{WHITE}... {CURRENCY_LONG} richiesti ++STR_ERROR_CAN_T_REPAY_LOAN :{WHITE}Impossibile ripagare il prestito... ++STR_ERROR_INSUFFICIENT_FUNDS :{WHITE}Impossibile donare denaro prestato dalla banca... ++STR_ERROR_CAN_T_BUY_COMPANY :{WHITE}Impossibile comprare la compagnia... ++STR_ERROR_CAN_T_BUILD_COMPANY_HEADQUARTERS :{WHITE}Impossibile costruire la sede della compagnia... ++STR_ERROR_CAN_T_BUY_25_SHARE_IN_THIS :{WHITE}Impossibile comprare il 25% delle azioni... ++STR_ERROR_CAN_T_SELL_25_SHARE_IN :{WHITE}Impossibile vendere il 25% delle azioni... ++STR_ERROR_PROTECTED :{WHITE}Questa compagnia non è abbastanza vecchia per scambiare azioni... ++ ++# Town related errors ++STR_ERROR_CAN_T_GENERATE_TOWN :{WHITE}Impossibile costruire città ++STR_ERROR_CAN_T_RENAME_TOWN :{WHITE}Impossibile rinominare la città... ++STR_ERROR_CAN_T_FOUND_TOWN_HERE :{WHITE}Impossibile fondare una città qui... ++STR_ERROR_CAN_T_EXPAND_TOWN :{WHITE}Impossibile espandere la città... ++STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB :{WHITE}... troppo vicino al bordo della mappa ++STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN :{WHITE}... troppo vicino ad un'altra città ++STR_ERROR_TOO_MANY_TOWNS :{WHITE}... troppe città ++STR_ERROR_NO_SPACE_FOR_TOWN :{WHITE}... non c'è altro spazio sulla mappa ++STR_ERROR_TOWN_EXPAND_WARN_NO_ROADS :{WHITE}Alla città non è permesso costruire strade. È possibile abilitare la costruzione di strade in Impostazioni -> Ambiente -> Città ++STR_ERROR_ROAD_WORKS_IN_PROGRESS :{WHITE}Lavori stradali in corso ++STR_ERROR_TOWN_CAN_T_DELETE :{WHITE}Impossibile eliminare la città...{}Una stazione o un deposito fa ancora riferimento alla città o un riquadro di proprietà della città non può essere rimosso ++STR_ERROR_STATUE_NO_SUITABLE_PLACE :{WHITE}... non ci sono spazi adeguati per una statua nel centro di questa città ++ ++# Industry related errors ++STR_ERROR_TOO_MANY_INDUSTRIES :{WHITE}... troppe industrie ++STR_ERROR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Impossibile generare industrie... ++STR_ERROR_CAN_T_BUILD_HERE :{WHITE}Impossibile costruire {STRING} qui... ++STR_ERROR_CAN_T_CONSTRUCT_THIS_INDUSTRY :{WHITE}Impossibile costruire l'industria qui... ++STR_ERROR_INDUSTRY_TOO_CLOSE :{WHITE}... troppo vicina ad un'altra industria ++STR_ERROR_MUST_FOUND_TOWN_FIRST :{WHITE}... bisogna fondare una città prima ++STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN :{WHITE}... ne è ammessa solo una per città ++STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200 :{WHITE}... può essere costruita solo in città con almeno 1.200 abitanti ++STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST :{WHITE}... può essere costruita solo nella foresta pluviale ++STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT :{WHITE}... può essere costruita solo in aree desertiche ++STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS :{WHITE}... può essere costruito solo in città (sostituendo le case) ++STR_ERROR_CAN_ONLY_BE_BUILT_NEAR_TOWN_CENTER :{WHITE}... può essere costruito solo vicino al centro delle città ++STR_ERROR_CAN_ONLY_BE_BUILT_IN_LOW_AREAS :{WHITE}... può essere costruito solo a basse quote ++STR_ERROR_CAN_ONLY_BE_POSITIONED :{WHITE}... può essere posizionata solo vicino ai bordi della mappa ++STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED :{WHITE}... una foresta può essere piantata solo al di sopra della linea delle nevi perenni ++STR_ERROR_CAN_ONLY_BE_BUILT_ABOVE_SNOW_LINE :{WHITE}... può essere costruita solo al di sopra della linea delle nevi perenni ++STR_ERROR_CAN_ONLY_BE_BUILT_BELOW_SNOW_LINE :{WHITE}... può essere costruita solo al di sotto della linea delle nevi perenni ++ ++STR_ERROR_NO_SUITABLE_PLACES_FOR_INDUSTRIES :{WHITE}Nessun luogo adatto per le industrie '{STRING}' ++STR_ERROR_NO_SUITABLE_PLACES_FOR_INDUSTRIES_EXPLANATION :{WHITE}Modificare i parametri di generazione delle mappa in modo da ottenerne una migliore ++ ++# Station construction related errors ++STR_ERROR_CAN_T_BUILD_RAILROAD_STATION :{WHITE}Impossibile costruire la stazione qui... ++STR_ERROR_CAN_T_BUILD_BUS_STATION :{WHITE}Impossibile costruire la stazione degli autobus qui... ++STR_ERROR_CAN_T_BUILD_TRUCK_STATION :{WHITE}Impossibile costruire la stazione dei camion qui... ++STR_ERROR_CAN_T_BUILD_PASSENGER_TRAM_STATION :{WHITE}Impossibile costruire la stazione tram passeggeri... ++STR_ERROR_CAN_T_BUILD_CARGO_TRAM_STATION :{WHITE}Impossibile costruire la stazione tram merci... ++STR_ERROR_CAN_T_BUILD_DOCK_HERE :{WHITE}Impossibile costruire il molo qui... ++STR_ERROR_CAN_T_BUILD_AIRPORT_HERE :{WHITE}Impossibile costruire un aeroporto qui... ++ ++STR_ERROR_ADJOINS_MORE_THAN_ONE_EXISTING :{WHITE}Farebbe parte di due o più stazioni/aree di carico ++STR_ERROR_STATION_TOO_SPREAD_OUT :{WHITE}... stazione troppo estesa ++STR_ERROR_TOO_MANY_STATIONS_LOADING :{WHITE}Troppe stazioni/aree di carico ++STR_ERROR_TOO_MANY_STATION_SPECS :{WHITE}Stazione composta da troppe parti ++STR_ERROR_TOO_MANY_BUS_STOPS :{WHITE}Troppe stazioni degli autobus ++STR_ERROR_TOO_MANY_TRUCK_STOPS :{WHITE}Troppe aree di carico per camion ++STR_ERROR_TOO_CLOSE_TO_ANOTHER_STATION :{WHITE}Troppo vicino ad un'altra stazione/area di carico ++STR_ERROR_TOO_CLOSE_TO_ANOTHER_DOCK :{WHITE}Troppo vicino ad un altro molo ++STR_ERROR_TOO_CLOSE_TO_ANOTHER_AIRPORT :{WHITE}Troppo vicino ad un altro aeroporto ++STR_ERROR_CAN_T_RENAME_STATION :{WHITE}Impossibile rinominare la stazione... ++STR_ERROR_DRIVE_THROUGH_ON_TOWN_ROAD :{WHITE}... questa è una strada di proprietà della città ++STR_ERROR_DRIVE_THROUGH_DIRECTION :{WHITE}... strada rivolta nella direzione sbagliata ++STR_ERROR_DRIVE_THROUGH_CORNER :{WHITE}... le fermate passanti non possono trovarsi in curva ++STR_ERROR_DRIVE_THROUGH_JUNCTION :{WHITE}... le fermate passanti non possono avere raccordi ++ ++# Station destruction related errors ++STR_ERROR_CAN_T_REMOVE_PART_OF_STATION :{WHITE}Impossibile rimuovere parte della stazione... ++STR_ERROR_MUST_REMOVE_RAILWAY_STATION_FIRST :{WHITE}Bisogna rimuovere la stazione prima ++STR_ERROR_CAN_T_REMOVE_BUS_STATION :{WHITE}Impossibile rimuovere la stazione degli autobus... ++STR_ERROR_CAN_T_REMOVE_TRUCK_STATION :{WHITE}Impossibile rimuovere l'area di carico per camion... ++STR_ERROR_CAN_T_REMOVE_PASSENGER_TRAM_STATION :{WHITE}Impossibile rimuovere la stazione tram passeggeri... ++STR_ERROR_CAN_T_REMOVE_CARGO_TRAM_STATION :{WHITE}Impossibile rimuovere la stazione tram merci... ++STR_ERROR_MUST_REMOVE_ROAD_STOP_FIRST :{WHITE}Bisogna rimuovere la fermata prima ++STR_ERROR_THERE_IS_NO_STATION :{WHITE}... stazione non presente ++ ++STR_ERROR_MUST_DEMOLISH_RAILROAD :{WHITE}Bisogna demolire la stazione ferroviaria prima ++STR_ERROR_MUST_DEMOLISH_BUS_STATION_FIRST :{WHITE}Bisogna demolire la stazione degli autobus prima ++STR_ERROR_MUST_DEMOLISH_TRUCK_STATION_FIRST :{WHITE}Bisogna demolire l'area di carico per camion prima ++STR_ERROR_MUST_DEMOLISH_PASSENGER_TRAM_STATION_FIRST :{WHITE}Bisogna demolire la stazione tram passeggeri prima ++STR_ERROR_MUST_DEMOLISH_CARGO_TRAM_STATION_FIRST :{WHITE}Bisogna demolire la stazione tram merci prima ++STR_ERROR_MUST_DEMOLISH_DOCK_FIRST :{WHITE}Bisogna demolire il molo prima ++STR_ERROR_MUST_DEMOLISH_AIRPORT_FIRST :{WHITE}Bisogna demolire l'aeroporto prima ++ ++# Waypoint related errors ++STR_ERROR_WAYPOINT_ADJOINS_MORE_THAN_ONE_EXISTING :{WHITE}Farebbe parte di due o più waypoint ++STR_ERROR_TOO_CLOSE_TO_ANOTHER_WAYPOINT :{WHITE}Troppo vicino a un altro waypoint ++ ++STR_ERROR_CAN_T_BUILD_TRAIN_WAYPOINT :{WHITE}Impossibile costruire qui un waypoint ferroviario... ++STR_ERROR_CAN_T_POSITION_BUOY_HERE :{WHITE}Impossibile posizionare una boa qui... ++STR_ERROR_CAN_T_CHANGE_WAYPOINT_NAME :{WHITE}Impossibile rinominare il waypoint... ++ ++STR_ERROR_CAN_T_REMOVE_TRAIN_WAYPOINT :{WHITE}Impossibile rimuovere il waypoint ferroviario da qui... ++STR_ERROR_MUST_REMOVE_RAILWAYPOINT_FIRST :{WHITE}Bisogna rimuovere il waypoint ferroviario prima ++STR_ERROR_BUOY_IN_THE_WAY :{WHITE}... boa di mezzo ++STR_ERROR_BUOY_IS_IN_USE :{WHITE}... boa utilizzata da un'altra compagnia! ++ ++# Depot related errors ++STR_ERROR_CAN_T_BUILD_TRAIN_DEPOT :{WHITE}Impossibile costruire il deposito qui... ++STR_ERROR_CAN_T_BUILD_ROAD_DEPOT :{WHITE}Impossibile costruire il deposito qui... ++STR_ERROR_CAN_T_BUILD_TRAM_DEPOT :{WHITE}Impossibile costruire il deposito qui... ++STR_ERROR_CAN_T_BUILD_SHIP_DEPOT :{WHITE}Impossibile costruire il deposito navale qui... ++ ++STR_ERROR_CAN_T_RENAME_DEPOT :{WHITE}Impossibile rinominare il deposito... ++ ++STR_ERROR_TRAIN_MUST_BE_STOPPED_INSIDE_DEPOT :{WHITE}... deve essere fermo in un deposito ++STR_ERROR_ROAD_VEHICLE_MUST_BE_STOPPED_INSIDE_DEPOT :{WHITE}... deve essere fermo in un deposito ++STR_ERROR_SHIP_MUST_BE_STOPPED_INSIDE_DEPOT :{WHITE}... deve essere ferma in un deposito ++STR_ERROR_AIRCRAFT_MUST_BE_STOPPED_INSIDE_HANGAR :{WHITE}... deve essere fermo in un hangar ++ ++STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT :{WHITE}Un treno può essere modificato solo quando è fermo in un deposito ++STR_ERROR_TRAIN_TOO_LONG :{WHITE}Treno troppo lungo ++STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE :{WHITE}Impossibile invertire la direzione del veicolo... ++STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS :{WHITE}... è composto da più unità ++STR_ERROR_INCOMPATIBLE_RAIL_TYPES :Tipi di rotaia non compatibili ++ ++STR_ERROR_CAN_T_MOVE_VEHICLE :{WHITE}Impossibile spostare il veicolo... ++STR_ERROR_REAR_ENGINE_FOLLOW_FRONT :{WHITE}La locomotiva di coda segue sempre quella di testa ++STR_ERROR_UNABLE_TO_FIND_ROUTE_TO :{WHITE}Impossibile determinare il tragitto verso il deposito più vicino ++STR_ERROR_UNABLE_TO_FIND_LOCAL_DEPOT :{WHITE}Impossibile trovare il deposito più vicino ++ ++STR_ERROR_DEPOT_WRONG_DEPOT_TYPE :Tipo di deposito errato ++ ++# Autoreplace related errors ++STR_ERROR_TRAIN_TOO_LONG_AFTER_REPLACEMENT :{WHITE}{VEHICLE} è diventato troppo lungo dopo la sostituzione ++STR_ERROR_AUTOREPLACE_NOTHING_TO_DO :{WHITE}Nessuna regola di rimpiazzo/rinnovo automatico applicata ++STR_ERROR_AUTOREPLACE_MONEY_LIMIT :(limite denaro) ++ ++# Rail construction errors ++STR_ERROR_IMPOSSIBLE_TRACK_COMBINATION :{WHITE}Combinazione di binari impossibile ++STR_ERROR_MUST_REMOVE_SIGNALS_FIRST :{WHITE}Bisogna rimuovere i segnali prima ++STR_ERROR_NO_SUITABLE_RAILROAD_TRACK :{WHITE}Tipo di binari non adatti ++STR_ERROR_MUST_REMOVE_RAILROAD_TRACK :{WHITE}Bisogna rimuovere i binari prima ++STR_ERROR_CROSSING_ON_ONEWAY_ROAD :{WHITE}La strada è bloccata o a senso unico ++STR_ERROR_CROSSING_DISALLOWED :{WHITE}Passaggi a livello non consentiti per questo tipo di rotaia ++STR_ERROR_CAN_T_BUILD_SIGNALS_HERE :{WHITE}Impossibile costruire i segnali qui... ++STR_ERROR_CAN_T_BUILD_RAILROAD_TRACK :{WHITE}Impossibile costruire i binari qui... ++STR_ERROR_CAN_T_REMOVE_RAILROAD_TRACK :{WHITE}Impossibile rimuovere i binari da qui... ++STR_ERROR_CAN_T_REMOVE_SIGNALS_FROM :{WHITE}Impossibile rimuovere i segnali da qui... ++STR_ERROR_SIGNAL_CAN_T_CONVERT_SIGNALS_HERE :{WHITE}Impossibile convertire i segnali qui... ++STR_ERROR_THERE_IS_NO_RAILROAD_TRACK :{WHITE}... ferrovia non presente ++STR_ERROR_THERE_ARE_NO_SIGNALS :{WHITE}... segnali non presenti ++ ++STR_ERROR_CAN_T_CONVERT_RAIL :{WHITE}Impossibile convertire il tipo di rotaie qui... ++ ++# Road construction errors ++STR_ERROR_MUST_REMOVE_ROAD_FIRST :{WHITE}Bisogna rimuovere la strada prima ++STR_ERROR_ONEWAY_ROADS_CAN_T_HAVE_JUNCTION :{WHITE}... le strade a senso unico non possono avere raccordi ++STR_ERROR_CAN_T_BUILD_ROAD_HERE :{WHITE}Impossibile costruire la strada qui... ++STR_ERROR_CAN_T_BUILD_TRAMWAY_HERE :{WHITE}Impossibile costruire la tranvia qui... ++STR_ERROR_CAN_T_REMOVE_ROAD_FROM :{WHITE}Impossibile rimuovere la strada da qui... ++STR_ERROR_CAN_T_REMOVE_TRAMWAY_FROM :{WHITE}Impossibile rimuovere la tranvia da qui... ++STR_ERROR_THERE_IS_NO_ROAD :{WHITE}... strada non presente ++STR_ERROR_THERE_IS_NO_TRAMWAY :{WHITE}... tranvia non presente ++ ++# Waterway construction errors ++STR_ERROR_CAN_T_BUILD_CANALS :{WHITE}Impossibile costruire qui il canale... ++STR_ERROR_CAN_T_BUILD_LOCKS :{WHITE}Impossibile costruire qui le chiuse... ++STR_ERROR_CAN_T_PLACE_RIVERS :{WHITE}Impossibile creare un fiume qui... ++STR_ERROR_MUST_BE_BUILT_ON_WATER :{WHITE}... deve essere costruito sull'acqua ++STR_ERROR_CAN_T_BUILD_ON_WATER :{WHITE}... impossibile costruire sull'acqua ++STR_ERROR_CAN_T_BUILD_ON_SEA :{WHITE}... impossibile costruire in mare aperto ++STR_ERROR_CAN_T_BUILD_ON_CANAL :{WHITE}... impossibile costruire su un canale ++STR_ERROR_CAN_T_BUILD_ON_RIVER :{WHITE}... impossibile costruire su un fiume ++STR_ERROR_MUST_DEMOLISH_CANAL_FIRST :{WHITE}Bisogna demolire il canale prima ++STR_ERROR_CAN_T_BUILD_AQUEDUCT_HERE :{WHITE}Impossibile costruire un acquedotto qui... ++ ++# Tree related errors ++STR_ERROR_TREE_ALREADY_HERE :{WHITE}... albero già presente ++STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE :{WHITE}... terreno inadatto per il tipo di albero ++STR_ERROR_CAN_T_PLANT_TREE_HERE :{WHITE}Impossibile piantare l'albero qui... ++ ++# Bridge related errors ++STR_ERROR_CAN_T_BUILD_BRIDGE_HERE :{WHITE}Impossibile costruire il ponte qui... ++STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST :{WHITE}Bisogna demolire il ponte prima ++STR_ERROR_CAN_T_START_AND_END_ON :{WHITE}Impossibile partire e finire nello stesso punto ++STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT :{WHITE}Le estremità del ponte non sono allo stesso livello ++STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN :{WHITE}Il ponte è troppo basso per il terreno ++STR_ERROR_BRIDGE_TOO_HIGH_FOR_TERRAIN :{WHITE}Il ponte è troppo alto per il terreno ++STR_ERROR_START_AND_END_MUST_BE_IN :{WHITE}Inizio e fine devono essere allineati ++STR_ERROR_ENDS_OF_BRIDGE_MUST_BOTH :{WHITE}... gli estremi del ponte devono trovarsi entrambi sul terreno ++STR_ERROR_BRIDGE_TOO_LONG :{WHITE}... ponte troppo lungo ++STR_ERROR_BRIDGE_THROUGH_MAP_BORDER :{WHITE}Il ponte terminerebbe fuori dalla mappa ++ ++# Tunnel related errors ++STR_ERROR_CAN_T_BUILD_TUNNEL_HERE :{WHITE}Impossibile costruire il tunnel qui... ++STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL :{WHITE}Sito inadatto per l'entrata del tunnel ++STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST :{WHITE}Bisogna demolire il tunnel prima ++STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY :{WHITE}Altro tunnel di mezzo ++STR_ERROR_TUNNEL_THROUGH_MAP_BORDER :{WHITE}Il tunnel terminerebbe fuori dalla mappa ++STR_ERROR_UNABLE_TO_EXCAVATE_LAND :{WHITE}Impossibile scavare il terreno all'altra estremità del tunnel ++STR_ERROR_TUNNEL_TOO_LONG :{WHITE}... tunnel troppo lungo ++ ++# Object related errors ++STR_ERROR_TOO_MANY_OBJECTS :{WHITE}... troppi oggetti ++STR_ERROR_CAN_T_BUILD_OBJECT :{WHITE}Impossibile costruire l'oggetto... ++STR_ERROR_OBJECT_IN_THE_WAY :{WHITE}Oggetto di mezzo ++STR_ERROR_COMPANY_HEADQUARTERS_IN :{WHITE}... sede della compagnia di mezzo ++STR_ERROR_CAN_T_PURCHASE_THIS_LAND :{WHITE}Impossibile acquistare quest'area di terreno... ++STR_ERROR_YOU_ALREADY_OWN_IT :{WHITE}... già posseduto! ++ ++# Group related errors ++STR_ERROR_GROUP_CAN_T_CREATE :{WHITE}Impossibile creare il gruppo... ++STR_ERROR_GROUP_CAN_T_DELETE :{WHITE}Impossibile eliminare il gruppo... ++STR_ERROR_GROUP_CAN_T_RENAME :{WHITE}Impossibile rinominare il gruppo... ++STR_ERROR_GROUP_CAN_T_SET_PARENT :{WHITE}Impossibile impostare il gruppo contenitore... ++STR_ERROR_GROUP_CAN_T_REMOVE_ALL_VEHICLES :{WHITE}Impossibile rimuovere tutti i veicoli del gruppo... ++STR_ERROR_GROUP_CAN_T_ADD_VEHICLE :{WHITE}Impossibile aggiungere il veicolo al gruppo... ++STR_ERROR_GROUP_CAN_T_ADD_SHARED_VEHICLE :{WHITE}Impossibile aggiungere veicoli condivisi al gruppo... ++ ++# Generic vehicle errors ++STR_ERROR_TRAIN_IN_THE_WAY :{WHITE}Treno di mezzo ++STR_ERROR_ROAD_VEHICLE_IN_THE_WAY :{WHITE}Automezzo di mezzo ++STR_ERROR_SHIP_IN_THE_WAY :{WHITE}Nave di mezzo ++STR_ERROR_AIRCRAFT_IN_THE_WAY :{WHITE}Aeromobile di mezzo ++ ++STR_ERROR_CAN_T_REFIT_TRAIN :{WHITE}Impossibile riadattare il treno... ++STR_ERROR_CAN_T_REFIT_ROAD_VEHICLE :{WHITE}Impossibile riadattare l'automezzo... ++STR_ERROR_CAN_T_REFIT_SHIP :{WHITE}Impossibile riadattare la nave... ++STR_ERROR_CAN_T_REFIT_AIRCRAFT :{WHITE}Impossibile riadattare l'aeromobile... ++ ++STR_ERROR_CAN_T_RENAME_TRAIN :{WHITE}Impossibile rinominare il treno... ++STR_ERROR_CAN_T_RENAME_ROAD_VEHICLE :{WHITE}Impossibile rinominare l'automezzo... ++STR_ERROR_CAN_T_RENAME_SHIP :{WHITE}Impossibile rinominare la nave... ++STR_ERROR_CAN_T_RENAME_AIRCRAFT :{WHITE}Impossibile rinominare l'aeromobile... ++ ++STR_ERROR_CAN_T_STOP_START_TRAIN :{WHITE}Impossibile fermare/avviare il treno... ++STR_ERROR_CAN_T_STOP_START_ROAD_VEHICLE :{WHITE}Impossibile fermare/avviare l'automezzo... ++STR_ERROR_CAN_T_STOP_START_SHIP :{WHITE}Impossibile fermare/avviare la nave... ++STR_ERROR_CAN_T_STOP_START_AIRCRAFT :{WHITE}Impossibile fermare/avviare l'aeromobile... ++ ++STR_ERROR_CAN_T_SEND_TRAIN_TO_DEPOT :{WHITE}Impossibile mandare il treno al deposito... ++STR_ERROR_CAN_T_SEND_ROAD_VEHICLE_TO_DEPOT :{WHITE}Impossibile mandare l'automezzo al deposito... ++STR_ERROR_CAN_T_SEND_SHIP_TO_DEPOT :{WHITE}Impossibile mandare la nave al deposito... ++STR_ERROR_CAN_T_SEND_AIRCRAFT_TO_HANGAR :{WHITE}Impossibile mandare l'aeromobile all'hangar... ++ ++STR_ERROR_CAN_T_BUY_TRAIN :{WHITE}Impossibile comprare il veicolo ferroviario... ++STR_ERROR_CAN_T_BUY_ROAD_VEHICLE :{WHITE}Impossibile comprare l'automezzo... ++STR_ERROR_CAN_T_BUY_SHIP :{WHITE}Impossibile comprare la nave... ++STR_ERROR_CAN_T_BUY_AIRCRAFT :{WHITE}Impossibile comprare l'aeromobile... ++ ++STR_ERROR_CAN_T_RENAME_TRAIN_TYPE :{WHITE}Impossibile rinominare il tipo di veicolo ferroviario... ++STR_ERROR_CAN_T_RENAME_ROAD_VEHICLE_TYPE :{WHITE}Impossibile rinominare il tipo di automezzo... ++STR_ERROR_CAN_T_RENAME_SHIP_TYPE :{WHITE}Impossibile rinominare il tipo di nave... ++STR_ERROR_CAN_T_RENAME_AIRCRAFT_TYPE :{WHITE}Impossibile rinominare il tipo di aeromobile... ++ ++STR_ERROR_CAN_T_SELL_TRAIN :{WHITE}Impossibile vendere il veicolo ferroviario... ++STR_ERROR_CAN_T_SELL_ROAD_VEHICLE :{WHITE}Impossibile vendere l'automezzo... ++STR_ERROR_CAN_T_SELL_SHIP :{WHITE}Impossibile vendere la nave... ++STR_ERROR_CAN_T_SELL_AIRCRAFT :{WHITE}Impossibile vendere l'aeromobile... ++ ++STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE :{WHITE}Il veicolo non è disponibile ++STR_ERROR_ROAD_VEHICLE_NOT_AVAILABLE :{WHITE}L'automezzo non è disponibile ++STR_ERROR_SHIP_NOT_AVAILABLE :{WHITE}La nave non è disponibile ++STR_ERROR_AIRCRAFT_NOT_AVAILABLE :{WHITE}L'aeromobile non è disponibile ++ ++STR_ERROR_TOO_MANY_VEHICLES_IN_GAME :{WHITE}Troppi veicoli nel gioco ++STR_ERROR_CAN_T_CHANGE_SERVICING :{WHITE}Impossibile cambiare l'intervallo di manutenzione... ++ ++STR_ERROR_VEHICLE_IS_DESTROYED :{WHITE}... il veicolo è distrutto ++ ++STR_ERROR_NO_VEHICLES_AVAILABLE_AT_ALL :{WHITE}Non sarà disponibile alcun veicolo ++STR_ERROR_NO_VEHICLES_AVAILABLE_AT_ALL_EXPLANATION :{WHITE}Cambiare i NewGRF configurati ++STR_ERROR_NO_VEHICLES_AVAILABLE_YET :{WHITE}Non sono ancora disponibili veicoli ++STR_ERROR_NO_VEHICLES_AVAILABLE_YET_EXPLANATION :{WHITE}Iniziare una nuova partita dopo il {DATE_SHORT} o utilizzare un NewGRF che fornisca veicoli a partire da date antecedenti ++ ++# Specific vehicle errors ++STR_ERROR_CAN_T_MAKE_TRAIN_PASS_SIGNAL :{WHITE}Impossibile far passare al treno un segnale di pericolo... ++STR_ERROR_CAN_T_REVERSE_DIRECTION_TRAIN :{WHITE}Impossibile invertire la direzione del treno... ++STR_ERROR_TRAIN_START_NO_POWER :Il treno non ha alimentazione ++ ++STR_ERROR_CAN_T_MAKE_ROAD_VEHICLE_TURN :{WHITE}Impossibile far fare inversione all'automezzo... ++ ++STR_ERROR_AIRCRAFT_IS_IN_FLIGHT :{WHITE}L'aeromobile è in volo ++ ++# Order related errors ++STR_ERROR_NO_MORE_SPACE_FOR_ORDERS :{WHITE}Spazio per gli ordini terminato ++STR_ERROR_TOO_MANY_ORDERS :{WHITE}Troppi ordini ++STR_ERROR_CAN_T_INSERT_NEW_ORDER :{WHITE}Impossibile inserire un nuovo ordine... ++STR_ERROR_CAN_T_DELETE_THIS_ORDER :{WHITE}Impossibile cancellare questo ordine... ++STR_ERROR_CAN_T_MODIFY_THIS_ORDER :{WHITE}Impossibile modificare questo ordine... ++STR_ERROR_CAN_T_MOVE_THIS_ORDER :{WHITE}Impossibile spostare questo ordine... ++STR_ERROR_CAN_T_SKIP_ORDER :{WHITE}Impossibile saltare l'ordine corrente... ++STR_ERROR_CAN_T_SKIP_TO_ORDER :{WHITE}Impossibile saltare all'ordine selezionato... ++STR_ERROR_CAN_T_COPY_SHARE_ORDER :{WHITE}... il veicolo non può utilizzare tutte le stazioni ++STR_ERROR_CAN_T_ADD_ORDER :{WHITE}... il veicolo non può utilizzare questa stazione ++STR_ERROR_CAN_T_ADD_ORDER_SHARED :{WHITE}... un veicolo che condivide l'ordine non può utilizzare questa stazione ++ ++STR_ERROR_CAN_T_SHARE_ORDER_LIST :{WHITE}Impossibile condividere la lista degli ordini... ++STR_ERROR_CAN_T_STOP_SHARING_ORDER_LIST :{WHITE}Impossibile terminare la condivisione degli ordini... ++STR_ERROR_CAN_T_COPY_ORDER_LIST :{WHITE}Impossibile copiare la lista degli ordini... ++STR_ERROR_TOO_FAR_FROM_PREVIOUS_DESTINATION :{WHITE}... troppo lontano dalla destinazione precedente ++STR_ERROR_AIRCRAFT_NOT_ENOUGH_RANGE :{WHITE}... l'aeromobile non ha sufficiente autonomia ++ ++# Timetable related errors ++STR_ERROR_CAN_T_TIMETABLE_VEHICLE :{WHITE}Impossibile dare un orario al veicolo... ++STR_ERROR_TIMETABLE_ONLY_WAIT_AT_STATIONS :{WHITE}I veicoli possono attendere solo alle stazioni ++STR_ERROR_TIMETABLE_NOT_STOPPING_HERE :{WHITE}Il veicolo non ferma a questa stazione ++ ++# Sign related errors ++STR_ERROR_TOO_MANY_SIGNS :{WHITE}... troppi cartelli ++STR_ERROR_CAN_T_PLACE_SIGN_HERE :{WHITE}Impossibile piazzare il cartello qui... ++STR_ERROR_CAN_T_CHANGE_SIGN_NAME :{WHITE}Impossibile modificare il testo del cartello... ++STR_ERROR_CAN_T_DELETE_SIGN :{WHITE}Impossibile eliminare il cartello... ++ ++# Translatable comment for OpenTTD's desktop shortcut ++STR_DESKTOP_SHORTCUT_COMMENT :Gioco di simulazione basato su Transport Tycoon Deluxe ++ ++# Translatable descriptions in media/baseset/*.ob* files ++STR_BASEGRAPHICS_DOS_DESCRIPTION :Grafica originale di Transport Tycoon Deluxe, edizione DOS. ++STR_BASEGRAPHICS_DOS_DE_DESCRIPTION :Grafica originale di Transport Tycoon Deluxe (tedesco), edizione DOS. ++STR_BASEGRAPHICS_WIN_DESCRIPTION :Grafica originale di Transport Tycoon Deluxe, edizione Windows. ++STR_BASESOUNDS_DOS_DESCRIPTION :Suoni originali di Transport Tycoon Deluxe, edizione DOS. ++STR_BASESOUNDS_WIN_DESCRIPTION :Suoni originali di Transport Tycoon Deluxe, edizione Windows. ++STR_BASESOUNDS_NONE_DESCRIPTION :Un pacchetto sonoro non contenente alcun suono. ++STR_BASEMUSIC_WIN_DESCRIPTION :Musica originale di Transport Tycoon Deluxe, edizione Windows. ++STR_BASEMUSIC_NONE_DESCRIPTION :Un pacchetto musicale non contenente alcuna musica. ++ ++##id 0x2000 ++# Town building names ++STR_TOWN_BUILDING_NAME_TALL_OFFICE_BLOCK_1 :Grattacielo di uffici ++STR_TOWN_BUILDING_NAME_OFFICE_BLOCK_1 :Palazzo di uffici ++STR_TOWN_BUILDING_NAME_SMALL_BLOCK_OF_FLATS_1 :Piccolo condominio ++STR_TOWN_BUILDING_NAME_CHURCH_1 :Chiesa ++STR_TOWN_BUILDING_NAME_LARGE_OFFICE_BLOCK_1 :Grande palazzo di uffici ++STR_TOWN_BUILDING_NAME_TOWN_HOUSES_1 :Case ++STR_TOWN_BUILDING_NAME_HOTEL_1 :Albergo ++STR_TOWN_BUILDING_NAME_STATUE_1 :Statua ++STR_TOWN_BUILDING_NAME_FOUNTAIN_1 :Fontana ++STR_TOWN_BUILDING_NAME_PARK_1 :Parco ++STR_TOWN_BUILDING_NAME_OFFICE_BLOCK_2 :Palazzo di uffici ++STR_TOWN_BUILDING_NAME_SHOPS_AND_OFFICES_1 :Negozi e uffici ++STR_TOWN_BUILDING_NAME_MODERN_OFFICE_BUILDING_1 :Palazzo di uffici moderno ++STR_TOWN_BUILDING_NAME_WAREHOUSE_1 :Magazzino ++STR_TOWN_BUILDING_NAME_OFFICE_BLOCK_3 :Palazzo di uffici ++STR_TOWN_BUILDING_NAME_STADIUM_1 :Stadio ++STR_TOWN_BUILDING_NAME_OLD_HOUSES_1 :Case vecchie ++STR_TOWN_BUILDING_NAME_COTTAGES_1 :Cottage ++STR_TOWN_BUILDING_NAME_HOUSES_1 :Case ++STR_TOWN_BUILDING_NAME_FLATS_1 :Appartamenti ++STR_TOWN_BUILDING_NAME_TALL_OFFICE_BLOCK_2 :Grattacielo di uffici ++STR_TOWN_BUILDING_NAME_SHOPS_AND_OFFICES_2 :Negozi e uffici ++STR_TOWN_BUILDING_NAME_SHOPS_AND_OFFICES_3 :Negozi e uffici ++STR_TOWN_BUILDING_NAME_THEATER_1 :Teatro ++STR_TOWN_BUILDING_NAME_STADIUM_2 :Stadio ++STR_TOWN_BUILDING_NAME_OFFICES_1 :Uffici ++STR_TOWN_BUILDING_NAME_HOUSES_2 :Case ++STR_TOWN_BUILDING_NAME_CINEMA_1 :Cinema ++STR_TOWN_BUILDING_NAME_SHOPPING_MALL_1 :Centro commerciale ++STR_TOWN_BUILDING_NAME_IGLOO_1 :Igloo ++STR_TOWN_BUILDING_NAME_TEPEES_1 :Tepee ++STR_TOWN_BUILDING_NAME_TEAPOT_HOUSE_1 :Casa-teiera ++STR_TOWN_BUILDING_NAME_PIGGY_BANK_1 :Banca-porcellino ++ ++##id 0x4800 ++# industry names ++STR_INDUSTRY_NAME_COAL_MINE :{G=f}Miniera di carbone ++STR_INDUSTRY_NAME_POWER_STATION :{G=f}Centrale elettrica ++STR_INDUSTRY_NAME_SAWMILL :{G=f}Segheria ++STR_INDUSTRY_NAME_FOREST :{G=f}Foresta ++STR_INDUSTRY_NAME_OIL_REFINERY :{G=f}Raffineria ++STR_INDUSTRY_NAME_OIL_RIG :{G=f}Piattaforma petrolifera ++STR_INDUSTRY_NAME_FACTORY :{G=f}Fabbrica ++STR_INDUSTRY_NAME_PRINTING_WORKS :{G=f}Tipografia ++STR_INDUSTRY_NAME_STEEL_MILL :{G=f}Acciaieria ++STR_INDUSTRY_NAME_FARM :{G=f}Fattoria ++STR_INDUSTRY_NAME_COPPER_ORE_MINE :{G=f}Miniera di rame ++STR_INDUSTRY_NAME_OIL_WELLS :{G=m}Pozzo petrolifero ++STR_INDUSTRY_NAME_BANK :{G=f}Banca ++STR_INDUSTRY_NAME_FOOD_PROCESSING_PLANT :{G=f}Azienda alimentare ++STR_INDUSTRY_NAME_PAPER_MILL :{G=f}Cartiera ++STR_INDUSTRY_NAME_GOLD_MINE :{G=f}Miniera d'oro ++STR_INDUSTRY_NAME_BANK_TROPIC_ARCTIC :{G=f}Banca ++STR_INDUSTRY_NAME_DIAMOND_MINE :{G=f}Miniera di diamanti ++STR_INDUSTRY_NAME_IRON_ORE_MINE :{G=f}Miniera di ferro ++STR_INDUSTRY_NAME_FRUIT_PLANTATION :{G=m}Frutteto ++STR_INDUSTRY_NAME_RUBBER_PLANTATION :{G=f}Piantagione di gomma ++STR_INDUSTRY_NAME_WATER_SUPPLY :{G=f}Falda acquifera ++STR_INDUSTRY_NAME_WATER_TOWER :{G=f}Cisterna idrica ++STR_INDUSTRY_NAME_FACTORY_2 :{G=f}Fabbrica ++STR_INDUSTRY_NAME_FARM_2 :{G=f}Fattoria ++STR_INDUSTRY_NAME_LUMBER_MILL :{G=f}Falegnameria ++STR_INDUSTRY_NAME_COTTON_CANDY_FOREST :{G=f}Foresta di zucchero filato ++STR_INDUSTRY_NAME_CANDY_FACTORY :{G=f}Fabbrica di caramelle ++STR_INDUSTRY_NAME_BATTERY_FARM :{G=f}Fattoria delle batterie ++STR_INDUSTRY_NAME_COLA_WELLS :{G=m}Pozzo di Cola ++STR_INDUSTRY_NAME_TOY_SHOP :{G=m}Negozio di giocattoli ++STR_INDUSTRY_NAME_TOY_FACTORY :{G=f}Fabbrica di giocattoli ++STR_INDUSTRY_NAME_PLASTIC_FOUNTAINS :{G=f}Sorgente di plastica ++STR_INDUSTRY_NAME_FIZZY_DRINK_FACTORY :{G=f}Fabbrica di bibite frizzanti ++STR_INDUSTRY_NAME_BUBBLE_GENERATOR :{G=m}Generatore di bollicine ++STR_INDUSTRY_NAME_TOFFEE_QUARRY :{G=f}Cava di toffee ++STR_INDUSTRY_NAME_SUGAR_MINE :{G=f}Miniera di zucchero ++ ++############ WARNING, using range 0x6000 for strings that are stored in the savegame ++############ These strings may never get a new id, or savegames will break! ++##id 0x6000 ++STR_SV_EMPTY : ++STR_SV_UNNAMED :Senza nome ++STR_SV_TRAIN_NAME :Treno {COMMA} ++STR_SV_ROAD_VEHICLE_NAME :Automezzo {COMMA} ++STR_SV_SHIP_NAME :Nave {COMMA} ++STR_SV_AIRCRAFT_NAME :Aeromobile {COMMA} ++ ++STR_SV_STNAME :{STRING} ++STR_SV_STNAME_NORTH :{STRING} Nord ++STR_SV_STNAME_SOUTH :{STRING} Sud ++STR_SV_STNAME_EAST :{STRING} Est ++STR_SV_STNAME_WEST :{STRING} Ovest ++STR_SV_STNAME_CENTRAL :{STRING} Centrale ++STR_SV_STNAME_TRANSFER :{STRING} Interscambio ++STR_SV_STNAME_HALT :{STRING} Fermata ++STR_SV_STNAME_VALLEY :{STRING} Valle ++STR_SV_STNAME_HEIGHTS :Alture di {STRING} ++STR_SV_STNAME_WOODS :{STRING} Bosco ++STR_SV_STNAME_LAKESIDE :{STRING} Lago ++STR_SV_STNAME_EXCHANGE :{STRING} Scambio ++STR_SV_STNAME_AIRPORT :{G=ma}Aeroporto di {STRING} ++STR_SV_STNAME_OILFIELD :{G=m}Campo petrolifero di {STRING} ++STR_SV_STNAME_MINES :{STRING} Miniere ++STR_SV_STNAME_DOCKS :{G=m}Porto di {STRING} ++STR_SV_STNAME_BUOY :{STRING} ++STR_SV_STNAME_WAYPOINT :{STRING} ++##id 0x6020 ++STR_SV_STNAME_ANNEXE :{STRING} Distaccata ++STR_SV_STNAME_SIDINGS :{STRING} Raccordo ++STR_SV_STNAME_BRANCH :{STRING} Ramificata ++STR_SV_STNAME_UPPER :Alta {STRING} ++STR_SV_STNAME_LOWER :Bassa {STRING} ++STR_SV_STNAME_HELIPORT :{G=ma}Eliporto di {STRING} ++STR_SV_STNAME_FOREST :{STRING} Foresta ++STR_SV_STNAME_FALLBACK :{STRING}, Stazione #{NUM} ++############ end of savegame specific region! ++ ++##id 0x8000 ++# Vehicle names ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_KIRBY_PAUL_TANK_STEAM :Kirby Paul Tank (Vapore) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_MJS_250_DIESEL :MJS 250 (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_PLODDYPHUT_CHOO_CHOO :Ploddyphut Choo-Choo ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_POWERNAUT_CHOO_CHOO :Powernaut Choo-Choo ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_MIGHTYMOVER_CHOO_CHOO :MightyMover Choo-Choo ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_PLODDYPHUT_DIESEL :Ploddyphut Diesel ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_POWERNAUT_DIESEL :Powernaut Diesel ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_WILLS_2_8_0_STEAM :Wills 2-8-0 (Vapore) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_CHANEY_JUBILEE_STEAM :Chaney 'Jubilee' (Vapore) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_GINZU_A4_STEAM :Ginzu 'A4' (Vapore) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_SH_8P_STEAM :SH '8P' (Vapore) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_MANLEY_MOREL_DMU_DIESEL :DMU Manley-Morel (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_DASH_DIESEL :'Dash' (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_SH_HENDRY_25_DIESEL :SH/Hendry '25' (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_UU_37_DIESEL :UU '37' (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_FLOSS_47_DIESEL :Floss '47' (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_CS_4000_DIESEL :CS 4000 (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_CS_2400_DIESEL :CS 2400 (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_CENTENNIAL_DIESEL :Centennial (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_KELLING_3100_DIESEL :Kelling 3100 (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_TURNER_TURBO_DIESEL :Turner Turbo (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_MJS_1000_DIESEL :MJS 1000 (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_SH_125_DIESEL :SH '125' (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_SH_30_ELECTRIC :SH '30' (Elettrica) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_SH_40_ELECTRIC :SH '40' (Elettrica) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_T_I_M_ELECTRIC :'T.I.M.' (Elettrica) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_ASIASTAR_ELECTRIC :'AsiaStar' (Elettrica) ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_PASSENGER_CAR :Carrozza passeggeri ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_MAIL_VAN :Vagone postale ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_COAL_CAR :Carro per carbone ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_OIL_TANKER :Vagone cisterna per petrolio ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_LIVESTOCK_VAN :Vagone bestiame ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_GOODS_VAN :Vagone beni ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_GRAIN_HOPPER :Tramoggia per grano ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_WOOD_TRUCK :Carro per legname ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_IRON_ORE_HOPPER :Tramoggia per ferro ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_STEEL_TRUCK :Carro per acciaio ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_ARMORED_VAN :Vagone blindato ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_FOOD_VAN :Vagone alimentari ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_PAPER_TRUCK :Carro per carta ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_COPPER_ORE_HOPPER :Tramoggia per rame ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_WATER_TANKER :Vagone cisterna per acqua ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_FRUIT_TRUCK :Carro per frutta ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_RUBBER_TRUCK :Carro per gomma ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_SUGAR_TRUCK :Carro per zucchero ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_COTTON_CANDY_HOPPER :Tramoggia per zucchero filato ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_TOFFEE_HOPPER :Tramoggia per toffee ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_BUBBLE_VAN :Vagone bollicine ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_COLA_TANKER :Vagone cisterna per Cola ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_CANDY_VAN :Vagone caramelle ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_TOY_VAN :Vagone giocattoli ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_BATTERY_TRUCK :Carro per batterie ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_FIZZY_DRINK_TRUCK :Carro per bibite frizzanti ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_PLASTIC_TRUCK :Carro per plastica ++STR_VEHICLE_NAME_TRAIN_ENGINE_MONORAIL_X2001_ELECTRIC :'X2001' (Elettrica) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MONORAIL_MILLENNIUM_Z1_ELECTRIC :'Millennium Z1' (Elettrica) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MONORAIL_WIZZOWOW_Z99 :Wizzowow Z99 ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_PASSENGER_CAR :Carrozza passeggeri ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_MAIL_VAN :Vagone postale ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_COAL_CAR :Carro per carbone ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_OIL_TANKER :Vagone cisterna per petrolio ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_LIVESTOCK_VAN :Vagone bestiame ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_GOODS_VAN :Vagone beni ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_GRAIN_HOPPER :Tramoggia per grano ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_WOOD_TRUCK :Carro per legname ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_IRON_ORE_HOPPER :Tramoggia per ferro ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_STEEL_TRUCK :Carro per acciaio ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_ARMORED_VAN :Vagone blindato ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_FOOD_VAN :Vagone alimentari ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_PAPER_TRUCK :Carro per carta ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_COPPER_ORE_HOPPER :Tramoggia per rame ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_WATER_TANKER :Vagone cisterna per acqua ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_FRUIT_TRUCK :Carro per frutta ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_RUBBER_TRUCK :Carro per gomma ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_SUGAR_TRUCK :Carro per zucchero ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_COTTON_CANDY_HOPPER :Tramoggia per zucchero filato ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_TOFFEE_HOPPER :Tramoggia per toffee ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_BUBBLE_VAN :Vagone bollicine ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_COLA_TANKER :Vagone cisterna per Cola ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_CANDY_VAN :Vagone caramelle ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_TOY_VAN :Vagone giocattoli ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_BATTERY_TRUCK :Carro per batterie ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_FIZZY_DRINK_TRUCK :Carro per bibite frizzanti ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_PLASTIC_TRUCK :Carro per plastica ++STR_VEHICLE_NAME_TRAIN_ENGINE_MAGLEV_LEV1_LEVIATHAN_ELECTRIC :Lev1 'Leviathan' (Elettrica) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MAGLEV_LEV2_CYCLOPS_ELECTRIC :Lev2 'Cyclops' (Elettrica) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MAGLEV_LEV3_PEGASUS_ELECTRIC :Lev3 'Pegasus' (Elettrica) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MAGLEV_LEV4_CHIMAERA_ELECTRIC :Lev4 'Chimaera' (Elettrica) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MAGLEV_WIZZOWOW_ROCKETEER :Wizzowow Rocketeer ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_PASSENGER_CAR :Carrozza passeggeri ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_MAIL_VAN :Vagone postale ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_COAL_CAR :Carro per carbone ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_OIL_TANKER :Vagone cisterna per petrolio ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_LIVESTOCK_VAN :Vagone bestiame ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_GOODS_VAN :Vagone beni ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_GRAIN_HOPPER :Tramoggia per grano ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_WOOD_TRUCK :Carro per legname ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_IRON_ORE_HOPPER :Tramoggia per ferro ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_STEEL_TRUCK :Carro per acciaio ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_ARMORED_VAN :Vagone blindato ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_FOOD_VAN :Vagone alimentari ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_PAPER_TRUCK :Carro per carta ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_COPPER_ORE_HOPPER :Tramoggia per rame ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_WATER_TANKER :Vagone cisterna per acqua ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_FRUIT_TRUCK :Carro per frutta ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_RUBBER_TRUCK :Carro per gomma ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_SUGAR_TRUCK :Carro per zucchero ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_COTTON_CANDY_HOPPER :Tramoggia per zucchero filato ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_TOFFEE_HOPPER :Tramoggia per toffee ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_BUBBLE_VAN :Vagone bollicine ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_COLA_TANKER :Vagone cisterna per Cola ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_CANDY_VAN :Vagone caramelle ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_TOY_VAN :Vagone giocattoli ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_BATTERY_TRUCK :Carro per batterie ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_FIZZY_DRINK_TRUCK :Carro per bibite frizzanti ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_PLASTIC_TRUCK :Carro per plastica ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_REGAL_BUS :Bus MPS Regal ++STR_VEHICLE_NAME_ROAD_VEHICLE_HEREFORD_LEOPARD_BUS :Bus Hereford Leopard ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_BUS :Bus Foster ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_MKII_SUPERBUS :Superbus Foster MkII ++STR_VEHICLE_NAME_ROAD_VEHICLE_PLODDYPHUT_MKI_BUS :Bus Ploddyphut MkI ++STR_VEHICLE_NAME_ROAD_VEHICLE_PLODDYPHUT_MKII_BUS :Bus Ploddyphut MkII ++STR_VEHICLE_NAME_ROAD_VEHICLE_PLODDYPHUT_MKIII_BUS :Bus Ploddyphut MkIII ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_COAL_TRUCK :Autocarro carbone Balogh ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_COAL_TRUCK :Autocarro carbone Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_DW_COAL_TRUCK :Autocarro carbone DW ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_MAIL_TRUCK :Furgone postale MPS ++STR_VEHICLE_NAME_ROAD_VEHICLE_REYNARD_MAIL_TRUCK :Furgone postale Reynard ++STR_VEHICLE_NAME_ROAD_VEHICLE_PERRY_MAIL_TRUCK :Furgone postale Perry ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_MAIL_TRUCK :Furgone postale MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_MAIL_TRUCK :Furgone postale Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_MAIL_TRUCK :Furgone postale Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_WITCOMBE_OIL_TANKER :Autocisterna Witcombe ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_OIL_TANKER :Autocisterna Foster ++STR_VEHICLE_NAME_ROAD_VEHICLE_PERRY_OIL_TANKER :Autocisterna Perry ++STR_VEHICLE_NAME_ROAD_VEHICLE_TALBOTT_LIVESTOCK_VAN :Carro bestiame Talbott ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_LIVESTOCK_VAN :Carro bestiame Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_LIVESTOCK_VAN :Carro bestiame Foster ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_GOODS_TRUCK :Camion beni Balogh ++STR_VEHICLE_NAME_ROAD_VEHICLE_CRAIGHEAD_GOODS_TRUCK :Camion beni Craighead ++STR_VEHICLE_NAME_ROAD_VEHICLE_GOSS_GOODS_TRUCK :Camion beni Goss ++STR_VEHICLE_NAME_ROAD_VEHICLE_HEREFORD_GRAIN_TRUCK :Autocarro grano Hereford ++STR_VEHICLE_NAME_ROAD_VEHICLE_THOMAS_GRAIN_TRUCK :Autocarro grano Thomas ++STR_VEHICLE_NAME_ROAD_VEHICLE_GOSS_GRAIN_TRUCK :Autocarro grano Goss ++STR_VEHICLE_NAME_ROAD_VEHICLE_WITCOMBE_WOOD_TRUCK :Autocarro legname Witcombe ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_WOOD_TRUCK :Autocarro legname Foster ++STR_VEHICLE_NAME_ROAD_VEHICLE_MORELAND_WOOD_TRUCK :Autocarro legname Moreland ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_IRON_ORE_TRUCK :Autocarro ferro MPS ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_IRON_ORE_TRUCK :Autocarro ferro Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_CHIPPY_IRON_ORE_TRUCK :Autocarro ferro Chippy ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_STEEL_TRUCK :Autocarro acciaio Balogh ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_STEEL_TRUCK :Autocarro acciaio Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_KELLING_STEEL_TRUCK :Autocarro acciaio Kelling ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_ARMORED_TRUCK :Autoblindo Balogh ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_ARMORED_TRUCK :Autoblindo Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_ARMORED_TRUCK :Autoblindo Foster ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_FOOD_VAN :Furgone alimentari Foster ++STR_VEHICLE_NAME_ROAD_VEHICLE_PERRY_FOOD_VAN :Furgone alimentari Perry ++STR_VEHICLE_NAME_ROAD_VEHICLE_CHIPPY_FOOD_VAN :Furgone alimentari Chippy ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_PAPER_TRUCK :Autocarro carta Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_PAPER_TRUCK :Autocarro carta Balogh ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_PAPER_TRUCK :Autocarro carta MPS ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_COPPER_ORE_TRUCK :Autocarro rame MPS ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_COPPER_ORE_TRUCK :Autocarro rame Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_GOSS_COPPER_ORE_TRUCK :Autocarro rame Goss ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_WATER_TANKER :Autobotte Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_WATER_TANKER :Autobotte Balogh ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_WATER_TANKER :Autobotte MPS ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_FRUIT_TRUCK :Autocarro frutta Balogh ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_FRUIT_TRUCK :Autocarro frutta Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_KELLING_FRUIT_TRUCK :Autocarro frutta Kelling ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_RUBBER_TRUCK :Autocarro gomma Balogh ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_RUBBER_TRUCK :Autocarro gomma Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_RMT_RUBBER_TRUCK :Autocarro gomma RMT ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_SUGAR_TRUCK :Autocarro zucchero MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_SUGAR_TRUCK :Autocarro zucchero Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_SUGAR_TRUCK :Autocarro zucchero Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_COLA_TRUCK :Autobotte per Cola MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_COLA_TRUCK :Autobotte per Cola Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_COLA_TRUCK :Autobotte per Cola Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_COTTON_CANDY :Autocarro zucch. filato MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_COTTON_CANDY :Autocarro zucch. filato Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_COTTON_CANDY_TRUCK :Autocarro zucch. filato Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_TOFFEE_TRUCK :Autocarro toffee MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_TOFFEE_TRUCK :Autocarro toffee Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_TOFFEE_TRUCK :Autocarro toffee Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_TOY_VAN :Furgone giocattoli MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_TOY_VAN :Furgone giocattoli Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_TOY_VAN :Furgone giocattoli Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_CANDY_TRUCK :Autocarro caramelle MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_CANDY_TRUCK :Autocarro caramelle Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_CANDY_TRUCK :Autocarro caramelle Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_BATTERY_TRUCK :Carro batterie MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_BATTERY_TRUCK :Carro batterie Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_BATTERY_TRUCK :Carro batterie Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_FIZZY_DRINK :Autocarro bibite frizz. MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_FIZZY_DRINK :Autocarro bibite frizz. Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_FIZZY_DRINK_TRUCK :Autocarro bibite frizz. Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_PLASTIC_TRUCK :Autocarro plastica MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_PLASTIC_TRUCK :Autocarro plastica Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_PLASTIC_TRUCK :Autocarro plastica Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_BUBBLE_TRUCK :Autocarro bollicine MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_BUBBLE_TRUCK :Autocarro bollicine Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_BUBBLE_TRUCK :Autocarro bollicine Wizzowow ++STR_VEHICLE_NAME_SHIP_MPS_OIL_TANKER :Petroliera MPS ++STR_VEHICLE_NAME_SHIP_CS_INC_OIL_TANKER :Petroliera CS-Inc. ++STR_VEHICLE_NAME_SHIP_MPS_PASSENGER_FERRY :Traghetto MPS ++STR_VEHICLE_NAME_SHIP_FFP_PASSENGER_FERRY :Traghetto FFP ++STR_VEHICLE_NAME_SHIP_BAKEWELL_300_HOVERCRAFT :Hovercraft Bakewell 300 ++STR_VEHICLE_NAME_SHIP_CHUGGER_CHUG_PASSENGER :Traghetto Chugger-Chug ++STR_VEHICLE_NAME_SHIP_SHIVERSHAKE_PASSENGER_FERRY :Traghetto Shivershake ++STR_VEHICLE_NAME_SHIP_YATE_CARGO_SHIP :Mercantile Yate ++STR_VEHICLE_NAME_SHIP_BAKEWELL_CARGO_SHIP :Mercantile Bakewell ++STR_VEHICLE_NAME_SHIP_MIGHTYMOVER_CARGO_SHIP :Mercantile MightyMover ++STR_VEHICLE_NAME_SHIP_POWERNAUT_CARGO_SHIP :Mercantile Powernaut ++STR_VEHICLE_NAME_AIRCRAFT_SAMPSON_U52 :Sampson U52 ++STR_VEHICLE_NAME_AIRCRAFT_COLEMAN_COUNT :Coleman Count ++STR_VEHICLE_NAME_AIRCRAFT_FFP_DART :FFP Dart ++STR_VEHICLE_NAME_AIRCRAFT_YATE_HAUGAN :Yate Haugan ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_COTSWALD_LB_3 :Bakewell Cotswald LB-3 ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_LUCKETT_LB_8 :Bakewell Luckett LB-8 ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_LUCKETT_LB_9 :Bakewell Luckett LB-9 ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_LUCKETT_LB80 :Bakewell Luckett LB80 ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_LUCKETT_LB_10 :Bakewell Luckett LB-10 ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_LUCKETT_LB_11 :Bakewell Luckett LB-11 ++STR_VEHICLE_NAME_AIRCRAFT_YATE_AEROSPACE_YAC_1_11 :Yate Aerospace YAC 1-11 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_100 :Darwin 100 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_200 :Darwin 200 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_300 :Darwin 300 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_400 :Darwin 400 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_500 :Darwin 500 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_600 :Darwin 600 ++STR_VEHICLE_NAME_AIRCRAFT_GURU_GALAXY :Guru Galaxy ++STR_VEHICLE_NAME_AIRCRAFT_AIRTAXI_A21 :Airtaxi A21 ++STR_VEHICLE_NAME_AIRCRAFT_AIRTAXI_A31 :Airtaxi A31 ++STR_VEHICLE_NAME_AIRCRAFT_AIRTAXI_A32 :Airtaxi A32 ++STR_VEHICLE_NAME_AIRCRAFT_AIRTAXI_A33 :Airtaxi A33 ++STR_VEHICLE_NAME_AIRCRAFT_YATE_AEROSPACE_YAE46 :Yate Aerospace YAe46 ++STR_VEHICLE_NAME_AIRCRAFT_DINGER_100 :Dinger 100 ++STR_VEHICLE_NAME_AIRCRAFT_AIRTAXI_A34_1000 :Airtaxi A34-1000 ++STR_VEHICLE_NAME_AIRCRAFT_YATE_Z_SHUTTLE :Yate Z-Shuttle ++STR_VEHICLE_NAME_AIRCRAFT_KELLING_K1 :Kelling K1 ++STR_VEHICLE_NAME_AIRCRAFT_KELLING_K6 :Kelling K6 ++STR_VEHICLE_NAME_AIRCRAFT_KELLING_K7 :Kelling K7 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_700 :Darwin 700 ++STR_VEHICLE_NAME_AIRCRAFT_FFP_HYPERDART_2 :FFP Hyperdart 2 ++STR_VEHICLE_NAME_AIRCRAFT_DINGER_200 :Dinger 200 ++STR_VEHICLE_NAME_AIRCRAFT_DINGER_1000 :Dinger 1000 ++STR_VEHICLE_NAME_AIRCRAFT_PLODDYPHUT_100 :Ploddyphut 100 ++STR_VEHICLE_NAME_AIRCRAFT_PLODDYPHUT_500 :Ploddyphut 500 ++STR_VEHICLE_NAME_AIRCRAFT_FLASHBANG_X1 :Flashbang X1 ++STR_VEHICLE_NAME_AIRCRAFT_JUGGERPLANE_M1 :Juggerplane M1 ++STR_VEHICLE_NAME_AIRCRAFT_FLASHBANG_WIZZER :Flashbang Wizzer ++STR_VEHICLE_NAME_AIRCRAFT_TRICARIO_HELICOPTER :Elicottero Tricario ++STR_VEHICLE_NAME_AIRCRAFT_GURU_X2_HELICOPTER :Elicottero Guru X2 ++STR_VEHICLE_NAME_AIRCRAFT_POWERNAUT_HELICOPTER :Elicottero Powernaut ++ ++##id 0x8800 ++# Formatting of some strings ++STR_FORMAT_DATE_TINY :{STRING}-{STRING}-{NUM} ++STR_FORMAT_DATE_SHORT :{STRING} {NUM} ++STR_FORMAT_DATE_LONG :{STRING} {STRING} {NUM} ++STR_FORMAT_DATE_ISO :{2:NUM}-{1:STRING}-{0:STRING} ++ ++STR_FORMAT_BUOY_NAME :Boa di {TOWN} ++STR_FORMAT_BUOY_NAME_SERIAL :{TOWN} Boa #{COMMA} ++STR_FORMAT_COMPANY_NUM :(Compagnia {COMMA}) ++STR_FORMAT_GROUP_NAME :Gruppo {COMMA} ++STR_FORMAT_INDUSTRY_NAME :{1:STRING} di {0:TOWN} ++STR_FORMAT_WAYPOINT_NAME :Waypoint di {TOWN} ++STR_FORMAT_WAYPOINT_NAME_SERIAL :Waypoint di {TOWN} #{COMMA} ++ ++STR_FORMAT_DEPOT_NAME_TRAIN :{G=m}Deposito ferroviario di {TOWN} ++STR_FORMAT_DEPOT_NAME_TRAIN_SERIAL :{G=m}Deposito ferroviario #{1:COMMA} di {0:TOWN} ++STR_FORMAT_DEPOT_NAME_ROAD_VEHICLE :{G=m}Deposito automezzi di {TOWN} ++STR_FORMAT_DEPOT_NAME_ROAD_VEHICLE_SERIAL :{G=m}Deposito automezzi #{1:COMMA} di {0:TOWN} ++STR_FORMAT_DEPOT_NAME_SHIP :{G=m}Deposito navale di {TOWN} ++STR_FORMAT_DEPOT_NAME_SHIP_SERIAL :{G=m}Deposito navale #{1:COMMA} di {0:TOWN} ++STR_FORMAT_DEPOT_NAME_AIRCRAFT :{G=ma}Hangar {G "di " dell' "della "}{STATION} ++ ++STR_UNKNOWN_STATION :stazione sconosciuta ++STR_DEFAULT_SIGN_NAME :Cartello ++STR_COMPANY_SOMEONE :qualcuno ++ ++STR_SAVEGAME_NAME_DEFAULT :{COMPANY}, {STRING} ++STR_SAVEGAME_NAME_SPECTATOR :Spettatore, {1:STRING} ++ ++# Viewport strings ++STR_VIEWPORT_TOWN_POP :{WHITE}{TOWN} ({COMMA}) ++STR_VIEWPORT_TOWN :{WHITE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_BLACK :{TINY_FONT}{BLACK}{TOWN} ++STR_VIEWPORT_TOWN_TINY_WHITE :{TINY_FONT}{WHITE}{TOWN} ++ ++STR_VIEWPORT_SIGN_SMALL_BLACK :{TINY_FONT}{BLACK}{SIGN} ++STR_VIEWPORT_SIGN_SMALL_WHITE :{TINY_FONT}{WHITE}{SIGN} ++ ++STR_VIEWPORT_STATION :{STATION} {STATION_FEATURES} ++STR_VIEWPORT_STATION_TINY :{TINY_FONT}{STATION} ++ ++STR_VIEWPORT_WAYPOINT :{WAYPOINT} ++STR_VIEWPORT_WAYPOINT_TINY :{TINY_FONT}{WAYPOINT} ++ ++# Simple strings to get specific types of data ++STR_COMPANY_NAME :{COMPANY} ++STR_COMPANY_NAME_COMPANY_NUM :{COMPANY} {COMPANY_NUM} ++STR_DEPOT_NAME :{DEPOT} ++STR_ENGINE_NAME :{ENGINE} ++STR_HIDDEN_ENGINE_NAME :{ENGINE} (nascosto) ++STR_GROUP_NAME :{GROUP} ++STR_INDUSTRY_NAME :{INDUSTRY} ++STR_PRESIDENT_NAME :{PRESIDENT_NAME} ++STR_SIGN_NAME :{SIGN} ++STR_STATION_NAME :{STATION} ++STR_TOWN_NAME :{TOWN} ++STR_VEHICLE_NAME :{VEHICLE} ++STR_WAYPOINT_NAME :{WAYPOINT} ++ ++STR_JUST_CARGO :{CARGO_LONG} ++STR_JUST_CHECKMARK :{CHECKMARK} ++STR_JUST_COMMA :{COMMA} ++STR_JUST_CURRENCY_SHORT :{CURRENCY_SHORT} ++STR_JUST_CURRENCY_LONG :{CURRENCY_LONG} ++STR_JUST_CARGO_LIST :{CARGO_LIST} ++STR_JUST_INT :{NUM} ++STR_JUST_DATE_TINY :{DATE_TINY} ++STR_JUST_DATE_SHORT :{DATE_SHORT} ++STR_JUST_DATE_LONG :{DATE_LONG} ++STR_JUST_DATE_ISO :{DATE_ISO} ++STR_JUST_STRING :{STRING} ++STR_JUST_STRING_STRING :{STRING}{STRING} ++STR_JUST_RAW_STRING :{STRING} ++STR_JUST_BIG_RAW_STRING :{BIG_FONT}{STRING} ++ ++# Slightly 'raw' stringcodes with colour or size ++STR_BLACK_COMMA :{BLACK}{COMMA} ++STR_TINY_BLACK_COMA :{TINY_FONT}{BLACK}{COMMA} ++STR_TINY_COMMA :{TINY_FONT}{COMMA} ++STR_BLUE_COMMA :{BLUE}{COMMA} ++STR_RED_COMMA :{RED}{COMMA} ++STR_WHITE_COMMA :{WHITE}{COMMA} ++STR_TINY_BLACK_DECIMAL :{TINY_FONT}{BLACK}{DECIMAL} ++STR_COMPANY_MONEY :{WHITE}{CURRENCY_LONG} ++STR_BLACK_DATE_LONG :{BLACK}{DATE_LONG} ++STR_WHITE_DATE_LONG :{WHITE}{DATE_LONG} ++STR_SHORT_DATE :{WHITE}{DATE_TINY} ++STR_DATE_LONG_SMALL :{TINY_FONT}{BLACK}{DATE_LONG} ++STR_TINY_GROUP :{TINY_FONT}{GROUP} ++STR_BLACK_INT :{BLACK}{NUM} ++STR_ORANGE_INT :{ORANGE}{NUM} ++STR_WHITE_SIGN :{WHITE}{SIGN} ++STR_TINY_BLACK_STATION :{TINY_FONT}{BLACK}{STATION} ++STR_BLACK_STRING :{BLACK}{STRING} ++STR_BLACK_RAW_STRING :{BLACK}{STRING} ++STR_ORANGE_STRING :{ORANGE}{STRING} ++STR_LTBLUE_STRING :{LTBLUE}{STRING} ++STR_WHITE_STRING :{WHITE}{STRING} ++STR_ORANGE_STRING1_WHITE :{ORANGE}{STRING}{WHITE} ++STR_ORANGE_STRING1_LTBLUE :{ORANGE}{STRING}{LTBLUE} ++STR_TINY_BLACK_HEIGHT :{TINY_FONT}{BLACK}{HEIGHT} ++STR_TINY_BLACK_VEHICLE :{TINY_FONT}{BLACK}{VEHICLE} ++STR_TINY_RIGHT_ARROW :{TINY_FONT}{RIGHT_ARROW} ++ ++STR_BLACK_1 :{BLACK}1 ++STR_BLACK_2 :{BLACK}2 ++STR_BLACK_3 :{BLACK}3 ++STR_BLACK_4 :{BLACK}4 ++STR_BLACK_5 :{BLACK}5 ++STR_BLACK_6 :{BLACK}6 ++STR_BLACK_7 :{BLACK}7 ++ ++STR_TRAIN :{BLACK}{TRAIN} ++STR_BUS :{BLACK}{BUS} ++STR_LORRY :{BLACK}{LORRY} ++STR_PLANE :{BLACK}{PLANE} ++STR_SHIP :{BLACK}{SHIP} ++ ++STR_TOOLBAR_RAILTYPE_VELOCITY :{STRING} ({VELOCITY}) +diff --git a/src/lang/luxembourgish.txt b/src/lang/luxembourgish.txt +index 639cd0467..707275b1d 100644 +--- a/src/lang/luxembourgish.txt ++++ b/src/lang/luxembourgish.txt +@@ -4884,10 +4884,18 @@ STR_SAVEGAME_NAME_DEFAULT :{COMPANY}, {STR + STR_SAVEGAME_NAME_SPECTATOR :Zuschauer, {1:STRING} + + # Viewport strings ++STR_VIEWPORT_TOWN_POP_VERY_POOR_RATING :{WHITE}{TOWN} {RED}({COMMA}) ++STR_VIEWPORT_TOWN_POP_MEDIOCRE_RATING :{WHITE}{TOWN} {ORANGE}({COMMA}) ++STR_VIEWPORT_TOWN_POP_GOOD_RATING :{WHITE}{TOWN} {YELLOW}({COMMA}) + STR_VIEWPORT_TOWN_POP :{WHITE}{TOWN} ({COMMA}) ++STR_VIEWPORT_TOWN_POP_EXCELLENT_RATING :{WHITE}{TOWN} {GREEN}({COMMA}) + STR_VIEWPORT_TOWN :{WHITE}{TOWN} + STR_VIEWPORT_TOWN_TINY_BLACK :{TINY_FONT}{BLACK}{TOWN} ++STR_VIEWPORT_TOWN_TINY_VERY_POOR_RATING :{TINY_FONT}{RED}{TOWN} ++STR_VIEWPORT_TOWN_TINY_MEDIOCRE_RATING :{TINY_FONT}{ORANGE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_GOOD_RATING :{TINY_FONT}{YELLOW}{TOWN} + STR_VIEWPORT_TOWN_TINY_WHITE :{TINY_FONT}{WHITE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_EXCELLENT_RATING :{TINY_FONT}{GREEN}{TOWN} + + STR_VIEWPORT_SIGN_SMALL_BLACK :{TINY_FONT}{BLACK}{SIGN} + STR_VIEWPORT_SIGN_SMALL_WHITE :{TINY_FONT}{WHITE}{SIGN} +diff --git a/src/lang/luxembourgish.txt.orig b/src/lang/luxembourgish.txt.orig +new file mode 100644 +index 000000000..d1d26f75d +--- /dev/null ++++ b/src/lang/luxembourgish.txt.orig +@@ -0,0 +1,4984 @@ ++##name Luxembourgish ++##ownname Lëtzebuergesch ++##isocode lb_LU ++##plural 0 ++##textdir ltr ++##digitsep . ++##digitsepcur . ++##decimalsep , ++##winlangid 0x046e ++##grflangid 0x23 ++ ++ ++# $Id$ ++ ++# 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/>. ++ ++ ++##id 0x0000 ++STR_NULL : ++STR_EMPTY : ++STR_UNDEFINED :(ondefinéierten string) ++STR_JUST_NOTHING :Näischt ++ ++# Cargo related strings ++# Plural cargo name ++STR_CARGO_PLURAL_NOTHING : ++STR_CARGO_PLURAL_PASSENGERS :Passagéier ++STR_CARGO_PLURAL_COAL :Kuelen ++STR_CARGO_PLURAL_MAIL :Post ++STR_CARGO_PLURAL_OIL :Ueleg ++STR_CARGO_PLURAL_LIVESTOCK :Véi ++STR_CARGO_PLURAL_GOODS :Wueren ++STR_CARGO_PLURAL_GRAIN :Kar ++STR_CARGO_PLURAL_WOOD :Holz ++STR_CARGO_PLURAL_IRON_ORE :Eisenäerz ++STR_CARGO_PLURAL_STEEL :Stol ++STR_CARGO_PLURAL_VALUABLES :Wäertsaachen ++STR_CARGO_PLURAL_COPPER_ORE :Kofferäerz ++STR_CARGO_PLURAL_MAIZE :Mais ++STR_CARGO_PLURAL_FRUIT :Friichten ++STR_CARGO_PLURAL_DIAMONDS :Diamanten ++STR_CARGO_PLURAL_FOOD :Iesswueren ++STR_CARGO_PLURAL_PAPER :Pabeier ++STR_CARGO_PLURAL_GOLD :Gold ++STR_CARGO_PLURAL_WATER :Waasser ++STR_CARGO_PLURAL_WHEAT :Weess ++STR_CARGO_PLURAL_RUBBER :Kautschuk ++STR_CARGO_PLURAL_SUGAR :Zocker ++STR_CARGO_PLURAL_TOYS :Spillsaachen ++STR_CARGO_PLURAL_CANDY :Séissegkeeten ++STR_CARGO_PLURAL_COLA :Cola ++STR_CARGO_PLURAL_COTTON_CANDY :Zockerwatt ++STR_CARGO_PLURAL_BUBBLES :Blosen ++STR_CARGO_PLURAL_TOFFEE :Karamell ++STR_CARGO_PLURAL_BATTERIES :Batterien ++STR_CARGO_PLURAL_PLASTIC :Plastik ++STR_CARGO_PLURAL_FIZZY_DRINKS :Spruddel-Gedrénks ++ ++# Singular cargo name ++STR_CARGO_SINGULAR_NOTHING : ++STR_CARGO_SINGULAR_PASSENGER :Passagéier ++STR_CARGO_SINGULAR_COAL :Kuelen ++STR_CARGO_SINGULAR_MAIL :Post ++STR_CARGO_SINGULAR_OIL :Ueleg ++STR_CARGO_SINGULAR_LIVESTOCK :Véi ++STR_CARGO_SINGULAR_GOODS :Wueren ++STR_CARGO_SINGULAR_GRAIN :Kar ++STR_CARGO_SINGULAR_WOOD :Holz ++STR_CARGO_SINGULAR_IRON_ORE :Eisenäerz ++STR_CARGO_SINGULAR_STEEL :Stol ++STR_CARGO_SINGULAR_VALUABLES :Wäertsaachen ++STR_CARGO_SINGULAR_COPPER_ORE :Kofferäerz ++STR_CARGO_SINGULAR_MAIZE :Mais ++STR_CARGO_SINGULAR_FRUIT :Friichten ++STR_CARGO_SINGULAR_DIAMOND :Diamanten ++STR_CARGO_SINGULAR_FOOD :Iessen ++STR_CARGO_SINGULAR_PAPER :Pabeier ++STR_CARGO_SINGULAR_GOLD :Gold ++STR_CARGO_SINGULAR_WATER :Waasser ++STR_CARGO_SINGULAR_WHEAT :Weess ++STR_CARGO_SINGULAR_RUBBER :Kautschuck ++STR_CARGO_SINGULAR_SUGAR :Zocker ++STR_CARGO_SINGULAR_TOY :Spillsaach ++STR_CARGO_SINGULAR_CANDY :Séissegkeet ++STR_CARGO_SINGULAR_COLA :Cola ++STR_CARGO_SINGULAR_COTTON_CANDY :Zockerwatt ++STR_CARGO_SINGULAR_BUBBLE :Blos ++STR_CARGO_SINGULAR_TOFFEE :Karamell ++STR_CARGO_SINGULAR_BATTERY :Batterie ++STR_CARGO_SINGULAR_PLASTIC :Plastik ++STR_CARGO_SINGULAR_FIZZY_DRINK :Spruddel-Gedrénks ++ ++# Quantity of cargo ++STR_QUANTITY_NOTHING : ++STR_QUANTITY_PASSENGERS :{COMMA}{NBSP}Passagéier ++STR_QUANTITY_COAL :{WEIGHT_LONG} Kuel ++STR_QUANTITY_MAIL :{COMMA}{NBSP}Posts{P ak äck} ++STR_QUANTITY_OIL :{VOLUME_LONG} Ueleg ++STR_QUANTITY_LIVESTOCK :{COMMA}{NBSP}Eenheet{P "" e} Véi ++STR_QUANTITY_GOODS :{COMMA}{NBSP}Wuerekëscht{P "" en} ++STR_QUANTITY_GRAIN :{WEIGHT_LONG} Kar ++STR_QUANTITY_WOOD :{WEIGHT_LONG} Holz ++STR_QUANTITY_IRON_ORE :{WEIGHT_LONG} Eisenäerz ++STR_QUANTITY_STEEL :{WEIGHT_LONG} Stol ++STR_QUANTITY_VALUABLES :{COMMA}{NBSP}S{P ak äck} mat Wäertsaachen ++STR_QUANTITY_COPPER_ORE :{WEIGHT_LONG} Kofferäerz ++STR_QUANTITY_MAIZE :{WEIGHT_LONG} Mais ++STR_QUANTITY_FRUIT :{WEIGHT_LONG} Friichten ++STR_QUANTITY_DIAMONDS :{COMMA}{NBSP}S{P ak äck} mat Diamanten ++STR_QUANTITY_FOOD :{WEIGHT_LONG} Iesswueren ++STR_QUANTITY_PAPER :{WEIGHT_LONG} Pabeier ++STR_QUANTITY_GOLD :{COMMA}{NBSP}S{P ak äck} mat Gold ++STR_QUANTITY_WATER :{VOLUME_LONG} Waasser ++STR_QUANTITY_WHEAT :{WEIGHT_LONG} Weess ++STR_QUANTITY_RUBBER :{VOLUME_LONG} Kautschuck ++STR_QUANTITY_SUGAR :{WEIGHT_LONG} Zocker ++STR_QUANTITY_TOYS :{COMMA}{NBSP}Spillsaach{P "" en} ++STR_QUANTITY_SWEETS :{COMMA}{NBSP}S{P ak äck} mat Séissegkeeten ++STR_QUANTITY_COLA :{VOLUME_LONG} Cola ++STR_QUANTITY_CANDYFLOSS :{WEIGHT_LONG} Zockerwatt ++STR_QUANTITY_BUBBLES :{COMMA} Blos{P "" en} ++STR_QUANTITY_TOFFEE :{WEIGHT_LONG} Karamell ++STR_QUANTITY_BATTERIES :{COMMA} Batterie{P "" n} ++STR_QUANTITY_PLASTIC :{VOLUME_LONG} Plastik ++STR_QUANTITY_FIZZY_DRINKS :{COMMA} Spruddelgedrénks ++STR_QUANTITY_N_A :N/A ++ ++# Two letter abbreviation of cargo name ++STR_ABBREV_NOTHING : ++STR_ABBREV_PASSENGERS :{TINY_FONT}PS ++STR_ABBREV_COAL :{TINY_FONT}KU ++STR_ABBREV_MAIL :{TINY_FONT}PO ++STR_ABBREV_OIL :{TINY_FONT}UL ++STR_ABBREV_LIVESTOCK :{TINY_FONT}VE ++STR_ABBREV_GOODS :{TINY_FONT}WU ++STR_ABBREV_GRAIN :{TINY_FONT}KA ++STR_ABBREV_WOOD :{TINY_FONT}HO ++STR_ABBREV_IRON_ORE :{TINY_FONT}EA ++STR_ABBREV_STEEL :{TINY_FONT}ST ++STR_ABBREV_VALUABLES :{TINY_FONT}WS ++STR_ABBREV_COPPER_ORE :{TINY_FONT}KE ++STR_ABBREV_MAIZE :{TINY_FONT}MA ++STR_ABBREV_FRUIT :{TINY_FONT}FR ++STR_ABBREV_DIAMONDS :{TINY_FONT}DM ++STR_ABBREV_FOOD :{TINY_FONT}IE ++STR_ABBREV_PAPER :{TINY_FONT}PB ++STR_ABBREV_GOLD :{TINY_FONT}GD ++STR_ABBREV_WATER :{TINY_FONT}WA ++STR_ABBREV_WHEAT :{TINY_FONT}WE ++STR_ABBREV_RUBBER :{TINY_FONT}KT ++STR_ABBREV_SUGAR :{TINY_FONT}ZO ++STR_ABBREV_TOYS :{TINY_FONT}SP ++STR_ABBREV_SWEETS :{TINY_FONT}SE ++STR_ABBREV_COLA :{TINY_FONT}CO ++STR_ABBREV_CANDYFLOSS :{TINY_FONT}ZW ++STR_ABBREV_BUBBLES :{TINY_FONT}BL ++STR_ABBREV_TOFFEE :{TINY_FONT}KA ++STR_ABBREV_BATTERIES :{TINY_FONT}BA ++STR_ABBREV_PLASTIC :{TINY_FONT}PL ++STR_ABBREV_FIZZY_DRINKS :{TINY_FONT}KG ++STR_ABBREV_NONE :{TINY_FONT}KG ++STR_ABBREV_ALL :{TINY_FONT}ALL ++ ++# 'Mode' of transport for cargoes ++STR_PASSENGERS :{COMMA}{NBSP}Passagéier ++STR_BAGS :{COMMA}{NBSP}S{P ak äck} ++STR_TONS :{COMMA}{NBSP}Tonn{P "" en} ++STR_LITERS :{COMMA}{NBSP}Liter ++STR_ITEMS :{COMMA}{NBSP}Eenheet{P "" en} ++STR_CRATES :{COMMA}{NBSP}Këscht{P "" en} ++ ++# Colours, do not shuffle ++STR_COLOUR_DARK_BLUE :Donkelblo ++STR_COLOUR_PALE_GREEN :Bleechgréng ++STR_COLOUR_PINK :Pink ++STR_COLOUR_YELLOW :Giel ++STR_COLOUR_RED :Rout ++STR_COLOUR_LIGHT_BLUE :Hellblo ++STR_COLOUR_GREEN :Gréng ++STR_COLOUR_DARK_GREEN :Donkelgréng ++STR_COLOUR_BLUE :Blo ++STR_COLOUR_CREAM :Beige ++STR_COLOUR_MAUVE :Mof ++STR_COLOUR_PURPLE :Purpur ++STR_COLOUR_ORANGE :Orange ++STR_COLOUR_BROWN :Brong ++STR_COLOUR_GREY :Gro ++STR_COLOUR_WHITE :Wäiss ++ ++# Units used in OpenTTD ++STR_UNITS_VELOCITY_IMPERIAL :{COMMA}{NBSP}mph ++STR_UNITS_VELOCITY_METRIC :{COMMA}{NBSP}km/h ++STR_UNITS_VELOCITY_SI :{COMMA}{NBSP}m/s ++ ++STR_UNITS_POWER_IMPERIAL :{COMMA}{NBSP}bhp ++STR_UNITS_POWER_METRIC :{COMMA}{NBSP}ps ++STR_UNITS_POWER_SI :{COMMA}{NBSP}kW ++ ++STR_UNITS_WEIGHT_SHORT_IMPERIAL :{COMMA}{NBSP}t ++STR_UNITS_WEIGHT_SHORT_METRIC :{COMMA}{NBSP}t ++STR_UNITS_WEIGHT_SHORT_SI :{COMMA}{NBSP}kg ++ ++STR_UNITS_WEIGHT_LONG_IMPERIAL :{COMMA}{NBSP}Tonn{P "" en} ++STR_UNITS_WEIGHT_LONG_METRIC :{COMMA}{NBSP}Tonn{P "" en} ++STR_UNITS_WEIGHT_LONG_SI :{COMMA}{NBSP}kg ++ ++STR_UNITS_VOLUME_SHORT_IMPERIAL :{COMMA}{NBSP}gal ++STR_UNITS_VOLUME_SHORT_METRIC :{COMMA}{NBSP}l ++STR_UNITS_VOLUME_SHORT_SI :{COMMA}{NBSP}m³ ++ ++STR_UNITS_VOLUME_LONG_IMPERIAL :{COMMA}{NBSP}Galloun{P "" en} ++STR_UNITS_VOLUME_LONG_METRIC :{COMMA}{NBSP}Liter{P "" ""} ++STR_UNITS_VOLUME_LONG_SI :{COMMA}{NBSP}m³ ++ ++STR_UNITS_FORCE_IMPERIAL :{COMMA}{NBSP}lbf ++STR_UNITS_FORCE_METRIC :{COMMA}{NBSP}kgf ++STR_UNITS_FORCE_SI :{COMMA}{NBSP}kN ++ ++STR_UNITS_HEIGHT_IMPERIAL :{COMMA}{NBSP}ft ++STR_UNITS_HEIGHT_METRIC :{COMMA}{NBSP}m ++STR_UNITS_HEIGHT_SI :{COMMA}{NBSP}m ++ ++# Common window strings ++STR_LIST_FILTER_TITLE :{BLACK}Filter String: ++STR_LIST_FILTER_OSKTITLE :{BLACK}Filter String ++STR_LIST_FILTER_TOOLTIP :{BLACK}Filter d'Lëscht op e Wuert ++ ++STR_TOOLTIP_GROUP_ORDER :{BLACK}Wiel Gruppéierreihefollëg ++STR_TOOLTIP_SORT_ORDER :{BLACK}Richtung fir ze sortéieren (ofsteigend/opsteigend) ++STR_TOOLTIP_SORT_CRITERIA :{BLACK}Argument fir ze sortéieren ++STR_TOOLTIP_FILTER_CRITERIA :{BLACK}Filterkritère wielen ++STR_BUTTON_SORT_BY :{BLACK}Sortéier no ++STR_BUTTON_LOCATION :{BLACK}Plaz ++STR_BUTTON_RENAME :{BLACK}Ëmbenennen ++ ++STR_TOOLTIP_CLOSE_WINDOW :{BLACK}Fënster zoumaachen ++STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS :{BLACK}Fënstertitel - hei zéien fir d'Fënster ze bewegen ++STR_TOOLTIP_SHADE :{BLACK}Fenster verklengeren - Weis nëmmen Titelbar ++STR_TOOLTIP_DEBUG :{BLACK}Weis NewGRF Debug Informatioun ++STR_TOOLTIP_DEFSIZE :{BLACK}Änner d'Fënster op d'Standardgréisst. Ctrl+Klick fir déi aktuell Gréisst als Standard ze späichern ++STR_TOOLTIP_STICKY :{BLACK}Markéier dës Fënster fir net zougemeet ze ginn vun dem "All Fënsteren zoumaachen" Knäppchen. Ctrl+Klick späichert déi Actioun als Standard ++STR_TOOLTIP_RESIZE :{BLACK}Klicken an zéihen fir d'Fënstergréisst ze änneren ++STR_TOOLTIP_TOGGLE_LARGE_SMALL_WINDOW :{BLACK}Wiesselt grouss/kleng Fënstergréisst ++STR_TOOLTIP_VSCROLL_BAR_SCROLLS_LIST :{BLACK}Scrollbar - scrollt d'Lëscht erop/erof ++STR_TOOLTIP_HSCROLL_BAR_SCROLLS_LIST :{BLACK}Scrollbar - scrollt d'Lëscht no lénks/riets ++STR_TOOLTIP_DEMOLISH_BUILDINGS_ETC :{BLACK}Objeten op engem Stëck Land zerstéieren. Ctrl wielt d'Land diagonal. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++ ++# Show engines button ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_TRAIN :{BLACK}Verstoppten uweisen ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_ROAD_VEHICLE :{BLACK}Verstoppten uweisen ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_SHIP :{BLACK}Verstoppten uweisen ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_AIRCRAFT :{BLACK}Verstoppten uweisen ++ ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_TRAIN_TOOLTIP :{BLACK}Mat dësem Knäppchen ginn verstoppten Zich och ugewisen ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_ROAD_VEHICLE_TOOLTIP :{BLACK}Mat dësem Knäppchen ginn verstoppte Gefierer och ugewisen ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_SHIP_TOOLTIP :{BLACK}Mat dësem Knäppchen ginn verstoppte Schëffer och ugewisen ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_AIRCRAFT_TOOLTIP :{BLACK}Mat dësem Knäppchen ginn verstoppte Fliger och ugewisen ++ ++# Query window ++STR_BUTTON_DEFAULT :{BLACK}Standard ++STR_BUTTON_CANCEL :{BLACK}Ofbriechen ++STR_BUTTON_OK :{BLACK}OK ++ ++# On screen keyboard window ++STR_OSK_KEYBOARD_LAYOUT :§1234567890'^\qwertzuiopè¨asdfghjkléà yxcvbnm,.- . ++STR_OSK_KEYBOARD_LAYOUT_CAPS :~!@#$%^&*()_+|QWERTZUIOP{{}}ASDFGHJKL:" YXCVBNM<>? . ++ ++# Measurement tooltip ++STR_MEASURE_LENGTH :{BLACK}Längt: {NUM} ++STR_MEASURE_AREA :{BLACK}Areal: {NUM} x {NUM} ++STR_MEASURE_LENGTH_HEIGHTDIFF :{BLACK}Längt: {NUM}{}Héichtenënnerscheed: {HEIGHT} ++STR_MEASURE_AREA_HEIGHTDIFF :{BLACK}Areal: {NUM} x {NUM}{}Héichtenënnerscheed: {HEIGHT} ++ ++ ++# These are used in buttons ++STR_SORT_BY_CAPTION_NAME :{BLACK}Numm ++STR_SORT_BY_CAPTION_DATE :{BLACK}Datum ++# These are used in dropdowns ++STR_SORT_BY_NAME :Numm ++STR_SORT_BY_PRODUCTION :Produktioun ++STR_SORT_BY_TYPE :Typ ++STR_SORT_BY_TRANSPORTED :Transportéiert ++STR_SORT_BY_NUMBER :Nummer ++STR_SORT_BY_PROFIT_LAST_YEAR :Profit am leschten Joer ++STR_SORT_BY_PROFIT_THIS_YEAR :Profit dëst Joer ++STR_SORT_BY_AGE :Alter ++STR_SORT_BY_RELIABILITY :Zouverlässegkeet ++STR_SORT_BY_TOTAL_CAPACITY_PER_CARGOTYPE :Total Kapazitéit pro Luedungstyp ++STR_SORT_BY_MAX_SPEED :Maximal Geschwindegkeet ++STR_SORT_BY_MODEL :Model ++STR_SORT_BY_VALUE :Wäert ++STR_SORT_BY_LENGTH :Längt ++STR_SORT_BY_LIFE_TIME :Reschtlaafzäit ++STR_SORT_BY_TIMETABLE_DELAY :Zäitplangverspéidung ++STR_SORT_BY_FACILITY :Statiounstyp ++STR_SORT_BY_WAITING_TOTAL :Gesamt waardend Gidder ++STR_SORT_BY_WAITING_AVAILABLE :Verfügbar waardend Gidder ++STR_SORT_BY_RATING_MAX :Héchste Luedungsbewäertung ++STR_SORT_BY_RATING_MIN :Niddregst Luedungsbewäertung ++STR_SORT_BY_ENGINE_ID :ID (klassësch Sortéierung) ++STR_SORT_BY_COST :Käschten ++STR_SORT_BY_POWER :Kraaft ++STR_SORT_BY_TRACTIVE_EFFORT :Zéikraaft ++STR_SORT_BY_INTRO_DATE :Aféirungsdatum ++STR_SORT_BY_RUNNING_COST :Betribskäschten ++STR_SORT_BY_POWER_VS_RUNNING_COST :Kraaft/Betribskäschten ++STR_SORT_BY_CARGO_CAPACITY :Luedungskapazitéit ++STR_SORT_BY_RANGE :Längt ++STR_SORT_BY_POPULATION :Bevölkerung ++STR_SORT_BY_RATING :Rating ++ ++# Tooltips for the main toolbar ++STR_TOOLBAR_TOOLTIP_PAUSE_GAME :{BLACK}Spill pausen ++STR_TOOLBAR_TOOLTIP_FORWARD :{BLACK}Spill schnell lafe loossen ++STR_TOOLBAR_TOOLTIP_OPTIONS :{BLACK}Optiounen ++STR_TOOLBAR_TOOLTIP_SAVE_GAME_ABANDON_GAME :{BLACK}Spill späicheren, Spill ophalen, Eraus ++STR_TOOLBAR_TOOLTIP_DISPLAY_MAP :{BLACK}Weis d'Kaart, extra Usiicht oder d'Lëscht vun den Zeeschen ++STR_TOOLBAR_TOOLTIP_DISPLAY_TOWN_DIRECTORY :{BLACK}Weis d'Stiedverzeeschnëss ++STR_TOOLBAR_TOOLTIP_DISPLAY_SUBSIDIES :{BLACK}Subventiounen uweisen ++STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_STATIONS :{BLACK}Weis d'Lëscht vun de Firmestatiounen ++STR_TOOLBAR_TOOLTIP_DISPLAY_COMPANY_FINANCES :{BLACK}Informatiounen zu de Firmefinanzen ++STR_TOOLBAR_TOOLTIP_DISPLAY_COMPANY_GENERAL :{BLACK}Generell Firmeninformatioun ++STR_TOOLBAR_TOOLTIP_DISPLAY_STORY_BOOK :{BLACK}Weis d'Storybuch ++STR_TOOLBAR_TOOLTIP_DISPLAY_GOALS_LIST :{BLACK}Weis d'Zillëscht ++STR_TOOLBAR_TOOLTIP_DISPLAY_GRAPHS :{BLACK}Weis Grafiken ++STR_TOOLBAR_TOOLTIP_DISPLAY_COMPANY_LEAGUE :{BLACK}Weis d'Firmen-Ranglëscht ++STR_TOOLBAR_TOOLTIP_FUND_CONSTRUCTION_OF_NEW :{BLACK}Finanzéiert de Bau vun enger neier Industrie oder lëscht all d'Industrien op ++STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_TRAINS :{BLACK}Lëscht vun de Firmenzich. Ctrl+Klick wiesselt tëscht Grupp/Zuch Lëscht ++STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_ROAD_VEHICLES :{BLACK}Lëscht vun de Stroossegefierer vun der Firma. Ctrl+Klick wiesselt tëscht Gruppe/Stroossegefiererlescht ++STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_SHIPS :{BLACK}Lëscht vun de Firmeschëffer. Ctrl+Klick wiesselt tëscht Gruppen/Schëfflëscht. ++STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_AIRCRAFT :{BLACK}Lëscht vun de Firmefligeren. Ctrl+Klick wiesselt tëscht Gruppen/Fligerlëscht. ++STR_TOOLBAR_TOOLTIP_ZOOM_THE_VIEW_IN :{BLACK}Vergréisser d'Sicht ++STR_TOOLBAR_TOOLTIP_ZOOM_THE_VIEW_OUT :{BLACK}Verklenger d'Sicht ++STR_TOOLBAR_TOOLTIP_BUILD_RAILROAD_TRACK :{BLACK}Schinne bauen ++STR_TOOLBAR_TOOLTIP_BUILD_ROADS :{BLACK}Stroosse bauen ++STR_TOOLBAR_TOOLTIP_BUILD_SHIP_DOCKS :{BLACK}Schëffhafe bauen ++STR_TOOLBAR_TOOLTIP_BUILD_AIRPORTS :{BLACK}Fluchhafe bauen ++STR_TOOLBAR_TOOLTIP_LANDSCAPING :{BLACK}Landschafts-Toolbar opman fir Land ze erhéijen/senken, Beem planzen, etc. ++STR_TOOLBAR_TOOLTIP_SHOW_SOUND_MUSIC_WINDOW :{BLACK}Sound/Musik Fënster ++STR_TOOLBAR_TOOLTIP_SHOW_LAST_MESSAGE_NEWS :{BLACK}Weis déi lescht Meldung/Neiegkeet, oder d'Astellungen ++STR_TOOLBAR_TOOLTIP_LAND_BLOCK_INFORMATION :{BLACK}Informatiounen zum Land, Konsole, Script debug, Screenshots, iwwer OpenTTD ++STR_TOOLBAR_TOOLTIP_SWITCH_TOOLBAR :{BLACK}Wiessel Toolbars ++ ++# Extra tooltips for the scenario editor toolbar ++STR_SCENEDIT_TOOLBAR_TOOLTIP_SAVE_SCENARIO_LOAD_SCENARIO :{BLACK}Szenario späicheren, Szenario lueden, Eraus aus dem Szenarioeditor, Eraus ++STR_SCENEDIT_TOOLBAR_OPENTTD :{YELLOW}OpenTTD ++STR_SCENEDIT_TOOLBAR_SCENARIO_EDITOR :{YELLOW}Szenarien Editor ++STR_SCENEDIT_TOOLBAR_TOOLTIP_MOVE_THE_STARTING_DATE_BACKWARD :{BLACK}Änner de Startdatum 1 Joer nohannen ++STR_SCENEDIT_TOOLBAR_TOOLTIP_MOVE_THE_STARTING_DATE_FORWARD :{BLACK}Änner de Startdatum 1 Joer no vir ++STR_SCENEDIT_TOOLBAR_TOOLTIP_SET_DATE :{BLACK}Klick fir d'Startjoer festzeleeën ++STR_SCENEDIT_TOOLBAR_TOOLTIP_DISPLAY_MAP_TOWN_DIRECTORY :{BLACK}Weis d'Kaart, Stiedverzeeschnëss ++STR_SCENEDIT_TOOLBAR_LANDSCAPE_GENERATION :{BLACK}Landschaftserstellung ++STR_SCENEDIT_TOOLBAR_TOWN_GENERATION :{BLACK}Stiederstellung ++STR_SCENEDIT_TOOLBAR_INDUSTRY_GENERATION :{BLACK}Industrieerstellung ++STR_SCENEDIT_TOOLBAR_ROAD_CONSTRUCTION :{BLACK}Stroossebau ++STR_SCENEDIT_TOOLBAR_PLANT_TREES :{BLACK}Beem planzen. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_SCENEDIT_TOOLBAR_PLACE_SIGN :{BLACK}Schëld opstellen ++STR_SCENEDIT_TOOLBAR_PLACE_OBJECT :{BLACK}Objet plazéiren. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++ ++############ range for SE file menu starts ++STR_SCENEDIT_FILE_MENU_SAVE_SCENARIO :Szenario späicheren ++STR_SCENEDIT_FILE_MENU_LOAD_SCENARIO :Szenario lueden ++STR_SCENEDIT_FILE_MENU_SAVE_HEIGHTMAP :Héichtekaart späicheren ++STR_SCENEDIT_FILE_MENU_LOAD_HEIGHTMAP :Lued Héichtekaart ++STR_SCENEDIT_FILE_MENU_QUIT_EDITOR :Eraus aus dem Editor ++STR_SCENEDIT_FILE_MENU_SEPARATOR : ++STR_SCENEDIT_FILE_MENU_QUIT :Eraus ++############ range for SE file menu starts ++ ++############ range for settings menu starts ++STR_SETTINGS_MENU_GAME_OPTIONS :Spilloptiounen ++STR_SETTINGS_MENU_CONFIG_SETTINGS_TREE :Astellungen ++STR_SETTINGS_MENU_SCRIPT_SETTINGS :KI / Spill-Script Astellungen ++STR_SETTINGS_MENU_NEWGRF_SETTINGS :NewGRF Astellungen ++STR_SETTINGS_MENU_TRANSPARENCY_OPTIONS :Transparenz Optiounen ++STR_SETTINGS_MENU_TOWN_NAMES_DISPLAYED :Stiednimm uweisen ++STR_SETTINGS_MENU_STATION_NAMES_DISPLAYED :Statiounsnimm uweisen ++STR_SETTINGS_MENU_WAYPOINTS_DISPLAYED :Weepunktnimm uweisen ++STR_SETTINGS_MENU_SIGNS_DISPLAYED :Schëlder uweisen ++STR_SETTINGS_MENU_SHOW_COMPETITOR_SIGNS :Géignerschëlder an Nimm uweisen ++STR_SETTINGS_MENU_FULL_ANIMATION :Ganz Animatiounen ++STR_SETTINGS_MENU_FULL_DETAIL :Ganz Detailer ++STR_SETTINGS_MENU_TRANSPARENT_BUILDINGS :Transparent Gebaier ++STR_SETTINGS_MENU_TRANSPARENT_SIGNS :Transparent Schëlder ++############ range ends here ++ ++############ range for file menu starts ++STR_FILE_MENU_SAVE_GAME :Spill späicheren ++STR_FILE_MENU_LOAD_GAME :Spill lueden ++STR_FILE_MENU_QUIT_GAME :Spill ophalen ++STR_FILE_MENU_SEPARATOR : ++STR_FILE_MENU_EXIT :Eraus ++############ range ends here ++ ++# map menu ++STR_MAP_MENU_MAP_OF_WORLD :Weltkaart ++STR_MAP_MENU_EXTRA_VIEW_PORT :Extra Usiicht ++STR_MAP_MENU_LINGRAPH_LEGEND :Cargo Flow Legend ++STR_MAP_MENU_SIGN_LIST :Schëlderlëscht ++ ++############ range for town menu starts ++STR_TOWN_MENU_TOWN_DIRECTORY :Stiedverzeeschnëss ++STR_TOWN_MENU_FOUND_TOWN :Stad grënnen ++############ range ends here ++ ++############ range for subsidies menu starts ++STR_SUBSIDIES_MENU_SUBSIDIES :Subventiounen ++############ range ends here ++ ++############ range for graph menu starts ++STR_GRAPH_MENU_OPERATING_PROFIT_GRAPH :Grafik: Operative Gewënn ++STR_GRAPH_MENU_INCOME_GRAPH :Grafik: Akommes ++STR_GRAPH_MENU_DELIVERED_CARGO_GRAPH :Grafik: Geliwwert Luedungen ++STR_GRAPH_MENU_PERFORMANCE_HISTORY_GRAPH :Grafik: Performance ++STR_GRAPH_MENU_COMPANY_VALUE_GRAPH :Grafik: Betribswäert ++STR_GRAPH_MENU_CARGO_PAYMENT_RATES :Luedungs Bezuelraten ++############ range ends here ++ ++############ range for company league menu starts ++STR_GRAPH_MENU_COMPANY_LEAGUE_TABLE :Betribsranglëscht ++STR_GRAPH_MENU_DETAILED_PERFORMANCE_RATING :Detailléiert Leeschtungsbewäertung ++STR_GRAPH_MENU_HIGHSCORE :Beschtelëscht ++############ range ends here ++ ++############ range for industry menu starts ++STR_INDUSTRY_MENU_INDUSTRY_DIRECTORY :Industrielëscht ++STR_INDUSTRY_MENU_INDUSTRY_CHAIN :Industrieketten ++STR_INDUSTRY_MENU_FUND_NEW_INDUSTRY :Finanzéiert eng nei Industrie ++############ range ends here ++ ++############ range for railway construction menu starts ++STR_RAIL_MENU_RAILROAD_CONSTRUCTION :Schinnebau ++STR_RAIL_MENU_ELRAIL_CONSTRUCTION :Elektrësche Schinnebau ++STR_RAIL_MENU_MONORAIL_CONSTRUCTION :Monorailbau ++STR_RAIL_MENU_MAGLEV_CONSTRUCTION :Magnéitbunnbau ++############ range ends here ++ ++############ range for road construction menu starts ++STR_ROAD_MENU_ROAD_CONSTRUCTION :Stroossebau ++STR_ROAD_MENU_TRAM_CONSTRUCTION :Trambau ++############ range ends here ++ ++############ range for waterways construction menu starts ++STR_WATERWAYS_MENU_WATERWAYS_CONSTRUCTION :Waasserstroosse bauen ++############ range ends here ++ ++############ range for airport construction menu starts ++STR_AIRCRAFT_MENU_AIRPORT_CONSTRUCTION :Fluchhafebau ++############ range ends here ++ ++############ range for landscaping menu starts ++STR_LANDSCAPING_MENU_LANDSCAPING :Landschaftsbau ++STR_LANDSCAPING_MENU_PLANT_TREES :Beem planzen ++STR_LANDSCAPING_MENU_PLACE_SIGN :Schëld opstellen ++############ range ends here ++ ++############ range for music menu starts ++STR_TOOLBAR_SOUND_MUSIC :Sound/Musik ++############ range ends here ++ ++############ range for message menu starts ++STR_NEWS_MENU_LAST_MESSAGE_NEWS_REPORT :Läscht Meldung/Neiegkeet ++STR_NEWS_MENU_MESSAGE_HISTORY_MENU :Meldungshistorie ++############ range ends here ++ ++############ range for about menu starts ++STR_ABOUT_MENU_LAND_BLOCK_INFO :Landinformatiounen ++STR_ABOUT_MENU_SEPARATOR : ++STR_ABOUT_MENU_TOGGLE_CONSOLE :Konsole un/aus ++STR_ABOUT_MENU_AI_DEBUG :KI / Spill-Script Debug ++STR_ABOUT_MENU_SCREENSHOT :Screenshot (Ctrl+S) ++STR_ABOUT_MENU_ZOOMIN_SCREENSHOT :Voll eragezoomte Screenshot ++STR_ABOUT_MENU_DEFAULTZOOM_SCREENSHOT :Standard Zoom Screenshot ++STR_ABOUT_MENU_GIANT_SCREENSHOT :Screenshot vun der ganzer Kaart ++STR_ABOUT_MENU_ABOUT_OPENTTD :Iwwert 'OpenTTD' ++STR_ABOUT_MENU_SPRITE_ALIGNER :Sprite Alignéirer ++STR_ABOUT_MENU_TOGGLE_BOUNDING_BOXES :Zeechen-Boxen un/aus ++STR_ABOUT_MENU_TOGGLE_DIRTY_BLOCKS :Knaschteg blocks fierwen un/aus ++############ range ends here ++ ++############ range for ordinal numbers used for the place in the highscore window ++STR_ORDINAL_NUMBER_1ST :1ten ++STR_ORDINAL_NUMBER_2ND :2ten ++STR_ORDINAL_NUMBER_3RD :3ten ++STR_ORDINAL_NUMBER_4TH :4ten ++STR_ORDINAL_NUMBER_5TH :5ten ++STR_ORDINAL_NUMBER_6TH :6ten ++STR_ORDINAL_NUMBER_7TH :7ten ++STR_ORDINAL_NUMBER_8TH :8ten ++STR_ORDINAL_NUMBER_9TH :9ten ++STR_ORDINAL_NUMBER_10TH :10ten ++STR_ORDINAL_NUMBER_11TH :11ten ++STR_ORDINAL_NUMBER_12TH :12ten ++STR_ORDINAL_NUMBER_13TH :13ten ++STR_ORDINAL_NUMBER_14TH :14ten ++STR_ORDINAL_NUMBER_15TH :15ten ++############ range for ordinal numbers ends ++ ++############ range for days starts ++STR_DAY_NUMBER_1ST :1ten ++STR_DAY_NUMBER_2ND :2ten ++STR_DAY_NUMBER_3RD :3ten ++STR_DAY_NUMBER_4TH :4ten ++STR_DAY_NUMBER_5TH :5ten ++STR_DAY_NUMBER_6TH :6ten ++STR_DAY_NUMBER_7TH :7ten ++STR_DAY_NUMBER_8TH :8ten ++STR_DAY_NUMBER_9TH :9ten ++STR_DAY_NUMBER_10TH :10ten ++STR_DAY_NUMBER_11TH :11ten ++STR_DAY_NUMBER_12TH :12ten ++STR_DAY_NUMBER_13TH :13ten ++STR_DAY_NUMBER_14TH :14ten ++STR_DAY_NUMBER_15TH :15ten ++STR_DAY_NUMBER_16TH :16ten ++STR_DAY_NUMBER_17TH :17ten ++STR_DAY_NUMBER_18TH :18ten ++STR_DAY_NUMBER_19TH :19ten ++STR_DAY_NUMBER_20TH :20ten ++STR_DAY_NUMBER_21ST :21ten ++STR_DAY_NUMBER_22ND :22ten ++STR_DAY_NUMBER_23RD :23ten ++STR_DAY_NUMBER_24TH :24ten ++STR_DAY_NUMBER_25TH :25ten ++STR_DAY_NUMBER_26TH :26ten ++STR_DAY_NUMBER_27TH :27ten ++STR_DAY_NUMBER_28TH :28ten ++STR_DAY_NUMBER_29TH :29ten ++STR_DAY_NUMBER_30TH :30ten ++STR_DAY_NUMBER_31ST :31ten ++############ range for days ends ++ ++############ range for months starts ++STR_MONTH_ABBREV_JAN :Jan ++STR_MONTH_ABBREV_FEB :Feb ++STR_MONTH_ABBREV_MAR :Mär ++STR_MONTH_ABBREV_APR :Abr ++STR_MONTH_ABBREV_MAY :Mee ++STR_MONTH_ABBREV_JUN :Jun ++STR_MONTH_ABBREV_JUL :Jul ++STR_MONTH_ABBREV_AUG :Aug ++STR_MONTH_ABBREV_SEP :Sep ++STR_MONTH_ABBREV_OCT :Oct ++STR_MONTH_ABBREV_NOV :Nov ++STR_MONTH_ABBREV_DEC :Dez ++ ++STR_MONTH_JAN :Januar ++STR_MONTH_FEB :Februar ++STR_MONTH_MAR :Mäerz ++STR_MONTH_APR :Abrëll ++STR_MONTH_MAY :Mee ++STR_MONTH_JUN :Juni ++STR_MONTH_JUL :Juli ++STR_MONTH_AUG :August ++STR_MONTH_SEP :September ++STR_MONTH_OCT :Oktober ++STR_MONTH_NOV :November ++STR_MONTH_DEC :Dezember ++############ range for months ends ++ ++# Graph window ++STR_GRAPH_KEY_BUTTON :{BLACK}Legend ++STR_GRAPH_KEY_TOOLTIP :{BLACK}Weis d'Legend vun der Grafik ++STR_GRAPH_X_LABEL_MONTH :{TINY_FONT}{STRING}{} {STRING} ++STR_GRAPH_X_LABEL_MONTH_YEAR :{TINY_FONT}{STRING}{} {STRING}{}{NUM} ++STR_GRAPH_Y_LABEL :{TINY_FONT}{STRING} ++STR_GRAPH_Y_LABEL_NUMBER :{TINY_FONT}{COMMA} ++ ++STR_GRAPH_OPERATING_PROFIT_CAPTION :{WHITE}Grafik: Betribsgewënn ++STR_GRAPH_INCOME_CAPTION :{WHITE}Grafik: Akommes ++STR_GRAPH_CARGO_DELIVERED_CAPTION :{WHITE}Eenheete vu Luedung geliwwert ++STR_GRAPH_COMPANY_PERFORMANCE_RATINGS_CAPTION :{WHITE}Firmen Performancebewäertung (max Bewäertung=1000) ++STR_GRAPH_COMPANY_VALUES_CAPTION :{WHITE}Firmewäert ++ ++STR_GRAPH_CARGO_PAYMENT_RATES_CAPTION :{WHITE}Luedungs Bezuelraten ++STR_GRAPH_CARGO_PAYMENT_RATES_X_LABEL :{TINY_FONT}{BLACK}Deeg am Emlaf ++STR_GRAPH_CARGO_PAYMENT_RATES_TITLE :{TINY_FONT}{BLACK}Bezuelung fir Liwwerung vun 10 Eenheeten (oder 10.000 liter) Luedungen op Distanz vun 20 Felder ++STR_GRAPH_CARGO_ENABLE_ALL :{TINY_FONT}{BLACK}All wielen ++STR_GRAPH_CARGO_DISABLE_ALL :{TINY_FONT}{BLACK}All ofwielen ++STR_GRAPH_CARGO_TOOLTIP_ENABLE_ALL :{BLACK}All Wueren op der Wuerenwäertgrafik weisen ++STR_GRAPH_CARGO_TOOLTIP_DISABLE_ALL :{BLACK}Keng Wuer op der Wuerenwäertgrafik weisen ++STR_GRAPH_CARGO_PAYMENT_TOGGLE_CARGO :{BLACK}Schalt d'Grafik fir de Luedungstyp un/aus ++STR_GRAPH_CARGO_PAYMENT_CARGO :{TINY_FONT}{BLACK}{STRING} ++ ++STR_GRAPH_PERFORMANCE_DETAIL_TOOLTIP :{BLACK}Weis detailléiert performance Astellungen ++ ++# Graph key window ++STR_GRAPH_KEY_CAPTION :{WHITE}Legend vun de Firmegrafiken ++STR_GRAPH_KEY_COMPANY_SELECTION_TOOLTIP :{BLACK}Klick hei fir d'Firma an der Grafik an/aus zeschalten ++ ++# Company league window ++STR_COMPANY_LEAGUE_TABLE_CAPTION :{WHITE}Firmeliga Tabell ++STR_COMPANY_LEAGUE_COMPANY_NAME :{ORANGE}{COMPANY} {BLACK}{COMPANY_NUM} '{STRING}' ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_ENGINEER :Techniker ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_TRAFFIC_MANAGER :Verkéiersmanager ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_TRANSPORT_COORDINATOR :Transportkoordinator ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_ROUTE_SUPERVISOR :Stroossenopsiicht ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_DIRECTOR :Direkter ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_CHIEF_EXECUTIVE :Firmechef ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_CHAIRMAN :Virsëtzenden ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_PRESIDENT :President ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_TYCOON :Tycoon ++ ++# Performance detail window ++STR_PERFORMANCE_DETAIL :{WHITE}Detailléiert Leeschtungsbewäertung ++STR_PERFORMANCE_DETAIL_KEY :{BLACK}Detail ++STR_PERFORMANCE_DETAIL_AMOUNT_CURRENCY :{BLACK}({CURRENCY_SHORT}/{CURRENCY_SHORT}) ++STR_PERFORMANCE_DETAIL_AMOUNT_INT :{BLACK}({COMMA}/{COMMA}) ++STR_PERFORMANCE_DETAIL_PERCENT :{WHITE}{NUM}% ++STR_PERFORMANCE_DETAIL_SELECT_COMPANY_TOOLTIP :{BLACK}Detailer fir des Firma uweisen ++############ Those following lines need to be in this order!! ++STR_PERFORMANCE_DETAIL_VEHICLES :{BLACK}Gefierer: ++STR_PERFORMANCE_DETAIL_STATIONS :{BLACK}Statiounen: ++STR_PERFORMANCE_DETAIL_MIN_PROFIT :{BLACK}Min. Profit: ++STR_PERFORMANCE_DETAIL_MIN_INCOME :{BLACK}Min. Akommes: ++STR_PERFORMANCE_DETAIL_MAX_INCOME :{BLACK}Max. Akommes: ++STR_PERFORMANCE_DETAIL_DELIVERED :{BLACK}Geliwwert: ++STR_PERFORMANCE_DETAIL_CARGO :{BLACK}Luedung: ++STR_PERFORMANCE_DETAIL_MONEY :{BLACK}Suen: ++STR_PERFORMANCE_DETAIL_LOAN :{BLACK}Kredit: ++STR_PERFORMANCE_DETAIL_TOTAL :{BLACK}Total: ++############ End of order list ++STR_PERFORMANCE_DETAIL_VEHICLES_TOOLTIP :{BLACK}Unzuel Gefierer déi lescht Joer Profit gemeet hunn; dëst betrëfft Stroossegefierer, Zich, Schëffer a Fligeren. ++STR_PERFORMANCE_DETAIL_STATIONS_TOOLTIP :{BLACK}Unzuel un kierzlech beliwwerte Statiounsdeeler. All Deel vun enger Statioun (z.B. Gare, Busarret, Fluchhafen) gëtt gezielt,och wann déi als eng Statioun verbonne sinn. ++STR_PERFORMANCE_DETAIL_MIN_PROFIT_TOOLTIP :{BLACK}Profit vum Gefier mam mannsten Akommes (vun alle Gefierer déi méi wéi 2 Joer al sinn) ++STR_PERFORMANCE_DETAIL_MIN_INCOME_TOOLTIP :{BLACK}Betrag u Geld den am Mount mam mansten Profit gemeet gouf an de leschten 12 Quartaler ++STR_PERFORMANCE_DETAIL_MAX_INCOME_TOOLTIP :{BLACK}Betrag u Geld den am Mount mam héchsten Profit gemeet gouf an de leschten 12 Quartaler ++STR_PERFORMANCE_DETAIL_DELIVERED_TOOLTIP :{BLACK}Unzuel un Type Wueren déi déi 4 lescht Quartaler geliwwert goufen ++STR_PERFORMANCE_DETAIL_CARGO_TOOLTIP :{BLACK}Unzuel un Type Wueren déi lescht Quartal geliwwert goufen ++STR_PERFORMANCE_DETAIL_MONEY_TOOLTIP :{BLACK}Betrag u Suen den des Firma op der Bank huet ++STR_PERFORMANCE_DETAIL_LOAN_TOOLTIP :{BLACK}Betrag u Geld den des Firma geléint huet ++STR_PERFORMANCE_DETAIL_TOTAL_TOOLTIP :{BLACK}Total Punkte vu méigleche Punkten ++ ++# Music window ++STR_MUSIC_JAZZ_JUKEBOX_CAPTION :{WHITE}Jazz Jukebox ++STR_MUSIC_PLAYLIST_ALL :{TINY_FONT}{BLACK}All ++STR_MUSIC_PLAYLIST_OLD_STYLE :{TINY_FONT}{BLACK}Ale Stil ++STR_MUSIC_PLAYLIST_NEW_STYLE :{TINY_FONT}{BLACK}Neie Stil ++STR_MUSIC_PLAYLIST_EZY_STREET :{TINY_FONT}{BLACK}Ezy Street ++STR_MUSIC_PLAYLIST_CUSTOM_1 :{TINY_FONT}{BLACK}Benotzerdéf. 1 ++STR_MUSIC_PLAYLIST_CUSTOM_2 :{TINY_FONT}{BLACK}Benotzerdéf. 2 ++STR_MUSIC_MUSIC_VOLUME :{TINY_FONT}{BLACK}Musikvolume ++STR_MUSIC_EFFECTS_VOLUME :{TINY_FONT}{BLACK}Volume vun den Effekter ++STR_MUSIC_RULER_MIN :{TINY_FONT}{BLACK}MIN ++STR_MUSIC_RULER_MAX :{TINY_FONT}{BLACK}MAX ++STR_MUSIC_RULER_MARKER :{TINY_FONT}{BLACK}' ++STR_MUSIC_TRACK_NONE :{TINY_FONT}{DKGREEN}-- ++STR_MUSIC_TRACK_DIGIT :{TINY_FONT}{DKGREEN}{ZEROFILL_NUM} ++STR_MUSIC_TITLE_NONE :{TINY_FONT}{DKGREEN}------ ++STR_MUSIC_TITLE_NAME :{TINY_FONT}{DKGREEN}"{STRING}" ++STR_MUSIC_TRACK :{TINY_FONT}{BLACK}Nummer ++STR_MUSIC_XTITLE :{TINY_FONT}{BLACK}Titel ++STR_MUSIC_SHUFFLE :{TINY_FONT}{BLACK}Shuffle ++STR_MUSIC_PROGRAM :{TINY_FONT}{BLACK}Programm ++STR_MUSIC_TOOLTIP_SKIP_TO_PREVIOUS_TRACK :{BLACK}Sprang op d'Stéck firdrun vun der Selektioun ++STR_MUSIC_TOOLTIP_SKIP_TO_NEXT_TRACK_IN_SELECTION :{BLACK}Sprang op dat nächst Stéck vun der Selektioun ++STR_MUSIC_TOOLTIP_STOP_PLAYING_MUSIC :{BLACK}Stop d'Musik ++STR_MUSIC_TOOLTIP_START_PLAYING_MUSIC :{BLACK}Start d'Musik ++STR_MUSIC_TOOLTIP_DRAG_SLIDERS_TO_SET_MUSIC :{BLACK}Zéi de Regler fir de Volume vun der Musik an den Effekter anzestellen ++STR_MUSIC_TOOLTIP_SELECT_ALL_TRACKS_PROGRAM :{BLACK}Wielt den 'all Lidder' Programm ++STR_MUSIC_TOOLTIP_SELECT_OLD_STYLE_MUSIC :{BLACK}Wielt den 'ale Stil' Musiksprogramm ++STR_MUSIC_TOOLTIP_SELECT_NEW_STYLE_MUSIC :{BLACK}Wielt den 'neie Stil' Musiksprogramm ++STR_MUSIC_TOOLTIP_SELECT_EZY_STREET_STYLE :{BLACK}Wielt den 'Ezy Street style music' Programm ++STR_MUSIC_TOOLTIP_SELECT_CUSTOM_1_USER_DEFINED :{BLACK}Wielt den 'Benotzerdéf. 1' Programm ++STR_MUSIC_TOOLTIP_SELECT_CUSTOM_2_USER_DEFINED :{BLACK}Wielt den 'Benotzerdéf. 2' Programm ++STR_MUSIC_TOOLTIP_TOGGLE_PROGRAM_SHUFFLE :{BLACK}Schalt den "shuffle" un/aus ++STR_MUSIC_TOOLTIP_SHOW_MUSIC_TRACK_SELECTION :{BLACK}Weis d'Fënster fir Musik ze wielen ++ ++STR_ERROR_NO_SONGS :{WHITE}E Music Set ouni Lidder gouf gewielt. Et wäerten keng Lidder gespillt ginn ++ ++# Playlist window ++STR_PLAYLIST_MUSIC_PROGRAM_SELECTION :{WHITE}Musiksprogramm Auswiel ++STR_PLAYLIST_TRACK_NAME :{TINY_FONT}{LTBLUE}{ZEROFILL_NUM} "{STRING}" ++STR_PLAYLIST_TRACK_INDEX :{TINY_FONT}{BLACK}Lidder Index ++STR_PLAYLIST_PROGRAM :{TINY_FONT}{BLACK}Programm - '{STRING}' ++STR_PLAYLIST_CLEAR :{TINY_FONT}{BLACK}Läschen ++STR_PLAYLIST_TOOLTIP_CLEAR_CURRENT_PROGRAM_CUSTOM1 :{BLACK}De gewielte Program reseten (nëmmen Benotzerdéf.1 oder Benotzerdéf.2) ++STR_PLAYLIST_TOOLTIP_CLICK_TO_ADD_TRACK :{BLACK}Klick op d'Lidd fir et zum aktuellen Program dobäi zesetzen (nëmme Benotzerdéf.1 oder Benotzerdéf.2) ++STR_PLAYLIST_TOOLTIP_CLICK_TO_REMOVE_TRACK :{BLACK}Klick op d'Lidd fir et vum aktuellen Programm ze läschen (Benotzerdefinéiert 1 an 2 nëmmen) ++ ++# Highscore window ++STR_HIGHSCORE_TOP_COMPANIES_WHO_REACHED :{BIG_FONT}{BLACK}Top Firmen déi {NUM} erreecht hunn ++STR_HIGHSCORE_TOP_COMPANIES_NETWORK_GAME :{BIG_FONT}{BLACK}Firmeligatabell {NUM} ++STR_HIGHSCORE_POSITION :{BIG_FONT}{BLACK}{COMMA}. ++STR_HIGHSCORE_PERFORMANCE_TITLE_BUSINESSMAN :Kafmann ++STR_HIGHSCORE_PERFORMANCE_TITLE_ENTREPRENEUR :Entrepreneur ++STR_HIGHSCORE_PERFORMANCE_TITLE_INDUSTRIALIST :Industriellen ++STR_HIGHSCORE_PERFORMANCE_TITLE_CAPITALIST :Kapitalist ++STR_HIGHSCORE_PERFORMANCE_TITLE_MAGNATE :Magnat ++STR_HIGHSCORE_PERFORMANCE_TITLE_MOGUL :Mogul ++STR_HIGHSCORE_PERFORMANCE_TITLE_TYCOON_OF_THE_CENTURY :Tycoon vum Jorhonnert ++STR_HIGHSCORE_NAME :{PRESIDENT_NAME}, {COMPANY} ++STR_HIGHSCORE_STATS :{BIG_FONT}'{STRING}' ({COMMA}) ++STR_HIGHSCORE_COMPANY_ACHIEVES_STATUS :{BIG_FONT}{BLACK}{COMPANY} erreecht de Status '{STRING}'! ++STR_HIGHSCORE_PRESIDENT_OF_COMPANY_ACHIEVES_STATUS :{BIG_FONT}{WHITE}{PRESIDENT_NAME} vun {COMPANY} erreecht de Status '{STRING}'! ++ ++# Smallmap window ++STR_SMALLMAP_CAPTION :{WHITE}Kaart - {STRING} ++ ++STR_SMALLMAP_TYPE_CONTOURS :Konturen ++STR_SMALLMAP_TYPE_VEHICLES :Gefierer ++STR_SMALLMAP_TYPE_INDUSTRIES :Industrien ++STR_SMALLMAP_TYPE_ROUTEMAP :Cargo Flow ++STR_SMALLMAP_TYPE_ROUTES :Routen ++STR_SMALLMAP_TYPE_VEGETATION :Vegetatioun ++STR_SMALLMAP_TYPE_OWNERS :Besëtzer ++STR_SMALLMAP_TOOLTIP_SHOW_LAND_CONTOURS_ON_MAP :{BLACK}Weis d'Landkonturen op der Kaart ++STR_SMALLMAP_TOOLTIP_SHOW_VEHICLES_ON_MAP :{BLACK}Weis d'Gefierer op der Kaart ++STR_SMALLMAP_TOOLTIP_SHOW_INDUSTRIES_ON_MAP :{BLACK}Weis d'Industrien op der Kaart ++STR_SMALLMAP_TOOLTIP_SHOW_LINK_STATS_ON_MAP :{BLACK}Weis de Cargo Flow op der Kaart ++STR_SMALLMAP_TOOLTIP_SHOW_TRANSPORT_ROUTES_ON :{BLACK}Weis d'Transportrouten op der Kaart ++STR_SMALLMAP_TOOLTIP_SHOW_VEGETATION_ON_MAP :{BLACK}Weis d'Vegetatioun op der Kaart ++STR_SMALLMAP_TOOLTIP_SHOW_LAND_OWNERS_ON_MAP :{BLACK}Weis d'Landbesëtzer op der Kaart ++STR_SMALLMAP_TOOLTIP_INDUSTRY_SELECTION :{BLACK}Klick op en Industrietyp fir en unzeweisen. Ctrl+Klick weist just déi ugewielte Wuer. Ctrl+Klick nach emol fir all Wueren unzeweisen ++STR_SMALLMAP_TOOLTIP_COMPANY_SELECTION :{BLACK}Klick op eng Firma fir de Besëtz unzeweisen. Ctrl+Klick weist just déi ugewielten aus. Ctrl+Klick nach emol fir all Firmen ze weisen ++STR_SMALLMAP_TOOLTIP_CARGO_SELECTION :{BLACK}Klick op eng Wuer fir tëscht den Eegenschaften ze wiesselen. Ctrl+Klick wielt Alles of ausser déi gewielte Wuer. Ctrl+Klick nach emol fir erëm Alles unzeweisen ++ ++STR_SMALLMAP_LEGENDA_ROADS :{TINY_FONT}{BLACK}Stroossen ++STR_SMALLMAP_LEGENDA_RAILROADS :{TINY_FONT}{BLACK}Schinnen ++STR_SMALLMAP_LEGENDA_STATIONS_AIRPORTS_DOCKS :{TINY_FONT}{BLACK}Statiounen/Fluchhafen/Hafen ++STR_SMALLMAP_LEGENDA_BUILDINGS_INDUSTRIES :{TINY_FONT}{BLACK}Gebaier/Industrien ++STR_SMALLMAP_LEGENDA_VEHICLES :{TINY_FONT}{BLACK}Gefierer ++STR_SMALLMAP_LEGENDA_TRAINS :{TINY_FONT}{BLACK}Zich ++STR_SMALLMAP_LEGENDA_ROAD_VEHICLES :{TINY_FONT}{BLACK}Stroossegefierer ++STR_SMALLMAP_LEGENDA_SHIPS :{TINY_FONT}{BLACK}Schëffer ++STR_SMALLMAP_LEGENDA_AIRCRAFT :{TINY_FONT}{BLACK}Fligeren ++STR_SMALLMAP_LEGENDA_TRANSPORT_ROUTES :{TINY_FONT}{BLACK}Transport Routen ++STR_SMALLMAP_LEGENDA_FOREST :{TINY_FONT}{BLACK}Bësch ++STR_SMALLMAP_LEGENDA_RAILROAD_STATION :{TINY_FONT}{BLACK}Gare ++STR_SMALLMAP_LEGENDA_TRUCK_LOADING_BAY :{TINY_FONT}{BLACK}Camionsluedeplaz ++STR_SMALLMAP_LEGENDA_BUS_STATION :{TINY_FONT}{BLACK}Busarrêt ++STR_SMALLMAP_LEGENDA_AIRPORT_HELIPORT :{TINY_FONT}{BLACK}Fluchhafen/Helikopterlandeplaz ++STR_SMALLMAP_LEGENDA_DOCK :{TINY_FONT}{BLACK}Hafen ++STR_SMALLMAP_LEGENDA_ROUGH_LAND :{TINY_FONT}{BLACK}Knubbelegt Land ++STR_SMALLMAP_LEGENDA_GRASS_LAND :{TINY_FONT}{BLACK}Grasland ++STR_SMALLMAP_LEGENDA_BARE_LAND :{TINY_FONT}{BLACK}Onerschlossend Land ++STR_SMALLMAP_LEGENDA_FIELDS :{TINY_FONT}{BLACK}Felder ++STR_SMALLMAP_LEGENDA_TREES :{TINY_FONT}{BLACK}Beem ++STR_SMALLMAP_LEGENDA_ROCKS :{TINY_FONT}{BLACK}Fielsen ++STR_SMALLMAP_LEGENDA_WATER :{TINY_FONT}{BLACK}Waasser ++STR_SMALLMAP_LEGENDA_NO_OWNER :{TINY_FONT}{BLACK}Kee Besëtzer ++STR_SMALLMAP_LEGENDA_TOWNS :{TINY_FONT}{BLACK}Stied ++STR_SMALLMAP_LEGENDA_INDUSTRIES :{TINY_FONT}{BLACK}Industrien ++STR_SMALLMAP_LEGENDA_DESERT :{TINY_FONT}{BLACK}Wüst ++STR_SMALLMAP_LEGENDA_SNOW :{TINY_FONT}{BLACK}Schnéi ++ ++STR_SMALLMAP_TOOLTIP_TOGGLE_TOWN_NAMES_ON_OFF :{BLACK}Schalt d'Stiednimm op der Kaart un/aus ++STR_SMALLMAP_CENTER :{BLACK}Zentréiert d'kleng Kaart op déi aktuell Positioun ++STR_SMALLMAP_INDUSTRY :{TINY_FONT}{STRING} ({NUM}) ++STR_SMALLMAP_LINKSTATS :{TINY_FONT}{STRING} ++STR_SMALLMAP_COMPANY :{TINY_FONT}{COMPANY} ++STR_SMALLMAP_TOWN :{TINY_FONT}{WHITE}{TOWN} ++STR_SMALLMAP_DISABLE_ALL :{BLACK}All ausschalten ++STR_SMALLMAP_ENABLE_ALL :{BLACK}All uschalten ++STR_SMALLMAP_SHOW_HEIGHT :{BLACK}D'Héicht uweisen ++STR_SMALLMAP_TOOLTIP_DISABLE_ALL_INDUSTRIES :{BLACK}Keng Industrien op der Kaart uweisen ++STR_SMALLMAP_TOOLTIP_ENABLE_ALL_INDUSTRIES :{BLACK}All Industrien op der Kaart uweisen ++STR_SMALLMAP_TOOLTIP_SHOW_HEIGHT :{BLACK}Wiessel d'Usiicht vun der Héichtenkaart ++STR_SMALLMAP_TOOLTIP_DISABLE_ALL_COMPANIES :{BLACK}Weis kee Besëtz vun der Firma op der Kaart un ++STR_SMALLMAP_TOOLTIP_ENABLE_ALL_COMPANIES :{BLACK}Weis de ganze Besëtz vun der Firma op der Kaart un ++STR_SMALLMAP_TOOLTIP_DISABLE_ALL_CARGOS :{BLACK}Weis keng Wueren op der Kaart ++STR_SMALLMAP_TOOLTIP_ENABLE_ALL_CARGOS :{BLACK}Weis all Wueren op der Kaart ++ ++# Status bar messages ++STR_STATUSBAR_TOOLTIP_SHOW_LAST_NEWS :{BLACK}Lescht Meldung oder News ++STR_STATUSBAR_COMPANY_NAME :{SILVER}- - {COMPANY} - - ++STR_STATUSBAR_PAUSED :{YELLOW}* * PAUSEIERT * * ++STR_STATUSBAR_AUTOSAVE :{RED}AUTOSPÄICHEREN ++STR_STATUSBAR_SAVING_GAME :{RED}* * SPÄICHERT D'SPILL * * ++ ++# News message history ++STR_MESSAGE_HISTORY :{WHITE}Meldungshistorie ++STR_MESSAGE_HISTORY_TOOLTIP :{BLACK}Eng Lëscht vun de leschten Meldungen ++STR_MESSAGE_NEWS_FORMAT :{STRING} - {STRING} ++ ++STR_NEWS_MESSAGE_CAPTION :{WHITE}Meldung ++STR_NEWS_CUSTOM_ITEM :{BIG_FONT}{BLACK}{STRING} ++ ++STR_NEWS_FIRST_TRAIN_ARRIVAL :{BIG_FONT}{BLACK}Bierger feieren . . .{}Éischten Zuch kënnt zu {STATION} un! ++STR_NEWS_FIRST_BUS_ARRIVAL :{BIG_FONT}{BLACK}Bierger feieren . . .{}Éischte Bus kënnt zu {STATION} un! ++STR_NEWS_FIRST_TRUCK_ARRIVAL :{BIG_FONT}{BLACK}Bierger feieren . . .{}Eischte Camion kënnt zu {STATION} un! ++STR_NEWS_FIRST_PASSENGER_TRAM_ARRIVAL :{BIG_FONT}{BLACK}Bierger feieren . . .{}Eischten Tram kënnt zu {STATION} un! ++STR_NEWS_FIRST_CARGO_TRAM_ARRIVAL :{BIG_FONT}{BLACK}Bierger feieren . . .{}Eischte Wueren-Tram kënnt zu {STATION} un! ++STR_NEWS_FIRST_SHIP_ARRIVAL :{BIG_FONT}{BLACK}Bierger feieren . . .{}Éischt Schëff kënnt zu {STATION} un! ++STR_NEWS_FIRST_AIRCRAFT_ARRIVAL :{BIG_FONT}{BLACK}Bierger feieren . . .{}Éischte Fliger kënnt zu {STATION} un! ++ ++STR_NEWS_TRAIN_CRASH :{BIG_FONT}{BLACK}Zuchakzident!{}{COMMA} Leit stiewen an der Explosioun nom Akzident ++STR_NEWS_ROAD_VEHICLE_CRASH_DRIVER :{BIG_FONT}{BLACK}Stroossenakzident!{}Fuerer stierft an der Explosioun no Akzident mat Zuch ++STR_NEWS_ROAD_VEHICLE_CRASH :{BIG_FONT}{BLACK}Stroossegefierakzident!{}{COMMA} Leit stiewen an der Explosioun no Akzident mam Zuch ++STR_NEWS_AIRCRAFT_CRASH :{BIG_FONT}{BLACK}Fligerakzident!{}{COMMA} Leit stiewen an der Explosioun bei {STATION} ++STR_NEWS_PLANE_CRASH_OUT_OF_FUEL :{BIG_FONT}{BLACK}Fligerakzident!{}Fliger hat kee Bensin méi, {COMMA} Leit stiewen an Explosioun! ++ ++STR_NEWS_DISASTER_ZEPPELIN :{BIG_FONT}{BLACK}Zeppelinkatastroph zu {STATION}! ++STR_NEWS_DISASTER_SMALL_UFO :{BIG_FONT}{BLACK}Stroossegefier bei 'UFO'-Zesummestouss zerstéiert! ++STR_NEWS_DISASTER_AIRPLANE_OIL_REFINERY :{BIG_FONT}{BLACK}Uelegraffinerie bei {TOWN} explodéiert! ++STR_NEWS_DISASTER_HELICOPTER_FACTORY :{BIG_FONT}{BLACK}Fabrik ass zu {TOWN} ënner verdächtegen Ëmmstänn zerstéiert ginn! ++STR_NEWS_DISASTER_BIG_UFO :{BIG_FONT}{BLACK}'UFO' bei {TOWN} geland! ++STR_NEWS_DISASTER_COAL_MINE_SUBSIDENCE :{BIG_FONT}{BLACK}Kuelestollenzesummebroch hannerléisst eng Spuer vu Verwüstung bei {TOWN}! ++STR_NEWS_DISASTER_FLOOD_VEHICLE :{BIG_FONT}{BLACK}Flut!{}Opmanst {COMMA} Leit vermësst, wahrscheinlech doud no grousser Flut! ++ ++STR_NEWS_COMPANY_IN_TROUBLE_TITLE :{BIG_FONT}{BLACK}Transportfirma huet Problemer! ++STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION :{BIG_FONT}{BLACK}{STRING} gëtt verkaf oder Bankrott erklärt, wann sëch d'Performance net verbessert! ++STR_NEWS_COMPANY_MERGER_TITLE :{BIG_FONT}{BLACK}Transportfirme-Fusioun! ++STR_NEWS_COMPANY_MERGER_DESCRIPTION :{BIG_FONT}{BLACK}{STRING} ass un {STRING} fir {CURRENCY_LONG} verkaf ginn! ++STR_NEWS_COMPANY_BANKRUPT_TITLE :{BIG_FONT}{BLACK}Bankrott! ++STR_NEWS_COMPANY_BANKRUPT_DESCRIPTION :{BIG_FONT}{BLACK}{STRING} ass zougemaach ginn, an all Reschtposte si verkaf! ++STR_NEWS_COMPANY_LAUNCH_TITLE :{BIG_FONT}{BLACK}Nei Transportfirma gegrënnt! ++STR_NEWS_COMPANY_LAUNCH_DESCRIPTION :{BIG_FONT}{BLACK}{STRING} baut bei {TOWN}! ++STR_NEWS_MERGER_TAKEOVER_TITLE :{BIG_FONT}{BLACK}{STRING} ass vun {STRING} iwwerholl ginn! ++STR_PRESIDENT_NAME_MANAGER :{BLACK}{PRESIDENT_NAME}{}(Manager) ++ ++STR_NEWS_NEW_TOWN :{BLACK}{BIG_FONT}{STRING} huet Kontruktioun vun der Stad {TOWN} gesponsort! ++ ++STR_NEWS_INDUSTRY_CONSTRUCTION :{BIG_FONT}{BLACK}{STRING} gëtt bei {TOWN} gebaut! ++STR_NEWS_INDUSTRY_PLANTED :{BIG_FONT}{BLACK}{STRING} gëtt bei {TOWN} geplanzt! ++ ++STR_NEWS_INDUSTRY_CLOSURE_GENERAL :{BIG_FONT}{BLACK}{STRING} gëtt glaich zougemaach! ++STR_NEWS_INDUSTRY_CLOSURE_SUPPLY_PROBLEMS :{BIG_FONT}{BLACK}Liwwerungsproblemer féieren dozou dass {STRING} gläich zougemach gëtt! ++STR_NEWS_INDUSTRY_CLOSURE_LACK_OF_TREES :{BIG_FONT}{BLACK}Mangel u Beem féiert dozou dass {STRING} gläich zougemaach gëtt! ++ ++STR_NEWS_EURO_INTRODUCTION :{BIG_FONT}{BLACK}Europäesch Währungsunioun!{}{}Den Euro ass als nei Währung am Land agefouert ginn! ++STR_NEWS_BEGIN_OF_RECESSION :{BIG_FONT}{BLACK}Wirtschaftsréckgang!{}{}Finanzexperten rechnen mat schlëmmsten Abrëch! ++STR_NEWS_END_OF_RECESSION :{BIG_FONT}{BLACK}Wirtschaftsflaut eriwwer!{}{}Verbesserung am Handel bréngt Hoffnung fir Industrien an d'Economie gëtt gestäerkt! ++ ++STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_GENERAL :{BIG_FONT}{BLACK}{INDUSTRY} erhéicht d'Produktioun! ++STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_COAL :{BIG_FONT}{BLACK}Nei Kuelenvirkommes bei {INDUSTRY} fonnt!{}Verdueblung vun der Produktioun erwaart! ++STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_OIL :{BIG_FONT}{BLACK}Nei Uelegreserven bei {INDUSTRY} font!{}Verdueblung vun der Produktioun erwaart! ++STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_FARM :{BIG_FONT}{BLACK}{INDUSTRY} huet verbessert Ofbaumethoden erfonnt!{}Verdueblung vun der Produktioun erwaard! ++STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH :{BIG_FONT}{BLACK}{STRING} Produktioun vun {INDUSTRY} geet ëm {COMMA}% erop! ++STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_GENERAL :{BIG_FONT}{BLACK}{INDUSTRY} Produktioun geet ëm 50% erof ++STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_FARM :{BIG_FONT}{BLACK}Insektebefall mat héijem Schued zu {INDUSTRY}!{}Produktioun geet ëm 50% erof ++STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH :{BIG_FONT}{BLACK}{STRING} Produktioun vun {INDUSTRY} geet ëm {COMMA}% erof! ++ ++STR_NEWS_TRAIN_IS_WAITING :{WHITE}{VEHICLE} waard am Schapp ++STR_NEWS_ROAD_VEHICLE_IS_WAITING :{WHITE}{VEHICLE} waard am Schapp ++STR_NEWS_SHIP_IS_WAITING :{WHITE}{VEHICLE} waard am Schapp ++STR_NEWS_AIRCRAFT_IS_WAITING :{WHITE}{VEHICLE} waard am Hangar ++ ++# Order review system / warnings ++STR_NEWS_VEHICLE_HAS_TOO_FEW_ORDERS :{WHITE}{VEHICLE} huet ze mann Opträg am Plang ++STR_NEWS_VEHICLE_HAS_VOID_ORDER :{WHITE}{VEHICLE} huet en eidelen Optrag ++STR_NEWS_VEHICLE_HAS_DUPLICATE_ENTRY :{WHITE}{VEHICLE} huet duebel Opträg ++STR_NEWS_VEHICLE_HAS_INVALID_ENTRY :{WHITE}{VEHICLE} huet eng falsch Statioun an den Opträg ++STR_NEWS_PLANE_USES_TOO_SHORT_RUNWAY :{WHITE}{VEHICLE} huet an séngen Opträg en Fluchhafen dem séng Landebunn ze kuerz ass ++ ++STR_NEWS_VEHICLE_IS_GETTING_OLD :{WHITE}{VEHICLE} gëtt al ++STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD :{WHITE}{VEHICLE} gëtt ganz al ++STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD_AND :{WHITE}{VEHICLE} ass ganz al, an sollt schnellstens ersaat ginn ++STR_NEWS_TRAIN_IS_STUCK :{WHITE}{VEHICLE} kann de Wee fir weider ze fueren net fannen ++STR_NEWS_VEHICLE_IS_LOST :{WHITE}{VEHICLE} ass verluer ++STR_NEWS_VEHICLE_IS_UNPROFITABLE :{WHITE}Dëm {VEHICLE} säin Profit vum leschten Joer war {CURRENCY_LONG} ++STR_NEWS_AIRCRAFT_DEST_TOO_FAR :{WHITE}{VEHICLE} kann net op d'nächst Destinatioun kommen, se ass ze wäit ewech ++ ++STR_NEWS_ORDER_REFIT_FAILED :{WHITE}{VEHICLE} huet gestoppt well eng Optragennerung net geklappt huet ++STR_NEWS_VEHICLE_AUTORENEW_FAILED :{WHITE}Fehler beim Autoerneieren vum {VEHICLE}{}{STRING} ++ ++STR_NEWS_NEW_VEHICLE_NOW_AVAILABLE :{BIG_FONT}{BLACK}Neie {STRING} verfügbar! ++STR_NEWS_NEW_VEHICLE_TYPE :{BIG_FONT}{BLACK}{ENGINE} ++STR_NEWS_NEW_VEHICLE_NOW_AVAILABLE_WITH_TYPE :{BLACK}Neie/Neit {STRING} verfügbar! - {ENGINE} ++ ++STR_NEWS_STATION_NO_LONGER_ACCEPTS_CARGO :{WHITE}{STATION} akzeptéiert {STRING} net méi ++STR_NEWS_STATION_NO_LONGER_ACCEPTS_CARGO_OR_CARGO :{WHITE}{STATION} akzeptéiert {STRING} oder {STRING} net méi ++STR_NEWS_STATION_NOW_ACCEPTS_CARGO :{WHITE}{STATION} akzeptéiert elo {STRING} ++STR_NEWS_STATION_NOW_ACCEPTS_CARGO_AND_CARGO :{WHITE}{STATION} akzeptéiert elo {STRING} an {STRING} ++ ++STR_NEWS_OFFER_OF_SUBSIDY_EXPIRED :{BIG_FONT}{BLACK}Subventioun ofgelaaf:{}{}{STRING} vun {STRING} op {STRING} gëtt net méi subventionéiert ++STR_NEWS_SUBSIDY_WITHDRAWN_SERVICE :{BIG_FONT}{BLACK}Subventioun entzunn:{}{}{STRING} Service vun {STRING} op {STRING} gëtt net méi subventionéiert ++STR_NEWS_SERVICE_SUBSIDY_OFFERED :{BIG_FONT}{BLACK}Subventioun offréiert:{}{}Eischten {STRING} Service vun {STRING} op {STRING} gëtt mat énger Subventioun vun 1 Joer belount.! ++STR_NEWS_SERVICE_SUBSIDY_AWARDED_HALF :{BIG_FONT}{BLACK}Subventioun geet un {STRING}!{}{}{STRING} Service vun {STRING} op {STRING} gëtt nächst Joer mat 50% Bonus bezuelt! ++STR_NEWS_SERVICE_SUBSIDY_AWARDED_DOUBLE :{BIG_FONT}{BLACK}Subventioun geet un {STRING}!{}{}{STRING} Service vun {STRING} op {STRING} gëtt nächst Joer duebel bezuelt! ++STR_NEWS_SERVICE_SUBSIDY_AWARDED_TRIPLE :{BIG_FONT}{BLACK}Subventioun geet un {STRING}!{}{}{STRING} Service vun {STRING} op {STRING} gëtt nächst Joer dräifach bezuelt! ++STR_NEWS_SERVICE_SUBSIDY_AWARDED_QUADRUPLE :{BIG_FONT}{BLACK}Subventioun geet un {STRING}!{}{}{STRING} Service vun {STRING} op {STRING} gëtt nächst Joer mat 400% bezuelt! ++ ++STR_NEWS_ROAD_REBUILDING :{BIG_FONT}{BLACK}Trafficchaos an {TOWN}!{}{}Stroossenneibau deen vun {STRING} finanzéiert ginn ass bréngt 6 Méint Misère fir d'Autosfuerer! ++STR_NEWS_EXCLUSIVE_RIGHTS_TITLE :{BIG_FONT}{BLACK}Transportmonopol! ++STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION :{BIG_FONT}{BLACK}D'Gemeng {TOWN} ënnerschreiwt Kontrakt mat {STRING} fir ee Joer laang exklusiv Transportrechter! ++ ++# Extra view window ++STR_EXTRA_VIEW_PORT_TITLE :{WHITE}Usiicht {COMMA} ++STR_EXTRA_VIEW_MOVE_VIEW_TO_MAIN :{BLACK}Kopéiert op d'Usiicht ++STR_EXTRA_VIEW_MOVE_VIEW_TO_MAIN_TT :{BLACK}Kopéiert d'Plaz vun der globaler Usiicht op des Usiicht ++STR_EXTRA_VIEW_MOVE_MAIN_TO_VIEW :{BLACK}Vun der Usiicht drasetzen ++STR_EXTRA_VIEW_MOVE_MAIN_TO_VIEW_TT :{BLACK}Setzt d'Plaz vun dëser Usiicht op déi global Usiicht ++ ++# Game options window ++STR_GAME_OPTIONS_CAPTION :{WHITE}Spill Optiounen ++STR_GAME_OPTIONS_CURRENCY_UNITS_FRAME :{BLACK}Währungseenheet ++STR_GAME_OPTIONS_CURRENCY_UNITS_DROPDOWN_TOOLTIP :{BLACK}Währungseenheet wielen ++ ++############ start of currency region ++STR_GAME_OPTIONS_CURRENCY_GBP :Pond (£) ++STR_GAME_OPTIONS_CURRENCY_USD :Dollar ($) ++STR_GAME_OPTIONS_CURRENCY_EUR :Euro (€) ++STR_GAME_OPTIONS_CURRENCY_JPY :Yen (¥) ++STR_GAME_OPTIONS_CURRENCY_ATS :Eisträichesche Schilling (ATS) ++STR_GAME_OPTIONS_CURRENCY_BEF :Belsch Frang (BEF) ++STR_GAME_OPTIONS_CURRENCY_CHF :Schwäizer Frang (CHF) ++STR_GAME_OPTIONS_CURRENCY_CZK :Tschechesch Kroun (CZK) ++STR_GAME_OPTIONS_CURRENCY_DEM :Däitsch Mark (DM) ++STR_GAME_OPTIONS_CURRENCY_DKK :Dänesch Kroun (DKK) ++STR_GAME_OPTIONS_CURRENCY_ESP :Peseten (ESP) ++STR_GAME_OPTIONS_CURRENCY_FIM :Finnesch Mark (FIM) ++STR_GAME_OPTIONS_CURRENCY_FRF :Franséische Frang (FRF) ++STR_GAME_OPTIONS_CURRENCY_GRD :Griechësch Drachme (GRD) ++STR_GAME_OPTIONS_CURRENCY_HUF :Ungaresche Forint (HUF) ++STR_GAME_OPTIONS_CURRENCY_ISK :Isländesch Kroun (ISK) ++STR_GAME_OPTIONS_CURRENCY_ITL :Italienesch Lire (ITL) ++STR_GAME_OPTIONS_CURRENCY_NLG :Holländesche Gulden (NLG) ++STR_GAME_OPTIONS_CURRENCY_NOK :Norwegesch Kroun (NOK) ++STR_GAME_OPTIONS_CURRENCY_PLN :Polnesch Zloty (PLN) ++STR_GAME_OPTIONS_CURRENCY_RON :Rumänesch Leu (RON) ++STR_GAME_OPTIONS_CURRENCY_RUR :Russesche Rubel (RUR) ++STR_GAME_OPTIONS_CURRENCY_SIT :Sloweneschen Tolar (SIT) ++STR_GAME_OPTIONS_CURRENCY_SEK :Schwedesch Kroun (SEK) ++STR_GAME_OPTIONS_CURRENCY_TRY :Türkesch Lire (TRY) ++STR_GAME_OPTIONS_CURRENCY_SKK :Slovakesch Kroun (SKK) ++STR_GAME_OPTIONS_CURRENCY_BRL :Brasilianesche Real (BRL) ++STR_GAME_OPTIONS_CURRENCY_EEK :Estnesch Kroun (EEK) ++STR_GAME_OPTIONS_CURRENCY_LTL :Litauesch Litas (LTL) ++STR_GAME_OPTIONS_CURRENCY_KRW :Südkoreanesche Won (KRW) ++STR_GAME_OPTIONS_CURRENCY_ZAR :Südafrikanesche Rand (ZAR) ++STR_GAME_OPTIONS_CURRENCY_CUSTOM :Eegen... ++STR_GAME_OPTIONS_CURRENCY_GEL :Georgesche Lari (GEL) ++STR_GAME_OPTIONS_CURRENCY_IRR :Iranësche Rial (IRR) ++############ end of currency region ++ ++STR_GAME_OPTIONS_ROAD_VEHICLES_FRAME :{BLACK}Stroossegefierer ++STR_GAME_OPTIONS_ROAD_VEHICLES_DROPDOWN_TOOLTIP :{BLACK}Wéi eng Stroossesäit sollen d'Gefierer fueren ++STR_GAME_OPTIONS_ROAD_VEHICLES_DROPDOWN_LEFT :Lénks fueren ++STR_GAME_OPTIONS_ROAD_VEHICLES_DROPDOWN_RIGHT :Riets fueren ++ ++STR_GAME_OPTIONS_TOWN_NAMES_FRAME :{BLACK}Stiednimm ++STR_GAME_OPTIONS_TOWN_NAMES_DROPDOWN_TOOLTIP :{BLACK}Stil vun de Stiednimm wielen ++ ++############ start of townname region ++STR_GAME_OPTIONS_TOWN_NAME_ORIGINAL_ENGLISH :Englesch (Original) ++STR_GAME_OPTIONS_TOWN_NAME_FRENCH :Franséisch ++STR_GAME_OPTIONS_TOWN_NAME_GERMAN :Däitsch ++STR_GAME_OPTIONS_TOWN_NAME_ADDITIONAL_ENGLISH :Englesch (Erweidert) ++STR_GAME_OPTIONS_TOWN_NAME_LATIN_AMERICAN :Lateinamerikanesch ++STR_GAME_OPTIONS_TOWN_NAME_SILLY :Blöd ++STR_GAME_OPTIONS_TOWN_NAME_SWEDISH :Schwedesch ++STR_GAME_OPTIONS_TOWN_NAME_DUTCH :Holländesch ++STR_GAME_OPTIONS_TOWN_NAME_FINNISH :Finnesch ++STR_GAME_OPTIONS_TOWN_NAME_POLISH :Polnesch ++STR_GAME_OPTIONS_TOWN_NAME_SLOVAK :Slovakesch ++STR_GAME_OPTIONS_TOWN_NAME_NORWEGIAN :Norwegesch ++STR_GAME_OPTIONS_TOWN_NAME_HUNGARIAN :Ungaresch ++STR_GAME_OPTIONS_TOWN_NAME_AUSTRIAN :Éisträichesch ++STR_GAME_OPTIONS_TOWN_NAME_ROMANIAN :Rumänesch ++STR_GAME_OPTIONS_TOWN_NAME_CZECH :Tschechesch ++STR_GAME_OPTIONS_TOWN_NAME_SWISS :Schwäitzer ++STR_GAME_OPTIONS_TOWN_NAME_DANISH :Dänesch ++STR_GAME_OPTIONS_TOWN_NAME_TURKISH :Türkesch ++STR_GAME_OPTIONS_TOWN_NAME_ITALIAN :Italienesch ++STR_GAME_OPTIONS_TOWN_NAME_CATALAN :Katalanesch ++############ end of townname region ++ ++STR_GAME_OPTIONS_AUTOSAVE_FRAME :{BLACK}Autospäicheren ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_TOOLTIP :{BLACK}Wiel den Intervall aus fir d'Autospäicherung ++ ++############ start of autosave dropdown ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_OFF :Aus ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_EVERY_1_MONTH :All Mount ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_EVERY_3_MONTHS :All 3 Méint ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_EVERY_6_MONTHS :All 6 Méint ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_EVERY_12_MONTHS :All 12 Méint ++############ end of autosave dropdown ++ ++STR_GAME_OPTIONS_LANGUAGE :{BLACK}Sprooch ++STR_GAME_OPTIONS_LANGUAGE_TOOLTIP :{BLACK}Wielt d'Interfacesprooch aus ++ ++STR_GAME_OPTIONS_FULLSCREEN :{BLACK}Vollbild ++STR_GAME_OPTIONS_FULLSCREEN_TOOLTIP :{BLACK}Klick dës Optioun un fir OpenTTD am Vollbild ze spillen ++ ++STR_GAME_OPTIONS_RESOLUTION :{BLACK}Bildopléisung ++STR_GAME_OPTIONS_RESOLUTION_TOOLTIP :{BLACK}Wielt d'Bildopléisung ++STR_GAME_OPTIONS_RESOLUTION_OTHER :Aaner ++ ++STR_GAME_OPTIONS_GUI_ZOOM_FRAME :{BLACK}Interfacegréisst ++STR_GAME_OPTIONS_GUI_ZOOM_DROPDOWN_TOOLTIP :{BLACK}Wiel d'Gréisst déi fir den Interface soll benotzt ginn ++ ++STR_GAME_OPTIONS_GUI_ZOOM_DROPDOWN_NORMAL :Normal ++STR_GAME_OPTIONS_GUI_ZOOM_DROPDOWN_2X_ZOOM :Duebel ++STR_GAME_OPTIONS_GUI_ZOOM_DROPDOWN_4X_ZOOM :Véierfach ++ ++STR_GAME_OPTIONS_BASE_GRF :{BLACK}Basis Grafikset ++STR_GAME_OPTIONS_BASE_GRF_TOOLTIP :{BLACK}Wielt de Basis Grafikset dee soll benotzt ginn ++STR_GAME_OPTIONS_BASE_GRF_STATUS :{RED}{NUM} fehlend/korrupt Datei{P "" en} ++STR_GAME_OPTIONS_BASE_GRF_DESCRIPTION_TOOLTIP :{BLACK}Méi Infos iwwert de Basis Grafikset ++ ++STR_GAME_OPTIONS_BASE_SFX :{BLACK}Basis Soundset ++STR_GAME_OPTIONS_BASE_SFX_TOOLTIP :{BLACK}Wiel de Basis Soundset dee soll benotzt ginn ++STR_GAME_OPTIONS_BASE_SFX_DESCRIPTION_TOOLTIP :{BLACK}Méi Informatiounen iwwer d'Basis Soundset ++ ++STR_GAME_OPTIONS_BASE_MUSIC :{BLACK}Basis Musikset ++STR_GAME_OPTIONS_BASE_MUSIC_TOOLTIP :{BLACK}Wiel de Basis Musikset dee soll benotzt ginn ++STR_GAME_OPTIONS_BASE_MUSIC_STATUS :{RED}{NUM} korrupt Datei{P "" en} ++STR_GAME_OPTIONS_BASE_MUSIC_DESCRIPTION_TOOLTIP :{BLACK}Méi Informatiounen iwwer de Basis Musikset ++ ++STR_ERROR_RESOLUTION_LIST_FAILED :{WHITE}Konnt keng Lëscht vun supportéierten Opléisunge fannen ++STR_ERROR_FULLSCREEN_FAILED :{WHITE}Fehler beim Vollbild ++ ++# Custom currency window ++ ++STR_CURRENCY_WINDOW :{WHITE}Eegen Währung ++STR_CURRENCY_EXCHANGE_RATE :{LTBLUE}Wiesselkuer: {ORANGE}{CURRENCY_LONG} = £ {COMMA} ++STR_CURRENCY_DECREASE_EXCHANGE_RATE_TOOLTIP :{BLACK}Setz de Betrag Suen dee fir 1 Pond (£) gebraucht gëtt erof ++STR_CURRENCY_INCREASE_EXCHANGE_RATE_TOOLTIP :{BLACK}Setz de Betrag Suen dee fir 1 Pond (£) gebraucht gëtt erop ++STR_CURRENCY_SET_EXCHANGE_RATE_TOOLTIP :{BLACK}Setzt de Wiesselcours fir deng Währung fir 1 Pond (£) ++ ++STR_CURRENCY_SEPARATOR :{LTBLUE}Komma-Stil: {ORANGE}{STRING} ++STR_CURRENCY_SET_CUSTOM_CURRENCY_SEPARATOR_TOOLTIP :{BLACK}Setzt de Separateur fir deng Währung ++ ++STR_CURRENCY_PREFIX :{LTBLUE}Prefix: {ORANGE}{STRING} ++STR_CURRENCY_SET_CUSTOM_CURRENCY_PREFIX_TOOLTIP :{BLACK}Setzt de Prefix fir deng Währung ++STR_CURRENCY_SUFFIX :{LTBLUE}Suffix: {ORANGE}{STRING} ++STR_CURRENCY_SET_CUSTOM_CURRENCY_SUFFIX_TOOLTIP :{BLACK}Setzt de Suffix fir deng Währung ++ ++STR_CURRENCY_SWITCH_TO_EURO :{LTBLUE}Op Euro wiesselen ab: {ORANGE}{NUM} ++STR_CURRENCY_SWITCH_TO_EURO_NEVER :{LTBLUE}Zum Euro wiesselen: {ORANGE}nie ++STR_CURRENCY_SET_CUSTOM_CURRENCY_TO_EURO_TOOLTIP :{BLACK}Wielt d'Joer wou op den Euro gewiesselt gëtt ++STR_CURRENCY_DECREASE_CUSTOM_CURRENCY_TO_EURO_TOOLTIP :{BLACK}Wiessel éischter op den Euro ++STR_CURRENCY_INCREASE_CUSTOM_CURRENCY_TO_EURO_TOOLTIP :{BLACK}Wiessel méi spéit op den Euro ++ ++STR_CURRENCY_PREVIEW :{LTBLUE}Prouf: {ORANGE}{CURRENCY_LONG} ++STR_CURRENCY_CUSTOM_CURRENCY_PREVIEW_TOOLTIP :{BLACK}10000 Pond (£) an denger Währung ++STR_CURRENCY_CHANGE_PARAMETER :{BLACK}Änner Währungsparameter ++ ++STR_DIFFICULTY_LEVEL_SETTING_MAXIMUM_NO_COMPETITORS :{LTBLUE}Maximal Unzuel vu Géigner: {ORANGE}{COMMA} ++ ++STR_NONE :Keng ++STR_FUNDING_ONLY :Nëmmen finanzéiren ++STR_MINIMAL :Minimal ++STR_NUM_VERY_LOW :Ganz niddreg ++STR_NUM_LOW :Wéineg ++STR_NUM_NORMAL :Normal ++STR_NUM_HIGH :Vill ++STR_NUM_CUSTOM :Benotzerdefinéiert ++STR_NUM_CUSTOM_NUMBER :Eegen ({NUM}) ++ ++STR_VARIETY_NONE :Keng ++STR_VARIETY_VERY_LOW :Ganz niddreg ++STR_VARIETY_LOW :Niddreg ++STR_VARIETY_MEDIUM :Mëttel ++STR_VARIETY_HIGH :Héich ++STR_VARIETY_VERY_HIGH :Ganz héich ++ ++STR_AI_SPEED_VERY_SLOW :Ganz lues ++STR_AI_SPEED_SLOW :Lues ++STR_AI_SPEED_MEDIUM :Mëttel ++STR_AI_SPEED_FAST :Séier ++STR_AI_SPEED_VERY_FAST :Ganz séier ++ ++STR_SEA_LEVEL_VERY_LOW :Ganz niddreg ++STR_SEA_LEVEL_LOW :Niddreg ++STR_SEA_LEVEL_MEDIUM :Mëttel ++STR_SEA_LEVEL_HIGH :Héich ++STR_SEA_LEVEL_CUSTOM :Eegen ++STR_SEA_LEVEL_CUSTOM_PERCENTAGE :Eegen ({NUM}%) ++ ++STR_RIVERS_NONE :Keng ++STR_RIVERS_FEW :Wéineg ++STR_RIVERS_MODERATE :Mëttel ++STR_RIVERS_LOT :Vill ++ ++STR_DISASTER_NONE :Keng ++STR_DISASTER_REDUCED :Manner ++STR_DISASTER_NORMAL :Normal ++ ++STR_SUBSIDY_X1_5 :x1.5 ++STR_SUBSIDY_X2 :x2 ++STR_SUBSIDY_X3 :x3 ++STR_SUBSIDY_X4 :x4 ++ ++STR_TERRAIN_TYPE_VERY_FLAT :Ganz Flaach ++STR_TERRAIN_TYPE_FLAT :Flaach ++STR_TERRAIN_TYPE_HILLY :Hiwwelech ++STR_TERRAIN_TYPE_MOUNTAINOUS :Bierger ++STR_TERRAIN_TYPE_ALPINIST :Alpin ++ ++STR_CITY_APPROVAL_PERMISSIVE :Fräizügeg ++STR_CITY_APPROVAL_TOLERANT :Tolerant ++STR_CITY_APPROVAL_HOSTILE :Ofleenend ++ ++STR_WARNING_NO_SUITABLE_AI :{WHITE}Keng KI fonnt...{}KI kënnen iwwert den 'Online Content' system downgeload ginn ++ ++# Settings tree window ++STR_CONFIG_SETTING_TREE_CAPTION :{WHITE}Astellungen ++STR_CONFIG_SETTING_FILTER_TITLE :{BLACK}Filter-String: ++STR_CONFIG_SETTING_EXPAND_ALL :{BLACK}Alles erweideren ++STR_CONFIG_SETTING_COLLAPSE_ALL :{BLACK}Alles reduzéiren ++STR_CONFIG_SETTING_NO_EXPLANATION_AVAILABLE_HELPTEXT :(keng Erklärung verfügbar) ++STR_CONFIG_SETTING_DEFAULT_VALUE :{LTBLUE}Standardwäert: {ORANGE}{STRING} ++STR_CONFIG_SETTING_TYPE :{LTBLUE}Astellungstyp: {ORANGE}{STRING} ++STR_CONFIG_SETTING_TYPE_CLIENT :Clientastellung (net am Save gespäichert; betrëfft all Spiller) ++STR_CONFIG_SETTING_TYPE_GAME_MENU :Spillastellung (am Save gespäichert; betrëfft just nei Spiller) ++STR_CONFIG_SETTING_TYPE_GAME_INGAME :Spillastellung (am Save gespäichert; betrëfft just aktuellt Spill) ++STR_CONFIG_SETTING_TYPE_COMPANY_MENU :Firmenastellung (am Save gespäichert; betrëfft just nei Spiller) ++STR_CONFIG_SETTING_TYPE_COMPANY_INGAME :Firmenastellung (am Save gespäichert; betrëfft just déi aktuell Firma) ++ ++STR_CONFIG_SETTING_RESTRICT_CATEGORY :{BLACK}Kategorie: ++STR_CONFIG_SETTING_RESTRICT_TYPE :{BLACK}Typ: ++STR_CONFIG_SETTING_RESTRICT_DROPDOWN_HELPTEXT :{BLACK}Limitéiert d'Lëscht mat virdefinéierten Filter ++STR_CONFIG_SETTING_RESTRICT_BASIC :Basis (nëmmen wichteg Astellungen) ++STR_CONFIG_SETTING_RESTRICT_ADVANCED :Erweidert (weist déi meescht Astellungen) ++STR_CONFIG_SETTING_RESTRICT_ALL :Expertenastellungen (all Astellungen, och komescher) ++STR_CONFIG_SETTING_RESTRICT_CHANGED_AGAINST_DEFAULT :Astellungen mat engem aneren Wäert wéi de Standardwäert ++STR_CONFIG_SETTING_RESTRICT_CHANGED_AGAINST_NEW :Astellungen mat engem aneren Wäert wéi d'Neit-Spill-Astellungen ++ ++STR_CONFIG_SETTING_TYPE_DROPDOWN_HELPTEXT :{BLACK}Beschränkt déi folgend Lëscht op bestëmmten Astellungstypen ++STR_CONFIG_SETTING_TYPE_DROPDOWN_ALL :All Astellungen ++STR_CONFIG_SETTING_TYPE_DROPDOWN_CLIENT :Clientastellung (net am Save gespäichert; betrëfft all Spiller) ++STR_CONFIG_SETTING_TYPE_DROPDOWN_GAME_MENU :Spillastellungen (am Save gespäichert; betrëfft just nei Spiller) ++STR_CONFIG_SETTING_TYPE_DROPDOWN_GAME_INGAME :Spillastellungen (am Save gespäichert; betrëfft just aktuellt Spill) ++STR_CONFIG_SETTING_TYPE_DROPDOWN_COMPANY_MENU :Firmenastellungen (am Save gespäichert; betrëfft just nei Spiller) ++STR_CONFIG_SETTING_TYPE_DROPDOWN_COMPANY_INGAME :Firmenastellungen (am Save gespäichert; betrëfft just déi aktuell Firma) ++STR_CONFIG_SETTING_CATEGORY_HIDES :{BLACK}Weis all Sich-Resultater no der Astellung{}{SILVER}Kategorie {BLACK}bis {WHITE}{STRING} ++STR_CONFIG_SETTING_TYPE_HIDES :{BLACK}Weis all Sich-Resultater no der Astellung{}{SILVER}Typ {BLACK}bis {WHITE}All Astellungstypen ++STR_CONFIG_SETTING_CATEGORY_AND_TYPE_HIDES :{BLACK}Weis all Sich-Resultater no der Astellung{}{SILVER}Kategorie {BLACK}bis {WHITE}{STRING} {BLACK}an {SILVER}Typ {BLACK}bis {WHITE}All Astellungstypen ++STR_CONFIG_SETTINGS_NONE :{WHITE}- Keng - ++ ++STR_CONFIG_SETTING_OFF :Aus ++STR_CONFIG_SETTING_ON :Un ++STR_CONFIG_SETTING_DISABLED :ausgeschalt ++ ++STR_CONFIG_SETTING_COMPANIES_OFF :Aus ++STR_CONFIG_SETTING_COMPANIES_OWN :Eege Firma ++STR_CONFIG_SETTING_COMPANIES_ALL :All Firmen ++ ++STR_CONFIG_SETTING_NONE :Keng ++STR_CONFIG_SETTING_ORIGINAL :Original ++STR_CONFIG_SETTING_REALISTIC :Realistesch ++ ++STR_CONFIG_SETTING_HORIZONTAL_POS_LEFT :Lénks ++STR_CONFIG_SETTING_HORIZONTAL_POS_CENTER :Zentréiert ++STR_CONFIG_SETTING_HORIZONTAL_POS_RIGHT :Riets ++ ++STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN :Maximalen Ufanksloun: {STRING} ++STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN_HELPTEXT :Maximalwäert den eng Firma kann léinen (ouni Inflatioun matzerechnen) ++STR_CONFIG_SETTING_INTEREST_RATE :Zënssaz: {STRING} ++STR_CONFIG_SETTING_INTEREST_RATE_HELPTEXT :Zënssaz; kontrolléiert och d'Inflatioun wann ugeschalt ++STR_CONFIG_SETTING_RUNNING_COSTS :Betribskäschten: {STRING} ++STR_CONFIG_SETTING_RUNNING_COSTS_HELPTEXT :Fixéier den Niveau vun de Betribskäschten vu Gefierer an Infrastruktur ++STR_CONFIG_SETTING_CONSTRUCTION_SPEED :Baugeschwindegkeet: {STRING} ++STR_CONFIG_SETTING_CONSTRUCTION_SPEED_HELPTEXT :Limitéier d'Unzuel u Bauaktiounen fir d'KI ++STR_CONFIG_SETTING_VEHICLE_BREAKDOWNS :Gefierpannen: {STRING} ++STR_CONFIG_SETTING_VEHICLE_BREAKDOWNS_HELPTEXT :Kontrolléirt wéi oft Gefierer eng Pann hunn déi net ordentlech an der Revisioun waren ++STR_CONFIG_SETTING_SUBSIDY_MULTIPLIER :Subventiounemultiplikator: {STRING} ++STR_CONFIG_SETTING_SUBSIDY_MULTIPLIER_HELPTEXT :Fixéiert wéivill fir subsidéiert Verbindunge bezuelt gëtt ++STR_CONFIG_SETTING_CONSTRUCTION_COSTS :Konstruktiounskäschten: {STRING} ++STR_CONFIG_SETTING_CONSTRUCTION_COSTS_HELPTEXT :Bestëmm den Niveau vu Bau- a Kafkäschten ++STR_CONFIG_SETTING_RECESSIONS :Rezessiounen: {STRING} ++STR_CONFIG_SETTING_RECESSIONS_HELPTEXT :Wann ugeschalt kann all puer Joer eng Rezessioun kommen. Während enger Rezessioun ass d'Produktioun däitlech méi niddreg (an klëmmt erëm op den alen Niveau no der Rezessioun) ++STR_CONFIG_SETTING_TRAIN_REVERSING :Den Zich verbidden an enger Statioun emzedréinen: {STRING} ++STR_CONFIG_SETTING_TRAIN_REVERSING_HELPTEXT :Wann ugeschalt kënnen Zich net an Net-Terminusen emdréinen, och wann et en méi kuerzen Wee op d'Destinatioun gëtt wann en emdréint ++STR_CONFIG_SETTING_DISASTERS :Katastrophen: {STRING} ++STR_CONFIG_SETTING_DISASTERS_HELPTEXT :Stell Katastrophen un oder aus déi eventuell Gefierer an Industrien blockéiren oder zerstéiren ++STR_CONFIG_SETTING_CITY_APPROVAL :Dem Stadrot seng Astellung géigeniwwer dem Embau vun der Landschaft: {STRING} ++STR_CONFIG_SETTING_CITY_APPROVAL_HELPTEXT :Wielt aus, wéivill vun der Firma verursachten Kaméidi an Emweltschiedegung sech op d'Stadbewäertung an op weider Bauaktiounen auswierkt ++ ++STR_CONFIG_SETTING_MAX_HEIGHTLEVEL :Maximal Kaartenhéicht: {STRING} ++STR_CONFIG_SETTING_MAX_HEIGHTLEVEL_HELPTEXT :Setzt déi maximal erlabten Héicht fir Bierger op dëser Kaart ++STR_CONFIG_SETTING_TOO_HIGH_MOUNTAIN :{WHITE}Du kanns d'maximal Kaartenhéischt net op dësen Wäert setzen. Op manst ee Bierg op der Kaart ass méi héich ++STR_CONFIG_SETTING_AUTOSLOPE :Erlaabt Landformung ënnert Gebaier, Stroossen, etc.: {STRING} ++STR_CONFIG_SETTING_AUTOSLOPE_HELPTEXT :Erlaabt Terraintransformatioun ënnert Gebaier an Schinnen ouni dës ewechzehuelen ++STR_CONFIG_SETTING_CATCHMENT :Erlaabt méi realistësch Einzugsberäicher: {STRING} ++STR_CONFIG_SETTING_CATCHMENT_HELPTEXT :Statiounen a Fluchhäfen hunn verschidde grouss Einzugsberäicher ++STR_CONFIG_SETTING_EXTRADYNAMITE :Erlaabt d'Ewechhuelen vu méi Stroossen, Brécken, etc. vun der Stad: {STRING} ++STR_CONFIG_SETTING_EXTRADYNAMITE_HELPTEXT :Mach et méi einfach fir Infrastruktur oder Gebaier ewechzehuelen déi enger Stad gehéiren ++STR_CONFIG_SETTING_TRAIN_LENGTH :Maximal Längt vun Zich: {STRING} ++STR_CONFIG_SETTING_TRAIN_LENGTH_HELPTEXT :Maximal Längt vun Zich fixéiren ++STR_CONFIG_SETTING_TILE_LENGTH :{COMMA} Feld{P 0 "" er} ++STR_CONFIG_SETTING_SMOKE_AMOUNT :Unzuel vu Gefierdamp/funken: {STRING} ++STR_CONFIG_SETTING_SMOKE_AMOUNT_HELPTEXT :Fixéiert wéivill Damp oder Funken vu Gefierer ausgestouss gëtt ++STR_CONFIG_SETTING_TRAIN_ACCELERATION_MODEL :Zuchbeschleunegung: {STRING} ++STR_CONFIG_SETTING_TRAIN_ACCELERATION_MODEL_HELPTEXT :Wielt de physesche Modell fir d'Zuchbeschleunegung. Den "Orginalmodell" bestroft Häng fir all Gefierer d'selwecht. Den "realistëschen" bestroft Häng a Kéiren ofhängeg vu verschiddenen Eegenschaften, wéi Längt an Stäerkt vum Gefier ++STR_CONFIG_SETTING_ROAD_VEHICLE_ACCELERATION_MODEL :Stroossegefier Beschleunegungsmodell: {STRING} ++STR_CONFIG_SETTING_ROAD_VEHICLE_ACCELERATION_MODEL_HELPTEXT :Wielt de physesche Modell fir d'Stroossegefierbeschleunegung. Den "Orginalmodell" bestroft Häng fir all Gefierer d'selwecht. Den "realistëschen" bestroft Häng an Kéiren ofhängeg vu verschiddenen Eegenschaften, wéi Längt a Stäerkt vum Gefier ++STR_CONFIG_SETTING_TRAIN_SLOPE_STEEPNESS :Hangsteigung fir Zich: {STRING} ++STR_CONFIG_SETTING_TRAIN_SLOPE_STEEPNESS_HELPTEXT :Steigung vun engem Hang fir Zich. Méi grouss Wäerter mécht et méi schwéier den Hang ropzefueren ++STR_CONFIG_SETTING_PERCENTAGE :{COMMA}% ++STR_CONFIG_SETTING_ROAD_VEHICLE_SLOPE_STEEPNESS :Hangsteigung fir Stroossegefierer: {STRING} ++STR_CONFIG_SETTING_ROAD_VEHICLE_SLOPE_STEEPNESS_HELPTEXT :Steigung vun engem Hang fir Stroossegefierer. Méi grouss Wäerter mécht et méi schwéier den Hang ropzefueren ++STR_CONFIG_SETTING_FORBID_90_DEG :Verbidd Zich an Schëffer fir 90°-Kéieren ze maachen: {STRING} ++STR_CONFIG_SETTING_FORBID_90_DEG_HELPTEXT :90°-Kéieren entsti wann eng horizontal Spur direkt op eng vertikal trëfft, sou dass den Zuch misst ëm 90 Grad dréinen fir op dat nächst Stéck ze kommen, amplaz vun den üblechen 45 Grad. Dëst zielt och fir d'Weeër vu Schëffer ++STR_CONFIG_SETTING_DISTANT_JOIN_STATIONS :Erlaabt Statiounen zesummen ze setzen och wann se net direkt uneneen leien: {STRING} ++STR_CONFIG_SETTING_DISTANT_JOIN_STATIONS_HELPTEXT :Erlaabt Statiounsdeeler un eng Statioun unzehenken ouni déi existéiernd Statioun ze beréiren. Ctr+Klick fir déi nei Deeler unzehenken ++STR_CONFIG_SETTING_INFLATION :Inflatioun: {STRING} ++STR_CONFIG_SETTING_INFLATION_HELPTEXT :Erlab Inflatioun an der Economie, wou d'Käschten méi séier klammen wéi d'Bezuelungen ++STR_CONFIG_SETTING_MAX_BRIDGE_LENGTH :Maximal Bréckelängt: {STRING} ++STR_CONFIG_SETTING_MAX_BRIDGE_LENGTH_HELPTEXT :Maximal Längt déi eng Bréck dierf hunn ++STR_CONFIG_SETTING_MAX_BRIDGE_HEIGHT :Maximal Bréckenhéicht: {STRING} ++STR_CONFIG_SETTING_MAX_BRIDGE_HEIGHT_HELPTEXT :Maximalhéicht fir Brécken ze bauen ++STR_CONFIG_SETTING_MAX_TUNNEL_LENGTH :Maximal Tunnellängt: {STRING} ++STR_CONFIG_SETTING_MAX_TUNNEL_LENGTH_HELPTEXT :Maximal Längt déi en Tunnel dierf hunn ++STR_CONFIG_SETTING_RAW_INDUSTRY_CONSTRUCTION_METHOD :Manuell Primär Industriebau Method: {STRING} ++STR_CONFIG_SETTING_RAW_INDUSTRY_CONSTRUCTION_METHOD_HELPTEXT :Method fir eng primär Industrie ze finanzéiren. 'keng' heescht, dass een guer keng kann finanzéiren. 'fördern' bedeit, dass eng nei Industrie gebaut gëtt, op enger zoufällëger Plaz op der Kaart, mee kann och schief goën. 'wéi aner Industrien' bedeit, dass Quellenindustrie kënne vu Firmen op enger gewënschter Plaz gebaut ginn wéi verschaffend Industrien ++STR_CONFIG_SETTING_RAW_INDUSTRY_CONSTRUCTION_METHOD_NONE :Keng ++STR_CONFIG_SETTING_RAW_INDUSTRY_CONSTRUCTION_METHOD_NORMAL :Wéi aaner Industrien ++STR_CONFIG_SETTING_RAW_INDUSTRY_CONSTRUCTION_METHOD_PROSPECTING :Förderung ++STR_CONFIG_SETTING_INDUSTRY_PLATFORM :Flaacht Land ronderëm Industrien: {STRING} ++STR_CONFIG_SETTING_INDUSTRY_PLATFORM_HELPTEXT :Unzuel vu flaache Felder ronderëm eng Industrie. Dëst garantéiert, dass eidel Felder ronderëm eng Industrie fräi bleiwen fir Schinnen etc. ze bauen ++STR_CONFIG_SETTING_MULTIPINDTOWN :Erlaabt méi der selwecht Industrien pro Stad: {STRING} ++STR_CONFIG_SETTING_MULTIPINDTOWN_HELPTEXT :Normalerweis well eng Stad net méi wéi eng Industrie vun all Typ. Mat dëser Astellung erlaabt d'Stad méi Industrien vun dem selwëschten Typ ++STR_CONFIG_SETTING_SIGNALSIDE :Signaler uweisen: {STRING} ++STR_CONFIG_SETTING_SIGNALSIDE_HELPTEXT :Wielt opp wéienger Säit vun der Schinn d'Signaler plazéiert ginn ++STR_CONFIG_SETTING_SIGNALSIDE_LEFT :Lénks ++STR_CONFIG_SETTING_SIGNALSIDE_DRIVING_SIDE :Op der Fuerersäit ++STR_CONFIG_SETTING_SIGNALSIDE_RIGHT :Riets ++STR_CONFIG_SETTING_SHOWFINANCES :Weis de Bilan um Enn vum Joer: {STRING} ++STR_CONFIG_SETTING_SHOWFINANCES_HELPTEXT :Wann ugeschalt, gëtt eng Fënster um Enn vum Joer gewisen, déi eng einfach Iwwersicht iwwert d'Finanzen vun der Firma erlaabt ++STR_CONFIG_SETTING_NONSTOP_BY_DEFAULT :Nei Opträg sinn standardméisseg 'non-stop': {STRING} ++STR_CONFIG_SETTING_NONSTOP_BY_DEFAULT_HELPTEXT :Normalerweis stoppt en Gefier op all Statioun op sengem Wee. Wann des Astellung ageschalt ass, bleift et op kenger Statioun stoen bis op seng final Statioun ++STR_CONFIG_SETTING_STOP_LOCATION :Nei Zichuerder stoppen um {STRING} vun der Plattform ++STR_CONFIG_SETTING_STOP_LOCATION_HELPTEXT :Plaz wou en Zuch standardméisseg op enger Gare stoe bleift. 'No um Ufank' bedeit no beim Agangspunkt, 'an der Mëtt' bedeit an der Mëtt vun der Plattform, 'wäit Enn' bedeit wäit ewech vum Agangspunkt. Dëst gëllt fir Standardopträg, individuell Opträg kënnen explizit gesat ginn ++STR_CONFIG_SETTING_STOP_LOCATION_NEAR_END :no um Enn ++STR_CONFIG_SETTING_STOP_LOCATION_MIDDLE :an der Mëtt ++STR_CONFIG_SETTING_STOP_LOCATION_FAR_END :um Enn ++STR_CONFIG_SETTING_AUTOSCROLL :D'Fënster schwenken wann d'Maus um Rand ass: {STRING} ++STR_CONFIG_SETTING_AUTOSCROLL_HELPTEXT :Wann ugeschalt, scrollt d'Usiicht wann d'Maus no um Rand vun der Fënster ass ++STR_CONFIG_SETTING_AUTOSCROLL_DISABLED :Ausgeschalt ++STR_CONFIG_SETTING_AUTOSCROLL_MAIN_VIEWPORT_FULLSCREEN :Haptusiicht, nëmmen Vollbild ++STR_CONFIG_SETTING_AUTOSCROLL_MAIN_VIEWPORT :Haptusiicht ++STR_CONFIG_SETTING_AUTOSCROLL_EVERY_VIEWPORT :All Usiicht ++STR_CONFIG_SETTING_BRIBE :Erlaabt d'Gemengen ze bestiechen: {STRING} ++STR_CONFIG_SETTING_BRIBE_HELPTEXT :Erlaabt Firmen d'Stad ze bestiechen. Wann et opflitt, kann d'Firma während 6 Méint net mat der Stad agéiren ++STR_CONFIG_SETTING_ALLOW_EXCLUSIVE :Erlaabt exklusiv Transportrechter ze kafen: {STRING} ++STR_CONFIG_SETTING_ALLOW_EXCLUSIVE_HELPTEXT :Wann eng Firma exklusiv Transportrechter fir eng Stad keeft, kréien géignerësch Statiounen (Passagéier an Wueren) keng Wueren fir e ganzt Joer ++STR_CONFIG_SETTING_ALLOW_FUND_BUILDINGS :Gebaier finanzéiren erlaben: {STRING} ++STR_CONFIG_SETTING_ALLOW_FUND_BUILDINGS_HELPTEXT :Erlaabt Firmen de Stied Geld ze ginn fir nei Haiser ze bauen ++STR_CONFIG_SETTING_ALLOW_FUND_ROAD :Erlab Stroossenrenovatiounen ze finanzéiren: {STRING} ++STR_CONFIG_SETTING_ALLOW_FUND_ROAD_HELPTEXT :Erlaabt Firmen de Stied Geld ze ginn fir d'Stroossen ze renovéieren an sou de Stroosseverkéier ze sabotéieren ++STR_CONFIG_SETTING_ALLOW_GIVE_MONEY :Erlaabt d'Schécken vu Suen un aner Firmen: {STRING} ++STR_CONFIG_SETTING_ALLOW_GIVE_MONEY_HELPTEXT :Erlaabt den Transfert vu Geld tëschent Firmen am Multiplayermodus ++STR_CONFIG_SETTING_FREIGHT_TRAINS :Gewiichtsmultiplikator fir Luedunge fir schwéier Zich: {STRING} ++STR_CONFIG_SETTING_FREIGHT_TRAINS_HELPTEXT :Leet den Impakt fest dee schwéier Fracht op Zich huet. En méi héije Wäert bréngt d'Zich éischter un d'Schaffen, speziell bei Bierger ++STR_CONFIG_SETTING_PLANE_SPEED :Fligergeschwindegkeetsfaktor: {STRING} ++STR_CONFIG_SETTING_PLANE_SPEED_HELPTEXT :Leet d'relativ Geschwindegkeet vu Fligeren am Verglach mat anere Gefierer fest, fir d'Akomme vum Transport vu Fligeren ze reduzéiren ++STR_CONFIG_SETTING_PLANE_SPEED_VALUE :1 / {COMMA} ++STR_CONFIG_SETTING_PLANE_CRASHES :Unzuel Fligerakzidenter: {STRING} ++STR_CONFIG_SETTING_PLANE_CRASHES_HELPTEXT :Leet d'Chance fir en Fligerakzident fest ++STR_CONFIG_SETTING_PLANE_CRASHES_NONE :Keng ++STR_CONFIG_SETTING_PLANE_CRASHES_REDUCED :Reduzéiert ++STR_CONFIG_SETTING_PLANE_CRASHES_NORMAL :Normal ++STR_CONFIG_SETTING_STOP_ON_TOWN_ROAD :Erlaabt d'Iwwerfueren vu Stopschëlder op Stroossen vun der Stad: {STRING} ++STR_CONFIG_SETTING_STOP_ON_TOWN_ROAD_HELPTEXT :Erlaabt d'Bauen vu säitlechen Busarrêten op Stroossen déi der Stad gehéieren ++STR_CONFIG_SETTING_STOP_ON_COMPETITOR_ROAD :Erlaabt d'Iwwerfueren vu Stopschëlder op Stroossen vun der Konkurrenz: {STRING} ++STR_CONFIG_SETTING_STOP_ON_COMPETITOR_ROAD_HELPTEXT :Erlaabt d'Bauen vu säitlechen Busarrêten op Stroossen déi enger anerer Firma gehéieren ++STR_CONFIG_SETTING_DYNAMIC_ENGINES_EXISTING_VEHICLES :{WHITE}Déi Astellung kann net geännert ginn wann et Gefierer gëtt ++STR_CONFIG_SETTING_INFRASTRUCTURE_MAINTENANCE :Infrastrukturënnerhalt {STRING} ++STR_CONFIG_SETTING_INFRASTRUCTURE_MAINTENANCE_HELPTEXT :Wann ugeschalt, kaschten Infrastrukturen Ennerhaltskäschten. D'Käschten wuessen iwwerproportional zu der Netzwierkgréisst, an treffen sou grouss Firmen méi wéi klenger ++ ++STR_CONFIG_SETTING_NEVER_EXPIRE_AIRPORTS :Fluchhäfen lafen nie of: {STRING} ++STR_CONFIG_SETTING_NEVER_EXPIRE_AIRPORTS_HELPTEXT :Wann ugeschalt, bleift all Fluchhafentyp säit senger Aféierung bestoen ++ ++STR_CONFIG_SETTING_WARN_LOST_VEHICLE :Warnen wann en Gefier verluer ass: {STRING} ++STR_CONFIG_SETTING_WARN_LOST_VEHICLE_HELPTEXT :Messagen uweisen wann Gefierer keen Wee op hiert Ziel fannen ++STR_CONFIG_SETTING_ORDER_REVIEW :Opträg vun de Gefierer nopréifen: {STRING} ++STR_CONFIG_SETTING_ORDER_REVIEW_HELPTEXT :Wann ugeschalt, ginn d'Opträg vu Gefierer periodesch kontrolléiert, an e puer evident Fehler ginn mat enger Noriichtenmessage gemellt wann se fonnt ginn ++STR_CONFIG_SETTING_ORDER_REVIEW_OFF :Nee ++STR_CONFIG_SETTING_ORDER_REVIEW_EXDEPOT :Jo, mee net déi gestoppten Gefierer ++STR_CONFIG_SETTING_ORDER_REVIEW_ON :Vun allen Gefierer ++STR_CONFIG_SETTING_WARN_INCOME_LESS :Warnen wann en Gefier en negativt Akommes huet: {STRING} ++STR_CONFIG_SETTING_WARN_INCOME_LESS_HELPTEXT :Wann ugeschalt, gëtt eng Noorichtenmessage gesent , wann en Gefier een Joer laang keen Profit gemeet huet ++STR_CONFIG_SETTING_NEVER_EXPIRE_VEHICLES :Gefierer lafen nie of: {STRING} ++STR_CONFIG_SETTING_NEVER_EXPIRE_VEHICLES_HELPTEXT :Wann ugeschalt, bleiwen all Modeller vu Gefierer éiweg verfügbar ++STR_CONFIG_SETTING_AUTORENEW_VEHICLE :Gefier automatesch ernéieren wann et al gëtt: {STRING} ++STR_CONFIG_SETTING_AUTORENEW_VEHICLE_HELPTEXT :Wann ugeschalt, gëtt e Gefier wat un säin Lafzäitenn kënnt, automatesch ausgetosch ++STR_CONFIG_SETTING_AUTORENEW_MONTHS :Automatesch erneieren wann d'Gefier maximal {STRING} Joer al ass ++STR_CONFIG_SETTING_AUTORENEW_MONTHS_HELPTEXT :Relativen Alter wann en Gefier an Fro kennt fir auto-erneiert ze ginn ++STR_CONFIG_SETTING_AUTORENEW_MONTHS_VALUE_BEFORE :{COMMA} M{P ount éint} firdrun ++STR_CONFIG_SETTING_AUTORENEW_MONTHS_VALUE_AFTER :{COMMA} M{P ount éint} dono ++STR_CONFIG_SETTING_AUTORENEW_MONEY :Minimalen Budget fir d'automatesch Erneierung: {STRING} ++STR_CONFIG_SETTING_AUTORENEW_MONEY_HELPTEXT :Minimalt Geld wat um Konto muss bleiwen, iert en Gefier kann ausgetosch ginn ++STR_CONFIG_SETTING_ERRMSG_DURATION :Dauer vun der Feelermeldung: {STRING} ++STR_CONFIG_SETTING_ERRMSG_DURATION_HELPTEXT :Zäit déi eng Feelermeldung an enger rouder Fënster ugewisen gëtt. E puer kritesch Meldungen ginn net zougemeet ++STR_CONFIG_SETTING_ERRMSG_DURATION_VALUE :{COMMA} Sekonn{P 0 "" en} ++STR_CONFIG_SETTING_HOVER_DELAY :Weis Tooltips: {STRING} ++STR_CONFIG_SETTING_HOVER_DELAY_HELPTEXT :Verzögerung bis d'Tooltips ugewisen ginn, wann een mat der Maus iwwert en Element geet. Alternativ kënnen d'Tooltips och op d'riets Maustast geluet ginn wann dësen Wäert op 0 gesat gouf. ++STR_CONFIG_SETTING_HOVER_DELAY_VALUE :Fir {COMMA} Millisekonn{P 0 "" en} dropbleiwen ++STR_CONFIG_SETTING_HOVER_DELAY_DISABLED :Rietsklick ++STR_CONFIG_SETTING_POPULATION_IN_LABEL :Weis d'Awunnerzuel am Numm vun der Stad: {STRING} ++STR_CONFIG_SETTING_POPULATION_IN_LABEL_HELPTEXT :Weis d'Awunnerzuel vu Stied an deenen hirem Label un op der Kaart ++STR_CONFIG_SETTING_GRAPH_LINE_THICKNESS :Déckt vun de Linnen vun de Grafiken: {STRING} ++STR_CONFIG_SETTING_GRAPH_LINE_THICKNESS_HELPTEXT :Breed vun de Linnen an de Grafiken. Eng dënn Linn kann méi präzis gelies ginn, eng méi déck kann besser gesinn ginn an d'Faarwen sinn besser ze ënnerscheeden ++ ++STR_CONFIG_SETTING_LANDSCAPE :Landschaft: {STRING} ++STR_CONFIG_SETTING_LANDSCAPE_HELPTEXT :Landschaften definéiren basis Spillszenarien mat verschiddenen Wueren an Stiedwuesstumviraussetzungen. NewGRF an Gamescripter erlaben méi fein Astellungen. ++STR_CONFIG_SETTING_LAND_GENERATOR :Landgenerator: {STRING} ++STR_CONFIG_SETTING_LAND_GENERATOR_HELPTEXT :Den original Generator henkt vum basis Grafikset of, an erstellt fixéiert Landschaftstypen. TerraGenesis ass en op Perlin noise baséierten Generator mat méi feinen Astellungen. ++STR_CONFIG_SETTING_LAND_GENERATOR_ORIGINAL :Original ++STR_CONFIG_SETTING_LAND_GENERATOR_TERRA_GENESIS :TerraGenesis ++STR_CONFIG_SETTING_TERRAIN_TYPE :Terraintyp: {STRING} ++STR_CONFIG_SETTING_TERRAIN_TYPE_HELPTEXT :(Nëmmen TerraGenesis) Hiwwelegkeet vun der Landschaft ++STR_CONFIG_SETTING_INDUSTRY_DENSITY :Industriedicht: {STRING} ++STR_CONFIG_SETTING_INDUSTRY_DENSITY_HELPTEXT :Definéiert wéivill Industrien generéiert sollen ginn an wéivill der während dem Spill sollen behalen ginn. ++STR_CONFIG_SETTING_OIL_REF_EDGE_DISTANCE :Maximal Distanz vum Kaartenenn bis zu enger Uelegraffinerie: {STRING} ++STR_CONFIG_SETTING_OIL_REF_EDGE_DISTANCE_HELPTEXT :Uelëgraffinerien ginn nëmmen um Rand gebaut, dat ass un der Küst fir Inselkaarten ++STR_CONFIG_SETTING_SNOWLINE_HEIGHT :Schnéigrenz Héicht: {STRING} ++STR_CONFIG_SETTING_SNOWLINE_HEIGHT_HELPTEXT :Kontrolléiert ab welcher Héicht de Schnéi ufenkt an der subarktëscher Landschaft. Schnéi affektéiert och Industriegeneratioun an de Wuesstum vu Stied. ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN :Knubbelegkeet vum Terrain (nëmmen TerraGenesis) : {STRING} ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_HELPTEXT :(Nëmmen TerraGenesis) Wiel d'Heefegkeet vun Hiwwelen: Mëll Landschafter hunn manner, breed verdeelten Hiwwelen. Rau Landschaften hunn méi Bierger déi repetitiv ausgesinn kënnen. ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_VERY_SMOOTH :Ganz Flaach ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_SMOOTH :Flaach ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_ROUGH :Fielseg ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_VERY_ROUGH :Ganz Fielseg ++STR_CONFIG_SETTING_VARIETY :Vielfaltverdeelung: {STRING} ++STR_CONFIG_SETTING_VARIETY_HELPTEXT :(Nëmmen TerraGenesis) Kontrolléiert op d'Kaart flaach Stécker an och Bierger huet. Wëll dëst d'Kaart méi flaach mécht, sollen aner Astellungen op Bierger gesat ginn ++STR_CONFIG_SETTING_RIVER_AMOUNT :Unzuel Flëss: {STRING} ++STR_CONFIG_SETTING_RIVER_AMOUNT_HELPTEXT :Wiel wéivill Flëss generéiert ginn ++STR_CONFIG_SETTING_TREE_PLACER :Baamplanzalgorithmus: {STRING} ++STR_CONFIG_SETTING_TREE_PLACER_HELPTEXT :Wiel d'Verdeelung vun de Beem op der Kaart: 'Orginal' setzt d'Beem uniform verspreet, 'Verbessert' setzt se an Gruppen ++STR_CONFIG_SETTING_TREE_PLACER_NONE :Keen ++STR_CONFIG_SETTING_TREE_PLACER_ORIGINAL :Original ++STR_CONFIG_SETTING_TREE_PLACER_IMPROVED :Verbessert ++STR_CONFIG_SETTING_ROAD_SIDE :Stroossegefierer: {STRING} ++STR_CONFIG_SETTING_ROAD_SIDE_HELPTEXT :Wiel d'Säit op där gefuer gëtt ++STR_CONFIG_SETTING_HEIGHTMAP_ROTATION :Héichtenkaartrotatioun: {STRING} ++STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_COUNTER_CLOCKWISE :Géint d'Auer ++STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_CLOCKWISE :Matt der Auer ++STR_CONFIG_SETTING_SE_FLAT_WORLD_HEIGHT :Héichtenintervall den eng flaach Szenariokaart kritt: {STRING} ++STR_CONFIG_SETTING_EDGES_NOT_EMPTY :{WHITE}Een oder méi Felder um nördlechsten Rand sinn net eidel ++STR_CONFIG_SETTING_EDGES_NOT_WATER :{WHITE}Een oder méi Felder op engem Eck sinn keen Waasser ++ ++STR_CONFIG_SETTING_STATION_SPREAD :Maximal Ausdehnung vu Statiounen: {STRING} ++STR_CONFIG_SETTING_STATION_SPREAD_HELPTEXT :Maximal Distanz déi eenzel Statiounsdeeler dierfen auseneenleien. Méi héich Wäerter maachen d'Spill méi lues ++STR_CONFIG_SETTING_SERVICEATHELIPAD :Automatesch Maintenance vun Helikopteren: {STRING} ++STR_CONFIG_SETTING_SERVICEATHELIPAD_HELPTEXT :Schéck Helikopter no all Landung an d'Revisioun, och wann keen Schapp um Fluchhafen ass ++STR_CONFIG_SETTING_LINK_TERRAFORM_TOOLBAR :Landschaft-Toolbar op Zuch/Strooss/Schëff/Fluchhafen-Toolbar linken: {STRING} ++STR_CONFIG_SETTING_LINK_TERRAFORM_TOOLBAR_HELPTEXT :Wann eng Toolbar fir Konstruktiounen opgemeet gëtt, gëtt och d'Toolbar fir d'Terrainverännerung opgemeet ++STR_CONFIG_SETTING_SMALLMAP_LAND_COLOUR :Landfaarf déi op der klénger Kaart benotzt get: {STRING} ++STR_CONFIG_SETTING_SMALLMAP_LAND_COLOUR_HELPTEXT :Faarf vum Terrain vun der klenger Kaart ++STR_CONFIG_SETTING_SMALLMAP_LAND_COLOUR_GREEN :Gréng ++STR_CONFIG_SETTING_SMALLMAP_LAND_COLOUR_DARK_GREEN :Donkelgréng ++STR_CONFIG_SETTING_SMALLMAP_LAND_COLOUR_VIOLET :Mof ++STR_CONFIG_SETTING_REVERSE_SCROLLING :Deen anere Wee scrollen: {STRING} ++STR_CONFIG_SETTING_REVERSE_SCROLLING_HELPTEXT :Verhalen beim Scrollen vun der Kaart mat der rietser Maustast. Wann ausgeschalt, beweegt d'Maus d'Kamera. Wann ugeschalt, beweegt d'Maus d'Kaart ++STR_CONFIG_SETTING_SMOOTH_SCROLLING :Feine Scrolling: {STRING} ++STR_CONFIG_SETTING_SMOOTH_SCROLLING_HELPTEXT :Kontrolléiert wéi d'Haptusiicht op eng bestëmmten Positioun scrollt, wann een op déi kléng Kaart klickt oder en Befehl fir ob en spezifescht Objet ze scrollen gëtt. Wann ugeschalt, gëtt bis dohin gescrollt, wann ausgeschalt, spréngt d'Vue op den Zielobjet ++STR_CONFIG_SETTING_MEASURE_TOOLTIP :Weis en Mooss-Tooltip wann verschidde Bau-Tools benotzt ginn: {STRING} ++STR_CONFIG_SETTING_MEASURE_TOOLTIP_HELPTEXT :Weis Felderdistanzen an Héichtenënnerscheed beim Zéien während dem Bauen un ++STR_CONFIG_SETTING_LIVERIES :Weis Faarwen je no Gefiertyp: {STRING} ++STR_CONFIG_SETTING_LIVERIES_HELPTEXT :Definéiert de Gebrauch vu gefierspezifesch Lackéirungen fir Gefierer (am Géigensaz zu firmenspezifëschen Lackéirungen) ++STR_CONFIG_SETTING_LIVERIES_NONE :Keng ++STR_CONFIG_SETTING_LIVERIES_OWN :Eege Firma ++STR_CONFIG_SETTING_LIVERIES_ALL :All Firmen ++STR_CONFIG_SETTING_PREFER_TEAMCHAT :Preferéier Teamchat mat <ENTER>: {STRING} ++STR_CONFIG_SETTING_PREFER_TEAMCHAT_HELPTEXT :Wiessel d'Firmen-intern Chat-Tast an Effentlechen-Chat op <ENTER> resp. <Ctrl-ENTER> ++STR_CONFIG_SETTING_SCROLLWHEEL_SCROLLING :Fonktioun vum Scrollrad: {STRING} ++STR_CONFIG_SETTING_SCROLLWHEEL_SCROLLING_HELPTEXT :Schalt d'Scrollen mat zwee-dimensionalen Mausrieder un ++STR_CONFIG_SETTING_SCROLLWHEEL_ZOOM :Kaart Zoomen ++STR_CONFIG_SETTING_SCROLLWHEEL_SCROLL :Kaart Scrollen ++STR_CONFIG_SETTING_SCROLLWHEEL_OFF :Aus ++STR_CONFIG_SETTING_SCROLLWHEEL_MULTIPLIER :Geschw. vum Scrollrad op der Kaart : {STRING} ++STR_CONFIG_SETTING_SCROLLWHEEL_MULTIPLIER_HELPTEXT :Kontrolléier d'Sensibilitéit vum scrollen mam Mausrad ++STR_CONFIG_SETTING_OSK_ACTIVATION :Onscreen-Tastatur: {STRING} ++STR_CONFIG_SETTING_OSK_ACTIVATION_HELPTEXT :Wiel d'Method fir d'Onscreentastatur unzeman fir Text an eng Textbox ze schreiwen andems just eng Maus benotzt gëtt. Dëst as geduet fir kleng Geräter ouni richteg Tastatur ++STR_CONFIG_SETTING_OSK_ACTIVATION_DISABLED :Ausgeschalt ++STR_CONFIG_SETTING_OSK_ACTIVATION_DOUBLE_CLICK :Duebelklick ++STR_CONFIG_SETTING_OSK_ACTIVATION_SINGLE_CLICK_FOCUS :Ee Klick (wann fokusséiert) ++STR_CONFIG_SETTING_OSK_ACTIVATION_SINGLE_CLICK :Ee Klick (direkt) ++ ++STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU :Rietsklickemulatioun: {STRING} ++STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU_HELPTEXT :Wiel d'Method aus fir déi riets Maustast ze emuléiren ++STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU_COMMAND :COMM+Klick ++STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU_CONTROL :CTRL+Klick ++STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU_OFF :Aus ++ ++STR_CONFIG_SETTING_LEFT_MOUSE_BTN_SCROLLING :Lénksklickscroll: {STRING} ++STR_CONFIG_SETTING_LEFT_MOUSE_BTN_SCROLLING_HELPTEXT :Schalt d'Scrollen vun der Kaart un, wann se mat der lénker Maustast gezunn gëtt ++STR_CONFIG_SETTING_RIGHT_MOUSE_WND_CLOSE :Fënster mat rietsem Mausklick zouman: {STRING} ++STR_CONFIG_SETTING_RIGHT_MOUSE_WND_CLOSE_HELPTEXT :Mécht eng Fenster mat engem Rietsklick zou, wann een an d'Fënster klickt. Schalt Tooltips aus déi per Rietsklick gemet ginn! ++ ++STR_CONFIG_SETTING_AUTOSAVE :Autospäicheren: {STRING} ++STR_CONFIG_SETTING_AUTOSAVE_HELPTEXT :Setz den Interval tëschend automateschen Späicherstänn ++ ++STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES :Benotz {STRING} Datumsformat fir Späichernimm ++STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_HELPTEXT :Format vum Datum am Numm vum Späicherstand ++STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_LONG :laangen (31ten Dez 2008) ++STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_SHORT :kuerzen (31-12-2008) ++STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_ISO :ISO (2008-12-31) ++ ++STR_CONFIG_SETTING_PAUSE_ON_NEW_GAME :Paus d'Spill beim Start vun enger neier Partie: {STRING} ++STR_CONFIG_SETTING_PAUSE_ON_NEW_GAME_HELPTEXT :Wann ugeschalt, pauséiert d'Spill automatesch wann en neit Spill gestart gëtt, wat erlaabt d'Kaart besser ze studéieren ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL :Wa Paus ass, erlab: {STRING} ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL_HELPTEXT :Wielt aus, wat kann gemeet ginn wann d'Spill pauséiert gouf ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL_NO_ACTIONS :Keng Aktiounen ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL_ALL_NON_CONSTRUCTION :All Net-Bauaktiounen ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL_ALL_NON_LANDSCAPING :All ausser Landëmformungen ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL_ALL_ACTIONS :All Aktiounen ++STR_CONFIG_SETTING_ADVANCED_VEHICLE_LISTS :Benotz Gruppen an der Gefierlëscht: {STRING} ++STR_CONFIG_SETTING_ADVANCED_VEHICLE_LISTS_HELPTEXT :Schalt d'erweidert Gefiererlëscht un fir Gefierer ze gruppéieren ++STR_CONFIG_SETTING_LOADING_INDICATORS :Weist de Luedstatus un: {STRING} ++STR_CONFIG_SETTING_LOADING_INDICATORS_HELPTEXT :Wielt aus, ob Luedindikatoren iwwert engem Gefier ugewise ginn oder net, wann et beluede gëtt ++STR_CONFIG_SETTING_TIMETABLE_IN_TICKS :Weis den Zäitplang an Ticken amplaz vun Deeg: {STRING} ++STR_CONFIG_SETTING_TIMETABLE_IN_TICKS_HELPTEXT :Weist d'Transportdauer an der Zäittafel als Gameticks un, amplaz an Deeg ++STR_CONFIG_SETTING_TIMETABLE_SHOW_ARRIVAL_DEPARTURE :Weis Arrivée an Départ am Zäitplang un: {STRING} ++STR_CONFIG_SETTING_TIMETABLE_SHOW_ARRIVAL_DEPARTURE_HELPTEXT :Weis d'geplangten Departen an Arrivéeën an der Zäittafel un ++STR_CONFIG_SETTING_QUICKGOTO :Schnellkreatioun vu Gefieropträg: {STRING} ++STR_CONFIG_SETTING_QUICKGOTO_HELPTEXT :Wiel den 'géi op Zeiger' un, wann d'Optragsfënster opgemeet gëtt ++STR_CONFIG_SETTING_DEFAULT_RAIL_TYPE :Standard Schinnentyp (no neiem Spill/geluedenem Spill): {STRING} ++STR_CONFIG_SETTING_DEFAULT_RAIL_TYPE_HELPTEXT :Schinnentyp de gewielt gëtt nom starten oder luede vun engem Spill. 'éischt verfügbar' wielt den eelsten Typ Schinnen, 'lescht verfügbar' wielt den neisten Typ Schinnen, an 'meescht gebraucht' wielt den Typ de grad am meeschten gebraucht gëtt ++STR_CONFIG_SETTING_DEFAULT_RAIL_TYPE_FIRST :Eischt verfügbar ++STR_CONFIG_SETTING_DEFAULT_RAIL_TYPE_LAST :Läscht verfügbar ++STR_CONFIG_SETTING_DEFAULT_RAIL_TYPE_MOST_USED :Meescht benotzten ++STR_CONFIG_SETTING_SHOW_TRACK_RESERVATION :Weis de reservéierte Wee op de Schinnen: {STRING} ++STR_CONFIG_SETTING_SHOW_TRACK_RESERVATION_HELPTEXT :Fierf reservéiert Schinnen an enger anerer Faarf fir engem ze hëllefen wann Zich refuséieren fir an Wee-baséiert Bléck ze fueren ++STR_CONFIG_SETTING_PERSISTENT_BUILDINGTOOLS :Bau-Tools nom Gebrauch aktiv loossen: {STRING} ++STR_CONFIG_SETTING_PERSISTENT_BUILDINGTOOLS_HELPTEXT :Looss d'Bauoptiounen fir Brécken, Tunnelen etc. nom Gebrauch op ++STR_CONFIG_SETTING_EXPENSES_LAYOUT :Ausgaben vun der Firma an der Finanzfënster gruppéiren: {STRING} ++STR_CONFIG_SETTING_EXPENSES_LAYOUT_HELPTEXT :Definéiert de Layout fir d'Firmenausgabefënster ++ ++STR_CONFIG_SETTING_SOUND_TICKER :Newsticker: {STRING} ++STR_CONFIG_SETTING_SOUND_TICKER_HELPTEXT :Spill Sound of fir resuméiert Neiegkeeten ++STR_CONFIG_SETTING_SOUND_NEWS :Zeitung: {STRING} ++STR_CONFIG_SETTING_SOUND_NEWS_HELPTEXT :Spill Soundeffekt of wann eng Zeitung rauskënnt ++STR_CONFIG_SETTING_SOUND_NEW_YEAR :Enn vum Joer: {STRING} ++STR_CONFIG_SETTING_SOUND_NEW_YEAR_HELPTEXT :Spill Soundeffekt of um Enn vum Joer, wann d'Performance vun der Firma resuméiert gëtt am Verglach mam Viirjoer ++STR_CONFIG_SETTING_SOUND_CONFIRM :Konstruktioun: {STRING} ++STR_CONFIG_SETTING_SOUND_CONFIRM_HELPTEXT :Spill Soundeffekter of wa Konstruktiounen an aner Aktiounen ausgefouert goufen ++STR_CONFIG_SETTING_SOUND_CLICK :Kneppercherklicks: {STRING} ++STR_CONFIG_SETTING_SOUND_CLICK_HELPTEXT :Beep beim Klicken vu Kneppercher ++STR_CONFIG_SETTING_SOUND_DISASTER :Katastrophen/Akzidenter: {STRING} ++STR_CONFIG_SETTING_SOUND_DISASTER_HELPTEXT :Spill Soundeffekter vun Akzidenter a Katastrophen of ++STR_CONFIG_SETTING_SOUND_VEHICLE :Gefierer: {STRING} ++STR_CONFIG_SETTING_SOUND_VEHICLE_HELPTEXT :Spill Soundeffekter vu Gefierer of ++STR_CONFIG_SETTING_SOUND_AMBIENT :Ambiance: {STRING} ++STR_CONFIG_SETTING_SOUND_AMBIENT_HELPTEXT :Spillt Ambience Soundeffekter vun der Landschaft, Industrien an Stied of ++ ++STR_CONFIG_SETTING_DISABLE_UNSUITABLE_BUILDING :Gebai ausschalten wann keng passend Gefierer verfügbar sinn: {STRING} ++STR_CONFIG_SETTING_DISABLE_UNSUITABLE_BUILDING_HELPTEXT :Wann ugeschalt, ass d'Infrastruktur just verfügbar, wann och Gefierer verfügbar sinn, fir dass keen Geld an keng Zäit verschwend gëtt, sënnlos Infrastrukturen ze bauen ++STR_CONFIG_SETTING_MAX_TRAINS :Maximum un Zich pro Firma: {STRING} ++STR_CONFIG_SETTING_MAX_TRAINS_HELPTEXT :Maximal Unzuel un Zich déi eng Firma kann hunn ++STR_CONFIG_SETTING_MAX_ROAD_VEHICLES :Maximum un Stroossegefierer pro Firma: {STRING} ++STR_CONFIG_SETTING_MAX_ROAD_VEHICLES_HELPTEXT :Maximal Unzuel u Gefierer déi eng Firma kann hunn ++STR_CONFIG_SETTING_MAX_AIRCRAFT :Maximum un Fligeren pro Firma: {STRING} ++STR_CONFIG_SETTING_MAX_AIRCRAFT_HELPTEXT :Maximal Unzuel u Fligeren déi eng Firma kann hunn ++STR_CONFIG_SETTING_MAX_SHIPS :Maximum u Schëffer pro Firma: {STRING} ++STR_CONFIG_SETTING_MAX_SHIPS_HELPTEXT :Maximal Unzuel u Schëffer déi eng Firma kann hunn ++ ++STR_CONFIG_SETTING_AI_BUILDS_TRAINS :Zich fir de Computer ausschalten: {STRING} ++STR_CONFIG_SETTING_AI_BUILDS_TRAINS_HELPTEXT :Wann des Astellung ugeschalt ass, kann e Computergéigner keng Zich bauen ++STR_CONFIG_SETTING_AI_BUILDS_ROAD_VEHICLES :Stroossegefierer fir de Computer ausschalten: {STRING} ++STR_CONFIG_SETTING_AI_BUILDS_ROAD_VEHICLES_HELPTEXT :Wann des Astellung ugeschalt ass, kann e Computergéigner keng Gefierer bauen ++STR_CONFIG_SETTING_AI_BUILDS_AIRCRAFT :Fligeren fir de Computer ausschalten: {STRING} ++STR_CONFIG_SETTING_AI_BUILDS_AIRCRAFT_HELPTEXT :Wann des Astellung ugeschalt ass, kann e Computergéigner keng Fligeren bauen ++STR_CONFIG_SETTING_AI_BUILDS_SHIPS :Schëffer fir de Computer ausschalten: {STRING} ++STR_CONFIG_SETTING_AI_BUILDS_SHIPS_HELPTEXT :Wann des Astellung ugeschalt ass, kann e Computergéigner keng Schëffer bauen ++ ++STR_CONFIG_SETTING_AI_PROFILE :Standard Astellungsprofil: {STRING} ++STR_CONFIG_SETTING_AI_PROFILE_HELPTEXT :Wielt aus wellechen Astellungsprofil benotzt gëtt fir d'zoufälleg KI oder fir Ufankswäerter wann eng nei KI oder Spillscript ugeschalt ginn ++STR_CONFIG_SETTING_AI_PROFILE_EASY :Einfach ++STR_CONFIG_SETTING_AI_PROFILE_MEDIUM :Normal ++STR_CONFIG_SETTING_AI_PROFILE_HARD :Schwéier ++ ++STR_CONFIG_SETTING_AI_IN_MULTIPLAYER :Erlaabt KI am Multiplayer: {STRING} ++STR_CONFIG_SETTING_AI_IN_MULTIPLAYER_HELPTEXT :Erlaabt Computergéigner a Multiplayer Spiller matzeman ++STR_CONFIG_SETTING_SCRIPT_MAX_OPCODES :#opcodes befier de Script suspendéiert gëtt: {STRING} ++STR_CONFIG_SETTING_SCRIPT_MAX_OPCODES_HELPTEXT :Maximal Unzuel u Rechenschrëtt déi e Script kann an engem Tuer man ++ ++STR_CONFIG_SETTING_SERVINT_ISPERCENT :Revisiounsintervallen a Prozenter: {STRING} ++STR_CONFIG_SETTING_SERVINT_ISPERCENT_HELPTEXT :Wiel op eng Revisioun ausgeléist gëtt durch Zäit déi säit der leschter Revisioun vergangen ass oder well Zouverlessëgkeet en gewëssen Prozentsaz vun der maximaler Zouverlässëgkeet erofgaang ass ++STR_CONFIG_SETTING_SERVINT_TRAINS :Standard Revisiounsintervall fir Zich: {STRING} ++STR_CONFIG_SETTING_SERVINT_TRAINS_HELPTEXT :Definéiert de Standardrevisiounsintervall fir nei Zich, wann keen expliziten Revisiounsintervall uginn ass ++STR_CONFIG_SETTING_SERVINT_VALUE :{COMMA}{NBSP}D{P 0 ag eeg}/% ++STR_CONFIG_SETTING_SERVINT_DISABLED :Ausgeschalt ++STR_CONFIG_SETTING_SERVINT_ROAD_VEHICLES :Standard Revisiounsintervall fir Gefierer: {STRING} ++STR_CONFIG_SETTING_SERVINT_ROAD_VEHICLES_HELPTEXT :Definéiert de Standardrevisiounsintervall fir nei Gefierer, wann keen spezifëschen Revisiounsintervall uginn ass ++STR_CONFIG_SETTING_SERVINT_AIRCRAFT :Standard Revisiounsintervall fir Fligeren: {STRING} ++STR_CONFIG_SETTING_SERVINT_AIRCRAFT_HELPTEXT :Definéiert de Standardrevisiounsintervall fir nei Fligeren, wann keen expliziten Revisiounsintervall uginn ass ++STR_CONFIG_SETTING_SERVINT_SHIPS :Standard Revisiounsintervall fir Schëffer: {STRING} ++STR_CONFIG_SETTING_SERVINT_SHIPS_HELPTEXT :Definéiert de Standardrevisiounsintervall fir nei Schëffer, wann keen expliziten Revisiounsintervall uginn ass ++STR_CONFIG_SETTING_NOSERVICE :Revisiounen ausschalten wann Pannen op "Keng" gestallt sinn: {STRING} ++STR_CONFIG_SETTING_NOSERVICE_HELPTEXT :Wann ugeschalt, ginn Gefierer net an d'Revisioun geschéckt, wann se keng Pann kënne kréien ++STR_CONFIG_SETTING_WAGONSPEEDLIMITS :Geschwindegkeetsbegrenzungen fir Waggonen: {STRING} ++STR_CONFIG_SETTING_WAGONSPEEDLIMITS_HELPTEXT :Wann ugeschalt, benotz och Geschwindegkeetslimitatiounen fir Waggonen fir d'maximal Geschwindegkeet vun engem Zuch ze definéiren ++STR_CONFIG_SETTING_DISABLE_ELRAILS :Elektreschschinnen ausschalten: {STRING} ++STR_CONFIG_SETTING_DISABLE_ELRAILS_HELPTEXT :Wann dës Astellung ugeschalt ass, ginn keng elektresch Schinnen gebraucht fir mat elektreschen Zich ze fueren ++ ++STR_CONFIG_SETTING_NEWS_ARRIVAL_FIRST_VEHICLE_OWN :Ukonft vum éischte Gefier op enger Statioun vum Spiller: {STRING} ++STR_CONFIG_SETTING_NEWS_ARRIVAL_FIRST_VEHICLE_OWN_HELPTEXT :Weis d'Zeitung wann dat éischt Gefier op enger eegener Statioun ukënnt ++STR_CONFIG_SETTING_NEWS_ARRIVAL_FIRST_VEHICLE_OTHER :Ukonft vum éischten Gefier op enger Géigenspillerstatioun: {STRING} ++STR_CONFIG_SETTING_NEWS_ARRIVAL_FIRST_VEHICLE_OTHER_HELPTEXT :Weis d'Zeitung wann dat éischt Gefier op enger géignerescher Statioun ukënnt ++STR_CONFIG_SETTING_NEWS_ACCIDENTS_DISASTERS :Akzidenter / Katastrophen: {STRING} ++STR_CONFIG_SETTING_NEWS_ACCIDENTS_DISASTERS_HELPTEXT :Weis d'Zeitung wann Akzidenter oder Katastrophen passéiren ++STR_CONFIG_SETTING_NEWS_COMPANY_INFORMATION :Firmeninformatiounen: {STRING} ++STR_CONFIG_SETTING_NEWS_COMPANY_INFORMATION_HELPTEXT :Weis d'Zeitung wann eng nei Firma opgeet, oder wann ee riskéiert Bankrott ze goen ++STR_CONFIG_SETTING_NEWS_INDUSTRY_OPEN :Grënnung vun enger Industrie: {STRING} ++STR_CONFIG_SETTING_NEWS_INDUSTRY_OPEN_HELPTEXT :Weis d'Zeitung wann eng nei Industrie opmécht ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CLOSE :Industrie gëtt zougemaach: {STRING} ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CLOSE_HELPTEXT :Weis d'Zeitung wann eng Industrie zoumécht ++STR_CONFIG_SETTING_NEWS_ECONOMY_CHANGES :Wiertschaftsännerungen: {STRING} ++STR_CONFIG_SETTING_NEWS_ECONOMY_CHANGES_HELPTEXT :Weis d'Zeitung iwwert d'global Wiertschaft ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_COMPANY :Produktiounswiessel vun der Industrie dei vun der Firma beliwwert gëtt: {STRING} ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_COMPANY_HELPTEXT :Weis d'Zeitung wann d'Produktioun vun enger Industrie ännert, déi vun der Firma beliwwert gëtt ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_OTHER :Produktiounswiessel vun der Industrie dei vun der Konkurrenz beliwwert gëtt: {STRING} ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_OTHER_HELPTEXT :Weis d'Zeitung wann d'Produktioun vun enger Industrie ännert, déi vun engem Spiller beliwwert gëtt ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_UNSERVED :Aaneren industrielle Produktiounswiessel: {STRING} ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_UNSERVED_HELPTEXT :Weis d'Zeitung wann d'Produktioun vun enger Industrie ännert, déi vu kengem Spiller beliwwert gëtt ++STR_CONFIG_SETTING_NEWS_ADVICE :Hinweis / Informatioun iwwert Firmegefierer: {STRING} ++STR_CONFIG_SETTING_NEWS_ADVICE_HELPTEXT :Weis Messagen wa Gefierer Opmierksamkeet brauchen ++STR_CONFIG_SETTING_NEWS_NEW_VEHICLES :Nei Gefierer: {STRING} ++STR_CONFIG_SETTING_NEWS_NEW_VEHICLES_HELPTEXT :Weis d'Zeitung wann en neit Gefier rauskënnt ++STR_CONFIG_SETTING_NEWS_CHANGES_ACCEPTANCE :Ännerung vun akzeptéierte Luedungen: {STRING} ++STR_CONFIG_SETTING_NEWS_CHANGES_ACCEPTANCE_HELPTEXT :Weis Messagen wa Statiounen Gidder akzeptéiren / net méi akzeptéiren ++STR_CONFIG_SETTING_NEWS_SUBSIDIES :Subventiounen: {STRING} ++STR_CONFIG_SETTING_NEWS_SUBSIDIES_HELPTEXT :Weis d'Zeitung a Relatioun mat Subventiounen ++STR_CONFIG_SETTING_NEWS_GENERAL_INFORMATION :Generell Informatiounen: {STRING} ++STR_CONFIG_SETTING_NEWS_GENERAL_INFORMATION_HELPTEXT :Weis Zeitung iwwert generell Evenementer, wéi z.b de Kaf vun exklusiven Transportrechter oder Stroosserenovéierungen ++ ++STR_CONFIG_SETTING_NEWS_MESSAGES_OFF :Aus ++STR_CONFIG_SETTING_NEWS_MESSAGES_SUMMARY :Resumé ++STR_CONFIG_SETTING_NEWS_MESSAGES_FULL :Ganz ++ ++STR_CONFIG_SETTING_COLOURED_NEWS_YEAR :Faarweg News ab: {STRING} ++STR_CONFIG_SETTING_COLOURED_NEWS_YEAR_HELPTEXT :Joer vun dem uns d'Zeitung farweg erauskënnt. Firun dësem Joer ass se schwarz/wäiss ++STR_CONFIG_SETTING_STARTING_YEAR :Startjoer: {STRING} ++STR_CONFIG_SETTING_SMOOTH_ECONOMY :Gläichméisseg Wiertschaft aschalten (méi oft an kleng Wiessel): {STRING} ++STR_CONFIG_SETTING_SMOOTH_ECONOMY_HELPTEXT :Wann ugeschalt, ännert d'Industrieproduktioun méi oft, an méi kléngen Schrëtter. Dës Astellung huet keng Auswierkung op NewGRF-Industrien ++STR_CONFIG_SETTING_ALLOW_SHARES :Undeeler vun aaneren Firmen kafen: {STRING} ++STR_CONFIG_SETTING_ALLOW_SHARES_HELPTEXT :Wann ugeschalt, dierfen Aktien vu Firmen kaf an verkaf ginn. Aktien si just fir Firme verfügbar, déi en gewëssen Alter erreecht hunn ++STR_CONFIG_SETTING_FEEDER_PAYMENT_SHARE :Prozentsaz vum Etappenprofit den am Feeder-System bezuelt gëtt: {STRING} ++STR_CONFIG_SETTING_FEEDER_PAYMENT_SHARE_HELPTEXT :Prozentsaz vum Akommes déi un d'Zwëschenetappen an engem Feeder-System gi ginn, wat méi Kontroll iwwert d'Akommes erméiglegt ++STR_CONFIG_SETTING_DRAG_SIGNALS_DENSITY :Wa gezunn gëtt, setz en Signal all: {STRING} ++STR_CONFIG_SETTING_DRAG_SIGNALS_DENSITY_HELPTEXT :Definéiert d'Distanz an däer Signaler gesat ginn, bis zum nächsten Obstakel (Signal, Kräizung), wa Signaler gezu ginn ++STR_CONFIG_SETTING_DRAG_SIGNALS_DENSITY_VALUE :{COMMA} Feld{P 0 "" er} ++STR_CONFIG_SETTING_DRAG_SIGNALS_FIXED_DISTANCE :Beim Zéien, behal eng fix Distanz tëscht Signaler: {STRING} ++STR_CONFIG_SETTING_DRAG_SIGNALS_FIXED_DISTANCE_HELPTEXT :Wielt d'Verhale vum Signalsetzen, wa mat Ctrl gezu gëtt. Wann ausgeschalt, gi Signaler firu laange Streckenabschnitter wéi Brécken an Tunnelen gesat. Wann ugeschalt, gi Signaler all N Felder gesat, fir e parallelt Setzen vu Signaler ze erméiglechen ++STR_CONFIG_SETTING_SEMAPHORE_BUILD_BEFORE_DATE :Automatesch Diksen bauen firun: {STRING} ++STR_CONFIG_SETTING_SEMAPHORE_BUILD_BEFORE_DATE_HELPTEXT :Definéiert d'Joer wou elektresch Signaler benotzt ginn. Firun dësem Joer ginn nët-elektresch Signaler benotzt (déi déi selwescht Funktioun hunn, an just anescht ausgesinn) ++STR_CONFIG_SETTING_ENABLE_SIGNAL_GUI :Signaler GUI uschalten: {STRING} ++STR_CONFIG_SETTING_ENABLE_SIGNAL_GUI_HELPTEXT :Weist eng Fënster an däer den Typ vu Signaler déi gebaut kënne ginn, amplaz ouni Fënster an durch Ctrl-klicken op d'Signaler ++STR_CONFIG_SETTING_DEFAULT_SIGNAL_TYPE :Standard Signal-Typ: {STRING} ++STR_CONFIG_SETTING_DEFAULT_SIGNAL_TYPE_HELPTEXT :Standard Signaltyp dee soll benotzt ginn ++STR_CONFIG_SETTING_DEFAULT_SIGNAL_NORMAL :Blocksignaler ++STR_CONFIG_SETTING_DEFAULT_SIGNAL_PBS :Wee-Signaler ++STR_CONFIG_SETTING_DEFAULT_SIGNAL_PBSOWAY :Einbahn-Wee-Signaler ++STR_CONFIG_SETTING_CYCLE_SIGNAL_TYPES :Wiessel duerch Signal-Typen: {STRING} ++STR_CONFIG_SETTING_CYCLE_SIGNAL_TYPES_HELPTEXT :Wielt Signaltypen déi durchgewielt ginn, wann ee mat Ctrl op e gebaute Signal dréckt ++STR_CONFIG_SETTING_CYCLE_SIGNAL_NORMAL :Nëmmen Blocksignaler ++STR_CONFIG_SETTING_CYCLE_SIGNAL_PBS :Nëmmen Wee-Signaler ++STR_CONFIG_SETTING_CYCLE_SIGNAL_ALL :Alleguerten ++ ++STR_CONFIG_SETTING_TOWN_LAYOUT :Stroosselayout an neie Stied: {STRING} ++STR_CONFIG_SETTING_TOWN_LAYOUT_HELPTEXT :Layout fir d'Stroossennetz vun enger Stad ++STR_CONFIG_SETTING_TOWN_LAYOUT_DEFAULT :Original ++STR_CONFIG_SETTING_TOWN_LAYOUT_BETTER_ROADS :Besser Stroossen ++STR_CONFIG_SETTING_TOWN_LAYOUT_2X2_GRID :2x2 Gitter ++STR_CONFIG_SETTING_TOWN_LAYOUT_3X3_GRID :3x3 Gitter ++STR_CONFIG_SETTING_TOWN_LAYOUT_RANDOM :Zoufälleg ++STR_CONFIG_SETTING_ALLOW_TOWN_ROADS :Stied däerfen Stroossen bauen: {STRING} ++STR_CONFIG_SETTING_ALLOW_TOWN_ROADS_HELPTEXT :Erlaabt Stied Stroossen ze bauen fir ze wuessen. Ausschalten fir d'Stiedréid dorun ze hënneren fir Stroossen selwer ze bauen ++STR_CONFIG_SETTING_ALLOW_TOWN_LEVEL_CROSSINGS :Stied dierfen Barrièren bauen: {STRING} ++STR_CONFIG_SETTING_ALLOW_TOWN_LEVEL_CROSSINGS_HELPTEXT :Wann dës Astellung ugeschalt ass, kënnen Stied Stroossen iwwert Schinne bauen ++STR_CONFIG_SETTING_NOISE_LEVEL :Erlab e stadkontrolléierte Kaméidisniveau fir Fluchhäfen: {STRING} ++STR_CONFIG_SETTING_NOISE_LEVEL_HELPTEXT :Wann dës Astellung ausgeschalt ass, kënnen zwee Fluchhäfen an all Stad gebaut ginn. Wann dës Astellung ugeschalt ass, henkt et vun der Fluchhafengréisst, Distanz, Kaméidisniveau of wéivill Fluchhäfen kënne gebaut ginn ++STR_CONFIG_SETTING_TOWN_FOUNDING :Stiedgrënnung am Spill: {STRING} ++STR_CONFIG_SETTING_TOWN_FOUNDING_HELPTEXT :Wann dës Astellung ugeschalt ass, kënnen Spiller nei Stied am Spill grënnen ++STR_CONFIG_SETTING_TOWN_FOUNDING_FORBIDDEN :Verbueden ++STR_CONFIG_SETTING_TOWN_FOUNDING_ALLOWED :Erlaabt ++STR_CONFIG_SETTING_TOWN_FOUNDING_ALLOWED_CUSTOM_LAYOUT :Erlaabt, custom Stad-Layout ++ ++STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT :Bamplazéirung: {STRING} ++STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_HELPTEXT :Kontrolléiert zoufälleg Optauche vu Beem während dem Spill. Dëst kann Industrie beaflossen, déi op d'Wuessen vu Beem ugewisen sinn ++STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_NONE :Keng{RED}(zerstéiert Bauholzfabrik) ++STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_RAINFOREST :Nëmmen am Reebësch ++STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_ALL :Iwwerall ++ ++STR_CONFIG_SETTING_TOOLBAR_POS :Positioun vun der Haapt-Toolbar: {STRING} ++STR_CONFIG_SETTING_TOOLBAR_POS_HELPTEXT :Horizontal Positioun vun der Haapt-Toolbar uewen um Schierm ++STR_CONFIG_SETTING_STATUSBAR_POS :Positioun vun der Statusbar: {STRING} ++STR_CONFIG_SETTING_STATUSBAR_POS_HELPTEXT :Horizontal Positioun vun der Statusbar ënnen um Schierm ++STR_CONFIG_SETTING_SNAP_RADIUS :Radius wou d'Fënsteren uschnapen: {STRING} ++STR_CONFIG_SETTING_SNAP_RADIUS_HELPTEXT :Distanz tëscht Fënsteren befier d'Fënsteren automatesch alignéiert ginn ++STR_CONFIG_SETTING_SNAP_RADIUS_VALUE :{COMMA} Pixel ++STR_CONFIG_SETTING_SNAP_RADIUS_DISABLED :Ausgeschalt ++STR_CONFIG_SETTING_SOFT_LIMIT :Maximal Unzuel vun net-gepinnte Fënster: {STRING} ++STR_CONFIG_SETTING_SOFT_LIMIT_HELPTEXT :Unzuel un net-gepinnten openen Fënster befier al Fënsteren automatesch zougemaach ginn fir nei Plaz ze man fir nei Fënsteren ++STR_CONFIG_SETTING_SOFT_LIMIT_VALUE :{COMMA} ++STR_CONFIG_SETTING_SOFT_LIMIT_DISABLED :ausgeschalt ++STR_CONFIG_SETTING_ZOOM_MIN :Maximalen Ranzoom Level: {STRING} ++STR_CONFIG_SETTING_ZOOM_MIN_HELPTEXT :Maximal Ranzoomstuf fir Usiichtsfënsteren. Et gëtt méi Späicher gebraucht wann d'Stufen ze grouss ginn ++STR_CONFIG_SETTING_ZOOM_MAX :Maximalen Rauszoom Level: {STRING} ++STR_CONFIG_SETTING_ZOOM_MAX_HELPTEXT :Maximal Rauszoom-Stuf fir Usiichtsfënsteren. Méi grouss Rauszoom-Stufen kënnen Ruckeler verursaachen ++STR_CONFIG_SETTING_ZOOM_LVL_MIN :4x ++STR_CONFIG_SETTING_ZOOM_LVL_IN_2X :2x ++STR_CONFIG_SETTING_ZOOM_LVL_NORMAL :Normal ++STR_CONFIG_SETTING_ZOOM_LVL_OUT_2X :2x ++STR_CONFIG_SETTING_ZOOM_LVL_OUT_4X :4x ++STR_CONFIG_SETTING_ZOOM_LVL_OUT_8X :8x ++STR_CONFIG_SETTING_TOWN_GROWTH :Geschw. vum Stad-Wuesstem: {STRING} ++STR_CONFIG_SETTING_TOWN_GROWTH_HELPTEXT :Geschwindegkeet mat däer Stied wuessen ++STR_CONFIG_SETTING_TOWN_GROWTH_NONE :Keen ++STR_CONFIG_SETTING_TOWN_GROWTH_SLOW :Lues ++STR_CONFIG_SETTING_TOWN_GROWTH_NORMAL :Normal ++STR_CONFIG_SETTING_TOWN_GROWTH_FAST :Schnell ++STR_CONFIG_SETTING_TOWN_GROWTH_VERY_FAST :Ganz schnell ++STR_CONFIG_SETTING_LARGER_TOWNS :Proportioun vun Dierfer déi kënne Stied ginn: {STRING} ++STR_CONFIG_SETTING_LARGER_TOWNS_HELPTEXT :Unzuel un Dierfer déi eng Stad kënne ginn, folglesch start en Duerf méi grouss an wiisst méi séier ++STR_CONFIG_SETTING_LARGER_TOWNS_VALUE :1 zu {COMMA} ++STR_CONFIG_SETTING_LARGER_TOWNS_DISABLED :Keng ++STR_CONFIG_SETTING_CITY_SIZE_MULTIPLIER :Ufangs-Gréisst vu Stied multiplizéiren mat: {STRING} ++STR_CONFIG_SETTING_CITY_SIZE_MULTIPLIER_HELPTEXT :Duerchschnëttsgréisst vu Stied an Proportioun zu normalen Dierfer um Spillstart ++ ++STR_CONFIG_SETTING_LINKGRAPH_INTERVAL :Aktualiséier d'Distributiounsgrafik all {STRING}{NBSP}D{P 0:2 ag eeg} ++STR_CONFIG_SETTING_LINKGRAPH_INTERVAL_HELPTEXT :Zäit tëscht nofolgenden Neiberechnungen vun der Linkgrafik. All Neiberechnung rechent d'Pläng fir eng Komponent vun der Grafik. Dat heescht dass en Wert X fir dës Astellung net all X Deeg aktualiséiert gëtt. Nëmmen een Komponent gëtt aktualiséiert. Wat méi kuerz gesat, wat méi CPU Rechenzäit gebraucht gëtt. Wat se méi laang gesat gëtt, wat méi Zäit vergeet bis Wuerendistributioun op enger neier Route gestart gëtt. ++STR_CONFIG_SETTING_LINKGRAPH_TIME :Benotz {STRING}{NBSP}D{P 0:2 ag eeg} fir d'Neiberechnung vum Distributiounsgraf ++STR_CONFIG_SETTING_LINKGRAPH_TIME_HELPTEXT :Zäit déi gebraucht gëtt fir all Neiberechnung vun enger Linkgrafikkomponent. Wann eng Neiberechnung ufenkt, gëtt en Thread erstallt dee fir dës Unzuel un Deeg leeft. Wann de Wäert ze kleng ass, kann den Thread net an der gewënschter Zäit faerdeg ginn an et kënnt zu engem Lag. Wann de Wäert méi héich gesat gëtt, brauch d'Distributioun méi lang fir erneiert ze ginn wann eng Streck ännert ++STR_CONFIG_SETTING_DISTRIBUTION_MANUAL :manuell ++STR_CONFIG_SETTING_DISTRIBUTION_ASYMMETRIC :asymmetresch ++STR_CONFIG_SETTING_DISTRIBUTION_SYMMETRIC :symmetresch ++STR_CONFIG_SETTING_DISTRIBUTION_PAX :Distributiounsmodus fir Passagéier: {STRING} ++STR_CONFIG_SETTING_DISTRIBUTION_PAX_HELPTEXT :"symmetresch" heescht, dass ongeféier d'selwecht vill Passagéier vun A op B wéi vu B op A geschéckt ginn. "asymmetresch" heescht, dass eng arbiträr Unzuel u Wueren an d'jeweileg Richtung geschéckt ginn. "manuell" heescht dass keng automatësch Distributioun stattfënnt fir Passagéier ++STR_CONFIG_SETTING_DISTRIBUTION_MAIL :Distributiounsmodus fir Post: {STRING} ++STR_CONFIG_SETTING_DISTRIBUTION_MAIL_HELPTEXT :"symmetresch" heescht, dass ongeféier d'selwecht vill vun A op B wéi vu B op A geschéckt ginn. "asymmetresch" heescht, dass eng arbiträr Unzuel u Wueren an d'jeweileg Richtung geschéckt ginn. "manuell" heescht dass keng automatësch Distributioun stattfënnt fir Post ++STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED :Distributiounsmodus fir d'GEPANZERT Wuereklass: {STRING} ++STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED_HELPTEXT :D'GEPANZERT Wuereklass huet Wäertsaachen am geméissegte Klima, Diamanten am Sub-Tropenklima an Gold am sub-arktësche Klima. NewGRFen kënnen dat änneren. "Symmetrësch" heescht, dass ongeféier d'selwecht vill vun A op B wéi vu B op A geschéckt ginn. "asymmetrësch" heescht, dass eng arbiträr Unzuel u Wueren an d'jeweileg Richtung geschéckt ginn. "manuell" heescht dass keng automatësch Distributioun stattfënnt. Et gëtt emfuelen dëst op asymmetrësch oder manuell ze loossen wann ee sub-arktësch spillt, well Banken kee Gold zréck an d’Minen liwweren. Fir geméissegt Klima an sub-tropësch Klima kann eng Bank mat der anerer Wäertsachen zeréckschécken. ++STR_CONFIG_SETTING_DISTRIBUTION_DEFAULT :Distributiounsmodus fir aner Wuerenklassen: {STRING} ++STR_CONFIG_SETTING_DISTRIBUTION_DEFAULT_HELPTEXT :"asymmetresch" heescht dass eng beléiweg Unzuel un Wueren an béid Richtungen verschéckt ginn. "manuell" heescht dass keng automatësch Distributioun stattfënnt. Meeschtens gëtt "asymmetresch" oder manuell gewielt. ++STR_CONFIG_SETTING_LINKGRAPH_ACCURACY :Distributiounsgenauegkeet: {STRING} ++STR_CONFIG_SETTING_LINKGRAPH_ACCURACY_HELPTEXT :Wat de Wäert méi héich ass, wat méi CPU benotzt gëtt fir d'Linkgrafik ze zeechnen. Wann ze héich gesat, kann et zu Lags kommen. Ze niddreg gesat kann d'Distributioun ongenau ginn an d'Wueren net sou verdeelt ginn wéi geduet ++STR_CONFIG_SETTING_DEMAND_DISTANCE :Afloss vun der Distanz op d'Nofro: {STRING} ++STR_CONFIG_SETTING_DEMAND_DISTANCE_HELPTEXT :Wann's de en méi héije Wäert wéi 0 wiels, huet d'Differenz tëscht 2 Statiounen A an B en Afloss dorop wéivill Wueren geschéckt ginn. Wat B méi wäit ewech vun A ass, wat manner Wueren geschéckt ginn. Wat de Wäert méi héich gesat gëtt, wat manner Wueren op eng Statioun wait ewech an méi Wueren op eng Statioun méi no geschéckt ginn. ++STR_CONFIG_SETTING_DEMAND_SIZE :Unzuel vun zeréckgeschéckte Wueren fir de symmetreschen Modus: {STRING} ++STR_CONFIG_SETTING_DEMAND_SIZE_HELPTEXT :Wann een dëst op manner wéi 100% setzt, gëtt déi symmetresch Distributioun méi wéi eng asymmetrësch behandelt. Manner Wueren ginn zeréckgeschéckt wann en bestëmmten Wäert op eng Statioun geschéckt gouf. Bei 0% verhält sech d'symmetresch Distributioun wéi eng asymmetresch ++STR_CONFIG_SETTING_SHORT_PATH_SATURATION :Sättegung vu kuerzen Weeër befier grouss Weeër benotzt ginn: {STRING} ++STR_CONFIG_SETTING_SHORT_PATH_SATURATION_HELPTEXT :Oft gëtt et e puer Weeër tëscht zwou Statiounen. Cargodist siedegt fir d'éischt de kierzten, dann den zweetkierzten a.s.w. Siedegung gëtt bestemmt durch Kapazitéit an geplangten Notzung. Wann all Wee gesiedegt ass, an nach emmer eng Nofro do ass, ginn all d'Weeër iwwersiedegt, mat Präferenz déi mat grousser Kapazitéit. Gréissten Deel vun der Zäit rechent den Algorithmus d'Kapazitéit allerdéngs net richteg. Des Astellung erlabt engem en Prozentsaz ze bestëmmen fir den éischten Wee befier en zweeten Wee benotzt gëtt. Setz en enner 100% fir iwwerfëllten Statiounen ze vermeide wann d'Kapazitéit iwwerschat gouf. ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VELOCITY :Geschwindegkeetseenheeten: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VELOCITY_HELPTEXT :Emmer wann eng Geschwindegkeet am Userinterface ugewisen gëtt, weis se an den ausgewielten Eenheeten un ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VELOCITY_IMPERIAL :Britesch (mph) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VELOCITY_METRIC :Metresch (km/h) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VELOCITY_SI :SI (m/s) ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_POWER :Kraafteenheeten: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_POWER_HELPTEXT :Emmer wann d'Kraaft vun engem Gefier am Userinterface ugewisen gëtt, weis se an den ausgewielten Eenheeten un ++STR_CONFIG_SETTING_LOCALISATION_UNITS_POWER_IMPERIAL :Britesch (PS) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_POWER_METRIC :Metresch (PS) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_POWER_SI :SI (kW) ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_WEIGHT :Gewichtseenheeten: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_WEIGHT_HELPTEXT :Emmer wann Gewiichter am Userinterface ugewisen ginn, weis se an den ausgewielten Eenheeten un ++STR_CONFIG_SETTING_LOCALISATION_UNITS_WEIGHT_IMPERIAL :Britesch (kuerz t/Tonn) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_WEIGHT_METRIC :Metresch (t/Tonn) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_WEIGHT_SI :SI (kg) ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VOLUME :Volumeneenheeten: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VOLUME_HELPTEXT :Emmer wann Volumen am Userinterface ugewisen ginn, weis se an den ausgewielten Eenheeten un ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VOLUME_IMPERIAL :Britesch (gal) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VOLUME_METRIC :Metresch (l) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VOLUME_SI :SI (m³) ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_FORCE :Zuchkraaft Eenheeten: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_FORCE_HELPTEXT :Emmer wann eng Zuchkraaft am Userinterface ugewisen gëtt, weis se an den ugewielten Eenheeten un ++STR_CONFIG_SETTING_LOCALISATION_UNITS_FORCE_IMPERIAL :Britesch (lbf) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_FORCE_METRIC :Metresch (kgf) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_FORCE_SI :SI (kN) ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_HEIGHT :Héichteneenheeten: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_HEIGHT_HELPTEXT :Emmer wann Héichten am Userinterface ugewisen ginn, weis se an den ausgewielten Eenheeten un ++STR_CONFIG_SETTING_LOCALISATION_UNITS_HEIGHT_IMPERIAL :Britesch (ft) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_HEIGHT_METRIC :Metresch (m) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_HEIGHT_SI :SI (m) ++ ++STR_CONFIG_SETTING_LOCALISATION :{ORANGE}Lokaliséirung ++STR_CONFIG_SETTING_GRAPHICS :{ORANGE}Grafik ++STR_CONFIG_SETTING_SOUND :{ORANGE}Soundeffekter ++STR_CONFIG_SETTING_INTERFACE :{ORANGE}Interface ++STR_CONFIG_SETTING_INTERFACE_GENERAL :{ORANGE}Generell ++STR_CONFIG_SETTING_INTERFACE_VIEWPORTS :{ORANGE}Usiicht ++STR_CONFIG_SETTING_INTERFACE_CONSTRUCTION :{ORANGE}Konstruktioun ++STR_CONFIG_SETTING_ADVISORS :{ORANGE}News / Meldungen ++STR_CONFIG_SETTING_COMPANY :{ORANGE}Firma ++STR_CONFIG_SETTING_ACCOUNTING :{ORANGE}Compta ++STR_CONFIG_SETTING_VEHICLES :{ORANGE}Gefierer ++STR_CONFIG_SETTING_VEHICLES_PHYSICS :{ORANGE}Physik ++STR_CONFIG_SETTING_VEHICLES_ROUTING :{ORANGE}Routeplangung ++STR_CONFIG_SETTING_LIMITATIONS :{ORANGE}Limitatiounen ++STR_CONFIG_SETTING_ACCIDENTS :{ORANGE}Katastrophen / Akzidenter ++STR_CONFIG_SETTING_GENWORLD :{ORANGE}Welt Generatioun ++STR_CONFIG_SETTING_ENVIRONMENT :{ORANGE}Emwelt ++STR_CONFIG_SETTING_ENVIRONMENT_AUTHORITIES :{ORANGE}Autoritéiten ++STR_CONFIG_SETTING_ENVIRONMENT_TOWNS :{ORANGE}Stied ++STR_CONFIG_SETTING_ENVIRONMENT_INDUSTRIES :{ORANGE}Industrien ++STR_CONFIG_SETTING_ENVIRONMENT_CARGODIST :{ORANGE}Wuereverdeelung ++STR_CONFIG_SETTING_AI :{ORANGE}Géigner ++STR_CONFIG_SETTING_AI_NPC :{ORANGE}Computerspiller ++ ++STR_CONFIG_SETTING_PATHFINDER_OPF :Original ++STR_CONFIG_SETTING_PATHFINDER_NPF :NPF ++STR_CONFIG_SETTING_PATHFINDER_YAPF_RECOMMENDED :YAPF {BLUE}(recommandéiert) ++ ++STR_CONFIG_SETTING_PATHFINDER_FOR_TRAINS :Pfadfinder fir Zich: {STRING} ++STR_CONFIG_SETTING_PATHFINDER_FOR_TRAINS_HELPTEXT :Pfadfinder dee fir Zich benotzt gëtt ++STR_CONFIG_SETTING_PATHFINDER_FOR_ROAD_VEHICLES :Pfadfinder fir Stroossegefierer: {STRING} ++STR_CONFIG_SETTING_PATHFINDER_FOR_ROAD_VEHICLES_HELPTEXT :Pfadfinder dee fir Gefierer benotzt gëtt ++STR_CONFIG_SETTING_PATHFINDER_FOR_SHIPS :Pfadfinder fir Schëffer: {STRING} ++STR_CONFIG_SETTING_PATHFINDER_FOR_SHIPS_HELPTEXT :Pfadfinder dee fir Schëffer benotzt gëtt ++STR_CONFIG_SETTING_REVERSE_AT_SIGNALS :Automatescht Emdréinen bei Signaler: {STRING} ++STR_CONFIG_SETTING_REVERSE_AT_SIGNALS_HELPTEXT :Erlab Zich bei engem Signal emzedréinen, wann se eng laang Zäit geward hunn ++ ++STR_CONFIG_SETTING_QUERY_CAPTION :{WHITE}Astellung änneren ++ ++# Config errors ++STR_CONFIG_ERROR :{WHITE}Fehler mat der Konfiguratiounsdatei... ++STR_CONFIG_ERROR_ARRAY :{WHITE}... Fehler am Array '{STRING}' ++STR_CONFIG_ERROR_INVALID_VALUE :{WHITE}... falsche Wäert '{STRING}' fir '{STRING}' ++STR_CONFIG_ERROR_TRAILING_CHARACTERS :{WHITE}... Trailing-characters um Enn vun der Astellung '{STRING}' ++STR_CONFIG_ERROR_DUPLICATE_GRFID :{WHITE}... ignoréiren NewGRF '{STRING}': Duplikat-GRF ID wéi '{STRING}' ++STR_CONFIG_ERROR_INVALID_GRF :{WHITE}... ignoréiren ongültëgen NewGRF '{STRING}': {STRING} ++STR_CONFIG_ERROR_INVALID_GRF_NOT_FOUND :net fonnt ++STR_CONFIG_ERROR_INVALID_GRF_UNSAFE :onsécher fir statesche Gebrauch ++STR_CONFIG_ERROR_INVALID_GRF_SYSTEM :System NewGRF ++STR_CONFIG_ERROR_INVALID_GRF_INCOMPATIBLE :net mat dëser Versioun vun OpenTTD kompatibel ++STR_CONFIG_ERROR_INVALID_GRF_UNKNOWN :onbekannt ++STR_CONFIG_ERROR_INVALID_SAVEGAME_COMPRESSION_LEVEL :{WHITE}... Kompressiounslevel '{STRING}' ass net gültëg. ++STR_CONFIG_ERROR_INVALID_SAVEGAME_COMPRESSION_ALGORITHM :{WHITE}... Spillstand format '{STRING}' gëtt et net. Revertéiren zu '{STRING}' ++STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND :{WHITE}... ignoréiren Basis Grafik Set '{STRING}': net fonnt ++STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND :{WHITE}... ignoréiren Basis Sound Set '{STRING}': net fonnt ++STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND :{WHITE}... ignoréiren Basis Musik Set '{STRING}': net fonnt ++STR_CONFIG_ERROR_OUT_OF_MEMORY :{WHITE}Net genuch Mémoire ++STR_CONFIG_ERROR_SPRITECACHE_TOO_BIG :{WHITE}Reservéirung vun {BYTES} Spritecache versot. De Spritecache gouf reduzéiert op {BYTES}. Dëst reduzéiert d'Performance vun OpenTTD. Fir Späicher ze spueren kann een probéiren 32bpp Grafiken auszeschalten an/oder Zoom-Eran Stufen ++ ++# Intro window ++STR_INTRO_CAPTION :{WHITE}OpenTTD {REV} ++ ++STR_INTRO_NEW_GAME :{BLACK}Neit Spill ++STR_INTRO_LOAD_GAME :{BLACK}Spill lueden ++STR_INTRO_PLAY_SCENARIO :{BLACK}Szenario spillen ++STR_INTRO_PLAY_HEIGHTMAP :{BLACK}Héichtekaart spillen ++STR_INTRO_SCENARIO_EDITOR :{BLACK}Szenarien Editor ++STR_INTRO_MULTIPLAYER :{BLACK}Multiplayer ++ ++STR_INTRO_GAME_OPTIONS :{BLACK}Spilloptiounen ++STR_INTRO_HIGHSCORE :{BLACK}Beschtelëscht ++STR_INTRO_CONFIG_SETTINGS_TREE :{BLACK}Astellungen ++STR_INTRO_NEWGRF_SETTINGS :{BLACK}NewGRF Astellungen ++STR_INTRO_ONLINE_CONTENT :{BLACK}Check Online Inhalt ++STR_INTRO_SCRIPT_SETTINGS :{BLACK}KI / Spill-Script Astellungen ++STR_INTRO_QUIT :{BLACK}Eraus ++ ++STR_INTRO_TOOLTIP_NEW_GAME :{BLACK}Start en neit Spill. Ctrl+Klick iwwerspréngt Kaartenkonfiguratioun ++STR_INTRO_TOOLTIP_LOAD_GAME :{BLACK}Spill lueden ++STR_INTRO_TOOLTIP_PLAY_HEIGHTMAP :{BLACK}Nei Partie starten, mat enger Héichtekaart als Landschaft ++STR_INTRO_TOOLTIP_PLAY_SCENARIO :{BLACK}Start eng nei Partie, mat engem eegenen Szenario ++STR_INTRO_TOOLTIP_SCENARIO_EDITOR :{BLACK}Erstell eng eegen Spillwelt/Szenario ++STR_INTRO_TOOLTIP_MULTIPLAYER :{BLACK}Start en Multiplayer-Spill ++ ++STR_INTRO_TOOLTIP_TEMPERATE :{BLACK}Wielt de Landschaftsstil 'temperéiert' ++STR_INTRO_TOOLTIP_SUB_ARCTIC_LANDSCAPE :{BLACK}Wielt de Landschaftsstil 'sub-arktesch' ++STR_INTRO_TOOLTIP_SUB_TROPICAL_LANDSCAPE :{BLACK}Wielt de Landschaftsstil 'sub-tropesch' ++STR_INTRO_TOOLTIP_TOYLAND_LANDSCAPE :{BLACK}Wielt de Landschaftsstil 'Spillsaacheland' ++ ++STR_INTRO_TOOLTIP_GAME_OPTIONS :{BLACK}Spilloptiounen ++STR_INTRO_TOOLTIP_HIGHSCORE :{BLACK}Beschtelëscht uweisen ++STR_INTRO_TOOLTIP_CONFIG_SETTINGS_TREE :{BLACK}Displayastellungen ++STR_INTRO_TOOLTIP_NEWGRF_SETTINGS :{BLACK}NewGRF Astellungen uweisen ++STR_INTRO_TOOLTIP_ONLINE_CONTENT :{BLACK}Check op neien Inhalt kann downgeload gin ++STR_INTRO_TOOLTIP_SCRIPT_SETTINGS :{BLACK}Weis KI an Spill-Script-Astellungen ++STR_INTRO_TOOLTIP_QUIT :{BLACK}Aus 'OpenTTD' eraus goen ++ ++STR_INTRO_BASESET :{BLACK}Dem grad ausgewielte Basis Grafikset fehlen {NUM} Srite{P "" s}. W.e.g. no Updates fir dëse Set sichen. ++STR_INTRO_TRANSLATION :{BLACK}Dës Iwwersetzung huet {NUM} String{P "" s}. Hëllef OpenTTD besser ze man andems du dech als Iwwersetzer mells! Lies readme.txt fir d'Detailer. ++ ++# Quit window ++STR_QUIT_CAPTION :{WHITE}Eraus ++STR_QUIT_ARE_YOU_SURE_YOU_WANT_TO_EXIT_OPENTTD :{YELLOW}Bass du sécher, dass du aus OpenTTD eraus wëlls, an an den {STRING} zeréck? ++STR_QUIT_YES :{BLACK}Jo ++STR_QUIT_NO :{BLACK}Nee ++ ++# Supported OSes ++STR_OSNAME_WINDOWS :Windows ++STR_OSNAME_DOS :DOS ++STR_OSNAME_UNIX :Unix ++STR_OSNAME_OSX :OS{NBSP}X ++STR_OSNAME_BEOS :BeOS ++STR_OSNAME_HAIKU :Haiku ++STR_OSNAME_MORPHOS :MorphOS ++STR_OSNAME_AMIGAOS :AmigaOS ++STR_OSNAME_OS2 :OS/2 ++STR_OSNAME_SUNOS :SunOS ++ ++# Abandon game ++STR_ABANDON_GAME_CAPTION :{WHITE}Spill ofbriechen ++STR_ABANDON_GAME_QUERY :{YELLOW}Bass du sécher dass du des Partie ofbrieche wëlls? ++STR_ABANDON_SCENARIO_QUERY :{YELLOW}Sécher dass du aus dësem Szenario eraus wëlls ? ++ ++# Cheat window ++STR_CHEATS :{WHITE}Cheater ++STR_CHEATS_TOOLTIP :{BLACK}Checkboxen weisen un dass du den Cheat schon eng Kéier benotzt hues ++STR_CHEATS_WARNING :{BLACK}Warnung! Du bass um Wee de Géigner ze verroden. Sou eng Ongnod gëtt bis an all Éiwegkeet behalen ++STR_CHEAT_MONEY :{LTBLUE}Suen ëm {CURRENCY_LONG} erhéijen ++STR_CHEAT_CHANGE_COMPANY :{LTBLUE}Als Firma {ORANGE}{COMMA} spillen ++STR_CHEAT_EXTRA_DYNAMITE :{LTBLUE}Magësche Bulldozer (Industrien ofrappen, onzerstéierbar Objeten): {ORANGE}{STRING} ++STR_CHEAT_CROSSINGTUNNELS :{LTBLUE}Tunnelle kënne sech kräizen: {ORANGE}{STRING} ++STR_CHEAT_NO_JETCRASH :{LTBLUE}Jet'en maachen net regelméisseg en Akzident op klenge Fluchhäfen: {ORANGE} {STRING} ++STR_CHEAT_EDIT_MAX_HL :{LTBLUE}Änner d'Maximalhéicht vu Bierger op der Kaart: {ORANGE}{NUM} ++STR_CHEAT_EDIT_MAX_HL_QUERY_CAPT :{WHITE}Änner d'Maximalhéicht vu Bierger op der Kaart ++STR_CHEAT_SWITCH_CLIMATE_TEMPERATE_LANDSCAPE :Gemässegt Klima Landschaft ++STR_CHEAT_SWITCH_CLIMATE_SUB_ARCTIC_LANDSCAPE :Sub-Arktesch Landschaft ++STR_CHEAT_SWITCH_CLIMATE_SUB_TROPICAL_LANDSCAPE :Sub-Tropesch Landschaft ++STR_CHEAT_SWITCH_CLIMATE_TOYLAND_LANDSCAPE :Spillsaacheland Landschaft ++STR_CHEAT_CHANGE_DATE :{LTBLUE}Datum wiesselen: {ORANGE} {DATE_SHORT} ++STR_CHEAT_CHANGE_DATE_QUERY_CAPT :{WHITE}Wiessel d'aktuellt Joer ++STR_CHEAT_SETUP_PROD :{LTBLUE}Erlaabt d'ännere vun de Produktiounswäerter: {ORANGE}{STRING} ++ ++# Livery window ++STR_LIVERY_CAPTION :{WHITE}Neie Faarfschema ++ ++STR_LIVERY_GENERAL_TOOLTIP :{BLACK}Weis generell Faarfschemen ++STR_LIVERY_TRAIN_TOOLTIP :{BLACK}Weis Zuch Faarfschemen ++STR_LIVERY_ROAD_VEHICLE_TOOLTIP :{BLACK}Weis Stroossegefierer Faarfschemen ++STR_LIVERY_SHIP_TOOLTIP :{BLACK}Weis d'Schëff Faarfschemen ++STR_LIVERY_AIRCRAFT_TOOLTIP :{BLACK}Weis Fliger Faarfschemen ++STR_LIVERY_PRIMARY_TOOLTIP :{BLACK}Wiel d'Primärfaarf fir den ausgewieltene Schema. Ctrl+Klick wielt dës Faarf fir all Schema ++STR_LIVERY_SECONDARY_TOOLTIP :{BLACK}Wiel d'Sekundärfaarf fir den ausgewieltenen Schema. Ctrl+Klick wielt dës Faarf fir all Schema ++STR_LIVERY_PANEL_TOOLTIP :{BLACK}Wiel en Faarfschema fir ze änneren, oder e puer Schemen mat Ctrl+Klick. Klick op d'Këscht fir d'Schemanotzung ze wiesselen ++ ++STR_LIVERY_DEFAULT :Standard Firmefaarwen ++STR_LIVERY_STEAM :Damplok ++STR_LIVERY_DIESEL :Diesellok ++STR_LIVERY_ELECTRIC :Elektrolok ++STR_LIVERY_MONORAIL :Monorail Lok ++STR_LIVERY_MAGLEV :Magnéitbunnlok ++STR_LIVERY_DMU :DMU ++STR_LIVERY_EMU :EMU ++STR_LIVERY_PASSENGER_WAGON_STEAM :Passagéierwaggon (Damp) ++STR_LIVERY_PASSENGER_WAGON_DIESEL :Passagéierwaggon (Diesel) ++STR_LIVERY_PASSENGER_WAGON_ELECTRIC :Passagéierwaggon (Elektresch) ++STR_LIVERY_PASSENGER_WAGON_MONORAIL :Passagéierwaggon (Monorail) ++STR_LIVERY_PASSENGER_WAGON_MAGLEV :Passagéierwaggon (Magnéitbunn) ++STR_LIVERY_FREIGHT_WAGON :Gidderwaggon ++STR_LIVERY_BUS :Bus ++STR_LIVERY_TRUCK :Camion ++STR_LIVERY_PASSENGER_SHIP :Passagéierfähr ++STR_LIVERY_FREIGHT_SHIP :Frachtschëff ++STR_LIVERY_HELICOPTER :Helikopter ++STR_LIVERY_SMALL_PLANE :Klenge Fliger ++STR_LIVERY_LARGE_PLANE :Grousse Fliger ++STR_LIVERY_PASSENGER_TRAM :Passagéiertram ++STR_LIVERY_FREIGHT_TRAM :Wuerentram ++ ++# Face selection window ++STR_FACE_CAPTION :{WHITE}Gesiichtsauswiel ++STR_FACE_CANCEL_TOOLTIP :{BLACK}Briech d'Auswiel vum Gesiicht of ++STR_FACE_OK_TOOLTIP :{BLACK}Neit Gesiicht akzeptéieren ++STR_FACE_RANDOM :{BLACK}Duercherneen wierfelen ++ ++STR_FACE_MALE_BUTTON :{BLACK}Männlech ++STR_FACE_MALE_TOOLTIP :{BLACK}Wielt männlech Gesiichter ++STR_FACE_FEMALE_BUTTON :{BLACK}Weiblech ++STR_FACE_FEMALE_TOOLTIP :{BLACK}Wielt weiblech Gesiichter ++STR_FACE_NEW_FACE_BUTTON :{BLACK}Neit Gesiicht ++STR_FACE_NEW_FACE_TOOLTIP :{BLACK}Generéiert zoufällegt neit Gesiicht ++STR_FACE_ADVANCED :{BLACK}Erweidert ++STR_FACE_ADVANCED_TOOLTIP :{BLACK}Erweidert Gesiichtsauswiel ++STR_FACE_SIMPLE :{BLACK}Einfach ++STR_FACE_SIMPLE_TOOLTIP :{BLACK}Einfach Gesiichtsauswiel ++STR_FACE_LOAD :{BLACK}Lueden ++STR_FACE_LOAD_TOOLTIP :{BLACK}Favoriséiert Gesiicht lueden ++STR_FACE_LOAD_DONE :{WHITE}Äert favoriséiert Gesiicht ass aus der OpenTTD Konfiguratiounsdatei geluede ginn. ++STR_FACE_FACECODE :{BLACK}Gesiicht N°. ++STR_FACE_FACECODE_TOOLTIP :{BLACK}Kuckt an wielt d'Gesiichtsnummer vum Firmepresident ++STR_FACE_FACECODE_CAPTION :{WHITE}Kuckt an wielt d'Gesiichtsnummer ++STR_FACE_FACECODE_SET :{WHITE}Nei Gesiichtsnummer ass agestallt ginn ++STR_FACE_FACECODE_ERR :{WHITE}Konnt d'Gesiichtsnummer net setzen - muss en numereschen Wäert tëscht 0 an 4,294,967,295 sinn! ++STR_FACE_SAVE :{BLACK}Späicheren ++STR_FACE_SAVE_TOOLTIP :{BLACK}Späichert favoriséiert Gesiicht ++STR_FACE_SAVE_DONE :{WHITE}Dëst Gesiicht gëtt als favoriséiert an der OpenTTD Konfiguratiounsdatei gespäichert. ++STR_FACE_EUROPEAN :{BLACK}Europäesch ++STR_FACE_SELECT_EUROPEAN :{BLACK}Wielt europäesch Gesiichter ++STR_FACE_AFRICAN :{BLACK}Afrikanesch ++STR_FACE_SELECT_AFRICAN :{BLACK}Wielt afrikanesch Gesiichter ++STR_FACE_YES :Jo ++STR_FACE_NO :Nee ++STR_FACE_MOUSTACHE_EARRING_TOOLTIP :{BLACK}Schalt Schnauz oder Ouerréng un ++STR_FACE_HAIR :Hoer: ++STR_FACE_HAIR_TOOLTIP :{BLACK}Hoer änneren ++STR_FACE_EYEBROWS :Aperhoer: ++STR_FACE_EYEBROWS_TOOLTIP :{BLACK}Apenhoer änneren ++STR_FACE_EYECOLOUR :Aafaarf: ++STR_FACE_EYECOLOUR_TOOLTIP :{BLACK}Aafaarf änneren ++STR_FACE_GLASSES :Brëll: ++STR_FACE_GLASSES_TOOLTIP :{BLACK}Brëll aschalten ++STR_FACE_GLASSES_TOOLTIP_2 :{BLACK}Brëll änneren ++STR_FACE_NOSE :Nues: ++STR_FACE_NOSE_TOOLTIP :{BLACK}Nues änneren ++STR_FACE_LIPS :Lëpsen: ++STR_FACE_MOUSTACHE :Schnauz: ++STR_FACE_LIPS_MOUSTACHE_TOOLTIP :{BLACK}Lëpsen oder Schnauz änneren ++STR_FACE_CHIN :Kënn: ++STR_FACE_CHIN_TOOLTIP :{BLACK}Kënn änneren ++STR_FACE_JACKET :Paltong: ++STR_FACE_JACKET_TOOLTIP :{BLACK}Paltong änneren ++STR_FACE_COLLAR :Halsband: ++STR_FACE_COLLAR_TOOLTIP :{BLACK}Halsband änneren ++STR_FACE_TIE :Krawatt: ++STR_FACE_EARRING :Ouerréng: ++STR_FACE_TIE_EARRING_TOOLTIP :{BLACK}Krawatt oder Ouerréng änneren ++ ++# Network server list ++STR_NETWORK_SERVER_LIST_CAPTION :{WHITE}Multiplayer ++STR_NETWORK_SERVER_LIST_ADVERTISED :{BLACK}Ugekënnegt ++STR_NETWORK_SERVER_LIST_ADVERTISED_TOOLTIP :{BLACK}Wiel tëschent engem ugekënnegten (Internet) an net ugekënnegten (LAN) Spill ++STR_NETWORK_SERVER_LIST_ADVERTISED_NO :Nee ++STR_NETWORK_SERVER_LIST_ADVERTISED_YES :Jo ++STR_NETWORK_SERVER_LIST_PLAYER_NAME :{BLACK}Spillernumm: ++STR_NETWORK_SERVER_LIST_ENTER_NAME_TOOLTIP :{BLACK}Daat ass den Numm mat deem iech déi aner Spiller Identifizéieren kënnen ++ ++STR_NETWORK_SERVER_LIST_GAME_NAME :{BLACK}Numm ++STR_NETWORK_SERVER_LIST_GAME_NAME_TOOLTIP :{BLACK}Numm vum Spill ++STR_NETWORK_SERVER_LIST_GENERAL_ONLINE :{BLACK}{COMMA}/{COMMA} - {COMMA}/{COMMA} ++STR_NETWORK_SERVER_LIST_CLIENTS_CAPTION :{BLACK}Spiller ++STR_NETWORK_SERVER_LIST_CLIENTS_CAPTION_TOOLTIP :{BLACK}Spiller online / max Spiller{}Firmen online / max Firmen ++STR_NETWORK_SERVER_LIST_MAP_SIZE_SHORT :{BLACK}{COMMA}x{COMMA} ++STR_NETWORK_SERVER_LIST_MAP_SIZE_CAPTION :{BLACK}Kaartegréisst ++STR_NETWORK_SERVER_LIST_MAP_SIZE_CAPTION_TOOLTIP :{BLACK}Kaartegréisst vum Spill{}Klicken fir dorop ze sortéieren ++STR_NETWORK_SERVER_LIST_DATE_CAPTION :{BLACK}Datum ++STR_NETWORK_SERVER_LIST_DATE_CAPTION_TOOLTIP :{BLACK}Momentanen Datum ++STR_NETWORK_SERVER_LIST_YEARS_CAPTION :{BLACK}Joer ++STR_NETWORK_SERVER_LIST_YEARS_CAPTION_TOOLTIP :{BLACK}Unzuel u Joer wou{}daat Spill leeft ++STR_NETWORK_SERVER_LIST_INFO_ICONS_TOOLTIP :{BLACK}Sprooch, Serverversioun, etc. ++ ++STR_NETWORK_SERVER_LIST_CLICK_GAME_TO_SELECT :{BLACK}Klick op en Spill aus der Lëscht fir et auszewielen ++STR_NETWORK_SERVER_LIST_LAST_JOINED_SERVER :{BLACK}Server deems du d'leschte Kéier bäigetruede bass: ++STR_NETWORK_SERVER_LIST_CLICK_TO_SELECT_LAST :{BLACK}Klick fir de Server ze wielen deens du d'leschte Kéier haas ++ ++STR_NETWORK_SERVER_LIST_GAME_INFO :{SILVER}SPILL INFO ++STR_NETWORK_SERVER_LIST_CLIENTS :{SILVER}Spiller: {WHITE}{COMMA} / {COMMA} - {COMMA} / {COMMA} ++STR_NETWORK_SERVER_LIST_LANGUAGE :{SILVER}Sprooch: {WHITE}{STRING} ++STR_NETWORK_SERVER_LIST_LANDSCAPE :{SILVER}Landschaft: {WHITE}{STRING} ++STR_NETWORK_SERVER_LIST_MAP_SIZE :{SILVER}Kaartegréisst: {WHITE}{COMMA}x{COMMA} ++STR_NETWORK_SERVER_LIST_SERVER_VERSION :{SILVER}Serverversioun: {WHITE}{STRING} ++STR_NETWORK_SERVER_LIST_SERVER_ADDRESS :{SILVER}Serveradress: {WHITE}{STRING} ++STR_NETWORK_SERVER_LIST_START_DATE :{SILVER}Startdatum: {WHITE}{DATE_SHORT} ++STR_NETWORK_SERVER_LIST_CURRENT_DATE :{SILVER}Momentanen Datum: {WHITE}{DATE_SHORT} ++STR_NETWORK_SERVER_LIST_PASSWORD :{SILVER}Passwuertgeschützt! ++STR_NETWORK_SERVER_LIST_SERVER_OFFLINE :{SILVER}SERVER OFFLINE ++STR_NETWORK_SERVER_LIST_SERVER_FULL :{SILVER}SERVER VOLL ++STR_NETWORK_SERVER_LIST_VERSION_MISMATCH :{SILVER}VERSIOUNSËNNERSCHEED ++STR_NETWORK_SERVER_LIST_GRF_MISMATCH :{SILVER}NEWGRF ËNNERSCHEEDLECH ++ ++STR_NETWORK_SERVER_LIST_JOIN_GAME :{BLACK}Spill bäitrieden ++STR_NETWORK_SERVER_LIST_REFRESH :{BLACK}Server erneieren ++STR_NETWORK_SERVER_LIST_REFRESH_TOOLTIP :{BLACK}Serverinfo erneieren ++ ++STR_NETWORK_SERVER_LIST_FIND_SERVER :{BLACK}Server sichen ++STR_NETWORK_SERVER_LIST_FIND_SERVER_TOOLTIP :{BLACK}Am Netzwierk no engem Server sichen ++STR_NETWORK_SERVER_LIST_ADD_SERVER :{BLACK}Server bäisetzen ++STR_NETWORK_SERVER_LIST_ADD_SERVER_TOOLTIP :{BLACK}Setzt en Server op d'Lëscht wou ëmmer no enger Partie gesicht gëtt ++STR_NETWORK_SERVER_LIST_START_SERVER :{BLACK}Server starten ++STR_NETWORK_SERVER_LIST_START_SERVER_TOOLTIP :{BLACK}Eegenen Server starten ++ ++STR_NETWORK_SERVER_LIST_PLAYER_NAME_OSKTITLE :{BLACK}Gëff däin Numm an ++STR_NETWORK_SERVER_LIST_ENTER_IP :{BLACK}D'Address vum Host uginn ++ ++# Start new multiplayer server ++STR_NETWORK_START_SERVER_CAPTION :{WHITE}Nei Multiplayerpartie starten ++ ++STR_NETWORK_START_SERVER_NEW_GAME_NAME :{BLACK}Spillnumm: ++STR_NETWORK_START_SERVER_NEW_GAME_NAME_TOOLTIP :{BLACK}Den Numm deen an der Lëscht vun de Spiller ugewisen gëtt ++STR_NETWORK_START_SERVER_SET_PASSWORD :{BLACK}Passwuert setzen ++STR_NETWORK_START_SERVER_PASSWORD_TOOLTIP :{BLACK}En Passwuert fir d'Spill setzen, dass et net Public accessibel ass ++ ++STR_NETWORK_START_SERVER_UNADVERTISED :Nee ++STR_NETWORK_START_SERVER_ADVERTISED :Jo ++STR_NETWORK_START_SERVER_CLIENTS_SELECT :{BLACK}{NUM} Spiller ++STR_NETWORK_START_SERVER_NUMBER_OF_CLIENTS :{BLACK}Maximal Spiller: ++STR_NETWORK_START_SERVER_NUMBER_OF_CLIENTS_TOOLTIP :{BLACK}Maximal Unzuel vun de Clients. Et muss net all Slot gefëllt sinn. ++STR_NETWORK_START_SERVER_COMPANIES_SELECT :{BLACK}{NUM} Firm{P a en} ++STR_NETWORK_START_SERVER_NUMBER_OF_COMPANIES :{BLACK}Maximal Firmen: ++STR_NETWORK_START_SERVER_NUMBER_OF_COMPANIES_TOOLTIP :{BLACK}D'Unzuel vun de Firme limitéieren ++STR_NETWORK_START_SERVER_SPECTATORS_SELECT :{BLACK}{NUM} Zuschauer ++STR_NETWORK_START_SERVER_NUMBER_OF_SPECTATORS :{BLACK}Maximal Zuschauer: ++STR_NETWORK_START_SERVER_NUMBER_OF_SPECTATORS_TOOLTIP :{BLACK}D'Unzuel vun den Zuschauer limitéiren ++STR_NETWORK_START_SERVER_LANGUAGE_SPOKEN :{BLACK}Geschwate Sprooch: ++STR_NETWORK_START_SERVER_LANGUAGE_TOOLTIP :{BLACK}Aner Leit gesinn wéieng Sprooch um Server geschwat gëtt ++ ++STR_NETWORK_START_SERVER_NEW_GAME_NAME_OSKTITLE :{BLACK}Gëff en Numm fir d'Spill un ++ ++# Network game languages ++############ Leave those lines in this order!! ++STR_NETWORK_LANG_ANY :Egal ++STR_NETWORK_LANG_ENGLISH :Englesch ++STR_NETWORK_LANG_GERMAN :Däitsch ++STR_NETWORK_LANG_FRENCH :Franséisch ++STR_NETWORK_LANG_BRAZILIAN :Brasilianesch ++STR_NETWORK_LANG_BULGARIAN :Bulgaresch ++STR_NETWORK_LANG_CHINESE :Chinesesch ++STR_NETWORK_LANG_CZECH :Tschechesch ++STR_NETWORK_LANG_DANISH :Dänesch ++STR_NETWORK_LANG_DUTCH :Holländesch ++STR_NETWORK_LANG_ESPERANTO :Esperanto ++STR_NETWORK_LANG_FINNISH :Finnesch ++STR_NETWORK_LANG_HUNGARIAN :Ungaresch ++STR_NETWORK_LANG_ICELANDIC :Isländesch ++STR_NETWORK_LANG_ITALIAN :Italienesch ++STR_NETWORK_LANG_JAPANESE :Japanesch ++STR_NETWORK_LANG_KOREAN :Koreanesch ++STR_NETWORK_LANG_LITHUANIAN :Litauesch ++STR_NETWORK_LANG_NORWEGIAN :Norwegesch ++STR_NETWORK_LANG_POLISH :Polnesch ++STR_NETWORK_LANG_PORTUGUESE :Portugiesesch ++STR_NETWORK_LANG_ROMANIAN :Rumänesch ++STR_NETWORK_LANG_RUSSIAN :Russesch ++STR_NETWORK_LANG_SLOVAK :Slovakesch ++STR_NETWORK_LANG_SLOVENIAN :Slovenesch ++STR_NETWORK_LANG_SPANISH :Spuenesch ++STR_NETWORK_LANG_SWEDISH :Schwedesch ++STR_NETWORK_LANG_TURKISH :Türkesch ++STR_NETWORK_LANG_UKRAINIAN :Ukrainesch ++STR_NETWORK_LANG_AFRIKAANS :Afrikaans ++STR_NETWORK_LANG_CROATIAN :Kroatesch ++STR_NETWORK_LANG_CATALAN :Katalanesch ++STR_NETWORK_LANG_ESTONIAN :Estnesch ++STR_NETWORK_LANG_GALICIAN :Gälesch ++STR_NETWORK_LANG_GREEK :Griechesch ++STR_NETWORK_LANG_LATVIAN :Lettesch ++############ End of leave-in-this-order ++ ++# Network game lobby ++STR_NETWORK_GAME_LOBBY_CAPTION :{WHITE}Multiplayer-Spill Lobby ++ ++STR_NETWORK_GAME_LOBBY_PREPARE_TO_JOIN :{BLACK}Preparéiert fir bäizetrieden: {ORANGE}{STRING} ++STR_NETWORK_GAME_LOBBY_COMPANY_LIST_TOOLTIP :{BLACK}Eng Lëscht vun de Firmen an dësem Spill. Du kanns enger bäitrieden oder eng nei opmaachen. ++ ++STR_NETWORK_GAME_LOBBY_COMPANY_INFO :{SILVER}FIRMENINFO ++STR_NETWORK_GAME_LOBBY_COMPANY_NAME :{SILVER}Firmennumm: {WHITE}{STRING} ++STR_NETWORK_GAME_LOBBY_INAUGURATION_YEAR :{SILVER}Grënnung: {WHITE}{NUM} ++STR_NETWORK_GAME_LOBBY_VALUE :{SILVER}Firmewäert: {WHITE}{CURRENCY_LONG} ++STR_NETWORK_GAME_LOBBY_CURRENT_BALANCE :{SILVER}Kontostand: {WHITE}{CURRENCY_LONG} ++STR_NETWORK_GAME_LOBBY_LAST_YEARS_INCOME :{SILVER}Akommes vum leschte Joer: {WHITE}{CURRENCY_LONG} ++STR_NETWORK_GAME_LOBBY_PERFORMANCE :{SILVER}Performance: {WHITE}{NUM} ++ ++STR_NETWORK_GAME_LOBBY_VEHICLES :{SILVER}Gefierer: {WHITE}{NUM} {TRAIN}, {NUM} {LORRY}, {NUM} {BUS}, {NUM} {SHIP}, {NUM} {PLANE} ++STR_NETWORK_GAME_LOBBY_STATIONS :{SILVER}Statiounen: {WHITE}{NUM} {TRAIN}, {NUM} {LORRY}, {NUM} {BUS}, {NUM} {SHIP}, {NUM} {PLANE} ++STR_NETWORK_GAME_LOBBY_PLAYERS :{SILVER}Spiller: {WHITE}{STRING} ++ ++STR_NETWORK_GAME_LOBBY_NEW_COMPANY :{BLACK}Nei Firma ++STR_NETWORK_GAME_LOBBY_NEW_COMPANY_TOOLTIP :{BLACK}Nei Firma erstellen ++STR_NETWORK_GAME_LOBBY_SPECTATE_GAME :{BLACK}Dem Spill nokucken ++STR_NETWORK_GAME_LOBBY_SPECTATE_GAME_TOOLTIP :{BLACK}Dem Spill als Zuschauer nokucken ++STR_NETWORK_GAME_LOBBY_JOIN_COMPANY :{BLACK}Firma bäitrieden ++STR_NETWORK_GAME_LOBBY_JOIN_COMPANY_TOOLTIP :{BLACK}Des Firma matverwalten ++ ++# Network connecting window ++STR_NETWORK_CONNECTING_CAPTION :{WHITE}Connectioun... ++ ++############ Leave those lines in this order!! ++STR_NETWORK_CONNECTING_1 :{BLACK}(1/6) Connectéiert... ++STR_NETWORK_CONNECTING_2 :{BLACK}(2/6) Authoriséiert... ++STR_NETWORK_CONNECTING_3 :{BLACK}(3/6) Waarden... ++STR_NETWORK_CONNECTING_4 :{BLACK}(4/6) Kaart eroflueden... ++STR_NETWORK_CONNECTING_5 :{BLACK}(5/6) Daten verarbëschten... ++STR_NETWORK_CONNECTING_6 :{BLACK}(6/6) Registréierung... ++ ++STR_NETWORK_CONNECTING_SPECIAL_1 :{BLACK}Ruffen d'Spillinfo of.. ++STR_NETWORK_CONNECTING_SPECIAL_2 :{BLACK}Ruffen d'Firmeninfos of... ++############ End of leave-in-this-order ++STR_NETWORK_CONNECTING_WAITING :{BLACK}{NUM} Spiller firun dir ++STR_NETWORK_CONNECTING_DOWNLOADING_1 :{BLACK}{BYTES} souwäit erofgelueden ++STR_NETWORK_CONNECTING_DOWNLOADING_2 :{BLACK}{BYTES} / {BYTES} erofgelueden ++ ++STR_NETWORK_CONNECTION_DISCONNECT :{BLACK}Verbindung trennen ++ ++STR_NETWORK_NEED_GAME_PASSWORD_CAPTION :{WHITE}Server ass geschützt. Passwuert aginn ++STR_NETWORK_NEED_COMPANY_PASSWORD_CAPTION :{WHITE}Firma ass geschützt. Passwuert aginn ++ ++# Network company list added strings ++STR_NETWORK_COMPANY_LIST_CLIENT_LIST :{WHITE}Spillerlëscht ++STR_NETWORK_COMPANY_LIST_SPECTATE :{WHITE}Nokucken ++STR_NETWORK_COMPANY_LIST_NEW_COMPANY :{WHITE}Nei Firma ++ ++# Network client list ++STR_NETWORK_CLIENTLIST_KICK :Kicken ++STR_NETWORK_CLIENTLIST_BAN :Bannen ++STR_NETWORK_CLIENTLIST_GIVE_MONEY :Sue ginn ++STR_NETWORK_CLIENTLIST_SPEAK_TO_ALL :Mat alle schwetzen ++STR_NETWORK_CLIENTLIST_SPEAK_TO_COMPANY :Mat der Firma schwetzen ++STR_NETWORK_CLIENTLIST_SPEAK_TO_CLIENT :Privatmessage ++ ++STR_NETWORK_SERVER :Server ++STR_NETWORK_CLIENT :Spiller ++STR_NETWORK_SPECTATORS :Zuschauer ++ ++STR_NETWORK_GIVE_MONEY_CAPTION :{WHITE}Gëff de Betrag un deens du wëlls ginn ++STR_NETWORK_TOOLBAR_LIST_SPECTATOR :{BLACK}Zuschauer ++ ++# Network set password ++STR_COMPANY_PASSWORD_CANCEL :{BLACK}Späicher d'Passwuert net ++STR_COMPANY_PASSWORD_OK :{BLACK}Benotz daat neit Passwuert fir d'Firma ++STR_COMPANY_PASSWORD_CAPTION :{WHITE}Firme-Passwuert ++STR_COMPANY_PASSWORD_MAKE_DEFAULT :{BLACK}Standard Firme-Passwuert ++STR_COMPANY_PASSWORD_MAKE_DEFAULT_TOOLTIP :{BLACK}Benotzt dëst Passwuert als Standard fir nei Firmen ++ ++# Network company info join/password ++STR_COMPANY_VIEW_JOIN :{BLACK}Bäitrieden ++STR_COMPANY_VIEW_JOIN_TOOLTIP :{BLACK}Bäitrieden an mat deser Firma spillen ++STR_COMPANY_VIEW_PASSWORD :{BLACK}Passwuert ++STR_COMPANY_VIEW_PASSWORD_TOOLTIP :{BLACK}Setzt en Passwuert fir nëmmen authoriséiert Benotzer spillen ze loossen ++STR_COMPANY_VIEW_SET_PASSWORD :{BLACK}Setzt d'Firmen-Passwuert ++ ++# Network chat ++STR_NETWORK_CHAT_SEND :{BLACK}Ofschécken ++STR_NETWORK_CHAT_COMPANY_CAPTION :[Team] : ++STR_NETWORK_CHAT_CLIENT_CAPTION :[Privat] {STRING}: ++STR_NETWORK_CHAT_ALL_CAPTION :[All] : ++ ++STR_NETWORK_CHAT_COMPANY :[Team] {STRING}: {WHITE}{STRING} ++STR_NETWORK_CHAT_TO_COMPANY :[Team] Un: {STRING}: {WHITE}{STRING} ++STR_NETWORK_CHAT_CLIENT :[Privat] {STRING}: {WHITE}{STRING} ++STR_NETWORK_CHAT_TO_CLIENT :[Privat] Un: {STRING}: {WHITE}{STRING} ++STR_NETWORK_CHAT_ALL :[All] {STRING}: {WHITE}{STRING} ++STR_NETWORK_CHAT_OSKTITLE :{BLACK}Text fir Chat aginn ++ ++# Network messages ++STR_NETWORK_ERROR_NOTAVAILABLE :{WHITE}Keng Netzwierkgeräter fonnt oder compiléiert ouni ENABLE_NETWORK ++STR_NETWORK_ERROR_NOSERVER :{WHITE}Konnt keng Netzwierkspiller fannen ++STR_NETWORK_ERROR_NOCONNECTION :{WHITE}De Server huet net op d'Ufro geäntwert ++STR_NETWORK_ERROR_NEWGRF_MISMATCH :{WHITE}Konnt sech wéinst ënnerscheedlechen NewGRF net connectéieren ++STR_NETWORK_ERROR_DESYNC :{WHITE}Netzwierksyncronisatiouns-Fehler ++STR_NETWORK_ERROR_LOSTCONNECTION :{WHITE}Netzwierkverbindung verluer ++STR_NETWORK_ERROR_SAVEGAMEERROR :{WHITE}Konnt de Spillstand net lueden ++STR_NETWORK_ERROR_SERVER_START :{WHITE}Konnt de Server net starten ++STR_NETWORK_ERROR_CLIENT_START :{WHITE}Konnt sech net connectéieren ++STR_NETWORK_ERROR_TIMEOUT :{WHITE}Connectioun #{NUM} ofgelaaf ++STR_NETWORK_ERROR_SERVER_ERROR :{WHITE}En Protokolfehler ass entstaanen an d'Connectioun ass getrennt ginn ++STR_NETWORK_ERROR_WRONG_REVISION :{WHITE}D'Versioun vum Client stëmmt net mat däer vum Server iwwereneen ++STR_NETWORK_ERROR_WRONG_PASSWORD :{WHITE}Falscht Passwuert ++STR_NETWORK_ERROR_SERVER_FULL :{WHITE}De Server ass voll ++STR_NETWORK_ERROR_SERVER_BANNED :{WHITE}Du bass vun dësem Server gebannt ++STR_NETWORK_ERROR_KICKED :{WHITE}Du goufs aus dem Spill geheit ++STR_NETWORK_ERROR_CHEATER :{WHITE}Cheaten ass op dësem Server net erlaabt ++STR_NETWORK_ERROR_TOO_MANY_COMMANDS :{WHITE}Du hues zevill Befehler un de Server geschéckt ++STR_NETWORK_ERROR_TIMEOUT_PASSWORD :{WHITE}Du hues ze laang gebraucht fir e Passwuert anzeginn ++STR_NETWORK_ERROR_TIMEOUT_COMPUTER :{WHITE}Däin Computer brauch ze laang fir bäizetrieden ++STR_NETWORK_ERROR_TIMEOUT_MAP :{WHITE}Du hues ze laang gebraucht fir d'Kaart rofzelueden ++STR_NETWORK_ERROR_TIMEOUT_JOIN :{WHITE}Du hues ze laang gebraucht fir dem Server bäizetrieden ++ ++############ Leave those lines in this order!! ++STR_NETWORK_ERROR_CLIENT_GENERAL :generellen Fehler ++STR_NETWORK_ERROR_CLIENT_DESYNC :desync Fehler ++STR_NETWORK_ERROR_CLIENT_SAVEGAME :konnt d'Kaart net lueden ++STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST :Connectioun verluer ++STR_NETWORK_ERROR_CLIENT_PROTOCOL_ERROR :Protokollfehler ++STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH :NewGRF ënnerscheedlech ++STR_NETWORK_ERROR_CLIENT_NOT_AUTHORIZED :net authoriséiert ++STR_NETWORK_ERROR_CLIENT_NOT_EXPECTED :invaliden oder onerwaarte Packet kritt ++STR_NETWORK_ERROR_CLIENT_WRONG_REVISION :Falsch Versioun ++STR_NETWORK_ERROR_CLIENT_NAME_IN_USE :Numm gëtt schon benotzt ++STR_NETWORK_ERROR_CLIENT_WRONG_PASSWORD :falscht Passwuert ++STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH :falsch Firmen-ID am "DoCommand" ++STR_NETWORK_ERROR_CLIENT_KICKED :vum Server gekickt ++STR_NETWORK_ERROR_CLIENT_CHEATER :huet probéiert ze cheaten ++STR_NETWORK_ERROR_CLIENT_SERVER_FULL :Server voll ++STR_NETWORK_ERROR_CLIENT_TOO_MANY_COMMANDS :huet zevill Befehler geschéckt ++STR_NETWORK_ERROR_CLIENT_TIMEOUT_PASSWORD :krut keen Passwuert mat Zäit ++STR_NETWORK_ERROR_CLIENT_TIMEOUT_COMPUTER :generellen Timeout ++STR_NETWORK_ERROR_CLIENT_TIMEOUT_MAP :Kaart rofzelueden huet ze laang gedauert ++STR_NETWORK_ERROR_CLIENT_TIMEOUT_JOIN :Kaart ze verarbëschten huet ze laang gedauert ++############ End of leave-in-this-order ++ ++STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION :{WHITE}Méiglechen Verbindungsverloscht ++STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION :{WHITE}Déi lescht {NUM} Sekonnen{P "" s} sinn keng Daten vum Server komm ++ ++# Network related errors ++STR_NETWORK_SERVER_MESSAGE :*** {1:STRING} ++############ Leave those lines in this order!! ++STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED :Spill pauséiert ({STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 :Spill nach ëmmer pauséiert ({STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_2 :Spill nach ëmmer pauséiert ({STRING}, {STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_3 :Spill nach ëmmer pauséiert ({STRING}, {STRING}, {STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_4 :Spill nach pauséiert ({STRING}, {STRING}, {STRING}, {STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED :Spill geet weider ({STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS :Unzuel Spiller ++STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS :Spiller verbannen ++STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL :manuell ++STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT :Spill-Script ++############ End of leave-in-this-order ++STR_NETWORK_MESSAGE_CLIENT_LEAVING :verloossen ++STR_NETWORK_MESSAGE_CLIENT_JOINED :*** {STRING} ass dem Spill bäigetrueden ++STR_NETWORK_MESSAGE_CLIENT_JOINED_ID :*** {STRING} ass an d'Spill komm (Client #{2:NUM}) ++STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN :*** {STRING} ass bei d'Firma #{2:NUM} gaangen ++STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE :*** {STRING} ass als Zuschauer do ++STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW :*** {STRING} huet eng nei Firma gegrënnt (#{2:NUM}) ++STR_NETWORK_MESSAGE_CLIENT_LEFT :*** {STRING} huet d'Spill verlooss ({2:STRING}) ++STR_NETWORK_MESSAGE_NAME_CHANGE :*** {STRING} huet säin Numm op {STRING} gewiesselt ++STR_NETWORK_MESSAGE_GIVE_MONEY :*** {STRING} huet ärer Firma {2:CURRENCY_LONG} ginn ++STR_NETWORK_MESSAGE_GAVE_MONEY_AWAY :*** Du hues dem {1:STRING} {2:CURRENCY_LONG} ginn ++STR_NETWORK_MESSAGE_SERVER_SHUTDOWN :{WHITE}De Server huet d'Sessioun zougemaach ++STR_NETWORK_MESSAGE_SERVER_REBOOT :{WHITE}De Server gëtt nei gestart...{}W.e.g. waarden... ++ ++# Content downloading window ++STR_CONTENT_TITLE :{WHITE}Lueden Inhalt erof ++STR_CONTENT_TYPE_CAPTION :{BLACK}Typ ++STR_CONTENT_TYPE_CAPTION_TOOLTIP :{BLACK}Typ vum Inhalt ++STR_CONTENT_NAME_CAPTION :{BLACK}Numm ++STR_CONTENT_NAME_CAPTION_TOOLTIP :{BLACK}Numm vum Inhalt ++STR_CONTENT_MATRIX_TOOLTIP :{BLACK}Klick op eng Linn fir Detailer{}Klick Checkbox fir et downzeloaden ++STR_CONTENT_SELECT_ALL_CAPTION :{BLACK}Alles uwielen ++STR_CONTENT_SELECT_ALL_CAPTION_TOOLTIP :{BLACK}Wiel all Inhalt fir den Download ++STR_CONTENT_SELECT_UPDATES_CAPTION :{BLACK}Upgrades uwielen ++STR_CONTENT_SELECT_UPDATES_CAPTION_TOOLTIP :{BLACK}Markéier all Inhalt,den en Upgrade fir existéirenden Inhalt ass als Download ++STR_CONTENT_UNSELECT_ALL_CAPTION :{BLACK}Alles ofwielen ++STR_CONTENT_UNSELECT_ALL_CAPTION_TOOLTIP :{BLACK}Alles markéiren fir net downzeloaden ++STR_CONTENT_SEARCH_EXTERNAL :{BLACK}Extern Websäiten durchsichen ++STR_CONTENT_SEARCH_EXTERNAL_TOOLTIP :{BLACK}Sich Inhalter déi net op der OpenTTD Downloadwebsäit stin op aneren Websäiten ++STR_CONTENT_SEARCH_EXTERNAL_DISCLAIMER_CAPTION :{WHITE}Du verléiss OpenTTD! ++STR_CONTENT_SEARCH_EXTERNAL_DISCLAIMER :{WHITE}Terms and conditions fir Inhalter vun externe Websäiten ze downloade goufe geännert.{}Du muss op där Säit nokucken wéi een den Inhalt installéiert.{}Wellsde weiderman? ++STR_CONTENT_FILTER_TITLE :{BLACK}Tag-/Nummfilter: ++STR_CONTENT_OPEN_URL :{BLACK}Websäit besichen ++STR_CONTENT_OPEN_URL_TOOLTIP :{BLACK}Besicht d'Websäit vun dësem Inhalt ++STR_CONTENT_DOWNLOAD_CAPTION :{BLACK}Download ++STR_CONTENT_DOWNLOAD_CAPTION_TOOLTIP :{BLACK}Start den Download vum ausgewielten Inhalt ++STR_CONTENT_TOTAL_DOWNLOAD_SIZE :{SILVER}Total Downloadgréisst: {WHITE}{BYTES} ++STR_CONTENT_DETAIL_TITLE :{SILVER}INFO ++STR_CONTENT_DETAIL_SUBTITLE_UNSELECTED :{SILVER}Dest gouf net fir den Download gewielt ++STR_CONTENT_DETAIL_SUBTITLE_SELECTED :{SILVER}Du hues dest fir den Download gewielt ++STR_CONTENT_DETAIL_SUBTITLE_AUTOSELECTED :{SILVER}Des Ofhängegkeet gouf ausgewielt fir den Download ++STR_CONTENT_DETAIL_SUBTITLE_ALREADY_HERE :{SILVER}Du hues dest schon ++STR_CONTENT_DETAIL_SUBTITLE_DOES_NOT_EXIST :{SILVER}Dësen Inhalt ass net bekannt an kann net an OpenTTD downgeload ginn ++STR_CONTENT_DETAIL_UPDATE :{SILVER}Dest ass en Austausch fir en existent/en {STRING} ++STR_CONTENT_DETAIL_NAME :{SILVER}Numm: {WHITE}{STRING} ++STR_CONTENT_DETAIL_VERSION :{SILVER}Versioun: {WHITE}{STRING} ++STR_CONTENT_DETAIL_DESCRIPTION :{SILVER}Beschreiwung: {WHITE}{STRING} ++STR_CONTENT_DETAIL_URL :{SILVER}URL: {WHITE}{STRING} ++STR_CONTENT_DETAIL_TYPE :{SILVER}Typ: {WHITE}{STRING} ++STR_CONTENT_DETAIL_FILESIZE :{SILVER}Downloadgréisst: {WHITE}{BYTES} ++STR_CONTENT_DETAIL_SELECTED_BECAUSE_OF :{SILVER}Ausgewielt wéinst: {WHITE}{STRING} ++STR_CONTENT_DETAIL_DEPENDENCIES :{SILVER}Ofhängegkeeten: {WHITE}{STRING} ++STR_CONTENT_DETAIL_TAGS :{SILVER}Tags: {WHITE}{STRING} ++STR_CONTENT_NO_ZLIB :{WHITE}OpenTTD ass ouni "zlib" Support compiléiert... ++STR_CONTENT_NO_ZLIB_SUB :{WHITE}... Inhalt eroflueden ass net méiglech! ++ ++# Order of these is important! ++STR_CONTENT_TYPE_BASE_GRAPHICS :Standard Grafiken ++STR_CONTENT_TYPE_NEWGRF :NewGRF ++STR_CONTENT_TYPE_AI :KI ++STR_CONTENT_TYPE_AI_LIBRARY :KI Librairie ++STR_CONTENT_TYPE_SCENARIO :Szenario ++STR_CONTENT_TYPE_HEIGHTMAP :Héischtekaart ++STR_CONTENT_TYPE_BASE_SOUNDS :Basis Sounds ++STR_CONTENT_TYPE_BASE_MUSIC :Basis Musik ++STR_CONTENT_TYPE_GAME_SCRIPT :Spill-Script ++STR_CONTENT_TYPE_GS_LIBRARY :GS Librairie ++ ++# Content downloading progress window ++STR_CONTENT_DOWNLOAD_TITLE :{WHITE}Lueden Inhalt erof... ++STR_CONTENT_DOWNLOAD_INITIALISE :{WHITE}Froen Daten un... ++STR_CONTENT_DOWNLOAD_FILE :{WHITE}Lueden grad {STRING} erof. ({NUM} vun {NUM}) ++STR_CONTENT_DOWNLOAD_COMPLETE :{WHITE}Download fäerdeg ++STR_CONTENT_DOWNLOAD_PROGRESS_SIZE :{WHITE}{BYTES} vun {BYTES} downgeload ({NUM} %) ++ ++# Content downloading error messages ++STR_CONTENT_ERROR_COULD_NOT_CONNECT :{WHITE}Konnt net op de Contentserver konnektéiren... ++STR_CONTENT_ERROR_COULD_NOT_DOWNLOAD :{WHITE}Download mësslong... ++STR_CONTENT_ERROR_COULD_NOT_DOWNLOAD_CONNECTION_LOST :{WHITE}... Connectioun verluer ++STR_CONTENT_ERROR_COULD_NOT_DOWNLOAD_FILE_NOT_WRITABLE :{WHITE}... Datei net beschreiwbar ++STR_CONTENT_ERROR_COULD_NOT_EXTRACT :{WHITE}Konnt d'erofgelueden Datei net dekompriméiren ++ ++STR_MISSING_GRAPHICS_SET_CAPTION :{WHITE}Fehlend Grafiken ++STR_MISSING_GRAPHICS_SET_MESSAGE :{BLACK}OpenTTD brauch Grafiken fir ze funktionéiren, mee et konnten keng fonnt ginn. Wëllsde OpenTTD se downloaden an installéiren loossen ? ++STR_MISSING_GRAPHICS_YES_DOWNLOAD :{BLACK}Jo, download d'Grafiken ++STR_MISSING_GRAPHICS_NO_QUIT :{BLACK}Nee, verlooss OpenTTD ++ ++# Transparency settings window ++STR_TRANSPARENCY_CAPTION :{WHITE}Transparenzoptiounen ++STR_TRANSPARENT_SIGNS_TOOLTIP :{BLACK}Wiesselt d'Transparenz fir d'Schëlder. Ctrl+Klick fir festzesetzen ++STR_TRANSPARENT_TREES_TOOLTIP :{BLACK}Wiesselt d'Transparenz fir d'Beem. Ctrl+Klick fir festzesetzen ++STR_TRANSPARENT_HOUSES_TOOLTIP :{BLACK}Wiesselt d'Transparenz fir d'Haiser. Ctrl+Klick fir festzesetzen ++STR_TRANSPARENT_INDUSTRIES_TOOLTIP :{BLACK}Wiesselt d'Transparenz fir d'Industrien. Ctrl+Klick fir festzesetzen ++STR_TRANSPARENT_BUILDINGS_TOOLTIP :{BLACK}Wiesselt d'Transparenz fir d'Firmegebaier. Ctrl+Klick fir festzesetzen ++STR_TRANSPARENT_BRIDGES_TOOLTIP :{BLACK}Wiesselt d'Transparenz fir d'Brécken. Ctrl+Klick fir festzesetzen ++STR_TRANSPARENT_STRUCTURES_TOOLTIP :{BLACK}Wiesselt d'Transparenz fir d'Gebaier wéi d'Liichttierm oder Antennen. Ctrl+Klick fir festzesetzen ++STR_TRANSPARENT_CATENARY_TOOLTIP :{BLACK}Wiesselt d'Transparenz fir d'Catenaire. Ctrl+Klick fir festzesetzen ++STR_TRANSPARENT_LOADING_TOOLTIP :{BLACK}Wiesselt d'Transparenz fir d'Luedungsindikatoren. Ctrl+Klick fir festzesetzen ++STR_TRANSPARENT_INVISIBLE_TOOLTIP :{BLACK}Setzt d'Objeten op onsichtbar amplaz transparent ++ ++# Linkgraph legend window ++STR_LINKGRAPH_LEGEND_CAPTION :{BLACK}Cargo Flow Legend ++STR_LINKGRAPH_LEGEND_ALL :{BLACK}All ++STR_LINKGRAPH_LEGEND_NONE :{BLACK}Keng ++STR_LINKGRAPH_LEGEND_SELECT_COMPANIES :{BLACK}Wiel d'Firmen aus déi ugewise ginn ++ ++# Linkgraph legend window and linkgraph legend in smallmap ++STR_LINKGRAPH_LEGEND_UNUSED :{TINY_FONT}{BLACK}onbenotzt ++STR_LINKGRAPH_LEGEND_SATURATED :{TINY_FONT}{BLACK}gesättegt ++STR_LINKGRAPH_LEGEND_OVERLOADED :{TINY_FONT}{BLACK}iwwerlaascht ++ ++# Base for station construction window(s) ++STR_STATION_BUILD_COVERAGE_AREA_TITLE :{BLACK}Reechwäit markéieren ++STR_STATION_BUILD_COVERAGE_OFF :{BLACK}Aus ++STR_STATION_BUILD_COVERAGE_ON :{BLACK}Un ++STR_STATION_BUILD_COVERAGE_AREA_OFF_TOOLTIP :{BLACK}Weis d'Reechwäit vun dem Gebäi net un ++STR_STATION_BUILD_COVERAGE_AREA_ON_TOOLTIP :{BLACK}Weis d'Reechwäit vun dem Gebäi un ++STR_STATION_BUILD_ACCEPTS_CARGO :{BLACK}Akzeptéiert: {GOLD}{CARGO_LIST} ++STR_STATION_BUILD_SUPPLIES_CARGO :{BLACK}Liwwert: {GOLD}{CARGO_LIST} ++ ++# Join station window ++STR_JOIN_STATION_CAPTION :{WHITE}Statioun verbannen ++STR_JOIN_STATION_CREATE_SPLITTED_STATION :{YELLOW}Eng separat Statioun bauen ++ ++STR_JOIN_WAYPOINT_CAPTION :{WHITE}Weepunkt verbannen ++STR_JOIN_WAYPOINT_CREATE_SPLITTED_WAYPOINT :{YELLOW}Separate Weepunkt bauen ++ ++# Rail construction toolbar ++STR_RAIL_TOOLBAR_RAILROAD_CONSTRUCTION_CAPTION :Schinnebau ++STR_RAIL_TOOLBAR_ELRAIL_CONSTRUCTION_CAPTION :Elektresche Schinnebau ++STR_RAIL_TOOLBAR_MONORAIL_CONSTRUCTION_CAPTION :Monorailbau ++STR_RAIL_TOOLBAR_MAGLEV_CONSTRUCTION_CAPTION :Magnéitbunnbau ++ ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_TRACK :{BLACK}Schinne bauen. Ctrl wiesselt tëscht bauen/ofrappen. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_AUTORAIL :{BLACK}Schinnen am automatesche Modus bauen. Ctrl wiesselt tëscht bauen/ofrappen. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_TRAIN_DEPOT_FOR_BUILDING :{BLACK}Zuchschapp bauen (fir Zich ze kafen an ze flécken). Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_RAIL_TOOLBAR_TOOLTIP_CONVERT_RAIL_TO_WAYPOINT :{BLACK}Konvertéiert d'Schinnen zum Weepunkt. Ctrl aktivéiert Weepunkter ze verbannen. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_STATION :{BLACK}Gare bauen. Ctrl aktivéiert fir d'Statioun unzebauen. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_SIGNALS :{BLACK}Zuchsignaler bauen. Ctrl wiesselt tëscht Diks/Luuten{}Zéien baut Signaler laanscht eng Zuchstreck. Ctrl baut Signaler bis déi nächst Weich{}Ctrl+Klick mécht Auswielfënster op.Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_BRIDGE :{BLACK}Zuchbréck bauen. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_TUNNEL :{BLACK}Zuchtunnel bauen. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_RAIL_TOOLBAR_TOOLTIP_TOGGLE_BUILD_REMOVE_FOR :{BLACK}Wiesselt tëscht bauen/ofrappe vu Schinnen, Signaler a Statiounen. Ctrl unhale rappt och Schinne vu Weepunkter a Statiounen of ++STR_RAIL_TOOLBAR_TOOLTIP_CONVERT_RAIL :{BLACK}Konvertéiert/upgrade den Typ vu Schinnen. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++ ++STR_RAIL_NAME_RAILROAD :Schinnen ++STR_RAIL_NAME_ELRAIL :Elektresch Schinnen ++STR_RAIL_NAME_MONORAIL :Monorail ++STR_RAIL_NAME_MAGLEV :Magnéitbunn ++ ++# Rail depot construction window ++STR_BUILD_DEPOT_TRAIN_ORIENTATION_CAPTION :{WHITE}Richtung vum Zuchschapp ++STR_BUILD_DEPOT_TRAIN_ORIENTATION_TOOLTIP :{BLACK}Wielt d'Richtung vum Zuchschapp ++ ++# Rail waypoint construction window ++STR_WAYPOINT_CAPTION :{WHITE}Weepunkt ++STR_WAYPOINT_GRAPHICS_TOOLTIP :{BLACK}Wielt de Weepunktyp ++ ++# Rail station construction window ++STR_STATION_BUILD_RAIL_CAPTION :{WHITE}Gare Auswiel ++STR_STATION_BUILD_ORIENTATION :{BLACK}Richtung ++STR_STATION_BUILD_RAILROAD_ORIENTATION_TOOLTIP :{BLACK}Wielt d'Richtung vun der Gare ++STR_STATION_BUILD_NUMBER_OF_TRACKS :{BLACK}Unzuel vu Schinnen ++STR_STATION_BUILD_NUMBER_OF_TRACKS_TOOLTIP :{BLACK}Wielt d'Unzuel vun de Gleisen fir d'Gare ++STR_STATION_BUILD_PLATFORM_LENGTH :{BLACK}Plattformlängt ++STR_STATION_BUILD_PLATFORM_LENGTH_TOOLTIP :{BLACK}Wielt d'Längt vun der Gare ++STR_STATION_BUILD_DRAG_DROP :{BLACK}Drag & Drop ++STR_STATION_BUILD_DRAG_DROP_TOOLTIP :{BLACK}D'Statioun per drag & drop bauen ++ ++STR_STATION_BUILD_STATION_CLASS_TOOLTIP :{BLACK}Wielt eng Statiounsklass déi ugewise gëtt ++STR_STATION_BUILD_STATION_TYPE_TOOLTIP :{BLACK}Wielt den Typ vu Statioun dee gebaut gëtt ++ ++STR_STATION_CLASS_DFLT :Standard Statioun ++STR_STATION_CLASS_WAYP :Weepunkten ++ ++# Signal window ++STR_BUILD_SIGNAL_CAPTION :{WHITE}Signalauswiel ++STR_BUILD_SIGNAL_SEMAPHORE_NORM_TOOLTIP :{BLACK}Block Signal (Diks){} Dest ass e Basis-Signal, wat nëmmen engem Zuch zur selwechter Zait erlaabt an engem Block ze sinn ++STR_BUILD_SIGNAL_SEMAPHORE_ENTRY_TOOLTIP :{BLACK}Agangs-Signal (Diks){}Gréng soulaang een oder méi gréng Ausgangs-Signaler op dem nächsten Streckenabschnitt sinn. Anescht ass et rout. ++STR_BUILD_SIGNAL_SEMAPHORE_EXIT_TOOLTIP :{BLACK}Ausgangs-Signal (Diks){}Verhält sech wéi en Block-Signal mee gëtt gebraucht fir déi korrekt Faarf ob Agangs- an Combo-Pre-Signaler ze setzen ++STR_BUILD_SIGNAL_SEMAPHORE_COMBO_TOOLTIP :{BLACK}Combo-Signal (Diks){}E Combo-Signal agéiert wéi en Agangs- a wéi en Ausgangs-Signal. Dest erlaabt engem vill "Beem" vu Pre-Signaler ze bauen ++STR_BUILD_SIGNAL_SEMAPHORE_PBS_TOOLTIP :{BLACK}Wee-Signal (Diks){}E Wee-Signal erlaabt méi wéi engem Zuch an en Block ze fueren zur selweschter Zäit, wann den Zuch en Wee op en sécheren Stop-Punkt kann reservéiren. Standard Wee-Signaler kënne vu béide Säiten duerchfuer ginn ++STR_BUILD_SIGNAL_SEMAPHORE_PBS_OWAY_TOOLTIP :{BLACK}Einbahn-Wee-Signal (Diks){}E Wee-Signal erlaabt méi wéi engem Zuch an en Block ze fueren zur selweschter Zäit, wann den Zuch en Wee op en sécheren Stop-Punkt kann reservéiren. Einbahn-Wee-Signaler kënnen net de falsche Wee duerchfuer ginn ++STR_BUILD_SIGNAL_ELECTRIC_NORM_TOOLTIP :{BLACK}Block Signal (Elektresch){}Dest ass e Basis-Signal, mat dem een en Zuch an engem selwechten Block zur selwechter Zäit erlaabt ++STR_BUILD_SIGNAL_ELECTRIC_ENTRY_TOOLTIP :{BLACK}Agangs-Signal (Elektresch){}Gréng soulaang een oder méi gréng Ausgangssignaler vum nächsten Streckenabschnitt kommen. Anescht ass et rout ++STR_BUILD_SIGNAL_ELECTRIC_EXIT_TOOLTIP :{BLACK}Ausgangs-Signal (Elektresch){}Verhält sech wéi e Block-Signal mee gëtt gebraucht fir déi korrekt Faarf vun den Agangs- an Combo Pre-Signaler ze setzen ++STR_BUILD_SIGNAL_ELECTRIC_COMBO_TOOLTIP :{BLACK}Combo-Signal (Elektresch){}D'Combo-Signal ass einfach en An- an Ausgangssignal. Dëst erlaabt grouss "Beem" Presignaler ze bauen ++STR_BUILD_SIGNAL_ELECTRIC_PBS_TOOLTIP :{BLACK}Wee-Signal (Elektresch){}E Wee-Signal erlaabt méi wéi engem Zuch an e Block eranzefueren, wann den Zuch e Wee op en Stop-Punkt reservéiren kann. Standard Wee-Signaler kënne vu béide Säiten duerchfuer ginn ++STR_BUILD_SIGNAL_ELECTRIC_PBS_OWAY_TOOLTIP :{BLACK}Einbahn-Wee-Signal (Elektresch){}En Einbahn-Signal erlaabt méi wéi een Zuch zur selwechter Zäit an engem Block ze sin, wann den Zuch en Wee op en sécheren Stop-Punkt reservéiren kann. Einbahn-Signaler kënnen net vun der falscher Säit duerchfuer ginn ++STR_BUILD_SIGNAL_CONVERT_TOOLTIP :{BLACK}Signal konvertéiren{}Wann gewielt, gëtt en geklickten Signal an dat gewielten Signal konvertéiert, Ctrl+Klick wiesselt tëscht de Varianten. Shift weist ongeféier Konvertéirungskäschten ++STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_TOOLTIP :{BLACK}Dicht vu Signaler beim Zéien ++STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_DECREASE_TOOLTIP :{BLACK}Setzt Signaldicht erof ++STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Setzt Signaldicht erop ++ ++# Bridge selection window ++STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Zuchbréck auswielen ++STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Stroossebréck auswielen ++STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Bréckenauswiel - Wiel deng Bréck aus ++STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG} ++STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY} ++STR_BRIDGE_NAME_SUSPENSION_STEEL :Stolen Hängebréck ++STR_BRIDGE_NAME_GIRDER_STEEL :Stoldréier Bréck ++STR_BRIDGE_NAME_CANTILEVER_STEEL :Fräidroend Stolbréck ++STR_BRIDGE_NAME_SUSPENSION_CONCRETE :Betons Hängebréck ++STR_BRIDGE_NAME_WOODEN :Holze Bréck ++STR_BRIDGE_NAME_CONCRETE :Betons Bréck ++STR_BRIDGE_NAME_TUBULAR_STEEL :Rouerstol Bréck ++STR_BRIDGE_TUBULAR_SILICON :Rouer, Silikon ++ ++ ++# Road construction toolbar ++STR_ROAD_TOOLBAR_ROAD_CONSTRUCTION_CAPTION :{WHITE}Stroossebau ++STR_ROAD_TOOLBAR_TRAM_CONSTRUCTION_CAPTION :{WHITE}Tramkonstruktioun ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_ROAD_SECTION :{BLACK}Baut Stroossen.Ctrl+Klick wiësselt tëscht Stroosse bauen/ofrappen. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_TRAMWAY_SECTION :{BLACK}Tramschinne bauen. Ctrl+Klick wiësselt tëscht Tramschinne bauen/ofrappen. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_AUTOROAD :{BLACK}D'Strooss mat der Bau-Automatik bauen. Ctrl wiësselt tëscht Stroossen bauen/ofrappen. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_AUTOTRAM :{BLACK}Tramschinne mam "Autotram" Modus bauen. Ctrl wiesselt tëscht Tramschinne bauen/ofrappen. Shift wiesselt tëschtbauen/ongeféier Käschten uweisen ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_ROAD_VEHICLE_DEPOT :{BLACK}Baut Stroossendepot (fir Gefierer ze kafen an ze flécken). Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_TRAM_VEHICLE_DEPOT :{BLACK}Tramschapp bauen (fir Gefierer ze kafen an d'Revisioun). Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_BUS_STATION :{BLACK}Baut Busarrêt. Ctrl aktivéiert ubaue vu Statiounen. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_PASSENGER_TRAM_STATION :{BLACK}Tramarrêt bauen. Ctrl aktivéiert ubaue vu Statiounen. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_TRUCK_LOADING_BAY :{BLACK}Baut Camionsgare. Ctrl aktivéiert ubaue vu Statiounen. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_CARGO_TRAM_STATION :{BLACK}Wueren-Tramstatioun bauen. Ctrl aktivéiert ubaue vu Statiounen. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_ROAD_TOOLBAR_TOOLTIP_TOGGLE_ONE_WAY_ROAD :{BLACK}Einbahnstroossen aktivéieren/déaktivéieren ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_ROAD_BRIDGE :{BLACK}Baut Stroossebréck. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_TRAMWAY_BRIDGE :{BLACK}Tramsbréck bauen. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_ROAD_TUNNEL :{BLACK}Baut Stroossentunnel. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_TRAMWAY_TUNNEL :{BLACK}Tramtunnel bauen. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_ROAD_TOOLBAR_TOOLTIP_TOGGLE_BUILD_REMOVE_FOR_ROAD :{BLACK}Wiesselt bauen/ofrappen vu Stroossekonstruktiounen ++STR_ROAD_TOOLBAR_TOOLTIP_TOGGLE_BUILD_REMOVE_FOR_TRAMWAYS :{BLACK}Wiesselt tëscht bauen/ofrappen beim Trambau ++ ++# Road depot construction window ++STR_BUILD_DEPOT_ROAD_ORIENTATION_CAPTION :{WHITE}Ausriichtung vum Stroossendepot ++STR_BUILD_DEPOT_ROAD_ORIENTATION_SELECT_TOOLTIP :{BLACK}Wielt d'Stroossendepot Ausriichtung ++STR_BUILD_DEPOT_TRAM_ORIENTATION_CAPTION :{WHITE}Ausriichtung vum Tramschapp ++STR_BUILD_DEPOT_TRAM_ORIENTATION_SELECT_TOOLTIP :{BLACK}Tramschapp Ausriichtung wielen ++ ++# Road vehicle station construction window ++STR_STATION_BUILD_BUS_ORIENTATION :{WHITE}Ausriichtung vum Busarrêt ++STR_STATION_BUILD_BUS_ORIENTATION_TOOLTIP :{BLACK}Wielt Busarrêtsausriichtung ++STR_STATION_BUILD_TRUCK_ORIENTATION :{WHITE}Ausriichtung vun der Camionsgare ++STR_STATION_BUILD_TRUCK_ORIENTATION_TOOLTIP :{BLACK}Wielt d'Camionsgareausriichtung ++STR_STATION_BUILD_PASSENGER_TRAM_ORIENTATION :{WHITE}Ausriichtung vun dem Passagéier-Tramsarrêt ++STR_STATION_BUILD_PASSENGER_TRAM_ORIENTATION_TOOLTIP :{BLACK}Passagéier-Tramsarrêt Ausriichtung wielen ++STR_STATION_BUILD_CARGO_TRAM_ORIENTATION :{WHITE}Ausriichtung vun der Wueren-Tramstatioun ++STR_STATION_BUILD_CARGO_TRAM_ORIENTATION_TOOLTIP :{BLACK}Wueren-Tramstatioun Ausriichtung wielen ++ ++# Waterways toolbar (last two for SE only) ++STR_WATERWAYS_TOOLBAR_CAPTION :{WHITE}Waasserstroosse bauen ++STR_WATERWAYS_TOOLBAR_CAPTION_SE :{WHITE}Waasserstroossen ++STR_WATERWAYS_TOOLBAR_BUILD_CANALS_TOOLTIP :{BLACK}Kanäl bauen. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_WATERWAYS_TOOLBAR_BUILD_LOCKS_TOOLTIP :{BLACK}Schleise bauen. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_WATERWAYS_TOOLBAR_BUILD_DEPOT_TOOLTIP :{BLACK}Schëffsschapp bauen (fir Schëffer ze bauen an ze reparéiren). Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_WATERWAYS_TOOLBAR_BUILD_DOCK_TOOLTIP :{BLACK}Schëffsquai bauen. Ctrl aktivéiert ubaue vu Statiounen. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_WATERWAYS_TOOLBAR_BUOY_TOOLTIP :{BLACK}Plazéiert eng Boje, déi als Weepunkt kann benotzt ginn. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_WATERWAYS_TOOLBAR_BUILD_AQUEDUCT_TOOLTIP :{BLACK}Aquadukt bauen. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_WATERWAYS_TOOLBAR_CREATE_LAKE_TOOLTIP :{BLACK}Waasserareal definéieren.{}Mécht en Kanal. Mat Ctrl gedréckt halen um Mieresspigel klicken, iwwerflut d'Géigent ++STR_WATERWAYS_TOOLBAR_CREATE_RIVER_TOOLTIP :{BLACK}Plazéier Flëss ++ ++# Ship depot construction window ++STR_DEPOT_BUILD_SHIP_CAPTION :{WHITE}Schëffsschapp Ausriichtung ++STR_DEPOT_BUILD_SHIP_ORIENTATION_TOOLTIP :{BLACK}Wielt d'Ausriichtung vum Schëffsschapp ++ ++# Dock construction window ++STR_STATION_BUILD_DOCK_CAPTION :{WHITE}Hafen ++ ++# Airport toolbar ++STR_TOOLBAR_AIRCRAFT_CAPTION :{WHITE}Fluchhäfen ++STR_TOOLBAR_AIRCRAFT_BUILD_AIRPORT_TOOLTIP :{BLACK}Fluchhafe bauen. Ctrl aktivéiert ubaue vu Statiounen. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++ ++# Airport construction window ++STR_STATION_BUILD_AIRPORT_CAPTION :{WHITE}Fluchhafen Auswiel ++STR_STATION_BUILD_AIRPORT_TOOLTIP :{BLACK}Wielt Gréisst/Typ vum Fluchhafen ++STR_STATION_BUILD_AIRPORT_CLASS_LABEL :{BLACK}Fluchhafeklass ++STR_STATION_BUILD_AIRPORT_LAYOUT_NAME :{BLACK}Layout {NUM} ++ ++STR_AIRPORT_SMALL :Kleng ++STR_AIRPORT_CITY :City ++STR_AIRPORT_METRO :Metropole Fluchhafen ++STR_AIRPORT_INTERNATIONAL :Internationale Fluchhafen ++STR_AIRPORT_COMMUTER :Pendler ++STR_AIRPORT_INTERCONTINENTAL :Interkontinental ++STR_AIRPORT_HELIPORT :Heliport ++STR_AIRPORT_HELIDEPOT :Helidepot ++STR_AIRPORT_HELISTATION :Helistatioun ++ ++STR_AIRPORT_CLASS_SMALL :Kleng Fluchhäfen ++STR_AIRPORT_CLASS_LARGE :Grouss Fluchhäfen ++STR_AIRPORT_CLASS_HUB :Fluchhafeverdeeler ++STR_AIRPORT_CLASS_HELIPORTS :Helikopter Fluchhafen ++ ++STR_STATION_BUILD_NOISE :{BLACK}Kaméidi: {GOLD}{COMMA} ++ ++# Landscaping toolbar ++STR_LANDSCAPING_TOOLBAR :{WHITE}Landschaftsbau ++STR_LANDSCAPING_TOOLTIP_LOWER_A_CORNER_OF_LAND :{BLACK}En Eck vum Land erofsetzen. Zéien setzt den éischten ugewielten Eck erof an planéiert d'ugewielten Land op déi nei Eckhéicht. Ctrl wielt d'Land diagonal. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_LANDSCAPING_TOOLTIP_RAISE_A_CORNER_OF_LAND :{BLACK}En Eck vum Land unhiewen. Zéien wielt den éischten Eck an planéiert d'ugewielten Land ob déi nei Eckhéicht. Ctrl wielt d'Land diagonal. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_LANDSCAPING_LEVEL_LAND_TOOLTIP :{BLACK}Land planéiren. Ctrl wielt d'Land diagonal aus. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++STR_LANDSCAPING_TOOLTIP_PURCHASE_LAND :{BLACK}Kaf Land fir zukünftëg Benotzung. Shift wiesselt tëscht bauen/ongeféier Käschten uweisen ++ ++# Object construction window ++STR_OBJECT_BUILD_CAPTION :{WHITE}Objetsauswiel ++STR_OBJECT_BUILD_TOOLTIP :{BLACK}Wiel den Objet dee gebaut gëtt. Shift wiesselt tescht bauen / ongeféier Käschten uweisen ++STR_OBJECT_BUILD_CLASS_TOOLTIP :{BLACK}Wiel d'Klass vun dem Objet dee sollt gebaut ginn ++STR_OBJECT_BUILD_PREVIEW_TOOLTIP :{BLACK}Preview vum Objet ++STR_OBJECT_BUILD_SIZE :{BLACK}Gréisst: {GOLD}{NUM} x {NUM} Felder ++ ++STR_OBJECT_CLASS_LTHS :Liichttierm ++STR_OBJECT_CLASS_TRNS :Antennen ++ ++# Tree planting window (last two for SE only) ++STR_PLANT_TREE_CAPTION :{WHITE}Beem ++STR_PLANT_TREE_TOOLTIP :{BLACK}Wielt de Baamtyp. Wann d'Feld schons e Baam huet, ginn méi Beem vu verschiddenen Arten gesat ++STR_TREES_RANDOM_TYPE :{BLACK}Zoufälleg Beem ++STR_TREES_RANDOM_TYPE_TOOLTIP :{BLACK}Zoufälleg Beem planzen. Shift wiesselt tëscht bauen an ongeféier Käschten uweisen ++STR_TREES_RANDOM_TREES_BUTTON :{BLACK}Zoufälleg Beem ++STR_TREES_RANDOM_TREES_TOOLTIP :{BLACK}Beem zoufälleg iwwert d'Landschaft setzen ++ ++# Land generation window (SE) ++STR_TERRAFORM_TOOLBAR_LAND_GENERATION_CAPTION :{WHITE}Landerstellung ++STR_TERRAFORM_TOOLTIP_PLACE_ROCKY_AREAS_ON_LANDSCAPE :{BLACK}Fielsen iwwert d'Landschaft setzen ++STR_TERRAFORM_TOOLTIP_DEFINE_DESERT_AREA :{BLACK}Zone fir Wüst défineieren.{}CTRL unhalen fir se ze läschen ++STR_TERRAFORM_TOOLTIP_INCREASE_SIZE_OF_LAND_AREA :{BLACK}Vergréisser d'Zone fir d'Land unzehiewen/erofzesetzen ++STR_TERRAFORM_TOOLTIP_DECREASE_SIZE_OF_LAND_AREA :{BLACK}Verklenger d'Zone fir d'Land unzehiewen/erofzesetzen ++STR_TERRAFORM_TOOLTIP_GENERATE_RANDOM_LAND :{BLACK}Generéier en Zoufallsland ++STR_TERRAFORM_SE_NEW_WORLD :{BLACK}Neie Szenario erstellen ++STR_TERRAFORM_RESET_LANDSCAPE :{BLACK}Setz d'Landschaft zeréck ++STR_TERRAFORM_RESET_LANDSCAPE_TOOLTIP :{BLACK}Huel all Grondstécker vun der Firma ewech ++ ++STR_QUERY_RESET_LANDSCAPE_CAPTION :{WHITE}Setz d'Landschaft zeréck ++STR_RESET_LANDSCAPE_CONFIRMATION_TEXT :{WHITE}Bass du sécher dass du all Grondstécker vun der Firma ewechhuelen wëlls? ++ ++# Town generation window (SE) ++STR_FOUND_TOWN_CAPTION :{WHITE}Staderstellung ++STR_FOUND_TOWN_NEW_TOWN_BUTTON :{BLACK}Nei Stad ++STR_FOUND_TOWN_NEW_TOWN_TOOLTIP :{BLACK}Grënn eng nei Stad. Shift+Klick weist ongeféier Käschten ++STR_FOUND_TOWN_RANDOM_TOWN_BUTTON :{BLACK}Zoufallsstad ++STR_FOUND_TOWN_RANDOM_TOWN_TOOLTIP :{BLACK}Grënn d'Stad op enger zoufälleger Plaz ++STR_FOUND_TOWN_MANY_RANDOM_TOWNS :{BLACK}Vill zoufälleg Dierfer ++STR_FOUND_TOWN_RANDOM_TOWNS_TOOLTIP :{BLACK}D'Kaart zoufälleg mat Dierfer fëllen ++ ++STR_FOUND_TOWN_NAME_TITLE :{YELLOW}Stadnumm: ++STR_FOUND_TOWN_NAME_EDITOR_TITLE :{BLACK}Stadnumm agin ++STR_FOUND_TOWN_NAME_EDITOR_HELP :{BLACK}Klick fir Stad ze benennen ++STR_FOUND_TOWN_NAME_RANDOM_BUTTON :{BLACK}Zoufällegen Numm ++STR_FOUND_TOWN_NAME_RANDOM_TOOLTIP :{BLACK}Neien Zoufallsnumm generéiren ++ ++STR_FOUND_TOWN_INITIAL_SIZE_TITLE :{YELLOW}Stadgréisst: ++STR_FOUND_TOWN_INITIAL_SIZE_SMALL_BUTTON :{BLACK}Kleng ++STR_FOUND_TOWN_INITIAL_SIZE_MEDIUM_BUTTON :{BLACK}Mëttel ++STR_FOUND_TOWN_INITIAL_SIZE_LARGE_BUTTON :{BLACK}Grouss ++STR_FOUND_TOWN_SIZE_RANDOM :{BLACK}Zoufall ++STR_FOUND_TOWN_INITIAL_SIZE_TOOLTIP :{BLACK}Wiel d'Stadgréisst ++STR_FOUND_TOWN_CITY :{BLACK}Stad ++STR_FOUND_TOWN_CITY_TOOLTIP :{BLACK}Stied wuessen méi schnell wéi Dierfer{}Ofhängeg vun den Astellungen, sinn se méi grouss am Ufank ++ ++STR_FOUND_TOWN_ROAD_LAYOUT :{YELLOW}Stroosselayout vun der Stad: ++STR_FOUND_TOWN_SELECT_TOWN_ROAD_LAYOUT :{BLACK}Stroosselayout fir des Stad wielen ++STR_FOUND_TOWN_SELECT_LAYOUT_ORIGINAL :{BLACK}Original ++STR_FOUND_TOWN_SELECT_LAYOUT_BETTER_ROADS :{BLACK}Besser Stroossen ++STR_FOUND_TOWN_SELECT_LAYOUT_2X2_GRID :{BLACK}2x2 Gitter ++STR_FOUND_TOWN_SELECT_LAYOUT_3X3_GRID :{BLACK}3x3 Gitter ++STR_FOUND_TOWN_SELECT_LAYOUT_RANDOM :{BLACK}Zoufall ++ ++# Fund new industry window ++STR_FUND_INDUSTRY_CAPTION :{WHITE}Nei Industrie finanzéieren ++STR_FUND_INDUSTRY_SELECTION_TOOLTIP :{BLACK}Wielt déi gewënschten Industrie op der Lëscht aus ++STR_FUND_INDUSTRY_MANY_RANDOM_INDUSTRIES :Vill zoufälleg Industrien ++STR_FUND_INDUSTRY_MANY_RANDOM_INDUSTRIES_TOOLTIP :{BLACK}D'Kaart mat villen zoufällegen Industrien fëllen ++STR_FUND_INDUSTRY_INDUSTRY_BUILD_COST :{BLACK}Käschten: {YELLOW}{CURRENCY_LONG} ++STR_FUND_INDUSTRY_PROSPECT_NEW_INDUSTRY :{BLACK}Förderen ++STR_FUND_INDUSTRY_BUILD_NEW_INDUSTRY :{BLACK}Bauen ++STR_FUND_INDUSTRY_FUND_NEW_INDUSTRY :{BLACK}Grënnen ++ ++# Industry cargoes window ++STR_INDUSTRY_CARGOES_INDUSTRY_CAPTION :{WHITE}Industrieketten fir {STRING} Industrie ++STR_INDUSTRY_CARGOES_CARGO_CAPTION :{WHITE}Industrieketten fir {STRING} Wueren ++STR_INDUSTRY_CARGOES_PRODUCERS :{WHITE}Produzéirent Industrien ++STR_INDUSTRY_CARGOES_CUSTOMERS :{WHITE}Akzeptéirend Industrien ++STR_INDUSTRY_CARGOES_HOUSES :{WHITE}Haiser ++STR_INDUSTRY_CARGOES_INDUSTRY_TOOLTIP :{BLACK}Klick op d'Industrie fir d'Liwweranten an Verbraucher ze gesinn ++STR_INDUSTRY_CARGOES_CARGO_TOOLTIP :{BLACK}{STRING}{}Klick op d'Wueren fir d'Liwweranten an Verbraucher ze gesinn ++STR_INDUSTRY_DISPLAY_CHAIN :{BLACK}Wuereketten uweisen ++STR_INDUSTRY_DISPLAY_CHAIN_TOOLTIP :{BLACK}Weis Industrien un déi Wueren liwweren an akzeptéiren ++STR_INDUSTRY_CARGOES_NOTIFY_SMALLMAP :{BLACK}Link op déi kleng Kaart ++STR_INDUSTRY_CARGOES_NOTIFY_SMALLMAP_TOOLTIP :{BLACK}Wiel déi ugewisen Industrien och op der klenger Kaart aus ++STR_INDUSTRY_CARGOES_SELECT_CARGO :{BLACK}Gidder wielen ++STR_INDUSTRY_CARGOES_SELECT_CARGO_TOOLTIP :{BLACK}Wiel d'Gidder déis du wëlls uweisen ++STR_INDUSTRY_CARGOES_SELECT_INDUSTRY :{BLACK}Industrie auswielen ++STR_INDUSTRY_CARGOES_SELECT_INDUSTRY_TOOLTIP :{BLACK}Wiel d'Industrie aus déis du wëlls uweisen ++ ++# Land area window ++STR_LAND_AREA_INFORMATION_CAPTION :{WHITE}Land Informatiounen ++STR_LAND_AREA_INFORMATION_COST_TO_CLEAR_N_A :{BLACK}Käschte fir ze raumen: {LTBLUE}Keng ++STR_LAND_AREA_INFORMATION_COST_TO_CLEAR :{BLACK}Käschte fir ze raumen: {RED}{CURRENCY_LONG} ++STR_LAND_AREA_INFORMATION_REVENUE_WHEN_CLEARED :{BLACK}Akommes wann ofgerappt: {LTBLUE}{CURRENCY_LONG} ++STR_LAND_AREA_INFORMATION_OWNER_N_A :Keen ++STR_LAND_AREA_INFORMATION_OWNER :{BLACK}Besëtzer: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_ROAD_OWNER :{BLACK}Stroossebesëtzer: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_TRAM_OWNER :{BLACK}Tramschinnebesëtzer: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_RAIL_OWNER :{BLACK}Schinnebesëtzer: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_LOCAL_AUTHORITY :{BLACK}Gemeng: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_LOCAL_AUTHORITY_NONE :Keng ++STR_LAND_AREA_INFORMATION_LANDINFO_COORDS :{BLACK}Koordinaten: {LTBLUE}{NUM} x {NUM} x {NUM} ({STRING}) ++STR_LAND_AREA_INFORMATION_BUILD_DATE :{BLACK}Gebaut: {LTBLUE}{DATE_LONG} ++STR_LAND_AREA_INFORMATION_STATION_CLASS :{BLACK}Statiounsklass: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_STATION_TYPE :{BLACK}Statiounstyp: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_AIRPORT_CLASS :{BLACK}Fluchhafeklass: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_AIRPORT_NAME :{BLACK}Fluchhafennumm: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_AIRPORTTILE_NAME :{BLACK}Fluchhafefeldnumm: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_NEWGRF_NAME :{BLACK}NewGRF: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_CARGO_ACCEPTED :{BLACK}Akzeptéiert Wuer: {LTBLUE} ++STR_LAND_AREA_INFORMATION_CARGO_EIGHTS :({COMMA}/8 {STRING}) ++STR_LANG_AREA_INFORMATION_RAIL_TYPE :{BLACK}Schinnentyp: {LTBLUE}{STRING} ++STR_LANG_AREA_INFORMATION_RAIL_SPEED_LIMIT :{BLACK}Schinne-Geschw.-Limit: {LTBLUE}{VELOCITY} ++STR_LANG_AREA_INFORMATION_ROAD_SPEED_LIMIT :{BLACK}Stroosse-Geschw.-Limit: {LTBLUE}{VELOCITY} ++ ++# Description of land area of different tiles ++STR_LAI_CLEAR_DESCRIPTION_ROCKS :Fielsen ++STR_LAI_CLEAR_DESCRIPTION_ROUGH_LAND :Knubbelegt Land ++STR_LAI_CLEAR_DESCRIPTION_BARE_LAND :Eidelt Land ++STR_LAI_CLEAR_DESCRIPTION_GRASS :Gras ++STR_LAI_CLEAR_DESCRIPTION_FIELDS :Felder ++STR_LAI_CLEAR_DESCRIPTION_SNOW_COVERED_LAND :Schnéibedeckt Land ++STR_LAI_CLEAR_DESCRIPTION_DESERT :Wüst ++ ++STR_LAI_RAIL_DESCRIPTION_TRACK :Schinn ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_SIGNALS :Schinn mat Blocksignaler ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PRESIGNALS :Schinn mat Presignaler ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_EXITSIGNALS :Schinn mat Ausgangs-Signaler ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_COMBOSIGNALS :Schinn mat Kombo-Signaler ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PBSSIGNALS :Schinn mat Weesignaler ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NOENTRYSIGNALS :Schinn mat Einbahnsignaler ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_PRESIGNALS :Schinn mat Block- an Presignaler ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_EXITSIGNALS :Schinn mat Block- an Ausgangssignaler ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_COMBOSIGNALS :Schinn mat Block- a Kombosignaler ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_PBSSIGNALS :Schinn mat Block- a Weesignaler ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_NOENTRYSIGNALS :Schinn mat Block- a Einbahnsignaler ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PRE_EXITSIGNALS :Schinn mat Pre- an Ausgangssignaler ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PRE_COMBOSIGNALS :Schinn mat Pre- a Kombosignaler ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PRE_PBSSIGNALS :Schinn mat Pre- a Weesignaler ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PRE_NOENTRYSIGNALS :Schinn mat Pre- an Einbahnweesignaler ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_EXIT_COMBOSIGNALS :Schinn mat Ausgangs- a Kombosignaler ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_EXIT_PBSSIGNALS :Schinn mat Ausgangs- a Weesignaler ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_EXIT_NOENTRYSIGNALS :Schinn mat Ausgang- an Einbahnweesignaler ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_COMBO_PBSSIGNALS :Schinn mat Kombo- an Weesignaler ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_COMBO_NOENTRYSIGNALS :Schinn mat Kombo- an Einbahnweesignaler ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PBS_NOENTRYSIGNALS :Schinn mat Wee- and Einbahnweesignaler ++STR_LAI_RAIL_DESCRIPTION_TRAIN_DEPOT :Zuchschapp ++ ++STR_LAI_ROAD_DESCRIPTION_ROAD :Strooss ++STR_LAI_ROAD_DESCRIPTION_ROAD_WITH_STREETLIGHTS :Strooss mat Luuchten ++STR_LAI_ROAD_DESCRIPTION_TREE_LINED_ROAD :Strooss mat Beem ++STR_LAI_ROAD_DESCRIPTION_ROAD_VEHICLE_DEPOT :Stroossendepot ++STR_LAI_ROAD_DESCRIPTION_ROAD_RAIL_LEVEL_CROSSING :Zuche/Stroosse-Barrière ++STR_LAI_ROAD_DESCRIPTION_TRAMWAY :Tram ++ ++# Houses come directly from their building names ++STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION :{STRING} (gëtt gebaut) ++ ++STR_LAI_TREE_NAME_TREES :Beem ++STR_LAI_TREE_NAME_RAINFOREST :Reebësch ++STR_LAI_TREE_NAME_CACTUS_PLANTS :Kaktus ++ ++STR_LAI_STATION_DESCRIPTION_RAILROAD_STATION :Gare ++STR_LAI_STATION_DESCRIPTION_AIRCRAFT_HANGAR :Fligerhangar ++STR_LAI_STATION_DESCRIPTION_AIRPORT :Fluchhafen ++STR_LAI_STATION_DESCRIPTION_TRUCK_LOADING_AREA :Camionsgare ++STR_LAI_STATION_DESCRIPTION_BUS_STATION :Busarrêt ++STR_LAI_STATION_DESCRIPTION_SHIP_DOCK :Schëffshafen ++STR_LAI_STATION_DESCRIPTION_BUOY :Boje ++STR_LAI_STATION_DESCRIPTION_WAYPOINT :Weepunkt ++ ++STR_LAI_WATER_DESCRIPTION_WATER :Waasser ++STR_LAI_WATER_DESCRIPTION_CANAL :Kanal ++STR_LAI_WATER_DESCRIPTION_LOCK :Schleis ++STR_LAI_WATER_DESCRIPTION_RIVER :Floss ++STR_LAI_WATER_DESCRIPTION_COAST_OR_RIVERBANK :Küst oder Flossufer ++STR_LAI_WATER_DESCRIPTION_SHIP_DEPOT :Schëffsschapp ++ ++# Industries come directly from their industry names ++ ++STR_LAI_TUNNEL_DESCRIPTION_RAILROAD :Zuchtunnel ++STR_LAI_TUNNEL_DESCRIPTION_ROAD :Stroossentunnel ++ ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_SUSPENSION_STEEL :Stolen Zuchhängebréck ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_GIRDER_STEEL :Stoldréier Zuchbréck ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_CANTILEVER_STEEL :Stole fräidroend Zuchbréck ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_SUSPENSION_CONCRETE :Stolbeton Zuchhängebréck ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_WOODEN :Holzen Zuchbréck ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_CONCRETE :Betons Zuchbréck ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_TUBULAR_STEEL :Rouerstol Zuchbréck ++ ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_SUSPENSION_STEEL :Stolen Hängebréck ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_GIRDER_STEEL :Stoldréier Bréck ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_CANTILEVER_STEEL :Fräidroend Stolbréck ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_SUSPENSION_CONCRETE :Stolbetons Hängebréck ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_WOODEN :Holze Bréck ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_CONCRETE :Betons Bréck ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_TUBULAR_STEEL :Rouerstol Brèck ++ ++STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT :Aquadukt ++ ++STR_LAI_OBJECT_DESCRIPTION_TRANSMITTER :Antenne ++STR_LAI_OBJECT_DESCRIPTION_LIGHTHOUSE :Liichttuerm ++STR_LAI_OBJECT_DESCRIPTION_COMPANY_HEADQUARTERS :Firmen Haaptgebai ++STR_LAI_OBJECT_DESCRIPTION_COMPANY_OWNED_LAND :Land am Firmenbesëtz ++ ++# About OpenTTD window ++STR_ABOUT_OPENTTD :{WHITE}Iwwert OpenTTD ++STR_ABOUT_ORIGINAL_COPYRIGHT :{BLACK}Original Copyright {COPYRIGHT} 1995 Chris Sawyer, All Rechter virbehalen ++STR_ABOUT_VERSION :{BLACK}OpenTTD Versioun {REV} ++STR_ABOUT_COPYRIGHT_OPENTTD :{BLACK}OpenTTD {COPYRIGHT} 2002-2017 D'OpenTTD team ++ ++# Save/load game/scenario ++STR_SAVELOAD_SAVE_CAPTION :{WHITE}Spill späicheren ++STR_SAVELOAD_LOAD_CAPTION :{WHITE}Spill lueden ++STR_SAVELOAD_SAVE_SCENARIO :{WHITE}Szenario späicheren ++STR_SAVELOAD_LOAD_SCENARIO :{WHITE}Szenario lueden ++STR_SAVELOAD_LOAD_HEIGHTMAP :{WHITE}Héichtekaart lueden ++STR_SAVELOAD_SAVE_HEIGHTMAP :{WHITE}Héichtenkaart späichern ++STR_SAVELOAD_HOME_BUTTON :{BLACK}Klick hei fir op d'Standard Späicher-/Luedverzeeschnis ze goen ++STR_SAVELOAD_BYTES_FREE :{BLACK}{BYTES} fräi ++STR_SAVELOAD_LIST_TOOLTIP :{BLACK}Lëscht vun de Lafwierker, Dossieren a Späicherstänn ++STR_SAVELOAD_EDITBOX_TOOLTIP :{BLACK}Momentan gewielten Numm fir de Spillstand ++STR_SAVELOAD_DELETE_BUTTON :{BLACK}Läschen ++STR_SAVELOAD_DELETE_TOOLTIP :{BLACK}Läscht de momentan gewielte Spillstand ++STR_SAVELOAD_SAVE_BUTTON :{BLACK}Späicheren ++STR_SAVELOAD_SAVE_TOOLTIP :{BLACK}Späichert dei aktuell Partie ënnert dem gewielten Numm ++STR_SAVELOAD_LOAD_BUTTON :{BLACK}Lueden ++STR_SAVELOAD_LOAD_TOOLTIP :{BLACK}Lued d'ugewielten Spill ++STR_SAVELOAD_LOAD_HEIGHTMAP_TOOLTIP :{BLACK}Ugewielten Héichtekaart lueden ++STR_SAVELOAD_DETAIL_CAPTION :{BLACK}Detailer vum Spill ++STR_SAVELOAD_DETAIL_NOT_AVAILABLE :{BLACK}Keng Informatioun do ++STR_SAVELOAD_DETAIL_COMPANY_INDEX :{SILVER}{COMMA}: {WHITE}{STRING} ++STR_SAVELOAD_DETAIL_GRFSTATUS :{SILVER}NewGRF: {WHITE}{STRING} ++ ++STR_SAVELOAD_OSKTITLE :{BLACK}Gëff dem Spillstand en Numm ++ ++# World generation ++STR_MAPGEN_WORLD_GENERATION_CAPTION :{WHITE}Welt Generatioun ++STR_MAPGEN_MAPSIZE :{BLACK}Kaartegréisst: ++STR_MAPGEN_MAPSIZE_TOOLTIP :{BLACK}Wiel d'Gréisst vun der Kaart a Felder. D'Unzuel vu benotzbare Felder wäert e bësse méi kleng sinn ++STR_MAPGEN_BY :{BLACK}* ++STR_MAPGEN_NUMBER_OF_TOWNS :{BLACK}Unz. Dierfer: ++STR_MAPGEN_DATE :{BLACK}Datum: ++STR_MAPGEN_NUMBER_OF_INDUSTRIES :{BLACK}Unz. Industrien: ++STR_MAPGEN_MAX_HEIGHTLEVEL :{BLACK}Maximal Kaartenhéicht: ++STR_MAPGEN_MAX_HEIGHTLEVEL_UP :{BLACK}Setzt d'Maximalhéicht vu Bierger op der Kaart em 1 erop ++STR_MAPGEN_MAX_HEIGHTLEVEL_DOWN :{BLACK}Setzt d'Maximalhéicht vu Bierger op der Kaart em 1 erof ++STR_MAPGEN_SNOW_LINE_HEIGHT :{BLACK}Weis d'Schnéilinnhéicht ++STR_MAPGEN_SNOW_LINE_UP :{BLACK}Beweg Schnéilinnhéicht erop ++STR_MAPGEN_SNOW_LINE_DOWN :{BLACK}Beweg Schnéilinnhéicht erof ++STR_MAPGEN_LAND_GENERATOR :{BLACK}Landgenerator: ++STR_MAPGEN_TREE_PLACER :{BLACK}Baam Algorithmus: ++STR_MAPGEN_TERRAIN_TYPE :{BLACK}Terrain Typ: ++STR_MAPGEN_QUANTITY_OF_SEA_LAKES :{BLACK}Mieresspigel: ++STR_MAPGEN_QUANTITY_OF_RIVERS :{BLACK}Flëss: ++STR_MAPGEN_SMOOTHNESS :{BLACK}Mëllt: ++STR_MAPGEN_VARIETY :{BLACK}Vielfaltverdeelung: ++STR_MAPGEN_GENERATE :{WHITE}Generéiren ++ ++# Strings for map borders at game generation ++STR_MAPGEN_BORDER_TYPE :{BLACK}Kaartenenner: ++STR_MAPGEN_NORTHWEST :{BLACK}Nordwest ++STR_MAPGEN_NORTHEAST :{BLACK}Nordost ++STR_MAPGEN_SOUTHEAST :{BLACK}Südost ++STR_MAPGEN_SOUTHWEST :{BLACK}Südwest ++STR_MAPGEN_BORDER_FREEFORM :{BLACK}Fräiform ++STR_MAPGEN_BORDER_WATER :{BLACK}Waasser ++STR_MAPGEN_BORDER_RANDOM :{BLACK}Zoufälleg ++STR_MAPGEN_BORDER_RANDOMIZE :{BLACK}Zoufall ++STR_MAPGEN_BORDER_MANUAL :{BLACK}Manuell ++ ++STR_MAPGEN_HEIGHTMAP_ROTATION :{BLACK}Héichtekaart-Rotatioun: ++STR_MAPGEN_HEIGHTMAP_NAME :{BLACK}Héichtekaart-Numm: ++STR_MAPGEN_HEIGHTMAP_SIZE_LABEL :{BLACK}Gréisst: ++STR_MAPGEN_HEIGHTMAP_SIZE :{ORANGE}{NUM} x {NUM} ++ ++STR_MAPGEN_MAX_HEIGHTLEVEL_QUERY_CAPT :{WHITE}Maximal Kaartenhéicht änneren ++STR_MAPGEN_SNOW_LINE_QUERY_CAPT :{WHITE}Ännert d'Schnéilinnhéicht ++STR_MAPGEN_START_DATE_QUERY_CAPT :{WHITE}Änner d'Startjoer ++ ++# SE Map generation ++STR_SE_MAPGEN_CAPTION :{WHITE}Szenarientyp ++STR_SE_MAPGEN_FLAT_WORLD :{WHITE}Flaachland ++STR_SE_MAPGEN_FLAT_WORLD_TOOLTIP :{BLACK}Generéier e flaacht Land ++STR_SE_MAPGEN_RANDOM_LAND :{WHITE}Zoufallsland ++STR_SE_MAPGEN_FLAT_WORLD_HEIGHT :{BLACK}Héicht vum flaache Land: ++STR_SE_MAPGEN_FLAT_WORLD_HEIGHT_DOWN :{BLACK}Héicht vum flaache Land 1 erofsetzen ++STR_SE_MAPGEN_FLAT_WORLD_HEIGHT_UP :{BLACK}Héicht vum flaache Land 1 eropsetzen ++ ++STR_SE_MAPGEN_FLAT_WORLD_HEIGHT_QUERY_CAPT :{WHITE}Héicht vum flaache Land änneren ++ ++# Map generation progress ++STR_GENERATION_WORLD :{WHITE}Generéiren d'Welt... ++STR_GENERATION_ABORT :{BLACK}Ofbriechen ++STR_GENERATION_ABORT_CAPTION :{WHITE}Welt-Generatioun ofbriechen ++STR_GENERATION_ABORT_MESSAGE :{YELLOW}Wëlls du wierklech d'Generatioun ofbriechen? ++STR_GENERATION_PROGRESS :{WHITE}{NUM}% komplett ++STR_GENERATION_PROGRESS_NUM :{BLACK}{NUM} / {NUM} ++STR_GENERATION_WORLD_GENERATION :{BLACK}Welt-Generatioun ++STR_GENERATION_RIVER_GENERATION :{BLACK}Generéiren vu Flëss ++STR_GENERATION_TREE_GENERATION :{BLACK}Baam Generatioun ++STR_GENERATION_OBJECT_GENERATION :{BLACK}Objets-Generatioun ++STR_GENERATION_CLEARING_TILES :{BLACK}Generatioun vu knubbelegem a stengege Land ++STR_GENERATION_SETTINGUP_GAME :{BLACK}Spill gëtt opgestallt ++STR_GENERATION_PREPARING_TILELOOP :{BLACK}Felder-Verdeelung ++STR_GENERATION_PREPARING_SCRIPT :{BLACK}Lafende Script ++STR_GENERATION_PREPARING_GAME :{BLACK}Preparéiren d'Spill ++ ++# NewGRF settings ++STR_NEWGRF_SETTINGS_CAPTION :{WHITE}NewGRF Astellungen ++STR_NEWGRF_SETTINGS_INFO_TITLE :{WHITE}Detailléiert NewGRF Informatioun ++STR_NEWGRF_SETTINGS_ACTIVE_LIST :{WHITE}Aktiv NewGRF Dateien ++STR_NEWGRF_SETTINGS_INACTIVE_LIST :{WHITE}Inaktiv NewGRF Dateien ++STR_NEWGRF_SETTINGS_SELECT_PRESET :{ORANGE}Preset auswielen: ++STR_NEWGRF_FILTER_TITLE :{ORANGE}String filteren: ++STR_NEWGRF_SETTINGS_PRESET_LIST_TOOLTIP :{BLACK}Gewielte Preset lueden ++STR_NEWGRF_SETTINGS_PRESET_SAVE :{BLACK}Preset späichern ++STR_NEWGRF_SETTINGS_PRESET_SAVE_TOOLTIP :{BLACK}Aktuell Lëscht als Preset späichern ++STR_NEWGRF_SETTINGS_PRESET_SAVE_QUERY :{BLACK}Presetnumm uginn ++STR_NEWGRF_SETTINGS_PRESET_DELETE :{BLACK}Preset läschen ++STR_NEWGRF_SETTINGS_PRESET_DELETE_TOOLTIP :{BLACK}Gewielte Preset läschen ++STR_NEWGRF_SETTINGS_ADD :{BLACK}Baifügen ++STR_NEWGRF_SETTINGS_ADD_FILE_TOOLTIP :{BLACK}Ausgewielte NewGRF an d'Config bäisetzen ++STR_NEWGRF_SETTINGS_RESCAN_FILES :{BLACK}Dateien nei scannen ++STR_NEWGRF_SETTINGS_RESCAN_FILES_TOOLTIP :{BLACK}Update d'Lëscht vu verfügbare NewGRF Dateien. ++STR_NEWGRF_SETTINGS_REMOVE :{BLACK}Wechhhuelen ++STR_NEWGRF_SETTINGS_REMOVE_TOOLTIP :{BLACK}Ausgewielten NewGRF aus der Lëscht huelen ++STR_NEWGRF_SETTINGS_MOVEUP :{BLACK}Rop ++STR_NEWGRF_SETTINGS_MOVEUP_TOOLTIP :{BLACK}Setzt den NewGRF an der Lëscht erop ++STR_NEWGRF_SETTINGS_MOVEDOWN :{BLACK}Rof ++STR_NEWGRF_SETTINGS_MOVEDOWN_TOOLTIP :{BLACK}Setzt d'NewGRF an der Lëscht erof ++STR_NEWGRF_SETTINGS_UPGRADE :{BLACK}Upgrade ++STR_NEWGRF_SETTINGS_UPGRADE_TOOLTIP :{BLACK}Upgrade NewGRF Dateien fir déis du eng méi nei Versioun installéiert hues ++STR_NEWGRF_SETTINGS_FILE_TOOLTIP :{BLACK}Eng Lëscht vun NewGRF Dateien déi installéiert sinn. ++ ++STR_NEWGRF_SETTINGS_SET_PARAMETERS :{BLACK}Parameter setzen ++STR_NEWGRF_SETTINGS_SHOW_PARAMETERS :{BLACK}Parameter uweisen ++STR_NEWGRF_SETTINGS_TOGGLE_PALETTE :{BLACK}Palette wiesselen ++STR_NEWGRF_SETTINGS_TOGGLE_PALETTE_TOOLTIP :{BLACK}Wiessel d'Palette vun den ausgewielten NewGRF.{} Maach dat wann d'Grafiken vun deser NewGRF rosa am Spill ausgesinn ++STR_NEWGRF_SETTINGS_APPLY_CHANGES :{BLACK}Ännerungen unhuelen ++ ++STR_NEWGRF_SETTINGS_FIND_MISSING_CONTENT_BUTTON :{BLACK}Fehlenden Inhalt online downloaden ++STR_NEWGRF_SETTINGS_FIND_MISSING_CONTENT_TOOLTIP :{BLACK}Check op den Inhalt de fehlt online ka fonnt ginn ++ ++STR_NEWGRF_SETTINGS_FILENAME :{BLACK}Dateinumm: {SILVER}{STRING} ++STR_NEWGRF_SETTINGS_GRF_ID :{BLACK}GRF ID: {SILVER}{STRING} ++STR_NEWGRF_SETTINGS_VERSION :{BLACK}Versioun: {SILVER}{NUM} ++STR_NEWGRF_SETTINGS_MIN_VERSION :{BLACK}Min. kompatibel Versioun: {SILVER}{NUM} ++STR_NEWGRF_SETTINGS_MD5SUM :{BLACK}MD5sum: {SILVER}{STRING} ++STR_NEWGRF_SETTINGS_PALETTE :{BLACK}Palette: {SILVER}{STRING} ++STR_NEWGRF_SETTINGS_PARAMETER :{BLACK}Parameter: {SILVER}{STRING} ++ ++STR_NEWGRF_SETTINGS_NO_INFO :{BLACK}Keng Info verfügbar ++STR_NEWGRF_SETTINGS_NOT_FOUND :{RED}Datei net fonnt. ++STR_NEWGRF_SETTINGS_DISABLED :{RED}Ausgeschalt ++STR_NEWGRF_SETTINGS_INCOMPATIBLE :{RED}Onkompatibel mat deser Versioun vun OpenTTD ++ ++# NewGRF save preset window ++STR_SAVE_PRESET_CAPTION :{WHITE}Preset späichern ++STR_SAVE_PRESET_LIST_TOOLTIP :{BLACK}Lëscht vu Presets, wiel een den op den Numm ënnendrënner kopéiert gëtt ++STR_SAVE_PRESET_TITLE :{BLACK}Wiel en Numm fir de Preset ++STR_SAVE_PRESET_EDITBOX_TOOLTIP :{BLACK}Grad ausgewielten Numm fir de Preset dee gespäichert soll ginn ++STR_SAVE_PRESET_CANCEL :{BLACK}Ofbriechen ++STR_SAVE_PRESET_CANCEL_TOOLTIP :{BLACK}Den Preset net änneren ++STR_SAVE_PRESET_SAVE :{BLACK}Späichern ++STR_SAVE_PRESET_SAVE_TOOLTIP :{BLACK}Späicher de Preset op dee grad ausgewielten Numm ++ ++# NewGRF parameters window ++STR_NEWGRF_PARAMETERS_CAPTION :{WHITE}NewGRF Parameter änneren ++STR_NEWGRF_PARAMETERS_CLOSE :{BLACK}Zoumaachen ++STR_NEWGRF_PARAMETERS_RESET :{BLACK}Reset ++STR_NEWGRF_PARAMETERS_RESET_TOOLTIP :{BLACK}Setzt all Paramater op de Standard zréck ++STR_NEWGRF_PARAMETERS_DEFAULT_NAME :Parameter {NUM} ++STR_NEWGRF_PARAMETERS_SETTING :{STRING}: {ORANGE}{STRING} ++STR_NEWGRF_PARAMETERS_NUM_PARAM :{LTBLUE}Unzuel Parameter: {ORANGE}{NUM} ++ ++# NewGRF inspect window ++STR_NEWGRF_INSPECT_CAPTION :{WHITE}Inspizéier - {STRING} ++STR_NEWGRF_INSPECT_PARENT_BUTTON :{BLACK}Parent ++STR_NEWGRF_INSPECT_PARENT_TOOLTIP :{BLACK}Inspizéier den Objet vun der "parent scope" ++ ++STR_NEWGRF_INSPECT_CAPTION_OBJECT_AT :{STRING} op {HEX} ++STR_NEWGRF_INSPECT_CAPTION_OBJECT_AT_OBJECT :Objet ++STR_NEWGRF_INSPECT_CAPTION_OBJECT_AT_RAIL_TYPE :Schinnentyp ++ ++STR_NEWGRF_INSPECT_QUERY_CAPTION :{WHITE}NewGRF Variabel 60+x Parameter (hexadezimal) ++ ++# Sprite aligner window ++STR_SPRITE_ALIGNER_CAPTION :{WHITE}Alignéiren d'Sprite {COMMA} ({STRING}) ++STR_SPRITE_ALIGNER_NEXT_BUTTON :{BLACK}Nächst Sprite ++STR_SPRITE_ALIGNER_NEXT_TOOLTIP :{BLACK}Géi weider op déi nächst normal Sprite, iwwersprang all pseudo/recolour/font Sprite an sprang un den Ufank no der leschter. ++STR_SPRITE_ALIGNER_GOTO_BUTTON :{BLACK}Géi op Sprite ++STR_SPRITE_ALIGNER_GOTO_TOOLTIP :{BLACK}Géi op d'Sprite. Wann d'Sprite keng normal Sprite ass, géi op déi nächst normal Sprite ++STR_SPRITE_ALIGNER_PREVIOUS_BUTTON :{BLACK}Viregt Sprite ++STR_SPRITE_ALIGNER_PREVIOUS_TOOLTIP :{BLACK}Géi weider op déi nächst normal Sprite, iwwersprang all pseudo/recolour/font Sprite an sprang zréck op den Ufank no der leschter. ++STR_SPRITE_ALIGNER_SPRITE_TOOLTIP :{BLACK}Representatioun vun der grad gewielter Sprite. Den Alignement gëtt ignoréiert wann d'Sprite gezun gëtt ++STR_SPRITE_ALIGNER_MOVE_TOOLTIP :{BLACK}Beweg Sprite, X an Y offsets enneren sech. Ctrl+Klick fir de Sprite8 Eenheete matenen ze bewegen. ++STR_SPRITE_ALIGNER_RESET_BUTTON :{BLACK}Relativ zerécksetzen ++STR_SPRITE_ALIGNER_RESET_TOOLTIP :{BLACK}Momentan relativ Offsets zerécksetzen ++STR_SPRITE_ALIGNER_OFFSETS_ABS :{BLACK}X-Offset: {NUM}, Y-Offset: {NUM} (Absolut) ++STR_SPRITE_ALIGNER_OFFSETS_REL :{BLACK}X-Offset: {NUM}, Y-Offset: {NUM} (Relativ) ++STR_SPRITE_ALIGNER_PICKER_BUTTON :{BLACK}Wiel Sprite ++STR_SPRITE_ALIGNER_PICKER_TOOLTIP :{BLACK}Wiel en Sprite egalwou um Schierm aus ++ ++STR_SPRITE_ALIGNER_GOTO_CAPTION :{WHITE}Géi op Sprite ++ ++# NewGRF (self) generated warnings/errors ++STR_NEWGRF_ERROR_MSG_INFO :{SILVER}{STRING} ++STR_NEWGRF_ERROR_MSG_WARNING :{RED}Warnung: {SILVER}{STRING} ++STR_NEWGRF_ERROR_MSG_ERROR :{RED}Fehler: {SILVER}{STRING} ++STR_NEWGRF_ERROR_MSG_FATAL :{RED}Fatal: {SILVER}{STRING} ++STR_NEWGRF_ERROR_FATAL_POPUP :{WHITE}E fatalen NewGRF Fehler ass geschitt:{}{STRING} ++STR_NEWGRF_ERROR_VERSION_NUMBER :{1:STRING} wärt net mat der TTDPatch Versioun déi vun OpenTTD erkannt gouf funktionéiren ++STR_NEWGRF_ERROR_DOS_OR_WINDOWS :{1:STRING} ass fir {STRING} Versioun vun TTD ++STR_NEWGRF_ERROR_UNSET_SWITCH :{1:STRING} ass designed fir mat {STRING} benotzt ze ginn ++STR_NEWGRF_ERROR_INVALID_PARAMETER :Invalide Parameter fir {1:STRING}: Parameter {STRING} ({NUM}) ++STR_NEWGRF_ERROR_LOAD_BEFORE :{1:STRING} muss firun {STRING} geluede ginn ++STR_NEWGRF_ERROR_LOAD_AFTER :{1:STRING} muss no {STRING} geluede ginn ++STR_NEWGRF_ERROR_OTTD_VERSION_NUMBER :{1:STRING} brauch OpenTTD Versioun {STRING} oder méi nei ++STR_NEWGRF_ERROR_AFTER_TRANSLATED_FILE :GRF Datei déi designed gouf fir ze iwwersetzen ++STR_NEWGRF_ERROR_TOO_MANY_NEWGRFS_LOADED :Zevill NewGRFen gelueden. ++STR_NEWGRF_ERROR_STATIC_GRF_CAUSES_DESYNC :{1:STRING} als statesch NewGRF lueden mat {STRING} kann Desyncs verursaachen ++STR_NEWGRF_ERROR_UNEXPECTED_SPRITE :Onerwaarte Sprite (Sprite {3:NUM}) ++STR_NEWGRF_ERROR_UNKNOWN_PROPERTY :Onbekannten Aktioun 0 property {4:HEX} (Sprite {3:NUM}) ++STR_NEWGRF_ERROR_INVALID_ID :Versicht invalid ID ze benotzen (Sprite {3:NUM}) ++STR_NEWGRF_ERROR_CORRUPT_SPRITE :{YELLOW}{STRING} huet eng korrupt Sprite. All korrupt Sprites ginn als Fragezeichen (?) duergestallt ++STR_NEWGRF_ERROR_MULTIPLE_ACTION_8 :Huet eng Rei Action 8 Einträg (Sprite {3:NUM}) ++STR_NEWGRF_ERROR_READ_BOUNDS :Lanscht d'Enn vum Pseudo-Sprite gelies (Sprite {3:NUM}) ++STR_NEWGRF_ERROR_GRM_FAILED :Ugefroten GRF Ressource net verfügbar (sprite {3:NUM}) ++STR_NEWGRF_ERROR_FORCEFULLY_DISABLED :{1:STRING} gouf ausgeschalt vun {STRING} ++STR_NEWGRF_ERROR_INVALID_SPRITE_LAYOUT :Invalid/onbekannten Sprite Layout Format (Sprite {3:NUM}) ++ ++# NewGRF related 'general' warnings ++STR_NEWGRF_POPUP_CAUTION_CAPTION :{WHITE}Opgepasst! ++STR_NEWGRF_CONFIRMATION_TEXT :{YELLOW}Du mëss Ännerungen an engem lafende Spill. Dest kann OpenTTD crashen.W.e.g dest net als Bug melden.{}Bass du sécher? ++ ++STR_NEWGRF_DUPLICATE_GRFID :{WHITE}Kann Datei net bäisetzen: Duplikat GRF ID ++STR_NEWGRF_COMPATIBLE_LOADED :{ORANGE}Passend Datei net fonnt (kompatibel GRF gelued) ++STR_NEWGRF_TOO_MANY_NEWGRFS :{WHITE}Kann Fichier net dobäisetzen : NewGRF Limite erreecht ++ ++STR_NEWGRF_COMPATIBLE_LOAD_WARNING :{WHITE}Kompatibel GRF(s) geluede fir fehlend Dateien ++STR_NEWGRF_DISABLED_WARNING :{WHITE}Fehlend GRF Datei(en) sinn ausgeschalt ++STR_NEWGRF_UNPAUSE_WARNING_TITLE :{YELLOW}Fehlend GRF Datei(en) ++STR_NEWGRF_UNPAUSE_WARNING :{WHITE}Entpausen kann OpenTTD crashen.{} Wellsde wierklech entpausen ? ++ ++# NewGRF status ++STR_NEWGRF_LIST_NONE :Keng ++STR_NEWGRF_LIST_ALL_FOUND :All Dateien fonnt ++STR_NEWGRF_LIST_COMPATIBLE :{YELLOW}Kompatibel Dateien fonnt ++STR_NEWGRF_LIST_MISSING :{RED}Dateien fehlen ++ ++# NewGRF 'it's broken' warnings ++STR_NEWGRF_BROKEN :{WHITE}Verhalen vun der NewGRF '{0:STRING}' kann Desyncs oder Crashen verursachen ++STR_NEWGRF_BROKEN_POWERED_WAGON :{WHITE}Ännert den Zoustand fir '{1:ENGINE}' wann net an engem Schapp ++STR_NEWGRF_BROKEN_VEHICLE_LENGTH :{WHITE}Ännert d'Gefierlängt fir '{1:ENGINE}' wann net an engem Schapp ++STR_NEWGRF_BROKEN_CAPACITY :{WHITE}Geännerte Gefierkapazitéit vun '{1:ENGINE}' wann net an engem Schapp oder amgaang emgebaut ze ginn ++STR_BROKEN_VEHICLE_LENGTH :{WHITE}Zuch'{VEHICLE}' vun der Firma '{COMPANY}' huet eng falsch Längt. Et kënnt wahrscheinlech wéinst den NewGRFs. Spill kann desyncroniséiren oder ofstierzen ++ ++STR_NEWGRF_BUGGY :{WHITE}NewGRF '{0:STRING}' huet Fehlinformatiounen ++STR_NEWGRF_BUGGY_ARTICULATED_CARGO :{WHITE}Cargo/refit Informatioun fir '{1:ENGINE}' ass anescht wéi an der Kaflëscht no der Constructioun. Dëst kann en Autoerneirung/-ersetzen Fehler oprufen ++STR_NEWGRF_BUGGY_ENDLESS_PRODUCTION_CALLBACK :{WHITE}'{1:STRING}' huet eng Endlosschläif am Production callback verursaacht ++STR_NEWGRF_BUGGY_UNKNOWN_CALLBACK_RESULT :{WHITE}Callback {1:HEX} huet en onbekannten/invalid Resultat {2:HEX} ++ ++# 'User removed essential NewGRFs'-placeholders for stuff without specs ++STR_NEWGRF_INVALID_CARGO :<invalid Wuer> ++STR_NEWGRF_INVALID_CARGO_ABBREV :?? ++STR_NEWGRF_INVALID_CARGO_QUANTITY :{COMMA} vun <invalider Wuer> ++STR_NEWGRF_INVALID_ENGINE :<invalide Gefier-Modell> ++STR_NEWGRF_INVALID_INDUSTRYTYPE :<invalid Industrie> ++ ++# Placeholders for other invalid stuff, e.g. vehicles that have gone (Game Script). ++STR_INVALID_VEHICLE :<invalid Gefier> ++ ++# NewGRF scanning window ++STR_NEWGRF_SCAN_CAPTION :{WHITE}Scannen NewGRFen ++STR_NEWGRF_SCAN_MESSAGE :{BLACK}Scannen NewGRFen. Dest kann eng Weil dauern... ++STR_NEWGRF_SCAN_STATUS :{BLACK}{NUM} NewGRF{P "" en} gescanned vun ongeféier {NUM} NewGRF{P "" en} ++STR_NEWGRF_SCAN_ARCHIVES :Archiver scannen ++ ++# Sign list window ++STR_SIGN_LIST_CAPTION :{WHITE}Schëlderlëscht - {COMMA} Schëld{P "" er} ++STR_SIGN_LIST_MATCH_CASE :{BLACK}Passende Fall ++STR_SIGN_LIST_MATCH_CASE_TOOLTIP :{BLACK}Zoutreffend Fäll wiesselen wann Schëldernimm mam String-Filter verglach ginn ++ ++# Sign window ++STR_EDIT_SIGN_CAPTION :{WHITE}Schëldtext änneren ++STR_EDIT_SIGN_NEXT_SIGN_TOOLTIP :{BLACK}Géi bei d'nächst Schëld ++STR_EDIT_SIGN_PREVIOUS_SIGN_TOOLTIP :{BLACK}Géi bei d'Schëld firdrun ++ ++STR_EDIT_SIGN_SIGN_OSKTITLE :{BLACK}Gëff en Numm fir d'Schëld an ++ ++# Town directory window ++STR_TOWN_DIRECTORY_CAPTION :{WHITE}Stied ++STR_TOWN_DIRECTORY_NONE :{ORANGE}- Keng - ++STR_TOWN_DIRECTORY_TOWN :{ORANGE}{TOWN}{BLACK} ({COMMA}) ++STR_TOWN_DIRECTORY_LIST_TOOLTIP :{BLACK}Stiednimm - klick op den Numm fir d'Usiicht drop ze zentréieren. Ctrl+Klick erstellt eng nei Usiicht vun der Stad ++STR_TOWN_POPULATION :{BLACK}Weltbevölkerung: {COMMA} ++ ++# Town view window ++STR_TOWN_VIEW_TOWN_CAPTION :{WHITE}{TOWN} ++STR_TOWN_VIEW_CITY_CAPTION :{WHITE}{TOWN} (Stad) ++STR_TOWN_VIEW_POPULATION_HOUSES :{BLACK}Awunner: {ORANGE}{COMMA}{BLACK} Haiser: {ORANGE}{COMMA} ++STR_TOWN_VIEW_PASSENGERS_LAST_MONTH_MAX :{BLACK}Passagéier leschte Mount: {ORANGE}{COMMA}{BLACK} max: {ORANGE}{COMMA} ++STR_TOWN_VIEW_MAIL_LAST_MONTH_MAX :{BLACK}Post leschte Mount: {ORANGE}{COMMA}{BLACK} max: {ORANGE}{COMMA} ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH :{BLACK}Gidder gebraucht fir Stadwuesstem: ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_REQUIRED_GENERAL :{ORANGE}{STRING}{RED} gebraucht ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_REQUIRED_WINTER :{ORANGE}{STRING}{BLACK} gebraucht am Wanter ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_DELIVERED_GENERAL :{ORANGE}{STRING}{GREEN} geliwwert ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_REQUIRED :{ORANGE}{CARGO_TINY} / {CARGO_LONG}{RED} (nach gebraucht) ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_DELIVERED :{ORANGE}{CARGO_TINY} / {CARGO_LONG}{GREEN} (geliwwert) ++STR_TOWN_VIEW_TOWN_GROWS_EVERY :{BLACK}Stad wiisst all {ORANGE}{COMMA}{BLACK}{NBSP}D{P ag eeg} ++STR_TOWN_VIEW_TOWN_GROWS_EVERY_FUNDED :{BLACK}Stad wiisst all {ORANGE}{COMMA}{BLACK}{NBSP}D{P ag eeg} (finanzéiert) ++STR_TOWN_VIEW_TOWN_GROW_STOPPED :{BLACK}Stad wiisst{RED} net{BLACK} ++STR_TOWN_VIEW_NOISE_IN_TOWN :{BLACK}Kaméidislimit an der Stad: {ORANGE}{COMMA}{BLACK} max: {ORANGE}{COMMA} ++STR_TOWN_VIEW_CENTER_TOOLTIP :{BLACK}Zentréiert d'Usiicht op d'Stad. Ctrl+Klick erstellt eng nei Usiicht op d'Stad ++STR_TOWN_VIEW_LOCAL_AUTHORITY_BUTTON :{BLACK}Gemeng ++STR_TOWN_VIEW_LOCAL_AUTHORITY_TOOLTIP :{BLACK}Weist d'Informatiounen zu der Gemeng ++STR_TOWN_VIEW_RENAME_TOOLTIP :{BLACK}Wiesselt de Stadnumm ++ ++STR_TOWN_VIEW_EXPAND_BUTTON :{BLACK}Erweideren ++STR_TOWN_VIEW_EXPAND_TOOLTIP :{BLACK}Stad méi grouss maachen ++STR_TOWN_VIEW_DELETE_BUTTON :{BLACK}Läschen ++STR_TOWN_VIEW_DELETE_TOOLTIP :{BLACK}Des Stad ganz läschen ++ ++STR_TOWN_VIEW_RENAME_TOWN_BUTTON :Stad ëmbenennen ++ ++# Town local authority window ++STR_LOCAL_AUTHORITY_CAPTION :{WHITE}Gemeng {TOWN} ++STR_LOCAL_AUTHORITY_COMPANY_RATINGS :{BLACK}Transportfirme-Bewäertung: ++STR_LOCAL_AUTHORITY_COMPANY_RATING :{YELLOW}{COMPANY} {COMPANY_NUM}: {ORANGE}{STRING} ++STR_LOCAL_AUTHORITY_ACTIONS_TITLE :{BLACK}Verfügbar Aktiounen: ++STR_LOCAL_AUTHORITY_ACTIONS_TOOLTIP :{BLACK}Lëscht vu Saachen déi an der Stad gemaach kënne ginn - klick op eng Optioun fir méi Informatiounen ++STR_LOCAL_AUTHORITY_DO_IT_BUTTON :{BLACK}Maach et ++STR_LOCAL_AUTHORITY_DO_IT_TOOLTIP :{BLACK}Féiert déi gewielten Aktioun aus ++ ++STR_LOCAL_AUTHORITY_ACTION_SMALL_ADVERTISING_CAMPAIGN :Kleng Marketingaktioun ++STR_LOCAL_AUTHORITY_ACTION_MEDIUM_ADVERTISING_CAMPAIGN :Mëttel Marketingsaktioun ++STR_LOCAL_AUTHORITY_ACTION_LARGE_ADVERTISING_CAMPAIGN :Grouss Marketingsaktioun ++STR_LOCAL_AUTHORITY_ACTION_ROAD_RECONSTRUCTION :Stroossenneibau finanzéieren ++STR_LOCAL_AUTHORITY_ACTION_STATUE_OF_COMPANY :Statu vum Firmenbesëtzer bauen ++STR_LOCAL_AUTHORITY_ACTION_NEW_BUILDINGS :Nei Gebaier finanzéieren ++STR_LOCAL_AUTHORITY_ACTION_EXCLUSIVE_TRANSPORT :Exklusiv Transportrechter kafen ++STR_LOCAL_AUTHORITY_ACTION_BRIBE :D'Gemeng bestiechen ++ ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_SMALL_ADVERTISING :{YELLOW}Eng kleng Marketingaktioun starten, fir méi Passagéier a Wueren ze gewannen.{} Käschten: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_MEDIUM_ADVERTISING :{YELLOW}Eng mëttel Marketingaktioun starten, fir méi Passagéier a Wueren ze gewannen.{} Käschten: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_LARGE_ADVERTISING :{YELLOW}Eng grouss Marketingaktioun starten, fir méi Passagéier a Wueren ze gewannen.{} Käschten: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_ROAD_RECONSTRUCTION :{YELLOW}Stroossenneibau an der Stad finanzéieren. Stéiert den Traffic op de Stroossen fir déi nächst 6 Méint.{} Käschten: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_STATUE_OF_COMPANY :{YELLOW}Eng Statu zur Éier vun der Firma bauen.{} Käschten: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_NEW_BUILDINGS :{YELLOW}De Bau vun neie Kommerzgebaier finanzéieren.{} Käschten: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_EXCLUSIVE_TRANSPORT :{YELLOW}Kaaft fir 1 Joer exklusiv Transportrechter an deser Stad. D'Gemeng erlaabt den Transport vu Passagéier a Wueren nëmmen äerer Firma.{} Käschten: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_BRIBE :{YELLOW}D'Gemeng bestiechen fir d'Bewäertung ze erhéijen, mam Risiko fir eng grouss Bestrofung, falls der erwëscht gitt.{} Käschten: {CURRENCY_LONG} ++ ++# Goal window ++STR_GOALS_CAPTION :{WHITE}{COMPANY} Ziler ++STR_GOALS_SPECTATOR_CAPTION :{WHITE}Global Ziler ++STR_GOALS_GLOBAL_TITLE :{BLACK}Global Ziler: ++STR_GOALS_TEXT :{ORANGE}{STRING} ++STR_GOALS_NONE :{ORANGE}- Keng - ++STR_GOALS_SPECTATOR_NONE :{ORANGE}- Net uwendbar - ++STR_GOALS_PROGRESS :{ORANGE}{STRING} ++STR_GOALS_PROGRESS_COMPLETE :{GREEN}{STRING} ++STR_GOALS_COMPANY_TITLE :{BLACK}Firmenziler: ++STR_GOALS_TOOLTIP_CLICK_ON_SERVICE_TO_CENTER :{BLACK}Klick op Ziel fir d'Haptfënster op d'Industrie/Stad/Feld ze zentréiren. Ctrl+Klick mëcht eng nei Fënster op der Industrie/Stad/Feld-Positioun op ++ ++# Goal question window ++STR_GOAL_QUESTION_CAPTION_QUESTION :Fro ++STR_GOAL_QUESTION_CAPTION_INFORMATION :Informatioun ++STR_GOAL_QUESTION_CAPTION_WARNING :Warnung ++STR_GOAL_QUESTION_CAPTION_ERROR :Fehler ++ ++############ Start of Goal Question button list ++STR_GOAL_QUESTION_BUTTON_CANCEL :Ofbriechen ++STR_GOAL_QUESTION_BUTTON_OK :OK ++STR_GOAL_QUESTION_BUTTON_NO :Nee ++STR_GOAL_QUESTION_BUTTON_YES :Jo ++STR_GOAL_QUESTION_BUTTON_DECLINE :Ofleenen ++STR_GOAL_QUESTION_BUTTON_ACCEPT :Unhuelen ++STR_GOAL_QUESTION_BUTTON_IGNORE :Ignoréiren ++STR_GOAL_QUESTION_BUTTON_RETRY :Nach emol.. ++STR_GOAL_QUESTION_BUTTON_PREVIOUS :Zeréck ++STR_GOAL_QUESTION_BUTTON_NEXT :Nächst ++STR_GOAL_QUESTION_BUTTON_STOP :Stop ++STR_GOAL_QUESTION_BUTTON_START :Start ++STR_GOAL_QUESTION_BUTTON_GO :Lass ++STR_GOAL_QUESTION_BUTTON_CONTINUE :Weiderman ++STR_GOAL_QUESTION_BUTTON_RESTART :Nei man ++STR_GOAL_QUESTION_BUTTON_POSTPONE :Ofwaarden ++STR_GOAL_QUESTION_BUTTON_SURRENDER :Opginn ++STR_GOAL_QUESTION_BUTTON_CLOSE :Zouman ++############ End of Goal Question button list ++ ++# Subsidies window ++STR_SUBSIDIES_CAPTION :{WHITE}Subventiounen ++STR_SUBSIDIES_OFFERED_TITLE :{BLACK}Subventiounen fir de Service: ++STR_SUBSIDIES_OFFERED_FROM_TO :{ORANGE}{STRING} vun {STRING} op {STRING}{YELLOW} (bis {DATE_SHORT}) ++STR_SUBSIDIES_NONE :{ORANGE}- Keng - ++STR_SUBSIDIES_SUBSIDISED_TITLE :{BLACK}Servicer mat Subventiounen: ++STR_SUBSIDIES_SUBSIDISED_FROM_TO :{ORANGE}{STRING} vun {STRING} op {STRING}{YELLOW} ({COMPANY}{YELLOW}, bis {DATE_SHORT}) ++STR_SUBSIDIES_TOOLTIP_CLICK_ON_SERVICE_TO_CENTER :{BLACK}Klick op de Service fir d'Usiicht op d'Industrie/Stad ze zentréieren. Ctrl+Klick erstellt eng nei Usiicht op d'Industrie/Stad ++ ++# Story book window ++STR_STORY_BOOK_CAPTION :{WHITE}{COMPANY} Storybuch ++STR_STORY_BOOK_SPECTATOR_CAPTION :{WHITE}Globalt Storybuch ++STR_STORY_BOOK_TITLE :{YELLOW}{STRING} ++STR_STORY_BOOK_GENERIC_PAGE_ITEM :Säit {NUM} ++STR_STORY_BOOK_SEL_PAGE_TOOLTIP :{BLACK}Géi op eng spezifësch Säit andems se aus der Dropdownlëscht ausgewielt gëtt ++STR_STORY_BOOK_PREV_PAGE :{BLACK}Zeréck ++STR_STORY_BOOK_PREV_PAGE_TOOLTIP :{BLACK}Géi op d'Säit firdrun ++STR_STORY_BOOK_NEXT_PAGE :{BLACK}Nächst ++STR_STORY_BOOK_NEXT_PAGE_TOOLTIP :{BLACK}Géi op déi nächst Säit ++STR_STORY_BOOK_INVALID_GOAL_REF :{RED}Ongültëg Zil Referenz ++ ++# Station list window ++STR_STATION_LIST_TOOLTIP :{BLACK}Statiounennimm - klick op den Numm fir d'Usiicht dorop ze zentréieren. Ctrl+Klick erstellt eng nei Usiicht op d'Statioun ++STR_STATION_LIST_USE_CTRL_TO_SELECT_MORE :{BLACK}Hal Ctrl un fir méi wéi 1 Objet auszewielen ++STR_STATION_LIST_CAPTION :{WHITE}{COMPANY} - {COMMA} Statioun{P "" en} ++STR_STATION_LIST_STATION :{YELLOW}{STATION} {STATION_FEATURES} ++STR_STATION_LIST_WAYPOINT :{YELLOW}{WAYPOINT} ++STR_STATION_LIST_NONE :{YELLOW}- Näischt - ++STR_STATION_LIST_SELECT_ALL_FACILITIES :{BLACK}Wiel all d'Fabriken ++STR_STATION_LIST_SELECT_ALL_TYPES :{BLACK}Wielt all Luedungstyp (ouni Luedung déi waard) ++STR_STATION_LIST_NO_WAITING_CARGO :{BLACK}Keng Luedung ++ ++# Station view window ++STR_STATION_VIEW_CAPTION :{WHITE}{STATION} {STATION_FEATURES} ++STR_STATION_VIEW_WAITING_CARGO :{WHITE}{CARGO_LONG} ++STR_STATION_VIEW_EN_ROUTE_FROM :{YELLOW}({CARGO_SHORT} ënnerwee vun {STATION}) ++STR_STATION_VIEW_RESERVED :{YELLOW}({CARGO_SHORT} reservéiert fir gelueden ze ginn) ++ ++STR_STATION_VIEW_ACCEPTS_BUTTON :{BLACK}Akzeptéiert ++STR_STATION_VIEW_ACCEPTS_TOOLTIP :{BLACK}Weis d'Lëscht vun den akzptéierten Wueren ++STR_STATION_VIEW_ACCEPTS_CARGO :{BLACK}Akzeptéiert: {WHITE}{CARGO_LIST} ++ ++STR_STATIOV_VIEW_EXCLUSIVE_RIGHTS_SELF :{BLACK}Des Statioun huet exklusiv Transportrechter an deser Stad ++STR_STATIOV_VIEW_EXCLUSIVE_RIGHTS_COMPANY :{YELLOW}{COMPANY}{BLACK} huet exklusiv Transportrechter an deser Stad kaf. ++ ++STR_STATION_VIEW_RATINGS_BUTTON :{BLACK}Bewäertungen ++STR_STATION_VIEW_RATINGS_TOOLTIP :{BLACK}Weis d'Statiounsbewäertungen ++STR_STATION_VIEW_SUPPLY_RATINGS_TITLE :{BLACK}Lokal Bewäertung an Liwwerung pro Mount ++STR_STATION_VIEW_CARGO_SUPPLY_RATING :{WHITE}{STRING}: {YELLOW}{COMMA} / {STRING} ({COMMA}%) ++ ++STR_STATION_VIEW_GROUP :{BLACK}Gruppéier no ++STR_STATION_VIEW_WAITING_STATION :Statioun: Waardend ++STR_STATION_VIEW_WAITING_AMOUNT :Unzuel: Waardend ++STR_STATION_VIEW_PLANNED_STATION :Statioun: Geplangt ++STR_STATION_VIEW_PLANNED_AMOUNT :Unzuel: Geplangt ++STR_STATION_VIEW_FROM :{YELLOW}{CARGO_SHORT} vun {STATION} ++STR_STATION_VIEW_VIA :{YELLOW}{CARGO_SHORT} via {STATION} ++STR_STATION_VIEW_TO :{YELLOW}{CARGO_SHORT} op {STATION} ++STR_STATION_VIEW_FROM_ANY :{RED}{CARGO_SHORT} vun iergendenger Statioun ++STR_STATION_VIEW_TO_ANY :{RED}{CARGO_SHORT} op iergendeng Statioun ++STR_STATION_VIEW_VIA_ANY :{RED}{CARGO_SHORT} via iergendeng Statioun ++STR_STATION_VIEW_FROM_HERE :{GREEN}{CARGO_SHORT} vun deser Statioun ++STR_STATION_VIEW_VIA_HERE :{GREEN}{CARGO_SHORT} stoppt op deser Statioun ++STR_STATION_VIEW_TO_HERE :{GREEN}{CARGO_SHORT} op des Statioun ++STR_STATION_VIEW_NONSTOP :{YELLOW}{CARGO_SHORT} non-stop ++ ++STR_STATION_VIEW_GROUP_S_V_D :Quell-Via-Destinatioun ++STR_STATION_VIEW_GROUP_S_D_V :Quell-Destinatioun-Via ++STR_STATION_VIEW_GROUP_V_S_D :Via-Quell-Destinatioun ++STR_STATION_VIEW_GROUP_V_D_S :Via-Destinatioun-Quell ++STR_STATION_VIEW_GROUP_D_S_V :Destinatioun-Quell-Via ++STR_STATION_VIEW_GROUP_D_V_S :Destinatioun-Via-Quell ++ ++############ range for rating starts ++STR_CARGO_RATING_APPALLING :Schrecklech ++STR_CARGO_RATING_VERY_POOR :Ganz schlecht ++STR_CARGO_RATING_POOR :Schlecht ++STR_CARGO_RATING_MEDIOCRE :Mëttelméisseg ++STR_CARGO_RATING_GOOD :Gutt ++STR_CARGO_RATING_VERY_GOOD :Ganz gutt ++STR_CARGO_RATING_EXCELLENT :Exzellent ++STR_CARGO_RATING_OUTSTANDING :Perfekt ++############ range for rating ends ++ ++STR_STATION_VIEW_CENTER_TOOLTIP :{BLACK}Zentréiert d'Usiicht op d'Statioun. Ctrl+Klick erstellt eng nei Usiicht op d'Statioun ++STR_STATION_VIEW_RENAME_TOOLTIP :{BLACK}Den Numm vun der Statioun änneren ++ ++STR_STATION_VIEW_SCHEDULED_TRAINS_TOOLTIP :{BLACK}Weis all Zich déi des Statioun an hierem Zäitplang hunn ++STR_STATION_VIEW_SCHEDULED_ROAD_VEHICLES_TOOLTIP :{BLACK}Weis all Stroossegefierer déi des Statioun an hierem Zäitplang hunn ++STR_STATION_VIEW_SCHEDULED_AIRCRAFT_TOOLTIP :{BLACK}Weis all Fliger déi des Statioun an hierem Zäitplang hunn ++STR_STATION_VIEW_SCHEDULED_SHIPS_TOOLTIP :{BLACK}Weis all Schëffer déi des Statioun an hierem Zäitplang hunn ++ ++STR_STATION_VIEW_RENAME_STATION_CAPTION :D'Gare ëmbenennen ++ ++STR_STATION_VIEW_CLOSE_AIRPORT :{BLACK}Fluchhafen zoumaachen ++STR_STATION_VIEW_CLOSE_AIRPORT_TOOLTIP :{BLACK}Hal de Fliger dovun of op dësem Fluchhafen ze landen ++ ++# Waypoint/buoy view window ++STR_WAYPOINT_VIEW_CAPTION :{WHITE}{WAYPOINT} ++STR_WAYPOINT_VIEW_CENTER_TOOLTIP :{BLACK}Zentréiert d'Usiicht op de Weepunkt. Ctrl+Klick erstellt eng nei Usiicht um Weepunkt ++STR_WAYPOINT_VIEW_CHANGE_WAYPOINT_NAME :{BLACK}Weepunkt Numm änneren ++STR_BUOY_VIEW_CENTER_TOOLTIP :{BLACK}Zentréiert d'Usiicht op d'Boje. Ctrl+Klick erstellt eng nei Usiicht op der Boje ++STR_BUOY_VIEW_CHANGE_BUOY_NAME :{BLACK}Boje ëmbenennen ++ ++STR_EDIT_WAYPOINT_NAME :{WHITE}Weepunktnumm ++ ++# Finances window ++STR_FINANCES_CAPTION :{WHITE}{COMPANY} Finanzen {BLACK}{COMPANY_NUM} ++STR_FINANCES_EXPENDITURE_INCOME_TITLE :{WHITE}Ausgaben/Akommes ++STR_FINANCES_YEAR :{WHITE}{NUM} ++STR_FINANCES_SECTION_CONSTRUCTION :{GOLD}Konstruktioun ++STR_FINANCES_SECTION_NEW_VEHICLES :{GOLD}Nei Gefierer ++STR_FINANCES_SECTION_TRAIN_RUNNING_COSTS :{GOLD}Zuch Betribskäschten ++STR_FINANCES_SECTION_ROAD_VEHICLE_RUNNING_COSTS :{GOLD}Stroossegefierer Betribskäschten ++STR_FINANCES_SECTION_AIRCRAFT_RUNNING_COSTS :{GOLD}Fliger Betribskäschten ++STR_FINANCES_SECTION_SHIP_RUNNING_COSTS :{GOLD}Schëff Betribskäschten ++STR_FINANCES_SECTION_PROPERTY_MAINTENANCE :{GOLD}Ennerhaltskäschte vum Besëtz ++STR_FINANCES_SECTION_TRAIN_INCOME :{GOLD}Zuch Akommes ++STR_FINANCES_SECTION_ROAD_VEHICLE_INCOME :{GOLD}Stroossegefierer Akommes ++STR_FINANCES_SECTION_AIRCRAFT_INCOME :{GOLD}Fliger Akommes ++STR_FINANCES_SECTION_SHIP_INCOME :{GOLD}Schëff Akommes ++STR_FINANCES_SECTION_LOAN_INTEREST :{GOLD}Zënssaz ++STR_FINANCES_SECTION_OTHER :{GOLD}Aaner ++STR_FINANCES_NEGATIVE_INCOME :{BLACK}-{CURRENCY_LONG} ++STR_FINANCES_POSITIVE_INCOME :{BLACK}+{CURRENCY_LONG} ++STR_FINANCES_TOTAL_CAPTION :{WHITE}Total: ++STR_FINANCES_BANK_BALANCE_TITLE :{WHITE}Kontostand ++STR_FINANCES_LOAN_TITLE :{WHITE}Kredit ++STR_FINANCES_MAX_LOAN :{WHITE}Maximale Kredit: {BLACK}{CURRENCY_LONG} ++STR_FINANCES_TOTAL_CURRENCY :{BLACK}{CURRENCY_LONG} ++STR_FINANCES_BORROW_BUTTON :{BLACK}{CURRENCY_LONG} léinen ++STR_FINANCES_BORROW_TOOLTIP :{BLACK}Erhéicht de Kredit. Ctrl+Klick léint de Maximum ++STR_FINANCES_REPAY_BUTTON :{BLACK}{CURRENCY_LONG} zeréckbezuelen ++STR_FINANCES_REPAY_TOOLTIP :{BLACK}Bezuelt en Deel vum Kredit zeréck. Ctrl+Klick bezillt sou vill wéi méiglech zeréck ++STR_FINANCES_INFRASTRUCTURE_BUTTON :{BLACK}Infrastruktur ++ ++# Company view ++STR_COMPANY_VIEW_CAPTION :{WHITE}{COMPANY} {BLACK}{COMPANY_NUM} ++STR_COMPANY_VIEW_PRESIDENT_MANAGER_TITLE :{WHITE}{PRESIDENT_NAME}{}{GOLD}(Manager) ++ ++STR_COMPANY_VIEW_INAUGURATED_TITLE :{GOLD}Gegrënnt: {WHITE}{NUM} ++STR_COMPANY_VIEW_COLOUR_SCHEME_TITLE :{GOLD}Faarfschema: ++STR_COMPANY_VIEW_VEHICLES_TITLE :{GOLD}Gefierer: ++STR_COMPANY_VIEW_TRAINS :{WHITE}{COMMA} Z{P uch ich} ++STR_COMPANY_VIEW_ROAD_VEHICLES :{WHITE}{COMMA} Stroossegefier{P "" er} ++STR_COMPANY_VIEW_AIRCRAFT :{WHITE}{COMMA} Fliger ++STR_COMPANY_VIEW_SHIPS :{WHITE}{COMMA} Schëff{P "" er} ++STR_COMPANY_VIEW_VEHICLES_NONE :{WHITE}Keng ++STR_COMPANY_VIEW_COMPANY_VALUE :{GOLD}Firmewäert: {WHITE}{CURRENCY_LONG} ++STR_COMPANY_VIEW_SHARES_OWNED_BY :{WHITE}({COMMA}% am Besëtz vun {COMPANY}) ++STR_COMPANY_VIEW_INFRASTRUCTURE :{GOLD}Infrastruktur: ++STR_COMPANY_VIEW_INFRASTRUCTURE_RAIL :{WHITE}{COMMA} Schinnendeel{P "" er} ++STR_COMPANY_VIEW_INFRASTRUCTURE_ROAD :{WHITE}{COMMA} Stroossendeel{P "" er} ++STR_COMPANY_VIEW_INFRASTRUCTURE_WATER :{WHITE}{COMMA} Waasserdeel{P "" er} ++STR_COMPANY_VIEW_INFRASTRUCTURE_STATION :{WHITE}{COMMA} Statiounendeel{P "" er} ++STR_COMPANY_VIEW_INFRASTRUCTURE_AIRPORT :{WHITE}{COMMA} Fluchh{P afen äfen} ++STR_COMPANY_VIEW_INFRASTRUCTURE_NONE :{WHITE}Keng ++ ++STR_COMPANY_VIEW_BUILD_HQ_BUTTON :{BLACK}Haaptgebai bauen ++STR_COMPANY_VIEW_BUILD_HQ_TOOLTIP :{BLACK}Haaptgebai bauen ++STR_COMPANY_VIEW_VIEW_HQ_BUTTON :{BLACK}Weis d'Haaptgebai ++STR_COMPANY_VIEW_VIEW_HQ_TOOLTIP :{BLACK}Haaptgebai uweisen ++STR_COMPANY_VIEW_RELOCATE_HQ :{BLACK}Firmenhaaptgebai réckelen ++STR_COMPANY_VIEW_RELOCATE_COMPANY_HEADQUARTERS :{BLACK}Bau d'Firmenhaaptgebai op eng aaner Plaz.Käschten: 1% vun dem Firmewäert. Shift+Klick weist ongeféier Käschten ouni ze réckelen ++STR_COMPANY_VIEW_INFRASTRUCTURE_BUTTON :{BLACK}Detailer ++STR_COMPANY_VIEW_INFRASTRUCTURE_TOOLTIP :{BLACK}Detailléiert Infrastrukturen uweisen ++ ++STR_COMPANY_VIEW_NEW_FACE_BUTTON :{BLACK}Neit Gesiicht ++STR_COMPANY_VIEW_NEW_FACE_TOOLTIP :{BLACK}Wielt en neit Gesiicht fir de Manager ++STR_COMPANY_VIEW_COLOUR_SCHEME_BUTTON :{BLACK}Faarfschema ++STR_COMPANY_VIEW_COLOUR_SCHEME_TOOLTIP :{BLACK}Ännert d'Firmengefiererfaarf ++STR_COMPANY_VIEW_COMPANY_NAME_BUTTON :{BLACK}Firmennumm ++STR_COMPANY_VIEW_COMPANY_NAME_TOOLTIP :{BLACK}Ännert de Firmennumm ++STR_COMPANY_VIEW_PRESIDENT_NAME_BUTTON :{BLACK}Managernumm ++STR_COMPANY_VIEW_PRESIDENT_NAME_TOOLTIP :{BLACK}Ännert den Numm vum Manager ++ ++STR_COMPANY_VIEW_BUY_SHARE_BUTTON :{BLACK}Kaaft 25% Undeel vun der Firma ++STR_COMPANY_VIEW_SELL_SHARE_BUTTON :{BLACK}Verkaaft 25% Undeel vun der Firma ++STR_COMPANY_VIEW_BUY_SHARE_TOOLTIP :{BLACK}Kaaft 25% Undeel vun deser Firma. Shift+Klick weist ongeféier Käschten ouni Kaf vun Aktien ++STR_COMPANY_VIEW_SELL_SHARE_TOOLTIP :{BLACK}Verkaaft 25% Undeel vun deser Firma. Shift+Klick weist ongeféier Käschten ouni Verkaf vun Aktien ++ ++STR_COMPANY_VIEW_COMPANY_NAME_QUERY_CAPTION :Firmennumm ++STR_COMPANY_VIEW_PRESIDENT_S_NAME_QUERY_CAPTION :Numm vum Manager ++ ++STR_BUY_COMPANY_MESSAGE :{WHITE}Mir sichen eng Transportfirma déi eis Firma iwwerhuelen wëll.{}{}Wëlls du {COMPANY} fir {CURRENCY_LONG} kafen? ++ ++# Company infrastructure window ++STR_COMPANY_INFRASTRUCTURE_VIEW_CAPTION :{WHITE}Infrastruktur vun {COMPANY} ++STR_COMPANY_INFRASTRUCTURE_VIEW_RAIL_SECT :{GOLD}Schinnestécker: ++STR_COMPANY_INFRASTRUCTURE_VIEW_SIGNALS :{WHITE}Signaler ++STR_COMPANY_INFRASTRUCTURE_VIEW_ROAD_SECT :{GOLD}Stroossestécker: ++STR_COMPANY_INFRASTRUCTURE_VIEW_ROAD :{WHITE}Strooss ++STR_COMPANY_INFRASTRUCTURE_VIEW_TRAMWAY :{WHITE}Tram ++STR_COMPANY_INFRASTRUCTURE_VIEW_WATER_SECT :{GOLD}Waasserfelder: ++STR_COMPANY_INFRASTRUCTURE_VIEW_CANALS :{WHITE}Kanäl ++STR_COMPANY_INFRASTRUCTURE_VIEW_STATION_SECT :{GOLD}Statiounen: ++STR_COMPANY_INFRASTRUCTURE_VIEW_STATIONS :{WHITE}Statiounsfelder ++STR_COMPANY_INFRASTRUCTURE_VIEW_AIRPORTS :{WHITE}Fluchhäfen ++STR_COMPANY_INFRASTRUCTURE_VIEW_TOTAL :{WHITE}{CURRENCY_LONG}/Jr ++ ++# Industry directory ++STR_INDUSTRY_DIRECTORY_CAPTION :{WHITE}Industrien ++STR_INDUSTRY_DIRECTORY_NONE :{ORANGE}- Keng - ++STR_INDUSTRY_DIRECTORY_ITEM :{ORANGE}{INDUSTRY}{BLACK} ({CARGO_LONG}{STRING}){YELLOW} ({COMMA}% transportéiert) ++STR_INDUSTRY_DIRECTORY_ITEM_TWO :{ORANGE}{INDUSTRY}{BLACK} ({CARGO_LONG}{STRING}/{CARGO_LONG}{STRING}){YELLOW} ({COMMA}%/{COMMA}% transportéiert) ++STR_INDUSTRY_DIRECTORY_ITEM_NOPROD :{ORANGE}{INDUSTRY} ++STR_INDUSTRY_DIRECTORY_LIST_CAPTION :{BLACK}Industrienimm - klick op en Numm fir d'Usiicht do drop ze zentréieren. Ctrl+Klick erstellt eng nei Usiicht op d'Industrie ++ ++# Industry view ++STR_INDUSTRY_VIEW_CAPTION :{WHITE}{INDUSTRY} ++STR_INDUSTRY_VIEW_PRODUCTION_LAST_MONTH_TITLE :{BLACK}Produktioun läschte Mount: ++STR_INDUSTRY_VIEW_TRANSPORTED :{YELLOW}{CARGO_LONG}{STRING}{BLACK} ({COMMA}% transportéiert) ++STR_INDUSTRY_VIEW_LOCATION_TOOLTIP :{BLACK}Zentréiert d'Siicht op d'Industrie. Ctrl+Klick erstellt eng nei Usiicht op d'Industrie ++STR_INDUSTRY_VIEW_PRODUCTION_LEVEL :{BLACK}Produktiounslevel: {YELLOW}{COMMA}% ++STR_INDUSTRY_VIEW_INDUSTRY_ANNOUNCED_CLOSURE :{YELLOW}D'Industrie annoncéiert dass se zougemaach gëtt ++ ++############ range for requires starts ++STR_INDUSTRY_VIEW_REQUIRES_CARGO :{BLACK}Brauch: {YELLOW}{STRING}{STRING} ++STR_INDUSTRY_VIEW_REQUIRES_CARGO_CARGO :{BLACK}Brauch: {YELLOW}{STRING}{STRING}, {STRING}{STRING} ++STR_INDUSTRY_VIEW_REQUIRES_CARGO_CARGO_CARGO :{BLACK}Brauch: {YELLOW}{STRING}{STRING}, {STRING}{STRING}, {STRING}{STRING} ++############ range for requires ends ++ ++STR_INDUSTRY_VIEW_REQUIRES :{BLACK}Brauch ++STR_INDUSTRY_VIEW_ACCEPT_CARGO :{YELLOW}{STRING} ++STR_INDUSTRY_VIEW_ACCEPT_CARGO_AMOUNT :{YELLOW}{CARGO_LONG} {BLACK}um waarden ++STR_INDUSTRY_VIEW_ACCEPT_CARGO_TEXT :{YELLOW}{STRING}{STRING} ++STR_INDUSTRY_VIEW_ACCEPT_CARGO_AMOUNT_TEXT :{YELLOW}{CARGO_LONG}{STRING} ++ ++############ range for produces starts ++STR_INDUSTRY_VIEW_PRODUCES_CARGO :{BLACK}Produzéiert: {YELLOW}{STRING}{STRING} ++STR_INDUSTRY_VIEW_PRODUCES_CARGO_CARGO :{BLACK}Produzéiert: {YELLOW}{STRING}{STRING}, {STRING}{STRING} ++############ range for produces ends ++ ++STR_CONFIG_GAME_PRODUCTION :{WHITE}D'Produktioun änneren (Multipel vun 8, bis op 2040) ++STR_CONFIG_GAME_PRODUCTION_LEVEL :{WHITE}Änner de Produktiounslevel (Prozenter, bis zu 800%) ++ ++# Vehicle lists ++STR_VEHICLE_LIST_TRAIN_CAPTION :{WHITE}{STRING} - {COMMA} Z{P uch ich} ++STR_VEHICLE_LIST_ROAD_VEHICLE_CAPTION :{WHITE}{STRING} - {COMMA} Gefier{P "" er} ++STR_VEHICLE_LIST_SHIP_CAPTION :{WHITE}{STRING} - {COMMA} Schëff{P "" er} ++STR_VEHICLE_LIST_AIRCRAFT_CAPTION :{WHITE}{STRING} - {COMMA} Fliger ++ ++STR_VEHICLE_LIST_TRAIN_LIST_TOOLTIP :{BLACK}Zich - klick op den Zuch fir Informatiounen ++STR_VEHICLE_LIST_ROAD_VEHICLE_TOOLTIP :{BLACK}Stroossegefierer - klick op e Gefier fir Informatiounen ++STR_VEHICLE_LIST_SHIP_TOOLTIP :{BLACK}Schëffer - klick op d'Schëff fir Informatiounen ++STR_VEHICLE_LIST_AIRCRAFT_TOOLTIP :{BLACK}Fliger - klick op de Fliger fir Informatiounen ++ ++STR_VEHICLE_LIST_PROFIT_THIS_YEAR_LAST_YEAR :{TINY_FONT}{BLACK}Profit dëst Joer: {CURRENCY_LONG} (lescht Joer: {CURRENCY_LONG}) ++ ++STR_VEHICLE_LIST_AVAILABLE_TRAINS :Verfügbar Zich ++STR_VEHICLE_LIST_AVAILABLE_ROAD_VEHICLES :Verfügbar Gefierer ++STR_VEHICLE_LIST_AVAILABLE_SHIPS :Verfügbar Schëffer ++STR_VEHICLE_LIST_AVAILABLE_AIRCRAFT :Verfügbar Fligern ++STR_VEHICLE_LIST_AVAILABLE_ENGINES_TOOLTIP :{BLACK}Lëscht vun alle Maschinen fir dësen Typ weisen ++ ++STR_VEHICLE_LIST_MANAGE_LIST :{BLACK}Verwaltungslëscht ++STR_VEHICLE_LIST_MANAGE_LIST_TOOLTIP :{BLACK}Schéckt d'Instructiounen un all Gefierer an der Lëscht ++STR_VEHICLE_LIST_REPLACE_VEHICLES :Gefierer ersetzen ++STR_VEHICLE_LIST_SEND_FOR_SERVICING :An d'Revisioun schécken ++ ++STR_VEHICLE_LIST_SEND_TRAIN_TO_DEPOT :An de Schapp schécken ++STR_VEHICLE_LIST_SEND_ROAD_VEHICLE_TO_DEPOT :An den Depot schécken ++STR_VEHICLE_LIST_SEND_SHIP_TO_DEPOT :An de Schapp schécken ++STR_VEHICLE_LIST_SEND_AIRCRAFT_TO_HANGAR :An den Hangar schécken ++ ++STR_VEHICLE_LIST_MASS_STOP_LIST_TOOLTIP :{BLACK}Klick fir all Gefierer an der Lëscht ze stoppen ++STR_VEHICLE_LIST_MASS_START_LIST_TOOLTIP :{BLACK}Klick fir all Gefirer an der Lëscht ze starten ++ ++STR_VEHICLE_LIST_SHARED_ORDERS_LIST_CAPTION :{WHITE}Gedeelten Opträg vun {COMMA} Gefier{P "" er} ++ ++# Group window ++STR_GROUP_ALL_TRAINS :All Zich ++STR_GROUP_ALL_ROAD_VEHICLES :All Stroossegefierer ++STR_GROUP_ALL_SHIPS :All Schëffer ++STR_GROUP_ALL_AIRCRAFTS :All Fligeren ++ ++STR_GROUP_DEFAULT_TRAINS :Ongruppéiert Zich ++STR_GROUP_DEFAULT_ROAD_VEHICLES :Ongruppéiert Stroossegefierer ++STR_GROUP_DEFAULT_SHIPS :Ongruppéiert Schëffer ++STR_GROUP_DEFAULT_AIRCRAFTS :Ongruppéiert Fligeren ++ ++STR_GROUPS_CLICK_ON_GROUP_FOR_TOOLTIP :{BLACK}Gruppen - klick op eng Grupp fir d'Gefierer aus der Grupp ze gesinn. Per Drag and Drop d'Hierarchie änneren. ++STR_GROUP_CREATE_TOOLTIP :{BLACK}Klick fir eng Grupp ze maachen ++STR_GROUP_DELETE_TOOLTIP :{BLACK}Déi ungewielte Grupp läschen ++STR_GROUP_RENAME_TOOLTIP :{BLACK}Déi ungewielte Grupp ëmbenennen ++STR_GROUP_REPLACE_PROTECTION_TOOLTIP :{BLACK}Klick fir déi Grupp vum globalen "Autoersetzen" auszeschléissen ++ ++STR_QUERY_GROUP_DELETE_CAPTION :{WHITE}Grupp läschen ++STR_GROUP_DELETE_QUERY_TEXT :{WHITE}Bassde sécher, dass du des Grupp an all Ennergruppen läsche wëlls? ++ ++STR_GROUP_ADD_SHARED_VEHICLE :Gedeelte Gefierer bäisetzen ++STR_GROUP_REMOVE_ALL_VEHICLES :All Gefierer ewechhuelen ++ ++STR_GROUP_RENAME_CAPTION :{BLACK}Eng Grupp ëmbenennen ++ ++STR_GROUP_PROFIT_THIS_YEAR :Profit dëst Joer: ++STR_GROUP_PROFIT_LAST_YEAR :Profit lescht Joer: ++STR_GROUP_OCCUPANCY :Aktuell Benotzung: ++STR_GROUP_OCCUPANCY_VALUE :{NUM}% ++ ++# Build vehicle window ++STR_BUY_VEHICLE_TRAIN_RAIL_CAPTION :Nei Zich ++STR_BUY_VEHICLE_TRAIN_ELRAIL_CAPTION :Nei Elektrozich ++STR_BUY_VEHICLE_TRAIN_MONORAIL_CAPTION :Nei Monorailgefierer ++STR_BUY_VEHICLE_TRAIN_MAGLEV_CAPTION :Nei Magnéitbunngefierer ++ ++STR_BUY_VEHICLE_TRAIN_ALL_CAPTION :Nei Zich ++STR_BUY_VEHICLE_ROAD_VEHICLE_CAPTION :Nei Stroossegefierer ++STR_BUY_VEHICLE_SHIP_CAPTION :Nei Schëffer ++STR_BUY_VEHICLE_AIRCRAFT_CAPTION :Neie Fliger ++ ++STR_PURCHASE_INFO_COST_WEIGHT :{BLACK}Käschten: {GOLD}{CURRENCY_LONG}{BLACK} Gewiicht: {GOLD}{WEIGHT_SHORT} ++STR_PURCHASE_INFO_SPEED_POWER :{BLACK}Geschw.: {GOLD}{VELOCITY}{BLACK} Kraaft: {GOLD}{POWER} ++STR_PURCHASE_INFO_SPEED :{BLACK}Geschw.: {GOLD}{VELOCITY} ++STR_PURCHASE_INFO_SPEED_OCEAN :{BLACK}Geschwindegkeet um Ozean: {GOLD}{VELOCITY} ++STR_PURCHASE_INFO_SPEED_CANAL :{BLACK}Geschwindegkeet um Kanal/Floss: {GOLD}{VELOCITY} ++STR_PURCHASE_INFO_RUNNINGCOST :{BLACK}Betribskäschten: {GOLD}{CURRENCY_LONG}/Jr ++STR_PURCHASE_INFO_CAPACITY :{BLACK}Kapazitéit: {GOLD}{CARGO_LONG} {STRING} ++STR_PURCHASE_INFO_REFITTABLE :(ëmbaubar) ++STR_PURCHASE_INFO_DESIGNED_LIFE :{BLACK}Designt: {GOLD}{NUM}{BLACK} Liewenszäit: {GOLD}{COMMA} Joer ++STR_PURCHASE_INFO_RELIABILITY :{BLACK}Max. Zouverläss.: {GOLD}{COMMA}% ++STR_PURCHASE_INFO_COST :{BLACK}Käschten: {GOLD}{CURRENCY_LONG} ++STR_PURCHASE_INFO_WEIGHT_CWEIGHT :{BLACK}Gewiicht: {GOLD}{WEIGHT_SHORT} ({WEIGHT_SHORT}) ++STR_PURCHASE_INFO_COST_SPEED :{BLACK}Käschten: {GOLD}{CURRENCY_LONG}{BLACK} Geschw.: {GOLD}{VELOCITY} ++STR_PURCHASE_INFO_AIRCRAFT_CAPACITY :{BLACK}Kapazitéit: {GOLD}{CARGO_LONG}, {CARGO_LONG} ++STR_PURCHASE_INFO_PWAGPOWER_PWAGWEIGHT :{BLACK}Ugedriwwen Waggonen: {GOLD}+{POWER}{BLACK} Gewiicht: {GOLD}+{WEIGHT_SHORT} ++STR_PURCHASE_INFO_REFITTABLE_TO :{BLACK}Embaubar zu: {GOLD}{STRING} ++STR_PURCHASE_INFO_ALL_TYPES :All Wuerentyp ++STR_PURCHASE_INFO_ALL_BUT :Alles ausser {CARGO_LIST} ++STR_PURCHASE_INFO_MAX_TE :{BLACK}Max. Zéikraaft: {GOLD}{FORCE} ++STR_PURCHASE_INFO_AIRCRAFT_RANGE :{BLACK}Distanz: {GOLD}{COMMA} Felder ++STR_PURCHASE_INFO_AIRCRAFT_TYPE :{BLACK}Fliger Typ: {GOLD}{STRING} ++ ++STR_BUY_VEHICLE_TRAIN_LIST_TOOLTIP :{BLACK}Zuchlëscht - klick op en Zuch fir Informatiounen. Ctrl+Klick fir tëscht dem Verstoppen hin an hier ze sprangen ++STR_BUY_VEHICLE_ROAD_VEHICLE_LIST_TOOLTIP :{BLACK}Stroossegefierlëscht - klick op en Gefier fir Informatiounen. Ctrl+Klick fir tëscht dem Verstoppen hin an hier ze sprangen ++STR_BUY_VEHICLE_SHIP_LIST_TOOLTIP :{BLACK}Schëffslëscht - Klick op d'Schëff fir Informatiounen. Ctrl+Klick fir tëscht dem Verstoppen hin an hier ze sprangen ++STR_BUY_VEHICLE_AIRCRAFT_LIST_TOOLTIP :{BLACK}Fligerlëscht - Klick op de Fliger fir Informatiounen. Ctrl+Klick fir tëscht dem Verstoppen hin an hier ze sprangen ++ ++STR_BUY_VEHICLE_TRAIN_BUY_VEHICLE_BUTTON :{BLACK}Gefier kafen ++STR_BUY_VEHICLE_ROAD_VEHICLE_BUY_VEHICLE_BUTTON :{BLACK}Gefier kafen ++STR_BUY_VEHICLE_SHIP_BUY_VEHICLE_BUTTON :{BLACK}Schëff kafen ++STR_BUY_VEHICLE_AIRCRAFT_BUY_VEHICLE_BUTTON :{BLACK}Fliger kafen ++ ++STR_BUY_VEHICLE_TRAIN_BUY_VEHICLE_TOOLTIP :{BLACK}Keeft den ungewielten Zuch. Shift+Klick weist ongeféier Käschten ouni Kaf ++STR_BUY_VEHICLE_ROAD_VEHICLE_BUY_VEHICLE_TOOLTIP :{BLACK}Keeft dat ugewielte Stroossegefier. Shift+Klick weist ongeféier Käschten ouni Kaf ++STR_BUY_VEHICLE_SHIP_BUY_VEHICLE_TOOLTIP :{BLACK}Keeft dat ugewielte Schëff. Shift+Klick weist ongeféier Käschten ouni Kaf ++STR_BUY_VEHICLE_AIRCRAFT_BUY_VEHICLE_TOOLTIP :{BLACK}Keeft den ungewielte Fliger. Shift+Klick weist ongeféier Käschten ouni Kaf ++ ++STR_BUY_VEHICLE_TRAIN_RENAME_BUTTON :{BLACK}Ëmbenennen ++STR_BUY_VEHICLE_ROAD_VEHICLE_RENAME_BUTTON :{BLACK}Ëmbenennen ++STR_BUY_VEHICLE_SHIP_RENAME_BUTTON :{BLACK}Ëmbenennen ++STR_BUY_VEHICLE_AIRCRAFT_RENAME_BUTTON :{BLACK}Ëmbenennen ++ ++STR_BUY_VEHICLE_TRAIN_RENAME_TOOLTIP :{BLACK}Zuch ëmbenennen ++STR_BUY_VEHICLE_ROAD_VEHICLE_RENAME_TOOLTIP :{BLACK}Gefiertyp ëmbenennen ++STR_BUY_VEHICLE_SHIP_RENAME_TOOLTIP :{BLACK}Schëffstyp ëmbenennen ++STR_BUY_VEHICLE_AIRCRAFT_RENAME_TOOLTIP :{BLACK}Fligertyp ëmbenennen ++ ++STR_BUY_VEHICLE_TRAIN_HIDE_TOGGLE_BUTTON :{BLACK}Verstoppen ++STR_BUY_VEHICLE_ROAD_VEHICLE_HIDE_TOGGLE_BUTTON :{BLACK}Verstoppen ++STR_BUY_VEHICLE_SHIP_HIDE_TOGGLE_BUTTON :{BLACK}Verstoppen ++STR_BUY_VEHICLE_AIRCRAFT_HIDE_TOGGLE_BUTTON :{BLACK}Verstoppen ++ ++STR_BUY_VEHICLE_TRAIN_SHOW_TOGGLE_BUTTON :{BLACK}Uweisen ++STR_BUY_VEHICLE_ROAD_VEHICLE_SHOW_TOGGLE_BUTTON :{BLACK}Uweisen ++STR_BUY_VEHICLE_SHIP_SHOW_TOGGLE_BUTTON :{BLACK}Uweisen ++STR_BUY_VEHICLE_AIRCRAFT_SHOW_TOGGLE_BUTTON :{BLACK}Uweisen ++ ++STR_BUY_VEHICLE_TRAIN_HIDE_SHOW_TOGGLE_TOOLTIP :{BLACK}Emschalten tëscht uweise/verstoppe vun Zuchtypen ++STR_BUY_VEHICLE_ROAD_VEHICLE_HIDE_SHOW_TOGGLE_TOOLTIP :{BLACK}Emschalten tëscht uweise/verstoppe vu Gefiertypen ++STR_BUY_VEHICLE_SHIP_HIDE_SHOW_TOGGLE_TOOLTIP :{BLACK}Emschalten tëscht uweise/verstoppe vu Schëfftypen ++STR_BUY_VEHICLE_AIRCRAFT_HIDE_SHOW_TOGGLE_TOOLTIP :{BLACK}Emschalten tëscht uweise/verstoppe vu Fligertypen ++ ++STR_QUERY_RENAME_TRAIN_TYPE_CAPTION :{WHITE}Zuchgefiertyp ëmbenennen ++STR_QUERY_RENAME_ROAD_VEHICLE_TYPE_CAPTION :{WHITE}Gefiertyp ëmbenennen ++STR_QUERY_RENAME_SHIP_TYPE_CAPTION :{WHITE}Schëffstyp ëmbenennen ++STR_QUERY_RENAME_AIRCRAFT_TYPE_CAPTION :{WHITE}Fligertyp ëmbenennen ++ ++# Depot window ++STR_DEPOT_CAPTION :{WHITE}{DEPOT} ++ ++STR_DEPOT_RENAME_TOOLTIP :{BLACK}Enner den Numm vum Schapp ++STR_DEPOT_RENAME_DEPOT_CAPTION :Schapp ëmbenennen ++ ++STR_DEPOT_NO_ENGINE :{BLACK}- ++STR_DEPOT_VEHICLE_TOOLTIP :{BLACK}{ENGINE}{STRING} ++STR_DEPOT_VEHICLE_TOOLTIP_CHAIN :{BLACK}{NUM} Gefier{P "" er}{STRING} ++STR_DEPOT_VEHICLE_TOOLTIP_CARGO :{}{CARGO_LONG} ({CARGO_SHORT}) ++ ++STR_DEPOT_TRAIN_LIST_TOOLTIP :{BLACK}Zich - zidd d'Gefier fir en unzehänken/wechzehuelen, Rietsklick fir Informatiounen. Ctrl unhalen dass béid Fonktiounen fir déi nächst Ketten gëllen ++STR_DEPOT_ROAD_VEHICLE_LIST_TOOLTIP :{BLACK}Gefierer - Rietsklick op en Gefier fir Informatiounen ++STR_DEPOT_SHIP_LIST_TOOLTIP :{BLACK}Schëffer - Rietsklick op d'Schëff fir Informatiounen ++STR_DEPOT_AIRCRAFT_LIST_TOOLTIP :{BLACK}Fliger - Rietsklick op de Fliger fir Informatiounen ++ ++STR_DEPOT_TRAIN_SELL_TOOLTIP :{BLACK}Zéi den Zuch heihin fir en ze verkafen ++STR_DEPOT_ROAD_VEHICLE_SELL_TOOLTIP :{BLACK}Zéi d'Stroossegefier heihin fir et ze verkafen ++STR_DEPOT_SHIP_SELL_TOOLTIP :{BLACK}Zéi d'Schëff heihin fir et ze verkafen ++STR_DEPOT_AIRCRAFT_SELL_TOOLTIP :{BLACK}Zéi de Fliger heihin fir en ze verkafen ++ ++STR_DEPOT_DRAG_WHOLE_TRAIN_TO_SELL_TOOLTIP :{BLACK}Lokomotiv heihinner zéien fir de ganzen Zuch ze läschen ++ ++STR_DEPOT_SELL_ALL_BUTTON_TRAIN_TOOLTIP :{BLACK}All Zich am Schapp verkafen ++STR_DEPOT_SELL_ALL_BUTTON_ROAD_VEHICLE_TOOLTIP :{BLACK}All Gefier am Depot verkafen ++STR_DEPOT_SELL_ALL_BUTTON_SHIP_TOOLTIP :{BLACK}All Schëff am Schapp verkafen ++STR_DEPOT_SELL_ALL_BUTTON_AIRCRAFT_TOOLTIP :{BLACK}All Fliger am Hangar verkafen ++ ++STR_DEPOT_AUTOREPLACE_TRAIN_TOOLTIP :{BLACK}All Zich am Schapp automatesch ersetzen ++STR_DEPOT_AUTOREPLACE_ROAD_VEHICLE_TOOLTIP :{BLACK}All Gefierer am Depot automatesch ersetzen ++STR_DEPOT_AUTOREPLACE_SHIP_TOOLTIP :{BLACK}All Schëffer am Schapp automatesch ersetzen ++STR_DEPOT_AUTOREPLACE_AIRCRAFT_TOOLTIP :{BLACK}All Fliger am Hangar automatesch ersetzen ++ ++STR_DEPOT_TRAIN_NEW_VEHICLES_BUTTON :{BLACK}Nei Zich ++STR_DEPOT_ROAD_VEHICLE_NEW_VEHICLES_BUTTON :{BLACK}Nei Gefierer ++STR_DEPOT_SHIP_NEW_VEHICLES_BUTTON :{BLACK}Nei Schëffer ++STR_DEPOT_AIRCRAFT_NEW_VEHICLES_BUTTON :{BLACK}Nei Fligeren ++ ++STR_DEPOT_TRAIN_NEW_VEHICLES_TOOLTIP :{BLACK}Kaf en neien Zuch ++STR_DEPOT_ROAD_VEHICLE_NEW_VEHICLES_TOOLTIP :{BLACK}Neit Stroossegefier kafen ++STR_DEPOT_SHIP_NEW_VEHICLES_TOOLTIP :{BLACK}Neit Schëff kafen ++STR_DEPOT_AIRCRAFT_NEW_VEHICLES_TOOLTIP :{BLACK}Neie Fliger kafen ++ ++STR_DEPOT_CLONE_TRAIN :{BLACK}Zuch klonen ++STR_DEPOT_CLONE_ROAD_VEHICLE :{BLACK}Gefier klonen ++STR_DEPOT_CLONE_SHIP :{BLACK}Schëff klonen ++STR_DEPOT_CLONE_AIRCRAFT :{BLACK}Fliger klonen ++ ++STR_DEPOT_CLONE_TRAIN_DEPOT_INFO :{BLACK}Dest baut eng Kopie vun engem Zuch mat all de Waggonen. Klick op dese Knäppchen an dann op en Zuch am Schapp oder baussen. Ctrl+Klick fir Opträg ze deelen. Shift+Klick weist ongeféier Käschten ouni Kaf ++STR_DEPOT_CLONE_ROAD_VEHICLE_DEPOT_INFO :{BLACK}Keeft eng Kopie vum Stroossegefier. Klick dese Kneppchen an dann op e Stroossegefier am oder baussent dem Depot. Ctrl+Klick deelt och d'Opträg. Shift+Klick weist ongeféier Käschten ouni Kaf ++STR_DEPOT_CLONE_SHIP_DEPOT_INFO :{BLACK}Dest baut eng Kopie vum Schëff. Klick op dese Knäppchen an dann op en Schëff am Schapp oder baussen.Ctrl+Klick kopéiert och d'Opträg. Shift+Klick weist ongeféier Käschten ouni Kaf ++STR_DEPOT_CLONE_AIRCRAFT_INFO_HANGAR_WINDOW :{BLACK}Dest baut eng Kopie vun engem Fliger. Klick op dese Knäppchen, an dann op en Fliger am Hangar oder baussen. Ctrl+Klick fir Uerder ze deelen. Shift+Klick weist ongeféier Käschten ouni Kaf ++ ++STR_DEPOT_TRAIN_LOCATION_TOOLTIP :{BLACK}Zentréiert d'Usiicht op de Schapp. Ctrl+Klick erstellt eng nei Usiicht op de Schapp ++STR_DEPOT_ROAD_VEHICLE_LOCATION_TOOLTIP :{BLACK}Zentréiert d'Usiicht op den Depot. Ctrl+Klick erstellt eng nei Usiicht op den Depot ++STR_DEPOT_SHIP_LOCATION_TOOLTIP :{BLACK}Zentréiert d'Usiicht op de Schapp. Ctrl+Klick erstellt eng nei Usiicht op de Schapp ++STR_DEPOT_AIRCRAFT_LOCATION_TOOLTIP :{BLACK}Zentréiert d'Usiicht op den Hangar. Ctrl+Klick erstellt eng nei Usiicht op den Hangar ++ ++STR_DEPOT_VEHICLE_ORDER_LIST_TRAIN_TOOLTIP :{BLACK}Lëscht mat all Zich an dësem Schapp ++STR_DEPOT_VEHICLE_ORDER_LIST_ROAD_VEHICLE_TOOLTIP :{BLACK}Lëscht mat all Gefierer an dësem Depot ++STR_DEPOT_VEHICLE_ORDER_LIST_SHIP_TOOLTIP :{BLACK}Lëscht mat all Schëffer an dësem Schapp ++STR_DEPOT_VEHICLE_ORDER_LIST_AIRCRAFT_TOOLTIP :{BLACK}Lëscht mat all Fliger am Hangar op dësem Fluchhafen ++ ++STR_DEPOT_MASS_STOP_DEPOT_TRAIN_TOOLTIP :{BLACK}Klick fir all Zich am Schapp ze stoppen ++STR_DEPOT_MASS_STOP_DEPOT_ROAD_VEHICLE_TOOLTIP :{BLACK}Klick fir all Gefierer am Depot ze stoppen ++STR_DEPOT_MASS_STOP_DEPOT_SHIP_TOOLTIP :{BLACK}Klick fir all Schëffer am Schapp ze stoppen ++STR_DEPOT_MASS_STOP_HANGAR_TOOLTIP :{BLACK}Klick fir all Fliger am Hangar ze stoppen ++ ++STR_DEPOT_MASS_START_DEPOT_TRAIN_TOOLTIP :{BLACK}Klick fir all Zich am Schapp ze starten ++STR_DEPOT_MASS_START_DEPOT_ROAD_VEHICLE_TOOLTIP :{BLACK}Klick fir all Gefierer am Depot ze starten ++STR_DEPOT_MASS_START_DEPOT_SHIP_TOOLTIP :{BLACK}Klick fir all Schëff am Schapp ze starten ++STR_DEPOT_MASS_START_HANGAR_TOOLTIP :{BLACK}Klick fir all Fliger am Hangar ze starten ++ ++STR_DEPOT_SELL_CONFIRMATION_TEXT :{YELLOW}Du verkeefs grad all Gefierer am Schapp. Bass du sécher ? ++ ++# Engine preview window ++STR_ENGINE_PREVIEW_CAPTION :{WHITE}Meldung vum Gefierkonstrukteur ++STR_ENGINE_PREVIEW_MESSAGE :{GOLD}Mir hunn elo en neien {STRING} gebaut - bass du dorun interesséiert dëst Gefier 1 Joer exklusiv ze notzen, fir ze testen op et komplett maarträif ass? ++STR_ENGINE_PREVIEW_RAILROAD_LOCOMOTIVE :Lokomotiv ++STR_ENGINE_PREVIEW_ROAD_VEHICLE :Stroossegefier ++STR_ENGINE_PREVIEW_AIRCRAFT :Fliger ++STR_ENGINE_PREVIEW_SHIP :Schëff ++STR_ENGINE_PREVIEW_MONORAIL_LOCOMOTIVE :Monorail Lokomotiv ++STR_ENGINE_PREVIEW_MAGLEV_LOCOMOTIVE :Magnéitbunnlokomotiv ++ ++STR_ENGINE_PREVIEW_COST_WEIGHT_SPEED_POWER :{BLACK}Käschten: {CURRENCY_LONG} Gewiicht: {WEIGHT_SHORT}{}Geschwindegkeet: {VELOCITY} Kraaft: {POWER}{}Betribskäschten {CURRENCY_LONG}/Jr{}Kapazitéit: {CARGO_LONG} ++STR_ENGINE_PREVIEW_COST_WEIGHT_SPEED_POWER_MAX_TE :{BLACK}Käschten: {CURRENCY_LONG} Gewicht: {WEIGHT_SHORT}{}Geschw.: {VELOCITY} Kraaft: {POWER} Max. T.E.: {6:FORCE}{}Betribskäschten: {4:CURRENCY_LONG}/Jr{}Kapazitéit: {5:CARGO_LONG} ++STR_ENGINE_PREVIEW_COST_MAX_SPEED_CAP_RUNCOST :{BLACK}Käschten: {CURRENCY_LONG} Max. Geschwindegkeet: {VELOCITY}{}Kapazitéit: {CARGO_LONG}{}Betribskäschten: {CURRENCY_LONG}/Jr ++STR_ENGINE_PREVIEW_COST_MAX_SPEED_TYPE_CAP_CAP_RUNCOST :{BLACK}Käschten: {CURRENCY_LONG} Max. Geschw.: {VELOCITY}{}Fliger Typ: {STRING}{}Kapazitéit: {CARGO_LONG}, {CARGO_LONG}{}Betribskäschten: {CURRENCY_LONG}/Jr ++STR_ENGINE_PREVIEW_COST_MAX_SPEED_TYPE_CAP_RUNCOST :{BLACK}Käschten: {CURRENCY_LONG} Max. Geschw.: {VELOCITY}{}Fliger Typ: {STRING}{}Kapazitéit: {CARGO_LONG}{}Betribskäschten: {CURRENCY_LONG}/Jr ++STR_ENGINE_PREVIEW_COST_MAX_SPEED_TYPE_RANGE_CAP_CAP_RUNCOST :{BLACK}Käschten: {CURRENCY_LONG} Max. Geschw.: {VELOCITY}{}Fliger Typ: {STRING} Reeschwäit: {COMMA} Felder{}Kapazitéit: {CARGO_LONG}, {CARGO_LONG}{}Betribskäschten: {CURRENCY_LONG}/Jr ++STR_ENGINE_PREVIEW_COST_MAX_SPEED_TYPE_RANGE_CAP_RUNCOST :{BLACK}Käschten: {CURRENCY_LONG} Max. Geschw.: {VELOCITY}{}Fliger Typ: {STRING} Reechwäit: {COMMA} Felder{}Kapazitéit: {CARGO_LONG}{}Betribskäschten: {CURRENCY_LONG}/Jr ++ ++# Autoreplace window ++STR_REPLACE_VEHICLES_WHITE :{WHITE}Ersetz {STRING} - {STRING} ++STR_REPLACE_VEHICLE_TRAIN :Zuch ++STR_REPLACE_VEHICLE_ROAD_VEHICLE :Stroossegefier ++STR_REPLACE_VEHICLE_SHIP :Schëff ++STR_REPLACE_VEHICLE_AIRCRAFT :Fliger ++ ++STR_REPLACE_VEHICLE_VEHICLES_IN_USE :{YELLOW}Gefierer am Gebrauch ++STR_REPLACE_VEHICLE_VEHICLES_IN_USE_TOOLTIP :{BLACK}Kolonn mat Gefierer déis du hues ++STR_REPLACE_VEHICLE_AVAILABLE_VEHICLES :{YELLOW}Verfügbar Gefierer ++STR_REPLACE_VEHICLE_AVAILABLE_VEHICLES_TOOLTIP :{BLACK}Kolonn mat Gefierer déi prett fir ze ersetze sinn ++ ++STR_REPLACE_HELP_LEFT_ARRAY :{BLACK}Wielt de Maschinentyp fir auszetauschen ++STR_REPLACE_HELP_RIGHT_ARRAY :{BLACK}Wielt den neien Typ de benotzt soll ginn amplaz vun der lénks gewielter Maschin ++ ++STR_REPLACE_VEHICLES_START :{BLACK}Start Gefieraustosch ++STR_REPLACE_VEHICLES_NOW :All Gefier elo ersetzen ++STR_REPLACE_VEHICLES_WHEN_OLD :Nëmmen al Gefierer ersetzen ++STR_REPLACE_HELP_START_BUTTON :{BLACK}Drécken fir den Austosch vun der lénker mat der rietser Maschin unzefenken ++STR_REPLACE_NOT_REPLACING :{BLACK}Net ausgetosch: ++STR_REPLACE_NOT_REPLACING_VEHICLE_SELECTED :{BLACK}Keen gefier gewielt ++STR_REPLACE_REPLACING_WHEN_OLD :{ENGINE} wann al ++STR_REPLACE_VEHICLES_STOP :{BLACK}Stop Gefieraustosch ++STR_REPLACE_HELP_STOP_BUTTON :{BLACK}Drécken fir den Austosch ze stoppen ++ ++STR_REPLACE_ENGINE_WAGON_SELECT_HELP :{BLACK}Wiessel tëscht Maschin- an Waggonaustosch-Fënster ++STR_REPLACE_ENGINES :Lokomotiven ++STR_REPLACE_WAGONS :Waggonen ++STR_REPLACE_ALL_RAILTYPE :All Zich ++ ++STR_REPLACE_HELP_RAILTYPE :{BLACK}Wielt de Schinnentyp fir déi Lokomotiven ausgetosch ginn ++STR_REPLACE_HELP_REPLACE_INFO_TAB :{BLACK}Weist un wellech Lokomotiv vun der lénks ugewielter Lokomotiv ausgetosch soll ginn, wann et zoutrëfft ++STR_REPLACE_RAIL_VEHICLES :Zich ++STR_REPLACE_ELRAIL_VEHICLES :Elektresch Zich ++STR_REPLACE_MONORAIL_VEHICLES :Monorail Gefierer ++STR_REPLACE_MAGLEV_VEHICLES :Magnéitbunn Gefierer ++ ++STR_REPLACE_REMOVE_WAGON :{BLACK}Waggon raushuelen: {ORANGE}{STRING} ++STR_REPLACE_REMOVE_WAGON_HELP :{BLACK}Mécht dass d'automatescht Austauschen d'Längt vum Zuch behält, an dem e Waggonen (vu lénks un) wechhëllt, wann d'Lok den Zuch ze laang mécht ++ ++# Vehicle view ++STR_VEHICLE_VIEW_CAPTION :{WHITE}{VEHICLE} ++ ++STR_VEHICLE_VIEW_TRAIN_LOCATION_TOOLTIP :{BLACK}Zentréiert d'Usiicht op den Zuch. Ctrl+Klick follegt dem Zuch an der Haaptusiicht ++STR_VEHICLE_VIEW_ROAD_VEHICLE_LOCATION_TOOLTIP :{BLACK}Zentréiert d'Usiicht op d'Gefier. Ctrl+Klick follegt dem Gefier an der Haaptusiicht ++STR_VEHICLE_VIEW_SHIP_LOCATION_TOOLTIP :{BLACK}Zentréiert d'Usiicht op d'Schëff. Ctrl+Klick follegt dem Schëff an der Haaptusiicht ++STR_VEHICLE_VIEW_AIRCRAFT_LOCATION_TOOLTIP :{BLACK}Zentréiert d'Usiicht op de Fliger. Ctrl+Klick follegt dem Fliger an der Haaptusiicht ++ ++STR_VEHICLE_VIEW_TRAIN_SEND_TO_DEPOT_TOOLTIP :{BLACK}Schéckt den Zuch an de Schapp. Ctrl+Klick fir nëmmen Revisioun ++STR_VEHICLE_VIEW_ROAD_VEHICLE_SEND_TO_DEPOT_TOOLTIP :{BLACK}Schéckt d'Gefier an den Depot. Ctrl+Klick fir nëmmen Revisioun ++STR_VEHICLE_VIEW_SHIP_SEND_TO_DEPOT_TOOLTIP :{BLACK}Schéckt d'Schëff an de Schapp. Ctrl+Klick fir nëmmen Revisioun ++STR_VEHICLE_VIEW_AIRCRAFT_SEND_TO_DEPOT_TOOLTIP :{BLACK}Schéckt de Fliger an den Hangar. Ctrl+Klick mécht nëmmen eng Revisioun ++ ++STR_VEHICLE_VIEW_CLONE_TRAIN_INFO :{BLACK}Dëst baut eng Kopie vun engem Zuch mat all de Waggonen. Ctrl+Klick kopéiert och d'Opträg. Shift+Klick weist ongeféier Käschten ouni Kaf ++STR_VEHICLE_VIEW_CLONE_ROAD_VEHICLE_INFO :{BLACK}Baut eng Kopie vum Stroossegefier. Ctrl+Klick kopéiert och d'Opträg. Shift+Klick weist ongeféier Käschten ouni Kaf ++STR_VEHICLE_VIEW_CLONE_SHIP_INFO :{BLACK}Dëst baut eng Kopie vum Schëff. Ctrl+Klick kopéiert och d'Opträg. Shift+Klick weist ongeféier Käschten ouni Kaf ++STR_VEHICLE_VIEW_CLONE_AIRCRAFT_INFO :{BLACK}Dëst baut eng Kopie vum Fliger. Ctrl+Klick kopéiert och d'Opträg. Shift+Klick weist ongeféier Käschten ouni Kaf ++ ++STR_VEHICLE_VIEW_TRAIN_IGNORE_SIGNAL_TOOLTIP :{BLACK}Zwéngt den Zuch durch d'Signal ze fueren ++ ++STR_VEHICLE_VIEW_TRAIN_REFIT_TOOLTIP :{BLACK}Den Zuch upassen fir aaner Luedungen ze transportéieren ++STR_VEHICLE_VIEW_ROAD_VEHICLE_REFIT_TOOLTIP :{BLACK}Stroossegefier ëmbauen fir eng aner Wuer ze transportéiren ++STR_VEHICLE_VIEW_SHIP_REFIT_TOOLTIP :{BLACK}Schëff ëmbauen fir aaner Luedungen ze transportéieren ++STR_VEHICLE_VIEW_AIRCRAFT_REFIT_TOOLTIP :{BLACK}Fliger ëmbauen fir aaner Wueren ze transportéieren ++ ++STR_VEHICLE_VIEW_TRAIN_REVERSE_TOOLTIP :{BLACK}Richtung vum Zuch wiesselen ++STR_VEHICLE_VIEW_ROAD_VEHICLE_REVERSE_TOOLTIP :{BLACK}Zwéngt d'Gefier ze dréinen ++ ++STR_VEHICLE_VIEW_TRAIN_ORDERS_TOOLTIP :{BLACK}Weist d'Opträg vum Zuch. Ctrl+Klick weist den Zäitplang ++STR_VEHICLE_VIEW_ROAD_VEHICLE_ORDERS_TOOLTIP :{BLACK}Weist d'Opträg vum Gefier. Ctrl+Klick weist den Zäitplang ++STR_VEHICLE_VIEW_SHIP_ORDERS_TOOLTIP :{BLACK}Weist d'Opträg vum Schëff. Ctrl+Klick weist den Zäitplang ++STR_VEHICLE_VIEW_AIRCRAFT_ORDERS_TOOLTIP :{BLACK}Weist d'Opträg vum Fliger. Ctrl+Klick weist den Zäitplang ++ ++STR_VEHICLE_VIEW_TRAIN_SHOW_DETAILS_TOOLTIP :{BLACK}Weist d'Detailer vum Zuch ++STR_VEHICLE_VIEW_ROAD_VEHICLE_SHOW_DETAILS_TOOLTIP :{BLACK}Weist Stroossegefier Detailer ++STR_VEHICLE_VIEW_SHIP_SHOW_DETAILS_TOOLTIP :{BLACK}Weis Schëffsdetailer ++STR_VEHICLE_VIEW_AIRCRAFT_SHOW_DETAILS_TOOLTIP :{BLACK}Weist d'Fligerdetailer ++ ++STR_VEHICLE_VIEW_TRAIN_STATE_START_STOP_TOOLTIP :{BLACK}Momentan Aktioun - klick hei fir den Zuch ze stoppen/starten. Ctrl+Klick fir op Destinatioun ze scrollen ++STR_VEHICLE_VIEW_ROAD_VEHICLE_STATE_START_STOP_TOOLTIP :{BLACK}Momentan Aktioun - klick hei fir d'Gefier ze stoppen/starten. Ctrl+Klick fir op Destinatioun ze scrollen ++STR_VEHICLE_VIEW_SHIP_STATE_START_STOP_TOOLTIP :{BLACK}Momentan Aktioun - Klick hei fir d'Schëff ze stoppen/starten. Ctrl+Klick fir op Destinatioun ze scrollen ++STR_VEHICLE_VIEW_AIRCRAFT_STATE_START_STOP_TOOLTIP :{BLACK}Momentan Aktioun - Klick hei fir de Fliger ze stoppen/starten. Ctrl+Klick fir op Destinatioun ze scrollen ++ ++# Messages in the start stop button in the vehicle view ++STR_VEHICLE_STATUS_LOADING_UNLOADING :{LTBLUE}Lueden / Entlueden ++STR_VEHICLE_STATUS_LEAVING :{LTBLUE}Verloossen ++STR_VEHICLE_STATUS_CRASHED :{RED}Akzident! ++STR_VEHICLE_STATUS_BROKEN_DOWN :{RED}Pann ++STR_VEHICLE_STATUS_STOPPED :{RED}Gestoppt ++STR_VEHICLE_STATUS_TRAIN_STOPPING_VEL :{RED}Stoppt, {VELOCITY} ++STR_VEHICLE_STATUS_TRAIN_NO_POWER :{RED}Keng Energie ++STR_VEHICLE_STATUS_TRAIN_STUCK :{ORANGE}Waard op en fräie Wee ++STR_VEHICLE_STATUS_AIRCRAFT_TOO_FAR :{ORANGE}Ze wäit op nächst Destinatioun ++ ++STR_VEHICLE_STATUS_HEADING_FOR_STATION_VEL :{LTBLUE}Ennerwee op {STATION}, {VELOCITY} ++STR_VEHICLE_STATUS_NO_ORDERS_VEL :{LTBLUE}Keng Opträg, {VELOCITY} ++STR_VEHICLE_STATUS_HEADING_FOR_WAYPOINT_VEL :{LTBLUE}Ennerwee op {WAYPOINT}, {VELOCITY} ++STR_VEHICLE_STATUS_HEADING_FOR_DEPOT_VEL :{ORANGE}Ennerwee an den {DEPOT}, {VELOCITY} ++STR_VEHICLE_STATUS_HEADING_FOR_DEPOT_SERVICE_VEL :{LTBLUE}Revisioun am {DEPOT}, {VELOCITY} ++ ++# Vehicle stopped/started animations ++STR_VEHICLE_COMMAND_STOPPED_SMALL :{TINY_FONT}{RED}Gestoppt ++STR_VEHICLE_COMMAND_STOPPED :{RED}Gestoppt ++STR_VEHICLE_COMMAND_STARTED_SMALL :{TINY_FONT}{GREEN}Gestart ++STR_VEHICLE_COMMAND_STARTED :{GREEN}Gestart ++ ++# Vehicle details ++STR_VEHICLE_DETAILS_CAPTION :{WHITE}{VEHICLE} (Detailer) ++STR_VEHICLE_NAME_BUTTON :{BLACK}Numm ++ ++STR_VEHICLE_DETAILS_TRAIN_RENAME :{BLACK}Zuch benennen ++STR_VEHICLE_DETAILS_ROAD_VEHICLE_RENAME :{BLACK}Stroossegefier benennen ++STR_VEHICLE_DETAILS_SHIP_RENAME :{BLACK}Schëff benennen ++STR_VEHICLE_DETAILS_AIRCRAFT_RENAME :{BLACK}Fliger benennen ++ ++STR_VEHICLE_INFO_AGE_RUNNING_COST_YR :{BLACK}Alter: {LTBLUE}{STRING}{BLACK} Betribskäschten: {LTBLUE}{CURRENCY_LONG}/Joer ++# The next two need to stay in this order ++STR_VEHICLE_INFO_AGE :{COMMA} Joer ({COMMA}) ++STR_VEHICLE_INFO_AGE_RED :{RED}{COMMA} Joer ({COMMA}) ++ ++STR_VEHICLE_INFO_MAX_SPEED :{BLACK}Max. Geschwindegkeet: {LTBLUE}{VELOCITY} ++STR_VEHICLE_INFO_MAX_SPEED_TYPE :{BLACK}Max. Geschw.: {LTBLUE}{VELOCITY} {BLACK}Fliger Typ: {LTBLUE}{STRING} ++STR_VEHICLE_INFO_MAX_SPEED_TYPE_RANGE :{BLACK}Max. Geschw.: {LTBLUE}{VELOCITY} {BLACK}Fliger Typ: {LTBLUE}{STRING} {BLACK}Reechwäit: {LTBLUE}{COMMA} Felder ++STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED :{BLACK}Gewiicht: {LTBLUE}{WEIGHT_SHORT} {BLACK}Kraaft: {LTBLUE}{POWER}{BLACK} Max. Geschwindegkeet: {LTBLUE}{VELOCITY} ++STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED_MAX_TE :{BLACK}Gewiicht: {LTBLUE}{WEIGHT_SHORT} {BLACK}Kraaft: {LTBLUE}{POWER}{BLACK} Max. Geschwindegkeet: {LTBLUE}{VELOCITY} {BLACK}Max. T.E.: {LTBLUE}{FORCE} ++ ++STR_VEHICLE_INFO_PROFIT_THIS_YEAR_LAST_YEAR :{BLACK}Profit dëst Joer: {LTBLUE}{CURRENCY_LONG} (lescht Joer: {CURRENCY_LONG}) ++STR_VEHICLE_INFO_RELIABILITY_BREAKDOWNS :{BLACK}Zouverlässegkeet: {LTBLUE}{COMMA}% {BLACK}Pannen säit leschter Revisioun: {LTBLUE}{COMMA} ++ ++STR_VEHICLE_INFO_BUILT_VALUE :{LTBLUE}{ENGINE} {BLACK}Gebaut: {LTBLUE}{NUM}{BLACK} Wäert: {LTBLUE}{CURRENCY_LONG} ++STR_VEHICLE_INFO_NO_CAPACITY :{BLACK}Kapazitéit: {LTBLUE}Keng{STRING} ++STR_VEHICLE_INFO_CAPACITY :{BLACK}Kapazitéit: {LTBLUE}{CARGO_LONG}{3:STRING} ++STR_VEHICLE_INFO_CAPACITY_MULT :{BLACK}Kapazitéit: {LTBLUE}{CARGO_LONG}{3:STRING} (x{4:NUM}) ++STR_VEHICLE_INFO_CAPACITY_CAPACITY :{BLACK}Kapazitéit: {LTBLUE}{CARGO_LONG}, {CARGO_LONG}{STRING} ++ ++STR_VEHICLE_INFO_FEEDER_CARGO_VALUE :{BLACK}Transferts-Suen: {LTBLUE}{CURRENCY_LONG} ++ ++STR_VEHICLE_DETAILS_SERVICING_INTERVAL_DAYS :{BLACK}Revisiounsintervall: {LTBLUE}{COMMA}{NBSP}Deeg{BLACK} Lescht Revisioun: {LTBLUE}{DATE_LONG} ++STR_VEHICLE_DETAILS_SERVICING_INTERVAL_PERCENT :{BLACK}Revisiounsintervall: {LTBLUE}{COMMA}%{BLACK} Lescht Revisioun: {LTBLUE}{DATE_LONG} ++STR_VEHICLE_DETAILS_INCREASE_SERVICING_INTERVAL_TOOLTIP :{BLACK}Revisiounsintervall em 10 erhéijen. Ctrl+Klick erhéicht Intervall em 5 ++STR_VEHICLE_DETAILS_DECREASE_SERVICING_INTERVAL_TOOLTIP :{BLACK}Revisiounsintervall em 10 erofsetzen. Ctrl+Klick setzt den Intervall em 5 rof ++ ++STR_SERVICE_INTERVAL_DROPDOWN_TOOLTIP :{BLACK}Wiesselt de Revisiounsintervall ++STR_VEHICLE_DETAILS_DEFAULT :Standard ++STR_VEHICLE_DETAILS_DAYS :Deeg ++STR_VEHICLE_DETAILS_PERCENT :Prozent ++ ++STR_QUERY_RENAME_TRAIN_CAPTION :{WHITE}Zuch benennen ++STR_QUERY_RENAME_ROAD_VEHICLE_CAPTION :{WHITE}Stroossegefier benennen ++STR_QUERY_RENAME_SHIP_CAPTION :{WHITE}Schëff benennen ++STR_QUERY_RENAME_AIRCRAFT_CAPTION :{WHITE}Fliger benennen ++ ++# Extra buttons for train details windows ++STR_VEHICLE_DETAILS_TRAIN_ENGINE_BUILT_AND_VALUE :{LTBLUE}{ENGINE}{BLACK} Gebaut: {LTBLUE}{NUM}{BLACK} Wäert: {LTBLUE}{CURRENCY_LONG} ++STR_VEHICLE_DETAILS_TRAIN_WAGON_VALUE :{LTBLUE}{ENGINE}{BLACK} Wäert: {LTBLUE}{CURRENCY_LONG} ++ ++STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY_TEXT :{BLACK}Total Kapazitéit fir dësen Zuch: ++STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY :{LTBLUE}- {CARGO_LONG} ({CARGO_SHORT}) ++STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY_MULT :{LTBLUE}- {CARGO_LONG} ({CARGO_SHORT}) (x{NUM}) ++ ++STR_VEHICLE_DETAILS_CARGO_EMPTY :{LTBLUE}Eidel ++STR_VEHICLE_DETAILS_CARGO_FROM :{LTBLUE}{CARGO_LONG} vun {STATION} ++STR_VEHICLE_DETAILS_CARGO_FROM_MULT :{LTBLUE}{CARGO_LONG} vun {STATION} (x{NUM}) ++ ++STR_VEHICLE_DETAIL_TAB_CARGO :{BLACK}Luedung ++STR_VEHICLE_DETAILS_TRAIN_CARGO_TOOLTIP :{BLACK}Weis d'Detailer vun der Luedung ++STR_VEHICLE_DETAIL_TAB_INFORMATION :{BLACK}Informatioun ++STR_VEHICLE_DETAILS_TRAIN_INFORMATION_TOOLTIP :{BLACK}Weist d'Detailer vun de Waggonen ++STR_VEHICLE_DETAIL_TAB_CAPACITIES :{BLACK}Kapazitéiten ++STR_VEHICLE_DETAILS_TRAIN_CAPACITIES_TOOLTIP :{BLACK}Weist d'Kapazitéite vun de Waggonen ++STR_VEHICLE_DETAIL_TAB_TOTAL_CARGO :{BLACK}Total Luedung ++STR_VEHICLE_DETAILS_TRAIN_TOTAL_CARGO_TOOLTIP :{BLACK}Weist d'Total Kapazitéit vum Zuch, opgedeelt op d'Wuerentypen ++ ++STR_VEHICLE_DETAILS_TRAIN_ARTICULATED_RV_CAPACITY :{BLACK}Kapazitéit: {LTBLUE} ++ ++# Vehicle refit ++STR_REFIT_CAPTION :{WHITE}{VEHICLE} (Refit) ++STR_REFIT_TITLE :{GOLD}Wielt de Luedungstyp: ++STR_REFIT_NEW_CAPACITY_COST_OF_REFIT :{BLACK}Nei Kapazitéit: {GOLD}{CARGO_LONG}{}{BLACK}Käschten fir ëmzebauen: {RED}{CURRENCY_LONG} ++STR_REFIT_NEW_CAPACITY_INCOME_FROM_REFIT :{BLACK}Nei Kapazitéit: {GOLD}{CARGO_LONG}{}{BLACK}Akommes vum Embau: {GREEN}{CURRENCY_LONG} ++STR_REFIT_NEW_CAPACITY_COST_OF_AIRCRAFT_REFIT :{BLACK}Nei Kapazitéit: {GOLD}{CARGO_LONG}, {GOLD}{CARGO_LONG}{}{BLACK}Käschten fir den Embau: {RED}{CURRENCY_LONG} ++STR_REFIT_NEW_CAPACITY_INCOME_FROM_AIRCRAFT_REFIT :{BLACK}Nei Kapazitéit: {GOLD}{CARGO_LONG}, {GOLD}{CARGO_LONG}{}{BLACK}Akommes vum Embau: {GREEN}{CURRENCY_LONG} ++STR_REFIT_SELECT_VEHICLES_TOOLTIP :{BLACK}Wiel d'Gefierer fir den Embau. Mat der Maus zéien erlaabt den Embau vu méi Gefierer. Op eng eidel Plaz klicken wielt d'ganzt Gefier. Ctrl+Klick wielt e Gefier an de Rescht vun der Ketten ++ ++STR_REFIT_TRAIN_LIST_TOOLTIP :{BLACK}Wielt d'Wuer déi transportéiert soll ginn ++STR_REFIT_ROAD_VEHICLE_LIST_TOOLTIP :{BLACK}Wielt den Typ vu Wueren fir d'Stroossegefier ++STR_REFIT_SHIP_LIST_TOOLTIP :{BLACK}Wielt de Wuerentyp fir d'Schëff ++STR_REFIT_AIRCRAFT_LIST_TOOLTIP :{BLACK}Wielt de Wuerentyp aus ++ ++STR_REFIT_TRAIN_REFIT_BUTTON :{BLACK}Zuch ëmbauen ++STR_REFIT_ROAD_VEHICLE_REFIT_BUTTON :{BLACK}Stroossegefier ëmbauen ++STR_REFIT_SHIP_REFIT_BUTTON :{BLACK}Schëff ëmbauen ++STR_REFIT_AIRCRAFT_REFIT_BUTTON :{BLACK}Fliger ëmbauen ++ ++STR_REFIT_TRAIN_REFIT_TOOLTIP :{BLACK}Passt den Zuch un den ugewielten Luedungstyp un ++STR_REFIT_ROAD_VEHICLE_REFIT_TOOLTIP :{BLACK}Stroossegefier ëmbauen fir déi gewielte Wuer ze transportéiren ++STR_REFIT_SHIP_REFIT_TOOLTIP :{BLACK}Schëff fir déi ugewielte Wuer ëmbauen ++STR_REFIT_AIRCRAFT_REFIT_TOOLTIP :{BLACK}Baut de Fliger fir den ugewieltenen Luedungstyp ëm ++ ++# Order view ++STR_ORDERS_CAPTION :{WHITE}{VEHICLE} (Opträg) ++STR_ORDERS_TIMETABLE_VIEW :{BLACK}Zäitplang ++STR_ORDERS_TIMETABLE_VIEW_TOOLTIP :{BLACK}Wiesselt op d'Zäitplangunzeig ++ ++STR_ORDERS_LIST_TOOLTIP :{BLACK}Optragslëscht - Klick op en Optrag fir en ze wielen. Ctrl+Klick scrollt op d'Optragdestinatioun ++STR_ORDER_INDEX :{COMMA}:{NBSP} ++STR_ORDER_TEXT :{STRING} {STRING} {STRING} ++ ++STR_ORDERS_END_OF_ORDERS :- - Enn vun den Opträg - - ++STR_ORDERS_END_OF_SHARED_ORDERS :- - Enn vun der Optragslëscht - - ++ ++# Order bottom buttons ++STR_ORDER_NON_STOP :{BLACK}Non-stop ++STR_ORDER_GO_TO :Géi op ++STR_ORDER_GO_NON_STOP_TO :Géi non-stop op ++STR_ORDER_GO_VIA :Géi via ++STR_ORDER_GO_NON_STOP_VIA :Géi non-stop iwwert ++STR_ORDER_TOOLTIP_NON_STOP :{BLACK}Wiesselt d'Stoppen vun dem ungewielten Optrag ++ ++STR_ORDER_TOGGLE_FULL_LOAD :{BLACK}Voll luede mat all Wuer ++STR_ORDER_DROP_LOAD_IF_POSSIBLE :Luede wa méiglech ++STR_ORDER_DROP_FULL_LOAD_ALL :Mat Allem voll lueden ++STR_ORDER_DROP_FULL_LOAD_ANY :Voll lueden mat all Wuer ++STR_ORDER_DROP_NO_LOADING :Net belueden ++STR_ORDER_TOOLTIP_FULL_LOAD :{BLACK}Wiesselt d'Luedverhale vun dem ungewielten Optrag ++ ++STR_ORDER_TOGGLE_UNLOAD :{BLACK}Alles entlueden ++STR_ORDER_DROP_UNLOAD_IF_ACCEPTED :Entluede wann akzeptéiert ++STR_ORDER_DROP_UNLOAD :Alles entlueden ++STR_ORDER_DROP_TRANSFER :Transferéieren ++STR_ORDER_DROP_NO_UNLOADING :Net entlueden ++STR_ORDER_TOOLTIP_UNLOAD :{BLACK}Wiesselt d'Entluedverhale vun dem ungewielten Optrag ++ ++STR_ORDER_REFIT :{BLACK}Ëmbauen ++STR_ORDER_REFIT_TOOLTIP :{BLACK}Wielt an wéi een Luedungstyp sollt emgebaut ginn. Ctrl+Klick fir den Ëmbau ze läschen ++STR_ORDER_REFIT_AUTO :{BLACK}Embauen an der Statioun ++STR_ORDER_REFIT_AUTO_TOOLTIP :{BLACK}Wiel wellëch Wuerentypen sollen auto-ersat ginn an dësem Optrag. Ctrl+Klick fir all Auto-Erneierungen wechzehuelen. Auto-Erneiern geht just wann d'Gefier ët erlaabt ++STR_ORDER_DROP_REFIT_AUTO :Festgelueten Wuer ++STR_ORDER_DROP_REFIT_AUTO_ANY :Verfügbar Wueren ++ ++STR_ORDER_SERVICE :{BLACK}Revisioun ++STR_ORDER_DROP_GO_ALWAYS_DEPOT :Géi ëmmer ++STR_ORDER_DROP_SERVICE_DEPOT :Revisioun falls néideg ++STR_ORDER_DROP_HALT_DEPOT :Stop ++STR_ORDER_SERVICE_TOOLTIP :{BLACK}Iwwersprang dësen Optrag wann keng Revisioun néideg ass ++ ++STR_ORDER_CONDITIONAL_VARIABLE_TOOLTIP :{BLACK}Gefierdaten als Basis fir den Optragssprong ++ ++# Conditional order variables, must follow order of OrderConditionVariable enum ++STR_ORDER_CONDITIONAL_LOAD_PERCENTAGE :Prozent gelueden ++STR_ORDER_CONDITIONAL_RELIABILITY :Zouverlässegkeet ++STR_ORDER_CONDITIONAL_MAX_SPEED :Maximal Geschwindegkeet ++STR_ORDER_CONDITIONAL_AGE :Alter (Joer) ++STR_ORDER_CONDITIONAL_REQUIRES_SERVICE :Brauch eng Revisioun ++STR_ORDER_CONDITIONAL_UNCONDITIONALLY :Ëmmer ++STR_ORDER_CONDITIONAL_REMAINING_LIFETIME :Reschtlaafzäit (Joer) ++ ++STR_ORDER_CONDITIONAL_COMPARATOR_TOOLTIP :{BLACK}Wéi Gefierdaten verglach solle ginn ++STR_ORDER_CONDITIONAL_COMPARATOR_EQUALS :ass gläich ++STR_ORDER_CONDITIONAL_COMPARATOR_NOT_EQUALS :ass net gläich ++STR_ORDER_CONDITIONAL_COMPARATOR_LESS_THAN :ass manner wéi ++STR_ORDER_CONDITIONAL_COMPARATOR_LESS_EQUALS :ass manner oder gläich wéi ++STR_ORDER_CONDITIONAL_COMPARATOR_MORE_THAN :ass méi wéi ++STR_ORDER_CONDITIONAL_COMPARATOR_MORE_EQUALS :ass méi oder gläich wéi ++STR_ORDER_CONDITIONAL_COMPARATOR_IS_TRUE :ass richteg (true) ++STR_ORDER_CONDITIONAL_COMPARATOR_IS_FALSE :ass falsch (false) ++ ++STR_ORDER_CONDITIONAL_VALUE_TOOLTIP :{BLACK}De Wäert dee mat de Gefierdaten verglach gëtt ++STR_ORDER_CONDITIONAL_VALUE_CAPT :{WHITE}Wäert aginn fir ze vergläichen ++ ++STR_ORDERS_SKIP_BUTTON :{BLACK}Iwwersprangen ++STR_ORDERS_SKIP_TOOLTIP :{BLACK}Iwwersprang de momentanen Optrag. CTRL+Klick iwwerspréngt op den ungewieltenen Optrag ++ ++STR_ORDERS_DELETE_BUTTON :{BLACK}Läschen ++STR_ORDERS_DELETE_TOOLTIP :{BLACK}Läscht den ungewielten Optrag ++STR_ORDERS_DELETE_ALL_TOOLTIP :{BLACK}All Opträg läschen ++STR_ORDERS_STOP_SHARING_BUTTON :{BLACK}D'Deele stoppen ++STR_ORDERS_STOP_SHARING_TOOLTIP :{BLACK}Stop d'Deele vun der Optragslëscht. Ctrl+Klick lescht ausserdem all Opträg vun dësem Gefier ++ ++STR_ORDERS_GO_TO_BUTTON :{BLACK}Géi op ++STR_ORDER_GO_TO_NEAREST_DEPOT :Géi an den nooste Schapp ++STR_ORDER_GO_TO_NEAREST_HANGAR :Géi an den noosten Hangar ++STR_ORDER_CONDITIONAL :Bedéngten Optragssprong ++STR_ORDER_SHARE :Opträg deelen ++STR_ORDERS_GO_TO_TOOLTIP :{BLACK}Setzt en neien Optrag firun den ungewielten Optrag, oder un d'Enn vun der Lëscht. Ctrl setzt Statioun Opträg op voll lueden, Weepunkter op 'non-stop', an Schapp Opträg 'Revisioun'. Op en Gefier klicken, kopéiert d'Opträg vun dem Gefier ++ ++STR_ORDERS_VEH_WITH_SHARED_ORDERS_LIST_TOOLTIP :{BLACK}Weis all Gefierer déi dësen Plang deelen ++ ++# String parts to build the order string ++STR_ORDER_GO_TO_WAYPOINT :Iwwert {WAYPOINT} ++STR_ORDER_GO_NON_STOP_TO_WAYPOINT :Géi non-stop via {WAYPOINT} ++ ++STR_ORDER_SERVICE_AT :Revisioun am/an ++STR_ORDER_SERVICE_NON_STOP_AT :Revisioun non-stop am/an ++ ++STR_ORDER_NEAREST_DEPOT :den noosten ++STR_ORDER_NEAREST_HANGAR :den noosten Hangar ++STR_ORDER_TRAIN_DEPOT :Zuchschapp ++STR_ORDER_ROAD_VEHICLE_DEPOT :Stroossegefier-Depot ++STR_ORDER_SHIP_DEPOT :Schëffsschapp ++STR_ORDER_GO_TO_NEAREST_DEPOT_FORMAT :{STRING} {STRING} {STRING} ++STR_ORDER_GO_TO_DEPOT_FORMAT :{STRING} {DEPOT} ++ ++STR_ORDER_REFIT_ORDER :(Ëmbau op {STRING}) ++STR_ORDER_REFIT_STOP_ORDER :(Ëmbau op {STRING} an stoppen) ++STR_ORDER_STOP_ORDER :(Stop) ++ ++STR_ORDER_GO_TO_STATION :{STRING} {STATION} {STRING} ++ ++STR_ORDER_IMPLICIT :(Implizit) ++ ++STR_ORDER_FULL_LOAD :(Voll lueden) ++STR_ORDER_FULL_LOAD_ANY :(Voll lueden mat all Wuer) ++STR_ORDER_NO_LOAD :(Net lueden) ++STR_ORDER_UNLOAD :(Entlueden an Luedung huelen) ++STR_ORDER_UNLOAD_FULL_LOAD :(Entlueden an erem voll lueden) ++STR_ORDER_UNLOAD_FULL_LOAD_ANY :(Entlueden an mat all Wuer voll lueden) ++STR_ORDER_UNLOAD_NO_LOAD :(Entlueden an eidel loosen) ++STR_ORDER_TRANSFER :(Transferéieren an Lueden) ++STR_ORDER_TRANSFER_FULL_LOAD :(Transferéieren an voll lueden) ++STR_ORDER_TRANSFER_FULL_LOAD_ANY :(Transferéieren an mat all Wuer voll lueden) ++STR_ORDER_TRANSFER_NO_LOAD :(Transferéieren an eidel loosen) ++STR_ORDER_NO_UNLOAD :(Net entlueden an Wueren lueden) ++STR_ORDER_NO_UNLOAD_FULL_LOAD :(Net entlueden an op voll Beluedung waarden) ++STR_ORDER_NO_UNLOAD_FULL_LOAD_ANY :(Net entlueden an op iergendeng voll Beluedung waarden) ++STR_ORDER_NO_UNLOAD_NO_LOAD :(Keen Ent- an Belueden) ++ ++STR_ORDER_AUTO_REFIT :(Embauen op {STRING}) ++STR_ORDER_FULL_LOAD_REFIT :(Voll lueden mat Embauen op {STRING}) ++STR_ORDER_FULL_LOAD_ANY_REFIT :(Voll lueden mat all Wueren mat Embauen op {STRING}) ++STR_ORDER_UNLOAD_REFIT :(Entlueden an Wueren lueden mat Embauen op {STRING}) ++STR_ORDER_UNLOAD_FULL_LOAD_REFIT :(Entlueden an op voll Luedung waarden mat Embauen op {STRING}) ++STR_ORDER_UNLOAD_FULL_LOAD_ANY_REFIT :(Entlueden an waard op iergendeng Volluedung mat Embauen op {STRING}) ++STR_ORDER_TRANSFER_REFIT :(Transfer an lued Wueren mat Auto-Embauen zu {STRING}) ++STR_ORDER_TRANSFER_FULL_LOAD_REFIT :(Transfer an waard op Vollueden mat Auto-Embauen op {STRING}) ++STR_ORDER_TRANSFER_FULL_LOAD_ANY_REFIT :(Transfer an waard op iergendeng Volluedung mat Auto-Embauen op {STRING}) ++STR_ORDER_NO_UNLOAD_REFIT :(Keen Entlueden an huel Wueren mat Auto-Embauen op {STRING}) ++STR_ORDER_NO_UNLOAD_FULL_LOAD_REFIT :(Keen Entlueden an waard op Vollueden mat Auto-Embauen op {STRING}) ++STR_ORDER_NO_UNLOAD_FULL_LOAD_ANY_REFIT :(Keen Entlueden an waard op iergendend Volluedung mat Auto-Embauen op {STRING}) ++ ++STR_ORDER_AUTO_REFIT_ANY :verfügbar Wueren ++ ++STR_ORDER_STOP_LOCATION_NEAR_END :[noosten Enn] ++STR_ORDER_STOP_LOCATION_MIDDLE :[Mëtt] ++STR_ORDER_STOP_LOCATION_FAR_END :[wäit Enn] ++ ++STR_ORDER_OUT_OF_RANGE :{RED} (Nächst Destinatioun ass ze wäit fort) ++ ++STR_ORDER_CONDITIONAL_UNCONDITIONAL :Sprang zum Optrag {COMMA} ++STR_ORDER_CONDITIONAL_NUM :Sprang zum Optrag {COMMA} wann {STRING} {STRING} {COMMA} ++STR_ORDER_CONDITIONAL_TRUE_FALSE :Sprang zum Optrag {COMMA} wann {STRING} {STRING} ++ ++STR_INVALID_ORDER :{RED} (ongültegen Optrag) ++ ++# Time table window ++STR_TIMETABLE_TITLE :{WHITE}{VEHICLE} (Zäitplang) ++STR_TIMETABLE_ORDER_VIEW :{BLACK}Opträg ++STR_TIMETABLE_ORDER_VIEW_TOOLTIP :{BLACK}Wiesselt op d'Opträgunzeig ++ ++STR_TIMETABLE_TOOLTIP :{BLACK}Zäitplang - klick op en Optrag fir en ze wielen ++ ++STR_TIMETABLE_NO_TRAVEL :Net ënnerwee ++STR_TIMETABLE_NOT_TIMETABLEABLE :Rees (automatesch; Zäitplang durch manuell Opträg) ++STR_TIMETABLE_TRAVEL_NOT_TIMETABLED :Ënnerwee (ouni Zäitplang) ++STR_TIMETABLE_TRAVEL_NOT_TIMETABLED_SPEED :Fuer maximal {2:VELOCITY} (ouni Zäitplang) ++STR_TIMETABLE_TRAVEL_FOR :Ënnerwee während {STRING} ++STR_TIMETABLE_TRAVEL_FOR_SPEED :Fiert während {STRING} mat maximal {VELOCITY} ++STR_TIMETABLE_TRAVEL_FOR_ESTIMATED :Fuer (während {STRING}, ouni Zäitplang) ++STR_TIMETABLE_TRAVEL_FOR_SPEED_ESTIMATED :Fuer (während {STRING}, ouni Zäitplang) mat maximal {VELOCITY} ++STR_TIMETABLE_STAY_FOR_ESTIMATED :(bleif während {STRING}, ouni Zäitplang) ++STR_TIMETABLE_AND_TRAVEL_FOR_ESTIMATED :(fuer während {STRING}, ouni Zäitplang) ++STR_TIMETABLE_STAY_FOR :an bleif fir {STRING} ++STR_TIMETABLE_AND_TRAVEL_FOR :an ënnerwee während {STRING} ++STR_TIMETABLE_DAYS :{COMMA}{NBSP}D{P ag eeg} ++STR_TIMETABLE_TICKS :{COMMA}{NBSP}Tick{P "" en} ++ ++STR_TIMETABLE_TOTAL_TIME :{BLACK}Dësen Zäitplang brauch {STRING} fir faërdeg ze ginn ++STR_TIMETABLE_TOTAL_TIME_INCOMPLETE :{BLACK}Dësen Zäitplang brauch op manst {STRING} (net all geplangt) ++ ++STR_TIMETABLE_STATUS_ON_TIME :{BLACK}D'Gefier ass mat Zäit ++STR_TIMETABLE_STATUS_LATE :{BLACK}D'Gefier ass grad {STRING} ze spéit ++STR_TIMETABLE_STATUS_EARLY :{BLACK}D'Gefier ass grad {STRING} ze fréi ++STR_TIMETABLE_STATUS_NOT_STARTED :{BLACK}Dësen Zäitplang gouf nach net gestart ++STR_TIMETABLE_STATUS_START_AT :{BLACK}Dësen Zäitplang start um {STRING} ++ ++STR_TIMETABLE_STARTING_DATE :{BLACK}Start Datum ++STR_TIMETABLE_STARTING_DATE_TOOLTIP :{BLACK}Wiel en Datum als Startpunkt fir dësen Zäitplang. Ctrl+Klick setzt de Startpunkt vun dësem Zäitplang an verdeelt et en gläichméisseg op all Gefierer déi dësen Optrag hunn, wann den Optrag komplett mat engem Zäitplang versinn ass ++ ++STR_TIMETABLE_CHANGE_TIME :{BLACK}Zäit wiesselen ++STR_TIMETABLE_WAIT_TIME_TOOLTIP :{BLACK}Änner Zäit déi den ugewielten Optrag brauche soll ++ ++STR_TIMETABLE_CLEAR_TIME :{BLACK}Zäit läschen ++STR_TIMETABLE_CLEAR_TIME_TOOLTIP :{BLACK}Läsch Zäit fir de gewielten Optrag ++ ++STR_TIMETABLE_CHANGE_SPEED :{BLACK}Änner de Geschwindegkeetslimit ++STR_TIMETABLE_CHANGE_SPEED_TOOLTIP :{BLACK}Änner d'maximal Reesgeschwindëgkeet fir de gewielten Optrag ++ ++STR_TIMETABLE_CLEAR_SPEED :{BLACK}Geschwindegkeetslimit läschen ++STR_TIMETABLE_CLEAR_SPEED_TOOLTIP :{BLACK}Maximal Reesgeschwindegkeet vum gewielten Optrag läschen ++ ++STR_TIMETABLE_RESET_LATENESS :{BLACK}Verspeidungszieler zerécksetzen ++STR_TIMETABLE_RESET_LATENESS_TOOLTIP :{BLACK}Setzt de Verspéidungszieler zréck, sou dass d'Gefier mat Zäit ukënnt ++ ++STR_TIMETABLE_AUTOFILL :{BLACK}Autofëllen ++STR_TIMETABLE_AUTOFILL_TOOLTIP :{BLACK}Fëll den Zäitplang automatesch mat de Wäerter vum nächsten Trajet (Ctrl+Klick fir Wardzäiten probéiren bäizehalen) ++ ++STR_TIMETABLE_EXPECTED :{BLACK}Erwaard ++STR_TIMETABLE_SCHEDULED :{BLACK}Geplangt ++STR_TIMETABLE_EXPECTED_TOOLTIP :{BLACK}Tëschent erwaard a geplangt wiesselen ++ ++STR_TIMETABLE_ARRIVAL_ABBREVIATION :A: ++STR_TIMETABLE_DEPARTURE_ABBREVIATION :D: ++ ++ ++# Date window (for timetable) ++STR_DATE_CAPTION :{WHITE}Datum setzen ++STR_DATE_SET_DATE :{BLACK}Datum setzen ++STR_DATE_SET_DATE_TOOLTIP :{BLACK}De gewielten Datum als Startdatum fir den Zäitplang benotzen ++STR_DATE_DAY_TOOLTIP :{BLACK}Dag wielen ++STR_DATE_MONTH_TOOLTIP :{BLACK}Mount wielen ++STR_DATE_YEAR_TOOLTIP :{BLACK}Joer wielen ++ ++ ++# AI debug window ++STR_AI_DEBUG :{WHITE}KI /Spill-Script Debug ++STR_AI_DEBUG_NAME_AND_VERSION :{BLACK}{STRING} (v{NUM}) ++STR_AI_DEBUG_NAME_TOOLTIP :{BLACK}Numm vun dem Script ++STR_AI_DEBUG_SETTINGS :{BLACK}Astellungen ++STR_AI_DEBUG_SETTINGS_TOOLTIP :{BLACK}Script Astellungen änneren ++STR_AI_DEBUG_RELOAD :{BLACK}KI nei lueden ++STR_AI_DEBUG_RELOAD_TOOLTIP :{BLACK}KI stoppen, Skript nei lueden, KI nei starten ++STR_AI_DEBUG_BREAK_STR_ON_OFF_TOOLTIP :{BLACK}Erlab/Verbidd breaks wann en KI Log Message zum break string passt ++STR_AI_DEBUG_BREAK_ON_LABEL :{BLACK}Break un/op: ++STR_AI_DEBUG_BREAK_STR_OSKTITLE :{BLACK}Break un ++STR_AI_DEBUG_BREAK_STR_TOOLTIP :{BLACK}Wann en KI Log message zum String passt, pauséiert d'Spill ++STR_AI_DEBUG_MATCH_CASE :{BLACK}Passende Fall ++STR_AI_DEBUG_MATCH_CASE_TOOLTIP :{BLACK}Wiessel tëscht passende Fäll beim vergläichen vu KI Log Messagen mam Break-String ++STR_AI_DEBUG_CONTINUE :{BLACK}Weider ++STR_AI_DEBUG_CONTINUE_TOOLTIP :{BLACK}Entpaus an fuer weider mat der KI ++STR_AI_DEBUG_SELECT_AI_TOOLTIP :{BLACK}Debug-output fir dës KI uweisen ++STR_AI_GAME_SCRIPT :{BLACK}Spill-Script ++STR_AI_GAME_SCRIPT_TOOLTIP :{BLACK}Check de Spill-Scipt-Log ++ ++STR_ERROR_AI_NO_AI_FOUND :Keng passend KI fonnt fir ze lueden.{}Dës KI ass en Dummy an wäert näischt maachen.{}KI'en kënnen iwwert den 'Online Content' System downgeload ginn. ++STR_ERROR_AI_PLEASE_REPORT_CRASH :{WHITE}En Script ass ofgestierzt. W.e.g mellt dës dem Autor mat engem Screenshot vun der KI/Spill-Script Debugfënster ++STR_ERROR_AI_DEBUG_SERVER_ONLY :{YELLOW}KI / Spill-Script Debugfënster ass nëmmen fir Serveren verfügbar ++ ++# AI configuration window ++STR_AI_CONFIG_CAPTION :{WHITE}KI /Spill-Script Konfiguratioun ++STR_AI_CONFIG_GAMELIST_TOOLTIP :{BLACK}D'Spill-Script dat am nächsten Spill geluede gëtt ++STR_AI_CONFIG_AILIST_TOOLTIP :{BLACK}D'KIën déi am nächsten Spill geluede ginn ++STR_AI_CONFIG_HUMAN_PLAYER :Mënschleche Spiller ++STR_AI_CONFIG_RANDOM_AI :Zoufälleg KI ++STR_AI_CONFIG_NONE :(keng) ++ ++STR_AI_CONFIG_MOVE_UP :{BLACK}No uewen setzen ++STR_AI_CONFIG_MOVE_UP_TOOLTIP :{BLACK}Gewielte KI an der Lëscht no uewen setzen ++STR_AI_CONFIG_MOVE_DOWN :{BLACK}Erof setzen ++STR_AI_CONFIG_MOVE_DOWN_TOOLTIP :{BLACK}Gewielte KI an der Lëscht no ënne setzen ++ ++STR_AI_CONFIG_GAMESCRIPT :{SILVER}Spill-Script ++STR_AI_CONFIG_AI :{SILVER}KIën ++ ++STR_AI_CONFIG_CHANGE :{BLACK}Wiel {STRING} aus ++STR_AI_CONFIG_CHANGE_NONE : ++STR_AI_CONFIG_CHANGE_AI :KI ++STR_AI_CONFIG_CHANGE_GAMESCRIPT :Spill-Script ++STR_AI_CONFIG_CHANGE_TOOLTIP :{BLACK}Lued en aneren Script ++STR_AI_CONFIG_CONFIGURE :{BLACK}Konfiguréieren ++STR_AI_CONFIG_CONFIGURE_TOOLTIP :{BLACK}All Parameter vun dem Script konfiguréieren ++ ++# Available AIs window ++STR_AI_LIST_CAPTION :{WHITE}Verfügbar {STRING} ++STR_AI_LIST_CAPTION_AI :KIs ++STR_AI_LIST_CAPTION_GAMESCRIPT :Spill-Scripter ++STR_AI_LIST_TOOLTIP :{BLACK}Klick fir en Script auszewielen ++ ++STR_AI_LIST_AUTHOR :{LTBLUE}Autor: {ORANGE}{STRING} ++STR_AI_LIST_VERSION :{LTBLUE}Versioun: {ORANGE}{NUM} ++STR_AI_LIST_URL :{LTBLUE}URL: {ORANGE}{STRING} ++ ++STR_AI_LIST_ACCEPT :{BLACK}Akzeptéiert ++STR_AI_LIST_ACCEPT_TOOLTIP :{BLACK}Wiel de markéierten Script ++STR_AI_LIST_CANCEL :{BLACK}Ofbriechen ++STR_AI_LIST_CANCEL_TOOLTIP :{BLACK}Script net änneren ++ ++# AI Parameters ++STR_AI_SETTINGS_CAPTION :{WHITE}{STRING} Parameter ++STR_AI_SETTINGS_CAPTION_AI :KI ++STR_AI_SETTINGS_CAPTION_GAMESCRIPT :Spill-Script ++STR_AI_SETTINGS_CLOSE :{BLACK}Zoumaachen ++STR_AI_SETTINGS_RESET :{BLACK}Reset ++STR_AI_SETTINGS_SETTING :{STRING}: {ORANGE}{STRING} ++STR_AI_SETTINGS_START_DELAY :Unzuel un Deeg wou des KI gestart gëtt no der leschter: {ORANGE}{STRING} ++ ++ ++# Textfile window ++STR_TEXTFILE_README_CAPTION :{WHITE}{STRING} readme vun {STRING} ++STR_TEXTFILE_CHANGELOG_CAPTION :{WHITE}{STRING} Changelog vun {STRING} ++STR_TEXTFILE_LICENCE_CAPTION :{WHITE}{STRING} Lizenz vun {STRING} ++STR_TEXTFILE_WRAP_TEXT :{WHITE}Text änneren ++STR_TEXTFILE_WRAP_TEXT_TOOLTIP :{BLACK}Ännert den Text vun der Fënster esou dass alles erapasst ouni ze scrollen ++STR_TEXTFILE_VIEW_README :{BLACK}Readme liesen ++STR_TEXTFILE_VIEW_CHANGELOG :{BLACK}Changelog ++STR_TEXTFILE_VIEW_LICENCE :{BLACK}Lizenz ++ ++ ++# Vehicle loading indicators ++STR_PERCENT_UP_SMALL :{TINY_FONT}{WHITE}{NUM}%{UP_ARROW} ++STR_PERCENT_UP :{WHITE}{NUM}%{UP_ARROW} ++STR_PERCENT_DOWN_SMALL :{TINY_FONT}{WHITE}{NUM}%{DOWN_ARROW} ++STR_PERCENT_DOWN :{WHITE}{NUM}%{DOWN_ARROW} ++STR_PERCENT_UP_DOWN_SMALL :{TINY_FONT}{WHITE}{NUM}%{UP_ARROW}{DOWN_ARROW} ++STR_PERCENT_UP_DOWN :{WHITE}{NUM}%{UP_ARROW}{DOWN_ARROW} ++STR_PERCENT_NONE_SMALL :{TINY_FONT}{WHITE}{NUM}% ++STR_PERCENT_NONE :{WHITE}{NUM}% ++ ++# Income 'floats' ++STR_INCOME_FLOAT_COST_SMALL :{TINY_FONT}{RED}Käschten: {CURRENCY_LONG} ++STR_INCOME_FLOAT_COST :{RED}Käschten: {CURRENCY_LONG} ++STR_INCOME_FLOAT_INCOME_SMALL :{TINY_FONT}{GREEN}Akommes: {CURRENCY_LONG} ++STR_INCOME_FLOAT_INCOME :{GREEN}Akommes: {CURRENCY_LONG} ++STR_FEEDER_TINY :{TINY_FONT}{YELLOW}Transfert: {CURRENCY_LONG} ++STR_FEEDER :{YELLOW}Transfert: {CURRENCY_LONG} ++STR_FEEDER_INCOME_TINY :{TINY_FONT}{YELLOW}Transfert: {CURRENCY_LONG}{WHITE} / {GREEN}Akommes: {CURRENCY_LONG} ++STR_FEEDER_INCOME :{YELLOW}Transfert: {CURRENCY_LONG}{WHITE} / {GREEN}Akommes: {CURRENCY_LONG} ++STR_FEEDER_COST_TINY :{TINY_FONT}{YELLOW}Transfert: {CURRENCY_LONG}{WHITE} / {RED}Käschten: {CURRENCY_LONG} ++STR_FEEDER_COST :{YELLOW}Transfert: {CURRENCY_LONG}{WHITE} / {RED}Käschten: {CURRENCY_LONG} ++STR_MESSAGE_ESTIMATED_COST :{WHITE}Geschätzte Käschten: {CURRENCY_LONG} ++STR_MESSAGE_ESTIMATED_INCOME :{WHITE}Geschätzten Akommes: {CURRENCY_LONG} ++ ++# Saveload messages ++STR_ERROR_SAVE_STILL_IN_PROGRESS :{WHITE}Nach amgaangen ze späicheren.{} W.e.g. waarde bis daat fäerdeg ass! ++STR_ERROR_AUTOSAVE_FAILED :{WHITE}Fehler beim Autospäicheren ++STR_ERROR_UNABLE_TO_READ_DRIVE :{BLACK}Kann net um Laafwierk liesen ++STR_ERROR_GAME_SAVE_FAILED :{WHITE}Fehler beim Späicheren{}{STRING} ++STR_ERROR_UNABLE_TO_DELETE_FILE :{WHITE}Kann d'Datei net läschen ++STR_ERROR_GAME_LOAD_FAILED :{WHITE}Fehler beim Lueden{}{STRING} ++STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR :Interne Fehler: {STRING} ++STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME :Futtissen Spillstand - {STRING} ++STR_GAME_SAVELOAD_ERROR_TOO_NEW_SAVEGAME :Spillstand ass mat enger méi neier Versioun gemaach ++STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE :Datei net liesbar ++STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE :Datei net beschreiwbar ++STR_GAME_SAVELOAD_ERROR_DATA_INTEGRITY_CHECK_FAILED :Datenintegritéitfehler ++STR_GAME_SAVELOAD_NOT_AVAILABLE :<keen do> ++STR_WARNING_LOADGAME_REMOVED_TRAMS :{WHITE}Spill gouf an enger Versioun ouni Tram support gesaved. All Tram gouf wechgeholl ++ ++# Map generation messages ++STR_ERROR_COULD_NOT_CREATE_TOWN :{WHITE}Kaartenerstellung ofgebrach...{}... keng passend Stadplazen ++STR_ERROR_NO_TOWN_IN_SCENARIO :{WHITE}... et ass keng Stad an dësem Szenario ++ ++STR_ERROR_PNGMAP :{WHITE}Kann d'Landschaft net vum PNG lueden... ++STR_ERROR_PNGMAP_FILE_NOT_FOUND :{WHITE}... Datei net fonnt ++STR_ERROR_PNGMAP_IMAGE_TYPE :{WHITE}... konnt de Bildtyp net konvertéieren. Brauch en 8 oder 24-bit PNG Bild. ++STR_ERROR_PNGMAP_MISC :{WHITE}... eppes ass schief gaangen (warscheinlech eng korrupt Datei) ++ ++STR_ERROR_BMPMAP :{WHITE}Kann d'Landschaft net aus der BMP lueden... ++STR_ERROR_BMPMAP_IMAGE_TYPE :{WHITE}... konnt de Bildtyp net konvertéieren ++ ++STR_ERROR_HEIGHTMAP_TOO_LARGE :{WHITE}... Bild ass ze grouss ++ ++STR_WARNING_HEIGHTMAP_SCALE_CAPTION :{WHITE}Scaléirungswarnung ++STR_WARNING_HEIGHTMAP_SCALE_MESSAGE :{YELLOW}Quellekaart zevill an der Gréisst änneren ass net ugeroden. Weiderman ? ++ ++# Soundset messages ++STR_WARNING_FALLBACK_SOUNDSET :{WHITE}Et gouf nëmmen en Ersatzsoundset fonnt. Wann Sounds erwënscht sinn, kënnen se iwwer den Downloadsystem installéiert ginn. ++ ++# Screenshot related messages ++STR_WARNING_SCREENSHOT_SIZE_CAPTION :{WHITE}Riesenscreenshot ++STR_WARNING_SCREENSHOT_SIZE_MESSAGE :{YELLOW}De Screenshot wäert eng Opléisung vun {COMMA} x {COMMA} Pixel hunn. Et kann e bëssen dauere bis en gemet ass. Wëllsde weiderman? ++ ++STR_MESSAGE_SCREENSHOT_SUCCESSFULLY :{WHITE}Screenshot gespäichert als '{STRING}' ++STR_ERROR_SCREENSHOT_FAILED :{WHITE}Screenshotfehler! ++ ++# Error message titles ++STR_ERROR_MESSAGE_CAPTION :{YELLOW}Meldung ++STR_ERROR_MESSAGE_CAPTION_OTHER_COMPANY :{YELLOW}Matdeelung vun {STRING} ++ ++# Generic construction errors ++STR_ERROR_OFF_EDGE_OF_MAP :{WHITE}Ausserhalb vun der Kaart ++STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP :{WHITE}Ze noo um Rand vun der Kaart ++STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY :{WHITE}Net genuch Geld - des Aktioun kascht {CURRENCY_LONG} ++STR_ERROR_FLAT_LAND_REQUIRED :{WHITE}D'Land muss flaach sinn ++STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION :{WHITE}Land ass an déi falsch Richtung geneigt ++STR_ERROR_CAN_T_DO_THIS :{WHITE}Kann dat net maachen... ++STR_ERROR_BUILDING_MUST_BE_DEMOLISHED :{WHITE}Gebai muss fir d'éischt ofgerapt ginn ++STR_ERROR_CAN_T_CLEAR_THIS_AREA :{WHITE}Kann des Plaz net raumen... ++STR_ERROR_SITE_UNSUITABLE :{WHITE}... Plaz net gëeegent ++STR_ERROR_ALREADY_BUILT :{WHITE}... scho gebaut ++STR_ERROR_OWNED_BY :{WHITE}... am Besëtz vun {STRING} ++STR_ERROR_AREA_IS_OWNED_BY_ANOTHER :{WHITE}... d'Plaz ass am Besëtz vun enger aanerer Firma ++STR_ERROR_TERRAFORM_LIMIT_REACHED :{WHITE}... Limit fir d'Emformen vu Land erreecht ++STR_ERROR_CLEARING_LIMIT_REACHED :{WHITE}... Limit fir d'Raume vu Felder erreecht ++STR_ERROR_TREE_PLANT_LIMIT_REACHED :{WHITE}... Limit fir Beem ze planzen erreecht ++STR_ERROR_NAME_MUST_BE_UNIQUE :{WHITE}Numm muss eenzegarteg sinn ++STR_ERROR_GENERIC_OBJECT_IN_THE_WAY :{WHITE}{1:STRING} am Wee ++STR_ERROR_NOT_ALLOWED_WHILE_PAUSED :{WHITE}Net erlaabt an der Paus ++ ++# Local authority errors ++STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS :{WHITE}D'Gemeng {TOWN} wëll dat net erlaben ++STR_ERROR_LOCAL_AUTHORITY_REFUSES_AIRPORT :{WHITE}D'Gemeng {TOWN} erlaabt keen weidere Fluchhafen an der Stad ++STR_ERROR_LOCAL_AUTHORITY_REFUSES_NOISE :{WHITE}D'Gemeng {TOWN} refuséiert de Bau vum Fluchhafen wéinst Kaméidi ++STR_ERROR_BRIBE_FAILED :{WHITE}D'Bestiechung as enger regionaler Ennersichung opgefall ++ ++# Levelling errors ++STR_ERROR_CAN_T_RAISE_LAND_HERE :{WHITE}Kann d'Land hei net unhiewen... ++STR_ERROR_CAN_T_LOWER_LAND_HERE :{WHITE}Kann d'Land hei net erofsetzen... ++STR_ERROR_CAN_T_LEVEL_LAND_HERE :{WHITE}Kann d'Land net ebenen... ++STR_ERROR_EXCAVATION_WOULD_DAMAGE :{WHITE}Verdéiwung géif den Tunnel beschiedegen ++STR_ERROR_ALREADY_AT_SEA_LEVEL :{WHITE}... schon op Mieresspigel ++STR_ERROR_TOO_HIGH :{WHITE}... ze héich ++STR_ERROR_ALREADY_LEVELLED :{WHITE}... scho flaach ++STR_ERROR_BRIDGE_TOO_HIGH_AFTER_LOWER_LAND :{WHITE}Dono wier d'Bréck ze héich fir dësen Terrain. ++ ++# Company related errors ++STR_ERROR_CAN_T_CHANGE_COMPANY_NAME :{WHITE}Kann de Firmennumm net änneren... ++STR_ERROR_CAN_T_CHANGE_PRESIDENT :{WHITE}Kann den Numm vum Manager net änneren... ++ ++STR_ERROR_MAXIMUM_PERMITTED_LOAN :{WHITE}... maximale Kredit ass {CURRENCY_LONG} ++STR_ERROR_CAN_T_BORROW_ANY_MORE_MONEY :{WHITE}Kann net méi Geld léinen... ++STR_ERROR_LOAN_ALREADY_REPAYED :{WHITE}... keen Kredit zeréckzebezuelen ++STR_ERROR_CURRENCY_REQUIRED :{WHITE}... et ginn {CURRENCY_LONG} gebraucht ++STR_ERROR_CAN_T_REPAY_LOAN :{WHITE}Kann de Kredit net zeréckbezuelen... ++STR_ERROR_INSUFFICIENT_FUNDS :{WHITE}Kann keng Suen ginn déi vun der Bank geléint sinn... ++STR_ERROR_CAN_T_BUY_COMPANY :{WHITE}Kann d'Firma net kafen... ++STR_ERROR_CAN_T_BUILD_COMPANY_HEADQUARTERS :{WHITE}Kann d'Firmenhaaptgebai net bauen... ++STR_ERROR_CAN_T_BUY_25_SHARE_IN_THIS :{WHITE}Kann keng 25% Undeeler vun dëser Firma kafen... ++STR_ERROR_CAN_T_SELL_25_SHARE_IN :{WHITE}Kann keng 25% Undeeler vun dëser Firma verkafen... ++STR_ERROR_PROTECTED :{WHITE}Des Firma ass nach net al genuch fir Undeeler ze handelen... ++ ++# Town related errors ++STR_ERROR_CAN_T_GENERATE_TOWN :{WHITE}Ka keng Stied bauen ++STR_ERROR_CAN_T_RENAME_TOWN :{WHITE}Kann d'Stad net ëmbenennen... ++STR_ERROR_CAN_T_FOUND_TOWN_HERE :{WHITE}Kann d'Stad hei net bauen... ++STR_ERROR_CAN_T_EXPAND_TOWN :{WHITE}Kann d'Stad net vergréisseren... ++STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB :{WHITE}... ze noo um Enn vun der Kaart ++STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN :{WHITE}... ze noo un enger anerer Stad ++STR_ERROR_TOO_MANY_TOWNS :{WHITE}... ze vill Stied ++STR_ERROR_NO_SPACE_FOR_TOWN :{WHITE}... et ass keng Plaz méi op der Kaart ++STR_ERROR_TOWN_EXPAND_WARN_NO_ROADS :{WHITE}Stied bauen keng Stroossen. Du kanns de Bau iwwert Astellungen->Economie->Stied aschalten ++STR_ERROR_ROAD_WORKS_IN_PROGRESS :{WHITE}Stroossenarbeschten amgaangen ++STR_ERROR_TOWN_CAN_T_DELETE :{WHITE}Kann des Stad net läschen...{}Eng Statioun oder Schapp huet den Numm vun dëser Stad oder en Stéck dat der Stad gehéiert kann net ewechgeholl ginn ++STR_ERROR_STATUE_NO_SUITABLE_PLACE :{WHITE}... et gëtt keng gëeegent Plaz fir eng Statu am Stadzentrum ++ ++# Industry related errors ++STR_ERROR_TOO_MANY_INDUSTRIES :{WHITE}... zevill Industrien ++STR_ERROR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Kann keng Industrien bauen... ++STR_ERROR_CAN_T_BUILD_HERE :{WHITE}Kann {STRING} net hei bauen... ++STR_ERROR_CAN_T_CONSTRUCT_THIS_INDUSTRY :{WHITE}Kann deen Industrietyp hei net bauen... ++STR_ERROR_INDUSTRY_TOO_CLOSE :{WHITE}... ze noo bei enger anerer Fabrik ++STR_ERROR_MUST_FOUND_TOWN_FIRST :{WHITE}... muss fir d'éischt eng Stad bauen ++STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN :{WHITE}... nëmmen 1 pro Stad erlaabt ++STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200 :{WHITE}... kann nëmmen an Stied mat op mannst 1200 Anwunner gebaut ginn ++STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST :{WHITE}... kann nëmmen am Reebësch gebaut ginn ++STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT :{WHITE}... kann nëmmen an der Wüst gebaut ginn ++STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS :{WHITE}... kann nëmmen a Stied gebaut ginn (ersetzt Haiser) ++STR_ERROR_CAN_ONLY_BE_BUILT_NEAR_TOWN_CENTER :{WHITE}... kann nëmmen an der Géigend vum Zentrum vun der Stad gebaut ginn ++STR_ERROR_CAN_ONLY_BE_BUILT_IN_LOW_AREAS :{WHITE}... kann nëmmen an niddregen Beräicher gebaut ginn ++STR_ERROR_CAN_ONLY_BE_POSITIONED :{WHITE}... kann nëmmen no un den Ecker vun der Kaart positionéiert ginn ++STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED :{WHITE}... Bësch kann nëmmen iwwert der Schnéilinn geplanzt ginn ++STR_ERROR_CAN_ONLY_BE_BUILT_ABOVE_SNOW_LINE :{WHITE}... kann nëmmen iwwert der Schnéilinn gebaut ginn ++STR_ERROR_CAN_ONLY_BE_BUILT_BELOW_SNOW_LINE :{WHITE}... kann nëmmen ënnert der Schnéilinn gebaut ginn ++ ++STR_ERROR_NO_SUITABLE_PLACES_FOR_INDUSTRIES :{WHITE}Et gouf keng brauchbar Plaz fir '{STRING}' Industrien fonnt ++STR_ERROR_NO_SUITABLE_PLACES_FOR_INDUSTRIES_EXPLANATION :{WHITE}Änner d'Parameter fir d'Kaartegeneratioun fir eng besser Kaart ze erstellen ++ ++# Station construction related errors ++STR_ERROR_CAN_T_BUILD_RAILROAD_STATION :{WHITE}Kann d'Gare hei net bauen... ++STR_ERROR_CAN_T_BUILD_BUS_STATION :{WHITE}Kann de Busarrêt hei net bauen... ++STR_ERROR_CAN_T_BUILD_TRUCK_STATION :{WHITE}Kann d'Camionsgare net bauen... ++STR_ERROR_CAN_T_BUILD_PASSENGER_TRAM_STATION :{WHITE}Kann d'Passagéier-Tramsarrêt net bauen... ++STR_ERROR_CAN_T_BUILD_CARGO_TRAM_STATION :{WHITE}Kann d'Wueren-Tramstatioun net bauen... ++STR_ERROR_CAN_T_BUILD_DOCK_HERE :{WHITE}Kann den Dock hei net bauen... ++STR_ERROR_CAN_T_BUILD_AIRPORT_HERE :{WHITE}Kann de Fluchhafen hei net bauen... ++ ++STR_ERROR_ADJOINS_MORE_THAN_ONE_EXISTING :{WHITE}Grenzt un méi wéi eng Gare un ++STR_ERROR_STATION_TOO_SPREAD_OUT :{WHITE}... Statioun ze ausgebreed ++STR_ERROR_TOO_MANY_STATIONS_LOADING :{WHITE}Ze vill Garen/Luedstatiounen ++STR_ERROR_TOO_MANY_STATION_SPECS :{WHITE}Ze vill Garesdeeler ++STR_ERROR_TOO_MANY_BUS_STOPS :{WHITE}Ze vill Busarrêten ++STR_ERROR_TOO_MANY_TRUCK_STOPS :{WHITE}Ze vill Camionsgaren ++STR_ERROR_TOO_CLOSE_TO_ANOTHER_STATION :{WHITE}Ze noo un enger aanerer Gare/Luedstatioun ++STR_ERROR_TOO_CLOSE_TO_ANOTHER_DOCK :{WHITE}Ze noo un engem aanerem Hafen ++STR_ERROR_TOO_CLOSE_TO_ANOTHER_AIRPORT :{WHITE}Ze noo un engem aaneren Fluchhafen ++STR_ERROR_CAN_T_RENAME_STATION :{WHITE}Kann d'Statioun net ëmbenennen... ++STR_ERROR_DRIVE_THROUGH_ON_TOWN_ROAD :{WHITE}... d'Strooss ass am Besëtz vun der Stad ++STR_ERROR_DRIVE_THROUGH_DIRECTION :{WHITE}... Strooss geet an dei falsch Richtung ++STR_ERROR_DRIVE_THROUGH_CORNER :{WHITE}... Duerchfahrtstops kënnen keng Kéiren hunn ++STR_ERROR_DRIVE_THROUGH_JUNCTION :{WHITE}... Duerchfahrtstops kënnen keng Kräizungen hunn ++ ++# Station destruction related errors ++STR_ERROR_CAN_T_REMOVE_PART_OF_STATION :{WHITE}Kann den Deel vun der Gare net ofrappen... ++STR_ERROR_MUST_REMOVE_RAILWAY_STATION_FIRST :{WHITE}Muss d'Gare fir d'éischt ofrappen ++STR_ERROR_CAN_T_REMOVE_BUS_STATION :{WHITE}Kann de Busarrêt net ofrappen... ++STR_ERROR_CAN_T_REMOVE_TRUCK_STATION :{WHITE}Kann d'Camionsgare net ofrappen... ++STR_ERROR_CAN_T_REMOVE_PASSENGER_TRAM_STATION :{WHITE}Kann d'Tramstatioun net ofrappen... ++STR_ERROR_CAN_T_REMOVE_CARGO_TRAM_STATION :{WHITE}Kann d'Wueren-Tramstatioun net ofrappen... ++STR_ERROR_MUST_REMOVE_ROAD_STOP_FIRST :{WHITE}Busarrêt muss fir d'éischt wechgeholl ginn ++STR_ERROR_THERE_IS_NO_STATION :{WHITE}... et ass keng Statioun do ++ ++STR_ERROR_MUST_DEMOLISH_RAILROAD :{WHITE}Muss d'Gare fir d'éischt ofrappen ++STR_ERROR_MUST_DEMOLISH_BUS_STATION_FIRST :{WHITE}Busarrêt muss fir d'éischt ofgerapt ginn ++STR_ERROR_MUST_DEMOLISH_TRUCK_STATION_FIRST :{WHITE}Muss d'Camionsgare fir d'éischt ofrappen ++STR_ERROR_MUST_DEMOLISH_PASSENGER_TRAM_STATION_FIRST :{WHITE}Muss d'Tramstatioun fir d'éischt ofrappen ++STR_ERROR_MUST_DEMOLISH_CARGO_TRAM_STATION_FIRST :{WHITE}Muss d'Tramstatioun fir d'éischt ofrappen ++STR_ERROR_MUST_DEMOLISH_DOCK_FIRST :{WHITE}Muss den Hafen fir déischt ofrappen ++STR_ERROR_MUST_DEMOLISH_AIRPORT_FIRST :{WHITE}Muss de Fluchhafe fir d'éischt ofrappen ++ ++# Waypoint related errors ++STR_ERROR_WAYPOINT_ADJOINS_MORE_THAN_ONE_EXISTING :{WHITE}Grenzt un méi wéi een Weepunkt ++STR_ERROR_TOO_CLOSE_TO_ANOTHER_WAYPOINT :{WHITE}Ze no un engem aneren Weepunkt ++ ++STR_ERROR_CAN_T_BUILD_TRAIN_WAYPOINT :{WHITE}Kann keen Zuchweepunkt héi bauen... ++STR_ERROR_CAN_T_POSITION_BUOY_HERE :{WHITE}Kann Boje net hei plazéieren... ++STR_ERROR_CAN_T_CHANGE_WAYPOINT_NAME :{WHITE}Kann de Weepunktnumm net änneren... ++ ++STR_ERROR_CAN_T_REMOVE_TRAIN_WAYPOINT :{WHITE}Kann de Wee-Punkt hei net ofrappen... ++STR_ERROR_MUST_REMOVE_RAILWAYPOINT_FIRST :{WHITE}Zuchweepunkt muss fir d'éischt ofgerappt ginn ++STR_ERROR_BUOY_IN_THE_WAY :{WHITE}... Boje am Wee ++STR_ERROR_BUOY_IS_IN_USE :{WHITE}... Boje ass am Gebrauch vun enger anerer Firma! ++ ++# Depot related errors ++STR_ERROR_CAN_T_BUILD_TRAIN_DEPOT :{WHITE}Kann den Zuchschapp hei net bauen... ++STR_ERROR_CAN_T_BUILD_ROAD_DEPOT :{WHITE}Kann de Schapp hei net bauen... ++STR_ERROR_CAN_T_BUILD_TRAM_DEPOT :{WHITE}Kann den Tramschapp hei net bauen... ++STR_ERROR_CAN_T_BUILD_SHIP_DEPOT :{WHITE}Kann de Schëffsschapp hei net bauen... ++ ++STR_ERROR_CAN_T_RENAME_DEPOT :{WHITE}Kann de Schapp net ëmbenennen ++ ++STR_ERROR_TRAIN_MUST_BE_STOPPED_INSIDE_DEPOT :{WHITE}... muss an engem Schapp gestoppt ginn ++STR_ERROR_ROAD_VEHICLE_MUST_BE_STOPPED_INSIDE_DEPOT :{WHITE}... muss an engem Depot gestoppt ginn ++STR_ERROR_SHIP_MUST_BE_STOPPED_INSIDE_DEPOT :{WHITE}... muss an engem Schëffsschapp gestoppt ginn ++STR_ERROR_AIRCRAFT_MUST_BE_STOPPED_INSIDE_HANGAR :{WHITE}... muss an engem Hangar gestoppt ginn ++ ++STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT :{WHITE}Zich kënnen nëmmen an engem Schapp verännert ginn ++STR_ERROR_TRAIN_TOO_LONG :{WHITE}Zuch ze laang ++STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE :{WHITE}Kann d'Gefier hei net ëmdréinen... ++STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS :{WHITE}... ass aus e puer Eenheeten zesummegesat ++STR_ERROR_INCOMPATIBLE_RAIL_TYPES :Onkompatibel Schinnentypen ++ ++STR_ERROR_CAN_T_MOVE_VEHICLE :{WHITE}Kann d'Gefier net réckelen... ++STR_ERROR_REAR_ENGINE_FOLLOW_FRONT :{WHITE}D'hënnescht Maschinn geet ëmmer der viischter no. ++STR_ERROR_UNABLE_TO_FIND_ROUTE_TO :{WHITE}Kann de Wee an de Schapp net fannen ++STR_ERROR_UNABLE_TO_FIND_LOCAL_DEPOT :{WHITE}Kann de Schapp net fannen ++ ++STR_ERROR_DEPOT_WRONG_DEPOT_TYPE :Falschen Schapp-Typ ++ ++# Autoreplace related errors ++STR_ERROR_TRAIN_TOO_LONG_AFTER_REPLACEMENT :{WHITE}{VEHICLE} ass ze laang nom Auswiesselen ++STR_ERROR_AUTOREPLACE_NOTHING_TO_DO :{WHITE}Keng Autoerneierungsregel festgeluet. ++STR_ERROR_AUTOREPLACE_MONEY_LIMIT :(Geldlimit) ++ ++# Rail construction errors ++STR_ERROR_IMPOSSIBLE_TRACK_COMBINATION :{WHITE}Onméiglech Streckenkombinatioun ++STR_ERROR_MUST_REMOVE_SIGNALS_FIRST :{WHITE}Signaler mussen fir d'éischt ewechgeholl ginn ++STR_ERROR_NO_SUITABLE_RAILROAD_TRACK :{WHITE}Keng gëeegent Schinnen ++STR_ERROR_MUST_REMOVE_RAILROAD_TRACK :{WHITE}D'Schinne musse fir d'éischt ewech ++STR_ERROR_CROSSING_ON_ONEWAY_ROAD :{WHITE}D'Strooss ass eng Einbahn oder blockéiert ++STR_ERROR_CROSSING_DISALLOWED :{WHITE}Barrièren si fir dësen Schinnentyp net erlaabt ++STR_ERROR_CAN_T_BUILD_SIGNALS_HERE :{WHITE}Kann d'Signaler hei net bauen... ++STR_ERROR_CAN_T_BUILD_RAILROAD_TRACK :{WHITE}Kann d'Schinnen hei net bauen... ++STR_ERROR_CAN_T_REMOVE_RAILROAD_TRACK :{WHITE}Kann d'Schinnen hei net ewech huelen... ++STR_ERROR_CAN_T_REMOVE_SIGNALS_FROM :{WHITE}Kann d'Signaler hei net ewech huelen... ++STR_ERROR_SIGNAL_CAN_T_CONVERT_SIGNALS_HERE :{WHITE}Kann d'Signal hei net konvertéieren... ++STR_ERROR_THERE_IS_NO_RAILROAD_TRACK :{WHITE}... et si keng Schinnen do ++STR_ERROR_THERE_ARE_NO_SIGNALS :{WHITE}... et si keng Signaler do ++ ++STR_ERROR_CAN_T_CONVERT_RAIL :{WHITE}Kann de Schinnentyp hei net konvertéiren... ++ ++# Road construction errors ++STR_ERROR_MUST_REMOVE_ROAD_FIRST :{WHITE}Muss d'Strooss ewech huelen ++STR_ERROR_ONEWAY_ROADS_CAN_T_HAVE_JUNCTION :{WHITE}... Einbahnstroossen kënnen keng Kräizung hunn ++STR_ERROR_CAN_T_BUILD_ROAD_HERE :{WHITE}Kann d'Strooss hei net bauen... ++STR_ERROR_CAN_T_BUILD_TRAMWAY_HERE :{WHITE}Kann den Tram hei net bauen... ++STR_ERROR_CAN_T_REMOVE_ROAD_FROM :{WHITE}Kann d'Strooss hei net ewech huelen... ++STR_ERROR_CAN_T_REMOVE_TRAMWAY_FROM :{WHITE}Kann den Tram net ewech huelen... ++STR_ERROR_THERE_IS_NO_ROAD :{WHITE}... et ass keng Strooss do ++STR_ERROR_THERE_IS_NO_TRAMWAY :{WHITE}... et ass keen Tram do ++ ++# Waterway construction errors ++STR_ERROR_CAN_T_BUILD_CANALS :{WHITE}Kann hei keen Kanal bauen... ++STR_ERROR_CAN_T_BUILD_LOCKS :{WHITE}Kann d'Schleis hei net bauen... ++STR_ERROR_CAN_T_PLACE_RIVERS :{WHITE}Kann hei kee Floss plazéiren... ++STR_ERROR_MUST_BE_BUILT_ON_WATER :{WHITE}... muss op Waasser gebaut ginn ++STR_ERROR_CAN_T_BUILD_ON_WATER :{WHITE}... kann net op d'Waasser gebaut ginn ++STR_ERROR_CAN_T_BUILD_ON_SEA :{WHITE}... kann net op opener Séi bauen ++STR_ERROR_CAN_T_BUILD_ON_CANAL :{WHITE}... kann net um Kanal bauen ++STR_ERROR_CAN_T_BUILD_ON_RIVER :{WHITE}... kann net um Floss bauen ++STR_ERROR_MUST_DEMOLISH_CANAL_FIRST :{WHITE}Muss de Kanal fir d'éischt ofrappen ++STR_ERROR_CAN_T_BUILD_AQUEDUCT_HERE :{WHITE}Kann den Aquadukt hei net bauen... ++ ++# Tree related errors ++STR_ERROR_TREE_ALREADY_HERE :{WHITE}... et ass schon e Bam hei ++STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE :{WHITE}... falschen Terrain fir dësen Typ bam ++STR_ERROR_CAN_T_PLANT_TREE_HERE :{WHITE}Kann d'Beem hei net planzen... ++ ++# Bridge related errors ++STR_ERROR_CAN_T_BUILD_BRIDGE_HERE :{WHITE}Kann d'Bréck hei net bauen... ++STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST :{WHITE}Muss d'Bréck fir d'éischt ofrappen ++STR_ERROR_CAN_T_START_AND_END_ON :{WHITE}Kann net op der selwechter Plaz ufänken an ophalen ++STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT :{WHITE}Bréckenenner net op der selwechter Héicht ++STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN :{WHITE}Bréck ass ze déif fir dësen Terrain ++STR_ERROR_BRIDGE_TOO_HIGH_FOR_TERRAIN :{WHITE}Bréck ass ze héich fir dësen Terrain. ++STR_ERROR_START_AND_END_MUST_BE_IN :{WHITE}Start an Enn mussen op enger Linn sinn ++STR_ERROR_ENDS_OF_BRIDGE_MUST_BOTH :{WHITE}... dei zwee Enner vun der Bréck mussen u Land sinn ++STR_ERROR_BRIDGE_TOO_LONG :{WHITE}... Bréck ze laang ++STR_ERROR_BRIDGE_THROUGH_MAP_BORDER :{WHITE}Bréck géif ausserhalb der Kaart ukommen ++ ++# Tunnel related errors ++STR_ERROR_CAN_T_BUILD_TUNNEL_HERE :{WHITE}Kann den Tunnel hei net bauen... ++STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL :{WHITE}Plaz onpassend fir den Tunnelsagang ++STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST :{WHITE}Muss den Tunnel fir d'éischt ofrappen ++STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY :{WHITE}Aaneren Tunnel am Wee ++STR_ERROR_TUNNEL_THROUGH_MAP_BORDER :{WHITE}Tunnel géif ausserhalb der Kaart erauskommen ++STR_ERROR_UNABLE_TO_EXCAVATE_LAND :{WHITE}Kann d'Land net fir dei aaner Säit vum Tunnel fräi leen ++STR_ERROR_TUNNEL_TOO_LONG :{WHITE}... Tunnel ze laang ++ ++# Object related errors ++STR_ERROR_TOO_MANY_OBJECTS :{WHITE}... zevill Objeten ++STR_ERROR_CAN_T_BUILD_OBJECT :{WHITE}Kann Objet net bauen... ++STR_ERROR_OBJECT_IN_THE_WAY :{WHITE}Objet am Wee ++STR_ERROR_COMPANY_HEADQUARTERS_IN :{WHITE}... Firmen Haaptgebai am Wee ++STR_ERROR_CAN_T_PURCHASE_THIS_LAND :{WHITE}Kann dat Land net kafen... ++STR_ERROR_YOU_ALREADY_OWN_IT :{WHITE}... schon am Besëtz! ++ ++# Group related errors ++STR_ERROR_GROUP_CAN_T_CREATE :{WHITE}Kann d'Grupp net erstellen... ++STR_ERROR_GROUP_CAN_T_DELETE :{WHITE}Kann d'Grupp net läschen... ++STR_ERROR_GROUP_CAN_T_RENAME :{WHITE}Kann d'Grupp net ëmbenennen... ++STR_ERROR_GROUP_CAN_T_SET_PARENT :{WHITE}Kann iwwergeuerdent Grupp net setzen... ++STR_ERROR_GROUP_CAN_T_REMOVE_ALL_VEHICLES :{WHITE}Kann net all d'Gefierer aus der Grupp läschen... ++STR_ERROR_GROUP_CAN_T_ADD_VEHICLE :{WHITE}Kann d'Gefier net bei d'Grupp bäisetzen... ++STR_ERROR_GROUP_CAN_T_ADD_SHARED_VEHICLE :{WHITE}Kann dei gedeelten Gefierer net bei d'Grupp bäisetzen... ++ ++# Generic vehicle errors ++STR_ERROR_TRAIN_IN_THE_WAY :{WHITE}Zuch am Wee ++STR_ERROR_ROAD_VEHICLE_IN_THE_WAY :{WHITE}Stroossegefier am Wee ++STR_ERROR_SHIP_IN_THE_WAY :{WHITE}Schëff am Wee ++STR_ERROR_AIRCRAFT_IN_THE_WAY :{WHITE}Fliger am Wee ++ ++STR_ERROR_CAN_T_REFIT_TRAIN :{WHITE}Kann den Zuch net ëmbauen... ++STR_ERROR_CAN_T_REFIT_ROAD_VEHICLE :{WHITE}Kann Stroossegefier net ëmbauen... ++STR_ERROR_CAN_T_REFIT_SHIP :{WHITE}Kann d'Schëff net ëmbauen... ++STR_ERROR_CAN_T_REFIT_AIRCRAFT :{WHITE}Kann de Fliger net ëmbauen... ++ ++STR_ERROR_CAN_T_RENAME_TRAIN :{WHITE}Kann den Zuch net benennen... ++STR_ERROR_CAN_T_RENAME_ROAD_VEHICLE :{WHITE}Kann d'Stroossegefier net benennen... ++STR_ERROR_CAN_T_RENAME_SHIP :{WHITE}Kann d'Schëff net benennen... ++STR_ERROR_CAN_T_RENAME_AIRCRAFT :{WHITE}Kann de Fliger net benennen... ++ ++STR_ERROR_CAN_T_STOP_START_TRAIN :{WHITE}Kann den Zuch net stoppen/starten... ++STR_ERROR_CAN_T_STOP_START_ROAD_VEHICLE :{WHITE}Kann d'Stroossegefier net stoppen/starten... ++STR_ERROR_CAN_T_STOP_START_SHIP :{WHITE}Kann d'Schëff net stoppen/starten... ++STR_ERROR_CAN_T_STOP_START_AIRCRAFT :{WHITE}Kann de Fliger net stoppen/starten... ++ ++STR_ERROR_CAN_T_SEND_TRAIN_TO_DEPOT :{WHITE}Kann den Zuch net an de Schapp schécken... ++STR_ERROR_CAN_T_SEND_ROAD_VEHICLE_TO_DEPOT :{WHITE}Kann d'Gefier net an den Depot schécken... ++STR_ERROR_CAN_T_SEND_SHIP_TO_DEPOT :{WHITE}Kann d'Schëff net an de Schapp schécken... ++STR_ERROR_CAN_T_SEND_AIRCRAFT_TO_HANGAR :{WHITE}Kann de Fliger net an den Hangar schécken... ++ ++STR_ERROR_CAN_T_BUY_TRAIN :{WHITE}Kann den Zuch net bauen... ++STR_ERROR_CAN_T_BUY_ROAD_VEHICLE :{WHITE}Kann d'Stroossegefier net kafen... ++STR_ERROR_CAN_T_BUY_SHIP :{WHITE}Kann Schëff net kafen... ++STR_ERROR_CAN_T_BUY_AIRCRAFT :{WHITE}Kann de Fliger net kafen... ++ ++STR_ERROR_CAN_T_RENAME_TRAIN_TYPE :{WHITE}Kann den Zuchgefiertyp net ëmbenennen... ++STR_ERROR_CAN_T_RENAME_ROAD_VEHICLE_TYPE :{WHITE}Kann de Gefiertyp net ëmbenennen... ++STR_ERROR_CAN_T_RENAME_SHIP_TYPE :{WHITE}Kann de Schëffstyp net ëmbenennen... ++STR_ERROR_CAN_T_RENAME_AIRCRAFT_TYPE :{WHITE}Kann de Fligertyp net ëmbenennen... ++ ++STR_ERROR_CAN_T_SELL_TRAIN :{WHITE}Kann den Zuch net verkafen... ++STR_ERROR_CAN_T_SELL_ROAD_VEHICLE :{WHITE}Kann d'Stroossegefier net verkafen... ++STR_ERROR_CAN_T_SELL_SHIP :{WHITE}Kann Schëff net verkafen... ++STR_ERROR_CAN_T_SELL_AIRCRAFT :{WHITE}Kann de Fliger net verkafen... ++ ++STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE :{WHITE}Gefier net verfügbar ++STR_ERROR_ROAD_VEHICLE_NOT_AVAILABLE :{WHITE}Stroossegefier net verfügbar ++STR_ERROR_SHIP_NOT_AVAILABLE :{WHITE}Schëff net verfügbar ++STR_ERROR_AIRCRAFT_NOT_AVAILABLE :{WHITE}Fliger net verfügbar ++ ++STR_ERROR_TOO_MANY_VEHICLES_IN_GAME :{WHITE}Ze vill Gefierer am Spill ++STR_ERROR_CAN_T_CHANGE_SERVICING :{WHITE}De Service-Intervall kann net geännert ginn... ++ ++STR_ERROR_VEHICLE_IS_DESTROYED :{WHITE}... Gefier ass zerstéiert ++ ++STR_ERROR_NO_VEHICLES_AVAILABLE_AT_ALL :{WHITE}Keng Gefierer verfügbar ++STR_ERROR_NO_VEHICLES_AVAILABLE_AT_ALL_EXPLANATION :{WHITE}Änner d'NewGRF Konfiguratioun ++STR_ERROR_NO_VEHICLES_AVAILABLE_YET :{WHITE}Nach keng Gefierer verfügbar ++STR_ERROR_NO_VEHICLES_AVAILABLE_YET_EXPLANATION :{WHITE}En neit Spill no {DATE_SHORT} ufenken oder benotz en NewGRF den al Gefierer erlaabt ++ ++# Specific vehicle errors ++STR_ERROR_CAN_T_MAKE_TRAIN_PASS_SIGNAL :{WHITE}Kann den Zuch net bei Gefor durch d'Signal schécken... ++STR_ERROR_CAN_T_REVERSE_DIRECTION_TRAIN :{WHITE}Kann d'Richtung vum Zuch net änneren... ++STR_ERROR_TRAIN_START_NO_POWER :Zuch huet keng Kraaft ++ ++STR_ERROR_CAN_T_MAKE_ROAD_VEHICLE_TURN :{WHITE}Kann d'Stroossegefier net ëmdréinen... ++ ++STR_ERROR_AIRCRAFT_IS_IN_FLIGHT :{WHITE}Fliger ass an der Loft ++ ++# Order related errors ++STR_ERROR_NO_MORE_SPACE_FOR_ORDERS :{WHITE}Keng Plaz méi fir Opträg ++STR_ERROR_TOO_MANY_ORDERS :{WHITE}Ze vill Opträg ++STR_ERROR_CAN_T_INSERT_NEW_ORDER :{WHITE}Kann keen neien Optrag bäisetzen... ++STR_ERROR_CAN_T_DELETE_THIS_ORDER :{WHITE}Kann den Optrag net läschen... ++STR_ERROR_CAN_T_MODIFY_THIS_ORDER :{WHITE}Kann den Optrag net änneren... ++STR_ERROR_CAN_T_MOVE_THIS_ORDER :{WHITE}Kann den Optrag net réckelen... ++STR_ERROR_CAN_T_SKIP_ORDER :{WHITE}Kann den Optrag net iwwersprangen... ++STR_ERROR_CAN_T_SKIP_TO_ORDER :{WHITE}Kann net op den ugewieltenen Optrag iwwersprangen... ++STR_ERROR_CAN_T_COPY_SHARE_ORDER :{WHITE}... Gefier kann net op all Statioun goen ++STR_ERROR_CAN_T_ADD_ORDER :{WHITE}... Gefier kann net op déi Statioun goen ++STR_ERROR_CAN_T_ADD_ORDER_SHARED :{WHITE}... en Gefier dat dësen Optrag deelt kann net op déi Statioun goen ++ ++STR_ERROR_CAN_T_SHARE_ORDER_LIST :{WHITE}Kann d'Optragslëscht net deelen... ++STR_ERROR_CAN_T_STOP_SHARING_ORDER_LIST :{WHITE}Kann d'Deelen vun der Optragslëscht net stoppen... ++STR_ERROR_CAN_T_COPY_ORDER_LIST :{WHITE}Kann d'Optragslëscht net kopéieren... ++STR_ERROR_TOO_FAR_FROM_PREVIOUS_DESTINATION :{WHITE}... ze wäit ewech vu leschter Destinatioun ++STR_ERROR_AIRCRAFT_NOT_ENOUGH_RANGE :{WHITE}... Fliger huet net genuch Distanz ++ ++# Timetable related errors ++STR_ERROR_CAN_T_TIMETABLE_VEHICLE :{WHITE}Kann dem Gefier keen Zäitplang ginn... ++STR_ERROR_TIMETABLE_ONLY_WAIT_AT_STATIONS :{WHITE}Gefierer kënnen nëmmen op Statiounen halen. ++STR_ERROR_TIMETABLE_NOT_STOPPING_HERE :{WHITE}Dëst Gefier bleift net op dëser Statioun stoën. ++ ++# Sign related errors ++STR_ERROR_TOO_MANY_SIGNS :{WHITE}... ze vill Schëlder ++STR_ERROR_CAN_T_PLACE_SIGN_HERE :{WHITE}Kann d'Schëld hei net opriichten... ++STR_ERROR_CAN_T_CHANGE_SIGN_NAME :{WHITE}Kann den Numm vum Schëld net änneren... ++STR_ERROR_CAN_T_DELETE_SIGN :{WHITE}Kann d'Schëld net läschen... ++ ++# Translatable comment for OpenTTD's desktop shortcut ++STR_DESKTOP_SHORTCUT_COMMENT :Eng Simulatioun déi op Transport Tycoon Deluxe baséiert ++ ++# Translatable descriptions in media/baseset/*.ob* files ++STR_BASEGRAPHICS_DOS_DESCRIPTION :Original Transport Tycoon Deluxe DOS Editioun Grafik. ++STR_BASEGRAPHICS_DOS_DE_DESCRIPTION :Original Transport Tycoon Deluxe DOS (Däitsch) Editioun Grafik. ++STR_BASEGRAPHICS_WIN_DESCRIPTION :Original Transport Tycoon Deluxe Windows Editioun Grafik. ++STR_BASESOUNDS_DOS_DESCRIPTION :Original Transport Tycoon Deluxe DOS Editioun Sound. ++STR_BASESOUNDS_WIN_DESCRIPTION :Original Transport Tycoon Deluxe Windows Editioun Sound. ++STR_BASESOUNDS_NONE_DESCRIPTION :E Soundpack ouni iergendee Sound. ++STR_BASEMUSIC_WIN_DESCRIPTION :Original Transport Tycoon Deluxe Windows Editioun Musik. ++STR_BASEMUSIC_NONE_DESCRIPTION :E Musikpack ouni aktuell Musik. ++ ++##id 0x2000 ++# Town building names ++STR_TOWN_BUILDING_NAME_TALL_OFFICE_BLOCK_1 :Héije Büroblock ++STR_TOWN_BUILDING_NAME_OFFICE_BLOCK_1 :Büroblock ++STR_TOWN_BUILDING_NAME_SMALL_BLOCK_OF_FLATS_1 :Klengen Appartementsblock ++STR_TOWN_BUILDING_NAME_CHURCH_1 :Kierch ++STR_TOWN_BUILDING_NAME_LARGE_OFFICE_BLOCK_1 :Grousse Büroblock ++STR_TOWN_BUILDING_NAME_TOWN_HOUSES_1 :Stadhaiser ++STR_TOWN_BUILDING_NAME_HOTEL_1 :Hotel ++STR_TOWN_BUILDING_NAME_STATUE_1 :Statu ++STR_TOWN_BUILDING_NAME_FOUNTAIN_1 :Sprangbuer ++STR_TOWN_BUILDING_NAME_PARK_1 :Park ++STR_TOWN_BUILDING_NAME_OFFICE_BLOCK_2 :Büroblock ++STR_TOWN_BUILDING_NAME_SHOPS_AND_OFFICES_1 :Geschäfter a Büroen ++STR_TOWN_BUILDING_NAME_MODERN_OFFICE_BUILDING_1 :Modernt Bürosgebai ++STR_TOWN_BUILDING_NAME_WAREHOUSE_1 :Lagerhaus ++STR_TOWN_BUILDING_NAME_OFFICE_BLOCK_3 :Büroblock ++STR_TOWN_BUILDING_NAME_STADIUM_1 :Stadion ++STR_TOWN_BUILDING_NAME_OLD_HOUSES_1 :Al Haiser ++STR_TOWN_BUILDING_NAME_COTTAGES_1 :Hütten ++STR_TOWN_BUILDING_NAME_HOUSES_1 :Haiser ++STR_TOWN_BUILDING_NAME_FLATS_1 :Appartementer ++STR_TOWN_BUILDING_NAME_TALL_OFFICE_BLOCK_2 :Héije Bürosblock ++STR_TOWN_BUILDING_NAME_SHOPS_AND_OFFICES_2 :Geschäfter a Büroen ++STR_TOWN_BUILDING_NAME_SHOPS_AND_OFFICES_3 :Geschäfter a Büroen ++STR_TOWN_BUILDING_NAME_THEATER_1 :Theater ++STR_TOWN_BUILDING_NAME_STADIUM_2 :Stadion ++STR_TOWN_BUILDING_NAME_OFFICES_1 :Büroen ++STR_TOWN_BUILDING_NAME_HOUSES_2 :Haiser ++STR_TOWN_BUILDING_NAME_CINEMA_1 :Kino ++STR_TOWN_BUILDING_NAME_SHOPPING_MALL_1 :Akaafszentrum ++STR_TOWN_BUILDING_NAME_IGLOO_1 :Iglu ++STR_TOWN_BUILDING_NAME_TEPEES_1 :Tipien ++STR_TOWN_BUILDING_NAME_TEAPOT_HOUSE_1 :Téikaan-Haus ++STR_TOWN_BUILDING_NAME_PIGGY_BANK_1 :Spuerschwäin-Bank ++ ++##id 0x4800 ++# industry names ++STR_INDUSTRY_NAME_COAL_MINE :Kuelestollen ++STR_INDUSTRY_NAME_POWER_STATION :Kraaftwierk ++STR_INDUSTRY_NAME_SAWMILL :Seeërei ++STR_INDUSTRY_NAME_FOREST :Bësch ++STR_INDUSTRY_NAME_OIL_REFINERY :Uelegraffinerie ++STR_INDUSTRY_NAME_OIL_RIG :Uelegbuerinsel ++STR_INDUSTRY_NAME_FACTORY :Fabrik ++STR_INDUSTRY_NAME_PRINTING_WORKS :Dréckerei ++STR_INDUSTRY_NAME_STEEL_MILL :Stolwierk ++STR_INDUSTRY_NAME_FARM :Bauerenhaff ++STR_INDUSTRY_NAME_COPPER_ORE_MINE :Kofferäerzstollen ++STR_INDUSTRY_NAME_OIL_WELLS :Uelegquellen ++STR_INDUSTRY_NAME_BANK :Bank ++STR_INDUSTRY_NAME_FOOD_PROCESSING_PLANT :Iessensverarbeschtungsfabrik ++STR_INDUSTRY_NAME_PAPER_MILL :Pabeierfabrik ++STR_INDUSTRY_NAME_GOLD_MINE :Goldstollen ++STR_INDUSTRY_NAME_BANK_TROPIC_ARCTIC :Bank ++STR_INDUSTRY_NAME_DIAMOND_MINE :Diamantstollen ++STR_INDUSTRY_NAME_IRON_ORE_MINE :Eisenäerzstollen ++STR_INDUSTRY_NAME_FRUIT_PLANTATION :Uebstplantage ++STR_INDUSTRY_NAME_RUBBER_PLANTATION :Kautschuckplantage ++STR_INDUSTRY_NAME_WATER_SUPPLY :Waasserwierk ++STR_INDUSTRY_NAME_WATER_TOWER :Waassertuerm ++STR_INDUSTRY_NAME_FACTORY_2 :Fabrik ++STR_INDUSTRY_NAME_FARM_2 :Bauerenhaff ++STR_INDUSTRY_NAME_LUMBER_MILL :Seewierk ++STR_INDUSTRY_NAME_COTTON_CANDY_FOREST :Zockerwattbësch ++STR_INDUSTRY_NAME_CANDY_FACTORY :Séissegkeetenfabrik ++STR_INDUSTRY_NAME_BATTERY_FARM :Batteriefarm ++STR_INDUSTRY_NAME_COLA_WELLS :Colaquellen ++STR_INDUSTRY_NAME_TOY_SHOP :Spillgeschäft ++STR_INDUSTRY_NAME_TOY_FACTORY :Spillsaachen Fabrik ++STR_INDUSTRY_NAME_PLASTIC_FOUNTAINS :Plastikpëtz ++STR_INDUSTRY_NAME_FIZZY_DRINK_FACTORY :Spruddelgedrenks Fabrik ++STR_INDUSTRY_NAME_BUBBLE_GENERATOR :Blosegenerator ++STR_INDUSTRY_NAME_TOFFEE_QUARRY :Karamellbroch ++STR_INDUSTRY_NAME_SUGAR_MINE :Zockerminn ++ ++############ WARNING, using range 0x6000 for strings that are stored in the savegame ++############ These strings may never get a new id, or savegames will break! ++##id 0x6000 ++STR_SV_EMPTY : ++STR_SV_UNNAMED :Onbenannt ++STR_SV_TRAIN_NAME :Zuch {COMMA} ++STR_SV_ROAD_VEHICLE_NAME :Stroossegefier {COMMA} ++STR_SV_SHIP_NAME :Schëff {COMMA} ++STR_SV_AIRCRAFT_NAME :Fliger {COMMA} ++ ++STR_SV_STNAME :{STRING} ++STR_SV_STNAME_NORTH :{STRING} Norden ++STR_SV_STNAME_SOUTH :{STRING} Süden ++STR_SV_STNAME_EAST :{STRING} Osten ++STR_SV_STNAME_WEST :{STRING} Westen ++STR_SV_STNAME_CENTRAL :{STRING} Zentrum ++STR_SV_STNAME_TRANSFER :{STRING}er Transfert ++STR_SV_STNAME_HALT :{STRING}er Stopp ++STR_SV_STNAME_VALLEY :{STRING}er Dall ++STR_SV_STNAME_HEIGHTS :{STRING}er Bierg ++STR_SV_STNAME_WOODS :{STRING} beim Bësch ++STR_SV_STNAME_LAKESIDE :{STRING} um Séi ++STR_SV_STNAME_EXCHANGE :{STRING}er Wiessel ++STR_SV_STNAME_AIRPORT :{STRING}er Fluchhafen ++STR_SV_STNAME_OILFIELD :{STRING}er Uelegfeld ++STR_SV_STNAME_MINES :{STRING}er Minnen ++STR_SV_STNAME_DOCKS :{STRING} Hafen ++STR_SV_STNAME_BUOY :{STRING} ++STR_SV_STNAME_WAYPOINT :{STRING} ++##id 0x6020 ++STR_SV_STNAME_ANNEXE :{STRING} Annex ++STR_SV_STNAME_SIDINGS :{STRING}er Ofstellgleis ++STR_SV_STNAME_BRANCH :{STRING}er Ofzweigung ++STR_SV_STNAME_UPPER :Uewer {STRING} ++STR_SV_STNAME_LOWER :Nidder {STRING} ++STR_SV_STNAME_HELIPORT :{STRING}er Heliport ++STR_SV_STNAME_FOREST :{STRING} Bësch ++STR_SV_STNAME_FALLBACK :{STRING} Statioun #{NUM} ++############ end of savegame specific region! ++ ++##id 0x8000 ++# Vehicle names ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_KIRBY_PAUL_TANK_STEAM :Kirby Paul Tank (Damp) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_MJS_250_DIESEL :MJS 250 (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_PLODDYPHUT_CHOO_CHOO :Ploddyphut Chu-Chu ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_POWERNAUT_CHOO_CHOO :Powernaut Chu-Chu ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_MIGHTYMOVER_CHOO_CHOO :MightyMover Chu-Chu ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_PLODDYPHUT_DIESEL :Ploddyphut Diesel ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_POWERNAUT_DIESEL :Powernaut Diesel ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_WILLS_2_8_0_STEAM :Wills 2-8-0 (Damp) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_CHANEY_JUBILEE_STEAM :Chaney 'Jubilee' (Damp) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_GINZU_A4_STEAM :Gresley 'A4' (Damp) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_SH_8P_STEAM :BR '8P' (Damp) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_MANLEY_MOREL_DMU_DIESEL :Manley-Morel DMU (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_DASH_DIESEL :'Sprinter' (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_SH_HENDRY_25_DIESEL :SH/Hendry '25' (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_UU_37_DIESEL :EE '37' (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_FLOSS_47_DIESEL :Brush '47' (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_CS_4000_DIESEL :CS 4000 (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_CS_2400_DIESEL :CS 2400 (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_CENTENNIAL_DIESEL :Centennial (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_KELLING_3100_DIESEL :Kelling 3100 (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_TURNER_TURBO_DIESEL :Turner Turbo (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_MJS_1000_DIESEL :MJS 1000 (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_SH_125_DIESEL :BR 'IC125' (Diesel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_SH_30_ELECTRIC :BR '30' (Elektresch) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_SH_40_ELECTRIC :BR '40' (Elektresch) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_T_I_M_ELECTRIC :'T.G.V.' (Elektresch) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_ASIASTAR_ELECTRIC :'EuroStar' (Elektresch) ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_PASSENGER_CAR :Passagéierwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_MAIL_VAN :Postwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_COAL_CAR :Kuelewaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_OIL_TANKER :Uelegwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_LIVESTOCK_VAN :Véiwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_GOODS_VAN :Wuerewaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_GRAIN_HOPPER :Karwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_WOOD_TRUCK :Holzwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_IRON_ORE_HOPPER :Eisenäerzwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_STEEL_TRUCK :Stolwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_ARMORED_VAN :Gepanzerten Waggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_FOOD_VAN :Iesswuerenwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_PAPER_TRUCK :Pabeierwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_COPPER_ORE_HOPPER :Kofferäerzwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_WATER_TANKER :Waasserwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_FRUIT_TRUCK :Friichtewaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_RUBBER_TRUCK :Kautschuckwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_SUGAR_TRUCK :Zockerwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_COTTON_CANDY_HOPPER :Zockerwattwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_TOFFEE_HOPPER :Karamellwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_BUBBLE_VAN :Blosenwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_COLA_TANKER :Colawaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_CANDY_VAN :Séissegkeetewaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_TOY_VAN :Spillsaachewaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_BATTERY_TRUCK :Batteriewaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_FIZZY_DRINK_TRUCK :Spruddelgedrénks Waggon ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_PLASTIC_TRUCK :Plastikwaggon ++STR_VEHICLE_NAME_TRAIN_ENGINE_MONORAIL_X2001_ELECTRIC :'X2001' (Elektresch) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MONORAIL_MILLENNIUM_Z1_ELECTRIC :'Millennium Z1' (Elektresch) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MONORAIL_WIZZOWOW_Z99 :Wizzowow Z99 ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_PASSENGER_CAR :Passagéierwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_MAIL_VAN :Postwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_COAL_CAR :Kuelenwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_OIL_TANKER :Uelegwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_LIVESTOCK_VAN :Véiwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_GOODS_VAN :Wuerewaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_GRAIN_HOPPER :Karwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_WOOD_TRUCK :Holzwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_IRON_ORE_HOPPER :Eisenäerzwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_STEEL_TRUCK :Stolwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_ARMORED_VAN :Gepanzerte Waggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_FOOD_VAN :Iesswuerewaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_PAPER_TRUCK :Pabeierwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_COPPER_ORE_HOPPER :Kofferäerzwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_WATER_TANKER :Waasserwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_FRUIT_TRUCK :Friichtewaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_RUBBER_TRUCK :Kautschuckwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_SUGAR_TRUCK :Zockerwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_COTTON_CANDY_HOPPER :Zockerwattwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_TOFFEE_HOPPER :Karamellwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_BUBBLE_VAN :Blosenwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_COLA_TANKER :Colawaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_CANDY_VAN :Séissegkeetewaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_TOY_VAN :Spillsaachewaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_BATTERY_TRUCK :Batteriewaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_FIZZY_DRINK_TRUCK :Spruddelgedrénkswaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_PLASTIC_TRUCK :Plastikwaggon ++STR_VEHICLE_NAME_TRAIN_ENGINE_MAGLEV_LEV1_LEVIATHAN_ELECTRIC :Lev1 'Leviathan' (Elektresch) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MAGLEV_LEV2_CYCLOPS_ELECTRIC :Lev2 'Cyclops' (Elektresch) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MAGLEV_LEV3_PEGASUS_ELECTRIC :Lev3 'Pegasus' (Elektresch) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MAGLEV_LEV4_CHIMAERA_ELECTRIC :Lev4 'Chimaera' (Elektresch) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MAGLEV_WIZZOWOW_ROCKETEER :Wizzowow Rocketeer ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_PASSENGER_CAR :Passagéierwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_MAIL_VAN :Postwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_COAL_CAR :Kuelewaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_OIL_TANKER :Uelegwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_LIVESTOCK_VAN :Véiwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_GOODS_VAN :Wuerewaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_GRAIN_HOPPER :Karwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_WOOD_TRUCK :Holzwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_IRON_ORE_HOPPER :Eisenäerzwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_STEEL_TRUCK :Stolwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_ARMORED_VAN :Gepanzerten Waggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_FOOD_VAN :Iesswuerewaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_PAPER_TRUCK :Pabeierwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_COPPER_ORE_HOPPER :Kofferäerzwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_WATER_TANKER :Waasserwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_FRUIT_TRUCK :Friichtewaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_RUBBER_TRUCK :Kautschuckwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_SUGAR_TRUCK :Zockerwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_COTTON_CANDY_HOPPER :Zockerwattwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_TOFFEE_HOPPER :Karamellwaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_BUBBLE_VAN :Blosewaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_COLA_TANKER :Colawaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_CANDY_VAN :Séissegkeetewaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_TOY_VAN :Spillsaachewaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_BATTERY_TRUCK :Batteriewaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_FIZZY_DRINK_TRUCK :Spruddelgedrénkswaggon ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_PLASTIC_TRUCK :Plastikwaggon ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_REGAL_BUS :MPS Regal Bus ++STR_VEHICLE_NAME_ROAD_VEHICLE_HEREFORD_LEOPARD_BUS :Hereford Leopard Bus ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_BUS :Foster Bus ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_MKII_SUPERBUS :Foster MkII Superbus ++STR_VEHICLE_NAME_ROAD_VEHICLE_PLODDYPHUT_MKI_BUS :Ploddyphut MkI Bus ++STR_VEHICLE_NAME_ROAD_VEHICLE_PLODDYPHUT_MKII_BUS :Ploddyphut MkII Bus ++STR_VEHICLE_NAME_ROAD_VEHICLE_PLODDYPHUT_MKIII_BUS :Ploddyphut MkIII Bus ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_COAL_TRUCK :Balogh Kuelecamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_COAL_TRUCK :Uhl Kuelecamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_DW_COAL_TRUCK :DW Kuelecamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_MAIL_TRUCK :MPS Postcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_REYNARD_MAIL_TRUCK :Reynard Postcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_PERRY_MAIL_TRUCK :Perry Postcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_MAIL_TRUCK :MightyMover Postcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_MAIL_TRUCK :Powernaught Postcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_MAIL_TRUCK :Wizzowow Postcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_WITCOMBE_OIL_TANKER :Witcombe Uelegcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_OIL_TANKER :Foster Uelegcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_PERRY_OIL_TANKER :Perry Uelegcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_TALBOTT_LIVESTOCK_VAN :Talbott Véitransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_LIVESTOCK_VAN :Uhl Véitransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_LIVESTOCK_VAN :Foster Véitransporter ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_GOODS_TRUCK :Balogh Wuerecamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_CRAIGHEAD_GOODS_TRUCK :Craighead Wuerecamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_GOSS_GOODS_TRUCK :Goss Wuerecamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_HEREFORD_GRAIN_TRUCK :Hereford Karcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_THOMAS_GRAIN_TRUCK :Thomas Karcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_GOSS_GRAIN_TRUCK :Goss Karcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_WITCOMBE_WOOD_TRUCK :Witcombe Holzcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_WOOD_TRUCK :Foster Holzcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_MORELAND_WOOD_TRUCK :Moreland Holzcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_IRON_ORE_TRUCK :MPS Eisenäerzcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_IRON_ORE_TRUCK :Uhl Eisenäerzcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_CHIPPY_IRON_ORE_TRUCK :Chippy Eisenäerzcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_STEEL_TRUCK :Balogh Stolcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_STEEL_TRUCK :Uhl Stolcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_KELLING_STEEL_TRUCK :Kelling Stolcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_ARMORED_TRUCK :Balogh gepanzerte Camion ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_ARMORED_TRUCK :Uhl gepanzerte Camion ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_ARMORED_TRUCK :Foster gepanzerte Camion ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_FOOD_VAN :Foster Iessenscamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_PERRY_FOOD_VAN :Perry Iessenscamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_CHIPPY_FOOD_VAN :Chippy Iessenscamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_PAPER_TRUCK :Uhl Pabeiercamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_PAPER_TRUCK :Balogh Pabeiercamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_PAPER_TRUCK :MPS Pabeiercamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_COPPER_ORE_TRUCK :MPS Kofferäerzcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_COPPER_ORE_TRUCK :Uhl Kofferäerzcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_GOSS_COPPER_ORE_TRUCK :Goss Kofferäerzcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_WATER_TANKER :Uhl Waassercamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_WATER_TANKER :Balogh Waassercamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_WATER_TANKER :MPS Waassercamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_FRUIT_TRUCK :Balogh Friichtecamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_FRUIT_TRUCK :Uhl Friichtecamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_KELLING_FRUIT_TRUCK :Kelling Friichtecamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_RUBBER_TRUCK :Balogh Kautschuckcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_RUBBER_TRUCK :Uhl Kautschuckcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_RMT_RUBBER_TRUCK :RMT Kautschuckcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_SUGAR_TRUCK :MightyMover Zockercamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_SUGAR_TRUCK :Powernaught Zockercamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_SUGAR_TRUCK :Wizzowow Zockercamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_COLA_TRUCK :MightyMover Colacamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_COLA_TRUCK :Powernaught Colacamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_COLA_TRUCK :Wizzowow Colacamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_COTTON_CANDY :MightyMover Zockerwattcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_COTTON_CANDY :Powernaught Zockerwattcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_COTTON_CANDY_TRUCK :Wizzowow Zockerwattcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_TOFFEE_TRUCK :MightyMover Karamellcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_TOFFEE_TRUCK :Powernaught Karamellcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_TOFFEE_TRUCK :Wizzowow Karamellcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_TOY_VAN :MightyMover Spillsaachecamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_TOY_VAN :Powernaught Spillsaachecamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_TOY_VAN :Wizzowow Spillsaachecamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_CANDY_TRUCK :MightyMover Séissegkeetecamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_CANDY_TRUCK :Powernaught Séissegkeetecamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_CANDY_TRUCK :Wizzowow Séissegkeetecamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_BATTERY_TRUCK :MightyMover Batteriecamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_BATTERY_TRUCK :Powernaught Batteriecamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_BATTERY_TRUCK :Wizzowow Batteriecamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_FIZZY_DRINK :MightyMover Spruddelgedrénks Camion ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_FIZZY_DRINK :Powernaught Spruddelgedrénks Camion ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_FIZZY_DRINK_TRUCK :Wizzowow Spruddelgedrénks Camion ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_PLASTIC_TRUCK :MightyMover Plastikcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_PLASTIC_TRUCK :Powernaught Plastikcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_PLASTIC_TRUCK :Wizzowow Plastikcamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_BUBBLE_TRUCK :MightyMover Blosecamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_BUBBLE_TRUCK :Powernaught Blosecamion ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_BUBBLE_TRUCK :Wizzowow Blosecamion ++STR_VEHICLE_NAME_SHIP_MPS_OIL_TANKER :MPS Uelegtanker ++STR_VEHICLE_NAME_SHIP_CS_INC_OIL_TANKER :CS-Inc. Uelegtanker ++STR_VEHICLE_NAME_SHIP_MPS_PASSENGER_FERRY :MPS Passagéierfähr ++STR_VEHICLE_NAME_SHIP_FFP_PASSENGER_FERRY :FFP Passagéierfähr ++STR_VEHICLE_NAME_SHIP_BAKEWELL_300_HOVERCRAFT :Bakewell 300 Loftkësseboot ++STR_VEHICLE_NAME_SHIP_CHUGGER_CHUG_PASSENGER :Chugger-Chug Passagéierfähr ++STR_VEHICLE_NAME_SHIP_SHIVERSHAKE_PASSENGER_FERRY :Shivershake Passagéierfähr ++STR_VEHICLE_NAME_SHIP_YATE_CARGO_SHIP :Yate Frachtschëff ++STR_VEHICLE_NAME_SHIP_BAKEWELL_CARGO_SHIP :Bakewell Frachtschëff ++STR_VEHICLE_NAME_SHIP_MIGHTYMOVER_CARGO_SHIP :MightyMover Frachtschëff ++STR_VEHICLE_NAME_SHIP_POWERNAUT_CARGO_SHIP :Powernaut Frachtschëff ++STR_VEHICLE_NAME_AIRCRAFT_SAMPSON_U52 :Sampson U52 ++STR_VEHICLE_NAME_AIRCRAFT_COLEMAN_COUNT :Coleman Count ++STR_VEHICLE_NAME_AIRCRAFT_FFP_DART :FFP Dart ++STR_VEHICLE_NAME_AIRCRAFT_YATE_HAUGAN :Yate Haugan ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_COTSWALD_LB_3 :Bakewell Cotswald LB-3 ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_LUCKETT_LB_8 :Bakewell Luckett LB-8 ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_LUCKETT_LB_9 :Bakewell Luckett LB-9 ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_LUCKETT_LB80 :Bakewell Luckett LB80 ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_LUCKETT_LB_10 :Bakewell Luckett LB-10 ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_LUCKETT_LB_11 :Bakewell Luckett LB-11 ++STR_VEHICLE_NAME_AIRCRAFT_YATE_AEROSPACE_YAC_1_11 :Yate Aerospace YAC 1-11 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_100 :Boeing 727 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_200 :Boeing 737 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_300 :Boeing 747 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_400 :Boeing 757 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_500 :Boeing 767 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_600 :Boeing 777 ++STR_VEHICLE_NAME_AIRCRAFT_GURU_GALAXY :Guru Galaxy ++STR_VEHICLE_NAME_AIRCRAFT_AIRTAXI_A21 :Airbus A300 ++STR_VEHICLE_NAME_AIRCRAFT_AIRTAXI_A31 :Airbus A310 ++STR_VEHICLE_NAME_AIRCRAFT_AIRTAXI_A32 :Airbus A320 ++STR_VEHICLE_NAME_AIRCRAFT_AIRTAXI_A33 :Airbus A330 ++STR_VEHICLE_NAME_AIRCRAFT_YATE_AEROSPACE_YAE46 :Yate Aerospace YAe46 ++STR_VEHICLE_NAME_AIRCRAFT_DINGER_100 :Dinger 100 ++STR_VEHICLE_NAME_AIRCRAFT_AIRTAXI_A34_1000 :Airbus A340-1000 ++STR_VEHICLE_NAME_AIRCRAFT_YATE_Z_SHUTTLE :Yate Z-Shuttle ++STR_VEHICLE_NAME_AIRCRAFT_KELLING_K1 :Kelling K1 ++STR_VEHICLE_NAME_AIRCRAFT_KELLING_K6 :Kelling K6 ++STR_VEHICLE_NAME_AIRCRAFT_KELLING_K7 :Kelling K7 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_700 :Darwin 700 ++STR_VEHICLE_NAME_AIRCRAFT_FFP_HYPERDART_2 :FFP Hyperdart 2 ++STR_VEHICLE_NAME_AIRCRAFT_DINGER_200 :Dinger 200 ++STR_VEHICLE_NAME_AIRCRAFT_DINGER_1000 :Dinger 1000 ++STR_VEHICLE_NAME_AIRCRAFT_PLODDYPHUT_100 :Ploddyphut 100 ++STR_VEHICLE_NAME_AIRCRAFT_PLODDYPHUT_500 :Ploddyphut 500 ++STR_VEHICLE_NAME_AIRCRAFT_FLASHBANG_X1 :Flashbang X1 ++STR_VEHICLE_NAME_AIRCRAFT_JUGGERPLANE_M1 :Juggerplane M1 ++STR_VEHICLE_NAME_AIRCRAFT_FLASHBANG_WIZZER :Flashbang Wizzer ++STR_VEHICLE_NAME_AIRCRAFT_TRICARIO_HELICOPTER :Tricario Helikopter ++STR_VEHICLE_NAME_AIRCRAFT_GURU_X2_HELICOPTER :Guru X2 Helikopter ++STR_VEHICLE_NAME_AIRCRAFT_POWERNAUT_HELICOPTER :Powernaut Helikopter ++ ++##id 0x8800 ++# Formatting of some strings ++STR_FORMAT_DATE_TINY :{STRING}-{STRING}-{NUM} ++STR_FORMAT_DATE_SHORT :{STRING} {NUM} ++STR_FORMAT_DATE_LONG :{STRING} {STRING} {NUM} ++STR_FORMAT_DATE_ISO :{2:NUM}-{1:STRING}-{0:STRING} ++ ++STR_FORMAT_BUOY_NAME :{TOWN}-Boje ++STR_FORMAT_BUOY_NAME_SERIAL :{TOWN} Boje #{COMMA} ++STR_FORMAT_COMPANY_NUM :(Firma {COMMA}) ++STR_FORMAT_GROUP_NAME :Grupp {COMMA} ++STR_FORMAT_INDUSTRY_NAME :{TOWN} {STRING} ++STR_FORMAT_WAYPOINT_NAME :Weepunkt {TOWN} ++STR_FORMAT_WAYPOINT_NAME_SERIAL :Weepunkt {TOWN} #{COMMA} ++ ++STR_FORMAT_DEPOT_NAME_TRAIN :Zuchschapp vun {TOWN} ++STR_FORMAT_DEPOT_NAME_TRAIN_SERIAL :{TOWN} Zuchschapp #{COMMA} ++STR_FORMAT_DEPOT_NAME_ROAD_VEHICLE :Stroossegefierdepot vun {TOWN} ++STR_FORMAT_DEPOT_NAME_ROAD_VEHICLE_SERIAL :{TOWN} Stroossendepot #{COMMA} ++STR_FORMAT_DEPOT_NAME_SHIP :Schëffsschapp vun {TOWN} ++STR_FORMAT_DEPOT_NAME_SHIP_SERIAL :{TOWN} Schëffsschapp #{COMMA} ++STR_FORMAT_DEPOT_NAME_AIRCRAFT :{STATION} Hangar ++ ++STR_UNKNOWN_STATION :onbekannt Statioun ++STR_DEFAULT_SIGN_NAME :Schëld ++STR_COMPANY_SOMEONE :iergendeen ++ ++STR_SAVEGAME_NAME_DEFAULT :{COMPANY}, {STRING} ++STR_SAVEGAME_NAME_SPECTATOR :Zuschauer, {1:STRING} ++ ++# Viewport strings ++STR_VIEWPORT_TOWN_POP :{WHITE}{TOWN} ({COMMA}) ++STR_VIEWPORT_TOWN :{WHITE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_BLACK :{TINY_FONT}{BLACK}{TOWN} ++STR_VIEWPORT_TOWN_TINY_WHITE :{TINY_FONT}{WHITE}{TOWN} ++ ++STR_VIEWPORT_SIGN_SMALL_BLACK :{TINY_FONT}{BLACK}{SIGN} ++STR_VIEWPORT_SIGN_SMALL_WHITE :{TINY_FONT}{WHITE}{SIGN} ++ ++STR_VIEWPORT_STATION :{STATION} {STATION_FEATURES} ++STR_VIEWPORT_STATION_TINY :{TINY_FONT}{STATION} ++ ++STR_VIEWPORT_WAYPOINT :{WAYPOINT} ++STR_VIEWPORT_WAYPOINT_TINY :{TINY_FONT}{WAYPOINT} ++ ++# Simple strings to get specific types of data ++STR_COMPANY_NAME :{COMPANY} ++STR_COMPANY_NAME_COMPANY_NUM :{COMPANY} {COMPANY_NUM} ++STR_DEPOT_NAME :{DEPOT} ++STR_ENGINE_NAME :{ENGINE} ++STR_HIDDEN_ENGINE_NAME :{ENGINE} (verstoppt) ++STR_GROUP_NAME :{GROUP} ++STR_INDUSTRY_NAME :{INDUSTRY} ++STR_PRESIDENT_NAME :{PRESIDENT_NAME} ++STR_SIGN_NAME :{SIGN} ++STR_STATION_NAME :{STATION} ++STR_TOWN_NAME :{TOWN} ++STR_VEHICLE_NAME :{VEHICLE} ++STR_WAYPOINT_NAME :{WAYPOINT} ++ ++STR_JUST_CARGO :{CARGO_LONG} ++STR_JUST_CHECKMARK :{CHECKMARK} ++STR_JUST_COMMA :{COMMA} ++STR_JUST_CURRENCY_SHORT :{CURRENCY_SHORT} ++STR_JUST_CURRENCY_LONG :{CURRENCY_LONG} ++STR_JUST_CARGO_LIST :{CARGO_LIST} ++STR_JUST_INT :{NUM} ++STR_JUST_DATE_TINY :{DATE_TINY} ++STR_JUST_DATE_SHORT :{DATE_SHORT} ++STR_JUST_DATE_LONG :{DATE_LONG} ++STR_JUST_DATE_ISO :{DATE_ISO} ++STR_JUST_STRING :{STRING} ++STR_JUST_STRING_STRING :{STRING}{STRING} ++STR_JUST_RAW_STRING :{STRING} ++STR_JUST_BIG_RAW_STRING :{BIG_FONT}{STRING} ++ ++# Slightly 'raw' stringcodes with colour or size ++STR_BLACK_COMMA :{BLACK}{COMMA} ++STR_TINY_BLACK_COMA :{TINY_FONT}{BLACK}{COMMA} ++STR_TINY_COMMA :{TINY_FONT}{COMMA} ++STR_BLUE_COMMA :{BLUE}{COMMA} ++STR_RED_COMMA :{RED}{COMMA} ++STR_WHITE_COMMA :{WHITE}{COMMA} ++STR_TINY_BLACK_DECIMAL :{TINY_FONT}{BLACK}{DECIMAL} ++STR_COMPANY_MONEY :{WHITE}{CURRENCY_LONG} ++STR_BLACK_DATE_LONG :{BLACK}{DATE_LONG} ++STR_WHITE_DATE_LONG :{WHITE}{DATE_LONG} ++STR_SHORT_DATE :{WHITE}{DATE_TINY} ++STR_DATE_LONG_SMALL :{TINY_FONT}{BLACK}{DATE_LONG} ++STR_TINY_GROUP :{TINY_FONT}{GROUP} ++STR_BLACK_INT :{BLACK}{NUM} ++STR_ORANGE_INT :{ORANGE}{NUM} ++STR_WHITE_SIGN :{WHITE}{SIGN} ++STR_TINY_BLACK_STATION :{TINY_FONT}{BLACK}{STATION} ++STR_BLACK_STRING :{BLACK}{STRING} ++STR_BLACK_RAW_STRING :{BLACK}{STRING} ++STR_ORANGE_STRING :{ORANGE}{STRING} ++STR_LTBLUE_STRING :{LTBLUE}{STRING} ++STR_WHITE_STRING :{WHITE}{STRING} ++STR_ORANGE_STRING1_WHITE :{ORANGE}{STRING}{WHITE} ++STR_ORANGE_STRING1_LTBLUE :{ORANGE}{STRING}{LTBLUE} ++STR_TINY_BLACK_HEIGHT :{TINY_FONT}{BLACK}{HEIGHT} ++STR_TINY_BLACK_VEHICLE :{TINY_FONT}{BLACK}{VEHICLE} ++STR_TINY_RIGHT_ARROW :{TINY_FONT}{RIGHT_ARROW} ++ ++STR_BLACK_1 :{BLACK}1 ++STR_BLACK_2 :{BLACK}2 ++STR_BLACK_3 :{BLACK}3 ++STR_BLACK_4 :{BLACK}4 ++STR_BLACK_5 :{BLACK}5 ++STR_BLACK_6 :{BLACK}6 ++STR_BLACK_7 :{BLACK}7 ++ ++STR_TRAIN :{BLACK}{TRAIN} ++STR_BUS :{BLACK}{BUS} ++STR_LORRY :{BLACK}{LORRY} ++STR_PLANE :{BLACK}{PLANE} ++STR_SHIP :{BLACK}{SHIP} ++ ++STR_TOOLBAR_RAILTYPE_VELOCITY :{STRING} ({VELOCITY}) +diff --git a/src/lang/norwegian_nynorsk.txt b/src/lang/norwegian_nynorsk.txt +index ba51b1139..70401dd90 100644 +--- a/src/lang/norwegian_nynorsk.txt ++++ b/src/lang/norwegian_nynorsk.txt +@@ -4781,10 +4781,18 @@ STR_SAVEGAME_NAME_DEFAULT :{COMPANY}, {STR + STR_SAVEGAME_NAME_SPECTATOR :Tilskuar, {1:STRING} + + # Viewport strings ++STR_VIEWPORT_TOWN_POP_VERY_POOR_RATING :{WHITE}{TOWN} {RED}({COMMA}) ++STR_VIEWPORT_TOWN_POP_MEDIOCRE_RATING :{WHITE}{TOWN} {ORANGE}({COMMA}) ++STR_VIEWPORT_TOWN_POP_GOOD_RATING :{WHITE}{TOWN} {YELLOW}({COMMA}) + STR_VIEWPORT_TOWN_POP :{WHITE}{TOWN} ({COMMA}) ++STR_VIEWPORT_TOWN_POP_EXCELLENT_RATING :{WHITE}{TOWN} {GREEN}({COMMA}) + STR_VIEWPORT_TOWN :{WHITE}{TOWN} + STR_VIEWPORT_TOWN_TINY_BLACK :{TINY_FONT}{BLACK}{TOWN} ++STR_VIEWPORT_TOWN_TINY_VERY_POOR_RATING :{TINY_FONT}{RED}{TOWN} ++STR_VIEWPORT_TOWN_TINY_MEDIOCRE_RATING :{TINY_FONT}{ORANGE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_GOOD_RATING :{TINY_FONT}{YELLOW}{TOWN} + STR_VIEWPORT_TOWN_TINY_WHITE :{TINY_FONT}{WHITE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_EXCELLENT_RATING :{TINY_FONT}{GREEN}{TOWN} + + STR_VIEWPORT_SIGN_SMALL_BLACK :{TINY_FONT}{BLACK}{SIGN} + STR_VIEWPORT_SIGN_SMALL_WHITE :{TINY_FONT}{WHITE}{SIGN} +diff --git a/src/lang/portuguese.txt b/src/lang/portuguese.txt +index ef966a474..605b9c612 100644 +--- a/src/lang/portuguese.txt ++++ b/src/lang/portuguese.txt +@@ -4885,10 +4885,18 @@ STR_SAVEGAME_NAME_DEFAULT :{COMPANY}, {STR + STR_SAVEGAME_NAME_SPECTATOR :Espectador, {1:STRING} + + # Viewport strings ++STR_VIEWPORT_TOWN_POP_VERY_POOR_RATING :{WHITE}{TOWN} {RED}({COMMA}) ++STR_VIEWPORT_TOWN_POP_MEDIOCRE_RATING :{WHITE}{TOWN} {ORANGE}({COMMA}) ++STR_VIEWPORT_TOWN_POP_GOOD_RATING :{WHITE}{TOWN} {YELLOW}({COMMA}) + STR_VIEWPORT_TOWN_POP :{WHITE}{TOWN} ({COMMA}) ++STR_VIEWPORT_TOWN_POP_EXCELLENT_RATING :{WHITE}{TOWN} {GREEN}({COMMA}) + STR_VIEWPORT_TOWN :{WHITE}{TOWN} + STR_VIEWPORT_TOWN_TINY_BLACK :{TINY_FONT}{BLACK}{TOWN} ++STR_VIEWPORT_TOWN_TINY_VERY_POOR_RATING :{TINY_FONT}{RED}{TOWN} ++STR_VIEWPORT_TOWN_TINY_MEDIOCRE_RATING :{TINY_FONT}{ORANGE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_GOOD_RATING :{TINY_FONT}{YELLOW}{TOWN} + STR_VIEWPORT_TOWN_TINY_WHITE :{TINY_FONT}{WHITE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_EXCELLENT_RATING :{TINY_FONT}{GREEN}{TOWN} + + STR_VIEWPORT_SIGN_SMALL_BLACK :{TINY_FONT}{BLACK}{SIGN} + STR_VIEWPORT_SIGN_SMALL_WHITE :{TINY_FONT}{WHITE}{SIGN} +diff --git a/src/lang/spanish.txt b/src/lang/spanish.txt +index 774205fa5..1991f3262 100644 +--- a/src/lang/spanish.txt ++++ b/src/lang/spanish.txt +@@ -4885,10 +4885,18 @@ STR_SAVEGAME_NAME_DEFAULT :{COMPANY}, {STR + STR_SAVEGAME_NAME_SPECTATOR :Espectador, {1:STRING} + + # Viewport strings ++STR_VIEWPORT_TOWN_POP_VERY_POOR_RATING :{WHITE}{TOWN} {RED}({COMMA}) ++STR_VIEWPORT_TOWN_POP_MEDIOCRE_RATING :{WHITE}{TOWN} {ORANGE}({COMMA}) ++STR_VIEWPORT_TOWN_POP_GOOD_RATING :{WHITE}{TOWN} {YELLOW}({COMMA}) + STR_VIEWPORT_TOWN_POP :{WHITE}{TOWN} ({COMMA}) ++STR_VIEWPORT_TOWN_POP_EXCELLENT_RATING :{WHITE}{TOWN} {GREEN}({COMMA}) + STR_VIEWPORT_TOWN :{WHITE}{TOWN} + STR_VIEWPORT_TOWN_TINY_BLACK :{TINY_FONT}{BLACK}{TOWN} ++STR_VIEWPORT_TOWN_TINY_VERY_POOR_RATING :{TINY_FONT}{RED}{TOWN} ++STR_VIEWPORT_TOWN_TINY_MEDIOCRE_RATING :{TINY_FONT}{ORANGE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_GOOD_RATING :{TINY_FONT}{YELLOW}{TOWN} + STR_VIEWPORT_TOWN_TINY_WHITE :{TINY_FONT}{WHITE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_EXCELLENT_RATING :{TINY_FONT}{GREEN}{TOWN} + + STR_VIEWPORT_SIGN_SMALL_BLACK :{TINY_FONT}{BLACK}{SIGN} + STR_VIEWPORT_SIGN_SMALL_WHITE :{TINY_FONT}{WHITE}{SIGN} +diff --git a/src/lang/spanish.txt.orig b/src/lang/spanish.txt.orig +new file mode 100644 +index 000000000..525b29a31 +--- /dev/null ++++ b/src/lang/spanish.txt.orig +@@ -0,0 +1,4985 @@ ++##name Spanish ++##ownname Español (ES) ++##isocode es_ES ++##plural 0 ++##textdir ltr ++##digitsep . ++##digitsepcur . ++##decimalsep , ++##winlangid 0x0c0a ++##grflangid 0x04 ++##gender m f ++ ++ ++# $Id$ ++ ++# 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/>. ++ ++ ++##id 0x0000 ++STR_NULL : ++STR_EMPTY : ++STR_UNDEFINED :(cadena no definida) ++STR_JUST_NOTHING :Nada ++ ++# Cargo related strings ++# Plural cargo name ++STR_CARGO_PLURAL_NOTHING : ++STR_CARGO_PLURAL_PASSENGERS :{G=m}Pasajeros ++STR_CARGO_PLURAL_COAL :{G=m}Carbón ++STR_CARGO_PLURAL_MAIL :{G=m}Correo ++STR_CARGO_PLURAL_OIL :{G=m}Petróleo ++STR_CARGO_PLURAL_LIVESTOCK :{G=m}Ganado ++STR_CARGO_PLURAL_GOODS :{G=f}Mercancías ++STR_CARGO_PLURAL_GRAIN :{G=m}Grano ++STR_CARGO_PLURAL_WOOD :{G=f}Madera ++STR_CARGO_PLURAL_IRON_ORE :{G=m}Mineral de Hierro ++STR_CARGO_PLURAL_STEEL :{G=m}Acero ++STR_CARGO_PLURAL_VALUABLES :{G=m}Objetos de Valor ++STR_CARGO_PLURAL_COPPER_ORE :{G=m}Mineral de Cobre ++STR_CARGO_PLURAL_MAIZE :{G=m}Maíz ++STR_CARGO_PLURAL_FRUIT :{G=f}Frutas ++STR_CARGO_PLURAL_DIAMONDS :{G=m}Diamantes ++STR_CARGO_PLURAL_FOOD :{G=m}Alimentos ++STR_CARGO_PLURAL_PAPER :{G=m}Papel ++STR_CARGO_PLURAL_GOLD :{G=m}Oro ++STR_CARGO_PLURAL_WATER :{G=m}Agua ++STR_CARGO_PLURAL_WHEAT :{G=m}Trigo ++STR_CARGO_PLURAL_RUBBER :{G=m}Caucho ++STR_CARGO_PLURAL_SUGAR :{G=m}Azúcar ++STR_CARGO_PLURAL_TOYS :{G=m}Juguetes ++STR_CARGO_PLURAL_CANDY :{G=m}Dulces ++STR_CARGO_PLURAL_COLA :{G=f}Cola ++STR_CARGO_PLURAL_COTTON_CANDY :{G=m}Algodón Dulce ++STR_CARGO_PLURAL_BUBBLES :{G=f}Burbujas ++STR_CARGO_PLURAL_TOFFEE :{G=m}Caramelos ++STR_CARGO_PLURAL_BATTERIES :{G=f}Pilas ++STR_CARGO_PLURAL_PLASTIC :{G=m}Plástico ++STR_CARGO_PLURAL_FIZZY_DRINKS :{G=m}Refrescos ++ ++# Singular cargo name ++STR_CARGO_SINGULAR_NOTHING : ++STR_CARGO_SINGULAR_PASSENGER :{G=m}Pasajeros ++STR_CARGO_SINGULAR_COAL :{G=m}Carbón ++STR_CARGO_SINGULAR_MAIL :{G=m}Correo ++STR_CARGO_SINGULAR_OIL :{G=m}Petróleo ++STR_CARGO_SINGULAR_LIVESTOCK :{G=m}Ganado ++STR_CARGO_SINGULAR_GOODS :{G=f}Mercancía ++STR_CARGO_SINGULAR_GRAIN :{G=m}Grano ++STR_CARGO_SINGULAR_WOOD :{G=f}Madera ++STR_CARGO_SINGULAR_IRON_ORE :{G=m}Mineral de Hierro ++STR_CARGO_SINGULAR_STEEL :{G=m}Acero ++STR_CARGO_SINGULAR_VALUABLES :{G=m}Objetos de Valor ++STR_CARGO_SINGULAR_COPPER_ORE :{G=m}Mineral de Cobre ++STR_CARGO_SINGULAR_MAIZE :{G=m}Maíz ++STR_CARGO_SINGULAR_FRUIT :{G=f}Fruta ++STR_CARGO_SINGULAR_DIAMOND :{G=m}Diamantes ++STR_CARGO_SINGULAR_FOOD :{G=m}Alimento ++STR_CARGO_SINGULAR_PAPER :{G=m}Papel ++STR_CARGO_SINGULAR_GOLD :{G=m}Oro ++STR_CARGO_SINGULAR_WATER :{G=m}Agua ++STR_CARGO_SINGULAR_WHEAT :{G=m}Trigo ++STR_CARGO_SINGULAR_RUBBER :{G=m}Caucho ++STR_CARGO_SINGULAR_SUGAR :{G=m}Azúcar ++STR_CARGO_SINGULAR_TOY :{G=m}Juguete ++STR_CARGO_SINGULAR_CANDY :{G=m}Dulce ++STR_CARGO_SINGULAR_COLA :{G=f}Cola ++STR_CARGO_SINGULAR_COTTON_CANDY :{G=m}Algodón Dulce ++STR_CARGO_SINGULAR_BUBBLE :{G=f}Burbuja ++STR_CARGO_SINGULAR_TOFFEE :{G=m}Caramelo ++STR_CARGO_SINGULAR_BATTERY :{G=f}Pila ++STR_CARGO_SINGULAR_PLASTIC :{G=m}Plástico ++STR_CARGO_SINGULAR_FIZZY_DRINK :{G=m}Refresco ++ ++# Quantity of cargo ++STR_QUANTITY_NOTHING : ++STR_QUANTITY_PASSENGERS :{COMMA}{NBSP}pasajero{P "" s} ++STR_QUANTITY_COAL :{WEIGHT_LONG} de carbón ++STR_QUANTITY_MAIL :{COMMA}{NBSP}bolsa{P "" s} de correo ++STR_QUANTITY_OIL :{VOLUME_LONG} de petróleo ++STR_QUANTITY_LIVESTOCK :{COMMA}{NBSP}cabeza{P "" s} de ganado ++STR_QUANTITY_GOODS :{COMMA}{NBSP}caja{P "" s} de mercancías ++STR_QUANTITY_GRAIN :{WEIGHT_LONG} de grano ++STR_QUANTITY_WOOD :{WEIGHT_LONG} de madera ++STR_QUANTITY_IRON_ORE :{WEIGHT_LONG} de mineral de hierro ++STR_QUANTITY_STEEL :{WEIGHT_LONG} de acero ++STR_QUANTITY_VALUABLES :{COMMA}{NBSP}bolsa{P "" s} de objetos de valor ++STR_QUANTITY_COPPER_ORE :{WEIGHT_LONG} de mineral de cobre ++STR_QUANTITY_MAIZE :{WEIGHT_LONG} de maíz ++STR_QUANTITY_FRUIT :{WEIGHT_LONG} de fruta ++STR_QUANTITY_DIAMONDS :{COMMA}{NBSP}bolsa{P "" s} de diamantes ++STR_QUANTITY_FOOD :{WEIGHT_LONG} de alimentos ++STR_QUANTITY_PAPER :{WEIGHT_LONG} de papel ++STR_QUANTITY_GOLD :{COMMA}{NBSP}bolsa{P "" s} de oro ++STR_QUANTITY_WATER :{VOLUME_LONG} de agua ++STR_QUANTITY_WHEAT :{WEIGHT_LONG} de trigo ++STR_QUANTITY_RUBBER :{VOLUME_LONG} de caucho ++STR_QUANTITY_SUGAR :{WEIGHT_LONG} de azúcar ++STR_QUANTITY_TOYS :{COMMA}{NBSP}juguete{P "" s} ++STR_QUANTITY_SWEETS :{COMMA}{NBSP}bolsa{P "" s} de dulces ++STR_QUANTITY_COLA :{VOLUME_LONG} de cola ++STR_QUANTITY_CANDYFLOSS :{WEIGHT_LONG} de algodón dulce ++STR_QUANTITY_BUBBLES :{COMMA} burbuja{P "" s} ++STR_QUANTITY_TOFFEE :{WEIGHT_LONG} de caramelo{P "" s} ++STR_QUANTITY_BATTERIES :{COMMA} pila{P "" s} ++STR_QUANTITY_PLASTIC :{VOLUME_LONG} de plástico ++STR_QUANTITY_FIZZY_DRINKS :{COMMA} refresco{P "" s} ++STR_QUANTITY_N_A :Ninguna ++ ++# Two letter abbreviation of cargo name ++STR_ABBREV_NOTHING : ++STR_ABBREV_PASSENGERS :{TINY_FONT}PJ ++STR_ABBREV_COAL :{TINY_FONT}CB ++STR_ABBREV_MAIL :{TINY_FONT}CR ++STR_ABBREV_OIL :{TINY_FONT}PT ++STR_ABBREV_LIVESTOCK :{TINY_FONT}GN ++STR_ABBREV_GOODS :{TINY_FONT}MC ++STR_ABBREV_GRAIN :{TINY_FONT}GR ++STR_ABBREV_WOOD :{TINY_FONT}MD ++STR_ABBREV_IRON_ORE :{TINY_FONT}MH ++STR_ABBREV_STEEL :{TINY_FONT}AC ++STR_ABBREV_VALUABLES :{TINY_FONT}OV ++STR_ABBREV_COPPER_ORE :{TINY_FONT}MC ++STR_ABBREV_MAIZE :{TINY_FONT}MZ ++STR_ABBREV_FRUIT :{TINY_FONT}FT ++STR_ABBREV_DIAMONDS :{TINY_FONT}DM ++STR_ABBREV_FOOD :{TINY_FONT}AL ++STR_ABBREV_PAPER :{TINY_FONT}PP ++STR_ABBREV_GOLD :{TINY_FONT}OR ++STR_ABBREV_WATER :{TINY_FONT}AG ++STR_ABBREV_WHEAT :{TINY_FONT}TG ++STR_ABBREV_RUBBER :{TINY_FONT}GM ++STR_ABBREV_SUGAR :{TINY_FONT}AZ ++STR_ABBREV_TOYS :{TINY_FONT}JG ++STR_ABBREV_SWEETS :{TINY_FONT}DC ++STR_ABBREV_COLA :{TINY_FONT}CL ++STR_ABBREV_CANDYFLOSS :{TINY_FONT}AA ++STR_ABBREV_BUBBLES :{TINY_FONT}BU ++STR_ABBREV_TOFFEE :{TINY_FONT}CM ++STR_ABBREV_BATTERIES :{TINY_FONT}PI ++STR_ABBREV_PLASTIC :{TINY_FONT}PL ++STR_ABBREV_FIZZY_DRINKS :{TINY_FONT}RF ++STR_ABBREV_NONE :{TINY_FONT}NO ++STR_ABBREV_ALL :{TINY_FONT}TOD ++ ++# 'Mode' of transport for cargoes ++STR_PASSENGERS :{COMMA}{NBSP}pasajero{P "" s} ++STR_BAGS :{COMMA}{NBSP}bolsa{P "" s} ++STR_TONS :{COMMA}{NBSP}tonelada{P "" s} ++STR_LITERS :{COMMA}{NBSP}litro{P "" s} ++STR_ITEMS :{COMMA}{NBSP}artículo{P "" s} ++STR_CRATES :{COMMA}{NBSP}caja{P "" s} ++ ++# Colours, do not shuffle ++STR_COLOUR_DARK_BLUE :Azul oscuro ++STR_COLOUR_PALE_GREEN :Verde pálido ++STR_COLOUR_PINK :Rosa ++STR_COLOUR_YELLOW :Amarillo ++STR_COLOUR_RED :Rojo ++STR_COLOUR_LIGHT_BLUE :Azul claro ++STR_COLOUR_GREEN :Verde ++STR_COLOUR_DARK_GREEN :Verde oscuro ++STR_COLOUR_BLUE :Azul ++STR_COLOUR_CREAM :Crema ++STR_COLOUR_MAUVE :Malva ++STR_COLOUR_PURPLE :Morado ++STR_COLOUR_ORANGE :Naranja ++STR_COLOUR_BROWN :Marrón ++STR_COLOUR_GREY :Gris ++STR_COLOUR_WHITE :Blanco ++ ++# Units used in OpenTTD ++STR_UNITS_VELOCITY_IMPERIAL :{COMMA}{NBSP}mph ++STR_UNITS_VELOCITY_METRIC :{COMMA}{NBSP}km/h ++STR_UNITS_VELOCITY_SI :{COMMA}{NBSP}m/s ++ ++STR_UNITS_POWER_IMPERIAL :{COMMA}{NBSP}cv ++STR_UNITS_POWER_METRIC :{COMMA}{NBSP}cv ++STR_UNITS_POWER_SI :{COMMA}{NBSP}kW ++ ++STR_UNITS_WEIGHT_SHORT_IMPERIAL :{COMMA}{NBSP}t ++STR_UNITS_WEIGHT_SHORT_METRIC :{COMMA}{NBSP}t ++STR_UNITS_WEIGHT_SHORT_SI :{COMMA}{NBSP}kg ++ ++STR_UNITS_WEIGHT_LONG_IMPERIAL :{COMMA}{NBSP}tonelada{P "" s} ++STR_UNITS_WEIGHT_LONG_METRIC :{COMMA}{NBSP}tonelada{P "" s} ++STR_UNITS_WEIGHT_LONG_SI :{COMMA}{NBSP}kg ++ ++STR_UNITS_VOLUME_SHORT_IMPERIAL :{COMMA}{NBSP}gal ++STR_UNITS_VOLUME_SHORT_METRIC :{COMMA}{NBSP}l ++STR_UNITS_VOLUME_SHORT_SI :{COMMA}{NBSP}m³ ++ ++STR_UNITS_VOLUME_LONG_IMPERIAL :{COMMA} gal{P ón ones} ++STR_UNITS_VOLUME_LONG_METRIC :{COMMA}{NBSP}litro{P "" s} ++STR_UNITS_VOLUME_LONG_SI :{COMMA}{NBSP}m³ ++ ++STR_UNITS_FORCE_IMPERIAL :{COMMA}{NBSP}lbf ++STR_UNITS_FORCE_METRIC :{COMMA}{NBSP}kp ++STR_UNITS_FORCE_SI :{COMMA}{NBSP}kN ++ ++STR_UNITS_HEIGHT_IMPERIAL :{COMMA}{NBSP}pies ++STR_UNITS_HEIGHT_METRIC :{COMMA}{NBSP}m ++STR_UNITS_HEIGHT_SI :{COMMA}{NBSP}m ++ ++# Common window strings ++STR_LIST_FILTER_TITLE :{BLACK}Patrón de filtrado: ++STR_LIST_FILTER_OSKTITLE :{BLACK}Escriba un patrón de filtrado ++STR_LIST_FILTER_TOOLTIP :{BLACK}Introduzca una palabra clave para filtrar la lista ++ ++STR_TOOLTIP_GROUP_ORDER :{BLACK}Selecciona orden de agrupamiento ++STR_TOOLTIP_SORT_ORDER :{BLACK}Selecciona orden de clasificación (descendiente/ascendiente) ++STR_TOOLTIP_SORT_CRITERIA :{BLACK}Selecciona orden de clasificación ++STR_TOOLTIP_FILTER_CRITERIA :{BLACK}Selecciona criterio de filtrado ++STR_BUTTON_SORT_BY :{BLACK}Ordenar por ++STR_BUTTON_LOCATION :{BLACK}Sitio ++STR_BUTTON_RENAME :{BLACK}Renombrar ++ ++STR_TOOLTIP_CLOSE_WINDOW :{BLACK}Cerrar ventana ++STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS :{BLACK}Título de la ventana - arrastre para moverla ++STR_TOOLTIP_SHADE :{BLACK}Ocultar ventana - mostrar solo título de la ventana ++STR_TOOLTIP_DEBUG :{BLACK}Mostrar información de depuración NewGRF ++STR_TOOLTIP_DEFSIZE :{BLACK}Redimensionar ventana al tamaño por defecto. Ctrl+Click permite almacenar el tamaño actual como tamaño por defecto ++STR_TOOLTIP_STICKY :{BLACK}Esta ventana no se cerrará tras usar el comando 'Cerrar Todas las Ventanas'. Ctrl+Click permite guardar el estado como estado por defecto ++STR_TOOLTIP_RESIZE :{BLACK}Pulse y arrastre para redimensionar la ventana ++STR_TOOLTIP_TOGGLE_LARGE_SMALL_WINDOW :{BLACK}Cambiar entre tamaño de ventana grande/pequeño ++STR_TOOLTIP_VSCROLL_BAR_SCROLLS_LIST :{BLACK}Barra de desplazamiento - mueve la lista arriba/abajo ++STR_TOOLTIP_HSCROLL_BAR_SCROLLS_LIST :{BLACK}Barra de desplazamiento - mueve la lista izquierda/derecha ++STR_TOOLTIP_DEMOLISH_BUILDINGS_ETC :{BLACK}Demoler edificios, etc. en un área de terreno. Ctrl permite seleccionar un área diagonalmente. Shift permite mostrar una estimación del precio ++ ++# Show engines button ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_TRAIN :{BLACK}Mostrar ocultos ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_ROAD_VEHICLE :{BLACK}Mostrar ocultos ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_SHIP :{BLACK}Mostrar ocultos ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_AIRCRAFT :{BLACK}Mostrar ocultos ++ ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_TRAIN_TOOLTIP :{BLACK}Al activar este botón, los trenes ocultos también serán mostrados ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_ROAD_VEHICLE_TOOLTIP :{BLACK}Al activar este botón, los vehículos de carretera ocultos también serán mostrados ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_SHIP_TOOLTIP :{BLACK}Al activar este botón, los barcos ocultos también serán mostrados ++STR_SHOW_HIDDEN_ENGINES_VEHICLE_AIRCRAFT_TOOLTIP :{BLACK}Al activar este botón, las aeronaves ocultas también serán mostradas ++ ++# Query window ++STR_BUTTON_DEFAULT :{BLACK}Por defecto ++STR_BUTTON_CANCEL :{BLACK}Cancelar ++STR_BUTTON_OK :{BLACK}OK ++ ++# On screen keyboard window ++STR_OSK_KEYBOARD_LAYOUT :º1234567890'¡\qwertyuiop`+asdfghjklñ´ç<zxcvbnm,.- . ++STR_OSK_KEYBOARD_LAYOUT_CAPS :ª!"·$%&/()=?¿|QWERTYUIOP^*ASDFGHJKLѨÇ>ZXCVBNM;:_ . ++ ++# Measurement tooltip ++STR_MEASURE_LENGTH :{BLACK}Longitud: {NUM} ++STR_MEASURE_AREA :{BLACK}Área: {NUM} x {NUM} ++STR_MEASURE_LENGTH_HEIGHTDIFF :{BLACK}Longitud: {NUM}{}Diferencia altura: {HEIGHT} ++STR_MEASURE_AREA_HEIGHTDIFF :{BLACK}Área: {NUM} x {NUM}{}Diferencia altura: {HEIGHT} ++ ++ ++# These are used in buttons ++STR_SORT_BY_CAPTION_NAME :{BLACK}Nombre ++STR_SORT_BY_CAPTION_DATE :{BLACK}Fecha ++# These are used in dropdowns ++STR_SORT_BY_NAME :Nombre ++STR_SORT_BY_PRODUCTION :Producción ++STR_SORT_BY_TYPE :Tipo ++STR_SORT_BY_TRANSPORTED :Transportado ++STR_SORT_BY_NUMBER :Número ++STR_SORT_BY_PROFIT_LAST_YEAR :Beneficio año pasado ++STR_SORT_BY_PROFIT_THIS_YEAR :Beneficio este año ++STR_SORT_BY_AGE :Edad ++STR_SORT_BY_RELIABILITY :Fiabilidad ++STR_SORT_BY_TOTAL_CAPACITY_PER_CARGOTYPE :Capacidad por tipo de carga ++STR_SORT_BY_MAX_SPEED :Velocidad máxima ++STR_SORT_BY_MODEL :Modelo ++STR_SORT_BY_VALUE :Valor ++STR_SORT_BY_LENGTH :Longitud ++STR_SORT_BY_LIFE_TIME :Tiempo de vida restante ++STR_SORT_BY_TIMETABLE_DELAY :Retraso en horarios ++STR_SORT_BY_FACILITY :Tipo de estación ++STR_SORT_BY_WAITING_TOTAL :Carga en espera total ++STR_SORT_BY_WAITING_AVAILABLE :Carga en espera disponible ++STR_SORT_BY_RATING_MAX :Calificación más alta de carga ++STR_SORT_BY_RATING_MIN :Calificación más baja de carga ++STR_SORT_BY_ENGINE_ID :ID Motor (ordenación clásica) ++STR_SORT_BY_COST :Coste ++STR_SORT_BY_POWER :Potencia ++STR_SORT_BY_TRACTIVE_EFFORT :Fuerza de tracción ++STR_SORT_BY_INTRO_DATE :Fecha introducción ++STR_SORT_BY_RUNNING_COST :Coste operación ++STR_SORT_BY_POWER_VS_RUNNING_COST :Potencia/coste operación ++STR_SORT_BY_CARGO_CAPACITY :Capacidad de carga ++STR_SORT_BY_RANGE :Alcance ++STR_SORT_BY_POPULATION :Población ++STR_SORT_BY_RATING :Calificación ++ ++# Tooltips for the main toolbar ++STR_TOOLBAR_TOOLTIP_PAUSE_GAME :{BLACK}Pausar juego ++STR_TOOLBAR_TOOLTIP_FORWARD :{BLACK}Avance rápido del juego ++STR_TOOLBAR_TOOLTIP_OPTIONS :{BLACK}Opciones ++STR_TOOLBAR_TOOLTIP_SAVE_GAME_ABANDON_GAME :{BLACK}Guardar juego, abandonar juego, salir ++STR_TOOLBAR_TOOLTIP_DISPLAY_MAP :{BLACK}Mostrar mapa ++STR_TOOLBAR_TOOLTIP_DISPLAY_TOWN_DIRECTORY :{BLACK}Mostrar guía de municipios ++STR_TOOLBAR_TOOLTIP_DISPLAY_SUBSIDIES :{BLACK}Mostrar subvenciones ++STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_STATIONS :{BLACK}Mostrar lista de estaciones ++STR_TOOLBAR_TOOLTIP_DISPLAY_COMPANY_FINANCES :{BLACK}Mostrar información financiera de la empresa ++STR_TOOLBAR_TOOLTIP_DISPLAY_COMPANY_GENERAL :{BLACK}Mostrar información general de la empresa ++STR_TOOLBAR_TOOLTIP_DISPLAY_STORY_BOOK :{BLACK}Mostrar historial ++STR_TOOLBAR_TOOLTIP_DISPLAY_GOALS_LIST :{BLACK}Mostrar lista de metas ++STR_TOOLBAR_TOOLTIP_DISPLAY_GRAPHS :{BLACK}Mostrar gráficos ++STR_TOOLBAR_TOOLTIP_DISPLAY_COMPANY_LEAGUE :{BLACK}Mostrar tabla de clasificación de empresas ++STR_TOOLBAR_TOOLTIP_FUND_CONSTRUCTION_OF_NEW :{BLACK}Aportar fondos para construir una nueva industria ++STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_TRAINS :{BLACK}Mostrar lista de trenes de la empresa. Ctrl+Click hace que no aparezca la lista de grupos ++STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_ROAD_VEHICLES :{BLACK}Mostrar lista de vehículos de carretera de la empresa. Ctrl+Click hace que no aparezca la lista de grupos ++STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_SHIPS :{BLACK}Mostrar lista de barcos de la empresa. Ctrl+Click hace que no aparezca la lista de grupos ++STR_TOOLBAR_TOOLTIP_DISPLAY_LIST_OF_COMPANY_AIRCRAFT :{BLACK}Mostrar lista de aeronaves de la empresa. Ctrl+Click hace que no aparezca la lista de grupos ++STR_TOOLBAR_TOOLTIP_ZOOM_THE_VIEW_IN :{BLACK}Acercar vista ++STR_TOOLBAR_TOOLTIP_ZOOM_THE_VIEW_OUT :{BLACK}Alejar vista ++STR_TOOLBAR_TOOLTIP_BUILD_RAILROAD_TRACK :{BLACK}Construir ferrocarril ++STR_TOOLBAR_TOOLTIP_BUILD_ROADS :{BLACK}Construir carreteras ++STR_TOOLBAR_TOOLTIP_BUILD_SHIP_DOCKS :{BLACK}Construir muelles para barcos ++STR_TOOLBAR_TOOLTIP_BUILD_AIRPORTS :{BLACK}Construir aeropuertos ++STR_TOOLBAR_TOOLTIP_LANDSCAPING :{BLACK}Abre la herramienta de terreno para nivelar/elevar terrenos, plantar árboles, etc. ++STR_TOOLBAR_TOOLTIP_SHOW_SOUND_MUSIC_WINDOW :{BLACK}Mostrar ventana de sonido/música ++STR_TOOLBAR_TOOLTIP_SHOW_LAST_MESSAGE_NEWS :{BLACK}Mostrar último mensaje/noticia, mostrar opciones de mensajes ++STR_TOOLBAR_TOOLTIP_LAND_BLOCK_INFORMATION :{BLACK}Información de área, consola, depuración script, capturas, acerca de OpenTTD ++STR_TOOLBAR_TOOLTIP_SWITCH_TOOLBAR :{BLACK}Cambiar barras de herramientas ++ ++# Extra tooltips for the scenario editor toolbar ++STR_SCENEDIT_TOOLBAR_TOOLTIP_SAVE_SCENARIO_LOAD_SCENARIO :{BLACK}Guardar escenario, cargar escenario, abandonar editor, salir ++STR_SCENEDIT_TOOLBAR_OPENTTD :{YELLOW}OpenTTD ++STR_SCENEDIT_TOOLBAR_SCENARIO_EDITOR :{YELLOW}Editor de escenarios ++STR_SCENEDIT_TOOLBAR_TOOLTIP_MOVE_THE_STARTING_DATE_BACKWARD :{BLACK}Retrocede la fecha de inicio en un año ++STR_SCENEDIT_TOOLBAR_TOOLTIP_MOVE_THE_STARTING_DATE_FORWARD :{BLACK}Avanza la fecha de inicio en un año ++STR_SCENEDIT_TOOLBAR_TOOLTIP_SET_DATE :{BLACK}Click para fijar el año inicial ++STR_SCENEDIT_TOOLBAR_TOOLTIP_DISPLAY_MAP_TOWN_DIRECTORY :{BLACK}Mostrar mapa, guía de municipios ++STR_SCENEDIT_TOOLBAR_LANDSCAPE_GENERATION :{BLACK}Generación de terreno ++STR_SCENEDIT_TOOLBAR_TOWN_GENERATION :{BLACK}Creación de municipios ++STR_SCENEDIT_TOOLBAR_INDUSTRY_GENERATION :{BLACK}Generación de industria ++STR_SCENEDIT_TOOLBAR_ROAD_CONSTRUCTION :{BLACK}Construcción de carreteras ++STR_SCENEDIT_TOOLBAR_PLANT_TREES :{BLACK}Plantar árboles. Shift permite mostrar una estimación del precio ++STR_SCENEDIT_TOOLBAR_PLACE_SIGN :{BLACK}Colocar cartel ++STR_SCENEDIT_TOOLBAR_PLACE_OBJECT :{BLACK}Colocar objeto. Shift permite mostrar una estimación del precio ++ ++############ range for SE file menu starts ++STR_SCENEDIT_FILE_MENU_SAVE_SCENARIO :Guardar escenario ++STR_SCENEDIT_FILE_MENU_LOAD_SCENARIO :Cargar escenario ++STR_SCENEDIT_FILE_MENU_SAVE_HEIGHTMAP :Guardar mapa de alturas ++STR_SCENEDIT_FILE_MENU_LOAD_HEIGHTMAP :Cargar mapa de alturas ++STR_SCENEDIT_FILE_MENU_QUIT_EDITOR :Salir del editor de escenarios ++STR_SCENEDIT_FILE_MENU_SEPARATOR : ++STR_SCENEDIT_FILE_MENU_QUIT :Salir ++############ range for SE file menu starts ++ ++############ range for settings menu starts ++STR_SETTINGS_MENU_GAME_OPTIONS :Opciones de juego ++STR_SETTINGS_MENU_CONFIG_SETTINGS_TREE :Configuración ++STR_SETTINGS_MENU_SCRIPT_SETTINGS :Configuración de scripts ++STR_SETTINGS_MENU_NEWGRF_SETTINGS :Configuración NewGRF ++STR_SETTINGS_MENU_TRANSPARENCY_OPTIONS :Opciones de transparencia ++STR_SETTINGS_MENU_TOWN_NAMES_DISPLAYED :Ver nombres de municipios ++STR_SETTINGS_MENU_STATION_NAMES_DISPLAYED :Ver nombres de estaciones ++STR_SETTINGS_MENU_WAYPOINTS_DISPLAYED :Ver puntos de ruta ++STR_SETTINGS_MENU_SIGNS_DISPLAYED :Ver carteles ++STR_SETTINGS_MENU_SHOW_COMPETITOR_SIGNS :Carteles y nombres del competidor mostrados ++STR_SETTINGS_MENU_FULL_ANIMATION :Animación completa ++STR_SETTINGS_MENU_FULL_DETAIL :Detalle completo ++STR_SETTINGS_MENU_TRANSPARENT_BUILDINGS :Edificios transparentes ++STR_SETTINGS_MENU_TRANSPARENT_SIGNS :Carteles transparentes ++############ range ends here ++ ++############ range for file menu starts ++STR_FILE_MENU_SAVE_GAME :Guardar juego ++STR_FILE_MENU_LOAD_GAME :Cargar juego ++STR_FILE_MENU_QUIT_GAME :Abandonar juego ++STR_FILE_MENU_SEPARATOR : ++STR_FILE_MENU_EXIT :Salir ++############ range ends here ++ ++# map menu ++STR_MAP_MENU_MAP_OF_WORLD :Mapa del mundo ++STR_MAP_MENU_EXTRA_VIEW_PORT :Punto de vista extra ++STR_MAP_MENU_LINGRAPH_LEGEND :Leyenda de Movimientos de Carga ++STR_MAP_MENU_SIGN_LIST :Lista de carteles ++ ++############ range for town menu starts ++STR_TOWN_MENU_TOWN_DIRECTORY :Directorio de municipios ++STR_TOWN_MENU_FOUND_TOWN :Fundar municipio ++############ range ends here ++ ++############ range for subsidies menu starts ++STR_SUBSIDIES_MENU_SUBSIDIES :Subvenciones ++############ range ends here ++ ++############ range for graph menu starts ++STR_GRAPH_MENU_OPERATING_PROFIT_GRAPH :Gráfico de beneficio operativo ++STR_GRAPH_MENU_INCOME_GRAPH :Gráfico de ingresos ++STR_GRAPH_MENU_DELIVERED_CARGO_GRAPH :Gráfico de carga entregada ++STR_GRAPH_MENU_PERFORMANCE_HISTORY_GRAPH :Gráfico de rendimiento ++STR_GRAPH_MENU_COMPANY_VALUE_GRAPH :Gráfico del valor de la empresa ++STR_GRAPH_MENU_CARGO_PAYMENT_RATES :Tarifas de pagos por carga ++############ range ends here ++ ++############ range for company league menu starts ++STR_GRAPH_MENU_COMPANY_LEAGUE_TABLE :Tabla de clasificación de empresas ++STR_GRAPH_MENU_DETAILED_PERFORMANCE_RATING :Detalles del rendimiento ++STR_GRAPH_MENU_HIGHSCORE :Tabla de puntuaciones ++############ range ends here ++ ++############ range for industry menu starts ++STR_INDUSTRY_MENU_INDUSTRY_DIRECTORY :Directorio de industrias ++STR_INDUSTRY_MENU_INDUSTRY_CHAIN :Cadenas de industrias ++STR_INDUSTRY_MENU_FUND_NEW_INDUSTRY :Fundar nueva industria ++############ range ends here ++ ++############ range for railway construction menu starts ++STR_RAIL_MENU_RAILROAD_CONSTRUCTION :Construcción de ferrocarril ++STR_RAIL_MENU_ELRAIL_CONSTRUCTION :Construcción de ferrocarril eléctrico ++STR_RAIL_MENU_MONORAIL_CONSTRUCTION :Construcción de monorraíl ++STR_RAIL_MENU_MAGLEV_CONSTRUCTION :Construcción de maglev ++############ range ends here ++ ++############ range for road construction menu starts ++STR_ROAD_MENU_ROAD_CONSTRUCTION :Construcción de carretera ++STR_ROAD_MENU_TRAM_CONSTRUCTION :Construcción de tranvía ++############ range ends here ++ ++############ range for waterways construction menu starts ++STR_WATERWAYS_MENU_WATERWAYS_CONSTRUCTION :Construcción de canales ++############ range ends here ++ ++############ range for airport construction menu starts ++STR_AIRCRAFT_MENU_AIRPORT_CONSTRUCTION :Construir aeropuerto ++############ range ends here ++ ++############ range for landscaping menu starts ++STR_LANDSCAPING_MENU_LANDSCAPING :Terreno ++STR_LANDSCAPING_MENU_PLANT_TREES :Plantar árboles ++STR_LANDSCAPING_MENU_PLACE_SIGN :Colocar cartel ++############ range ends here ++ ++############ range for music menu starts ++STR_TOOLBAR_SOUND_MUSIC :Sonido/música ++############ range ends here ++ ++############ range for message menu starts ++STR_NEWS_MENU_LAST_MESSAGE_NEWS_REPORT :Último mensaje/noticia ++STR_NEWS_MENU_MESSAGE_HISTORY_MENU :Historial de mensajes ++############ range ends here ++ ++############ range for about menu starts ++STR_ABOUT_MENU_LAND_BLOCK_INFO :Información del terreno ++STR_ABOUT_MENU_SEPARATOR : ++STR_ABOUT_MENU_TOGGLE_CONSOLE :Activar consola ++STR_ABOUT_MENU_AI_DEBUG :Depuración de Script de Juego / IA ++STR_ABOUT_MENU_SCREENSHOT :Captura de pantalla ++STR_ABOUT_MENU_ZOOMIN_SCREENSHOT :Captura con zoom de cerca ++STR_ABOUT_MENU_DEFAULTZOOM_SCREENSHOT :Captura con zoom por defecto ++STR_ABOUT_MENU_GIANT_SCREENSHOT :Captura de mapa completo ++STR_ABOUT_MENU_ABOUT_OPENTTD :Acerca de 'OpenTTD' ++STR_ABOUT_MENU_SPRITE_ALIGNER :Alineador de sprites ++STR_ABOUT_MENU_TOGGLE_BOUNDING_BOXES :Activar cajas delimitadoras ++STR_ABOUT_MENU_TOGGLE_DIRTY_BLOCKS :Activar/Desactivar coloreado de bloques modificados ++############ range ends here ++ ++############ range for ordinal numbers used for the place in the highscore window ++STR_ORDINAL_NUMBER_1ST :1º ++STR_ORDINAL_NUMBER_2ND :2º ++STR_ORDINAL_NUMBER_3RD :3º ++STR_ORDINAL_NUMBER_4TH :4º ++STR_ORDINAL_NUMBER_5TH :5º ++STR_ORDINAL_NUMBER_6TH :6º ++STR_ORDINAL_NUMBER_7TH :7º ++STR_ORDINAL_NUMBER_8TH :8º ++STR_ORDINAL_NUMBER_9TH :9º ++STR_ORDINAL_NUMBER_10TH :10º ++STR_ORDINAL_NUMBER_11TH :11º ++STR_ORDINAL_NUMBER_12TH :12º ++STR_ORDINAL_NUMBER_13TH :13º ++STR_ORDINAL_NUMBER_14TH :14º ++STR_ORDINAL_NUMBER_15TH :15º ++############ range for ordinal numbers ends ++ ++############ range for days starts ++STR_DAY_NUMBER_1ST :1 ++STR_DAY_NUMBER_2ND :2 ++STR_DAY_NUMBER_3RD :3 ++STR_DAY_NUMBER_4TH :4 ++STR_DAY_NUMBER_5TH :5 ++STR_DAY_NUMBER_6TH :6 ++STR_DAY_NUMBER_7TH :7 ++STR_DAY_NUMBER_8TH :8 ++STR_DAY_NUMBER_9TH :9 ++STR_DAY_NUMBER_10TH :10 ++STR_DAY_NUMBER_11TH :11 ++STR_DAY_NUMBER_12TH :12 ++STR_DAY_NUMBER_13TH :13 ++STR_DAY_NUMBER_14TH :14 ++STR_DAY_NUMBER_15TH :15 ++STR_DAY_NUMBER_16TH :16 ++STR_DAY_NUMBER_17TH :17 ++STR_DAY_NUMBER_18TH :18 ++STR_DAY_NUMBER_19TH :19 ++STR_DAY_NUMBER_20TH :20 ++STR_DAY_NUMBER_21ST :21 ++STR_DAY_NUMBER_22ND :22 ++STR_DAY_NUMBER_23RD :23 ++STR_DAY_NUMBER_24TH :24 ++STR_DAY_NUMBER_25TH :25 ++STR_DAY_NUMBER_26TH :26 ++STR_DAY_NUMBER_27TH :27 ++STR_DAY_NUMBER_28TH :28 ++STR_DAY_NUMBER_29TH :29 ++STR_DAY_NUMBER_30TH :30 ++STR_DAY_NUMBER_31ST :31 ++############ range for days ends ++ ++############ range for months starts ++STR_MONTH_ABBREV_JAN :Ene ++STR_MONTH_ABBREV_FEB :Feb ++STR_MONTH_ABBREV_MAR :Mar ++STR_MONTH_ABBREV_APR :Abr ++STR_MONTH_ABBREV_MAY :May ++STR_MONTH_ABBREV_JUN :Jun ++STR_MONTH_ABBREV_JUL :Jul ++STR_MONTH_ABBREV_AUG :Ago ++STR_MONTH_ABBREV_SEP :Sep ++STR_MONTH_ABBREV_OCT :Oct ++STR_MONTH_ABBREV_NOV :Nov ++STR_MONTH_ABBREV_DEC :Dic ++ ++STR_MONTH_JAN :Enero ++STR_MONTH_FEB :Febrero ++STR_MONTH_MAR :Marzo ++STR_MONTH_APR :Abril ++STR_MONTH_MAY :Mayo ++STR_MONTH_JUN :Junio ++STR_MONTH_JUL :Julio ++STR_MONTH_AUG :Agosto ++STR_MONTH_SEP :Septiembre ++STR_MONTH_OCT :Octubre ++STR_MONTH_NOV :Noviembre ++STR_MONTH_DEC :Diciembre ++############ range for months ends ++ ++# Graph window ++STR_GRAPH_KEY_BUTTON :{BLACK}Leyenda ++STR_GRAPH_KEY_TOOLTIP :{BLACK}Mostrar leyenda en gráficos ++STR_GRAPH_X_LABEL_MONTH :{TINY_FONT}{STRING}{} {STRING} ++STR_GRAPH_X_LABEL_MONTH_YEAR :{TINY_FONT}{STRING}{} {STRING}{}{NUM} ++STR_GRAPH_Y_LABEL :{TINY_FONT}{STRING} ++STR_GRAPH_Y_LABEL_NUMBER :{TINY_FONT}{COMMA} ++ ++STR_GRAPH_OPERATING_PROFIT_CAPTION :{WHITE}Gráfico de Beneficio Operativo ++STR_GRAPH_INCOME_CAPTION :{WHITE}Gráfico de Ingresos ++STR_GRAPH_CARGO_DELIVERED_CAPTION :{WHITE}Unidades de carga entregadas ++STR_GRAPH_COMPANY_PERFORMANCE_RATINGS_CAPTION :{WHITE}Calificaciones de actuación de empresas (tasa máxima=1000) ++STR_GRAPH_COMPANY_VALUES_CAPTION :{WHITE}Valores de las empresas ++ ++STR_GRAPH_CARGO_PAYMENT_RATES_CAPTION :{WHITE}Tasas de pago por carga ++STR_GRAPH_CARGO_PAYMENT_RATES_X_LABEL :{TINY_FONT}{BLACK}Días en tránsito ++STR_GRAPH_CARGO_PAYMENT_RATES_TITLE :{TINY_FONT}{BLACK}Pago por entregar 10 unidades (o 1,000 litros) de mercancía a una distancia de 20 casillas ++STR_GRAPH_CARGO_ENABLE_ALL :{TINY_FONT}{BLACK}Activar todos ++STR_GRAPH_CARGO_DISABLE_ALL :{TINY_FONT}{BLACK}Desactivar todos ++STR_GRAPH_CARGO_TOOLTIP_ENABLE_ALL :{BLACK}Mostrar todos los tipos de carga en el gráfico de tarifas de pagos por carga ++STR_GRAPH_CARGO_TOOLTIP_DISABLE_ALL :{BLACK}Ocultar todos los tipos de carga en el gráfico de tarifas de pagos por carga ++STR_GRAPH_CARGO_PAYMENT_TOGGLE_CARGO :{BLACK}Mostrar/Ocultar gráfico de este tipo de carga ++STR_GRAPH_CARGO_PAYMENT_CARGO :{TINY_FONT}{BLACK}{STRING} ++ ++STR_GRAPH_PERFORMANCE_DETAIL_TOOLTIP :{BLACK}Mostrar detalles de rendimiento ++ ++# Graph key window ++STR_GRAPH_KEY_CAPTION :{WHITE}Leyenda de los gráficos ++STR_GRAPH_KEY_COMPANY_SELECTION_TOOLTIP :{BLACK}Click aquí para intercambiar la entrada de la empresa ++ ++# Company league window ++STR_COMPANY_LEAGUE_TABLE_CAPTION :{WHITE}Tabla de Clasificación de Empresas ++STR_COMPANY_LEAGUE_COMPANY_NAME :{ORANGE}{COMPANY} {BLACK}{COMPANY_NUM} '{STRING}' ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_ENGINEER :Ingeniero ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_TRAFFIC_MANAGER :Gerente de tráfico ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_TRANSPORT_COORDINATOR :Coordinador de transporte ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_ROUTE_SUPERVISOR :Supervisor de ruta ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_DIRECTOR :Directivo ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_CHIEF_EXECUTIVE :Subdirector ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_CHAIRMAN :Director ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_PRESIDENT :Presidente ++STR_COMPANY_LEAGUE_PERFORMANCE_TITLE_TYCOON :Magnate ++ ++# Performance detail window ++STR_PERFORMANCE_DETAIL :{WHITE}Detalle de rendimiento ++STR_PERFORMANCE_DETAIL_KEY :{BLACK}Detalle ++STR_PERFORMANCE_DETAIL_AMOUNT_CURRENCY :{BLACK}({CURRENCY_SHORT}/{CURRENCY_SHORT}) ++STR_PERFORMANCE_DETAIL_AMOUNT_INT :{BLACK}({COMMA}/{COMMA}) ++STR_PERFORMANCE_DETAIL_PERCENT :{WHITE}{NUM}% ++STR_PERFORMANCE_DETAIL_SELECT_COMPANY_TOOLTIP :{BLACK}Mostrar detalles de esta empresa ++############ Those following lines need to be in this order!! ++STR_PERFORMANCE_DETAIL_VEHICLES :{BLACK}Vehículos: ++STR_PERFORMANCE_DETAIL_STATIONS :{BLACK}Estaciones: ++STR_PERFORMANCE_DETAIL_MIN_PROFIT :{BLACK}Beneficio Mín.: ++STR_PERFORMANCE_DETAIL_MIN_INCOME :{BLACK}Ingreso Mín.: ++STR_PERFORMANCE_DETAIL_MAX_INCOME :{BLACK}Ingreso Máx.: ++STR_PERFORMANCE_DETAIL_DELIVERED :{BLACK}Entregado: ++STR_PERFORMANCE_DETAIL_CARGO :{BLACK}Carga: ++STR_PERFORMANCE_DETAIL_MONEY :{BLACK}Dinero: ++STR_PERFORMANCE_DETAIL_LOAN :{BLACK}Préstamo: ++STR_PERFORMANCE_DETAIL_TOTAL :{BLACK}Total: ++############ End of order list ++STR_PERFORMANCE_DETAIL_VEHICLES_TOOLTIP :{BLACK}Cantidad de vehículos que obtuvieron beneficios el año pasado. Incluye vehículos de carretera, trenes, barcos y aeronaves ++STR_PERFORMANCE_DETAIL_STATIONS_TOOLTIP :{BLACK}Cantidad de partes de estación que han tenido servicio. Las estaciones de tren, paradas de autobús, aeropuertos y demás son contabilizadas por separado incluso si pertenecen a la misma estación ++STR_PERFORMANCE_DETAIL_MIN_PROFIT_TOOLTIP :{BLACK}Beneficio del vehículo con menores ingresos (de entre todos los vehículos con más de 2 años) ++STR_PERFORMANCE_DETAIL_MIN_INCOME_TOOLTIP :{BLACK}Cantidad de dinero ganado en el trimestre con el beneficio más bajo de los pasados 12 trimestres ++STR_PERFORMANCE_DETAIL_MAX_INCOME_TOOLTIP :{BLACK}Cantidad de dinero ganado en el trimestre con el beneficio más alto de los pasados 12 trimestres ++STR_PERFORMANCE_DETAIL_DELIVERED_TOOLTIP :{BLACK}Unidades de carga entregadas en los pasados cuatro trimestres ++STR_PERFORMANCE_DETAIL_CARGO_TOOLTIP :{BLACK}Número de tipos de carga entregados en el último trimestre ++STR_PERFORMANCE_DETAIL_MONEY_TOOLTIP :{BLACK}Cantidad de dinero que esta empresa tiene en el banco ++STR_PERFORMANCE_DETAIL_LOAN_TOOLTIP :{BLACK}Cantidad de dinero que esta empresa ha recibido como préstamo ++STR_PERFORMANCE_DETAIL_TOTAL_TOOLTIP :{BLACK}Total de puntos ganados del máximo posible ++ ++# Music window ++STR_MUSIC_JAZZ_JUKEBOX_CAPTION :{WHITE}Selección de Jazz ++STR_MUSIC_PLAYLIST_ALL :{TINY_FONT}{BLACK}Todo ++STR_MUSIC_PLAYLIST_OLD_STYLE :{TINY_FONT}{BLACK}Antiguo ++STR_MUSIC_PLAYLIST_NEW_STYLE :{TINY_FONT}{BLACK}Moderno ++STR_MUSIC_PLAYLIST_EZY_STREET :{TINY_FONT}{BLACK}Ezy Street ++STR_MUSIC_PLAYLIST_CUSTOM_1 :{TINY_FONT}{BLACK}Personal 1 ++STR_MUSIC_PLAYLIST_CUSTOM_2 :{TINY_FONT}{BLACK}Personal 2 ++STR_MUSIC_MUSIC_VOLUME :{TINY_FONT}{BLACK}Volumen música ++STR_MUSIC_EFFECTS_VOLUME :{TINY_FONT}{BLACK}Volumen efectos ++STR_MUSIC_RULER_MIN :{TINY_FONT}{BLACK}MÍN ++STR_MUSIC_RULER_MAX :{TINY_FONT}{BLACK}MÁX ++STR_MUSIC_RULER_MARKER :{TINY_FONT}{BLACK}' ++STR_MUSIC_TRACK_NONE :{TINY_FONT}{DKGREEN}-- ++STR_MUSIC_TRACK_DIGIT :{TINY_FONT}{DKGREEN}{ZEROFILL_NUM} ++STR_MUSIC_TITLE_NONE :{TINY_FONT}{DKGREEN}------ ++STR_MUSIC_TITLE_NAME :{TINY_FONT}{DKGREEN}"{STRING}" ++STR_MUSIC_TRACK :{TINY_FONT}{BLACK}Pista ++STR_MUSIC_XTITLE :{TINY_FONT}{BLACK}Título ++STR_MUSIC_SHUFFLE :{TINY_FONT}{BLACK}Mezclar ++STR_MUSIC_PROGRAM :{TINY_FONT}{BLACK}Programa ++STR_MUSIC_TOOLTIP_SKIP_TO_PREVIOUS_TRACK :{BLACK}Saltar a la pista anterior de la selección ++STR_MUSIC_TOOLTIP_SKIP_TO_NEXT_TRACK_IN_SELECTION :{BLACK}Saltar a la siguiente pista de la selección ++STR_MUSIC_TOOLTIP_STOP_PLAYING_MUSIC :{BLACK}Detener música ++STR_MUSIC_TOOLTIP_START_PLAYING_MUSIC :{BLACK}Comenzar música ++STR_MUSIC_TOOLTIP_DRAG_SLIDERS_TO_SET_MUSIC :{BLACK}Arrastre los controles deslizantes para ajustar el volumen de música y efectos ++STR_MUSIC_TOOLTIP_SELECT_ALL_TRACKS_PROGRAM :{BLACK}Seleccionar programa 'todas las pistas' ++STR_MUSIC_TOOLTIP_SELECT_OLD_STYLE_MUSIC :{BLACK}Seleccionar programa 'estilo antiguo' ++STR_MUSIC_TOOLTIP_SELECT_NEW_STYLE_MUSIC :{BLACK}Seleccionar programa 'estilo moderno' ++STR_MUSIC_TOOLTIP_SELECT_EZY_STREET_STYLE :{BLACK}Seleccionar programa 'estilo Ezy Street' ++STR_MUSIC_TOOLTIP_SELECT_CUSTOM_1_USER_DEFINED :{BLACK}Seleccionar programa 'Personal 1' (definido por el usuario) ++STR_MUSIC_TOOLTIP_SELECT_CUSTOM_2_USER_DEFINED :{BLACK}Seleccionar programa 'Personal 2' (definido por el usuario) ++STR_MUSIC_TOOLTIP_TOGGLE_PROGRAM_SHUFFLE :{BLACK}Encender/apagar mezclador ++STR_MUSIC_TOOLTIP_SHOW_MUSIC_TRACK_SELECTION :{BLACK}Mostrar ventana de selección de pistas musicales ++ ++STR_ERROR_NO_SONGS :{WHITE}Se ha seleccionado un conjunto de música sin canciones. No se reproducirá música ++ ++# Playlist window ++STR_PLAYLIST_MUSIC_PROGRAM_SELECTION :{WHITE}Selección del programa de música ++STR_PLAYLIST_TRACK_NAME :{TINY_FONT}{LTBLUE}{ZEROFILL_NUM} "{STRING}" ++STR_PLAYLIST_TRACK_INDEX :{TINY_FONT}{BLACK}Índice de pistas ++STR_PLAYLIST_PROGRAM :{TINY_FONT}{BLACK}Programa - '{STRING}' ++STR_PLAYLIST_CLEAR :{TINY_FONT}{BLACK}Borrar ++STR_PLAYLIST_TOOLTIP_CLEAR_CURRENT_PROGRAM_CUSTOM1 :{BLACK}Borrar programa actual (solo Personal 1 y Personal 2) ++STR_PLAYLIST_TOOLTIP_CLICK_TO_ADD_TRACK :{BLACK}Pulse en la pista de música para añadirla al programa actual (solo Personal 1 y 2) ++STR_PLAYLIST_TOOLTIP_CLICK_TO_REMOVE_TRACK :{BLACK}Pulsa sobre la canción para quitarla del programa actual (Solo Personalizado1 y Personalizado2) ++ ++# Highscore window ++STR_HIGHSCORE_TOP_COMPANIES_WHO_REACHED :{BIG_FONT}{BLACK}Top de empresas que han alcanzado {NUM} ++STR_HIGHSCORE_TOP_COMPANIES_NETWORK_GAME :{BIG_FONT}{BLACK}Tabla clasificatoria de empresas en {NUM} ++STR_HIGHSCORE_POSITION :{BIG_FONT}{BLACK}{COMMA}. ++STR_HIGHSCORE_PERFORMANCE_TITLE_BUSINESSMAN :Hombre de negocios ++STR_HIGHSCORE_PERFORMANCE_TITLE_ENTREPRENEUR :Empresario ++STR_HIGHSCORE_PERFORMANCE_TITLE_INDUSTRIALIST :Industrial ++STR_HIGHSCORE_PERFORMANCE_TITLE_CAPITALIST :Capitalista ++STR_HIGHSCORE_PERFORMANCE_TITLE_MAGNATE :Magnate ++STR_HIGHSCORE_PERFORMANCE_TITLE_MOGUL :Potentado ++STR_HIGHSCORE_PERFORMANCE_TITLE_TYCOON_OF_THE_CENTURY :Magnate del siglo ++STR_HIGHSCORE_NAME :{PRESIDENT_NAME}, {COMPANY} ++STR_HIGHSCORE_STATS :{BIG_FONT}'{STRING}' ({COMMA}) ++STR_HIGHSCORE_COMPANY_ACHIEVES_STATUS :{BIG_FONT}{BLACK}¡{COMPANY} logra el estado '{STRING}'! ++STR_HIGHSCORE_PRESIDENT_OF_COMPANY_ACHIEVES_STATUS :{BIG_FONT}{WHITE}¡{PRESIDENT_NAME} de {COMPANY} logra el estado '{STRING}'! ++ ++# Smallmap window ++STR_SMALLMAP_CAPTION :{WHITE}Mapa - {STRING} ++ ++STR_SMALLMAP_TYPE_CONTOURS :Contornos ++STR_SMALLMAP_TYPE_VEHICLES :Vehículos ++STR_SMALLMAP_TYPE_INDUSTRIES :Industrias ++STR_SMALLMAP_TYPE_ROUTEMAP :Flujo de Carga ++STR_SMALLMAP_TYPE_ROUTES :Rutas ++STR_SMALLMAP_TYPE_VEGETATION :Vegetación ++STR_SMALLMAP_TYPE_OWNERS :Propietarios ++STR_SMALLMAP_TOOLTIP_SHOW_LAND_CONTOURS_ON_MAP :{BLACK}Mostrar contorno del terreno en el mapa ++STR_SMALLMAP_TOOLTIP_SHOW_VEHICLES_ON_MAP :{BLACK}Mostrar vehículos en el mapa ++STR_SMALLMAP_TOOLTIP_SHOW_INDUSTRIES_ON_MAP :{BLACK}Mostrar industrias en el mapa ++STR_SMALLMAP_TOOLTIP_SHOW_LINK_STATS_ON_MAP :{BLACK}Mostrar flujo de carga en el mapa ++STR_SMALLMAP_TOOLTIP_SHOW_TRANSPORT_ROUTES_ON :{BLACK}Mostrar rutas de transporte en el mapa ++STR_SMALLMAP_TOOLTIP_SHOW_VEGETATION_ON_MAP :{BLACK}Mostrar vegetación en el mapa ++STR_SMALLMAP_TOOLTIP_SHOW_LAND_OWNERS_ON_MAP :{BLACK}Mostrar propietarios de terrenos en el mapa ++STR_SMALLMAP_TOOLTIP_INDUSTRY_SELECTION :{BLACK}Click en un tipo de industria para mostrarlo/ocultarlo. Ctrl+Click oculta todos los tipos excepto el seleccionado. Ctrl+Click de nuevo en el mismo tipo muestra todos los tipos de industrias ++STR_SMALLMAP_TOOLTIP_COMPANY_SELECTION :{BLACK}Click en una empresa para mostrar/ocultar sus propiedades. Ctrl+Click oculta todas las empresas excepto la seleccionada. Ctrl+Click de nuevo en la misma empresa muestra todas las empresas ++STR_SMALLMAP_TOOLTIP_CARGO_SELECTION :{BLACK}Click en una carga permite activar o desactivar su visualización. Ctrl+Click deshabilita todas las cargas excepto la seleccionada. Un segundo Ctrl+Click habilita la visualización de todos los tipos de carga ++ ++STR_SMALLMAP_LEGENDA_ROADS :{TINY_FONT}{BLACK}Carreteras ++STR_SMALLMAP_LEGENDA_RAILROADS :{TINY_FONT}{BLACK}Ferrocarriles ++STR_SMALLMAP_LEGENDA_STATIONS_AIRPORTS_DOCKS :{TINY_FONT}{BLACK}Estaciones/Aeropuertos/Puertos ++STR_SMALLMAP_LEGENDA_BUILDINGS_INDUSTRIES :{TINY_FONT}{BLACK}Edificios/Industrias ++STR_SMALLMAP_LEGENDA_VEHICLES :{TINY_FONT}{BLACK}Vehículos ++STR_SMALLMAP_LEGENDA_TRAINS :{TINY_FONT}{BLACK}Trenes ++STR_SMALLMAP_LEGENDA_ROAD_VEHICLES :{TINY_FONT}{BLACK}Vehículos de carretera ++STR_SMALLMAP_LEGENDA_SHIPS :{TINY_FONT}{BLACK}Barcos ++STR_SMALLMAP_LEGENDA_AIRCRAFT :{TINY_FONT}{BLACK}Aeronaves ++STR_SMALLMAP_LEGENDA_TRANSPORT_ROUTES :{TINY_FONT}{BLACK}Rutas de transporte ++STR_SMALLMAP_LEGENDA_FOREST :{TINY_FONT}{BLACK}Bosque ++STR_SMALLMAP_LEGENDA_RAILROAD_STATION :{TINY_FONT}{BLACK}Estación de ferrocarril ++STR_SMALLMAP_LEGENDA_TRUCK_LOADING_BAY :{TINY_FONT}{BLACK}Estación de carga de camiones ++STR_SMALLMAP_LEGENDA_BUS_STATION :{TINY_FONT}{BLACK}Estación de autobuses ++STR_SMALLMAP_LEGENDA_AIRPORT_HELIPORT :{TINY_FONT}{BLACK}Aeropuerto/Helipuerto ++STR_SMALLMAP_LEGENDA_DOCK :{TINY_FONT}{BLACK}Muelle ++STR_SMALLMAP_LEGENDA_ROUGH_LAND :{TINY_FONT}{BLACK}Terreno agreste ++STR_SMALLMAP_LEGENDA_GRASS_LAND :{TINY_FONT}{BLACK}Terreno de prados ++STR_SMALLMAP_LEGENDA_BARE_LAND :{TINY_FONT}{BLACK}Terreno árido ++STR_SMALLMAP_LEGENDA_FIELDS :{TINY_FONT}{BLACK}Campos ++STR_SMALLMAP_LEGENDA_TREES :{TINY_FONT}{BLACK}Árboles ++STR_SMALLMAP_LEGENDA_ROCKS :{TINY_FONT}{BLACK}Rocas ++STR_SMALLMAP_LEGENDA_WATER :{TINY_FONT}{BLACK}Agua ++STR_SMALLMAP_LEGENDA_NO_OWNER :{TINY_FONT}{BLACK}Sin propietario ++STR_SMALLMAP_LEGENDA_TOWNS :{TINY_FONT}{BLACK}Municipios ++STR_SMALLMAP_LEGENDA_INDUSTRIES :{TINY_FONT}{BLACK}Industrias ++STR_SMALLMAP_LEGENDA_DESERT :{TINY_FONT}{BLACK}Desierto ++STR_SMALLMAP_LEGENDA_SNOW :{TINY_FONT}{BLACK}Nieve ++ ++STR_SMALLMAP_TOOLTIP_TOGGLE_TOWN_NAMES_ON_OFF :{BLACK}Mostrar/ocultar nombres de municipios en el mapa ++STR_SMALLMAP_CENTER :{BLACK}Centrar mapa en la posición actual ++STR_SMALLMAP_INDUSTRY :{TINY_FONT}{STRING} ({NUM}) ++STR_SMALLMAP_LINKSTATS :{TINY_FONT}{STRING} ++STR_SMALLMAP_COMPANY :{TINY_FONT}{COMPANY} ++STR_SMALLMAP_TOWN :{TINY_FONT}{WHITE}{TOWN} ++STR_SMALLMAP_DISABLE_ALL :{BLACK}Desactivar todo ++STR_SMALLMAP_ENABLE_ALL :{BLACK}Activar todo ++STR_SMALLMAP_SHOW_HEIGHT :{BLACK}Mostrar altura ++STR_SMALLMAP_TOOLTIP_DISABLE_ALL_INDUSTRIES :{BLACK}No mostrar industrias en el mapa ++STR_SMALLMAP_TOOLTIP_ENABLE_ALL_INDUSTRIES :{BLACK}Mostrar todas las industrias en el mapa ++STR_SMALLMAP_TOOLTIP_SHOW_HEIGHT :{BLACK}Mostrar/ocultar mapa de alturas ++STR_SMALLMAP_TOOLTIP_DISABLE_ALL_COMPANIES :{BLACK}No mostrar propiedades de empresas en el mapa ++STR_SMALLMAP_TOOLTIP_ENABLE_ALL_COMPANIES :{BLACK}Mostrar todas las propiedades de empresas en el mapa ++STR_SMALLMAP_TOOLTIP_DISABLE_ALL_CARGOS :{BLACK}No muestra ninguna carga en el mapa ++STR_SMALLMAP_TOOLTIP_ENABLE_ALL_CARGOS :{BLACK}Muestra todas las cargas en el mapa ++ ++# Status bar messages ++STR_STATUSBAR_TOOLTIP_SHOW_LAST_NEWS :{BLACK}Mostrar último mensaje/noticia ++STR_STATUSBAR_COMPANY_NAME :{SILVER}- - {COMPANY} - - ++STR_STATUSBAR_PAUSED :{YELLOW}* * PAUSADO * * ++STR_STATUSBAR_AUTOSAVE :{RED}AUTOGUARDADO ++STR_STATUSBAR_SAVING_GAME :{RED}* * GUARDANDO JUEGO * * ++ ++# News message history ++STR_MESSAGE_HISTORY :{WHITE}Historial de mensajes ++STR_MESSAGE_HISTORY_TOOLTIP :{BLACK}Listado de los mensajes más recientes ++STR_MESSAGE_NEWS_FORMAT :{STRING} - {STRING} ++ ++STR_NEWS_MESSAGE_CAPTION :{WHITE}Mensaje ++STR_NEWS_CUSTOM_ITEM :{BIG_FONT}{BLACK}{STRING} ++ ++STR_NEWS_FIRST_TRAIN_ARRIVAL :{BIG_FONT}{BLACK}Los ciudadanos celebran . . .{}¡Primer tren llega a {STATION}! ++STR_NEWS_FIRST_BUS_ARRIVAL :{BIG_FONT}{BLACK}Los ciudadanos celebran . . .{}¡Primer autobús llega a {STATION}! ++STR_NEWS_FIRST_TRUCK_ARRIVAL :{BIG_FONT}{BLACK}Los ciudadanos celebran . . .{}¡Primer camión llega a {STATION}! ++STR_NEWS_FIRST_PASSENGER_TRAM_ARRIVAL :{BIG_FONT}{BLACK}Los ciudadanos celebran . . .{}¡Primer tranvía de pasajeros llega a {STATION}! ++STR_NEWS_FIRST_CARGO_TRAM_ARRIVAL :{BIG_FONT}{BLACK}Los ciudadanos celebran . . .{}¡Primer tranvía de carga llega a {STATION}! ++STR_NEWS_FIRST_SHIP_ARRIVAL :{BIG_FONT}{BLACK}Los ciudadanos celebran . . .{}¡Primer barco llega a {STATION}! ++STR_NEWS_FIRST_AIRCRAFT_ARRIVAL :{BIG_FONT}{BLACK}Los ciudadanos celebran . . .{}¡Primera aeronave llega a {STATION}! ++ ++STR_NEWS_TRAIN_CRASH :{BIG_FONT}{BLACK}¡Siniestro ferroviario!{}{COMMA} fallecidos en la explosión resultante tras la colisión ++STR_NEWS_ROAD_VEHICLE_CRASH_DRIVER :{BIG_FONT}{BLACK}¡Accidente de tráfico!{}El conductor fallece en la explosión tras la colisión con el tren ++STR_NEWS_ROAD_VEHICLE_CRASH :{BIG_FONT}{BLACK}¡Accidente de tráfico!{}{COMMA} fallecidos en la explosión resultante tras la colisión con el tren ++STR_NEWS_AIRCRAFT_CRASH :{BIG_FONT}{BLACK}¡Avión siniestrado!{}{COMMA} fallecidos en la explosión en {STATION} ++STR_NEWS_PLANE_CRASH_OUT_OF_FUEL :{BIG_FONT}{BLACK}¡Accidente aéreo!{}La aeronave se quedó sin combustible, ¡{COMMA} personas fallecen en la tragedia! ++ ++STR_NEWS_DISASTER_ZEPPELIN :{BIG_FONT}{BLACK}¡Desastre con un zepelín en {STATION}! ++STR_NEWS_DISASTER_SMALL_UFO :{BIG_FONT}{BLACK}¡Vehículo terrestre destruido en colisión con OVNI! ++STR_NEWS_DISASTER_AIRPLANE_OIL_REFINERY :{BIG_FONT}{BLACK}¡Explosión de refinería de petróleo cerca de {TOWN}! ++STR_NEWS_DISASTER_HELICOPTER_FACTORY :{BIG_FONT}{BLACK}¡Fábrica destruida bajo sospechosas circunstancias cerca de {TOWN}! ++STR_NEWS_DISASTER_BIG_UFO :{BIG_FONT}{BLACK}¡OVNI aterriza cerca de {TOWN}! ++STR_NEWS_DISASTER_COAL_MINE_SUBSIDENCE :{BIG_FONT}{BLACK}¡Hundimiento de mina de carbón deja ola de destrucción en {TOWN}! ++STR_NEWS_DISASTER_FLOOD_VEHICLE :{BIG_FONT}{BLACK}¡Inundación!{}Al menos {COMMA} desaparecidos o muertos después de las terribles inundaciones! ++ ++STR_NEWS_COMPANY_IN_TROUBLE_TITLE :{BIG_FONT}{BLACK}¡Empresa en problemas! ++STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION :{BIG_FONT}{BLACK}¡{STRING} debe ser vendida o declarada en bancarrota a no ser que pronto mejore su actuación! ++STR_NEWS_COMPANY_MERGER_TITLE :{BIG_FONT}{BLACK}¡Absorción de empresa de transportes! ++STR_NEWS_COMPANY_MERGER_DESCRIPTION :{BIG_FONT}{BLACK}¡{STRING} ha sido vendida a {STRING} por {CURRENCY_LONG}! ++STR_NEWS_COMPANY_BANKRUPT_TITLE :{BIG_FONT}{BLACK}¡Bancarrota! ++STR_NEWS_COMPANY_BANKRUPT_DESCRIPTION :{BIG_FONT}{BLACK}¡{STRING} ha sido cerrada por sus acreedores y todos sus activos han sido vendidos! ++STR_NEWS_COMPANY_LAUNCH_TITLE :{BIG_FONT}{BLACK}¡Nueva empresa de transportes! ++STR_NEWS_COMPANY_LAUNCH_DESCRIPTION :{BIG_FONT}{BLACK}¡{STRING} comienza su construcción cerca de {TOWN}! ++STR_NEWS_MERGER_TAKEOVER_TITLE :{BIG_FONT}{BLACK}¡{STRING} ha sido adquirida por {STRING}! ++STR_PRESIDENT_NAME_MANAGER :{BLACK}{PRESIDENT_NAME}{}(Presidente) ++ ++STR_NEWS_NEW_TOWN :{BLACK}{BIG_FONT}¡{STRING} patrocina la construcción del nuevo municipio {TOWN}! ++ ++STR_NEWS_INDUSTRY_CONSTRUCTION :{BIG_FONT}{BLACK}¡Nuev{G o a} {STRING} en construcción cerca de {TOWN}! ++STR_NEWS_INDUSTRY_PLANTED :{BIG_FONT}{BLACK}¡Nuev{G o a} {STRING} está siendo plantad{G o a} cerca de {TOWN}! ++ ++STR_NEWS_INDUSTRY_CLOSURE_GENERAL :{BIG_FONT}{BLACK}¡La industria {STRING} anuncia su inminente cierre! ++STR_NEWS_INDUSTRY_CLOSURE_SUPPLY_PROBLEMS :{BIG_FONT}{BLACK}¡Problemas con el suministro hacen que {STRING} anuncie su inminente cierre! ++STR_NEWS_INDUSTRY_CLOSURE_LACK_OF_TREES :{BIG_FONT}{BLACK}¡La falta de árboles cercanos hace que {STRING} anuncie su inminente cierre! ++ ++STR_NEWS_EURO_INTRODUCTION :{BIG_FONT}{BLACK}¡Unión Monetaria Europea!{}{}¡El Euro es introducido como la nueva moneda oficial de todas las transacciones de su país! ++STR_NEWS_BEGIN_OF_RECESSION :{BIG_FONT}{BLACK}¡Recesión Mundial!{}{}¡Los expertos financieros son pesimistas con respecto al hundimiento económico! ++STR_NEWS_END_OF_RECESSION :{BIG_FONT}{BLACK}¡Fin de la Recesión!{}{}¡Mejora en el comercio da confianza a las industrias mientras la economía se fortalece! ++ ++STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_GENERAL :{BIG_FONT}{BLACK}¡{INDUSTRY} incrementa su producción! ++STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_COAL :{BIG_FONT}{BLACK}¡Nueva veta de carbón encontrada en {INDUSTRY}!{}¡Se espera doblar la producción! ++STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_OIL :{BIG_FONT}{BLACK}¡Nuevas reservas de petróleo encontradas en {INDUSTRY}!{}¡Se espera doblar la producción! ++STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_FARM :{BIG_FONT}{BLACK}¡Nuevos métodos agrícolas en {INDUSTRY} esperan doblar la producción! ++STR_NEWS_INDUSTRY_PRODUCTION_INCREASE_SMOOTH :{BIG_FONT}{BLACK}¡La producción de {STRING} en {INDUSTRY} sube un {COMMA}%! ++STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_GENERAL :{BIG_FONT}{BLACK}La producción de {INDUSTRY} desciende un 50% ++STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_FARM :{BIG_FONT}{BLACK}¡Plaga de insectos causa estragos en {INDUSTRY}!{}Producción por debajo del 50% ++STR_NEWS_INDUSTRY_PRODUCTION_DECREASE_SMOOTH :{BIG_FONT}{BLACK}¡La producción de {STRING} en {INDUSTRY} desciende un {COMMA}%! ++ ++STR_NEWS_TRAIN_IS_WAITING :{WHITE}{VEHICLE} está esperando en el depósito ++STR_NEWS_ROAD_VEHICLE_IS_WAITING :{WHITE}{VEHICLE} está esperando en el depósito ++STR_NEWS_SHIP_IS_WAITING :{WHITE}{VEHICLE} está esperando en el astillero ++STR_NEWS_AIRCRAFT_IS_WAITING :{WHITE}{VEHICLE} está esperando en el hangar ++ ++# Order review system / warnings ++STR_NEWS_VEHICLE_HAS_TOO_FEW_ORDERS :{WHITE}{VEHICLE} tiene muy pocas órdenes en la lista ++STR_NEWS_VEHICLE_HAS_VOID_ORDER :{WHITE}{VEHICLE} tiene una orden vacía ++STR_NEWS_VEHICLE_HAS_DUPLICATE_ENTRY :{WHITE}{VEHICLE} tiene órdenes duplicadas ++STR_NEWS_VEHICLE_HAS_INVALID_ENTRY :{WHITE}{VEHICLE} tiene una estación inválida en sus órdenes ++STR_NEWS_PLANE_USES_TOO_SHORT_RUNWAY :{WHITE}{VEHICLE} tiene en sus órdenes un aeropuerto con una pista demasiado corta ++ ++STR_NEWS_VEHICLE_IS_GETTING_OLD :{WHITE}{VEHICLE} se está volviendo viejo ++STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD :{WHITE}{VEHICLE} se está volviendo muy viejo ++STR_NEWS_VEHICLE_IS_GETTING_VERY_OLD_AND :{WHITE}{VEHICLE} se está volviendo muy viejo y necesita ser reemplazado urgentemente ++STR_NEWS_TRAIN_IS_STUCK :{WHITE}{VEHICLE} no puede encontrar una ruta para continuar ++STR_NEWS_VEHICLE_IS_LOST :{WHITE}{VEHICLE} está perdido ++STR_NEWS_VEHICLE_IS_UNPROFITABLE :{WHITE}Los beneficios del año pasado del {VEHICLE} fueron {CURRENCY_LONG} ++STR_NEWS_AIRCRAFT_DEST_TOO_FAR :{WHITE}{VEHICLE} no puede llegar al próximo destino por que está fuera de alcance ++ ++STR_NEWS_ORDER_REFIT_FAILED :{WHITE}{VEHICLE} se detuvo debido a un fallo en una orden de reforma ++STR_NEWS_VEHICLE_AUTORENEW_FAILED :{WHITE}Renovación automática fallida para {VEHICLE}{}{STRING} ++ ++STR_NEWS_NEW_VEHICLE_NOW_AVAILABLE :{BIG_FONT}{BLACK}¡Nuev{G o a} {STRING} ahora disponible! ++STR_NEWS_NEW_VEHICLE_TYPE :{BIG_FONT}{BLACK}{ENGINE} ++STR_NEWS_NEW_VEHICLE_NOW_AVAILABLE_WITH_TYPE :{BLACK}¡Nuev{G o a} {STRING} ahora disponible! - {ENGINE} ++ ++STR_NEWS_STATION_NO_LONGER_ACCEPTS_CARGO :{WHITE}{STATION} ya no acepta {STRING} ++STR_NEWS_STATION_NO_LONGER_ACCEPTS_CARGO_OR_CARGO :{WHITE}{STATION} ya no acepta {STRING} ni {STRING} ++STR_NEWS_STATION_NOW_ACCEPTS_CARGO :{WHITE}{STATION} acepta ahora {STRING} ++STR_NEWS_STATION_NOW_ACCEPTS_CARGO_AND_CARGO :{WHITE}{STATION} acepta ahora {STRING} y {STRING} ++ ++STR_NEWS_OFFER_OF_SUBSIDY_EXPIRED :{BIG_FONT}{BLACK}Oferta de subvención terminada:{}{}{STRING} de {STRING} a {STRING} ya no conlleva una subvención ++STR_NEWS_SUBSIDY_WITHDRAWN_SERVICE :{BIG_FONT}{BLACK}Subvención retirada:{}{}Servicio de {STRING} desde {STRING} a {STRING} ya no está subvencionado ++STR_NEWS_SERVICE_SUBSIDY_OFFERED :{BIG_FONT}{BLACK}Se ofrece subvención:{}{}¡Al primer servicio de {STRING} que cubra la línea desde {STRING} a {STRING} se le otorgará una subvención durante un año por parte de las autoridades locales! ++STR_NEWS_SERVICE_SUBSIDY_AWARDED_HALF :{BIG_FONT}{BLACK}¡Subvención otorgada a {STRING}!{}{}¡Servicio de {STRING} desde {STRING} a {STRING} pagará un 50% más durante un año! ++STR_NEWS_SERVICE_SUBSIDY_AWARDED_DOUBLE :{BIG_FONT}{BLACK}¡Subvención otorgada a {STRING}!{}{}¡Servicio de {STRING} desde {STRING} a {STRING} pagará tasa doble durante un año! ++STR_NEWS_SERVICE_SUBSIDY_AWARDED_TRIPLE :{BIG_FONT}{BLACK}¡Subvención otorgada a {STRING}!{}{}¡Servicio de {STRING} desde {STRING} a {STRING} pagará tasa triple durante un año! ++STR_NEWS_SERVICE_SUBSIDY_AWARDED_QUADRUPLE :{BIG_FONT}{BLACK}¡Subvención otorgada a {STRING}!{}{}¡Servicio de {STRING} desde {STRING} a {STRING} pagará tasa cuádruple durante un año! ++ ++STR_NEWS_ROAD_REBUILDING :{BIG_FONT}{BLACK}¡Colapso circulatorio en {TOWN}!{}{}¡Programa de reconstrucción de carreteras patrocinado por {STRING} causa 6 meses de problemas a los conductores! ++STR_NEWS_EXCLUSIVE_RIGHTS_TITLE :{BIG_FONT}{BLACK}¡Monopolio de transportes! ++STR_NEWS_EXCLUSIVE_RIGHTS_DESCRIPTION :{BIG_FONT}{BLACK}¡La autoridad local de {TOWN} firma un contrato de exclusividad con {STRING} por un año! ++ ++# Extra view window ++STR_EXTRA_VIEW_PORT_TITLE :{WHITE}Vista {COMMA} ++STR_EXTRA_VIEW_MOVE_VIEW_TO_MAIN :{BLACK}Copiar punto de vista ++STR_EXTRA_VIEW_MOVE_VIEW_TO_MAIN_TT :{BLACK}Copia la localización de la vista principal a este punto de vista ++STR_EXTRA_VIEW_MOVE_MAIN_TO_VIEW :{BLACK}Pegar punto de vista ++STR_EXTRA_VIEW_MOVE_MAIN_TO_VIEW_TT :{BLACK}Pega la localización de este punto de vista a la principal ++ ++# Game options window ++STR_GAME_OPTIONS_CAPTION :{WHITE}Opciones del juego ++STR_GAME_OPTIONS_CURRENCY_UNITS_FRAME :{BLACK}Unidad de moneda ++STR_GAME_OPTIONS_CURRENCY_UNITS_DROPDOWN_TOOLTIP :{BLACK}Selección de unidad de moneda ++ ++############ start of currency region ++STR_GAME_OPTIONS_CURRENCY_GBP :Libra Británica (GBP) ++STR_GAME_OPTIONS_CURRENCY_USD :Dólar Americano (USD) ++STR_GAME_OPTIONS_CURRENCY_EUR :Euro (EUR) ++STR_GAME_OPTIONS_CURRENCY_JPY :Yen Japonés (¥) ++STR_GAME_OPTIONS_CURRENCY_ATS :Chelín Austriaco (ATS) ++STR_GAME_OPTIONS_CURRENCY_BEF :Franco Belga (BEF) ++STR_GAME_OPTIONS_CURRENCY_CHF :Franco Suizo (CHF) ++STR_GAME_OPTIONS_CURRENCY_CZK :Corona Checa (CZK) ++STR_GAME_OPTIONS_CURRENCY_DEM :Marco Alemán (DEM) ++STR_GAME_OPTIONS_CURRENCY_DKK :Corona Danesa (DKK) ++STR_GAME_OPTIONS_CURRENCY_ESP :Peseta Española (ESP) ++STR_GAME_OPTIONS_CURRENCY_FIM :Markka Finlandés (FIM) ++STR_GAME_OPTIONS_CURRENCY_FRF :Franco Francés (FRF) ++STR_GAME_OPTIONS_CURRENCY_GRD :Dracma Griego (GRD) ++STR_GAME_OPTIONS_CURRENCY_HUF :Florín Húngaro (HUF) ++STR_GAME_OPTIONS_CURRENCY_ISK :Corona Islandesa (ISK) ++STR_GAME_OPTIONS_CURRENCY_ITL :Lira Italiana (ITL) ++STR_GAME_OPTIONS_CURRENCY_NLG :Florín Holandés (NLG) ++STR_GAME_OPTIONS_CURRENCY_NOK :Corona Noruega(NOK) ++STR_GAME_OPTIONS_CURRENCY_PLN :Zloty Polaco (PLN) ++STR_GAME_OPTIONS_CURRENCY_RON :Leu Rumano (RON) ++STR_GAME_OPTIONS_CURRENCY_RUR :Rublo Ruso (RUR) ++STR_GAME_OPTIONS_CURRENCY_SIT :Tólar Esloveno (SIT) ++STR_GAME_OPTIONS_CURRENCY_SEK :Corona Sueca (SEK) ++STR_GAME_OPTIONS_CURRENCY_TRY :Lira Turca (TRY) ++STR_GAME_OPTIONS_CURRENCY_SKK :Corona Eslovaca ++STR_GAME_OPTIONS_CURRENCY_BRL :Real Brasileño (BRL) ++STR_GAME_OPTIONS_CURRENCY_EEK :Krooni Estonio (EEK) ++STR_GAME_OPTIONS_CURRENCY_LTL :Litas Lituana (LTL) ++STR_GAME_OPTIONS_CURRENCY_KRW :Won Surcoreano (KRW) ++STR_GAME_OPTIONS_CURRENCY_ZAR :Rand sudafricano (ZAR) ++STR_GAME_OPTIONS_CURRENCY_CUSTOM :Personalizada... ++STR_GAME_OPTIONS_CURRENCY_GEL :Lari Georgiano (GEL) ++STR_GAME_OPTIONS_CURRENCY_IRR :Rial Iraní (IRR) ++############ end of currency region ++ ++STR_GAME_OPTIONS_ROAD_VEHICLES_FRAME :{BLACK}Vehículos de carretera ++STR_GAME_OPTIONS_ROAD_VEHICLES_DROPDOWN_TOOLTIP :{BLACK}Selecciona el lado de la carretera por donde se debe conducir ++STR_GAME_OPTIONS_ROAD_VEHICLES_DROPDOWN_LEFT :Conducir por la izquierda ++STR_GAME_OPTIONS_ROAD_VEHICLES_DROPDOWN_RIGHT :Conducir por la derecha ++ ++STR_GAME_OPTIONS_TOWN_NAMES_FRAME :{BLACK}Nombres de municipios ++STR_GAME_OPTIONS_TOWN_NAMES_DROPDOWN_TOOLTIP :{BLACK}Selección del estilo del nombre de los municipios ++ ++############ start of townname region ++STR_GAME_OPTIONS_TOWN_NAME_ORIGINAL_ENGLISH :Inglés ++STR_GAME_OPTIONS_TOWN_NAME_FRENCH :Francés ++STR_GAME_OPTIONS_TOWN_NAME_GERMAN :Alemán ++STR_GAME_OPTIONS_TOWN_NAME_ADDITIONAL_ENGLISH :Inglés (Adicional) ++STR_GAME_OPTIONS_TOWN_NAME_LATIN_AMERICAN :Latinoamericano ++STR_GAME_OPTIONS_TOWN_NAME_SILLY :Tontos/Absurdos ++STR_GAME_OPTIONS_TOWN_NAME_SWEDISH :Sueco ++STR_GAME_OPTIONS_TOWN_NAME_DUTCH :Holandés ++STR_GAME_OPTIONS_TOWN_NAME_FINNISH :Finlandés ++STR_GAME_OPTIONS_TOWN_NAME_POLISH :Polaco ++STR_GAME_OPTIONS_TOWN_NAME_SLOVAK :Eslovaco ++STR_GAME_OPTIONS_TOWN_NAME_NORWEGIAN :Noruego ++STR_GAME_OPTIONS_TOWN_NAME_HUNGARIAN :Húngaro ++STR_GAME_OPTIONS_TOWN_NAME_AUSTRIAN :Austríaco ++STR_GAME_OPTIONS_TOWN_NAME_ROMANIAN :Rumano ++STR_GAME_OPTIONS_TOWN_NAME_CZECH :Checo ++STR_GAME_OPTIONS_TOWN_NAME_SWISS :Suizo ++STR_GAME_OPTIONS_TOWN_NAME_DANISH :Danés ++STR_GAME_OPTIONS_TOWN_NAME_TURKISH :Turco ++STR_GAME_OPTIONS_TOWN_NAME_ITALIAN :Italiano ++STR_GAME_OPTIONS_TOWN_NAME_CATALAN :Catalán ++############ end of townname region ++ ++STR_GAME_OPTIONS_AUTOSAVE_FRAME :{BLACK}Autoguardado ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_TOOLTIP :{BLACK}Selección del intervalo entre guardados automáticos del juego ++ ++############ start of autosave dropdown ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_OFF :Desactivado ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_EVERY_1_MONTH :Cada mes ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_EVERY_3_MONTHS :Cada 3 meses ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_EVERY_6_MONTHS :Cada 6 meses ++STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_EVERY_12_MONTHS :Cada 12 meses ++############ end of autosave dropdown ++ ++STR_GAME_OPTIONS_LANGUAGE :{BLACK}Idioma ++STR_GAME_OPTIONS_LANGUAGE_TOOLTIP :{BLACK}Seleccione el idioma a emplear para la interfaz del juego ++ ++STR_GAME_OPTIONS_FULLSCREEN :{BLACK}Pantalla completa ++STR_GAME_OPTIONS_FULLSCREEN_TOOLTIP :{BLACK}Marca esta opción para jugar OpenTTD a pantalla completa ++ ++STR_GAME_OPTIONS_RESOLUTION :{BLACK}Resolución de pantalla ++STR_GAME_OPTIONS_RESOLUTION_TOOLTIP :{BLACK}Selecciona la resolución de pantalla a usar ++STR_GAME_OPTIONS_RESOLUTION_OTHER :Otras ++ ++STR_GAME_OPTIONS_GUI_ZOOM_FRAME :{BLACK}Tamaño de la interfaz ++STR_GAME_OPTIONS_GUI_ZOOM_DROPDOWN_TOOLTIP :{BLACK}Elige el tamaño de los elementos de la interfaz a usar ++ ++STR_GAME_OPTIONS_GUI_ZOOM_DROPDOWN_NORMAL :Normal ++STR_GAME_OPTIONS_GUI_ZOOM_DROPDOWN_2X_ZOOM :Tamaño doble ++STR_GAME_OPTIONS_GUI_ZOOM_DROPDOWN_4X_ZOOM :Tamaño cuádruple ++ ++STR_GAME_OPTIONS_BASE_GRF :{BLACK}Conjunto de gráficos base ++STR_GAME_OPTIONS_BASE_GRF_TOOLTIP :{BLACK}Selecciona el conjunto de gráficos base a usar ++STR_GAME_OPTIONS_BASE_GRF_STATUS :{RED}{NUM} archivo{P "" s} perdido{P "" s} o corrupto{P "" s} ++STR_GAME_OPTIONS_BASE_GRF_DESCRIPTION_TOOLTIP :{BLACK}Información adicional sobre el set de gráficos base ++ ++STR_GAME_OPTIONS_BASE_SFX :{BLACK}Conjunto de sonidos base ++STR_GAME_OPTIONS_BASE_SFX_TOOLTIP :{BLACK}Seleccionar conjunto de sonidos base a emplear ++STR_GAME_OPTIONS_BASE_SFX_DESCRIPTION_TOOLTIP :{BLACK}Información adicional sobre el conjunto de sonidos base ++ ++STR_GAME_OPTIONS_BASE_MUSIC :{BLACK}Conjunto de música base ++STR_GAME_OPTIONS_BASE_MUSIC_TOOLTIP :{BLACK}Seleccionar conjunto de música base a usar ++STR_GAME_OPTIONS_BASE_MUSIC_STATUS :{RED}{NUM} archivo{P "" s} corrupto{P "" s} ++STR_GAME_OPTIONS_BASE_MUSIC_DESCRIPTION_TOOLTIP :{BLACK}Información adicional sobre el conjunto de música base ++ ++STR_ERROR_RESOLUTION_LIST_FAILED :{WHITE}No se ha podido obtener una lista de resoluciones soportadas ++STR_ERROR_FULLSCREEN_FAILED :{WHITE}El modo de pantalla completa ha fallado ++ ++# Custom currency window ++ ++STR_CURRENCY_WINDOW :{WHITE}Moneda personalizada ++STR_CURRENCY_EXCHANGE_RATE :{LTBLUE}Tasa de cambio: {ORANGE}{CURRENCY_LONG} = £ {COMMA} ++STR_CURRENCY_DECREASE_EXCHANGE_RATE_TOOLTIP :{BLACK}Reducir la cantidad de tu moneda en una Libra (£) ++STR_CURRENCY_INCREASE_EXCHANGE_RATE_TOOLTIP :{BLACK}Incrementa la cantidad de tu moneda en una Libra (£) ++STR_CURRENCY_SET_EXCHANGE_RATE_TOOLTIP :{BLACK}Configura el valor de cambio de tu moneda por una Libra (£) ++ ++STR_CURRENCY_SEPARATOR :{LTBLUE}Separador: {ORANGE}{STRING} ++STR_CURRENCY_SET_CUSTOM_CURRENCY_SEPARATOR_TOOLTIP :{BLACK}Configura el separador de tu moneda ++ ++STR_CURRENCY_PREFIX :{LTBLUE}Prefijo: {ORANGE}{STRING} ++STR_CURRENCY_SET_CUSTOM_CURRENCY_PREFIX_TOOLTIP :{BLACK}Configura el prefijo de tu moneda ++STR_CURRENCY_SUFFIX :{LTBLUE}Sufijo: {ORANGE}{STRING} ++STR_CURRENCY_SET_CUSTOM_CURRENCY_SUFFIX_TOOLTIP :{BLACK}Configura el sufijo de tu moneda ++ ++STR_CURRENCY_SWITCH_TO_EURO :{LTBLUE}Cambio al Euro: {ORANGE}{NUM} ++STR_CURRENCY_SWITCH_TO_EURO_NEVER :{LTBLUE}Cambio al Euro: {ORANGE}nunca ++STR_CURRENCY_SET_CUSTOM_CURRENCY_TO_EURO_TOOLTIP :{BLACK}Configurar el año del cambio al Euro ++STR_CURRENCY_DECREASE_CUSTOM_CURRENCY_TO_EURO_TOOLTIP :{BLACK}Cambiar al Euro antes ++STR_CURRENCY_INCREASE_CUSTOM_CURRENCY_TO_EURO_TOOLTIP :{BLACK}Cambiar al Euro después ++ ++STR_CURRENCY_PREVIEW :{LTBLUE}Previa: {ORANGE}{CURRENCY_LONG} ++STR_CURRENCY_CUSTOM_CURRENCY_PREVIEW_TOOLTIP :{BLACK}10000 Libras(£) en tu moneda ++STR_CURRENCY_CHANGE_PARAMETER :{BLACK}Cambiar parámetro de moneda personalizada ++ ++STR_DIFFICULTY_LEVEL_SETTING_MAXIMUM_NO_COMPETITORS :{LTBLUE}Núm. máximo de jugadores: {ORANGE}{COMMA} ++ ++STR_NONE :Ninguno ++STR_FUNDING_ONLY :Solo fundadas ++STR_MINIMAL :Mínimo ++STR_NUM_VERY_LOW :Muy Bajo ++STR_NUM_LOW :Bajo ++STR_NUM_NORMAL :Normal ++STR_NUM_HIGH :Alto ++STR_NUM_CUSTOM :Personalizado ++STR_NUM_CUSTOM_NUMBER :Personalizado ({NUM}) ++ ++STR_VARIETY_NONE :Ninguna ++STR_VARIETY_VERY_LOW :Muy baja ++STR_VARIETY_LOW :Baja ++STR_VARIETY_MEDIUM :Media ++STR_VARIETY_HIGH :Alta ++STR_VARIETY_VERY_HIGH :Muy alta ++ ++STR_AI_SPEED_VERY_SLOW :Muy lenta ++STR_AI_SPEED_SLOW :Lenta ++STR_AI_SPEED_MEDIUM :Media ++STR_AI_SPEED_FAST :Rápida ++STR_AI_SPEED_VERY_FAST :Muy rápida ++ ++STR_SEA_LEVEL_VERY_LOW :Muy bajo ++STR_SEA_LEVEL_LOW :Bajo ++STR_SEA_LEVEL_MEDIUM :Medio ++STR_SEA_LEVEL_HIGH :Alto ++STR_SEA_LEVEL_CUSTOM :Personalizado ++STR_SEA_LEVEL_CUSTOM_PERCENTAGE :Personalizado ({NUM}%) ++ ++STR_RIVERS_NONE :Ninguno ++STR_RIVERS_FEW :Pocos ++STR_RIVERS_MODERATE :Medio ++STR_RIVERS_LOT :Muchos ++ ++STR_DISASTER_NONE :Ninguna ++STR_DISASTER_REDUCED :Reducidas ++STR_DISASTER_NORMAL :Normales ++ ++STR_SUBSIDY_X1_5 :x1.5 ++STR_SUBSIDY_X2 :x2 ++STR_SUBSIDY_X3 :x3 ++STR_SUBSIDY_X4 :x4 ++ ++STR_TERRAIN_TYPE_VERY_FLAT :Muy llano ++STR_TERRAIN_TYPE_FLAT :Llano ++STR_TERRAIN_TYPE_HILLY :Accidentado ++STR_TERRAIN_TYPE_MOUNTAINOUS :Montañoso ++STR_TERRAIN_TYPE_ALPINIST :Alpino ++ ++STR_CITY_APPROVAL_PERMISSIVE :Permisiva ++STR_CITY_APPROVAL_TOLERANT :Tolerante ++STR_CITY_APPROVAL_HOSTILE :Hostil ++ ++STR_WARNING_NO_SUITABLE_AI :{WHITE}No se encontraron IAs apropiadas...{}Puedes descargar IAs a través del sistema de 'Contenido Online' ++ ++# Settings tree window ++STR_CONFIG_SETTING_TREE_CAPTION :{WHITE}Configuración ++STR_CONFIG_SETTING_FILTER_TITLE :{BLACK}Patrón de filtrado: ++STR_CONFIG_SETTING_EXPAND_ALL :{BLACK}Expandir todos ++STR_CONFIG_SETTING_COLLAPSE_ALL :{BLACK}Colapsar todos ++STR_CONFIG_SETTING_NO_EXPLANATION_AVAILABLE_HELPTEXT :(no hay explicación disponible) ++STR_CONFIG_SETTING_DEFAULT_VALUE :{LTBLUE}Valor por defecto: {ORANGE}{STRING} ++STR_CONFIG_SETTING_TYPE :{LTBLUE}Tipo de opción: {ORANGE}{STRING} ++STR_CONFIG_SETTING_TYPE_CLIENT :Opción de cliente (no se almacena en partidas guardadas, afecta a todas las partidas) ++STR_CONFIG_SETTING_TYPE_GAME_MENU :Opción de partida (se almacena en las partidas guardadas, afecta solamente a nuevas partidas) ++STR_CONFIG_SETTING_TYPE_GAME_INGAME :Opción de partida (almacenada en la partida guardada, afecta solamente a la partida actual) ++STR_CONFIG_SETTING_TYPE_COMPANY_MENU :Opción de empresa (se almacena en las partidas guardadas, afecta solamente a las nuevas partidas) ++STR_CONFIG_SETTING_TYPE_COMPANY_INGAME :Opción de empresa (almacenada en la partida guardada, afecta solamente a la empresa actual) ++ ++STR_CONFIG_SETTING_RESTRICT_CATEGORY :{BLACK}Categoría: ++STR_CONFIG_SETTING_RESTRICT_TYPE :{BLACK}Tipo: ++STR_CONFIG_SETTING_RESTRICT_DROPDOWN_HELPTEXT :{BLACK}Muestra solamente las opciones modificadas en la lista ++STR_CONFIG_SETTING_RESTRICT_BASIC :Opciones básicas (solo muestra los ajustes de configuración más importantes) ++STR_CONFIG_SETTING_RESTRICT_ADVANCED :Avanzado (muestra la mayoría de las opciones) ++STR_CONFIG_SETTING_RESTRICT_ALL :Experto (muestra todas las opciones, incluidas las más extrañas) ++STR_CONFIG_SETTING_RESTRICT_CHANGED_AGAINST_DEFAULT :Opciones con un valor diferente al valor por defecto ++STR_CONFIG_SETTING_RESTRICT_CHANGED_AGAINST_NEW :Opciones con un valor diferente a las opciones de partida nueva ++ ++STR_CONFIG_SETTING_TYPE_DROPDOWN_HELPTEXT :{BLACK}Restringe la lista a ciertos tipos de opciones ++STR_CONFIG_SETTING_TYPE_DROPDOWN_ALL :Todos los tipos de opciones ++STR_CONFIG_SETTING_TYPE_DROPDOWN_CLIENT :Opciones de cliente (no se almacena en partidas guardadas, afecta a todas las partidas) ++STR_CONFIG_SETTING_TYPE_DROPDOWN_GAME_MENU :Opciones de juego (se almacena en las partidas guardadas, afecta solamente a partidas nuevas) ++STR_CONFIG_SETTING_TYPE_DROPDOWN_GAME_INGAME :Opciones de juego (se almacena en las partidas guardadas, afecta solamente a la partida actual) ++STR_CONFIG_SETTING_TYPE_DROPDOWN_COMPANY_MENU :Opciones de empresa (se almacena en las partidas guardadas, afecta solamente a partidas nuevas) ++STR_CONFIG_SETTING_TYPE_DROPDOWN_COMPANY_INGAME :Opciones de empresa (se almacena en las partidas guardadas, afecta solamente a la compañía actual) ++STR_CONFIG_SETTING_CATEGORY_HIDES :{BLACK}Mostrar todos los resultados por opción de configuración{}{SILVER}Categoría {BLACK}a {WHITE}{STRING} ++STR_CONFIG_SETTING_TYPE_HIDES :{BLACK}Mostrar todos los resultados por opción de configuración{}{SILVER}Tipo {BLACK}a {WHITE}Todos los tipos de opción ++STR_CONFIG_SETTING_CATEGORY_AND_TYPE_HIDES :{BLACK}Mostrar todos los resultados por opción de configuración{}{SILVER}Categoría {BLACK}a {WHITE}{STRING} {BLACK}y {SILVER}Tipo {BLACK}a {WHITE}Todos los tipos de opción ++STR_CONFIG_SETTINGS_NONE :{WHITE}- Ninguno - ++ ++STR_CONFIG_SETTING_OFF :No ++STR_CONFIG_SETTING_ON :Sí ++STR_CONFIG_SETTING_DISABLED :Desactivado ++ ++STR_CONFIG_SETTING_COMPANIES_OFF :Apagado ++STR_CONFIG_SETTING_COMPANIES_OWN :Propia empresa ++STR_CONFIG_SETTING_COMPANIES_ALL :Todas las empresas ++ ++STR_CONFIG_SETTING_NONE :Ninguna ++STR_CONFIG_SETTING_ORIGINAL :Original ++STR_CONFIG_SETTING_REALISTIC :Realista ++ ++STR_CONFIG_SETTING_HORIZONTAL_POS_LEFT :Izquierda ++STR_CONFIG_SETTING_HORIZONTAL_POS_CENTER :Centro ++STR_CONFIG_SETTING_HORIZONTAL_POS_RIGHT :Derecha ++ ++STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN :Máximo préstamo inicial: {STRING} ++STR_CONFIG_SETTING_MAXIMUM_INITIAL_LOAN_HELPTEXT :Máxima cantidad que una compañía puede recibir en un préstamo (sin tener en cuenta la inflación) ++STR_CONFIG_SETTING_INTEREST_RATE :Porcentaje de interés: {STRING} ++STR_CONFIG_SETTING_INTEREST_RATE_HELPTEXT :Porcentaje de interés de los préstamos; también controla la inflación, en caso de que esté activada ++STR_CONFIG_SETTING_RUNNING_COSTS :Costes de operación: {STRING} ++STR_CONFIG_SETTING_RUNNING_COSTS_HELPTEXT :Permite fijar el nivel de los costes de mantenimiento y operación de vehículos e infraestructuras ++STR_CONFIG_SETTING_CONSTRUCTION_SPEED :Velocidad de construcción: {STRING} ++STR_CONFIG_SETTING_CONSTRUCTION_SPEED_HELPTEXT :Limita la velocidad de las acciones de construcción para las IA ++STR_CONFIG_SETTING_VEHICLE_BREAKDOWNS :Averías de vehículos: {STRING} ++STR_CONFIG_SETTING_VEHICLE_BREAKDOWNS_HELPTEXT :Controla la frecuencia con la que los vehículos, con mantenimiento inadecuado, se rompen ++STR_CONFIG_SETTING_SUBSIDY_MULTIPLIER :Multiplicador por subsidio: {STRING} ++STR_CONFIG_SETTING_SUBSIDY_MULTIPLIER_HELPTEXT :Permite fijar a cuanto se pagan las conexiones con subsidio ++STR_CONFIG_SETTING_CONSTRUCTION_COSTS :Costes de construcción: {STRING} ++STR_CONFIG_SETTING_CONSTRUCTION_COSTS_HELPTEXT :Fija el nivel de los costes de construcción y compra ++STR_CONFIG_SETTING_RECESSIONS :Recesiones: {STRING} ++STR_CONFIG_SETTING_RECESSIONS_HELPTEXT :Si se activa, ocurrirán recesiones cada pocos años. Durante una recesión, toda la producción es significativamente menor (volverá a su nivel anterior una vez acabe la recesión) ++STR_CONFIG_SETTING_TRAIN_REVERSING :Prohibir cambio de dirección de trenes en estaciones: {STRING} ++STR_CONFIG_SETTING_TRAIN_REVERSING_HELPTEXT :Si se activa, los trenes no se darán la vuelta en estaciones no finales, ni aún existiendo un camino más corto a su próximo destino si se dan la vuelta ++STR_CONFIG_SETTING_DISASTERS :Desastres: {STRING} ++STR_CONFIG_SETTING_DISASTERS_HELPTEXT :Activa desastres que ocasionalmente pueden bloquear o destruir vehículos o infraestructuras ++STR_CONFIG_SETTING_CITY_APPROVAL :Actitud de los municipios frente a reestructuraciones en su zona: {STRING} ++STR_CONFIG_SETTING_CITY_APPROVAL_HELPTEXT :Permite elegir en que medida el ruido y el daño ambiental causado por las compañías afecta a su calificación y nuevas acciones de construcción en los municipios ++ ++STR_CONFIG_SETTING_MAX_HEIGHTLEVEL :Altura máxima del mapa: {STRING} ++STR_CONFIG_SETTING_MAX_HEIGHTLEVEL_HELPTEXT :Establece la altura máxima permitida para las montañas en el mapa ++STR_CONFIG_SETTING_TOO_HIGH_MOUNTAIN :{WHITE}No se puede establecer la altura máxima del mapa en el valor indicado. Al menos una montaña ya es más alta ++STR_CONFIG_SETTING_AUTOSLOPE :Permitir modificar terreno bajo edificios, raíles, etc.: {STRING} ++STR_CONFIG_SETTING_AUTOSLOPE_HELPTEXT :Permitir modificar el terreno debajo de edificios y raíles sin eliminarlos ++STR_CONFIG_SETTING_CATCHMENT :Tamaño del área de captación realista: {STRING} ++STR_CONFIG_SETTING_CATCHMENT_HELPTEXT :Permite tener diferentes áreas de captación para distintos tipos de estaciones y aeropuertos ++STR_CONFIG_SETTING_EXTRADYNAMITE :Permitir eliminar más propiedades de los municipios: {STRING} ++STR_CONFIG_SETTING_EXTRADYNAMITE_HELPTEXT :Hace que sea más fácil eliminar infraestructuras y edificios de los municipios ++STR_CONFIG_SETTING_TRAIN_LENGTH :Longitud máxima de trenes: {STRING} ++STR_CONFIG_SETTING_TRAIN_LENGTH_HELPTEXT :Permite cambiar la longitud máxima de los trenes ++STR_CONFIG_SETTING_TILE_LENGTH :{COMMA} casilla{P 0 "" s} ++STR_CONFIG_SETTING_SMOKE_AMOUNT :Cantidad de humo/chispas: {STRING} ++STR_CONFIG_SETTING_SMOKE_AMOUNT_HELPTEXT :Permite indicar la cantidad de humo o chispas que son emitidos por vehículos ++STR_CONFIG_SETTING_TRAIN_ACCELERATION_MODEL :Modelo de aceleración de trenes: {STRING} ++STR_CONFIG_SETTING_TRAIN_ACCELERATION_MODEL_HELPTEXT :Selecciona el modelo físico a emplear para la aceleración de trenes. El modelo "original" penaliza las pendientes de forma idéntica para todos los vehículos. El modelo "realista" penaliza cuestas y curvas dependiendo de varias propiedades del tren, como su longitud, fuerza de tracción, etcétera ++STR_CONFIG_SETTING_ROAD_VEHICLE_ACCELERATION_MODEL :Modelo de aceleración para vehículos de carretera: {STRING} ++STR_CONFIG_SETTING_ROAD_VEHICLE_ACCELERATION_MODEL_HELPTEXT :Selecciona el modelo físico a emplear para la aceleración de vehículos de carretera. El modelo "original" penaliza las pendientes de forma idéntica para todos los vehículos. El modelo "realista" penaliza cuestas y curvas dependiendo de varias propiedades del vehículo, como su potencia, fuerza de tracción, etcétera. ++STR_CONFIG_SETTING_TRAIN_SLOPE_STEEPNESS :Inclinación de cuestas para trenes: {STRING} ++STR_CONFIG_SETTING_TRAIN_SLOPE_STEEPNESS_HELPTEXT :Pendiente de las casillas con cuesta para los trenes. Los valores altos hacen que sea más difícil subir las colinas ++STR_CONFIG_SETTING_PERCENTAGE :{COMMA}% ++STR_CONFIG_SETTING_ROAD_VEHICLE_SLOPE_STEEPNESS :Inclinación de cuestas para vehículos de carretera: {STRING} ++STR_CONFIG_SETTING_ROAD_VEHICLE_SLOPE_STEEPNESS_HELPTEXT :Pendiente de las casillas con cuesta para los vehículos de carretera. Los valores altos hacen que sea más difícil subir las colinas ++STR_CONFIG_SETTING_FORBID_90_DEG :Prohibir a trenes y barcos realizar giros de 90 grados: {STRING} ++STR_CONFIG_SETTING_FORBID_90_DEG_HELPTEXT :Los giros de 90 grados ocurren cuando una vía en sentido horizontal está seguida por una vía en sentido vertical, haciendo que el tren gire 90 grados al pasar de una a otra en lugar de los 45 grados habituales en otras combinaciones. Esto también se aplica al radio de giro de los barcos ++STR_CONFIG_SETTING_DISTANT_JOIN_STATIONS :Permitir unir estaciones no adyacentes: {STRING} ++STR_CONFIG_SETTING_DISTANT_JOIN_STATIONS_HELPTEXT :Permite añadir partes a una estación sin tener que estar en contacto directamente con las partes existentes. Necesita pulsar Ctrl+Click al añadir las nuevas partes ++STR_CONFIG_SETTING_INFLATION :Inflación: {STRING} ++STR_CONFIG_SETTING_INFLATION_HELPTEXT :Activa la inflación económica, lo cual hace que los costes aumenten ligeramente más rápido que los beneficios ++STR_CONFIG_SETTING_MAX_BRIDGE_LENGTH :Longitud máxima de puentes: {STRING} ++STR_CONFIG_SETTING_MAX_BRIDGE_LENGTH_HELPTEXT :Longitud máxima permitida para los puentes ++STR_CONFIG_SETTING_MAX_BRIDGE_HEIGHT :Altura máxima de puentes: {STRING} ++STR_CONFIG_SETTING_MAX_BRIDGE_HEIGHT_HELPTEXT :Altura máxima permitida al construir puentes ++STR_CONFIG_SETTING_MAX_TUNNEL_LENGTH :Longitud máxima de túneles: {STRING} ++STR_CONFIG_SETTING_MAX_TUNNEL_LENGTH_HELPTEXT :Longitud máxima permitida para los túneles ++STR_CONFIG_SETTING_RAW_INDUSTRY_CONSTRUCTION_METHOD :Método de construcción de industria primaria: {STRING} ++STR_CONFIG_SETTING_RAW_INDUSTRY_CONSTRUCTION_METHOD_HELPTEXT :Forma de fundar industrias primarias. 'ninguno' significa que no se puede crear ninguna, 'prospeccón' significa que es posible crear nuevas industrias, pero que éstas aparecen en un lugar aleatorio del mapa y pueden fallar. 'como las otras industrias' significa que las industrias primarias pueden construirse como el resto de industrias en cualquier lugar que se quiera ++STR_CONFIG_SETTING_RAW_INDUSTRY_CONSTRUCTION_METHOD_NONE :Ninguno ++STR_CONFIG_SETTING_RAW_INDUSTRY_CONSTRUCTION_METHOD_NORMAL :Como las otras industrias ++STR_CONFIG_SETTING_RAW_INDUSTRY_CONSTRUCTION_METHOD_PROSPECTING :Prospección ++STR_CONFIG_SETTING_INDUSTRY_PLATFORM :Área plana alrededor de industrias: {STRING} ++STR_CONFIG_SETTING_INDUSTRY_PLATFORM_HELPTEXT :Cantidad de espacio plano alrededor de las industrias. Esto permite que haya espacio libre alrededor de las industrias para construir ++STR_CONFIG_SETTING_MULTIPINDTOWN :Construcción de más de una industria similar por municipio: {STRING} ++STR_CONFIG_SETTING_MULTIPINDTOWN_HELPTEXT :Normalmente, no se permite más de una industria del mismo tipo por municipio. Con esta opción, se permiten múltiples industrias del mismo tipo en el mismo municipio ++STR_CONFIG_SETTING_SIGNALSIDE :Mostrar señales: {STRING} ++STR_CONFIG_SETTING_SIGNALSIDE_HELPTEXT :Selecciona en qué lado de la vía se colocarán las señales ++STR_CONFIG_SETTING_SIGNALSIDE_LEFT :A la izquierda ++STR_CONFIG_SETTING_SIGNALSIDE_DRIVING_SIDE :En el lado de conducción ++STR_CONFIG_SETTING_SIGNALSIDE_RIGHT :A la derecha ++STR_CONFIG_SETTING_SHOWFINANCES :Mostrar ventana de finanzas al final del año: {STRING} ++STR_CONFIG_SETTING_SHOWFINANCES_HELPTEXT :Si se activa, la ventana de finanzas aparecerá al final de cada año para permitir inspeccionar fácilmente el estado financiero de la compañía ++STR_CONFIG_SETTING_NONSTOP_BY_DEFAULT :Nuevas órdenes son 'sin parada' por defecto: {STRING} ++STR_CONFIG_SETTING_NONSTOP_BY_DEFAULT_HELPTEXT :Normalmente, un vehículo se detendrá en todas las estaciones por las que pase. Si se activa esta opción, pasará sin detenerse a través de todas las estaciones hasta llegar a su destino. Esta opción solamente cambia el comportamiento por defecto de las órdenes nuevas. Es posible especificar para cada orden el comportamiento que se desea ++STR_CONFIG_SETTING_STOP_LOCATION :Nuevos trenes paran por defecto en el {STRING} de la plataforma ++STR_CONFIG_SETTING_STOP_LOCATION_HELPTEXT :Permite seleccionar en qué parte de la plataforma se detendrán los trenes por defecto. 'extremo cercano' para parar cerca del punto de entrada, 'centro' para parar en el punto medio de la estación y 'extremo lejano' para parar lo más lejos posible del punto de entrada. Esta opción solamente cambia el comportamiento por defecto de las órdenes nuevas. Es posible especificar para cada orden el comportamiento que se desea ++STR_CONFIG_SETTING_STOP_LOCATION_NEAR_END :extremo cercano ++STR_CONFIG_SETTING_STOP_LOCATION_MIDDLE :centro ++STR_CONFIG_SETTING_STOP_LOCATION_FAR_END :extremo lejano ++STR_CONFIG_SETTING_AUTOSCROLL :Desplazar ventana mediante el cursor en los bordes: {STRING} ++STR_CONFIG_SETTING_AUTOSCROLL_HELPTEXT :Cuando esta opción está activa, las vistas empezarán a desplazarse cuando el ratón esté cerca del borde de la ventana ++STR_CONFIG_SETTING_AUTOSCROLL_DISABLED :Desactivado ++STR_CONFIG_SETTING_AUTOSCROLL_MAIN_VIEWPORT_FULLSCREEN :Vista principal, solo en pantalla completa ++STR_CONFIG_SETTING_AUTOSCROLL_MAIN_VIEWPORT :Vista principal ++STR_CONFIG_SETTING_AUTOSCROLL_EVERY_VIEWPORT :Todas las vistas ++STR_CONFIG_SETTING_BRIBE :Permitir sobornos a la autoridad local: {STRING} ++STR_CONFIG_SETTING_BRIBE_HELPTEXT :Permite a las compañías intentar sobornar a las autoridades locales. Si el soborno es descubierto por un inspector, la compañía no podrá actuar en el municipio durante seis meses ++STR_CONFIG_SETTING_ALLOW_EXCLUSIVE :Permitir comprar derechos de transporte exclusivos: {STRING} ++STR_CONFIG_SETTING_ALLOW_EXCLUSIVE_HELPTEXT :Si una compañía compra derechos de transporte exclusivos en un municipio, las estaciones de sus oponentes (pasajeros o carga) no recibirán nada para transportar durante un año ++STR_CONFIG_SETTING_ALLOW_FUND_BUILDINGS :Permitir la construcción de nuevos edificios: {STRING} ++STR_CONFIG_SETTING_ALLOW_FUND_BUILDINGS_HELPTEXT :Permite a las compañías dar dinero a los municipios para crear nuevas casas ++STR_CONFIG_SETTING_ALLOW_FUND_ROAD :Permitir pagar la reconstrucción de las carreteras locales: {STRING} ++STR_CONFIG_SETTING_ALLOW_FUND_ROAD_HELPTEXT :Permite a las compañías dar dinero a los municipios para que reconstruyan sus carreteras, saboteando los servicios de carretera en la zona ++STR_CONFIG_SETTING_ALLOW_GIVE_MONEY :Permitir enviar dinero a otras empresas: {STRING} ++STR_CONFIG_SETTING_ALLOW_GIVE_MONEY_HELPTEXT :Permite la transferencia de dinero entre compañías en el modo multijugador ++STR_CONFIG_SETTING_FREIGHT_TRAINS :Multiplicador de peso para simular trenes pesados: {STRING} ++STR_CONFIG_SETTING_FREIGHT_TRAINS_HELPTEXT :Permite fijar el impacto de llevar mercancías en los trenes. Un valor alto hace que a los trenes les cueste más llevar carga, especialmente en colinas ++STR_CONFIG_SETTING_PLANE_SPEED :Factor de velocidad de aeronaves: {STRING} ++STR_CONFIG_SETTING_PLANE_SPEED_HELPTEXT :Permite fijar la velocidad relativa de las aeronaves en comparación con otros vehículos, para reducir los beneficios del transporte aéreo ++STR_CONFIG_SETTING_PLANE_SPEED_VALUE :1 / {COMMA} ++STR_CONFIG_SETTING_PLANE_CRASHES :Cantidad de aviones estrellados: {STRING} ++STR_CONFIG_SETTING_PLANE_CRASHES_HELPTEXT :Fija la probabilidad de que ocurran accidentes aéreos ++STR_CONFIG_SETTING_PLANE_CRASHES_NONE :Ninguno ++STR_CONFIG_SETTING_PLANE_CRASHES_REDUCED :Reducida ++STR_CONFIG_SETTING_PLANE_CRASHES_NORMAL :Normal ++STR_CONFIG_SETTING_STOP_ON_TOWN_ROAD :Permitir construir paradas sobre carreteras de los municipios: {STRING} ++STR_CONFIG_SETTING_STOP_ON_TOWN_ROAD_HELPTEXT :Permite construir estaciones de paso en carreteras que sean propiedad de los municipios ++STR_CONFIG_SETTING_STOP_ON_COMPETITOR_ROAD :Permitir pasar a través de las paradas de carretera de los competidores: {STRING} ++STR_CONFIG_SETTING_STOP_ON_COMPETITOR_ROAD_HELPTEXT :Permite construir estaciones de carretera de paso en carreteras que sean propiedad de otras compañías ++STR_CONFIG_SETTING_DYNAMIC_ENGINES_EXISTING_VEHICLES :{WHITE}Cambiar esta opción no es posible cuando ya existen vehículos ++STR_CONFIG_SETTING_INFRASTRUCTURE_MAINTENANCE :Mantenimiento de infraestructuras: {STRING} ++STR_CONFIG_SETTING_INFRASTRUCTURE_MAINTENANCE_HELPTEXT :Cuando se activa, las infraestructuras tienen costes de mantenimiento. Los costes de la infraestructura aumentan con el tamaño de la red, con lo cual afectan a compañías grandes en mayor grado que a las pequeñas ++ ++STR_CONFIG_SETTING_NEVER_EXPIRE_AIRPORTS :Aeropuertos nunca caducan: {STRING} ++STR_CONFIG_SETTING_NEVER_EXPIRE_AIRPORTS_HELPTEXT :Permite a todos los aeropuertos estar disponibles permanentemente una vez han sido introducidos ++ ++STR_CONFIG_SETTING_WARN_LOST_VEHICLE :Avisar si un vehículo se ha perdido: {STRING} ++STR_CONFIG_SETTING_WARN_LOST_VEHICLE_HELPTEXT :Muestra mensajes indicando aquellos vehículos que no sean capaces de encontrar una ruta a su destino ++STR_CONFIG_SETTING_ORDER_REVIEW :Revisar órdenes de vehículos: {STRING} ++STR_CONFIG_SETTING_ORDER_REVIEW_HELPTEXT :Cuando se activa, se comprueban periódicamente las órdenes de los vehículos, y los problemas que se encuentren se reportan con un mensaje ++STR_CONFIG_SETTING_ORDER_REVIEW_OFF :No ++STR_CONFIG_SETTING_ORDER_REVIEW_EXDEPOT :Sí, excluyendo a los vehículos detenidos ++STR_CONFIG_SETTING_ORDER_REVIEW_ON :Todos los vehículos ++STR_CONFIG_SETTING_WARN_INCOME_LESS :Avisar si las ganancias de un vehículo son negativas: {STRING} ++STR_CONFIG_SETTING_WARN_INCOME_LESS_HELPTEXT :Si se activa, se muestra un mensaje cuando un vehículo no haya obtenido ningún beneficio durante un año ++STR_CONFIG_SETTING_NEVER_EXPIRE_VEHICLES :Los vehículos nunca caducan: {STRING} ++STR_CONFIG_SETTING_NEVER_EXPIRE_VEHICLES_HELPTEXT :Cuando se activa, todos los modelos de vehículos permanecen disponibles para siempre una vez han sido introducidos ++STR_CONFIG_SETTING_AUTORENEW_VEHICLE :Renovación automática de vehículos cuando se vuelven viejos: {STRING} ++STR_CONFIG_SETTING_AUTORENEW_VEHICLE_HELPTEXT :Cuando se activa, los vehículos próximos al final de su vida útil serán reemplazados automáticamente; siempre y cuando se cumplan las condiciones de renovación ++STR_CONFIG_SETTING_AUTORENEW_MONTHS :Autorenueva el vehículo {STRING} de su edad máxima ++STR_CONFIG_SETTING_AUTORENEW_MONTHS_HELPTEXT :Edad relativa con la cual un vehículo debería de ser considerado para ser autorenovado ++STR_CONFIG_SETTING_AUTORENEW_MONTHS_VALUE_BEFORE :{COMMA} mes{P 0 "" es} antes ++STR_CONFIG_SETTING_AUTORENEW_MONTHS_VALUE_AFTER :{COMMA} mes{P 0 "" es} después ++STR_CONFIG_SETTING_AUTORENEW_MONEY :Mínimo de dinero requerido para renovación automática: {STRING} ++STR_CONFIG_SETTING_AUTORENEW_MONEY_HELPTEXT :Mínima cantidad de dinero que se debe de tener en el banco para poder considerar la renovación automática de vehículos ++STR_CONFIG_SETTING_ERRMSG_DURATION :Duración de mensajes de error: {STRING} ++STR_CONFIG_SETTING_ERRMSG_DURATION_HELPTEXT :Duración de los mensajes de error mostrados en ventanas rojas. Algunos mensajes de error (críticos) no se cierran automáticamente, y deben de ser cerrados manualmente ++STR_CONFIG_SETTING_ERRMSG_DURATION_VALUE :{COMMA} segundo{P 0 "" s} ++STR_CONFIG_SETTING_HOVER_DELAY :Mostrar mensajes de ayuda: {STRING} ++STR_CONFIG_SETTING_HOVER_DELAY_HELPTEXT :Tiempo necesario con el ratón sobre un elemento de la interfaz para que esta muestre su mensaje de ayuda. De forma alternativa, se puede escoger mostrar estos mensajes al pulsar el botón derecho cuando el valor de esta opción ha sido establecido a 0. ++STR_CONFIG_SETTING_HOVER_DELAY_VALUE :Mantener ratón durante {COMMA} milisegundo{P 0 "" s} ++STR_CONFIG_SETTING_HOVER_DELAY_DISABLED :Click derecho ++STR_CONFIG_SETTING_POPULATION_IN_LABEL :Mostrar la población de un municipio en su etiqueta: {STRING} ++STR_CONFIG_SETTING_POPULATION_IN_LABEL_HELPTEXT :Muestra la población de los municipios en su etiqueta sobre el mapa ++STR_CONFIG_SETTING_GRAPH_LINE_THICKNESS :Grosor de las líneas en los gráficos: {STRING} ++STR_CONFIG_SETTING_GRAPH_LINE_THICKNESS_HELPTEXT :Grosor de las líneas en los gráficos. Una línea fina es más precisa, una línea más gruesa es más fácil de distinguir ++ ++STR_CONFIG_SETTING_LANDSCAPE :Terreno: {STRING} ++STR_CONFIG_SETTING_LANDSCAPE_HELPTEXT :Los terrenos definen escenarios con diferentes tipos de carga y requisitos de crecimiento de municipios. Es posible modificarlos empleando NewGRF y scripts de juego ++STR_CONFIG_SETTING_LAND_GENERATOR :Generador de terreno: {STRING} ++STR_CONFIG_SETTING_LAND_GENERATOR_HELPTEXT :El generador original depende del tipo de gráficos base, y crea formas de terreno fijas. TerraGenesis es un generador basado en ruido Perlin que permite un mayor control de configuración ++STR_CONFIG_SETTING_LAND_GENERATOR_ORIGINAL :Original ++STR_CONFIG_SETTING_LAND_GENERATOR_TERRA_GENESIS :TerraGenesis ++STR_CONFIG_SETTING_TERRAIN_TYPE :Tipo de terreno: {STRING} ++STR_CONFIG_SETTING_TERRAIN_TYPE_HELPTEXT :(Sólo TerraGenesis) Colinas del terreno ++STR_CONFIG_SETTING_INDUSTRY_DENSITY :Densidad industrial: {STRING} ++STR_CONFIG_SETTING_INDUSTRY_DENSITY_HELPTEXT :Permite fijar el número de industrias que deberían de generarse, y el nivel que debería mantenerse durante el juego ++STR_CONFIG_SETTING_OIL_REF_EDGE_DISTANCE :Máxima distancia de Refinerías de Petróleo con los bordes: {STRING} ++STR_CONFIG_SETTING_OIL_REF_EDGE_DISTANCE_HELPTEXT :Las refinerías de petróleo solamente se construyen cerca del borde del mapa, el cual es costa para los mapas con borde de océano ++STR_CONFIG_SETTING_SNOWLINE_HEIGHT :Altura línea nieve: {STRING} ++STR_CONFIG_SETTING_SNOWLINE_HEIGHT_HELPTEXT :Permite escoger la altura a la cual la nieve comienza en el clima subártico. La nieve también afecta a la generación de industrias y a los requisitos de crecimiento de municipios ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN :Rugosidad del terreno: {STRING} ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_HELPTEXT :(Sólo TerraGenesis) Permite elegir la frecuencia de las colinas: Los terrenos más planos tienen menor número, aunque suelen ser más extensas. Los terrenos más accidentados tienen múltiples colinas, lo cual puede resultar repetitivo ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_VERY_SMOOTH :Muy Suave ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_SMOOTH :Suave ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_ROUGH :Áspero ++STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_VERY_ROUGH :Muy Áspero ++STR_CONFIG_SETTING_VARIETY :Variedad: {STRING} ++STR_CONFIG_SETTING_VARIETY_HELPTEXT :(Sólo TerraGenesis) Permite controlar si el mapa contendrá zonas montañosas y planas. Dado que esto únicamente hace que el mapa sea más plano, otras opciones deberían fijarse a Montañoso ++STR_CONFIG_SETTING_RIVER_AMOUNT :Cantidad de ríos: {STRING} ++STR_CONFIG_SETTING_RIVER_AMOUNT_HELPTEXT :Elegir el número de ríos a generar ++STR_CONFIG_SETTING_TREE_PLACER :Algoritmo de colocación de árboles: {STRING} ++STR_CONFIG_SETTING_TREE_PLACER_HELPTEXT :Permite escoger la distribución de los árboles sobre el mapa. 'Original' distribuye la plantación de árboles uniformemente, mientras que 'Mejorado' los planta en grupos ++STR_CONFIG_SETTING_TREE_PLACER_NONE :Ninguno ++STR_CONFIG_SETTING_TREE_PLACER_ORIGINAL :Original ++STR_CONFIG_SETTING_TREE_PLACER_IMPROVED :Mejorado ++STR_CONFIG_SETTING_ROAD_SIDE :Vehículos de carretera: {STRING} ++STR_CONFIG_SETTING_ROAD_SIDE_HELPTEXT :Elegir el lado de conducción ++STR_CONFIG_SETTING_HEIGHTMAP_ROTATION :Rotación del Mapa de alturas: {STRING} ++STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_COUNTER_CLOCKWISE :A la izquierda ++STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_CLOCKWISE :Sentido horario ++STR_CONFIG_SETTING_SE_FLAT_WORLD_HEIGHT :El nivel de la altura del mapa plano tiene: {STRING} ++STR_CONFIG_SETTING_EDGES_NOT_EMPTY :{WHITE}Una o más casillas del borde norte no están vacías ++STR_CONFIG_SETTING_EDGES_NOT_WATER :{WHITE}Una o más casillas en uno de los bordes no es agua ++ ++STR_CONFIG_SETTING_STATION_SPREAD :Máxima extensión de estaciones: {STRING} ++STR_CONFIG_SETTING_STATION_SPREAD_HELPTEXT :Área máxima que pueden ocupar las partes de una estación. Cuidado, los valores muy altos pueden ralentizar el juego ++STR_CONFIG_SETTING_SERVICEATHELIPAD :Realizar, automáticamente, el mantenimiento de los helicópteros en helipuertos: {STRING} ++STR_CONFIG_SETTING_SERVICEATHELIPAD_HELPTEXT :Dar servicio a los helicópteros después de cada aterrizaje, aunque no haya hangar en el aeropuerto ++STR_CONFIG_SETTING_LINK_TERRAFORM_TOOLBAR :Une la barra de terreno a la barra de construcción: {STRING} ++STR_CONFIG_SETTING_LINK_TERRAFORM_TOOLBAR_HELPTEXT :Cuando se abre una barra de herramientas de construcción, se abre también la barra de terraformación ++STR_CONFIG_SETTING_SMALLMAP_LAND_COLOUR :Color de terreno usado en el mapa: {STRING} ++STR_CONFIG_SETTING_SMALLMAP_LAND_COLOUR_HELPTEXT :Color a usar para el terreno en el mapa ++STR_CONFIG_SETTING_SMALLMAP_LAND_COLOUR_GREEN :Verde ++STR_CONFIG_SETTING_SMALLMAP_LAND_COLOUR_DARK_GREEN :Verde oscuro ++STR_CONFIG_SETTING_SMALLMAP_LAND_COLOUR_VIOLET :Violeta ++STR_CONFIG_SETTING_REVERSE_SCROLLING :Desplazamiento de vista invertido: {STRING} ++STR_CONFIG_SETTING_REVERSE_SCROLLING_HELPTEXT :Comportamiento del juego al arrastrar el mapa con el botón derecho. Si se desactiva, el ratón mueve la cámara. Si se activa, el ratón mueve el mapa ++STR_CONFIG_SETTING_SMOOTH_SCROLLING :Desplazamiento de vista suavizado: {STRING} ++STR_CONFIG_SETTING_SMOOTH_SCROLLING_HELPTEXT :Controla la forma en la que la vista principal se mueve a una posición específica como resultado de hacer click en el mapa o al enviar la orden de moverse a un objeto determinado del mapa. Si se activa, la vista se mueve de forma suave. Si se desactiva, la vista se mueve directamente al destino ++STR_CONFIG_SETTING_MEASURE_TOOLTIP :Mostrar medidas usando las herramientas de construcción: {STRING} ++STR_CONFIG_SETTING_MEASURE_TOOLTIP_HELPTEXT :Muestra distancias en número de casillas y las diferencias de altura al arrastrar durante operaciones de construcción ++STR_CONFIG_SETTING_LIVERIES :Ver tipos específicos para cada vehículo: {STRING} ++STR_CONFIG_SETTING_LIVERIES_HELPTEXT :Controla el uso de esquemas de color específicos para vehículos (en oposición a los específicos para compañías) ++STR_CONFIG_SETTING_LIVERIES_NONE :Ninguno ++STR_CONFIG_SETTING_LIVERIES_OWN :Propia empresa ++STR_CONFIG_SETTING_LIVERIES_ALL :Todas las empresas ++STR_CONFIG_SETTING_PREFER_TEAMCHAT :Charla de equipo preferida con <ENTER>: {STRING} ++STR_CONFIG_SETTING_PREFER_TEAMCHAT_HELPTEXT :Cambia el acceso al chat interno de la compañía y al chat público entre <ENTER> y <Ctrl+ENTER> ++STR_CONFIG_SETTING_SCROLLWHEEL_SCROLLING :Función de la rueda del ratón: {STRING} ++STR_CONFIG_SETTING_SCROLLWHEEL_SCROLLING_HELPTEXT :Activa el deslizamiento con ratones de rueda bidimensional ++STR_CONFIG_SETTING_SCROLLWHEEL_ZOOM :Zoom sobre el mapa ++STR_CONFIG_SETTING_SCROLLWHEEL_SCROLL :Desplazamiento sobre el mapa ++STR_CONFIG_SETTING_SCROLLWHEEL_OFF :Nada ++STR_CONFIG_SETTING_SCROLLWHEEL_MULTIPLIER :Velocidad de la rueda del ratón sobre el mapa: {STRING} ++STR_CONFIG_SETTING_SCROLLWHEEL_MULTIPLIER_HELPTEXT :Controla la sensibilidad de la rueda del ratón ++STR_CONFIG_SETTING_OSK_ACTIVATION :Teclado en pantalla: {STRING} ++STR_CONFIG_SETTING_OSK_ACTIVATION_HELPTEXT :Permite seleccionar el método para abrir el teclado en pantalla para escribir texto empleando solamente el puntero. Esta opción está pensada para dispositivos pequeños sin teclado físico ++STR_CONFIG_SETTING_OSK_ACTIVATION_DISABLED :Deshabilitado ++STR_CONFIG_SETTING_OSK_ACTIVATION_DOUBLE_CLICK :Doble click ++STR_CONFIG_SETTING_OSK_ACTIVATION_SINGLE_CLICK_FOCUS :Un solo click (con foco) ++STR_CONFIG_SETTING_OSK_ACTIVATION_SINGLE_CLICK :Un solo click (inmediatamente) ++ ++STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU :Emulación del botón derecho: {STRING} ++STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU_HELPTEXT :Selecciona el método para emular los clicks con el botón derecho del ratón ++STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU_COMMAND :Command+Click ++STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU_CONTROL :Ctrl+Click ++STR_CONFIG_SETTING_RIGHT_MOUSE_BTN_EMU_OFF :Desactivado ++ ++STR_CONFIG_SETTING_LEFT_MOUSE_BTN_SCROLLING :Desplazamiento con botón izquierdo: {STRING} ++STR_CONFIG_SETTING_LEFT_MOUSE_BTN_SCROLLING_HELPTEXT :Activa el deslizamiento del mapa al arrastrarlo con el botón izquierdo. Esto es especialmente útil al usar pantallas táctiles ++STR_CONFIG_SETTING_RIGHT_MOUSE_WND_CLOSE :Cerrar ventana con click derecho: {STRING} ++STR_CONFIG_SETTING_RIGHT_MOUSE_WND_CLOSE_HELPTEXT :Cierra una ventana al hacer click derecho dentro. ¡Quita la información al hacer click derecho! ++ ++STR_CONFIG_SETTING_AUTOSAVE :Autoguardado: {STRING} ++STR_CONFIG_SETTING_AUTOSAVE_HELPTEXT :Selecciona el intervalo entre guardados automáticos del juego ++ ++STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES :Usar formato de fecha {STRING} para los nombres de partidas guardadas ++STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_HELPTEXT :Formato de la fecha en el nombre de partidas guardadas ++STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_LONG :largo (31 Dic 2008) ++STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_SHORT :corto (31-12-2008) ++STR_CONFIG_SETTING_DATE_FORMAT_IN_SAVE_NAMES_ISO :ISO (2008-12-31) ++ ++STR_CONFIG_SETTING_PAUSE_ON_NEW_GAME :Pausar automáticamente al comenzar un juego nuevo: {STRING} ++STR_CONFIG_SETTING_PAUSE_ON_NEW_GAME_HELPTEXT :Si se activa, el juego se pausará automáticamente al comenzar nuevas partidas para permitir revisar el mapa ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL :Al pausar el juego, permitir: {STRING} ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL_HELPTEXT :Permite seleccionar las acciones que se pueden llevar a cabo mientras el juego está en pausa ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL_NO_ACTIONS :Ninguna acción ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL_ALL_NON_CONSTRUCTION :Todas las acciones salvo las de construcción ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL_ALL_NON_LANDSCAPING :Todas las acciones que no modifiquen el terreno ++STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL_ALL_ACTIONS :Todas las acciones ++STR_CONFIG_SETTING_ADVANCED_VEHICLE_LISTS :Usar grupos en la lista de vehículos: {STRING} ++STR_CONFIG_SETTING_ADVANCED_VEHICLE_LISTS_HELPTEXT :Activa el uso de listas de vehículos avanzadas para agrupar vehículos ++STR_CONFIG_SETTING_LOADING_INDICATORS :Usar indicadores de carga: {STRING} ++STR_CONFIG_SETTING_LOADING_INDICATORS_HELPTEXT :Permite escoger si se deben de mostrar indicadores de carga encima de vehículos que estén en estaciones ++STR_CONFIG_SETTING_TIMETABLE_IN_TICKS :Mostrar horario en ticks en vez de en días: {STRING} ++STR_CONFIG_SETTING_TIMETABLE_IN_TICKS_HELPTEXT :Muestra los tiempos de viaje en tablas de horario en ticks en lugar de en días ++STR_CONFIG_SETTING_TIMETABLE_SHOW_ARRIVAL_DEPARTURE :Mostrar salidas y llegadas en horarios: {STRING} ++STR_CONFIG_SETTING_TIMETABLE_SHOW_ARRIVAL_DEPARTURE_HELPTEXT :Muestra tiempos de llegada y salida adelantados en tablas de tiempo ++STR_CONFIG_SETTING_QUICKGOTO :Creación rápida de órdenes para vehículos: {STRING} ++STR_CONFIG_SETTING_QUICKGOTO_HELPTEXT :Preselecciona el cursor "Ir a" al abrir la ventana de órdenes ++STR_CONFIG_SETTING_DEFAULT_RAIL_TYPE :Raíl por defecto (juego nuevo/cargar juego): {STRING} ++STR_CONFIG_SETTING_DEFAULT_RAIL_TYPE_HELPTEXT :Tipo de ferrocarril a seleccionar al comenzar o cargar un juego. 'Primero disponible' selecciona el tipo de ferrocarril más viejo, 'Último disponible' selecciona el tipo de ferrocarril más nuevo, y 'Más usado' selecciona el tipo que está más en uso en el momento ++STR_CONFIG_SETTING_DEFAULT_RAIL_TYPE_FIRST :Primero disponible ++STR_CONFIG_SETTING_DEFAULT_RAIL_TYPE_LAST :Último disponible ++STR_CONFIG_SETTING_DEFAULT_RAIL_TYPE_MOST_USED :Más usado ++STR_CONFIG_SETTING_SHOW_TRACK_RESERVATION :Ver rutas reservadas en las vías: {STRING} ++STR_CONFIG_SETTING_SHOW_TRACK_RESERVATION_HELPTEXT :Da a las vías reservadas un color especial para asistir en problemas con señales de ruta ++STR_CONFIG_SETTING_PERSISTENT_BUILDINGTOOLS :Mantener activas las herramientas de construcción tras su uso: {STRING} ++STR_CONFIG_SETTING_PERSISTENT_BUILDINGTOOLS_HELPTEXT :Mantiene las herramientas de construcción de puentes, túneles, etcétera, abiertas después de su uso ++STR_CONFIG_SETTING_EXPENSES_LAYOUT :Agrupar costes en la ventana de finanzas: {STRING} ++STR_CONFIG_SETTING_EXPENSES_LAYOUT_HELPTEXT :Define el diseño de la ventana de finanzas ++ ++STR_CONFIG_SETTING_SOUND_TICKER :Noticias resumidas: {STRING} ++STR_CONFIG_SETTING_SOUND_TICKER_HELPTEXT :Reproducir sonido para mensajes de noticias resumidos ++STR_CONFIG_SETTING_SOUND_NEWS :Noticias: {STRING} ++STR_CONFIG_SETTING_SOUND_NEWS_HELPTEXT :Reproducir sonido al mostrar noticias ++STR_CONFIG_SETTING_SOUND_NEW_YEAR :Final del año: {STRING} ++STR_CONFIG_SETTING_SOUND_NEW_YEAR_HELPTEXT :Reproducir sonido al mostrar el resumen anual del rendimiento de la compañía al terminar el año ++STR_CONFIG_SETTING_SOUND_CONFIRM :Construcción: {STRING} ++STR_CONFIG_SETTING_SOUND_CONFIRM_HELPTEXT :Reproducir sonido al construir con éxito o realizar otras acciones ++STR_CONFIG_SETTING_SOUND_CLICK :Click de botones: {STRING} ++STR_CONFIG_SETTING_SOUND_CLICK_HELPTEXT :Pitido al pulsar botones ++STR_CONFIG_SETTING_SOUND_DISASTER :Desastres/accidentes: {STRING} ++STR_CONFIG_SETTING_SOUND_DISASTER_HELPTEXT :Reproducir efectos de sonido de accidentes y desastres ++STR_CONFIG_SETTING_SOUND_VEHICLE :Vehículos: {STRING} ++STR_CONFIG_SETTING_SOUND_VEHICLE_HELPTEXT :Reproducir efectos de sonido de vehículos ++STR_CONFIG_SETTING_SOUND_AMBIENT :Ambiental: {STRING} ++STR_CONFIG_SETTING_SOUND_AMBIENT_HELPTEXT :Reproducir sonidos ambientales de terreno, industrias y municipios ++ ++STR_CONFIG_SETTING_DISABLE_UNSUITABLE_BUILDING :Deshabilitar construcción de infraestructuras cuando no haya vehículos apropiados disponibles: {STRING} ++STR_CONFIG_SETTING_DISABLE_UNSUITABLE_BUILDING_HELPTEXT :Cuando se activa, solo pueden construirse infraestructuras si hay vehículos disponibles para ellas, previniendo un gasto innecesario de tiempo y dinero ++STR_CONFIG_SETTING_MAX_TRAINS :Número máximo de trenes por empresa: {STRING} ++STR_CONFIG_SETTING_MAX_TRAINS_HELPTEXT :Número máximo de trenes que una compañía puede tener ++STR_CONFIG_SETTING_MAX_ROAD_VEHICLES :Número máximo de automóviles por empresa: {STRING} ++STR_CONFIG_SETTING_MAX_ROAD_VEHICLES_HELPTEXT :Número máximo de vehículos de carretera que una compañía puede tener ++STR_CONFIG_SETTING_MAX_AIRCRAFT :Número máximo de aeronaves por empresa: {STRING} ++STR_CONFIG_SETTING_MAX_AIRCRAFT_HELPTEXT :Número máximo de aeronaves que una compañía puede tener ++STR_CONFIG_SETTING_MAX_SHIPS :Número máximo de barcos por empresa: {STRING} ++STR_CONFIG_SETTING_MAX_SHIPS_HELPTEXT :Número máximo de barcos que una compañía puede tener ++ ++STR_CONFIG_SETTING_AI_BUILDS_TRAINS :Desactivar trenes para el ordenador: {STRING} ++STR_CONFIG_SETTING_AI_BUILDS_TRAINS_HELPTEXT :Activar esta opción deshabilita la construcción de trenes para las IA ++STR_CONFIG_SETTING_AI_BUILDS_ROAD_VEHICLES :Desactivar vehículos de carretera para el ordenador: {STRING} ++STR_CONFIG_SETTING_AI_BUILDS_ROAD_VEHICLES_HELPTEXT :Activar esta opción deshabilita la construcción de vehículos de carretera para las IA ++STR_CONFIG_SETTING_AI_BUILDS_AIRCRAFT :Desactivar aeroplanos para el ordenador: {STRING} ++STR_CONFIG_SETTING_AI_BUILDS_AIRCRAFT_HELPTEXT :Activar esta opción deshabilita la construcción de aeronaves para las IA ++STR_CONFIG_SETTING_AI_BUILDS_SHIPS :Desactivar barcos para el ordenador: {STRING} ++STR_CONFIG_SETTING_AI_BUILDS_SHIPS_HELPTEXT :Activar esta opción deshabilita la construcción de barcos para las IA ++ ++STR_CONFIG_SETTING_AI_PROFILE :Perfil por defecto: {STRING} ++STR_CONFIG_SETTING_AI_PROFILE_HELPTEXT :Permite decidir el perfil a emplear para IAs aleatorias o para los valores iniciales al añadir una nueva IA o un script de juego ++STR_CONFIG_SETTING_AI_PROFILE_EASY :Fácil ++STR_CONFIG_SETTING_AI_PROFILE_MEDIUM :Intermedio ++STR_CONFIG_SETTING_AI_PROFILE_HARD :Difícil ++ ++STR_CONFIG_SETTING_AI_IN_MULTIPLAYER :Permitir IA en multijugador: {STRING} ++STR_CONFIG_SETTING_AI_IN_MULTIPLAYER_HELPTEXT :Permite a los jugadores controlados por el ordenador participar en partidas multijugador ++STR_CONFIG_SETTING_SCRIPT_MAX_OPCODES :#opcodes antes de que los scripts sean suspendidos: {STRING} ++STR_CONFIG_SETTING_SCRIPT_MAX_OPCODES_HELPTEXT :Número máximo de operaciones de computación que un script puede realizar por turno ++ ++STR_CONFIG_SETTING_SERVINT_ISPERCENT :Intervalo de mantenimiento en porcentajes: {STRING} ++STR_CONFIG_SETTING_SERVINT_ISPERCENT_HELPTEXT :Permite escoger si el mantenimiento de vehículos comenzará debido al tiempo pasado desde el último mantenimiento o por una reducción de la fiabilidad más allá de un porcentaje determinado ++STR_CONFIG_SETTING_SERVINT_TRAINS :Intervalo de mantenimiento por defecto para trenes: {STRING} ++STR_CONFIG_SETTING_SERVINT_TRAINS_HELPTEXT :Fija el intervalo de mantenimiento por defecto para los nuevos vehículos de ferrocarril, siendo usado este si no se define un intervalo de forma explícita para ese vehículo ++STR_CONFIG_SETTING_SERVINT_VALUE :{COMMA}{NBSP}día{P 0 "" s}/% ++STR_CONFIG_SETTING_SERVINT_DISABLED :Deshabilitado ++STR_CONFIG_SETTING_SERVINT_ROAD_VEHICLES :Intervalo de mantenimiento por defecto para vehículos de carretera: {STRING} ++STR_CONFIG_SETTING_SERVINT_ROAD_VEHICLES_HELPTEXT :Fija el intervalo de mantenimiento por defecto para vehículos de carretera nuevos, que se empleará si no se define un intervalo de forma explícita para ese vehículo ++STR_CONFIG_SETTING_SERVINT_AIRCRAFT :Intervalo de mantenimiento por defecto para aeronaves: {STRING} ++STR_CONFIG_SETTING_SERVINT_AIRCRAFT_HELPTEXT :Fija el intervalo de mantenimiento por defecto para aeronaves nuevas, que se empleará si no se define un intervalo de forma explícita para ese vehículo ++STR_CONFIG_SETTING_SERVINT_SHIPS :Intervalo de mantenimiento por defecto para barcos: {STRING} ++STR_CONFIG_SETTING_SERVINT_SHIPS_HELPTEXT :Fija el intervalo de mantenimiento por defecto para barcos nuevos, que se empleará si no se define un intervalo de forma explícita para ese vehículo ++STR_CONFIG_SETTING_NOSERVICE :Desactivar mantenimiento cuando las averías están desactivadas: {STRING} ++STR_CONFIG_SETTING_NOSERVICE_HELPTEXT :Cuando se activa, los vehículos no reciben mantenimiento si no pueden romperse ++STR_CONFIG_SETTING_WAGONSPEEDLIMITS :Activar límites de velocidad en vagones: {STRING} ++STR_CONFIG_SETTING_WAGONSPEEDLIMITS_HELPTEXT :Si se activa, se tienen en cuenta los límites de velocidad de los vagones a la hora de decidir la velocidad máxima de un tren ++STR_CONFIG_SETTING_DISABLE_ELRAILS :Desactivar ferrocarriles eléctricos: {STRING} ++STR_CONFIG_SETTING_DISABLE_ELRAILS_HELPTEXT :Si se activa, no es necesario electrificar los ferrocarriles para hacer que los trenes eléctricos puedan recorrerlos ++ ++STR_CONFIG_SETTING_NEWS_ARRIVAL_FIRST_VEHICLE_OWN :Llegada del primer vehículo a una estación del jugador: {STRING} ++STR_CONFIG_SETTING_NEWS_ARRIVAL_FIRST_VEHICLE_OWN_HELPTEXT :Mostrar una noticia cuando llega el primer vehículo a la estación del jugador ++STR_CONFIG_SETTING_NEWS_ARRIVAL_FIRST_VEHICLE_OTHER :Llegada del primer vehículo a una estación de la competencia: {STRING} ++STR_CONFIG_SETTING_NEWS_ARRIVAL_FIRST_VEHICLE_OTHER_HELPTEXT :Mostrar una noticia cuando llega el primer vehículo a la estación de un competidor ++STR_CONFIG_SETTING_NEWS_ACCIDENTS_DISASTERS :Accidentes / desastres: {STRING} ++STR_CONFIG_SETTING_NEWS_ACCIDENTS_DISASTERS_HELPTEXT :Mostrar noticias cuando ocurre un accidente o un desastre ++STR_CONFIG_SETTING_NEWS_COMPANY_INFORMATION :Información de la empresa: {STRING} ++STR_CONFIG_SETTING_NEWS_COMPANY_INFORMATION_HELPTEXT :Mostrar una noticia cuando una nueva compañía es creada, o cuando alguna compañía está en peligro de quiebra ++STR_CONFIG_SETTING_NEWS_INDUSTRY_OPEN :Apertura de industrias: {STRING} ++STR_CONFIG_SETTING_NEWS_INDUSTRY_OPEN_HELPTEXT :Mostrar noticia cuando nuevas industrias abren ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CLOSE :Cierre de industrias: {STRING} ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CLOSE_HELPTEXT :Mostrar noticias cuando una industria cierra ++STR_CONFIG_SETTING_NEWS_ECONOMY_CHANGES :Cambios en la economía: {STRING} ++STR_CONFIG_SETTING_NEWS_ECONOMY_CHANGES_HELPTEXT :Mostrar noticias sobre cambios globales a la economía ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_COMPANY :Cambios de producción en industrias atendidas por la empresa: {STRING} ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_COMPANY_HELPTEXT :Mostrar una noticia cuando el nivel de producción de una industria que está servida por tu compañía cambia ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_OTHER :Cambios de producción en las industrias servidas por los competidores: {STRING} ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_OTHER_HELPTEXT :Mostrar una noticia cuando el nivel de producción de una industria que está servida por compañías competidoras cambia ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_UNSERVED :Cambios de producción de otras industrias: {STRING} ++STR_CONFIG_SETTING_NEWS_INDUSTRY_CHANGES_UNSERVED_HELPTEXT :Mostrar una noticia cuando el nivel de producción de una industria que no está servida por tu compañía o competidores cambia ++STR_CONFIG_SETTING_NEWS_ADVICE :Aviso / información de los vehículos de la empresa: {STRING} ++STR_CONFIG_SETTING_NEWS_ADVICE_HELPTEXT :Mostrar mensajes sobre vehículos que requieren atención ++STR_CONFIG_SETTING_NEWS_NEW_VEHICLES :Nuevos vehículos: {STRING} ++STR_CONFIG_SETTING_NEWS_NEW_VEHICLES_HELPTEXT :Mostrar noticias sobre nuevos tipos de vehículo disponibles ++STR_CONFIG_SETTING_NEWS_CHANGES_ACCEPTANCE :Cambios en la aceptación de carga: {STRING} ++STR_CONFIG_SETTING_NEWS_CHANGES_ACCEPTANCE_HELPTEXT :Mostrar mensajes sobre cambios de aceptación de carga en estaciones ++STR_CONFIG_SETTING_NEWS_SUBSIDIES :Subvenciones: {STRING} ++STR_CONFIG_SETTING_NEWS_SUBSIDIES_HELPTEXT :Mostrar noticias sobre eventos relativos a subsidios ++STR_CONFIG_SETTING_NEWS_GENERAL_INFORMATION :Información general: {STRING} ++STR_CONFIG_SETTING_NEWS_GENERAL_INFORMATION_HELPTEXT :Mostrar noticias de eventos generales, tales como la compra de derechos de transporte exclusivos o el pago de reconstrucción de carreteras locales ++ ++STR_CONFIG_SETTING_NEWS_MESSAGES_OFF :Apagado ++STR_CONFIG_SETTING_NEWS_MESSAGES_SUMMARY :Resumen ++STR_CONFIG_SETTING_NEWS_MESSAGES_FULL :Completo ++ ++STR_CONFIG_SETTING_COLOURED_NEWS_YEAR :Noticias en color aparecen en: {STRING} ++STR_CONFIG_SETTING_COLOURED_NEWS_YEAR_HELPTEXT :Año en el cual los periódicos empezarán a imprimirse en color. Antes de ese año solamente usarán una escala de grises ++STR_CONFIG_SETTING_STARTING_YEAR :Fecha de inicio: {STRING} ++STR_CONFIG_SETTING_SMOOTH_ECONOMY :Activar economía suave (cambios más pequeños): {STRING} ++STR_CONFIG_SETTING_SMOOTH_ECONOMY_HELPTEXT :Si se activa, se producirán cambios de producción en las industrias más frecuentemente y en pasos menores. Si se usa un NewGRF para proveer industrias, esta opción generalmente no tiene efecto ++STR_CONFIG_SETTING_ALLOW_SHARES :Permitir comprar acciones de otras empresas: {STRING} ++STR_CONFIG_SETTING_ALLOW_SHARES_HELPTEXT :Cuando se activa, permite comprar y vender acciones de empresas. Las acciones de una empresa solamente estarán disponibles cuando la empresa cumpla una edad determinada ++STR_CONFIG_SETTING_FEEDER_PAYMENT_SHARE :Porcentaje del beneficio total a pagar en transferencias: {STRING} ++STR_CONFIG_SETTING_FEEDER_PAYMENT_SHARE_HELPTEXT :Porcentaje de los beneficios dados a los transportes intermedios en sistemas de transferencias, dando un mayor control sobre el beneficio de cada vehículo ++STR_CONFIG_SETTING_DRAG_SIGNALS_DENSITY :Al arrastrar, colocar señales cada: {STRING} ++STR_CONFIG_SETTING_DRAG_SIGNALS_DENSITY_HELPTEXT :Fija la distancia de separación entre señales al construir señales hasta el próximo obstáculo al arrastrar el ratón ++STR_CONFIG_SETTING_DRAG_SIGNALS_DENSITY_VALUE :{COMMA} casilla{P 0 "" s} ++STR_CONFIG_SETTING_DRAG_SIGNALS_FIXED_DISTANCE :Al arrastrar, mantener distancia fija entre señales: {STRING} ++STR_CONFIG_SETTING_DRAG_SIGNALS_FIXED_DISTANCE_HELPTEXT :Fija el comportamiento de la construcción de señales cuando se usa Ctrl+Arrastrar. Si se deshabilita, se colocan señales cerca de túneles y puentes para evitar largos trozos de vía sin señales. Si se activa, se colocan señales cada N casillas, haciendo que el alineamiento de vías paralelas sea más sencillo ++STR_CONFIG_SETTING_SEMAPHORE_BUILD_BEFORE_DATE :Señales mecánicas por defecto antes de: {STRING} ++STR_CONFIG_SETTING_SEMAPHORE_BUILD_BEFORE_DATE_HELPTEXT :Fija el año a partir del cual se usarán señales eléctricas. Antes de ese año se usarán señales mecánicas (tienen la misma funcionalidad pero distinto aspecto) ++STR_CONFIG_SETTING_ENABLE_SIGNAL_GUI :Activar la GUI de señales: {STRING} ++STR_CONFIG_SETTING_ENABLE_SIGNAL_GUI_HELPTEXT :Muestra una ventana para escoger los tipos de señales a construir, en lugar de no usar ventana y únicamente permitir el cambio de tipo de señal por rotación mediante Ctrl+Click sobre las señales ya construidas ++STR_CONFIG_SETTING_DEFAULT_SIGNAL_TYPE :Tipo de señal a construir por defecto: {STRING} ++STR_CONFIG_SETTING_DEFAULT_SIGNAL_TYPE_HELPTEXT :Tipo de señal a usar por defecto ++STR_CONFIG_SETTING_DEFAULT_SIGNAL_NORMAL :Señales de bloque ++STR_CONFIG_SETTING_DEFAULT_SIGNAL_PBS :Señales de ruta ++STR_CONFIG_SETTING_DEFAULT_SIGNAL_PBSOWAY :Señales de ruta de un sentido ++STR_CONFIG_SETTING_CYCLE_SIGNAL_TYPES :Cambiar entre tipos de señales: {STRING} ++STR_CONFIG_SETTING_CYCLE_SIGNAL_TYPES_HELPTEXT :Permite seleccionar entre qué señales se debe de cambiar al usar Ctrl+Click con la herramienta de señales ++STR_CONFIG_SETTING_CYCLE_SIGNAL_NORMAL :Solo señales de bloque ++STR_CONFIG_SETTING_CYCLE_SIGNAL_PBS :Solo señales de ruta ++STR_CONFIG_SETTING_CYCLE_SIGNAL_ALL :Todas ++ ++STR_CONFIG_SETTING_TOWN_LAYOUT :Patrón de carreteras para los nuevos municipios: {STRING} ++STR_CONFIG_SETTING_TOWN_LAYOUT_HELPTEXT :Patrón de carreteras a usar para las redes de transporte de los municipios ++STR_CONFIG_SETTING_TOWN_LAYOUT_DEFAULT :Original ++STR_CONFIG_SETTING_TOWN_LAYOUT_BETTER_ROADS :Mejorado ++STR_CONFIG_SETTING_TOWN_LAYOUT_2X2_GRID :rejilla 2x2 ++STR_CONFIG_SETTING_TOWN_LAYOUT_3X3_GRID :rejilla 3x3 ++STR_CONFIG_SETTING_TOWN_LAYOUT_RANDOM :Aleatorio ++STR_CONFIG_SETTING_ALLOW_TOWN_ROADS :Permitir que los municipios construyan carreteras: {STRING} ++STR_CONFIG_SETTING_ALLOW_TOWN_ROADS_HELPTEXT :Permite a los municipios construir carreteras para crecer. Si se deshabilita, las autoridades municipales no podrán construir ninguna carretera ++STR_CONFIG_SETTING_ALLOW_TOWN_LEVEL_CROSSINGS :Permitir a las ciudades construir pasos a nivel: {STRING} ++STR_CONFIG_SETTING_ALLOW_TOWN_LEVEL_CROSSINGS_HELPTEXT :Permite a los municipios construir pasos a nivel ++STR_CONFIG_SETTING_NOISE_LEVEL :Permitir al municipio controlar el nivel de ruido de los aeropuertos: {STRING} ++STR_CONFIG_SETTING_NOISE_LEVEL_HELPTEXT :Con esta opción desactivada, solamente puede haber dos aeropuertos por municipio. Si se activa, el número de aeropuertos en el municipio depende del nivel de aceptación de ruido del mismo, el cual depende de la población, del tamaño de los aeropuertos y de la distancia a la que estén ++STR_CONFIG_SETTING_TOWN_FOUNDING :Fundar municipios: {STRING} ++STR_CONFIG_SETTING_TOWN_FOUNDING_HELPTEXT :Permite a los jugadores crear nuevos municipios durante la partida ++STR_CONFIG_SETTING_TOWN_FOUNDING_FORBIDDEN :Prohibido ++STR_CONFIG_SETTING_TOWN_FOUNDING_ALLOWED :Permitido ++STR_CONFIG_SETTING_TOWN_FOUNDING_ALLOWED_CUSTOM_LAYOUT :Permitido, patrón de carreteras personalizado ++ ++STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT :Crecimiento de árboles durante el juego: {STRING} ++STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_HELPTEXT :Controla la aparición aleatoria de árboles durante la partida. Esto puede afectar a industrias que dependen del crecimiento de árboles, como los aserraderos ++STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_NONE :Ninguno {RED}(rompe aserradero subtropical) ++STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_RAINFOREST :Solo en selva ++STR_CONFIG_SETTING_EXTRA_TREE_PLACEMENT_ALL :Cualquier parte ++ ++STR_CONFIG_SETTING_TOOLBAR_POS :Posición de la barra de herramientas principal: {STRING} ++STR_CONFIG_SETTING_TOOLBAR_POS_HELPTEXT :Posicionamiento horizontal de la barra de herramientas principal en la parte superior de la pantalla ++STR_CONFIG_SETTING_STATUSBAR_POS :Posición de la barra de estado: {STRING} ++STR_CONFIG_SETTING_STATUSBAR_POS_HELPTEXT :Posición horizontal de la barra de estado en la parte inferior de la pantalla ++STR_CONFIG_SETTING_SNAP_RADIUS :Radio de fijación de ventana: {STRING} ++STR_CONFIG_SETTING_SNAP_RADIUS_HELPTEXT :Distancia máxima entre ventanas antes de que la ventana que se está moviendo sea alineada automáticamente con las ventanas cercanas ++STR_CONFIG_SETTING_SNAP_RADIUS_VALUE :{COMMA} pixel{P 0 "" s} ++STR_CONFIG_SETTING_SNAP_RADIUS_DISABLED :deshabilitado ++STR_CONFIG_SETTING_SOFT_LIMIT :Máximo número de ventanas sin anclar: {STRING} ++STR_CONFIG_SETTING_SOFT_LIMIT_HELPTEXT :Número máximo de ventanas sin anclar que pueden estar abiertas antes de que las más antiguas se cierren automáticamente para dejar paso a las nuevas ++STR_CONFIG_SETTING_SOFT_LIMIT_VALUE :{COMMA} ++STR_CONFIG_SETTING_SOFT_LIMIT_DISABLED :deshabilitado ++STR_CONFIG_SETTING_ZOOM_MIN :Máximo acercamiento: {STRING} ++STR_CONFIG_SETTING_ZOOM_MIN_HELPTEXT :Nivel máximo de acercamiento para las ventanas de vista y la vista principal. Cuidado, aumentar el nivel de acercamiento incrementa el consumo de memoria del juego ++STR_CONFIG_SETTING_ZOOM_MAX :Máximo alejamiento: {STRING} ++STR_CONFIG_SETTING_ZOOM_MAX_HELPTEXT :Nivel máximo de alejamiento para las ventanas de vista y la vista principal. Cuidado, niveles altos de alejamiento pueden ralentizar el juego ++STR_CONFIG_SETTING_ZOOM_LVL_MIN :4x ++STR_CONFIG_SETTING_ZOOM_LVL_IN_2X :2x ++STR_CONFIG_SETTING_ZOOM_LVL_NORMAL :Normal ++STR_CONFIG_SETTING_ZOOM_LVL_OUT_2X :2x ++STR_CONFIG_SETTING_ZOOM_LVL_OUT_4X :4x ++STR_CONFIG_SETTING_ZOOM_LVL_OUT_8X :8x ++STR_CONFIG_SETTING_TOWN_GROWTH :Velocidad crecimiento población: {STRING} ++STR_CONFIG_SETTING_TOWN_GROWTH_HELPTEXT :Velocidad de crecimiento de los municipios ++STR_CONFIG_SETTING_TOWN_GROWTH_NONE :Ninguna ++STR_CONFIG_SETTING_TOWN_GROWTH_SLOW :Lenta ++STR_CONFIG_SETTING_TOWN_GROWTH_NORMAL :Normal ++STR_CONFIG_SETTING_TOWN_GROWTH_FAST :Rápida ++STR_CONFIG_SETTING_TOWN_GROWTH_VERY_FAST :Muy rápida ++STR_CONFIG_SETTING_LARGER_TOWNS :Proporción de municipios que se convertirán en ciudades: {STRING} ++STR_CONFIG_SETTING_LARGER_TOWNS_HELPTEXT :Número de pueblos que se convertirán en ciudades. Las ciudades comienzan siendo más grandes y crecen más rápido ++STR_CONFIG_SETTING_LARGER_TOWNS_VALUE :1 de cada {COMMA} ++STR_CONFIG_SETTING_LARGER_TOWNS_DISABLED :Ninguna ++STR_CONFIG_SETTING_CITY_SIZE_MULTIPLIER :Multiplicador inicial del tamaño de ciudad: {STRING} ++STR_CONFIG_SETTING_CITY_SIZE_MULTIPLIER_HELPTEXT :Tamaño medio de las ciudades en relación a los pueblos normales al comienzo de la partida ++ ++STR_CONFIG_SETTING_LINKGRAPH_INTERVAL :Actualizar el grafo de distribución cada {STRING}{NBSP}día{P 0:2 "" s} ++STR_CONFIG_SETTING_LINKGRAPH_INTERVAL_HELPTEXT :Periodo de tiempo entre cálculos del grafo de distribución consecutivos. Esta opción se refiere a los cálculos para cada uno de los componentes del grafo, por lo cual fijar un valor no quiere decir que el grafo completo se actualizará tras ese número de días. Cuanto menor sea, mayor tiempo de CPU será necesario para calcular el grafo de distribución. Cuanto mayor sea, más tardará el grafo de distribución en adaptarse a nuevas rutas ++STR_CONFIG_SETTING_LINKGRAPH_TIME :Usar {STRING}{NBSP}día{P 0:2 "" s} para el cálculo del grafo de distribución ++STR_CONFIG_SETTING_LINKGRAPH_TIME_HELPTEXT :Tiempo a emplear en el cálculo de cada uno de los componentes del grafo de distribución. Cuanto menor sea este valor, más probable es que se produzca ralentización en el juego. Cuanto mayor sea, más tiempo tardará la distribución en actualizarse cuando se producen cambios en las rutas ++STR_CONFIG_SETTING_DISTRIBUTION_MANUAL :manual ++STR_CONFIG_SETTING_DISTRIBUTION_ASYMMETRIC :asimétrico ++STR_CONFIG_SETTING_DISTRIBUTION_SYMMETRIC :simétrico ++STR_CONFIG_SETTING_DISTRIBUTION_PAX :Modo de distribución para pasajeros: {STRING} ++STR_CONFIG_SETTING_DISTRIBUTION_PAX_HELPTEXT :En una distribución simétrica, se envía la misma cantidad de pasajeros de la estación A a la B que de B a A. En una distribución asimétrica se pueden enviar cantidades arbitrarias de pasajeros en ambas direcciones. Manual significa que no se realiza una distribución automática para los pasajeros ++STR_CONFIG_SETTING_DISTRIBUTION_MAIL :Modo de distribución para el correo: {STRING} ++STR_CONFIG_SETTING_DISTRIBUTION_MAIL_HELPTEXT :En una distribución simétrica, se envía la misma cantidad de carga de la estación A a la B que de B a A. En una distribución asimétrica se pueden enviar cantidades arbitrarias de carga en ambas direcciones. Manual significa que no se realiza una distribución automática para el correo ++STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED :Modo de distribución para la clase de carga BLINDADA: {STRING} ++STR_CONFIG_SETTING_DISTRIBUTION_ARMOURED_HELPTEXT :La clase de carga BLINDADA contiene objetos de valor en el clima templado, diamantes en el clima subtropical y oro en el clima subártico. Los NewGRFs pueden modificar esto. En una distribución "simétrica", se envía la misma cantidad de carga de la estación A a la B que de B a A. En una distribución "asimétrica" se pueden enviar cantidades arbitrarias de carga en ambas direcciones. "Manual" significa que no se realiza una distribución automática para esta carga. Se recomienda fijar esta distribución en "asimétrica" o en "manual" al jugar en subártico, y es que los bancos no enviarán oro de vuelta a sus minas de procedencia. En los climas templado y subtropical es factible escoger "simétrica" ya que los bancos pueden enviar de vuelta objetos de valor al banco origen de los mismos. ++STR_CONFIG_SETTING_DISTRIBUTION_DEFAULT :Modo de distribución para otras clases de carga: {STRING} ++STR_CONFIG_SETTING_DISTRIBUTION_DEFAULT_HELPTEXT :"Asimétrico" significa que se pueden mover cantidades arbitrarias de carga en ambas direcciones. "Manual" significa que no habrá distribución automática para estos tipos de carga. ++STR_CONFIG_SETTING_LINKGRAPH_ACCURACY :Precisión de la distribución: {STRING} ++STR_CONFIG_SETTING_LINKGRAPH_ACCURACY_HELPTEXT :Este valor determina el tiempo de CPU empleado en calcular el grafo de distribución. Si es demasiado elevado puede producir ralentización en el juego. Si es demasiado bajo la distribución puede ser poco precisa, causando que ocasionalmente se produzcan errores en los lugares a los que va la carga ++STR_CONFIG_SETTING_DEMAND_DISTANCE :Efecto de la distancia en la demanda: {STRING} ++STR_CONFIG_SETTING_DEMAND_DISTANCE_HELPTEXT :Si se fija a un valor superior a 0, la distancia entre la estación origen A de cierta carga y un posible destino B afectará a la cantidad de carga que se enviará de A a B. Cuanto más lejos esté B de A, menos carga se enviará. Cuanto mayor sea el valor de esta opción, menos carga se enviará a estaciones distantes en favor de estaciones cercanas ++STR_CONFIG_SETTING_DEMAND_SIZE :Cantidad de carga a devolver en modo simétrico: {STRING} ++STR_CONFIG_SETTING_DEMAND_SIZE_HELPTEXT :Fijar esta opción a menos de 100% hace que la distribución simétrica de carga se comporte de una forma más asimétrica. Se enviará menos carga de vuelta a la fuerza si una cantidad determinada es enviada a una estación. Si se fija a 0% la distribución simétrica se comporta como una distribución asimétrica ++STR_CONFIG_SETTING_SHORT_PATH_SATURATION :Saturación de caminos cortos antes de usar aquellos de mayor capacidad: {STRING} ++STR_CONFIG_SETTING_SHORT_PATH_SATURATION_HELPTEXT :Frecuentemente hay múltiples caminos posibles entre dos estaciones determinadas. En primer lugar se intentará saturar el camino más corto, para posteriormente saturar el segundo más corto y así sucesivamente. La saturación está determinada por una estimación de capacidad y uso planificado. Una vez que se hayan saturado todos los caminos, si todavía hay demanda, se sobrecargarán los caminos empezando por aquellos de mayor capacidad. La mayor parte de las veces, el algoritmo no estimará la capacidad de forma precisa. Esta opción permite especificar el porcentaje de saturación que debe de tener una línea en la primera parte del algoritmo antes de pasar a la siguiente línea. Fijarlo a menos de 100% permite evitar estaciones sobrecargadas en el caso de que se sobreestimen las capacidades ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VELOCITY :Unidades de velocidad: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VELOCITY_HELPTEXT :Cada vez que se muestra una velocidad en la interfaz de usuario, se emplean las unidades seleccionadas ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VELOCITY_IMPERIAL :Imperial (mph) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VELOCITY_METRIC :Métrico (km/h) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VELOCITY_SI :SI (m/s) ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_POWER :Unidades de potencia de vehículos: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_POWER_HELPTEXT :Cada vez que se muestra la potencia de un vehículo en la interfaz de usuario, se emplean las unidades seleccionadas ++STR_CONFIG_SETTING_LOCALISATION_UNITS_POWER_IMPERIAL :Imperial (cv) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_POWER_METRIC :Métrico (cv) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_POWER_SI :SI (kW) ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_WEIGHT :Unidades de peso: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_WEIGHT_HELPTEXT :Cada vez que se muestre un peso en la interfaz de usuario, se mostrará en su unidad preestablecida ++STR_CONFIG_SETTING_LOCALISATION_UNITS_WEIGHT_IMPERIAL :Imperial (t/tonelada) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_WEIGHT_METRIC :Métrico (t/tonelada) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_WEIGHT_SI :SI (kg) ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VOLUME :Unidades de volumen: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VOLUME_HELPTEXT :Cada vez que se muestre un volumen en la interfaz de usuario, se mostrará en su unidad preestablecida ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VOLUME_IMPERIAL :Imperial (gal) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VOLUME_METRIC :Métrico (l) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_VOLUME_SI :SI (m³) ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_FORCE :Unidades de esfuerzo de tracción: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_FORCE_HELPTEXT :Cada vez que se muestre un esfuerzo de tracción (también conocido como fuerza de tracción) en la interfaz de usuario, se mostrará en su unidad preestablecida ++STR_CONFIG_SETTING_LOCALISATION_UNITS_FORCE_IMPERIAL :Imperial (lbf) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_FORCE_METRIC :Métrico (kp) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_FORCE_SI :SI (kN) ++ ++STR_CONFIG_SETTING_LOCALISATION_UNITS_HEIGHT :Unidades de altura: {STRING} ++STR_CONFIG_SETTING_LOCALISATION_UNITS_HEIGHT_HELPTEXT :Cada vez que se muestre una altura en la interfaz de usuario, se mostrará en su unidad preestablecida ++STR_CONFIG_SETTING_LOCALISATION_UNITS_HEIGHT_IMPERIAL :Imperial (pies) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_HEIGHT_METRIC :Métrico (m) ++STR_CONFIG_SETTING_LOCALISATION_UNITS_HEIGHT_SI :SI (m) ++ ++STR_CONFIG_SETTING_LOCALISATION :{ORANGE}Localización ++STR_CONFIG_SETTING_GRAPHICS :{ORANGE}Gráficos ++STR_CONFIG_SETTING_SOUND :{ORANGE}Efectos de sonido ++STR_CONFIG_SETTING_INTERFACE :{ORANGE}Interfaz ++STR_CONFIG_SETTING_INTERFACE_GENERAL :{ORANGE}General ++STR_CONFIG_SETTING_INTERFACE_VIEWPORTS :{ORANGE}Ventanas de visualización ++STR_CONFIG_SETTING_INTERFACE_CONSTRUCTION :{ORANGE}Construcción ++STR_CONFIG_SETTING_ADVISORS :{ORANGE}Noticias / Consejos ++STR_CONFIG_SETTING_COMPANY :{ORANGE}Empresa ++STR_CONFIG_SETTING_ACCOUNTING :{ORANGE}Contabilidad ++STR_CONFIG_SETTING_VEHICLES :{ORANGE}Vehículos ++STR_CONFIG_SETTING_VEHICLES_PHYSICS :{ORANGE}Leyes físicas ++STR_CONFIG_SETTING_VEHICLES_ROUTING :{ORANGE}Encaminamiento ++STR_CONFIG_SETTING_LIMITATIONS :{ORANGE}Limitaciones ++STR_CONFIG_SETTING_ACCIDENTS :{ORANGE}Desastres / Accidentes ++STR_CONFIG_SETTING_GENWORLD :{ORANGE}Generación de mundo ++STR_CONFIG_SETTING_ENVIRONMENT :{ORANGE}Ambiente ++STR_CONFIG_SETTING_ENVIRONMENT_AUTHORITIES :{ORANGE}Autoridades ++STR_CONFIG_SETTING_ENVIRONMENT_TOWNS :{ORANGE}Municipios ++STR_CONFIG_SETTING_ENVIRONMENT_INDUSTRIES :{ORANGE}Industrias ++STR_CONFIG_SETTING_ENVIRONMENT_CARGODIST :{ORANGE}Distribución de carga ++STR_CONFIG_SETTING_AI :{ORANGE}Competidores ++STR_CONFIG_SETTING_AI_NPC :{ORANGE}Jugadores de la CPU (IA) ++ ++STR_CONFIG_SETTING_PATHFINDER_OPF :Original ++STR_CONFIG_SETTING_PATHFINDER_NPF :NPF ++STR_CONFIG_SETTING_PATHFINDER_YAPF_RECOMMENDED :YAPF {BLUE}(Recomendado) ++ ++STR_CONFIG_SETTING_PATHFINDER_FOR_TRAINS :Encaminador para trenes: {STRING} ++STR_CONFIG_SETTING_PATHFINDER_FOR_TRAINS_HELPTEXT :Encaminador a emplear para trenes ++STR_CONFIG_SETTING_PATHFINDER_FOR_ROAD_VEHICLES :Encaminador para vehículos de carretera: {STRING} ++STR_CONFIG_SETTING_PATHFINDER_FOR_ROAD_VEHICLES_HELPTEXT :Encaminador a emplear para vehículos de carretera ++STR_CONFIG_SETTING_PATHFINDER_FOR_SHIPS :Encaminador para barcos: {STRING} ++STR_CONFIG_SETTING_PATHFINDER_FOR_SHIPS_HELPTEXT :Encaminador a emplear para barcos ++STR_CONFIG_SETTING_REVERSE_AT_SIGNALS :Cambio de sentido automático en señales: {STRING} ++STR_CONFIG_SETTING_REVERSE_AT_SIGNALS_HELPTEXT :Permite a los trenes darse la vuelta ante una señal, si han esperado durante un tiempo lo suficientemente largo ++ ++STR_CONFIG_SETTING_QUERY_CAPTION :{WHITE}Cambiar valor de la opción ++ ++# Config errors ++STR_CONFIG_ERROR :{WHITE}Error en el fichero de configuración... ++STR_CONFIG_ERROR_ARRAY :{WHITE}... error en vector '{STRING}' ++STR_CONFIG_ERROR_INVALID_VALUE :{WHITE}... valor inválido '{STRING}' para '{STRING}' ++STR_CONFIG_ERROR_TRAILING_CHARACTERS :{WHITE}... caracteres en blanco al final de la opción '{STRING}' ++STR_CONFIG_ERROR_DUPLICATE_GRFID :{WHITE}... ignorando NewGRF '{STRING}': GRF ID duplicado con '{STRING}' ++STR_CONFIG_ERROR_INVALID_GRF :{WHITE}... ignorando NewGRF inválido '{STRING}': {STRING} ++STR_CONFIG_ERROR_INVALID_GRF_NOT_FOUND :no encontrado ++STR_CONFIG_ERROR_INVALID_GRF_UNSAFE :inseguro para uso estático ++STR_CONFIG_ERROR_INVALID_GRF_SYSTEM :NewGRF del sistema ++STR_CONFIG_ERROR_INVALID_GRF_INCOMPATIBLE :incompatible con esta versión de OpenTTD ++STR_CONFIG_ERROR_INVALID_GRF_UNKNOWN :desconocido ++STR_CONFIG_ERROR_INVALID_SAVEGAME_COMPRESSION_LEVEL :{WHITE}... el nivel de compresión '{STRING}' no es válido ++STR_CONFIG_ERROR_INVALID_SAVEGAME_COMPRESSION_ALGORITHM :{WHITE}... el formato de guardado '{STRING}' no está disponible. Revirtiendo a '{STRING}' ++STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND :{WHITE}... ignorando conjunto de gráficos base '{STRING}': no encontrado ++STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND :{WHITE}... ignorando conjunto de sonidos base '{STRING}': no encontrado ++STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND :{WHITE}... ignorando conjunto de música base '{STRING}': no encontrado ++STR_CONFIG_ERROR_OUT_OF_MEMORY :{WHITE}No hay memoria suficiente ++STR_CONFIG_ERROR_SPRITECACHE_TOO_BIG :{WHITE}Hubo un fallo al reservar {BYTES} de caché de sprites. La caché de sprites ha sido reducida a {BYTES}. Esto reducirá el rendimiento de OpenTTD. Para reducir los requisitos de memoria es posible deshabilitar los gráficos 32bpp o los niveles de zoom adicionales ++ ++# Intro window ++STR_INTRO_CAPTION :{WHITE}OpenTTD {REV} ++ ++STR_INTRO_NEW_GAME :{BLACK}Nuevo Juego ++STR_INTRO_LOAD_GAME :{BLACK}Cargar Juego ++STR_INTRO_PLAY_SCENARIO :{BLACK}Jugar Escenario ++STR_INTRO_PLAY_HEIGHTMAP :{BLACK}Jugar Mapa de alturas ++STR_INTRO_SCENARIO_EDITOR :{BLACK}Editor de Escenarios ++STR_INTRO_MULTIPLAYER :{BLACK}Multijugador ++ ++STR_INTRO_GAME_OPTIONS :{BLACK}Opciones de Juego ++STR_INTRO_HIGHSCORE :{BLACK}Tabla de Puntuaciones ++STR_INTRO_CONFIG_SETTINGS_TREE :{BLACK}Configuración ++STR_INTRO_NEWGRF_SETTINGS :{BLACK}Configuración NewGRF ++STR_INTRO_ONLINE_CONTENT :{BLACK}Contenido Online ++STR_INTRO_SCRIPT_SETTINGS :{BLACK}Configuración de Scripts ++STR_INTRO_QUIT :{BLACK}Salir ++ ++STR_INTRO_TOOLTIP_NEW_GAME :{BLACK}Comenzar nuevo juego. Ctrl+Click omite la configuración del escenario ++STR_INTRO_TOOLTIP_LOAD_GAME :{BLACK}Cargar un juego guardado ++STR_INTRO_TOOLTIP_PLAY_HEIGHTMAP :{BLACK}Empezar juego nuevo, usando mapa de altura como terreno ++STR_INTRO_TOOLTIP_PLAY_SCENARIO :{BLACK}Comienza un nuevo juego, usando un escenario personalizado desde el disco ++STR_INTRO_TOOLTIP_SCENARIO_EDITOR :{BLACK}Crear un mundo/escenario de juego personalizado ++STR_INTRO_TOOLTIP_MULTIPLAYER :{BLACK}Empezar una partida multijugador ++ ++STR_INTRO_TOOLTIP_TEMPERATE :{BLACK}Elegir estilo de terreno 'templado' ++STR_INTRO_TOOLTIP_SUB_ARCTIC_LANDSCAPE :{BLACK}Elegir estilo de terreno 'subártico' ++STR_INTRO_TOOLTIP_SUB_TROPICAL_LANDSCAPE :{BLACK}Elegir estilo de terreno 'subtropical' ++STR_INTRO_TOOLTIP_TOYLAND_LANDSCAPE :{BLACK}Elegir estilo de terreno 'juguetelandia' ++ ++STR_INTRO_TOOLTIP_GAME_OPTIONS :{BLACK}Muestra las opciones del juego ++STR_INTRO_TOOLTIP_HIGHSCORE :{BLACK}Mostrar tabla de puntuaciones ++STR_INTRO_TOOLTIP_CONFIG_SETTINGS_TREE :{BLACK}Mostrar configuración ++STR_INTRO_TOOLTIP_NEWGRF_SETTINGS :{BLACK}Muestra ajustes de NewGRF ++STR_INTRO_TOOLTIP_ONLINE_CONTENT :{BLACK}Comprobar si hay nuevos contenidos actualizados para descargar ++STR_INTRO_TOOLTIP_SCRIPT_SETTINGS :{BLACK}Mostrar configuración de scripts de juego e IAs ++STR_INTRO_TOOLTIP_QUIT :{BLACK}Salir de 'OpenTTD' ++ ++STR_INTRO_BASESET :{BLACK}El conjunto de gráficos base actualmente seleccionado no encuentra {NUM} sprite{P "" s}. Comprueba si hay actualizaciones para el conjunto base, o usa otro totalmente actualizado. ++STR_INTRO_TRANSLATION :{BLACK}A esta traducción le faltan {NUM} cadena{P "" s} de texto. Considera ayudar a mejorar OpenTTD convirtiéndote en traductor. Consulta el readme.txt para más detalles. ++ ++# Quit window ++STR_QUIT_CAPTION :{WHITE}Salir ++STR_QUIT_ARE_YOU_SURE_YOU_WANT_TO_EXIT_OPENTTD :{YELLOW}¿Está seguro de abandonar OpenTTD y regresar a {STRING}? ++STR_QUIT_YES :{BLACK}Sí ++STR_QUIT_NO :{BLACK}No ++ ++# Supported OSes ++STR_OSNAME_WINDOWS :Windows ++STR_OSNAME_DOS :DOS ++STR_OSNAME_UNIX :Unix ++STR_OSNAME_OSX :OS{NBSP}X ++STR_OSNAME_BEOS :BeOS ++STR_OSNAME_HAIKU :Haiku ++STR_OSNAME_MORPHOS :MorphOS ++STR_OSNAME_AMIGAOS :AmigaOS ++STR_OSNAME_OS2 :OS/2 ++STR_OSNAME_SUNOS :SunOS ++ ++# Abandon game ++STR_ABANDON_GAME_CAPTION :{WHITE}Abandonar Juego ++STR_ABANDON_GAME_QUERY :{YELLOW}¿Está seguro de que desea abandonar este juego? ++STR_ABANDON_SCENARIO_QUERY :{YELLOW}¿Está seguro de que desea salir de este escenario? ++ ++# Cheat window ++STR_CHEATS :{WHITE}Trucos ++STR_CHEATS_TOOLTIP :{BLACK}Las casillas indican si ha usado este truco antes ++STR_CHEATS_WARNING :{BLACK}¡Atención! Usted está a punto de traicionar a sus competidores. Tenga presente que tal deshonra será recordada por la eternidad ++STR_CHEAT_MONEY :{LTBLUE}Incrementar dinero en {CURRENCY_LONG} ++STR_CHEAT_CHANGE_COMPANY :{LTBLUE}Jugando como la empresa: {ORANGE}{COMMA} ++STR_CHEAT_EXTRA_DYNAMITE :{LTBLUE}Bulldózer mágico (elimina industrias, objetos inamovibles): {ORANGE}{STRING} ++STR_CHEAT_CROSSINGTUNNELS :{LTBLUE}Los túneles pueden cruzarse: {ORANGE}{STRING} ++STR_CHEAT_NO_JETCRASH :{LTBLUE}Jets se estrellan menos en aeropuertos pequeños: {ORANGE}{STRING} ++STR_CHEAT_EDIT_MAX_HL :{LTBLUE}Edita la altura máxima del mapa: {ORANGE}{NUM} ++STR_CHEAT_EDIT_MAX_HL_QUERY_CAPT :{WHITE}Edita la altura máxima de las montañas en el mapa ++STR_CHEAT_SWITCH_CLIMATE_TEMPERATE_LANDSCAPE :Terreno templado ++STR_CHEAT_SWITCH_CLIMATE_SUB_ARCTIC_LANDSCAPE :Terreno subártico ++STR_CHEAT_SWITCH_CLIMATE_SUB_TROPICAL_LANDSCAPE :Terreno subtropical ++STR_CHEAT_SWITCH_CLIMATE_TOYLAND_LANDSCAPE :Terreno juguetelandia ++STR_CHEAT_CHANGE_DATE :{LTBLUE}Cambiar fecha: {ORANGE} {DATE_SHORT} ++STR_CHEAT_CHANGE_DATE_QUERY_CAPT :{WHITE}Cambiar año actual ++STR_CHEAT_SETUP_PROD :{LTBLUE}Permitir modificación de los valores de producción: {ORANGE}{STRING} ++ ++# Livery window ++STR_LIVERY_CAPTION :{WHITE}Nuevo Esquema de Color ++ ++STR_LIVERY_GENERAL_TOOLTIP :{BLACK}Mostrar esquema de colores general ++STR_LIVERY_TRAIN_TOOLTIP :{BLACK}Ver esquema de color de los trenes ++STR_LIVERY_ROAD_VEHICLE_TOOLTIP :{BLACK}Ver esquema de color de los vehículos de carretera ++STR_LIVERY_SHIP_TOOLTIP :{BLACK}Ver esquema de color de los barcos ++STR_LIVERY_AIRCRAFT_TOOLTIP :{BLACK}Mostrar esquema de color de aeronaves ++STR_LIVERY_PRIMARY_TOOLTIP :{BLACK}Selecciona el color primario para el esquema seleccionado. Ctrl+Click fijará este color para todo el esquema ++STR_LIVERY_SECONDARY_TOOLTIP :{BLACK}Selecciona el color secundario para el esquema seleccionado. Ctrl+Click fijará este color para todo el esquema ++STR_LIVERY_PANEL_TOOLTIP :{BLACK}Selecciona un esquema de color a modificar, o selecciona varios pulsando Ctrl+Click. Pulsa en la caja para cambiar el uso del esquema ++ ++STR_LIVERY_DEFAULT :Estación normal ++STR_LIVERY_STEAM :Locomotora a Vapor ++STR_LIVERY_DIESEL :Locomotora Diésel ++STR_LIVERY_ELECTRIC :Locomotora Eléctrica ++STR_LIVERY_MONORAIL :Locomotora Monorraíl ++STR_LIVERY_MAGLEV :Locomotora Maglev ++STR_LIVERY_DMU :DMU ++STR_LIVERY_EMU :EMU ++STR_LIVERY_PASSENGER_WAGON_STEAM :Vagón Pasajeros (Vapor) ++STR_LIVERY_PASSENGER_WAGON_DIESEL :Vagón Pasajeros (Diésel) ++STR_LIVERY_PASSENGER_WAGON_ELECTRIC :Vagón Pasajeros (Eléctrico) ++STR_LIVERY_PASSENGER_WAGON_MONORAIL :Vagón Pasajeros (Monorraíl) ++STR_LIVERY_PASSENGER_WAGON_MAGLEV :Vagón Pasajeros (Maglev) ++STR_LIVERY_FREIGHT_WAGON :Vagón de Carga ++STR_LIVERY_BUS :Bus ++STR_LIVERY_TRUCK :Camión ++STR_LIVERY_PASSENGER_SHIP :Ferry de Pasajeros ++STR_LIVERY_FREIGHT_SHIP :Barco de Carga ++STR_LIVERY_HELICOPTER :Helicóptero ++STR_LIVERY_SMALL_PLANE :Aeronave Pequeña ++STR_LIVERY_LARGE_PLANE :Aeronave Grande ++STR_LIVERY_PASSENGER_TRAM :Tranvía de Pasajeros ++STR_LIVERY_FREIGHT_TRAM :Tranvía de Carga ++ ++# Face selection window ++STR_FACE_CAPTION :{WHITE}Selección de cara ++STR_FACE_CANCEL_TOOLTIP :{BLACK}Cancelar selección de nueva cara ++STR_FACE_OK_TOOLTIP :{BLACK}Aceptar selección de nueva cara ++STR_FACE_RANDOM :{BLACK}Aleatorio ++ ++STR_FACE_MALE_BUTTON :{BLACK}Hombre ++STR_FACE_MALE_TOOLTIP :{BLACK}Selecciona cara masculina ++STR_FACE_FEMALE_BUTTON :{BLACK}Mujer ++STR_FACE_FEMALE_TOOLTIP :{BLACK}Selecciona cara femenina ++STR_FACE_NEW_FACE_BUTTON :{BLACK}Cara Nueva ++STR_FACE_NEW_FACE_TOOLTIP :{BLACK}Generar cara al azar ++STR_FACE_ADVANCED :{BLACK}Avanzada ++STR_FACE_ADVANCED_TOOLTIP :{BLACK}Selección avanzada de caras ++STR_FACE_SIMPLE :{BLACK}Sencilla ++STR_FACE_SIMPLE_TOOLTIP :{BLACK}Selección simple de caras ++STR_FACE_LOAD :{BLACK}Cargar ++STR_FACE_LOAD_TOOLTIP :{BLACK}Cargar cara favorita ++STR_FACE_LOAD_DONE :{WHITE}Tu cara favorita ha sido cargada del fichero de configuración de OpenTTD ++STR_FACE_FACECODE :{BLACK}Cara del jugador no. ++STR_FACE_FACECODE_TOOLTIP :{BLACK}Ver y/o asignar número de cara de presidente ++STR_FACE_FACECODE_CAPTION :{WHITE}Ver y/o asignar número de cara de presidente ++STR_FACE_FACECODE_SET :{WHITE}Nuevo código de cara ha sido asignado ++STR_FACE_FACECODE_ERR :{WHITE}No se puede asignar número de cara de presidente - ¡debe ser un número entre 0 y 4,294,967,295! ++STR_FACE_SAVE :{BLACK}Guardar ++STR_FACE_SAVE_TOOLTIP :{BLACK}Guardar cara favorita ++STR_FACE_SAVE_DONE :{WHITE}Esta cara ha sido guardada como tu favorita en el fichero de configuración ++STR_FACE_EUROPEAN :{BLACK}Europea ++STR_FACE_SELECT_EUROPEAN :{BLACK}Seleccionar Cara Europea ++STR_FACE_AFRICAN :{BLACK}Africana ++STR_FACE_SELECT_AFRICAN :{BLACK}Seleccionar Cara Africana ++STR_FACE_YES :Sí ++STR_FACE_NO :No ++STR_FACE_MOUSTACHE_EARRING_TOOLTIP :{BLACK}Activar bigotes o pendientes ++STR_FACE_HAIR :Pelo: ++STR_FACE_HAIR_TOOLTIP :{BLACK}Cambiar pelo ++STR_FACE_EYEBROWS :Cejas: ++STR_FACE_EYEBROWS_TOOLTIP :{BLACK}Cambiar cejas ++STR_FACE_EYECOLOUR :Color ojos: ++STR_FACE_EYECOLOUR_TOOLTIP :{BLACK}Cambiar color de ojos ++STR_FACE_GLASSES :Gafas: ++STR_FACE_GLASSES_TOOLTIP :{BLACK}Activar gafas ++STR_FACE_GLASSES_TOOLTIP_2 :{BLACK}Cambiar gafas ++STR_FACE_NOSE :Nariz: ++STR_FACE_NOSE_TOOLTIP :{BLACK}Cambiar nariz ++STR_FACE_LIPS :Labios: ++STR_FACE_MOUSTACHE :Bigote: ++STR_FACE_LIPS_MOUSTACHE_TOOLTIP :{BLACK}Cambiar labios o bigote ++STR_FACE_CHIN :Barbilla: ++STR_FACE_CHIN_TOOLTIP :{BLACK}Cambiar barbilla ++STR_FACE_JACKET :Chaqueta: ++STR_FACE_JACKET_TOOLTIP :{BLACK}Cambiar chaqueta ++STR_FACE_COLLAR :Cuello: ++STR_FACE_COLLAR_TOOLTIP :{BLACK}Cambiar cuello ++STR_FACE_TIE :Corbata: ++STR_FACE_EARRING :Pendientes: ++STR_FACE_TIE_EARRING_TOOLTIP :{BLACK}Cambiar corbata o pendientes ++ ++# Network server list ++STR_NETWORK_SERVER_LIST_CAPTION :{WHITE}Multijugador ++STR_NETWORK_SERVER_LIST_ADVERTISED :{BLACK}Público ++STR_NETWORK_SERVER_LIST_ADVERTISED_TOOLTIP :{BLACK}Permite escoger entre una partida pública (internet) y una partida privada (LAN) ++STR_NETWORK_SERVER_LIST_ADVERTISED_NO :No ++STR_NETWORK_SERVER_LIST_ADVERTISED_YES :Sí ++STR_NETWORK_SERVER_LIST_PLAYER_NAME :{BLACK}Nombre del jugador: ++STR_NETWORK_SERVER_LIST_ENTER_NAME_TOOLTIP :{BLACK}Este es el nombre con el que otros jugadores le identificarán ++ ++STR_NETWORK_SERVER_LIST_GAME_NAME :{BLACK}Nombre ++STR_NETWORK_SERVER_LIST_GAME_NAME_TOOLTIP :{BLACK}Nombre de la partida ++STR_NETWORK_SERVER_LIST_GENERAL_ONLINE :{BLACK}{COMMA}/{COMMA} - {COMMA}/{COMMA} ++STR_NETWORK_SERVER_LIST_CLIENTS_CAPTION :{BLACK}Clientes ++STR_NETWORK_SERVER_LIST_CLIENTS_CAPTION_TOOLTIP :{BLACK}Clientes online / máx. clientes{}Empresas online / máximo empresas ++STR_NETWORK_SERVER_LIST_MAP_SIZE_SHORT :{BLACK}{COMMA}x{COMMA} ++STR_NETWORK_SERVER_LIST_MAP_SIZE_CAPTION :{BLACK}Tamaño del mapa ++STR_NETWORK_SERVER_LIST_MAP_SIZE_CAPTION_TOOLTIP :{BLACK}Tamaño del mapa del juego{}Click para ordenar por área ++STR_NETWORK_SERVER_LIST_DATE_CAPTION :{BLACK}Fecha ++STR_NETWORK_SERVER_LIST_DATE_CAPTION_TOOLTIP :{BLACK}Fecha actual ++STR_NETWORK_SERVER_LIST_YEARS_CAPTION :{BLACK}Años ++STR_NETWORK_SERVER_LIST_YEARS_CAPTION_TOOLTIP :{BLACK}Número de años{}que han transcurrido en la partida ++STR_NETWORK_SERVER_LIST_INFO_ICONS_TOOLTIP :{BLACK}Idioma, versión del servidor, etc. ++ ++STR_NETWORK_SERVER_LIST_CLICK_GAME_TO_SELECT :{BLACK}Pulse en un juego de la lista para seleccionarlo ++STR_NETWORK_SERVER_LIST_LAST_JOINED_SERVER :{BLACK}Servidor al que has estado conectado la última vez: ++STR_NETWORK_SERVER_LIST_CLICK_TO_SELECT_LAST :{BLACK}Pulsa para seleccionar el servidor al que has jugado la última vez ++ ++STR_NETWORK_SERVER_LIST_GAME_INFO :{SILVER}INFORMACIÓN DEL JUEGO ++STR_NETWORK_SERVER_LIST_CLIENTS :{SILVER}Clientes: {WHITE}{COMMA} / {COMMA} - {COMMA} / {COMMA} ++STR_NETWORK_SERVER_LIST_LANGUAGE :{SILVER}Idioma: {WHITE}{STRING} ++STR_NETWORK_SERVER_LIST_LANDSCAPE :{SILVER}Terreno: {WHITE}{STRING} ++STR_NETWORK_SERVER_LIST_MAP_SIZE :{SILVER}Tamaño Mapa: {WHITE}{COMMA}x{COMMA} ++STR_NETWORK_SERVER_LIST_SERVER_VERSION :{SILVER}Versión servidor: {WHITE}{STRING} ++STR_NETWORK_SERVER_LIST_SERVER_ADDRESS :{SILVER}Dirección servidor: {WHITE}{STRING} ++STR_NETWORK_SERVER_LIST_START_DATE :{SILVER}Fecha inicio: {WHITE}{DATE_SHORT} ++STR_NETWORK_SERVER_LIST_CURRENT_DATE :{SILVER}Fecha actual: {WHITE}{DATE_SHORT} ++STR_NETWORK_SERVER_LIST_PASSWORD :{SILVER}¡Protegido por contraseña! ++STR_NETWORK_SERVER_LIST_SERVER_OFFLINE :{SILVER}SERVIDOR APAGADO ++STR_NETWORK_SERVER_LIST_SERVER_FULL :{SILVER}SERVIDOR LLENO ++STR_NETWORK_SERVER_LIST_VERSION_MISMATCH :{SILVER}INCOMPATIBILIDAD DE VERSIONES ++STR_NETWORK_SERVER_LIST_GRF_MISMATCH :{SILVER}PROBLEMA CON NEWGRF ++ ++STR_NETWORK_SERVER_LIST_JOIN_GAME :{BLACK}Unirme al juego ++STR_NETWORK_SERVER_LIST_REFRESH :{BLACK}Recargar servidor ++STR_NETWORK_SERVER_LIST_REFRESH_TOOLTIP :{BLACK}Recargar información del servidor ++ ++STR_NETWORK_SERVER_LIST_FIND_SERVER :{BLACK}Buscar servidor ++STR_NETWORK_SERVER_LIST_FIND_SERVER_TOOLTIP :{BLACK}Buscar en la red servidores ++STR_NETWORK_SERVER_LIST_ADD_SERVER :{BLACK}Añadir servidor ++STR_NETWORK_SERVER_LIST_ADD_SERVER_TOOLTIP :{BLACK}Añade el servidor a una lista que siempre será comprobada para buscar juegos en marcha ++STR_NETWORK_SERVER_LIST_START_SERVER :{BLACK}Comenzar servidor ++STR_NETWORK_SERVER_LIST_START_SERVER_TOOLTIP :{BLACK}Comenzar un nuevo servidor ++ ++STR_NETWORK_SERVER_LIST_PLAYER_NAME_OSKTITLE :{BLACK}Introduce tu nombre ++STR_NETWORK_SERVER_LIST_ENTER_IP :{BLACK}Introduce la dirección IP del servidor ++ ++# Start new multiplayer server ++STR_NETWORK_START_SERVER_CAPTION :{WHITE}Empezar nuevo juego multijugador ++ ++STR_NETWORK_START_SERVER_NEW_GAME_NAME :{BLACK}Nombre del juego: ++STR_NETWORK_START_SERVER_NEW_GAME_NAME_TOOLTIP :{BLACK}La partida será anunciada a otros jugadores en el menú de selección de partida multijugador ++STR_NETWORK_START_SERVER_SET_PASSWORD :{BLACK}Establecer contraseña ++STR_NETWORK_START_SERVER_PASSWORD_TOOLTIP :{BLACK}Protege tu juego con una contraseña si no quieres que otras personas se unan a él ++ ++STR_NETWORK_START_SERVER_UNADVERTISED :No ++STR_NETWORK_START_SERVER_ADVERTISED :Sí ++STR_NETWORK_START_SERVER_CLIENTS_SELECT :{BLACK}{NUM} cliente{P "" s} ++STR_NETWORK_START_SERVER_NUMBER_OF_CLIENTS :{BLACK}Número máximo de clientes: ++STR_NETWORK_START_SERVER_NUMBER_OF_CLIENTS_TOOLTIP :{BLACK}Seleccione un número máximo de clientes. No es necesario ocupar todos los espacios ++STR_NETWORK_START_SERVER_COMPANIES_SELECT :{BLACK}{NUM} empresa{P "" s} ++STR_NETWORK_START_SERVER_NUMBER_OF_COMPANIES :{BLACK}Número máximo de empresas: ++STR_NETWORK_START_SERVER_NUMBER_OF_COMPANIES_TOOLTIP :{BLACK}Limitar el servidor a un cierto número de empresas ++STR_NETWORK_START_SERVER_SPECTATORS_SELECT :{BLACK}{NUM} espectador{P "" es} ++STR_NETWORK_START_SERVER_NUMBER_OF_SPECTATORS :{BLACK}Número máximo de espectadores: ++STR_NETWORK_START_SERVER_NUMBER_OF_SPECTATORS_TOOLTIP :{BLACK}Limitar el servidor a un cierto número de espectadores ++STR_NETWORK_START_SERVER_LANGUAGE_SPOKEN :{BLACK}Idioma hablado: ++STR_NETWORK_START_SERVER_LANGUAGE_TOOLTIP :{BLACK}Otros jugadores sabrán cual es el idioma hablado en este servidor ++ ++STR_NETWORK_START_SERVER_NEW_GAME_NAME_OSKTITLE :{BLACK}Introduce un nombre para el juego en red ++ ++# Network game languages ++############ Leave those lines in this order!! ++STR_NETWORK_LANG_ANY :Cualquiera ++STR_NETWORK_LANG_ENGLISH :Inglés ++STR_NETWORK_LANG_GERMAN :Alemán ++STR_NETWORK_LANG_FRENCH :Francés ++STR_NETWORK_LANG_BRAZILIAN :Brasileño ++STR_NETWORK_LANG_BULGARIAN :Búlgaro ++STR_NETWORK_LANG_CHINESE :Chino ++STR_NETWORK_LANG_CZECH :Checo ++STR_NETWORK_LANG_DANISH :Danés ++STR_NETWORK_LANG_DUTCH :Alemán ++STR_NETWORK_LANG_ESPERANTO :Esperanto ++STR_NETWORK_LANG_FINNISH :Fines ++STR_NETWORK_LANG_HUNGARIAN :Húngaro ++STR_NETWORK_LANG_ICELANDIC :Islandés ++STR_NETWORK_LANG_ITALIAN :Italiano ++STR_NETWORK_LANG_JAPANESE :Japonés ++STR_NETWORK_LANG_KOREAN :Coreano ++STR_NETWORK_LANG_LITHUANIAN :Lituano ++STR_NETWORK_LANG_NORWEGIAN :Noruego ++STR_NETWORK_LANG_POLISH :Polaco ++STR_NETWORK_LANG_PORTUGUESE :Portugués ++STR_NETWORK_LANG_ROMANIAN :Rumano ++STR_NETWORK_LANG_RUSSIAN :Ruso ++STR_NETWORK_LANG_SLOVAK :Eslovaco ++STR_NETWORK_LANG_SLOVENIAN :Esloveno ++STR_NETWORK_LANG_SPANISH :Español ++STR_NETWORK_LANG_SWEDISH :Sueco ++STR_NETWORK_LANG_TURKISH :Turco ++STR_NETWORK_LANG_UKRAINIAN :Ucraniano ++STR_NETWORK_LANG_AFRIKAANS :Africano ++STR_NETWORK_LANG_CROATIAN :Croata ++STR_NETWORK_LANG_CATALAN :Catalán ++STR_NETWORK_LANG_ESTONIAN :Estonio ++STR_NETWORK_LANG_GALICIAN :Gallego ++STR_NETWORK_LANG_GREEK :Griego ++STR_NETWORK_LANG_LATVIAN :Letón ++############ End of leave-in-this-order ++ ++# Network game lobby ++STR_NETWORK_GAME_LOBBY_CAPTION :{WHITE}Sala de espera de la partida multijugador ++ ++STR_NETWORK_GAME_LOBBY_PREPARE_TO_JOIN :{BLACK}Preparándose para unirse: {ORANGE}{STRING} ++STR_NETWORK_GAME_LOBBY_COMPANY_LIST_TOOLTIP :{BLACK}Listado de empresas actualmente en el juego. Puede unirse a una empresa existente o crear una nueva si hay espacio libre ++ ++STR_NETWORK_GAME_LOBBY_COMPANY_INFO :{SILVER}INFORMACIÓN DE LA EMPRESA ++STR_NETWORK_GAME_LOBBY_COMPANY_NAME :{SILVER}Nombre empresa: {WHITE}{STRING} ++STR_NETWORK_GAME_LOBBY_INAUGURATION_YEAR :{SILVER}Inauguración: {WHITE}{NUM} ++STR_NETWORK_GAME_LOBBY_VALUE :{SILVER}Valor empresa: {WHITE}{CURRENCY_LONG} ++STR_NETWORK_GAME_LOBBY_CURRENT_BALANCE :{SILVER}Balance actual: {WHITE}{CURRENCY_LONG} ++STR_NETWORK_GAME_LOBBY_LAST_YEARS_INCOME :{SILVER}Ingresos último año: {WHITE}{CURRENCY_LONG} ++STR_NETWORK_GAME_LOBBY_PERFORMANCE :{SILVER}Rendimiento: {WHITE}{NUM} ++ ++STR_NETWORK_GAME_LOBBY_VEHICLES :{SILVER}Vehículos: {WHITE}{NUM} {TRAIN}, {NUM} {LORRY}, {NUM} {BUS}, {NUM} {SHIP}, {NUM} {PLANE} ++STR_NETWORK_GAME_LOBBY_STATIONS :{SILVER}Estaciones: {WHITE}{NUM} {TRAIN}, {NUM} {LORRY}, {NUM} {BUS}, {NUM} {SHIP}, {NUM} {PLANE} ++STR_NETWORK_GAME_LOBBY_PLAYERS :{SILVER}Jugadores: {WHITE}{STRING} ++ ++STR_NETWORK_GAME_LOBBY_NEW_COMPANY :{BLACK}Nueva empresa ++STR_NETWORK_GAME_LOBBY_NEW_COMPANY_TOOLTIP :{BLACK}Crear nueva empresa ++STR_NETWORK_GAME_LOBBY_SPECTATE_GAME :{BLACK}Observar juego ++STR_NETWORK_GAME_LOBBY_SPECTATE_GAME_TOOLTIP :{BLACK}Observar una partida como espectador ++STR_NETWORK_GAME_LOBBY_JOIN_COMPANY :{BLACK}Unirse a empresa ++STR_NETWORK_GAME_LOBBY_JOIN_COMPANY_TOOLTIP :{BLACK}Ayudar a dirigir esta empresa ++ ++# Network connecting window ++STR_NETWORK_CONNECTING_CAPTION :{WHITE}Conectando... ++ ++############ Leave those lines in this order!! ++STR_NETWORK_CONNECTING_1 :{BLACK}(1/6) Conectando... ++STR_NETWORK_CONNECTING_2 :{BLACK}(2/6) Autorizando... ++STR_NETWORK_CONNECTING_3 :{BLACK}(3/6) Esperando... ++STR_NETWORK_CONNECTING_4 :{BLACK}(4/6) Descargando mapa... ++STR_NETWORK_CONNECTING_5 :{BLACK}(5/6) Procesando datos... ++STR_NETWORK_CONNECTING_6 :{BLACK}(6/6) Registrando... ++ ++STR_NETWORK_CONNECTING_SPECIAL_1 :{BLACK}Recibiendo información del juego... ++STR_NETWORK_CONNECTING_SPECIAL_2 :{BLACK}Recibiendo información de la empresa... ++############ End of leave-in-this-order ++STR_NETWORK_CONNECTING_WAITING :{BLACK}{NUM} cliente{P "" s} delante de usted ++STR_NETWORK_CONNECTING_DOWNLOADING_1 :{BLACK}{BYTES} descargados por el momento ++STR_NETWORK_CONNECTING_DOWNLOADING_2 :{BLACK}{BYTES} / {BYTES} descargados ++ ++STR_NETWORK_CONNECTION_DISCONNECT :{BLACK}Desconectar ++ ++STR_NETWORK_NEED_GAME_PASSWORD_CAPTION :{WHITE}Servidor protegido. Introduzca la contraseña ++STR_NETWORK_NEED_COMPANY_PASSWORD_CAPTION :{WHITE}Empresa protegida. Introduzca la contraseña ++ ++# Network company list added strings ++STR_NETWORK_COMPANY_LIST_CLIENT_LIST :{WHITE}Lista de clientes ++STR_NETWORK_COMPANY_LIST_SPECTATE :{WHITE}Presenciar ++STR_NETWORK_COMPANY_LIST_NEW_COMPANY :{WHITE}Nueva empresa ++ ++# Network client list ++STR_NETWORK_CLIENTLIST_KICK :Expulsar ++STR_NETWORK_CLIENTLIST_BAN :Banear ++STR_NETWORK_CLIENTLIST_GIVE_MONEY :Dar dinero ++STR_NETWORK_CLIENTLIST_SPEAK_TO_ALL :Hablar a todos ++STR_NETWORK_CLIENTLIST_SPEAK_TO_COMPANY :Hablar a empresa ++STR_NETWORK_CLIENTLIST_SPEAK_TO_CLIENT :Mensaje privado ++ ++STR_NETWORK_SERVER :Servidor ++STR_NETWORK_CLIENT :Cliente ++STR_NETWORK_SPECTATORS :Espectadores ++ ++STR_NETWORK_GIVE_MONEY_CAPTION :{WHITE}Introduce la cantidad de dinero que deseas dar ++STR_NETWORK_TOOLBAR_LIST_SPECTATOR :{BLACK}Espectador ++ ++# Network set password ++STR_COMPANY_PASSWORD_CANCEL :{BLACK}No guardar la contraseña introducida ++STR_COMPANY_PASSWORD_OK :{BLACK}Asignar a la empresa una nueva contraseña ++STR_COMPANY_PASSWORD_CAPTION :{WHITE}Contraseña de la empresa ++STR_COMPANY_PASSWORD_MAKE_DEFAULT :{BLACK}Contraseña por defecto de la empresa ++STR_COMPANY_PASSWORD_MAKE_DEFAULT_TOOLTIP :{BLACK}Usa la contraseña de esta empresa para el resto de nuevas empresas ++ ++# Network company info join/password ++STR_COMPANY_VIEW_JOIN :{BLACK}Unirse ++STR_COMPANY_VIEW_JOIN_TOOLTIP :{BLACK}Unirse y jugar como esta empresa ++STR_COMPANY_VIEW_PASSWORD :{BLACK}Contraseña ++STR_COMPANY_VIEW_PASSWORD_TOOLTIP :{BLACK}Protege por contraseña tu empresa para prevenir que usuarios no autorizados se unan a ella ++STR_COMPANY_VIEW_SET_PASSWORD :{BLACK}Configurar contraseña de empresa ++ ++# Network chat ++STR_NETWORK_CHAT_SEND :{BLACK}Enviar ++STR_NETWORK_CHAT_COMPANY_CAPTION :[Equipo] : ++STR_NETWORK_CHAT_CLIENT_CAPTION :[Privado] {STRING}: ++STR_NETWORK_CHAT_ALL_CAPTION :[Todos] : ++ ++STR_NETWORK_CHAT_COMPANY :[Equipo] {STRING}: {WHITE}{STRING} ++STR_NETWORK_CHAT_TO_COMPANY :[Equipo] a {STRING}: {WHITE}{STRING} ++STR_NETWORK_CHAT_CLIENT :[Privado] {STRING}: {WHITE}{STRING} ++STR_NETWORK_CHAT_TO_CLIENT :[Privado] a {STRING}: {WHITE}{STRING} ++STR_NETWORK_CHAT_ALL :[Todos] {STRING}: {WHITE}{STRING} ++STR_NETWORK_CHAT_OSKTITLE :{BLACK}Introduce el texto para el chat en red ++ ++# Network messages ++STR_NETWORK_ERROR_NOTAVAILABLE :{WHITE}No se han encontrado dispositivos de red o juego compilado sin soporte de red ++STR_NETWORK_ERROR_NOSERVER :{WHITE}No se pudo encontrar ningún juego en red ++STR_NETWORK_ERROR_NOCONNECTION :{WHITE}El servidor no responde a la petición ++STR_NETWORK_ERROR_NEWGRF_MISMATCH :{WHITE}No se pudo conectar debido a incompatibilidad de NewGRF ++STR_NETWORK_ERROR_DESYNC :{WHITE}La sincronización del juego en red ha fallado ++STR_NETWORK_ERROR_LOSTCONNECTION :{WHITE}La conexión con el juego en red se ha perdido ++STR_NETWORK_ERROR_SAVEGAMEERROR :{WHITE}No se pudo cargar partida ++STR_NETWORK_ERROR_SERVER_START :{WHITE}No se pudo iniciar servidor ++STR_NETWORK_ERROR_CLIENT_START :{WHITE}No se pudo conectar ++STR_NETWORK_ERROR_TIMEOUT :{WHITE}Tiempo de espera agotado en conexión #{NUM} ++STR_NETWORK_ERROR_SERVER_ERROR :{WHITE}Se ha producido un error de protocolo y la conexión ha sido cerrada ++STR_NETWORK_ERROR_WRONG_REVISION :{WHITE}La versión de este cliente no corresponde con la versión del servidor ++STR_NETWORK_ERROR_WRONG_PASSWORD :{WHITE}Contraseña incorrecta ++STR_NETWORK_ERROR_SERVER_FULL :{WHITE}El servidor está completo ++STR_NETWORK_ERROR_SERVER_BANNED :{WHITE}Se ha prohibido tu acceso al servidor ++STR_NETWORK_ERROR_KICKED :{WHITE}Has sido expulsado del servidor ++STR_NETWORK_ERROR_CHEATER :{WHITE}No se permiten trucos en este servidor ++STR_NETWORK_ERROR_TOO_MANY_COMMANDS :{WHITE}Estabas enviando demasiados comandos al servidor ++STR_NETWORK_ERROR_TIMEOUT_PASSWORD :{WHITE}Tardaste demasiado en introducir la contraseña ++STR_NETWORK_ERROR_TIMEOUT_COMPUTER :{WHITE}Su ordenador es demasiado lento para seguir la velocidad del servidor ++STR_NETWORK_ERROR_TIMEOUT_MAP :{WHITE}Su ordenador tardó demasiado en descargar el mapa ++STR_NETWORK_ERROR_TIMEOUT_JOIN :{WHITE}Su ordenador tardó demasiado en conectar al servidor ++ ++############ Leave those lines in this order!! ++STR_NETWORK_ERROR_CLIENT_GENERAL :error general ++STR_NETWORK_ERROR_CLIENT_DESYNC :error de desincronización ++STR_NETWORK_ERROR_CLIENT_SAVEGAME :no se puede cargar el mapa ++STR_NETWORK_ERROR_CLIENT_CONNECTION_LOST :conexión perdida ++STR_NETWORK_ERROR_CLIENT_PROTOCOL_ERROR :error de protocolo ++STR_NETWORK_ERROR_CLIENT_NEWGRF_MISMATCH :NewGRF erróneo ++STR_NETWORK_ERROR_CLIENT_NOT_AUTHORIZED :no autorizado ++STR_NETWORK_ERROR_CLIENT_NOT_EXPECTED :recibido paquete inválido o inesperado ++STR_NETWORK_ERROR_CLIENT_WRONG_REVISION :versión incorrecta ++STR_NETWORK_ERROR_CLIENT_NAME_IN_USE :nombre en uso ++STR_NETWORK_ERROR_CLIENT_WRONG_PASSWORD :contraseña incorrecta ++STR_NETWORK_ERROR_CLIENT_COMPANY_MISMATCH :empresa incorrecta en un DoCommand ++STR_NETWORK_ERROR_CLIENT_KICKED :expulsado por el servidor ++STR_NETWORK_ERROR_CLIENT_CHEATER :ha intentado usar un truco ++STR_NETWORK_ERROR_CLIENT_SERVER_FULL :servidor lleno ++STR_NETWORK_ERROR_CLIENT_TOO_MANY_COMMANDS :estaba enviando demasiados comandos ++STR_NETWORK_ERROR_CLIENT_TIMEOUT_PASSWORD :no se recibió la contraseña a tiempo ++STR_NETWORK_ERROR_CLIENT_TIMEOUT_COMPUTER :timeout general ++STR_NETWORK_ERROR_CLIENT_TIMEOUT_MAP :la descarga del mapa llevó demasiado tiempo ++STR_NETWORK_ERROR_CLIENT_TIMEOUT_JOIN :el procesado del mapa llevó demasiado tiempo ++############ End of leave-in-this-order ++ ++STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION :{WHITE}Posible pérdida de conexión ++STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION :{WHITE}No se han recibido datos del servidor desde hace {NUM} segundo{P "" s} ++ ++# Network related errors ++STR_NETWORK_SERVER_MESSAGE :*** {1:STRING} ++############ Leave those lines in this order!! ++STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED :Juego pausado ({STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_1 :Juego todavía pausado ({STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_2 :Juego todavía pausado ({STRING}, {STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_3 :Juego todavía pausado ({STRING}, {STRING}, {STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_STILL_PAUSED_4 :Juego todavía pausado ({STRING}, {STRING}, {STRING}, {STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_UNPAUSED :Juego reanudado ({STRING}) ++STR_NETWORK_SERVER_MESSAGE_GAME_REASON_NOT_ENOUGH_PLAYERS :número de jugadores ++STR_NETWORK_SERVER_MESSAGE_GAME_REASON_CONNECTING_CLIENTS :clientes conectándose ++STR_NETWORK_SERVER_MESSAGE_GAME_REASON_MANUAL :manual ++STR_NETWORK_SERVER_MESSAGE_GAME_REASON_GAME_SCRIPT :script de juego ++############ End of leave-in-this-order ++STR_NETWORK_MESSAGE_CLIENT_LEAVING :abandonando ++STR_NETWORK_MESSAGE_CLIENT_JOINED :*** {STRING} se ha unido al juego ++STR_NETWORK_MESSAGE_CLIENT_JOINED_ID :*** {STRING} se ha unido al juego (Cliente #{2:NUM}) ++STR_NETWORK_MESSAGE_CLIENT_COMPANY_JOIN :*** {STRING} se ha unido a la empresa #{2:NUM} ++STR_NETWORK_MESSAGE_CLIENT_COMPANY_SPECTATE :*** {STRING} se ha unido como espectador ++STR_NETWORK_MESSAGE_CLIENT_COMPANY_NEW :*** {STRING} ha creado una nueva empresa (#{2:NUM}) ++STR_NETWORK_MESSAGE_CLIENT_LEFT :*** {STRING} ha abandonado el juego ({2:STRING}) ++STR_NETWORK_MESSAGE_NAME_CHANGE :*** {STRING} ha cambiado su nombre a {STRING} ++STR_NETWORK_MESSAGE_GIVE_MONEY :*** {STRING} da a tu empresa {2:CURRENCY_LONG} ++STR_NETWORK_MESSAGE_GAVE_MONEY_AWAY :*** Entregas a la empresa {1:STRING} {2:CURRENCY_LONG} ++STR_NETWORK_MESSAGE_SERVER_SHUTDOWN :{WHITE}El servidor ha cerrado la sesión ++STR_NETWORK_MESSAGE_SERVER_REBOOT :{WHITE}Se está reiniciando el servidor...{}Espere por favor... ++ ++# Content downloading window ++STR_CONTENT_TITLE :{WHITE}Descarga de contenido ++STR_CONTENT_TYPE_CAPTION :{BLACK}Tipo ++STR_CONTENT_TYPE_CAPTION_TOOLTIP :{BLACK}Tipo de contenido ++STR_CONTENT_NAME_CAPTION :{BLACK}Nombre ++STR_CONTENT_NAME_CAPTION_TOOLTIP :{BLACK}Nombre del contenido ++STR_CONTENT_MATRIX_TOOLTIP :{BLACK}Pincha en una línea para ver los detalles{}Pincha en los cajetines para seleccionar las descargas ++STR_CONTENT_SELECT_ALL_CAPTION :{BLACK}Seleccionar todas ++STR_CONTENT_SELECT_ALL_CAPTION_TOOLTIP :{BLACK}Marca todo el contenido para descarga ++STR_CONTENT_SELECT_UPDATES_CAPTION :{BLACK}Sel. actualizaciones ++STR_CONTENT_SELECT_UPDATES_CAPTION_TOOLTIP :{BLACK}Marca para descargar todo el contenido existente que ha sido actualizado ++STR_CONTENT_UNSELECT_ALL_CAPTION :{BLACK}Desmarcar todas ++STR_CONTENT_UNSELECT_ALL_CAPTION_TOOLTIP :{BLACK}Marca todo el contenido para no ser descargado ++STR_CONTENT_SEARCH_EXTERNAL :{BLACK}Buscar en páginas externas ++STR_CONTENT_SEARCH_EXTERNAL_TOOLTIP :{BLACK}Buscar contenido no disponible en el servicio de contenido de OpenTTD en páginas externas no asociadas con OpenTTD ++STR_CONTENT_SEARCH_EXTERNAL_DISCLAIMER_CAPTION :{WHITE}¡Estás abandonando OpenTTD! ++STR_CONTENT_SEARCH_EXTERNAL_DISCLAIMER :{WHITE}Los términos y condiciones para descargar contenido de páginas externas varían.{}Será necesario referirse a dichas páginas par obtener instrucciones de cómo instalar su contenido en OpenTTD.{}¿Desea continuar? ++STR_CONTENT_FILTER_TITLE :{BLACK}Etiqueta/nombre del filtro ++STR_CONTENT_OPEN_URL :{BLACK}Visitar web ++STR_CONTENT_OPEN_URL_TOOLTIP :{BLACK}Visitar la página web de este contenido ++STR_CONTENT_DOWNLOAD_CAPTION :{BLACK}Descargar ++STR_CONTENT_DOWNLOAD_CAPTION_TOOLTIP :{BLACK}Comenzar a descargar el contenido seleccionado ++STR_CONTENT_TOTAL_DOWNLOAD_SIZE :{SILVER}Tamaño total de la descarga: {WHITE}{BYTES} ++STR_CONTENT_DETAIL_TITLE :{SILVER}INFORMACIÓN DEL CONTENIDO ++STR_CONTENT_DETAIL_SUBTITLE_UNSELECTED :{SILVER}No has seleccionado esto para ser descargado ++STR_CONTENT_DETAIL_SUBTITLE_SELECTED :{SILVER}Has seleccionado esto para ser descargado ++STR_CONTENT_DETAIL_SUBTITLE_AUTOSELECTED :{SILVER}Esta dependencia ha sido seleccionada para ser descargada ++STR_CONTENT_DETAIL_SUBTITLE_ALREADY_HERE :{SILVER}Ya tienes esto ++STR_CONTENT_DETAIL_SUBTITLE_DOES_NOT_EXIST :{SILVER}Este contenido es desconocido y no puede ser descargado en OpenTTD ++STR_CONTENT_DETAIL_UPDATE :{SILVER}Este es un sustituto de un{G "" a} {STRING} existente ++STR_CONTENT_DETAIL_NAME :{SILVER}Nombre: {WHITE}{STRING} ++STR_CONTENT_DETAIL_VERSION :{SILVER}Versión: {WHITE}{STRING} ++STR_CONTENT_DETAIL_DESCRIPTION :{SILVER}Descripción: {WHITE}{STRING} ++STR_CONTENT_DETAIL_URL :{SILVER}URL: {WHITE}{STRING} ++STR_CONTENT_DETAIL_TYPE :{SILVER}Tipo: {WHITE}{STRING} ++STR_CONTENT_DETAIL_FILESIZE :{SILVER}Tamaño descarga: {WHITE}{BYTES} ++STR_CONTENT_DETAIL_SELECTED_BECAUSE_OF :{SILVER}Seleccionado debido a: {WHITE}{STRING} ++STR_CONTENT_DETAIL_DEPENDENCIES :{SILVER}Dependencias: {WHITE}{STRING} ++STR_CONTENT_DETAIL_TAGS :{SILVER}Etiquetas: {WHITE}{STRING} ++STR_CONTENT_NO_ZLIB :{WHITE}OpenTTD ha sido compilado sin soporte "zlib"... ++STR_CONTENT_NO_ZLIB_SUB :{WHITE}... ¡No es posible descargar contenido! ++ ++# Order of these is important! ++STR_CONTENT_TYPE_BASE_GRAPHICS :{G=m}Gráficos base ++STR_CONTENT_TYPE_NEWGRF :{G=m}NewGRF ++STR_CONTENT_TYPE_AI :{G=f}IA ++STR_CONTENT_TYPE_AI_LIBRARY :{G=f}Librería de IA ++STR_CONTENT_TYPE_SCENARIO :{G=m}Escenario ++STR_CONTENT_TYPE_HEIGHTMAP :{G=m}Mapa de alturas ++STR_CONTENT_TYPE_BASE_SOUNDS :{G=m}Sonidos base ++STR_CONTENT_TYPE_BASE_MUSIC :{G=m}Música base ++STR_CONTENT_TYPE_GAME_SCRIPT :Script de juego ++STR_CONTENT_TYPE_GS_LIBRARY :Librería SJ ++ ++# Content downloading progress window ++STR_CONTENT_DOWNLOAD_TITLE :{WHITE}Descargando contenido... ++STR_CONTENT_DOWNLOAD_INITIALISE :{WHITE}Solicitando archivos... ++STR_CONTENT_DOWNLOAD_FILE :{WHITE}Descargando {STRING} ({NUM} de {NUM}) ++STR_CONTENT_DOWNLOAD_COMPLETE :{WHITE}Descarga completada ++STR_CONTENT_DOWNLOAD_PROGRESS_SIZE :{WHITE}{BYTES} de {BYTES} descargadas ({NUM} %) ++ ++# Content downloading error messages ++STR_CONTENT_ERROR_COULD_NOT_CONNECT :{WHITE}No es posible conectarse al servidor de contenidos... ++STR_CONTENT_ERROR_COULD_NOT_DOWNLOAD :{WHITE}Descarga errónea... ++STR_CONTENT_ERROR_COULD_NOT_DOWNLOAD_CONNECTION_LOST :{WHITE}... conexión perdida ++STR_CONTENT_ERROR_COULD_NOT_DOWNLOAD_FILE_NOT_WRITABLE :{WHITE}... no se puede escribir en el archivo ++STR_CONTENT_ERROR_COULD_NOT_EXTRACT :{WHITE}No ha sido posible descomprimir el archivo descargado ++ ++STR_MISSING_GRAPHICS_SET_CAPTION :{WHITE}Gráficos no encontrados ++STR_MISSING_GRAPHICS_SET_MESSAGE :{BLACK}OpenTTD necesita gráficos para funcionar pero no pudo encontrarse ninguno. ¿Desea permitir que OpenTTD descargue e instale dichos gráficos? ++STR_MISSING_GRAPHICS_YES_DOWNLOAD :{BLACK}Sí, descargar los gráficos ++STR_MISSING_GRAPHICS_NO_QUIT :{BLACK}No, salir de OpenTTD ++ ++# Transparency settings window ++STR_TRANSPARENCY_CAPTION :{WHITE}Opciones de Transparencia ++STR_TRANSPARENT_SIGNS_TOOLTIP :{BLACK}Ajustar transparencia para carteles. Ctrl+Click para bloquear ++STR_TRANSPARENT_TREES_TOOLTIP :{BLACK}Ajustar transparencia para árboles. Ctrl+Click para bloquear ++STR_TRANSPARENT_HOUSES_TOOLTIP :{BLACK}Ajustar transparencia para casas. Ctrl+Click para bloquear ++STR_TRANSPARENT_INDUSTRIES_TOOLTIP :{BLACK}Ajustar transparencia para industrias. Ctrl+Click para bloquear ++STR_TRANSPARENT_BUILDINGS_TOOLTIP :{BLACK}Ajustar transparencia para construcciones como estaciones, depósitos o puntos de ruta. Ctrl+Click para bloquear ++STR_TRANSPARENT_BRIDGES_TOOLTIP :{BLACK}Ajustar transparencia para puentes. Ctrl+Click para bloquear ++STR_TRANSPARENT_STRUCTURES_TOOLTIP :{BLACK}Ajustar transparencia para estructuras como faros o antenas. Ctrl+Click para bloquear ++STR_TRANSPARENT_CATENARY_TOOLTIP :{BLACK}Ajustar transparencia para catenaria. Ctrl+Click para bloquear ++STR_TRANSPARENT_LOADING_TOOLTIP :{BLACK}Ajustar transparencia para los indicadores de carga. Ctrl+Click para bloquear ++STR_TRANSPARENT_INVISIBLE_TOOLTIP :{BLACK}Poner objetos invisibles en vez de transparentes ++ ++# Linkgraph legend window ++STR_LINKGRAPH_LEGEND_CAPTION :{BLACK}Leyenda de Movimientos de Carga ++STR_LINKGRAPH_LEGEND_ALL :{BLACK}Todas ++STR_LINKGRAPH_LEGEND_NONE :{BLACK}Ninguna ++STR_LINKGRAPH_LEGEND_SELECT_COMPANIES :{BLACK}Seleccione las compañías a mostrar ++ ++# Linkgraph legend window and linkgraph legend in smallmap ++STR_LINKGRAPH_LEGEND_UNUSED :{TINY_FONT}{BLACK}sin uso ++STR_LINKGRAPH_LEGEND_SATURATED :{TINY_FONT}{BLACK}saturado ++STR_LINKGRAPH_LEGEND_OVERLOADED :{TINY_FONT}{BLACK}sobrecargado ++ ++# Base for station construction window(s) ++STR_STATION_BUILD_COVERAGE_AREA_TITLE :{BLACK}Mostrar área de recogida ++STR_STATION_BUILD_COVERAGE_OFF :{BLACK}Apagado ++STR_STATION_BUILD_COVERAGE_ON :{BLACK}Encendido ++STR_STATION_BUILD_COVERAGE_AREA_OFF_TOOLTIP :{BLACK}No mostrar área de recogida del lugar propuesto ++STR_STATION_BUILD_COVERAGE_AREA_ON_TOOLTIP :{BLACK}Mostrar área de recogida del lugar propuesto ++STR_STATION_BUILD_ACCEPTS_CARGO :{BLACK}Acepta: {GOLD}{CARGO_LIST} ++STR_STATION_BUILD_SUPPLIES_CARGO :{BLACK}Provisiones: {GOLD}{CARGO_LIST} ++ ++# Join station window ++STR_JOIN_STATION_CAPTION :{WHITE}Unir estación ++STR_JOIN_STATION_CREATE_SPLITTED_STATION :{YELLOW}Construir una estación separada ++ ++STR_JOIN_WAYPOINT_CAPTION :{WHITE}Unir punto de ruta ++STR_JOIN_WAYPOINT_CREATE_SPLITTED_WAYPOINT :{YELLOW}Construir un punto de ruta separado ++ ++# Rail construction toolbar ++STR_RAIL_TOOLBAR_RAILROAD_CONSTRUCTION_CAPTION :Construcción de Ferrocarril ++STR_RAIL_TOOLBAR_ELRAIL_CONSTRUCTION_CAPTION :Construcción Ferrocarril Eléctrico ++STR_RAIL_TOOLBAR_MONORAIL_CONSTRUCTION_CAPTION :Construcción de Monorraíl ++STR_RAIL_TOOLBAR_MAGLEV_CONSTRUCTION_CAPTION :Construcción de Maglev ++ ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_TRACK :{BLACK}Construir tramo de ferrocarril. Ctrl permite retirar ferrocarriles. Shift permite mostrar una estimación del precio ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_AUTORAIL :{BLACK}Construir tramos de ferrocarril usando modo Autorraíl. Ctrl permite retirar ferrocarriles. Shift permite mostrar una estimación del precio ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_TRAIN_DEPOT_FOR_BUILDING :{BLACK}Construir depósito de trenes (para comprar y dar servicio a trenes). Shift permite mostrar una estimación del precio ++STR_RAIL_TOOLBAR_TOOLTIP_CONVERT_RAIL_TO_WAYPOINT :{BLACK}Convertir ferrocarril a punto de ruta. Ctrl activa la unión de puntos de ruta. Shift permite mostrar una estimación del precio ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_STATION :{BLACK}Construir estación de ferrocarril. Ctrl activa la unión de estaciones. Shift permite mostrar una estimación del precio ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_SIGNALS :{BLACK}Construir señales de ferrocarril. Ctrl cambia entre señales mecánicas y eléctricas{}Arrastrar construye señales a lo largo del tramo recto de ferrocarril seleccionado. Ctrl construye señales hasta el siguiente cruce o señal{}Ctrl+Click cambia a la ventana de selección de señales. Shift cambia entre construir/mostrar el precio estimado ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_BRIDGE :{BLACK}Construir puente de ferrocarril. Shift permite mostrar una estimación del precio ++STR_RAIL_TOOLBAR_TOOLTIP_BUILD_RAILROAD_TUNNEL :{BLACK}Construir túnel ferroviario. Shift permite mostrar una estimación del precio ++STR_RAIL_TOOLBAR_TOOLTIP_TOGGLE_BUILD_REMOVE_FOR :{BLACK}Cambiar entre construir/retirar ferrocarriles, señales, estaciones y puntos de ruta de ferrocarril. Mantener pulsado Ctrl retirará también el ferrocarril al retirar estaciones y puntos de ruta ++STR_RAIL_TOOLBAR_TOOLTIP_CONVERT_RAIL :{BLACK}Convertir/Actualizar tipo de ferrocarril. Shift permite mostrar una estimación del precio ++ ++STR_RAIL_NAME_RAILROAD :Ferrocarril ++STR_RAIL_NAME_ELRAIL :Ferrocarril eléctrico ++STR_RAIL_NAME_MONORAIL :Monorraíl ++STR_RAIL_NAME_MAGLEV :Maglev ++ ++# Rail depot construction window ++STR_BUILD_DEPOT_TRAIN_ORIENTATION_CAPTION :{WHITE}Orientación del depósito ++STR_BUILD_DEPOT_TRAIN_ORIENTATION_TOOLTIP :{BLACK}Seleccione orientación del depósito de trenes ++ ++# Rail waypoint construction window ++STR_WAYPOINT_CAPTION :{WHITE}Punto de ruta ++STR_WAYPOINT_GRAPHICS_TOOLTIP :{BLACK}Seleccione tipo de punto de ruta ++ ++# Rail station construction window ++STR_STATION_BUILD_RAIL_CAPTION :{WHITE}Selección de estación ++STR_STATION_BUILD_ORIENTATION :{BLACK}Orientación ++STR_STATION_BUILD_RAILROAD_ORIENTATION_TOOLTIP :{BLACK}Elige orientación de la estación de trenes ++STR_STATION_BUILD_NUMBER_OF_TRACKS :{BLACK}Número de andenes ++STR_STATION_BUILD_NUMBER_OF_TRACKS_TOOLTIP :{BLACK}Elige número de andenes de la estación de trenes ++STR_STATION_BUILD_PLATFORM_LENGTH :{BLACK}Longitud de andén ++STR_STATION_BUILD_PLATFORM_LENGTH_TOOLTIP :{BLACK}Elige longitud de la estación de trenes ++STR_STATION_BUILD_DRAG_DROP :{BLACK}Arrastrar y soltar ++STR_STATION_BUILD_DRAG_DROP_TOOLTIP :{BLACK}Construir una estación mediante arrastrar y soltar ++ ++STR_STATION_BUILD_STATION_CLASS_TOOLTIP :{BLACK}Selecciona el tipo de estación a mostrar ++STR_STATION_BUILD_STATION_TYPE_TOOLTIP :{BLACK}Selecciona el tipo de estación a construir ++ ++STR_STATION_CLASS_DFLT :Estación por defecto ++STR_STATION_CLASS_WAYP :Puntos de ruta ++ ++# Signal window ++STR_BUILD_SIGNAL_CAPTION :{WHITE}Selección de Señales ++STR_BUILD_SIGNAL_SEMAPHORE_NORM_TOOLTIP :{BLACK}Señal de bloque (mecánica){}Es el tipo de señal más básico, que permite a un único tren estar a la vez en el mismo bloque ++STR_BUILD_SIGNAL_SEMAPHORE_ENTRY_TOOLTIP :{BLACK}Señal de entrada (mecánica){}Verde si existen una o más señales de salida en el tramo en verde, de lo contrario estará en rojo ++STR_BUILD_SIGNAL_SEMAPHORE_EXIT_TOOLTIP :{BLACK}Señal de salida (mecánica){}Se comporta de la misma manera que una señal de bloque, pero es necesaria para activar el color correcto en las señales de entrada y combo ++STR_BUILD_SIGNAL_SEMAPHORE_COMBO_TOOLTIP :{BLACK}Señal combo (mecánica){}La señal combo actúa como señal de entrada y salida a la vez. Esto permite construir grandes "árboles" de señales condicionales ++STR_BUILD_SIGNAL_SEMAPHORE_PBS_TOOLTIP :{BLACK}Señal de ruta (mecánica){}Una señal de ruta permite a más de un tren entrar a un bloque de señales a la vez, si el tren puede reservar una ruta hasta un lugar seguro. Pueden ser traspasadas desde atrás ++STR_BUILD_SIGNAL_SEMAPHORE_PBS_OWAY_TOOLTIP :{BLACK}Señal de ruta de un sentido (mecánica){}Una señal de ruta permite a más de un tren entrar a un bloque de señales a la vez, si el tren puede reservar una ruta hasta un lugar seguro. No pueden ser traspasadas desde atrás ++STR_BUILD_SIGNAL_ELECTRIC_NORM_TOOLTIP :{BLACK}Señal de bloque (eléctrica){}Es el tipo de señal más básico, que permite a un único tren estar a la vez en el mismo bloque ++STR_BUILD_SIGNAL_ELECTRIC_ENTRY_TOOLTIP :{BLACK}Señal de entrada (eléctrica){}Verde si existen una o más señales verdes en el siguiente segmento de vía, de lo contrario estará en rojo ++STR_BUILD_SIGNAL_ELECTRIC_EXIT_TOOLTIP :{BLACK}Señal de salida (eléctrica){}Se comporta de la misma manera que una señal de bloque, pero es necesaria para activar el color correcto en las señales de entrada y combo ++STR_BUILD_SIGNAL_ELECTRIC_COMBO_TOOLTIP :{BLACK}Señal combo (eléctrica){}La señal combo actúa como señal de entrada y salida a la vez. Esto permite construir grandes "árboles" de señales condicionales ++STR_BUILD_SIGNAL_ELECTRIC_PBS_TOOLTIP :{BLACK}Señal de ruta (eléctrica){}Una señal de ruta permite a más de un tren entrar a un bloque de señales a la vez, si el tren puede reservar una ruta hasta un lugar seguro. Pueden ser traspasadas desde atrás ++STR_BUILD_SIGNAL_ELECTRIC_PBS_OWAY_TOOLTIP :{BLACK}Señal de ruta de un sentido (eléctrica){}Una señal de ruta permite a más de un tren entrar a un bloque de señales a la vez, si el tren puede reservar una ruta hasta un lugar seguro. No pueden ser traspasadas desde atrás ++STR_BUILD_SIGNAL_CONVERT_TOOLTIP :{BLACK}Convertir señal{}Cuando es seleccionado, pulsar sobre una señal existente la convierte en el tipo y variante indicados. Pulsar Ctrl+Click permite cambiar de variante. Shift+Click muestra una estimación del precio de conversión ++STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_TOOLTIP :{BLACK}Densidad de arrastre de señales ++STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_DECREASE_TOOLTIP :{BLACK}Reducir arrastre de intensidad de señales ++STR_BUILD_SIGNAL_DRAG_SIGNALS_DENSITY_INCREASE_TOOLTIP :{BLACK}Incrementar arrastre de intensidad de señales ++ ++# Bridge selection window ++STR_SELECT_RAIL_BRIDGE_CAPTION :{WHITE}Seleccione Puente de Ferrocarril ++STR_SELECT_ROAD_BRIDGE_CAPTION :{WHITE}Elige puente de carretera ++STR_SELECT_BRIDGE_SELECTION_TOOLTIP :{BLACK}Selección de puente - Click en el puente elegido para construirlo ++STR_SELECT_BRIDGE_INFO :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY_LONG} ++STR_SELECT_BRIDGE_SCENEDIT_INFO :{GOLD}{STRING},{} {VELOCITY} ++STR_BRIDGE_NAME_SUSPENSION_STEEL :Colgante, Acero ++STR_BRIDGE_NAME_GIRDER_STEEL :Tirantes, Acero ++STR_BRIDGE_NAME_CANTILEVER_STEEL :Cantiléver, Acero ++STR_BRIDGE_NAME_SUSPENSION_CONCRETE :Colgante, Hormigón ++STR_BRIDGE_NAME_WOODEN :Madera ++STR_BRIDGE_NAME_CONCRETE :Hormigón ++STR_BRIDGE_NAME_TUBULAR_STEEL :Tubular, Acero ++STR_BRIDGE_TUBULAR_SILICON :Tubular, Silicio ++ ++ ++# Road construction toolbar ++STR_ROAD_TOOLBAR_ROAD_CONSTRUCTION_CAPTION :{WHITE}Construcción de carretera ++STR_ROAD_TOOLBAR_TRAM_CONSTRUCTION_CAPTION :{WHITE}Construcción de tranvía ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_ROAD_SECTION :{BLACK}Construir sección de carretera. Ctrl permite retirar carreteras. Shift permite mostrar una estimación del precio ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_TRAMWAY_SECTION :{BLACK}Construir sección de tranvía. Ctrl permite retirar tranvías. Shift permite mostrar una estimación del precio ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_AUTOROAD :{BLACK}Construir carretera usando el modo de Autocarretera. Ctrl permite retirar carreteras. Shift permite mostrar una estimación del precio ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_AUTOTRAM :{BLACK}Construir tranvías usando el modo de Autotranvías. Ctrl permite retirar tranvías. Shift permite mostrar una estimación del precio ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_ROAD_VEHICLE_DEPOT :{BLACK}Construir depósito de carretera (para comprar y mantener vehículos). Shift permite mostrar una estimación del precio ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_TRAM_VEHICLE_DEPOT :{BLACK}Construir depósito de tranvías (para comprar y mantener vehículos). Shift permite mostrar una estimación del precio ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_BUS_STATION :{BLACK}Construir estación de autobús. Ctrl activa la unión de estaciones. Shift permite mostrar una estimación del precio ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_PASSENGER_TRAM_STATION :{BLACK}Construir estación de tranvía de pasajeros. Ctrl activa la unión de estaciones. Shift permite mostrar una estimación del precio ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_TRUCK_LOADING_BAY :{BLACK}Construir estación de carga para camiones. Ctrl activa la unión de estaciones. Shift permite mostrar una estimación del precio ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_CARGO_TRAM_STATION :{BLACK}Construir estación de tranvía de carga. Ctrl activa la unión de estaciones. Shift permite mostrar una estimación del precio ++STR_ROAD_TOOLBAR_TOOLTIP_TOGGLE_ONE_WAY_ROAD :{BLACK}Activar/Desactivar carreteras de un sentido ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_ROAD_BRIDGE :{BLACK}Construir puente de carretera. Shift permite mostrar una estimación del precio ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_TRAMWAY_BRIDGE :{BLACK}Construir puente de tranvía. Shift permite mostrar una estimación del precio ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_ROAD_TUNNEL :{BLACK}Construir túnel de carretera. Shift permite mostrar una estimación del precio ++STR_ROAD_TOOLBAR_TOOLTIP_BUILD_TRAMWAY_TUNNEL :{BLACK}Construir túnel de tranvía. Shift permite mostrar una estimación del precio ++STR_ROAD_TOOLBAR_TOOLTIP_TOGGLE_BUILD_REMOVE_FOR_ROAD :{BLACK}Cambiar entre construir/retirar carretera ++STR_ROAD_TOOLBAR_TOOLTIP_TOGGLE_BUILD_REMOVE_FOR_TRAMWAYS :{BLACK}Activar construir/quitar para construcciones de tranvía ++ ++# Road depot construction window ++STR_BUILD_DEPOT_ROAD_ORIENTATION_CAPTION :{WHITE}Orientación del depósito ++STR_BUILD_DEPOT_ROAD_ORIENTATION_SELECT_TOOLTIP :{BLACK}Elegir orientación del depósito de carretera ++STR_BUILD_DEPOT_TRAM_ORIENTATION_CAPTION :{WHITE}Orientación del depósito ++STR_BUILD_DEPOT_TRAM_ORIENTATION_SELECT_TOOLTIP :{BLACK}Seleccione orientación del depósito de tranvías ++ ++# Road vehicle station construction window ++STR_STATION_BUILD_BUS_ORIENTATION :{WHITE}Orientación Estación de Autobús ++STR_STATION_BUILD_BUS_ORIENTATION_TOOLTIP :{BLACK}Elige la orientación de la estación de autobús ++STR_STATION_BUILD_TRUCK_ORIENTATION :{WHITE}Orientación Estación de Camiones ++STR_STATION_BUILD_TRUCK_ORIENTATION_TOOLTIP :{BLACK}Elige la orientación de la estación de camiones ++STR_STATION_BUILD_PASSENGER_TRAM_ORIENTATION :{WHITE}Orientación Estación de Tranvía Pasajeros ++STR_STATION_BUILD_PASSENGER_TRAM_ORIENTATION_TOOLTIP :{BLACK}Seleccione la orientación de la estación del tranvía de pasajeros ++STR_STATION_BUILD_CARGO_TRAM_ORIENTATION :{WHITE}Orientación Estación de Tranvía de Carga ++STR_STATION_BUILD_CARGO_TRAM_ORIENTATION_TOOLTIP :{BLACK}Seleccione la orientación de la estación del tranvía de carga ++ ++# Waterways toolbar (last two for SE only) ++STR_WATERWAYS_TOOLBAR_CAPTION :{WHITE}Construcción de Canales ++STR_WATERWAYS_TOOLBAR_CAPTION_SE :{WHITE}Canales ++STR_WATERWAYS_TOOLBAR_BUILD_CANALS_TOOLTIP :{BLACK}Construir canales. Shift permite mostrar una estimación del precio ++STR_WATERWAYS_TOOLBAR_BUILD_LOCKS_TOOLTIP :{BLACK}Construir esclusas. Shift permite mostrar una estimación del precio ++STR_WATERWAYS_TOOLBAR_BUILD_DEPOT_TOOLTIP :{BLACK}Construir astillero (para comprar y dar servicio a barcos). Shift permite mostrar una estimación del precio ++STR_WATERWAYS_TOOLBAR_BUILD_DOCK_TOOLTIP :{BLACK}Construir muelles. Ctrl activa la unión de estaciones. Shift permite mostrar una estimación del precio ++STR_WATERWAYS_TOOLBAR_BUOY_TOOLTIP :{BLACK}Colocar boya que puede ser usada como punto de ruta. Shift permite mostrar una estimación del precio ++STR_WATERWAYS_TOOLBAR_BUILD_AQUEDUCT_TOOLTIP :{BLACK}Construir acueducto. Shift permite mostrar una estimación del precio ++STR_WATERWAYS_TOOLBAR_CREATE_LAKE_TOOLTIP :{BLACK}Definir área de agua.{}Crea un canal, a menos que se pulse Ctrl al nivel del mar, en cuyo caso se inundarán los alrededores ++STR_WATERWAYS_TOOLBAR_CREATE_RIVER_TOOLTIP :{BLACK}Colocar ríos ++ ++# Ship depot construction window ++STR_DEPOT_BUILD_SHIP_CAPTION :{WHITE}Orientación del astillero ++STR_DEPOT_BUILD_SHIP_ORIENTATION_TOOLTIP :{BLACK}Selecciona orientación del astillero ++ ++# Dock construction window ++STR_STATION_BUILD_DOCK_CAPTION :{WHITE}Muelle ++ ++# Airport toolbar ++STR_TOOLBAR_AIRCRAFT_CAPTION :{WHITE}Aeropuertos ++STR_TOOLBAR_AIRCRAFT_BUILD_AIRPORT_TOOLTIP :{BLACK}Construir aeropuerto. Ctrl activa la unión de estaciones. Shift permite mostrar una estimación del precio ++ ++# Airport construction window ++STR_STATION_BUILD_AIRPORT_CAPTION :{WHITE}Selección de aeropuerto ++STR_STATION_BUILD_AIRPORT_TOOLTIP :{BLACK}Elige tamaño/tipo de aeropuerto ++STR_STATION_BUILD_AIRPORT_CLASS_LABEL :{BLACK}Clase de aeropuerto ++STR_STATION_BUILD_AIRPORT_LAYOUT_NAME :{BLACK}Patrón {NUM} ++ ++STR_AIRPORT_SMALL :Pequeño ++STR_AIRPORT_CITY :Ciudad ++STR_AIRPORT_METRO :Metropolitano ++STR_AIRPORT_INTERNATIONAL :Internacional ++STR_AIRPORT_COMMUTER :Intercambio ++STR_AIRPORT_INTERCONTINENTAL :Intercontinental ++STR_AIRPORT_HELIPORT :Helipuerto ++STR_AIRPORT_HELIDEPOT :Helihangar ++STR_AIRPORT_HELISTATION :Heliestación ++ ++STR_AIRPORT_CLASS_SMALL :Aeropuertos pequeños ++STR_AIRPORT_CLASS_LARGE :Aeropuertos grandes ++STR_AIRPORT_CLASS_HUB :Aeropuertos centrales ++STR_AIRPORT_CLASS_HELIPORTS :Helipuertos ++ ++STR_STATION_BUILD_NOISE :{BLACK}Ruido generado: {GOLD}{COMMA} ++ ++# Landscaping toolbar ++STR_LANDSCAPING_TOOLBAR :{WHITE}Terreno ++STR_LANDSCAPING_TOOLTIP_LOWER_A_CORNER_OF_LAND :{BLACK}Bajar una esquina del terreno. Arrastrar reduce la esquina seleccionada y nivela el resto del terreno seleccionado a dicha altura. Ctrl permite seleccionar un área diagonalmente. Shift permite mostrar una estimación del precio ++STR_LANDSCAPING_TOOLTIP_RAISE_A_CORNER_OF_LAND :{BLACK}Subir una esquina del terreno. Arrastrar eleva la esquina seleccionada y nivela el resto del terreno seleccionado a dicha altura. Ctrl permite seleccionar un área diagonalmente. Shift permite mostrar una estimación del precio ++STR_LANDSCAPING_LEVEL_LAND_TOOLTIP :{BLACK}Nivela un área de terreno a la altura de la primera esquina seleccionada. Ctrl permite seleccionar un área diagonalmente. Shift permite mostrar una estimación del precio ++STR_LANDSCAPING_TOOLTIP_PURCHASE_LAND :{BLACK}Comprar tierra para usos futuros. Shift permite mostrar una estimación del precio ++ ++# Object construction window ++STR_OBJECT_BUILD_CAPTION :{WHITE}Selección de Objeto ++STR_OBJECT_BUILD_TOOLTIP :{BLACK}Seleccionar objeto a construir. Shift permite mostrar una estimación del precio ++STR_OBJECT_BUILD_CLASS_TOOLTIP :{BLACK}Seleccione el tipo de objeto a construir ++STR_OBJECT_BUILD_PREVIEW_TOOLTIP :{BLACK}Vista previa del objeto ++STR_OBJECT_BUILD_SIZE :{BLACK}Tamaño: {GOLD}{NUM} x {NUM} casillas ++ ++STR_OBJECT_CLASS_LTHS :Faro ++STR_OBJECT_CLASS_TRNS :Transmisor ++ ++# Tree planting window (last two for SE only) ++STR_PLANT_TREE_CAPTION :{WHITE}Árboles ++STR_PLANT_TREE_TOOLTIP :{BLACK}Seleccione el tipo de árboles a plantar. Si la casilla ya tiene un árbol, se añadirán más árboles de distintos tipos sin importar el tipo elegido ++STR_TREES_RANDOM_TYPE :{BLACK}Tipo aleatorio ++STR_TREES_RANDOM_TYPE_TOOLTIP :{BLACK}Colocar distintos árboles al azar. Shift permite mostrar una estimación del precio ++STR_TREES_RANDOM_TREES_BUTTON :{BLACK}Árboles al azar ++STR_TREES_RANDOM_TREES_TOOLTIP :{BLACK}Planta árboles al azar sobre el terreno ++ ++# Land generation window (SE) ++STR_TERRAFORM_TOOLBAR_LAND_GENERATION_CAPTION :{WHITE}Generación de terrenos ++STR_TERRAFORM_TOOLTIP_PLACE_ROCKY_AREAS_ON_LANDSCAPE :{BLACK}Coloca zonas rocosas sobre el terreno ++STR_TERRAFORM_TOOLTIP_DEFINE_DESERT_AREA :{BLACK}Define área desértica.{}Mantén pulsado Ctrl para quitarla ++STR_TERRAFORM_TOOLTIP_INCREASE_SIZE_OF_LAND_AREA :{BLACK}Aumentar el tamaño del bloque de terreno a bajar/subir ++STR_TERRAFORM_TOOLTIP_DECREASE_SIZE_OF_LAND_AREA :{BLACK}Reducir tamaño del bloque de terreno a bajar/subir ++STR_TERRAFORM_TOOLTIP_GENERATE_RANDOM_LAND :{BLACK}Generar terreno al azar ++STR_TERRAFORM_SE_NEW_WORLD :{BLACK}Crear nuevo escenario ++STR_TERRAFORM_RESET_LANDSCAPE :{BLACK}Reiniciar terreno ++STR_TERRAFORM_RESET_LANDSCAPE_TOOLTIP :{BLACK}Eliminar todas las propiedades de empresa del mapa ++ ++STR_QUERY_RESET_LANDSCAPE_CAPTION :{WHITE}Reiniciar terreno ++STR_RESET_LANDSCAPE_CONFIRMATION_TEXT :{WHITE}¿Está seguro de querer eliminar todas las propiedades de empresas? ++ ++# Town generation window (SE) ++STR_FOUND_TOWN_CAPTION :{WHITE}Creación de Municipios ++STR_FOUND_TOWN_NEW_TOWN_BUTTON :{BLACK}Nuevo Municipio ++STR_FOUND_TOWN_NEW_TOWN_TOOLTIP :{BLACK}Fundar nuevo municipio. Shift+Click muestra una estimación del precio ++STR_FOUND_TOWN_RANDOM_TOWN_BUTTON :{BLACK}Municipio al Azar ++STR_FOUND_TOWN_RANDOM_TOWN_TOOLTIP :{BLACK}Fundar municipio en lugar aleatorio ++STR_FOUND_TOWN_MANY_RANDOM_TOWNS :{BLACK}Varios municipios al azar ++STR_FOUND_TOWN_RANDOM_TOWNS_TOOLTIP :{BLACK}Cubre el mapa con municipios colocados al azar ++ ++STR_FOUND_TOWN_NAME_TITLE :{YELLOW}Nombre del municipio: ++STR_FOUND_TOWN_NAME_EDITOR_TITLE :{BLACK}Introducir nombre de municipio ++STR_FOUND_TOWN_NAME_EDITOR_HELP :{BLACK}Click para introducir nombre del municipio ++STR_FOUND_TOWN_NAME_RANDOM_BUTTON :{BLACK}Nombre aleatorio ++STR_FOUND_TOWN_NAME_RANDOM_TOOLTIP :{BLACK}Generar nuevo nombre ++ ++STR_FOUND_TOWN_INITIAL_SIZE_TITLE :{YELLOW}Tamaño del municipio: ++STR_FOUND_TOWN_INITIAL_SIZE_SMALL_BUTTON :{BLACK}Pequeña ++STR_FOUND_TOWN_INITIAL_SIZE_MEDIUM_BUTTON :{BLACK}Mediana ++STR_FOUND_TOWN_INITIAL_SIZE_LARGE_BUTTON :{BLACK}Grande ++STR_FOUND_TOWN_SIZE_RANDOM :{BLACK}Aleatorio ++STR_FOUND_TOWN_INITIAL_SIZE_TOOLTIP :{BLACK}Seleccione el tamaño del municipio ++STR_FOUND_TOWN_CITY :{BLACK}Ciudad ++STR_FOUND_TOWN_CITY_TOOLTIP :{BLACK}Las ciudades crecen más rápido que los pueblos{}Dependiendo de los ajustes, son mayores al ser fundadas ++ ++STR_FOUND_TOWN_ROAD_LAYOUT :{YELLOW}Patrón de carretera: ++STR_FOUND_TOWN_SELECT_TOWN_ROAD_LAYOUT :{BLACK}Seleccionar patrón de carreteras para este municipio ++STR_FOUND_TOWN_SELECT_LAYOUT_ORIGINAL :{BLACK}Original ++STR_FOUND_TOWN_SELECT_LAYOUT_BETTER_ROADS :{BLACK}Mejorado ++STR_FOUND_TOWN_SELECT_LAYOUT_2X2_GRID :{BLACK}Rejilla de 2x2 ++STR_FOUND_TOWN_SELECT_LAYOUT_3X3_GRID :{BLACK}Rejilla 3x3 ++STR_FOUND_TOWN_SELECT_LAYOUT_RANDOM :{BLACK}Aleatorio ++ ++# Fund new industry window ++STR_FUND_INDUSTRY_CAPTION :{WHITE}Fundar nueva industria ++STR_FUND_INDUSTRY_SELECTION_TOOLTIP :{BLACK}Seleccione la industria apropiada de la lista ++STR_FUND_INDUSTRY_MANY_RANDOM_INDUSTRIES :Varias industrias al azar ++STR_FUND_INDUSTRY_MANY_RANDOM_INDUSTRIES_TOOLTIP :{BLACK}Cubre el mapa con industrias colocadas al azar ++STR_FUND_INDUSTRY_INDUSTRY_BUILD_COST :{BLACK}Coste: {YELLOW}{CURRENCY_LONG} ++STR_FUND_INDUSTRY_PROSPECT_NEW_INDUSTRY :{BLACK}Prospección ++STR_FUND_INDUSTRY_BUILD_NEW_INDUSTRY :{BLACK}Construir ++STR_FUND_INDUSTRY_FUND_NEW_INDUSTRY :{BLACK}Fundar ++ ++# Industry cargoes window ++STR_INDUSTRY_CARGOES_INDUSTRY_CAPTION :{WHITE}Cadena de industrias para la industria {STRING} ++STR_INDUSTRY_CARGOES_CARGO_CAPTION :{WHITE}Cadena de industrias para la carga {STRING} ++STR_INDUSTRY_CARGOES_PRODUCERS :{WHITE}Industrias suministradoras ++STR_INDUSTRY_CARGOES_CUSTOMERS :{WHITE}Industrias clientes ++STR_INDUSTRY_CARGOES_HOUSES :{WHITE}Casas ++STR_INDUSTRY_CARGOES_INDUSTRY_TOOLTIP :{BLACK}Click en la industria para ver sus suministradores y clientes ++STR_INDUSTRY_CARGOES_CARGO_TOOLTIP :{BLACK}{STRING}{}Click en la carga para mostrar sus suministradores y clientes ++STR_INDUSTRY_DISPLAY_CHAIN :{BLACK}Mostrar cadena ++STR_INDUSTRY_DISPLAY_CHAIN_TOOLTIP :{BLACK}Mostrar industrias que suministran o aceptan la carga ++STR_INDUSTRY_CARGOES_NOTIFY_SMALLMAP :{BLACK}Enlazar al mapa ++STR_INDUSTRY_CARGOES_NOTIFY_SMALLMAP_TOOLTIP :{BLACK}Seleccionar las industrias mostradas en el mapa ++STR_INDUSTRY_CARGOES_SELECT_CARGO :{BLACK}Seleccionar carga ++STR_INDUSTRY_CARGOES_SELECT_CARGO_TOOLTIP :{BLACK}Permite seleccionar el tipo de carga a mostrar ++STR_INDUSTRY_CARGOES_SELECT_INDUSTRY :{BLACK}Seleccionar industria ++STR_INDUSTRY_CARGOES_SELECT_INDUSTRY_TOOLTIP :{BLACK}Permite seleccionar la industria a mostrar ++ ++# Land area window ++STR_LAND_AREA_INFORMATION_CAPTION :{WHITE}Información del terreno ++STR_LAND_AREA_INFORMATION_COST_TO_CLEAR_N_A :{BLACK}Coste de despeje: {LTBLUE}N/D ++STR_LAND_AREA_INFORMATION_COST_TO_CLEAR :{BLACK}Coste de despeje: {RED}{CURRENCY_LONG} ++STR_LAND_AREA_INFORMATION_REVENUE_WHEN_CLEARED :{BLACK}Beneficio cuando es limpiado: {LTBLUE}{CURRENCY_LONG} ++STR_LAND_AREA_INFORMATION_OWNER_N_A :N/D ++STR_LAND_AREA_INFORMATION_OWNER :{BLACK}Propietario: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_ROAD_OWNER :{BLACK}Propietario de la carretera: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_TRAM_OWNER :{BLACK}Propietario del tranvía: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_RAIL_OWNER :{BLACK}Propietario del ferrocarril: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_LOCAL_AUTHORITY :{BLACK}Autoridad local: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_LOCAL_AUTHORITY_NONE :Ninguna ++STR_LAND_AREA_INFORMATION_LANDINFO_COORDS :{BLACK}Coordenadas: {LTBLUE}{NUM} x {NUM} x {NUM} ({STRING}) ++STR_LAND_AREA_INFORMATION_BUILD_DATE :{BLACK}Construido: {LTBLUE}{DATE_LONG} ++STR_LAND_AREA_INFORMATION_STATION_CLASS :{BLACK}Clase de estación: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_STATION_TYPE :{BLACK}Tipo de estación: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_AIRPORT_CLASS :{BLACK}Clase del aeropuerto: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_AIRPORT_NAME :{BLACK}Nombre del aeropuerto: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_AIRPORTTILE_NAME :{BLACK}Nombre de casilla de aeropuerto: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_NEWGRF_NAME :{BLACK}NewGRF: {LTBLUE}{STRING} ++STR_LAND_AREA_INFORMATION_CARGO_ACCEPTED :{BLACK}Carga aceptada: {LTBLUE} ++STR_LAND_AREA_INFORMATION_CARGO_EIGHTS :({COMMA}/8 {STRING}) ++STR_LANG_AREA_INFORMATION_RAIL_TYPE :{BLACK}Tipo de ferrocarril: {LTBLUE}{STRING} ++STR_LANG_AREA_INFORMATION_RAIL_SPEED_LIMIT :{BLACK}Límite de velocidad del ferrocarril: {LTBLUE}{VELOCITY} ++STR_LANG_AREA_INFORMATION_ROAD_SPEED_LIMIT :{BLACK}Límite de velocidad de carretera: {LTBLUE}{VELOCITY} ++ ++# Description of land area of different tiles ++STR_LAI_CLEAR_DESCRIPTION_ROCKS :Rocas ++STR_LAI_CLEAR_DESCRIPTION_ROUGH_LAND :Tierra árida ++STR_LAI_CLEAR_DESCRIPTION_BARE_LAND :Tierra desnuda ++STR_LAI_CLEAR_DESCRIPTION_GRASS :Césped ++STR_LAI_CLEAR_DESCRIPTION_FIELDS :Campos ++STR_LAI_CLEAR_DESCRIPTION_SNOW_COVERED_LAND :Tierra cubierta por nieve ++STR_LAI_CLEAR_DESCRIPTION_DESERT :Desierto ++ ++STR_LAI_RAIL_DESCRIPTION_TRACK :Vía de ferrocarril ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_SIGNALS :Vía de ferrocarril con señales de bloque ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PRESIGNALS :Vía de ferrocarril con señales de entrada ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_EXITSIGNALS :Vía de ferrocarril con señales de salida ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_COMBOSIGNALS :Vía de ferrocarril con señales combo ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PBSSIGNALS :Vía de ferrocarril con señales de ruta ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NOENTRYSIGNALS :Vía de ferrocarril con señales de ruta de un solo sentido ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_PRESIGNALS :Vía de ferrocarril con señales de bloque y de entrada ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_EXITSIGNALS :Vía de ferrocarril con señales de bloque y de salida ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_COMBOSIGNALS :Vía de ferrocarril con señales de bloque y combo ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_PBSSIGNALS :Vía de ferrocarril con señales de bloque y de ruta ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_NORMAL_NOENTRYSIGNALS :Vía de ferrocarril con señales de bloque y de ruta de un solo sentido ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PRE_EXITSIGNALS :Ferrocarril con señales de entrada y de salida ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PRE_COMBOSIGNALS :Vía de ferrocarril con señales de entrada y combo ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PRE_PBSSIGNALS :Vía de ferrocarril con señales de entrada y de ruta ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PRE_NOENTRYSIGNALS :Ferrocarril con señales de entrada y de ruta de un solo sentido ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_EXIT_COMBOSIGNALS :Vía de ferrocarril con señales de salida y combo ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_EXIT_PBSSIGNALS :Vía de ferrocarril con señales de salida y de ruta ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_EXIT_NOENTRYSIGNALS :Vía de ferrocarril con señales de salida y de ruta de un solo sentido ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_COMBO_PBSSIGNALS :Vía de ferrocarril con señales combo y de ruta ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_COMBO_NOENTRYSIGNALS :Vía de ferrocarril con señales combo y de ruta de un solo sentido ++STR_LAI_RAIL_DESCRIPTION_TRACK_WITH_PBS_NOENTRYSIGNALS :Vía de ferrocarril con señales de dirección y de un solo sentido ++STR_LAI_RAIL_DESCRIPTION_TRAIN_DEPOT :Depósito de trenes del ferrocarril ++ ++STR_LAI_ROAD_DESCRIPTION_ROAD :Carretera ++STR_LAI_ROAD_DESCRIPTION_ROAD_WITH_STREETLIGHTS :Carretera con farolas ++STR_LAI_ROAD_DESCRIPTION_TREE_LINED_ROAD :Carretera arbolada ++STR_LAI_ROAD_DESCRIPTION_ROAD_VEHICLE_DEPOT :Depósito de carretera ++STR_LAI_ROAD_DESCRIPTION_ROAD_RAIL_LEVEL_CROSSING :Paso a nivel ++STR_LAI_ROAD_DESCRIPTION_TRAMWAY :Tranvía ++ ++# Houses come directly from their building names ++STR_LAI_TOWN_INDUSTRY_DESCRIPTION_UNDER_CONSTRUCTION :{STRING} (bajo construcción) ++ ++STR_LAI_TREE_NAME_TREES :Árboles ++STR_LAI_TREE_NAME_RAINFOREST :Selváticos ++STR_LAI_TREE_NAME_CACTUS_PLANTS :Cactus ++ ++STR_LAI_STATION_DESCRIPTION_RAILROAD_STATION :Estación de trenes ++STR_LAI_STATION_DESCRIPTION_AIRCRAFT_HANGAR :Hangar de aeronaves ++STR_LAI_STATION_DESCRIPTION_AIRPORT :Aeropuerto ++STR_LAI_STATION_DESCRIPTION_TRUCK_LOADING_AREA :Zona de carga de camiones ++STR_LAI_STATION_DESCRIPTION_BUS_STATION :Estación de autobús ++STR_LAI_STATION_DESCRIPTION_SHIP_DOCK :Muelle ++STR_LAI_STATION_DESCRIPTION_BUOY :Boya ++STR_LAI_STATION_DESCRIPTION_WAYPOINT :Punto de ruta ++ ++STR_LAI_WATER_DESCRIPTION_WATER :Agua ++STR_LAI_WATER_DESCRIPTION_CANAL :Canal ++STR_LAI_WATER_DESCRIPTION_LOCK :Esclusa ++STR_LAI_WATER_DESCRIPTION_RIVER :Río ++STR_LAI_WATER_DESCRIPTION_COAST_OR_RIVERBANK :Costa o rivera ++STR_LAI_WATER_DESCRIPTION_SHIP_DEPOT :Astillero ++ ++# Industries come directly from their industry names ++ ++STR_LAI_TUNNEL_DESCRIPTION_RAILROAD :Túnel ferroviario ++STR_LAI_TUNNEL_DESCRIPTION_ROAD :Túnel de carretera ++ ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_SUSPENSION_STEEL :Puente de ferrocarril de acero suspendido ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_GIRDER_STEEL :Puente de ferrocarril de acero con tirantes ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_CANTILEVER_STEEL :Puente de ferrocarril cantiléver de acero ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_SUSPENSION_CONCRETE :Puente de ferrocarril de hormigón suspendido reforzado ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_WOODEN :Puente de ferrocarril de madera ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_CONCRETE :Puente de ferrocarril de hormigón ++STR_LAI_BRIDGE_DESCRIPTION_RAIL_TUBULAR_STEEL :Puente de ferrocarril tubular ++ ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_SUSPENSION_STEEL :Puente de carretera de acero suspendido ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_GIRDER_STEEL :Puente de carretera de acero con tirantes ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_CANTILEVER_STEEL :Puente de carretera cantiléver de acero ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_SUSPENSION_CONCRETE :Puente de carretera de hormigón suspendido reforzado ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_WOODEN :Puente de carretera de madera ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_CONCRETE :Puente de carretera de hormigón ++STR_LAI_BRIDGE_DESCRIPTION_ROAD_TUBULAR_STEEL :Puente de carretera tubular ++ ++STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT :Acueducto ++ ++STR_LAI_OBJECT_DESCRIPTION_TRANSMITTER :Transmisor ++STR_LAI_OBJECT_DESCRIPTION_LIGHTHOUSE :Faro ++STR_LAI_OBJECT_DESCRIPTION_COMPANY_HEADQUARTERS :Sede de la empresa ++STR_LAI_OBJECT_DESCRIPTION_COMPANY_OWNED_LAND :Terreno propiedad de una empresa ++ ++# About OpenTTD window ++STR_ABOUT_OPENTTD :{WHITE}Acerca de OpenTTD ++STR_ABOUT_ORIGINAL_COPYRIGHT :{BLACK}Copyright Original {COPYRIGHT} 1995 Chris Sawyer, Todos los derechos reservados ++STR_ABOUT_VERSION :{BLACK}OpenTTD versión {REV} ++STR_ABOUT_COPYRIGHT_OPENTTD :{BLACK}OpenTTD {COPYRIGHT} 2002-2017 El equipo OpenTTD ++ ++# Save/load game/scenario ++STR_SAVELOAD_SAVE_CAPTION :{WHITE}Guardar Juego ++STR_SAVELOAD_LOAD_CAPTION :{WHITE}Cargar Juego ++STR_SAVELOAD_SAVE_SCENARIO :{WHITE}Guardar Escenario ++STR_SAVELOAD_LOAD_SCENARIO :{WHITE}Cargar Escenario ++STR_SAVELOAD_LOAD_HEIGHTMAP :{WHITE}Cargar Mapa de Alturas ++STR_SAVELOAD_SAVE_HEIGHTMAP :{WHITE}Guardar Mapa de Alturas ++STR_SAVELOAD_HOME_BUTTON :{BLACK}Pulsa aquí para ir al directorio por defecto de guardado ++STR_SAVELOAD_BYTES_FREE :{BLACK}{BYTES} libres ++STR_SAVELOAD_LIST_TOOLTIP :{BLACK}Listado de unidades, directorios y juegos guardados ++STR_SAVELOAD_EDITBOX_TOOLTIP :{BLACK}Nombre seleccionado actualmente para el juego guardado ++STR_SAVELOAD_DELETE_BUTTON :{BLACK}Borrar ++STR_SAVELOAD_DELETE_TOOLTIP :{BLACK}Borrar el juego guardado seleccionado ++STR_SAVELOAD_SAVE_BUTTON :{BLACK}Guardar ++STR_SAVELOAD_SAVE_TOOLTIP :{BLACK}Guarda el juego actual, usando el nombre seleccionado ++STR_SAVELOAD_LOAD_BUTTON :{BLACK}Cargar ++STR_SAVELOAD_LOAD_TOOLTIP :{BLACK}Cargar la partida seleccionada ++STR_SAVELOAD_LOAD_HEIGHTMAP_TOOLTIP :{BLACK}Cargar el mapa de alturas seleccionado ++STR_SAVELOAD_DETAIL_CAPTION :{BLACK}Detalles de la Partida ++STR_SAVELOAD_DETAIL_NOT_AVAILABLE :{BLACK}No hay información disponible ++STR_SAVELOAD_DETAIL_COMPANY_INDEX :{SILVER}{COMMA}: {WHITE}{STRING} ++STR_SAVELOAD_DETAIL_GRFSTATUS :{SILVER}NewGRF: {WHITE}{STRING} ++ ++STR_SAVELOAD_OSKTITLE :{BLACK}Introduce un nombre para el juego guardado ++ ++# World generation ++STR_MAPGEN_WORLD_GENERATION_CAPTION :{WHITE}Generación de mundo ++STR_MAPGEN_MAPSIZE :{BLACK}Tamaño del mapa: ++STR_MAPGEN_MAPSIZE_TOOLTIP :{BLACK}Permite seleccionar el tamaño del mapa en casillas. El número de casillas disponible en el mapa será ligeramente inferior ++STR_MAPGEN_BY :{BLACK}* ++STR_MAPGEN_NUMBER_OF_TOWNS :{BLACK}No. de municipios: ++STR_MAPGEN_DATE :{BLACK}Fecha: ++STR_MAPGEN_NUMBER_OF_INDUSTRIES :{BLACK}No. de industrias: ++STR_MAPGEN_MAX_HEIGHTLEVEL :{BLACK}Altura máxima del mapa: ++STR_MAPGEN_MAX_HEIGHTLEVEL_UP :{BLACK}Aumentar, una unidad, la altura máxima de las montañas del mapa ++STR_MAPGEN_MAX_HEIGHTLEVEL_DOWN :{BLACK}Disminuir, una unidad, la altura máxima de las montañas del mapa ++STR_MAPGEN_SNOW_LINE_HEIGHT :{BLACK}Altura línea nieve: ++STR_MAPGEN_SNOW_LINE_UP :{BLACK}Mover la línea de nieve hacia arriba ++STR_MAPGEN_SNOW_LINE_DOWN :{BLACK}Mover la línea de nieve hacia abajo ++STR_MAPGEN_LAND_GENERATOR :{BLACK}Generador terreno: ++STR_MAPGEN_TREE_PLACER :{BLACK}Algoritmo árboles: ++STR_MAPGEN_TERRAIN_TYPE :{BLACK}Tipo de terreno ++STR_MAPGEN_QUANTITY_OF_SEA_LAKES :{BLACK}Nivel del mar: ++STR_MAPGEN_QUANTITY_OF_RIVERS :{BLACK}Ríos: ++STR_MAPGEN_SMOOTHNESS :{BLACK}Suavidad: ++STR_MAPGEN_VARIETY :{BLACK}Variedad: ++STR_MAPGEN_GENERATE :{WHITE}Generar ++ ++# Strings for map borders at game generation ++STR_MAPGEN_BORDER_TYPE :{BLACK}Bordes del mapa: ++STR_MAPGEN_NORTHWEST :{BLACK}Noroeste ++STR_MAPGEN_NORTHEAST :{BLACK}Noreste ++STR_MAPGEN_SOUTHEAST :{BLACK}Sureste ++STR_MAPGEN_SOUTHWEST :{BLACK}Suroeste ++STR_MAPGEN_BORDER_FREEFORM :{BLACK}Forma libre ++STR_MAPGEN_BORDER_WATER :{BLACK}Agua ++STR_MAPGEN_BORDER_RANDOM :{BLACK}Aleatorio ++STR_MAPGEN_BORDER_RANDOMIZE :{BLACK}Aleatorio ++STR_MAPGEN_BORDER_MANUAL :{BLACK}Manual ++ ++STR_MAPGEN_HEIGHTMAP_ROTATION :{BLACK}Rotación del mapa de alturas: ++STR_MAPGEN_HEIGHTMAP_NAME :{BLACK}Nombre del mapa de alturas: ++STR_MAPGEN_HEIGHTMAP_SIZE_LABEL :{BLACK}Tamaño: ++STR_MAPGEN_HEIGHTMAP_SIZE :{ORANGE}{NUM} x {NUM} ++ ++STR_MAPGEN_MAX_HEIGHTLEVEL_QUERY_CAPT :{WHITE}Cambiar la altura máxima del mapa ++STR_MAPGEN_SNOW_LINE_QUERY_CAPT :{WHITE}Cambiar la altura de la línea de nieve ++STR_MAPGEN_START_DATE_QUERY_CAPT :{WHITE}Cambiar año de inicio ++ ++# SE Map generation ++STR_SE_MAPGEN_CAPTION :{WHITE}Tipo de escenario ++STR_SE_MAPGEN_FLAT_WORLD :{WHITE}Tierra llana ++STR_SE_MAPGEN_FLAT_WORLD_TOOLTIP :{BLACK}Generar un escenario llano ++STR_SE_MAPGEN_RANDOM_LAND :{WHITE}Tierra aleatoria ++STR_SE_MAPGEN_FLAT_WORLD_HEIGHT :{BLACK}Altura tierra llana: ++STR_SE_MAPGEN_FLAT_WORLD_HEIGHT_DOWN :{BLACK}Reduce la altura de la tierra llana ++STR_SE_MAPGEN_FLAT_WORLD_HEIGHT_UP :{BLACK}Aumenta la altura de la tierra llana ++ ++STR_SE_MAPGEN_FLAT_WORLD_HEIGHT_QUERY_CAPT :{WHITE}Cambia la altura de la tierra llana ++ ++# Map generation progress ++STR_GENERATION_WORLD :{WHITE}Generando Mundo... ++STR_GENERATION_ABORT :{BLACK}Abortar ++STR_GENERATION_ABORT_CAPTION :{WHITE}Abortar Generación del Mundo ++STR_GENERATION_ABORT_MESSAGE :{YELLOW}¿Desea realmente abortar la generación? ++STR_GENERATION_PROGRESS :{WHITE}{NUM}% completado ++STR_GENERATION_PROGRESS_NUM :{BLACK}{NUM} / {NUM} ++STR_GENERATION_WORLD_GENERATION :{BLACK}Generación de mundo ++STR_GENERATION_RIVER_GENERATION :{BLACK}Generación de Ríos ++STR_GENERATION_TREE_GENERATION :{BLACK}Generación de árboles ++STR_GENERATION_OBJECT_GENERATION :{BLACK}Generación de inamovibles ++STR_GENERATION_CLEARING_TILES :{BLACK}Generación de áreas ásperas o rocosas ++STR_GENERATION_SETTINGUP_GAME :{BLACK}Configurar juego ++STR_GENERATION_PREPARING_TILELOOP :{BLACK}Ejecutar ciclo de casillas ++STR_GENERATION_PREPARING_SCRIPT :{BLACK}Script en funcionamiento ++STR_GENERATION_PREPARING_GAME :{BLACK}Preparando juego ++ ++# NewGRF settings ++STR_NEWGRF_SETTINGS_CAPTION :{WHITE}Configuración de NewGRF ++STR_NEWGRF_SETTINGS_INFO_TITLE :{WHITE}Información de NewGRF detallada ++STR_NEWGRF_SETTINGS_ACTIVE_LIST :{WHITE}Archivos NewGRF activos ++STR_NEWGRF_SETTINGS_INACTIVE_LIST :{WHITE}Archivos NewGRF inactivos ++STR_NEWGRF_SETTINGS_SELECT_PRESET :{ORANGE}Seleccionar perfil: ++STR_NEWGRF_FILTER_TITLE :{ORANGE}Patrón de filtrado: ++STR_NEWGRF_SETTINGS_PRESET_LIST_TOOLTIP :{BLACK}Cargar la programación seleccionada ++STR_NEWGRF_SETTINGS_PRESET_SAVE :{BLACK}Guardar ++STR_NEWGRF_SETTINGS_PRESET_SAVE_TOOLTIP :{BLACK}Guardar lista actual como una programación ++STR_NEWGRF_SETTINGS_PRESET_SAVE_QUERY :{BLACK}Introduce nombre de la programación ++STR_NEWGRF_SETTINGS_PRESET_DELETE :{BLACK}Borrar ++STR_NEWGRF_SETTINGS_PRESET_DELETE_TOOLTIP :{BLACK}Borrar la programación seleccionada ++STR_NEWGRF_SETTINGS_ADD :{BLACK}Añadir ++STR_NEWGRF_SETTINGS_ADD_FILE_TOOLTIP :{BLACK}Añade el NewGRF seleccionado a tu configuración ++STR_NEWGRF_SETTINGS_RESCAN_FILES :{BLACK}Actualizar archivos ++STR_NEWGRF_SETTINGS_RESCAN_FILES_TOOLTIP :{BLACK}Actualiza la lista de archivos NewGRF disponibles ++STR_NEWGRF_SETTINGS_REMOVE :{BLACK}Retirar ++STR_NEWGRF_SETTINGS_REMOVE_TOOLTIP :{BLACK}Retirar el NewGRF seleccionado de la lista ++STR_NEWGRF_SETTINGS_MOVEUP :{BLACK}Mover Arriba ++STR_NEWGRF_SETTINGS_MOVEUP_TOOLTIP :{BLACK}Mueve el NewGRF seleccionado arriba en la lista ++STR_NEWGRF_SETTINGS_MOVEDOWN :{BLACK}Mover Abajo ++STR_NEWGRF_SETTINGS_MOVEDOWN_TOOLTIP :{BLACK}Mueve el NewGRF seleccionado abajo en la lista ++STR_NEWGRF_SETTINGS_UPGRADE :{BLACK}Actualizar ++STR_NEWGRF_SETTINGS_UPGRADE_TOOLTIP :{BLACK}Actualizar a la versión más reciente de los archivos NewGRF que tengan varias instaladas ++STR_NEWGRF_SETTINGS_FILE_TOOLTIP :{BLACK}Una lista de los archivos NewGRF instalados ++ ++STR_NEWGRF_SETTINGS_SET_PARAMETERS :{BLACK}Establecer parámetros ++STR_NEWGRF_SETTINGS_SHOW_PARAMETERS :{BLACK}Mostrar parámetros ++STR_NEWGRF_SETTINGS_TOGGLE_PALETTE :{BLACK}Cambiar paleta ++STR_NEWGRF_SETTINGS_TOGGLE_PALETTE_TOOLTIP :{BLACK}Cambia la paleta del NewGRF seleccionado.{}Esto es necesario cuando los gráficos de un NewGRF se ven de color rosa durante el juego ++STR_NEWGRF_SETTINGS_APPLY_CHANGES :{BLACK}Aplicar cambios ++ ++STR_NEWGRF_SETTINGS_FIND_MISSING_CONTENT_BUTTON :{BLACK}Buscar contenido que falta en línea ++STR_NEWGRF_SETTINGS_FIND_MISSING_CONTENT_TOOLTIP :{BLACK}Comprueba si el contenido que falta puede ser encontrado en línea ++ ++STR_NEWGRF_SETTINGS_FILENAME :{BLACK}Archivo: {SILVER}{STRING} ++STR_NEWGRF_SETTINGS_GRF_ID :{BLACK}GRF ID: {SILVER}{STRING} ++STR_NEWGRF_SETTINGS_VERSION :{BLACK}Versión: {SILVER}{NUM} ++STR_NEWGRF_SETTINGS_MIN_VERSION :{BLACK}Mín. versión compatible: {SILVER}{NUM} ++STR_NEWGRF_SETTINGS_MD5SUM :{BLACK}MD5sum: {SILVER}{STRING} ++STR_NEWGRF_SETTINGS_PALETTE :{BLACK}Paleta: {SILVER}{STRING} ++STR_NEWGRF_SETTINGS_PARAMETER :{BLACK}Parámetros: {SILVER}{STRING} ++ ++STR_NEWGRF_SETTINGS_NO_INFO :{BLACK}No hay información disponible ++STR_NEWGRF_SETTINGS_NOT_FOUND :{RED}Archivo no encontrado ++STR_NEWGRF_SETTINGS_DISABLED :{RED}Desactivado ++STR_NEWGRF_SETTINGS_INCOMPATIBLE :{RED}Incompatible con esta versión de OpenTTD ++ ++# NewGRF save preset window ++STR_SAVE_PRESET_CAPTION :{WHITE}Guardar perfil ++STR_SAVE_PRESET_LIST_TOOLTIP :{BLACK}Lista de perfiles disponibles; selecciona uno para copiar el nombre del perfil abajo ++STR_SAVE_PRESET_TITLE :{BLACK}Introduce un nombre para el perfil ++STR_SAVE_PRESET_EDITBOX_TOOLTIP :{BLACK}Nombre actualmente seleccionado del perfil a guardar ++STR_SAVE_PRESET_CANCEL :{BLACK}Cancelar ++STR_SAVE_PRESET_CANCEL_TOOLTIP :{BLACK}No modificar el perfil ++STR_SAVE_PRESET_SAVE :{BLACK}Guardar ++STR_SAVE_PRESET_SAVE_TOOLTIP :{BLACK}Guardar el perfil con el nombre seleccionado ++ ++# NewGRF parameters window ++STR_NEWGRF_PARAMETERS_CAPTION :{WHITE}Cambiar parámetros NewGRF ++STR_NEWGRF_PARAMETERS_CLOSE :{BLACK}Cerrar ++STR_NEWGRF_PARAMETERS_RESET :{BLACK}Reiniciar ++STR_NEWGRF_PARAMETERS_RESET_TOOLTIP :{BLACK}Fijar todos los parámetros a su valor por defecto ++STR_NEWGRF_PARAMETERS_DEFAULT_NAME :Parámetro {NUM} ++STR_NEWGRF_PARAMETERS_SETTING :{STRING}: {ORANGE}{STRING} ++STR_NEWGRF_PARAMETERS_NUM_PARAM :{LTBLUE}Número de parámetros: {ORANGE}{NUM} ++ ++# NewGRF inspect window ++STR_NEWGRF_INSPECT_CAPTION :{WHITE}Inspeccionar - {STRING} ++STR_NEWGRF_INSPECT_PARENT_BUTTON :{BLACK}Superior ++STR_NEWGRF_INSPECT_PARENT_TOOLTIP :{BLACK}Inspeccionar objeto del entorno del superior ++ ++STR_NEWGRF_INSPECT_CAPTION_OBJECT_AT :{STRING} en {HEX} ++STR_NEWGRF_INSPECT_CAPTION_OBJECT_AT_OBJECT :Objeto ++STR_NEWGRF_INSPECT_CAPTION_OBJECT_AT_RAIL_TYPE :Tipo de ferrocarril ++ ++STR_NEWGRF_INSPECT_QUERY_CAPTION :{WHITE}Parámetro de variable NewGRF 60+x (hexadecimal) ++ ++# Sprite aligner window ++STR_SPRITE_ALIGNER_CAPTION :{WHITE}Alinear sprite {COMMA} ({STRING}) ++STR_SPRITE_ALIGNER_NEXT_BUTTON :{BLACK}Siguiente sprite ++STR_SPRITE_ALIGNER_NEXT_TOOLTIP :{BLACK}Ir al siguiente sprite (ignorando pseudosprites, sprites recoloreados y sprites de fuente) y pasar del último al primer sprite ++STR_SPRITE_ALIGNER_GOTO_BUTTON :{BLACK}Ir a sprite ++STR_SPRITE_ALIGNER_GOTO_TOOLTIP :{BLACK}Ir al sprite indicado. Si el sprite no es un sprite normal, ir al siguiente sprite normal ++STR_SPRITE_ALIGNER_PREVIOUS_BUTTON :{BLACK}Sprite anterior ++STR_SPRITE_ALIGNER_PREVIOUS_TOOLTIP :{BLACK}Saltar al sprite anterior (ignorando pseudosprites, sprites recoloreados y sprites de fuente) y pasar del primer al último sprite ++STR_SPRITE_ALIGNER_SPRITE_TOOLTIP :{BLACK}Representación del sprite seleccionado. Su alineamiento es ignorado al dibujarlo ++STR_SPRITE_ALIGNER_MOVE_TOOLTIP :{BLACK}Mover el sprite, cambiando los ajustes X e Y. Ctrl+Click mueve el sprite ocho unidades de una sola vez ++STR_SPRITE_ALIGNER_RESET_BUTTON :{BLACK}Reiniciar coordenadas relativas ++STR_SPRITE_ALIGNER_RESET_TOOLTIP :{BLACK}Reinicia las coordenadas relativas actuales ++STR_SPRITE_ALIGNER_OFFSETS_ABS :{BLACK}Coordenada X: {NUM}, Coordenada Y: {NUM} (Absoluta) ++STR_SPRITE_ALIGNER_OFFSETS_REL :{BLACK}Coordenada X: {NUM}, Coordenada Y: {NUM} (Relativa) ++STR_SPRITE_ALIGNER_PICKER_BUTTON :{BLACK}Seleccionar sprite ++STR_SPRITE_ALIGNER_PICKER_TOOLTIP :{BLACK}Seleccionar un sprite de cualquier parte de la pantalla ++ ++STR_SPRITE_ALIGNER_GOTO_CAPTION :{WHITE}Ir a sprite ++ ++# NewGRF (self) generated warnings/errors ++STR_NEWGRF_ERROR_MSG_INFO :{SILVER}{STRING} ++STR_NEWGRF_ERROR_MSG_WARNING :{RED}Atención: {SILVER}{STRING} ++STR_NEWGRF_ERROR_MSG_ERROR :{RED}Error: {SILVER}{STRING} ++STR_NEWGRF_ERROR_MSG_FATAL :{RED}Error Fatal: {SILVER}{STRING} ++STR_NEWGRF_ERROR_FATAL_POPUP :{WHITE}Ha ocurrido un error fatal de NewGRF:{}{STRING} ++STR_NEWGRF_ERROR_VERSION_NUMBER :{1:STRING} no funcionará con la con la versión de TTDPatch reportada por OpenTTD ++STR_NEWGRF_ERROR_DOS_OR_WINDOWS :{1:STRING} es la para la versión {STRING} de TTD ++STR_NEWGRF_ERROR_UNSET_SWITCH :{1:STRING} está diseñado para ser usado con {STRING} ++STR_NEWGRF_ERROR_INVALID_PARAMETER :Parámetro incorrecto para {1:STRING}: párametro {STRING} ({NUM}) ++STR_NEWGRF_ERROR_LOAD_BEFORE :{1:STRING} debe ser cargado antes de {STRING} ++STR_NEWGRF_ERROR_LOAD_AFTER :{1:STRING} debe ser cargado después de {STRING} ++STR_NEWGRF_ERROR_OTTD_VERSION_NUMBER :{1:STRING} necesita la versión {STRING} ó superior de OpenTTD ++STR_NEWGRF_ERROR_AFTER_TRANSLATED_FILE :El archivo GRF ha sido diseñado para ser traducido ++STR_NEWGRF_ERROR_TOO_MANY_NEWGRFS_LOADED :Demasiados NewGRFs han sido cargados ++STR_NEWGRF_ERROR_STATIC_GRF_CAUSES_DESYNC :Cargar {1:STRING} como NewGRF estático con {STRING} puede causar desincronizaciones ++STR_NEWGRF_ERROR_UNEXPECTED_SPRITE :Sprite inesperado (sprite {3:NUM}) ++STR_NEWGRF_ERROR_UNKNOWN_PROPERTY :Propiedad de Acción 0 desconocida {4:HEX} (sprite {3:NUM}) ++STR_NEWGRF_ERROR_INVALID_ID :Intento de usar una ID inválida (sprite {3:NUM}) ++STR_NEWGRF_ERROR_CORRUPT_SPRITE :{YELLOW}{STRING} contiene un sprite corrupto. Todos los sprites corruptos serán mostrados como un interrogante rojo (?) ++STR_NEWGRF_ERROR_MULTIPLE_ACTION_8 :Contiene múltiples entradas de Acción 8 (sprite {3:NUM}) ++STR_NEWGRF_ERROR_READ_BOUNDS :Lectura más allá del fin de un pseudo-sprite (sprite {3:NUM}) ++STR_NEWGRF_ERROR_GRM_FAILED :Recursos GRF solicitados no disponibles (sprite {3:NUM}) ++STR_NEWGRF_ERROR_FORCEFULLY_DISABLED :{1:STRING} fue desactivado por {STRING} ++STR_NEWGRF_ERROR_INVALID_SPRITE_LAYOUT :Formato de colocación de sprites inválido o desconocido (sprite {3:NUM}) ++ ++# NewGRF related 'general' warnings ++STR_NEWGRF_POPUP_CAUTION_CAPTION :{WHITE}¡Precaución! ++STR_NEWGRF_CONFIRMATION_TEXT :{YELLOW}Se van a modificar los NewGRF de una partida ya comenzada. Esto puede provocar un error fatal en OpenTTD o romper la partida.{}No se deben crear reportes de bugs por problemas causados por esta acción.{}¿Está completamente seguro de esto? ++ ++STR_NEWGRF_DUPLICATE_GRFID :{WHITE}El archivo no puede añadirse: GRF ID duplicado ++STR_NEWGRF_COMPATIBLE_LOADED :{ORANGE}Archivo no encontrado (GRF compatible cargado) ++STR_NEWGRF_TOO_MANY_NEWGRFS :{WHITE}No se puede añadir archivo: Alcanzado el máximo de NewGRFs permitidos ++ ++STR_NEWGRF_COMPATIBLE_LOAD_WARNING :{WHITE}GRF(s) compatibles cargados para archivos que faltan ++STR_NEWGRF_DISABLED_WARNING :{WHITE}Archivo(s) GRF no encontrados han sido desactivados ++STR_NEWGRF_UNPAUSE_WARNING_TITLE :{YELLOW}Archivo(s) GRF no encontrados ++STR_NEWGRF_UNPAUSE_WARNING :{WHITE}Quitar la pausa puede hacer que se cierre OpenTTD. No notifique este error.{}¿Desea realmente quitar la pausa? ++ ++# NewGRF status ++STR_NEWGRF_LIST_NONE :Ninguno ++STR_NEWGRF_LIST_ALL_FOUND :Todos los archivos presentes ++STR_NEWGRF_LIST_COMPATIBLE :{YELLOW}Archivos compatibles encontrados ++STR_NEWGRF_LIST_MISSING :{RED}Archivos que faltan ++ ++# NewGRF 'it's broken' warnings ++STR_NEWGRF_BROKEN :{WHITE}Es probable que el funcionamiento del NewGRF '{0:STRING}' cause desincronizaciones o fallos ++STR_NEWGRF_BROKEN_POWERED_WAGON :{WHITE}Ha cambiado el estado 'vagón motorizado' para '{1:ENGINE}' cuando no estaba dentro de un depósito ++STR_NEWGRF_BROKEN_VEHICLE_LENGTH :{WHITE}Ha cambiado la longitud del vehículo para '{1:ENGINE}' cuando no estaba dentro de un depósito ++STR_NEWGRF_BROKEN_CAPACITY :{WHITE}Ha cambiado la capacidad del vehículo para '{1:ENGINE}' fuera de un depósito o mientras no se estaba remodelando ++STR_BROKEN_VEHICLE_LENGTH :{WHITE}Tren '{VEHICLE}' perteneciente a '{COMPANY}' tiene una longitud incorrecta. Puede ser debido a problemas con los NewGRF. El juego puede fallar ++ ++STR_NEWGRF_BUGGY :{WHITE}El NewGRF '{0:STRING}' da información incorrecta ++STR_NEWGRF_BUGGY_ARTICULATED_CARGO :{WHITE}La información de carga/reforma para '{1:ENGINE}' difiere de la de lista de compra después de la construcción. Esto puede causar que la renovación/reemplazo automático no haga la reforma correcta ++STR_NEWGRF_BUGGY_ENDLESS_PRODUCTION_CALLBACK :{WHITE}'{1:STRING}' ha causado un bucle sin fin en la 'callback' de producción ++STR_NEWGRF_BUGGY_UNKNOWN_CALLBACK_RESULT :{WHITE}'Callback' {1:HEX} devolvió el resultado desconocido o inválido {2:HEX} ++ ++# 'User removed essential NewGRFs'-placeholders for stuff without specs ++STR_NEWGRF_INVALID_CARGO :<carga incorrecta> ++STR_NEWGRF_INVALID_CARGO_ABBREV :?? ++STR_NEWGRF_INVALID_CARGO_QUANTITY :{COMMA} de <carga incorrecta> ++STR_NEWGRF_INVALID_ENGINE :<modelo de vehículo incorrecto> ++STR_NEWGRF_INVALID_INDUSTRYTYPE :<industria incorrecta> ++ ++# Placeholders for other invalid stuff, e.g. vehicles that have gone (Game Script). ++STR_INVALID_VEHICLE :<vehículo inválido> ++ ++# NewGRF scanning window ++STR_NEWGRF_SCAN_CAPTION :{WHITE}Comprobando NewGRFs ++STR_NEWGRF_SCAN_MESSAGE :{BLACK}Comprobando NewGRFs. Dependiendo de la cantidad, esto puede llevar un tiempo... ++STR_NEWGRF_SCAN_STATUS :{BLACK}{NUM} NewGRF{P "" s} comprobados de un total aproximado de {NUM} NewGRF{P "" s} ++STR_NEWGRF_SCAN_ARCHIVES :Comprobando archivos ++ ++# Sign list window ++STR_SIGN_LIST_CAPTION :{WHITE}Lista de carteles - {COMMA} Cartel{P "" es} ++STR_SIGN_LIST_MATCH_CASE :{BLACK}Mayúsculas/minúsculas ++STR_SIGN_LIST_MATCH_CASE_TOOLTIP :{BLACK}Activa/desactiva la comprobación de mayúsculas y minúsculas al filtrar la lista de carteles ++ ++# Sign window ++STR_EDIT_SIGN_CAPTION :{WHITE}Editar texto del cartel ++STR_EDIT_SIGN_NEXT_SIGN_TOOLTIP :{BLACK}Ir al siguiente cartel ++STR_EDIT_SIGN_PREVIOUS_SIGN_TOOLTIP :{BLACK}Ir al anterior cartel ++ ++STR_EDIT_SIGN_SIGN_OSKTITLE :{BLACK}Introduce un nombre para el cartel ++ ++# Town directory window ++STR_TOWN_DIRECTORY_CAPTION :{WHITE}Municipios ++STR_TOWN_DIRECTORY_NONE :{ORANGE}- Ninguna - ++STR_TOWN_DIRECTORY_TOWN :{ORANGE}{TOWN}{BLACK} ({COMMA}) ++STR_TOWN_DIRECTORY_LIST_TOOLTIP :{BLACK}Nombres de los municipios - click sobre un nombre para centrar la vista principal en él. Ctrl+Click abre una ventana de visualización en dicha posición ++STR_TOWN_POPULATION :{BLACK}Población mundial: {COMMA} ++ ++# Town view window ++STR_TOWN_VIEW_TOWN_CAPTION :{WHITE}{TOWN} ++STR_TOWN_VIEW_CITY_CAPTION :{WHITE}{TOWN} (Ciudad) ++STR_TOWN_VIEW_POPULATION_HOUSES :{BLACK}Habitantes: {ORANGE}{COMMA}{BLACK} Casas: {ORANGE}{COMMA} ++STR_TOWN_VIEW_PASSENGERS_LAST_MONTH_MAX :{BLACK}Pasajeros último mes: {ORANGE}{COMMA}{BLACK} Máx.: {ORANGE}{COMMA} ++STR_TOWN_VIEW_MAIL_LAST_MONTH_MAX :{BLACK}Correo último mes: {ORANGE}{COMMA}{BLACK} Máx.: {ORANGE}{COMMA} ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH :{BLACK}Carga necesaria para crecimiento del municipio: ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_REQUIRED_GENERAL :{ORANGE}{STRING}{RED} requeridos ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_REQUIRED_WINTER :{ORANGE}{STRING}{BLACK} requerido en invierno ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_DELIVERED_GENERAL :{ORANGE}{STRING}{GREEN} entregado ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_REQUIRED :{ORANGE}{CARGO_TINY} / {CARGO_LONG}{RED} (todavía requerido) ++STR_TOWN_VIEW_CARGO_FOR_TOWNGROWTH_DELIVERED :{ORANGE}{CARGO_TINY} / {CARGO_LONG}{GREEN} (entregado) ++STR_TOWN_VIEW_TOWN_GROWS_EVERY :{BLACK}El municipio crece cada {ORANGE}{COMMA}{BLACK}{NBSP}día{P "" s} ++STR_TOWN_VIEW_TOWN_GROWS_EVERY_FUNDED :{BLACK}El municipio crece cada {ORANGE}{COMMA}{BLACK}{NBSP}días{P "" s} (edificios fundados) ++STR_TOWN_VIEW_TOWN_GROW_STOPPED :{BLACK}El municipio {RED}no{BLACK} está creciendo ++STR_TOWN_VIEW_NOISE_IN_TOWN :{BLACK}Nivel de ruido en municipio: {ORANGE}{COMMA}{BLACK} Máx.: {ORANGE}{COMMA} ++STR_TOWN_VIEW_CENTER_TOOLTIP :{BLACK}Centrar vista sobre el municipio. Ctrl+Click abre un punto de vista en dicha posición ++STR_TOWN_VIEW_LOCAL_AUTHORITY_BUTTON :{BLACK}Autoridad local ++STR_TOWN_VIEW_LOCAL_AUTHORITY_TOOLTIP :{BLACK}Mostrar información sobre autoridades locales ++STR_TOWN_VIEW_RENAME_TOOLTIP :{BLACK}Cambiar nombre del municipio ++ ++STR_TOWN_VIEW_EXPAND_BUTTON :{BLACK}Aumentar ++STR_TOWN_VIEW_EXPAND_TOOLTIP :{BLACK}Aumentar la población del municipio ++STR_TOWN_VIEW_DELETE_BUTTON :{BLACK}Borrar ++STR_TOWN_VIEW_DELETE_TOOLTIP :{BLACK}Borrar este municipio completamente ++ ++STR_TOWN_VIEW_RENAME_TOWN_BUTTON :Renombrar Municipio ++ ++# Town local authority window ++STR_LOCAL_AUTHORITY_CAPTION :{WHITE}{TOWN} autoridad local ++STR_LOCAL_AUTHORITY_COMPANY_RATINGS :{BLACK}Calificación de empresas de transporte: ++STR_LOCAL_AUTHORITY_COMPANY_RATING :{YELLOW}{COMPANY} {COMPANY_NUM}: {ORANGE}{STRING} ++STR_LOCAL_AUTHORITY_ACTIONS_TITLE :{BLACK}Acciones disponibles: ++STR_LOCAL_AUTHORITY_ACTIONS_TOOLTIP :{BLACK}Lista de acciones posibles en este municipio - Click sobre cada línea para obtener más detalles ++STR_LOCAL_AUTHORITY_DO_IT_BUTTON :{BLACK}Hágalo ++STR_LOCAL_AUTHORITY_DO_IT_TOOLTIP :{BLACK}Hacer lo que se ha marcado en la opción anterior ++ ++STR_LOCAL_AUTHORITY_ACTION_SMALL_ADVERTISING_CAMPAIGN :Pequeña campaña publicitaria ++STR_LOCAL_AUTHORITY_ACTION_MEDIUM_ADVERTISING_CAMPAIGN :Mediana campaña publicitaria ++STR_LOCAL_AUTHORITY_ACTION_LARGE_ADVERTISING_CAMPAIGN :Gran campaña publicitaria ++STR_LOCAL_AUTHORITY_ACTION_ROAD_RECONSTRUCTION :Pagar la reconstrucción de las carreteras locales ++STR_LOCAL_AUTHORITY_ACTION_STATUE_OF_COMPANY :Poner una estatua al dueño de la empresa ++STR_LOCAL_AUTHORITY_ACTION_NEW_BUILDINGS :Pagar la construcción de nuevos edificios ++STR_LOCAL_AUTHORITY_ACTION_EXCLUSIVE_TRANSPORT :Comprar la exclusiva de los servicios de transporte ++STR_LOCAL_AUTHORITY_ACTION_BRIBE :Sobornar a la autoridad local ++ ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_SMALL_ADVERTISING :{YELLOW}Iniciar una pequeña campaña publicitaria local para atraer más pasajeros y carga a sus servicios de transporte.{}Coste: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_MEDIUM_ADVERTISING :{YELLOW}Iniciar una campaña publicitaria local mediana para atraer más pasajeros y carga a sus servicios de transporte.{}Coste: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_LARGE_ADVERTISING :{YELLOW}Iniciar una gran campaña publicitaria local para atraer más pasajeros y carga a sus servicios de transporte.{}Coste: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_ROAD_RECONSTRUCTION :{YELLOW}Pagar la reconstrucción de las carreteras locales. Provoca considerables complicaciones del tráfico durante 6 meses.{}Coste: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_STATUE_OF_COMPANY :{YELLOW}Construye una estatua en honor a su empresa.{}Coste: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_NEW_BUILDINGS :{YELLOW}Pagar la construcción de nuevos edificios comerciales en el municipio.{}Coste: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_EXCLUSIVE_TRANSPORT :{YELLOW}Comprar en exclusiva los derechos de transporte en este municipio durante un año. Las autoridades solo permitirán el uso de las estaciones de su empresa.{}Coste: {CURRENCY_LONG} ++STR_LOCAL_AUTHORITY_ACTION_TOOLTIP_BRIBE :{YELLOW}Sobornar a las autoridades locales para aumentar su calificación, con el riesgo de una severa penalización si es descubierto.{}Coste: {CURRENCY_LONG} ++ ++# Goal window ++STR_GOALS_CAPTION :{WHITE}Metas de {COMPANY} ++STR_GOALS_SPECTATOR_CAPTION :{WHITE}Metas Globales ++STR_GOALS_GLOBAL_TITLE :{BLACK}Metas globales: ++STR_GOALS_TEXT :{ORANGE}{STRING} ++STR_GOALS_NONE :{ORANGE}- Ninguna - ++STR_GOALS_SPECTATOR_NONE :{ORANGE}- No aplicable - ++STR_GOALS_PROGRESS :{ORANGE}{STRING} ++STR_GOALS_PROGRESS_COMPLETE :{GREEN}{STRING} ++STR_GOALS_COMPANY_TITLE :{BLACK}Metas de la compañía: ++STR_GOALS_TOOLTIP_CLICK_ON_SERVICE_TO_CENTER :{BLACK}Click en una meta para centrar la vista principal en la casilla, industria o municipio. Ctrl+Click abre una nueva vista en esa localización ++ ++# Goal question window ++STR_GOAL_QUESTION_CAPTION_QUESTION :Pregunta ++STR_GOAL_QUESTION_CAPTION_INFORMATION :Información ++STR_GOAL_QUESTION_CAPTION_WARNING :Advertencia ++STR_GOAL_QUESTION_CAPTION_ERROR :Error ++ ++############ Start of Goal Question button list ++STR_GOAL_QUESTION_BUTTON_CANCEL :Cancelar ++STR_GOAL_QUESTION_BUTTON_OK :Ok ++STR_GOAL_QUESTION_BUTTON_NO :No ++STR_GOAL_QUESTION_BUTTON_YES :Sí ++STR_GOAL_QUESTION_BUTTON_DECLINE :Rechazar ++STR_GOAL_QUESTION_BUTTON_ACCEPT :Aceptar ++STR_GOAL_QUESTION_BUTTON_IGNORE :Ignorar ++STR_GOAL_QUESTION_BUTTON_RETRY :Reintentar ++STR_GOAL_QUESTION_BUTTON_PREVIOUS :Anterior ++STR_GOAL_QUESTION_BUTTON_NEXT :Siguiente ++STR_GOAL_QUESTION_BUTTON_STOP :Parar ++STR_GOAL_QUESTION_BUTTON_START :Comenzar ++STR_GOAL_QUESTION_BUTTON_GO :Ir ++STR_GOAL_QUESTION_BUTTON_CONTINUE :Continuar ++STR_GOAL_QUESTION_BUTTON_RESTART :Reiniciar ++STR_GOAL_QUESTION_BUTTON_POSTPONE :Posponer ++STR_GOAL_QUESTION_BUTTON_SURRENDER :Rendirse ++STR_GOAL_QUESTION_BUTTON_CLOSE :Cerrar ++############ End of Goal Question button list ++ ++# Subsidies window ++STR_SUBSIDIES_CAPTION :{WHITE}Subvenciones ++STR_SUBSIDIES_OFFERED_TITLE :{BLACK}Se ofrecen subvenciones por llevar: ++STR_SUBSIDIES_OFFERED_FROM_TO :{ORANGE}{STRING} desde {STRING} a {STRING}{YELLOW} (antes de {DATE_SHORT}) ++STR_SUBSIDIES_NONE :{ORANGE}- Ninguno - ++STR_SUBSIDIES_SUBSIDISED_TITLE :{BLACK}Líneas ya subvencionadas: ++STR_SUBSIDIES_SUBSIDISED_FROM_TO :{ORANGE}{STRING} desde {STRING} a {STRING}{YELLOW} ({COMPANY}{YELLOW}, hasta {DATE_SHORT}) ++STR_SUBSIDIES_TOOLTIP_CLICK_ON_SERVICE_TO_CENTER :{BLACK}Click sobre el servicio para centrar la vista principal en esta industria/municipio. Ctrl+Click abre un punto de vista en dicha posición ++ ++# Story book window ++STR_STORY_BOOK_CAPTION :{WHITE}Historial de {COMPANY} ++STR_STORY_BOOK_SPECTATOR_CAPTION :{WHITE}Historial Global ++STR_STORY_BOOK_TITLE :{YELLOW}{STRING} ++STR_STORY_BOOK_GENERIC_PAGE_ITEM :Página {NUM} ++STR_STORY_BOOK_SEL_PAGE_TOOLTIP :{BLACK}Permite saltar a una página específica al seleccionarla en esta lista desplegable ++STR_STORY_BOOK_PREV_PAGE :{BLACK}Anterior ++STR_STORY_BOOK_PREV_PAGE_TOOLTIP :{BLACK}Ir a la página anterior ++STR_STORY_BOOK_NEXT_PAGE :{BLACK}Siguiente ++STR_STORY_BOOK_NEXT_PAGE_TOOLTIP :{BLACK}Ir a la siguiente página ++STR_STORY_BOOK_INVALID_GOAL_REF :{RED}Referencia de metas inválida ++ ++# Station list window ++STR_STATION_LIST_TOOLTIP :{BLACK}Nombres de estación - Click sobre un nombre para centrar la vista principal en la estación. Ctrl+Click abre un punto de vista en dicha posición ++STR_STATION_LIST_USE_CTRL_TO_SELECT_MORE :{BLACK}Mantén pulsado Ctrl para seleccionar más de un elemento ++STR_STATION_LIST_CAPTION :{WHITE}{COMPANY} - {COMMA} Estaciones ++STR_STATION_LIST_STATION :{YELLOW}{STATION} {STATION_FEATURES} ++STR_STATION_LIST_WAYPOINT :{YELLOW}{WAYPOINT} ++STR_STATION_LIST_NONE :{YELLOW}- Ninguna - ++STR_STATION_LIST_SELECT_ALL_FACILITIES :{BLACK}Seleccionar todos los tipos de estación ++STR_STATION_LIST_SELECT_ALL_TYPES :{BLACK}Selecciona todos los tipos de carga (incluidas las que no están en espera) ++STR_STATION_LIST_NO_WAITING_CARGO :{BLACK}Ningún tipo de carga está esperando ++ ++# Station view window ++STR_STATION_VIEW_CAPTION :{WHITE}{STATION} {STATION_FEATURES} ++STR_STATION_VIEW_WAITING_CARGO :{WHITE}{CARGO_LONG} ++STR_STATION_VIEW_EN_ROUTE_FROM :{YELLOW}({CARGO_SHORT} en ruta desde {STATION}) ++STR_STATION_VIEW_RESERVED :{YELLOW}({CARGO_SHORT} reservado para cargar) ++ ++STR_STATION_VIEW_ACCEPTS_BUTTON :{BLACK}Acepta ++STR_STATION_VIEW_ACCEPTS_TOOLTIP :{BLACK}Mostrar lista de carga aceptada ++STR_STATION_VIEW_ACCEPTS_CARGO :{BLACK}Acepta: {WHITE}{CARGO_LIST} ++ ++STR_STATIOV_VIEW_EXCLUSIVE_RIGHTS_SELF :{BLACK}Esta estación tiene derechos de transporte exclusivos en este municipio. ++STR_STATIOV_VIEW_EXCLUSIVE_RIGHTS_COMPANY :{YELLOW}{COMPANY}{BLACK} compró derechos de transporte exclusivo en este municipio. ++ ++STR_STATION_VIEW_RATINGS_BUTTON :{BLACK}Calificación ++STR_STATION_VIEW_RATINGS_TOOLTIP :{BLACK}Ver calificación de la estación ++STR_STATION_VIEW_SUPPLY_RATINGS_TITLE :{BLACK}Suministro mensual y calificación local: ++STR_STATION_VIEW_CARGO_SUPPLY_RATING :{WHITE}{STRING}: {YELLOW}{COMMA} / {STRING} ({COMMA}%) ++ ++STR_STATION_VIEW_GROUP :{BLACK}Agrupar por ++STR_STATION_VIEW_WAITING_STATION :Estación: Esperando ++STR_STATION_VIEW_WAITING_AMOUNT :Cantidad: Esperando ++STR_STATION_VIEW_PLANNED_STATION :Estación: Planeada ++STR_STATION_VIEW_PLANNED_AMOUNT :Cantidad: Planeada ++STR_STATION_VIEW_FROM :{YELLOW}{CARGO_SHORT} desde {STATION} ++STR_STATION_VIEW_VIA :{YELLOW}{CARGO_SHORT} vía {STATION} ++STR_STATION_VIEW_TO :{YELLOW}{CARGO_SHORT} a {STATION} ++STR_STATION_VIEW_FROM_ANY :{RED}{CARGO_SHORT} desde estación desconocida ++STR_STATION_VIEW_TO_ANY :{RED}{CARGO_SHORT} a cualquier estación ++STR_STATION_VIEW_VIA_ANY :{RED}{CARGO_SHORT} vía cualquier estación ++STR_STATION_VIEW_FROM_HERE :{GREEN}{CARGO_SHORT} con salida desde esta estación ++STR_STATION_VIEW_VIA_HERE :{GREEN}{CARGO_SHORT} se detendrá en esta estación ++STR_STATION_VIEW_TO_HERE :{GREEN}{CARGO_SHORT} a esta estación ++STR_STATION_VIEW_NONSTOP :{YELLOW}{CARGO_SHORT} sin paradas ++ ++STR_STATION_VIEW_GROUP_S_V_D :Origen-Vía-Destino ++STR_STATION_VIEW_GROUP_S_D_V :Origen-Destino-Vía ++STR_STATION_VIEW_GROUP_V_S_D :Vía-Origen-Destino ++STR_STATION_VIEW_GROUP_V_D_S :Vía-Destino-Origen ++STR_STATION_VIEW_GROUP_D_S_V :Destino-Origen-Vía ++STR_STATION_VIEW_GROUP_D_V_S :Destino-Vía-Origen ++ ++############ range for rating starts ++STR_CARGO_RATING_APPALLING :Espantoso ++STR_CARGO_RATING_VERY_POOR :Muy pobre ++STR_CARGO_RATING_POOR :Pobre ++STR_CARGO_RATING_MEDIOCRE :Mediocre ++STR_CARGO_RATING_GOOD :Bueno ++STR_CARGO_RATING_VERY_GOOD :Muy bueno ++STR_CARGO_RATING_EXCELLENT :Excelente ++STR_CARGO_RATING_OUTSTANDING :Excepcional ++############ range for rating ends ++ ++STR_STATION_VIEW_CENTER_TOOLTIP :{BLACK}Centrar vista en la posición de la estación. Ctrl+Click abre un punto de vista en dicha posición ++STR_STATION_VIEW_RENAME_TOOLTIP :{BLACK}Cambiar nombre de la estación ++ ++STR_STATION_VIEW_SCHEDULED_TRAINS_TOOLTIP :{BLACK}Mostrar todos los trenes que tienen esta estación en su horario ++STR_STATION_VIEW_SCHEDULED_ROAD_VEHICLES_TOOLTIP :{BLACK}Mostrar todos los vehículos de carretera que tienen esta estación en su horario ++STR_STATION_VIEW_SCHEDULED_AIRCRAFT_TOOLTIP :{BLACK}Mostrar todas las aeronaves que tienen esta estación en su horario ++STR_STATION_VIEW_SCHEDULED_SHIPS_TOOLTIP :{BLACK}Mostrar todos los barcos que tienen esta estación en su horario ++ ++STR_STATION_VIEW_RENAME_STATION_CAPTION :Renombrar estación/zona de carga ++ ++STR_STATION_VIEW_CLOSE_AIRPORT :{BLACK}Cerrar aeropuerto ++STR_STATION_VIEW_CLOSE_AIRPORT_TOOLTIP :{BLACK}Prevenir a los aviones de aterrizar en este aeropuerto ++ ++# Waypoint/buoy view window ++STR_WAYPOINT_VIEW_CAPTION :{WHITE}{WAYPOINT} ++STR_WAYPOINT_VIEW_CENTER_TOOLTIP :{BLACK}Centrar vista en posición del punto de ruta. Ctrl+Click abre un punto de vista en dicha posición ++STR_WAYPOINT_VIEW_CHANGE_WAYPOINT_NAME :{BLACK}Cambiar nombre del punto de ruta ++STR_BUOY_VIEW_CENTER_TOOLTIP :{BLACK}Centrar vista en posición de la boya. Ctrl+Click abre un punto de vista en dicha posición ++STR_BUOY_VIEW_CHANGE_BUOY_NAME :{BLACK}Cambiar nombre de boya ++ ++STR_EDIT_WAYPOINT_NAME :{WHITE}Editar nombre del punto de ruta ++ ++# Finances window ++STR_FINANCES_CAPTION :{WHITE}Finanzas de {COMPANY} {BLACK}{COMPANY_NUM} ++STR_FINANCES_EXPENDITURE_INCOME_TITLE :{WHITE}Gastos/Ingresos ++STR_FINANCES_YEAR :{WHITE}{NUM} ++STR_FINANCES_SECTION_CONSTRUCTION :{GOLD}Construcción ++STR_FINANCES_SECTION_NEW_VEHICLES :{GOLD}Nuevos vehículos ++STR_FINANCES_SECTION_TRAIN_RUNNING_COSTS :{GOLD}Coste operación Trenes ++STR_FINANCES_SECTION_ROAD_VEHICLE_RUNNING_COSTS :{GOLD}Coste de operación de vehículos de carretera ++STR_FINANCES_SECTION_AIRCRAFT_RUNNING_COSTS :{GOLD}Coste operación Aeronaves ++STR_FINANCES_SECTION_SHIP_RUNNING_COSTS :{GOLD}Coste operación Barcos ++STR_FINANCES_SECTION_PROPERTY_MAINTENANCE :{GOLD}Mantenimiento de Propiedades ++STR_FINANCES_SECTION_TRAIN_INCOME :{GOLD}Ingresos Trenes ++STR_FINANCES_SECTION_ROAD_VEHICLE_INCOME :{GOLD}Ingresos Vehículos ++STR_FINANCES_SECTION_AIRCRAFT_INCOME :{GOLD}Ingresos Aeronaves ++STR_FINANCES_SECTION_SHIP_INCOME :{GOLD}Ingresos Barcos ++STR_FINANCES_SECTION_LOAN_INTEREST :{GOLD}Intereses de Préstamo ++STR_FINANCES_SECTION_OTHER :{GOLD}Otros ++STR_FINANCES_NEGATIVE_INCOME :{BLACK}-{CURRENCY_LONG} ++STR_FINANCES_POSITIVE_INCOME :{BLACK}+{CURRENCY_LONG} ++STR_FINANCES_TOTAL_CAPTION :{WHITE}Total: ++STR_FINANCES_BANK_BALANCE_TITLE :{WHITE}Saldo en Banco ++STR_FINANCES_LOAN_TITLE :{WHITE}Préstamo ++STR_FINANCES_MAX_LOAN :{WHITE}Préstamo Máximo: {BLACK}{CURRENCY_LONG} ++STR_FINANCES_TOTAL_CURRENCY :{BLACK}{CURRENCY_LONG} ++STR_FINANCES_BORROW_BUTTON :{BLACK}Pedir Préstamo {CURRENCY_LONG} ++STR_FINANCES_BORROW_TOOLTIP :{BLACK}Incrementar préstamo. Ctrl+Click solicita todo el préstamo posible ++STR_FINANCES_REPAY_BUTTON :{BLACK}Pagar Préstamo {CURRENCY_LONG} ++STR_FINANCES_REPAY_TOOLTIP :{BLACK}Pagar parte del préstamo. Ctrl+Click paga todo el préstamo posible ++STR_FINANCES_INFRASTRUCTURE_BUTTON :{BLACK}Infraestructura ++ ++# Company view ++STR_COMPANY_VIEW_CAPTION :{WHITE}{COMPANY} {BLACK}{COMPANY_NUM} ++STR_COMPANY_VIEW_PRESIDENT_MANAGER_TITLE :{WHITE}{PRESIDENT_NAME}{}{GOLD}(Presidente) ++ ++STR_COMPANY_VIEW_INAUGURATED_TITLE :{GOLD}Inaugurado: {WHITE}{NUM} ++STR_COMPANY_VIEW_COLOUR_SCHEME_TITLE :{GOLD}Esquema de Color: ++STR_COMPANY_VIEW_VEHICLES_TITLE :{GOLD}Vehículos: ++STR_COMPANY_VIEW_TRAINS :{WHITE}{COMMA} tren{P "" es} ++STR_COMPANY_VIEW_ROAD_VEHICLES :{WHITE}{COMMA} vehículo{P "" s} de carretera ++STR_COMPANY_VIEW_AIRCRAFT :{WHITE}{COMMA} aeronave{P "" s} ++STR_COMPANY_VIEW_SHIPS :{WHITE}{COMMA} barco{P "" s} ++STR_COMPANY_VIEW_VEHICLES_NONE :{WHITE}Ninguno ++STR_COMPANY_VIEW_COMPANY_VALUE :{GOLD}Valor de la empresa: {WHITE}{CURRENCY_LONG} ++STR_COMPANY_VIEW_SHARES_OWNED_BY :{WHITE}({COMMA}% propiedad de {COMPANY}) ++STR_COMPANY_VIEW_INFRASTRUCTURE :{GOLD}Infraestructura: ++STR_COMPANY_VIEW_INFRASTRUCTURE_RAIL :{WHITE}{COMMA} trozo{P "" s} de ferrocarril ++STR_COMPANY_VIEW_INFRASTRUCTURE_ROAD :{WHITE}{COMMA} trozo{P "" s} de carretera ++STR_COMPANY_VIEW_INFRASTRUCTURE_WATER :{WHITE}{COMMA} casilla{P "" s} de agua ++STR_COMPANY_VIEW_INFRASTRUCTURE_STATION :{WHITE}{COMMA} casilla{P "" s} de estación ++STR_COMPANY_VIEW_INFRASTRUCTURE_AIRPORT :{WHITE}{COMMA} aeropuerto{P "" s} ++STR_COMPANY_VIEW_INFRASTRUCTURE_NONE :{WHITE}Ninguna ++ ++STR_COMPANY_VIEW_BUILD_HQ_BUTTON :{BLACK}Construir Sede ++STR_COMPANY_VIEW_BUILD_HQ_TOOLTIP :{BLACK}Construir la sede de la empresa ++STR_COMPANY_VIEW_VIEW_HQ_BUTTON :{BLACK}Ver Sede ++STR_COMPANY_VIEW_VIEW_HQ_TOOLTIP :{BLACK}Ver sede de la empresa ++STR_COMPANY_VIEW_RELOCATE_HQ :{BLACK}Reubicar Sede ++STR_COMPANY_VIEW_RELOCATE_COMPANY_HEADQUARTERS :{BLACK}Reubica la sede de la empresa a cualquier otro lugar, con el coste del 1% del valor total de la empresa. Shift+Click muestra una estimación del precio sin mover la sede ++STR_COMPANY_VIEW_INFRASTRUCTURE_BUTTON :{BLACK}Detalles ++STR_COMPANY_VIEW_INFRASTRUCTURE_TOOLTIP :{BLACK}Ver informe detallado de infraestructura ++ ++STR_COMPANY_VIEW_NEW_FACE_BUTTON :{BLACK}Nueva Cara ++STR_COMPANY_VIEW_NEW_FACE_TOOLTIP :{BLACK}Selecciona nueva cara para el presidente ++STR_COMPANY_VIEW_COLOUR_SCHEME_BUTTON :{BLACK}Esquema de Color ++STR_COMPANY_VIEW_COLOUR_SCHEME_TOOLTIP :{BLACK}Cambiar los colores de la empresa ++STR_COMPANY_VIEW_COMPANY_NAME_BUTTON :{BLACK}Nombre Empresa ++STR_COMPANY_VIEW_COMPANY_NAME_TOOLTIP :{BLACK}Cambiar el nombre de la empresa ++STR_COMPANY_VIEW_PRESIDENT_NAME_BUTTON :{BLACK}Nombre Presidente ++STR_COMPANY_VIEW_PRESIDENT_NAME_TOOLTIP :{BLACK}Cambiar el nombre del presidente ++ ++STR_COMPANY_VIEW_BUY_SHARE_BUTTON :{BLACK}Comprar un 25% de sus acciones ++STR_COMPANY_VIEW_SELL_SHARE_BUTTON :{BLACK}Vender 25% de acciones ++STR_COMPANY_VIEW_BUY_SHARE_TOOLTIP :{BLACK}Comprar 25% de acciones de esta empresa. Shift+Click muestra una estimación del precio sin comprar ninguna acción ++STR_COMPANY_VIEW_SELL_SHARE_TOOLTIP :{BLACK}Vender 25% acciones de esta empresa. Shift+Click muestra una estimación del beneficio sin vender ninguna acción ++ ++STR_COMPANY_VIEW_COMPANY_NAME_QUERY_CAPTION :Nombre Empresa ++STR_COMPANY_VIEW_PRESIDENT_S_NAME_QUERY_CAPTION :Nombre del Presidente ++ ++STR_BUY_COMPANY_MESSAGE :{WHITE}Estamos buscando una empresa de transportes para adquirir la nuestra{}{}¿Desea comprar {COMPANY} por {CURRENCY_LONG}? ++ ++# Company infrastructure window ++STR_COMPANY_INFRASTRUCTURE_VIEW_CAPTION :{WHITE}Infraestructura de {COMPANY} ++STR_COMPANY_INFRASTRUCTURE_VIEW_RAIL_SECT :{GOLD}Trozos de ferrocarril: ++STR_COMPANY_INFRASTRUCTURE_VIEW_SIGNALS :{WHITE}Señales ++STR_COMPANY_INFRASTRUCTURE_VIEW_ROAD_SECT :{GOLD}Trozos de carretera: ++STR_COMPANY_INFRASTRUCTURE_VIEW_ROAD :{WHITE}Carretera ++STR_COMPANY_INFRASTRUCTURE_VIEW_TRAMWAY :{WHITE}Tranvía ++STR_COMPANY_INFRASTRUCTURE_VIEW_WATER_SECT :{GOLD}Casillas de agua: ++STR_COMPANY_INFRASTRUCTURE_VIEW_CANALS :{WHITE}Canales ++STR_COMPANY_INFRASTRUCTURE_VIEW_STATION_SECT :{GOLD}Estaciones: ++STR_COMPANY_INFRASTRUCTURE_VIEW_STATIONS :{WHITE}Casillas de estación ++STR_COMPANY_INFRASTRUCTURE_VIEW_AIRPORTS :{WHITE}Aeropuertos ++STR_COMPANY_INFRASTRUCTURE_VIEW_TOTAL :{WHITE}{CURRENCY_LONG}/año ++ ++# Industry directory ++STR_INDUSTRY_DIRECTORY_CAPTION :{WHITE}Industrias ++STR_INDUSTRY_DIRECTORY_NONE :{ORANGE}- Ninguna - ++STR_INDUSTRY_DIRECTORY_ITEM :{ORANGE}{INDUSTRY}{BLACK} ({CARGO_LONG}{STRING}){YELLOW} ({COMMA}% transportado) ++STR_INDUSTRY_DIRECTORY_ITEM_TWO :{ORANGE}{INDUSTRY}{BLACK} ({CARGO_LONG}{STRING}/{CARGO_LONG}{STRING}){YELLOW} ({COMMA}%/{COMMA}% transportado) ++STR_INDUSTRY_DIRECTORY_ITEM_NOPROD :{ORANGE}{INDUSTRY} ++STR_INDUSTRY_DIRECTORY_LIST_CAPTION :{BLACK}Nombre de industrias - Click sobre un nombre para centrar la vista principal en la industria. Ctrl+Click abre un punto de vista en dicha posición ++ ++# Industry view ++STR_INDUSTRY_VIEW_CAPTION :{WHITE}{INDUSTRY} ++STR_INDUSTRY_VIEW_PRODUCTION_LAST_MONTH_TITLE :{BLACK}Producción del mes anterior: ++STR_INDUSTRY_VIEW_TRANSPORTED :{YELLOW}{CARGO_LONG}{STRING}{BLACK} ({COMMA}% transportado) ++STR_INDUSTRY_VIEW_LOCATION_TOOLTIP :{BLACK}Centrar la vista sobre la industria. Ctrl+Click abre un punto de vista en dicha posición ++STR_INDUSTRY_VIEW_PRODUCTION_LEVEL :{BLACK}Nivel de producción: {YELLOW}{COMMA}% ++STR_INDUSTRY_VIEW_INDUSTRY_ANNOUNCED_CLOSURE :{YELLOW}La industria ha anunciado su cierre inminente! ++ ++############ range for requires starts ++STR_INDUSTRY_VIEW_REQUIRES_CARGO :{BLACK}Requiere: {YELLOW}{STRING}{STRING} ++STR_INDUSTRY_VIEW_REQUIRES_CARGO_CARGO :{BLACK}Necesita: {YELLOW}{STRING}{STRING}, {STRING}{STRING} ++STR_INDUSTRY_VIEW_REQUIRES_CARGO_CARGO_CARGO :{BLACK}Requiere: {YELLOW}{STRING}{STRING}, {STRING}{STRING}, {STRING}{STRING} ++############ range for requires ends ++ ++STR_INDUSTRY_VIEW_REQUIRES :{BLACK}Necesita ++STR_INDUSTRY_VIEW_ACCEPT_CARGO :{YELLOW}{STRING} ++STR_INDUSTRY_VIEW_ACCEPT_CARGO_AMOUNT :{YELLOW}{CARGO_LONG} {BLACK}esperando ++STR_INDUSTRY_VIEW_ACCEPT_CARGO_TEXT :{YELLOW}{STRING}{STRING} ++STR_INDUSTRY_VIEW_ACCEPT_CARGO_AMOUNT_TEXT :{YELLOW}{CARGO_LONG}{STRING} ++ ++############ range for produces starts ++STR_INDUSTRY_VIEW_PRODUCES_CARGO :{BLACK}Produce: {YELLOW}{STRING}{STRING} ++STR_INDUSTRY_VIEW_PRODUCES_CARGO_CARGO :{BLACK}Produce: {YELLOW}{STRING}{STRING}, {STRING}{STRING} ++############ range for produces ends ++ ++STR_CONFIG_GAME_PRODUCTION :{WHITE}Cambiar producción (múltiplo de 8, máximo 2040) ++STR_CONFIG_GAME_PRODUCTION_LEVEL :{WHITE}Cambiar nivel de producción (porcentaje, hasta un máximo de 800%) ++ ++# Vehicle lists ++STR_VEHICLE_LIST_TRAIN_CAPTION :{WHITE}{STRING} - {COMMA} Trenes ++STR_VEHICLE_LIST_ROAD_VEHICLE_CAPTION :{WHITE}{STRING} - {COMMA} Vehículos de Carretera ++STR_VEHICLE_LIST_SHIP_CAPTION :{WHITE}{STRING} - {COMMA} Barcos ++STR_VEHICLE_LIST_AIRCRAFT_CAPTION :{WHITE}{STRING} - {COMMA} Aeronave{P "" s} ++ ++STR_VEHICLE_LIST_TRAIN_LIST_TOOLTIP :{BLACK}Trenes - Click en tren para información ++STR_VEHICLE_LIST_ROAD_VEHICLE_TOOLTIP :{BLACK}Vehículos de carretera - Click en el vehículo para información ++STR_VEHICLE_LIST_SHIP_TOOLTIP :{BLACK}Barcos - Click en barco para información ++STR_VEHICLE_LIST_AIRCRAFT_TOOLTIP :{BLACK}Aeronave - Click en la aeronave para información ++ ++STR_VEHICLE_LIST_PROFIT_THIS_YEAR_LAST_YEAR :{TINY_FONT}{BLACK}Beneficio este año: {CURRENCY_LONG} (último año: {CURRENCY_LONG}) ++ ++STR_VEHICLE_LIST_AVAILABLE_TRAINS :Trenes disponibles ++STR_VEHICLE_LIST_AVAILABLE_ROAD_VEHICLES :Vehículos de carretera disponibles ++STR_VEHICLE_LIST_AVAILABLE_SHIPS :Barcos disponibles ++STR_VEHICLE_LIST_AVAILABLE_AIRCRAFT :Aeronaves disponibles ++STR_VEHICLE_LIST_AVAILABLE_ENGINES_TOOLTIP :{BLACK}Ver la lista de modelos disponibles para este tipo de vehículo ++ ++STR_VEHICLE_LIST_MANAGE_LIST :{BLACK}Administrar lista ++STR_VEHICLE_LIST_MANAGE_LIST_TOOLTIP :{BLACK}Enviar instrucciones a todos los vehículos de la lista ++STR_VEHICLE_LIST_REPLACE_VEHICLES :Reemplazar vehículos ++STR_VEHICLE_LIST_SEND_FOR_SERVICING :Enviar para Servicio ++ ++STR_VEHICLE_LIST_SEND_TRAIN_TO_DEPOT :Enviar a Depósito ++STR_VEHICLE_LIST_SEND_ROAD_VEHICLE_TO_DEPOT :Enviar a Depósito ++STR_VEHICLE_LIST_SEND_SHIP_TO_DEPOT :Enviar a Astillero ++STR_VEHICLE_LIST_SEND_AIRCRAFT_TO_HANGAR :Enviar al Hangar ++ ++STR_VEHICLE_LIST_MASS_STOP_LIST_TOOLTIP :{BLACK}Click para detener todos los vehículos de la lista ++STR_VEHICLE_LIST_MASS_START_LIST_TOOLTIP :{BLACK}Click para arrancar todos los vehículos de la lista ++ ++STR_VEHICLE_LIST_SHARED_ORDERS_LIST_CAPTION :{WHITE}Órdenes compartidas de {COMMA} Vehículo{P "" s} ++ ++# Group window ++STR_GROUP_ALL_TRAINS :Todos los trenes ++STR_GROUP_ALL_ROAD_VEHICLES :Todos los vehículos de carretera ++STR_GROUP_ALL_SHIPS :Todos los barcos ++STR_GROUP_ALL_AIRCRAFTS :Todas las aeronaves ++ ++STR_GROUP_DEFAULT_TRAINS :Trenes sin agrupar ++STR_GROUP_DEFAULT_ROAD_VEHICLES :Vehículos de carretera sin agrupar ++STR_GROUP_DEFAULT_SHIPS :Barcos sin agrupar ++STR_GROUP_DEFAULT_AIRCRAFTS :Aeronaves sin agrupar ++ ++STR_GROUPS_CLICK_ON_GROUP_FOR_TOOLTIP :{BLACK}Grupos - Click en un grupo para ver la lista de sus vehículos. Es posible arrastrar grupos para modificar su jerarquía. ++STR_GROUP_CREATE_TOOLTIP :{BLACK}Click para crear un grupo ++STR_GROUP_DELETE_TOOLTIP :{BLACK}Borrar el grupo seleccionado ++STR_GROUP_RENAME_TOOLTIP :{BLACK}Renombrar el grupo seleccionado ++STR_GROUP_REPLACE_PROTECTION_TOOLTIP :{BLACK}Click para proteger este grupo del auto reemplazado global ++ ++STR_QUERY_GROUP_DELETE_CAPTION :{WHITE}Borrar Grupo ++STR_GROUP_DELETE_QUERY_TEXT :{WHITE}¿Está seguro de querer borrar este grupo y todos sus subgrupos? ++ ++STR_GROUP_ADD_SHARED_VEHICLE :Añadir vehículos con órdenes compartidas ++STR_GROUP_REMOVE_ALL_VEHICLES :Quitar todos los vehículos ++ ++STR_GROUP_RENAME_CAPTION :{BLACK}Renombrar un grupo ++ ++STR_GROUP_PROFIT_THIS_YEAR :Beneficio este año: ++STR_GROUP_PROFIT_LAST_YEAR :Beneficio del último año: ++STR_GROUP_OCCUPANCY :Uso actual: ++STR_GROUP_OCCUPANCY_VALUE :{NUM}% ++ ++# Build vehicle window ++STR_BUY_VEHICLE_TRAIN_RAIL_CAPTION :Nuevos Vehículos de Ferrocarril ++STR_BUY_VEHICLE_TRAIN_ELRAIL_CAPTION :Nuevos Vehículos de Ferrocarril Eléctrico ++STR_BUY_VEHICLE_TRAIN_MONORAIL_CAPTION :Nuevos Vehículos de Monorraíl ++STR_BUY_VEHICLE_TRAIN_MAGLEV_CAPTION :Nuevos Vehículos Maglev ++ ++STR_BUY_VEHICLE_TRAIN_ALL_CAPTION :Nuevos Vehículos de Ferrocarril ++STR_BUY_VEHICLE_ROAD_VEHICLE_CAPTION :Nuevos Vehículos de Carretera ++STR_BUY_VEHICLE_SHIP_CAPTION :Nuevos Barcos ++STR_BUY_VEHICLE_AIRCRAFT_CAPTION :Nueva Aeronave ++ ++STR_PURCHASE_INFO_COST_WEIGHT :{BLACK}Coste: {GOLD}{CURRENCY_LONG}{BLACK} Peso: {GOLD}{WEIGHT_SHORT} ++STR_PURCHASE_INFO_SPEED_POWER :{BLACK}Velocidad: {GOLD}{VELOCITY}{BLACK} Potencia: {GOLD}{POWER} ++STR_PURCHASE_INFO_SPEED :{BLACK}Velocidad: {GOLD}{VELOCITY} ++STR_PURCHASE_INFO_SPEED_OCEAN :{BLACK}Velocidad en el océano: {GOLD}{VELOCITY} ++STR_PURCHASE_INFO_SPEED_CANAL :{BLACK}Velocidad en canales/ríos: {GOLD}{VELOCITY} ++STR_PURCHASE_INFO_RUNNINGCOST :{BLACK}Coste de operación: {GOLD}{CURRENCY_LONG}/año ++STR_PURCHASE_INFO_CAPACITY :{BLACK}Capacidad: {GOLD}{CARGO_LONG} {STRING} ++STR_PURCHASE_INFO_REFITTABLE :(reformable) ++STR_PURCHASE_INFO_DESIGNED_LIFE :{BLACK}Diseñado: {GOLD}{NUM}{BLACK} Vida: {GOLD}{COMMA} año{P "" s} ++STR_PURCHASE_INFO_RELIABILITY :{BLACK}Fiabilidad máxima: {GOLD}{COMMA}% ++STR_PURCHASE_INFO_COST :{BLACK}Coste: {GOLD}{CURRENCY_LONG} ++STR_PURCHASE_INFO_WEIGHT_CWEIGHT :{BLACK}Peso: {GOLD}{WEIGHT_SHORT} ({WEIGHT_SHORT}) ++STR_PURCHASE_INFO_COST_SPEED :{BLACK}Coste: {GOLD}{CURRENCY_LONG}{BLACK} Velocidad: {GOLD}{VELOCITY} ++STR_PURCHASE_INFO_AIRCRAFT_CAPACITY :{BLACK}Capacidad: {GOLD}{CARGO_LONG}, {CARGO_LONG} ++STR_PURCHASE_INFO_PWAGPOWER_PWAGWEIGHT :{BLACK}Vagones con motor: {GOLD}+{POWER}{BLACK} Peso: {GOLD}+{WEIGHT_SHORT} ++STR_PURCHASE_INFO_REFITTABLE_TO :{BLACK}Reformable a: {GOLD}{STRING} ++STR_PURCHASE_INFO_ALL_TYPES :Todos los tipos de carga ++STR_PURCHASE_INFO_ALL_BUT :Todo excepto {CARGO_LIST} ++STR_PURCHASE_INFO_MAX_TE :{BLACK}F.T máxima: {GOLD}{FORCE} ++STR_PURCHASE_INFO_AIRCRAFT_RANGE :{BLACK}Alcance: {GOLD}{COMMA} casillas ++STR_PURCHASE_INFO_AIRCRAFT_TYPE :{BLACK}Tipo de aeronave: {GOLD}{STRING} ++ ++STR_BUY_VEHICLE_TRAIN_LIST_TOOLTIP :{BLACK}Lista de selección de los vehículos de ferrocarril. Click en el vehículo para más información. Ctrl+Click para mostrar/ocultar el tipo del vehículo ++STR_BUY_VEHICLE_ROAD_VEHICLE_LIST_TOOLTIP :{BLACK}Lista de selección de vehículos de carretera. Click en el vehículo para más información. Ctrl+Click para mostrar/ocultar el tipo del vehículo ++STR_BUY_VEHICLE_SHIP_LIST_TOOLTIP :{BLACK}Lista de selección de barcos. Click en el barco para más información. Ctrl+Click para mostrar/ocultar el tipo del barco ++STR_BUY_VEHICLE_AIRCRAFT_LIST_TOOLTIP :{BLACK}Lista de selección de aeronaves. Click en la aeronave para más información. Ctrl+Click para mostrar/ocultar el tipo de la aeronave ++ ++STR_BUY_VEHICLE_TRAIN_BUY_VEHICLE_BUTTON :{BLACK}Comprar vehículo ++STR_BUY_VEHICLE_ROAD_VEHICLE_BUY_VEHICLE_BUTTON :{BLACK}Comprar vehículo ++STR_BUY_VEHICLE_SHIP_BUY_VEHICLE_BUTTON :{BLACK}Comprar barco ++STR_BUY_VEHICLE_AIRCRAFT_BUY_VEHICLE_BUTTON :{BLACK}Comprar aeronave ++ ++STR_BUY_VEHICLE_TRAIN_BUY_VEHICLE_TOOLTIP :{BLACK}Compra el vehículo de ferrocarril resaltado. Shift+Click muestra una estimación del precio sin realizar la compra ++STR_BUY_VEHICLE_ROAD_VEHICLE_BUY_VEHICLE_TOOLTIP :{BLACK}Comprar el vehículo de carretera resaltado. Shift+Click muestra una estimación del precio sin realizar la compra ++STR_BUY_VEHICLE_SHIP_BUY_VEHICLE_TOOLTIP :{BLACK}Comprar el barco resaltado. Shift+Click muestra una estimación del precio sin realizar la compra ++STR_BUY_VEHICLE_AIRCRAFT_BUY_VEHICLE_TOOLTIP :{BLACK}Comprar la aeronave resaltada. Shift+Click muestra una estimación del precio sin realizar la compra ++ ++STR_BUY_VEHICLE_TRAIN_RENAME_BUTTON :{BLACK}Renombrar ++STR_BUY_VEHICLE_ROAD_VEHICLE_RENAME_BUTTON :{BLACK}Renombrar ++STR_BUY_VEHICLE_SHIP_RENAME_BUTTON :{BLACK}Renombrar ++STR_BUY_VEHICLE_AIRCRAFT_RENAME_BUTTON :{BLACK}Renombrar ++ ++STR_BUY_VEHICLE_TRAIN_RENAME_TOOLTIP :{BLACK}Renombrar tipo de vehículo ++STR_BUY_VEHICLE_ROAD_VEHICLE_RENAME_TOOLTIP :{BLACK}Renombrar tipo de vehículo ++STR_BUY_VEHICLE_SHIP_RENAME_TOOLTIP :{BLACK}Renombrar tipo de barco ++STR_BUY_VEHICLE_AIRCRAFT_RENAME_TOOLTIP :{BLACK}Renombrar tipo de aeronave ++ ++STR_BUY_VEHICLE_TRAIN_HIDE_TOGGLE_BUTTON :{BLACK}Ocultar ++STR_BUY_VEHICLE_ROAD_VEHICLE_HIDE_TOGGLE_BUTTON :{BLACK}Ocultar ++STR_BUY_VEHICLE_SHIP_HIDE_TOGGLE_BUTTON :{BLACK}Ocultar ++STR_BUY_VEHICLE_AIRCRAFT_HIDE_TOGGLE_BUTTON :{BLACK}Ocultar ++ ++STR_BUY_VEHICLE_TRAIN_SHOW_TOGGLE_BUTTON :{BLACK}Mostrar ++STR_BUY_VEHICLE_ROAD_VEHICLE_SHOW_TOGGLE_BUTTON :{BLACK}Mostrar ++STR_BUY_VEHICLE_SHIP_SHOW_TOGGLE_BUTTON :{BLACK}Mostrar ++STR_BUY_VEHICLE_AIRCRAFT_SHOW_TOGGLE_BUTTON :{BLACK}Mostrar ++ ++STR_BUY_VEHICLE_TRAIN_HIDE_SHOW_TOGGLE_TOOLTIP :{BLACK}Alternar mostrar/ocultar el tipo del tren ++STR_BUY_VEHICLE_ROAD_VEHICLE_HIDE_SHOW_TOGGLE_TOOLTIP :{BLACK}Alternar mostrar/ocultar el tipo del vehículo de carretera ++STR_BUY_VEHICLE_SHIP_HIDE_SHOW_TOGGLE_TOOLTIP :{BLACK}Alternar mostrar/ocultar el tipo del barco ++STR_BUY_VEHICLE_AIRCRAFT_HIDE_SHOW_TOGGLE_TOOLTIP :{BLACK}Alternar mostrar/ocultar el tipo de la aeronave ++ ++STR_QUERY_RENAME_TRAIN_TYPE_CAPTION :{WHITE}Renombrar tipo de vehículo de raíl ++STR_QUERY_RENAME_ROAD_VEHICLE_TYPE_CAPTION :{WHITE}Renombrar tipo de vehículo de carretera ++STR_QUERY_RENAME_SHIP_TYPE_CAPTION :{WHITE}Renombrar tipo de barco ++STR_QUERY_RENAME_AIRCRAFT_TYPE_CAPTION :{WHITE}Renombrar tipo de aeronave ++ ++# Depot window ++STR_DEPOT_CAPTION :{WHITE}{DEPOT} ++ ++STR_DEPOT_RENAME_TOOLTIP :{BLACK}Cambiar nombre del depósito ++STR_DEPOT_RENAME_DEPOT_CAPTION :Renombrar depósito ++ ++STR_DEPOT_NO_ENGINE :{BLACK}- ++STR_DEPOT_VEHICLE_TOOLTIP :{BLACK}{ENGINE}{STRING} ++STR_DEPOT_VEHICLE_TOOLTIP_CHAIN :{BLACK}{NUM} vehículo {P "" s}{STRING} ++STR_DEPOT_VEHICLE_TOOLTIP_CARGO :{}{CARGO_LONG} ({CARGO_SHORT}) ++ ++STR_DEPOT_TRAIN_LIST_TOOLTIP :{BLACK}Trenes - arrastrar vehículo con Click izquierdo para añadir/retirar del tren, Click derecho para mostrar información. Mantén pulsado Ctrl para usar estos comandos con el resto del tren ++STR_DEPOT_ROAD_VEHICLE_LIST_TOOLTIP :{BLACK}Vehículos de carretera - Click derecho en el vehículo para información ++STR_DEPOT_SHIP_LIST_TOOLTIP :{BLACK}Barcos - Click derecho en el barco para información ++STR_DEPOT_AIRCRAFT_LIST_TOOLTIP :{BLACK}Aeronave - Click derecho en la aeronave para información ++ ++STR_DEPOT_TRAIN_SELL_TOOLTIP :{BLACK}Arrastrar aquí el vehículo de raíl para venderlo ++STR_DEPOT_ROAD_VEHICLE_SELL_TOOLTIP :{BLACK}Arrastrar aquí el vehículo de carretera para venderlo ++STR_DEPOT_SHIP_SELL_TOOLTIP :{BLACK}Arrastrar barco aquí para venderlo ++STR_DEPOT_AIRCRAFT_SELL_TOOLTIP :{BLACK}Arrastrar aeronave aquí para venderla ++ ++STR_DEPOT_DRAG_WHOLE_TRAIN_TO_SELL_TOOLTIP :{BLACK}Arrastrar la locomotora aquí para vender el tren entero ++ ++STR_DEPOT_SELL_ALL_BUTTON_TRAIN_TOOLTIP :{BLACK}Vender todos los trenes del depósito ++STR_DEPOT_SELL_ALL_BUTTON_ROAD_VEHICLE_TOOLTIP :{BLACK}Vender todos los vehículos de carretera del depósito ++STR_DEPOT_SELL_ALL_BUTTON_SHIP_TOOLTIP :{BLACK}Vender todos los barcos del astillero ++STR_DEPOT_SELL_ALL_BUTTON_AIRCRAFT_TOOLTIP :{BLACK}Vender todas las aeronaves del hangar ++ ++STR_DEPOT_AUTOREPLACE_TRAIN_TOOLTIP :{BLACK}Reemplaza automáticamente todos los trenes del depósito ++STR_DEPOT_AUTOREPLACE_ROAD_VEHICLE_TOOLTIP :{BLACK}Reemplaza automáticamente todos los vehículos de carretera del depósito ++STR_DEPOT_AUTOREPLACE_SHIP_TOOLTIP :{BLACK}Reemplaza automáticamente todos los barcos del astillero ++STR_DEPOT_AUTOREPLACE_AIRCRAFT_TOOLTIP :{BLACK}Reemplaza automáticamente todas las aeronaves del hangar ++ ++STR_DEPOT_TRAIN_NEW_VEHICLES_BUTTON :{BLACK}Nuevos vehículos ++STR_DEPOT_ROAD_VEHICLE_NEW_VEHICLES_BUTTON :{BLACK}Nuevos vehículos ++STR_DEPOT_SHIP_NEW_VEHICLES_BUTTON :{BLACK}Nuevos barcos ++STR_DEPOT_AIRCRAFT_NEW_VEHICLES_BUTTON :{BLACK}Nueva aeronave ++ ++STR_DEPOT_TRAIN_NEW_VEHICLES_TOOLTIP :{BLACK}Comprar nuevo vehículo de raíl ++STR_DEPOT_ROAD_VEHICLE_NEW_VEHICLES_TOOLTIP :{BLACK}Comprar nuevo vehículo de carretera ++STR_DEPOT_SHIP_NEW_VEHICLES_TOOLTIP :{BLACK}Comprar nuevo barco ++STR_DEPOT_AIRCRAFT_NEW_VEHICLES_TOOLTIP :{BLACK}Comprar nueva aeronave ++ ++STR_DEPOT_CLONE_TRAIN :{BLACK}Clonar tren ++STR_DEPOT_CLONE_ROAD_VEHICLE :{BLACK}Clonar vehículo ++STR_DEPOT_CLONE_SHIP :{BLACK}Clonar barco ++STR_DEPOT_CLONE_AIRCRAFT :{BLACK}Clonar aeronave ++ ++STR_DEPOT_CLONE_TRAIN_DEPOT_INFO :{BLACK}Esto comprará una copia del tren incluyendo todos sus vagones. Pulse este botón y después en el tren dentro o fuera del depósito. Ctrl+Click compartirá las órdenes. Shift+Click muestra el precio estimado sin realizar la compra ++STR_DEPOT_CLONE_ROAD_VEHICLE_DEPOT_INFO :{BLACK}Esto comprará una copia del vehículo de carretera. Pulse este botón y después en el vehículo dentro o fuera del depósito. Ctrl+Click compartirá las órdenes. Shift+Click muestra una estimación del precio sin realizar la compra ++STR_DEPOT_CLONE_SHIP_DEPOT_INFO :{BLACK}Esto comprará una copia del barco. Pulse este botón y después el barco dentro o fuera del muelle. Ctrl+Click compartirá las órdenes. Shift+Click muestra una estimación del precio sin realizar la compra ++STR_DEPOT_CLONE_AIRCRAFT_INFO_HANGAR_WINDOW :{BLACK}Esto comprará una copia de la aeronave. Pulse este botón y después en la aeronave dentro o fuera del hangar. Ctrl+Click compartirá las órdenes. Shift+Click muestra una estimación del precio sin realizar la compra ++ ++STR_DEPOT_TRAIN_LOCATION_TOOLTIP :{BLACK}Centrar vista en posición del depósito de trenes. Ctrl+Click abre un punto de vista en dicha posición ++STR_DEPOT_ROAD_VEHICLE_LOCATION_TOOLTIP :{BLACK}Centrar vista en posición del depósito de vehículos. Ctrl+Click abre un punto de vista en dicha posición ++STR_DEPOT_SHIP_LOCATION_TOOLTIP :{BLACK}Centrar vista en posición del astillero. Ctrl+Click abre un punto de vista en dicha posición ++STR_DEPOT_AIRCRAFT_LOCATION_TOOLTIP :{BLACK}Centrar vista en posición del hangar. Ctrl+Click abre un punto de vista en dicha posición ++ ++STR_DEPOT_VEHICLE_ORDER_LIST_TRAIN_TOOLTIP :{BLACK}Obtener lista de todos los trenes con este depósito en sus órdenes ++STR_DEPOT_VEHICLE_ORDER_LIST_ROAD_VEHICLE_TOOLTIP :{BLACK}Obtener lista de todos los vehículos con el depósito actual en sus órdenes ++STR_DEPOT_VEHICLE_ORDER_LIST_SHIP_TOOLTIP :{BLACK}Obtener lista de todos los barcos con este astillero en sus órdenes ++STR_DEPOT_VEHICLE_ORDER_LIST_AIRCRAFT_TOOLTIP :{BLACK}Obtener lista de todas las aeronaves con cualquier hangar de este aeropuerto en sus órdenes ++ ++STR_DEPOT_MASS_STOP_DEPOT_TRAIN_TOOLTIP :{BLACK}Click para detener todos los trenes dentro del depósito ++STR_DEPOT_MASS_STOP_DEPOT_ROAD_VEHICLE_TOOLTIP :{BLACK}Click para detener todos los vehículos dentro del depósito ++STR_DEPOT_MASS_STOP_DEPOT_SHIP_TOOLTIP :{BLACK}Click para detener todos los barcos dentro del depósito ++STR_DEPOT_MASS_STOP_HANGAR_TOOLTIP :{BLACK}Click para detener todas las aeronaves dentro del hangar ++ ++STR_DEPOT_MASS_START_DEPOT_TRAIN_TOOLTIP :{BLACK}Click para arrancar todos los trenes dentro del depósito ++STR_DEPOT_MASS_START_DEPOT_ROAD_VEHICLE_TOOLTIP :{BLACK}Click para arrancar todos los vehículos dentro del depósito ++STR_DEPOT_MASS_START_DEPOT_SHIP_TOOLTIP :{BLACK}Click para arrancar todos los barcos dentro del astillero ++STR_DEPOT_MASS_START_HANGAR_TOOLTIP :{BLACK}Click para arrancar todas las aeronaves dentro del hangar ++ ++STR_DEPOT_SELL_CONFIRMATION_TEXT :{YELLOW}Está a punto de vender todos los vehículos en el depósito. ¿Está seguro? ++ ++# Engine preview window ++STR_ENGINE_PREVIEW_CAPTION :{WHITE}Mensaje del fabricante de vehículos ++STR_ENGINE_PREVIEW_MESSAGE :{GOLD}Hemos diseñado un{G "" a} nuev{G o a} {STRING} - ¿estaría interesado en el uso exclusivo por un año de este vehículo, para que podamos comprobar cómo rinde antes de que esté universalmente disponible? ++STR_ENGINE_PREVIEW_RAILROAD_LOCOMOTIVE :{G=f}locomotora ++STR_ENGINE_PREVIEW_ROAD_VEHICLE :{G=m}vehículo de carretera ++STR_ENGINE_PREVIEW_AIRCRAFT :{G=f}aeronave ++STR_ENGINE_PREVIEW_SHIP :{G=m}barco ++STR_ENGINE_PREVIEW_MONORAIL_LOCOMOTIVE :{G=f}locomotora de monorraíl ++STR_ENGINE_PREVIEW_MAGLEV_LOCOMOTIVE :{G=f}locomotora maglev ++ ++STR_ENGINE_PREVIEW_COST_WEIGHT_SPEED_POWER :{BLACK}Coste: {CURRENCY_LONG} Peso: {WEIGHT_SHORT}{}Velocidad: {VELOCITY} Potencia: {POWER}{}Coste Mantenimiento: {CURRENCY_LONG}/año{}Capacidad: {CARGO_LONG} ++STR_ENGINE_PREVIEW_COST_WEIGHT_SPEED_POWER_MAX_TE :{BLACK}Coste: {CURRENCY_LONG} Peso: {WEIGHT_SHORT}{}Velocidad: {VELOCITY} Potencia: {POWER} F.T. Máxima: {6:FORCE}{}Coste Mantenimiento: {4:CURRENCY_LONG}/año{}Capacidad: {5:CARGO_LONG} ++STR_ENGINE_PREVIEW_COST_MAX_SPEED_CAP_RUNCOST :{BLACK}Coste: {CURRENCY_LONG} Velocidad Máx.: {VELOCITY}{}Capacidad: {CARGO_LONG}{}Coste Mantenimiento: {CURRENCY_LONG}/año ++STR_ENGINE_PREVIEW_COST_MAX_SPEED_TYPE_CAP_CAP_RUNCOST :{BLACK}Coste: {CURRENCY_LONG} Velocidad Máx.: {VELOCITY}{}Tipo de aeronave: {STRING}{}Capacidad: {CARGO_LONG}, {CARGO_LONG}{}Coste Mantenimiento: {CURRENCY_LONG}/año ++STR_ENGINE_PREVIEW_COST_MAX_SPEED_TYPE_CAP_RUNCOST :{BLACK}Coste: {CURRENCY_LONG} Velocidad Máx.: {VELOCITY}{}Tipo de aeronave: {STRING}{}Capacidad: {CARGO_LONG}{}Coste Mantenimiento: {CURRENCY_LONG}/año ++STR_ENGINE_PREVIEW_COST_MAX_SPEED_TYPE_RANGE_CAP_CAP_RUNCOST :{BLACK}Coste: {CURRENCY_LONG} Velocidad Máx.: {VELOCITY}{}Tipo de aeronave: {STRING} Alcance: {COMMA} casillas{}Capacidad: {CARGO_LONG}, {CARGO_LONG}{}Coste Mantenimiento: {CURRENCY_LONG}/año ++STR_ENGINE_PREVIEW_COST_MAX_SPEED_TYPE_RANGE_CAP_RUNCOST :{BLACK}Coste: {CURRENCY_LONG} Velocidad Máx.: {VELOCITY}{}Tipo de aeronave: {STRING} Alcance: {COMMA} casillas{}Capacidad: {CARGO_LONG}{}Coste Mantenimiento: {CURRENCY_LONG}/año ++ ++# Autoreplace window ++STR_REPLACE_VEHICLES_WHITE :{WHITE}Reemplazar {STRING} - {STRING} ++STR_REPLACE_VEHICLE_TRAIN :Tren ++STR_REPLACE_VEHICLE_ROAD_VEHICLE :Vehículo de carretera ++STR_REPLACE_VEHICLE_SHIP :Barco ++STR_REPLACE_VEHICLE_AIRCRAFT :Aeronave ++ ++STR_REPLACE_VEHICLE_VEHICLES_IN_USE :{YELLOW}Vehículos en uso ++STR_REPLACE_VEHICLE_VEHICLES_IN_USE_TOOLTIP :{BLACK}Columna con los vehículos que ya posees ++STR_REPLACE_VEHICLE_AVAILABLE_VEHICLES :{YELLOW}Vehículos disponibles ++STR_REPLACE_VEHICLE_AVAILABLE_VEHICLES_TOOLTIP :{BLACK}Columna con los vehículos disponibles para sustitución ++ ++STR_REPLACE_HELP_LEFT_ARRAY :{BLACK}Seleccione tipo de vehículo a reemplazar ++STR_REPLACE_HELP_RIGHT_ARRAY :{BLACK}Seleccione nuevo tipo de vehículo a usar en vez del vehículo seleccionado a la izquierda ++ ++STR_REPLACE_VEHICLES_START :{BLACK}Empezar a reemplazar vehículos ++STR_REPLACE_VEHICLES_NOW :Reemplazar todos los vehículos ahora ++STR_REPLACE_VEHICLES_WHEN_OLD :Reemplazar solamente vehículos viejos ++STR_REPLACE_HELP_START_BUTTON :{BLACK}Presiona este botón si quieres reemplazar el vehículo seleccionado a la izquierda por el seleccionado a la derecha ++STR_REPLACE_NOT_REPLACING :{BLACK}No reemplazar ++STR_REPLACE_NOT_REPLACING_VEHICLE_SELECTED :{BLACK}No hay vehículos seleccionados ++STR_REPLACE_REPLACING_WHEN_OLD :{ENGINE} cuando esté viejo ++STR_REPLACE_VEHICLES_STOP :{BLACK}Parar de reemplazar vehículos ++STR_REPLACE_HELP_STOP_BUTTON :{BLACK}Presiona este botón para detener el reemplazo del vehículo situado a la izquierda ++ ++STR_REPLACE_ENGINE_WAGON_SELECT_HELP :{BLACK}Cambia entre las ventanas de cambio de vagón y locomotora ++STR_REPLACE_ENGINES :Locomotoras ++STR_REPLACE_WAGONS :Vagones ++STR_REPLACE_ALL_RAILTYPE :Todos los vehículos ferroviarios ++ ++STR_REPLACE_HELP_RAILTYPE :{BLACK}Seleccione tipo de ferrocarril para el que desea reemplazar locomotoras ++STR_REPLACE_HELP_REPLACE_INFO_TAB :{BLACK}Muestra con qué vehículo está siendo reemplazado el vehículo de la izquierda ++STR_REPLACE_RAIL_VEHICLES :Vehículos de Ferrocarril ++STR_REPLACE_ELRAIL_VEHICLES :Vehículos de Ferrocarril Eléctrico ++STR_REPLACE_MONORAIL_VEHICLES :Vehículos de Monorraíl ++STR_REPLACE_MAGLEV_VEHICLES :Vehículos Maglev ++ ++STR_REPLACE_REMOVE_WAGON :{BLACK}Retirar vagón: {ORANGE}{STRING} ++STR_REPLACE_REMOVE_WAGON_HELP :{BLACK}Hacer que el reemplazo automático mantenga la longitud del tren quitando vagones (empezando por el frente), si el cambio de locomotora produce un tren más largo ++ ++# Vehicle view ++STR_VEHICLE_VIEW_CAPTION :{WHITE}{VEHICLE} ++ ++STR_VEHICLE_VIEW_TRAIN_LOCATION_TOOLTIP :{BLACK}Centrar vista en posición del tren. Ctrl+Click sigue al tren en la vista principal ++STR_VEHICLE_VIEW_ROAD_VEHICLE_LOCATION_TOOLTIP :{BLACK}Centrar vista en posición del vehículo. Ctrl+Click sigue al vehículo en la vista principal ++STR_VEHICLE_VIEW_SHIP_LOCATION_TOOLTIP :{BLACK}Centrar vista en posición del barco. Ctrl+Click sigue al barco en la vista principal ++STR_VEHICLE_VIEW_AIRCRAFT_LOCATION_TOOLTIP :{BLACK}Centrar vista en posición de la aeronave. Ctrl+Click sigue a la aeronave en la vista principal ++ ++STR_VEHICLE_VIEW_TRAIN_SEND_TO_DEPOT_TOOLTIP :{BLACK}Enviar tren al depósito. Ctrl+Click para realizar solamente mantenimiento ++STR_VEHICLE_VIEW_ROAD_VEHICLE_SEND_TO_DEPOT_TOOLTIP :{BLACK}Enviar vehículo al depósito. Ctrl+Click para realizar solamente mantenimiento ++STR_VEHICLE_VIEW_SHIP_SEND_TO_DEPOT_TOOLTIP :{BLACK}Enviar barco al astillero. Ctrl+Click para realizar solamente mantenimiento ++STR_VEHICLE_VIEW_AIRCRAFT_SEND_TO_DEPOT_TOOLTIP :{BLACK}Enviar aeronave al hangar. Ctrl+Click para realizar solamente mantenimiento ++ ++STR_VEHICLE_VIEW_CLONE_TRAIN_INFO :{BLACK}Esto comprará una copia del tren incluyendo sus vagones. Ctrl+Click compartirá las órdenes. Shift+Click muestra una estimación del precio sin realizar la compra ++STR_VEHICLE_VIEW_CLONE_ROAD_VEHICLE_INFO :{BLACK}Esto comprará una copia del vehículo. Ctrl+Click compartirá las órdenes. Shift+Click muestra una estimación del precio sin realizar la compra ++STR_VEHICLE_VIEW_CLONE_SHIP_INFO :{BLACK}Esto comprará una copia del barco. Ctrl+Click compartirá las órdenes. Shift+Click muestra una estimación del precio sin realizar la compra ++STR_VEHICLE_VIEW_CLONE_AIRCRAFT_INFO :{BLACK}Esto comprará una copia de la aeronave. Ctrl+Click compartirá las órdenes. Shift+Click muestra una estimación del precio sin realizar la compra ++ ++STR_VEHICLE_VIEW_TRAIN_IGNORE_SIGNAL_TOOLTIP :{BLACK}Forzar al tren a proceder sin esperar a la apertura de señal ++ ++STR_VEHICLE_VIEW_TRAIN_REFIT_TOOLTIP :{BLACK}Reformar tren para transportar otro tipo de carga ++STR_VEHICLE_VIEW_ROAD_VEHICLE_REFIT_TOOLTIP :{BLACK}Reformar vehículo de carretera para transportar otro tipo de cargas ++STR_VEHICLE_VIEW_SHIP_REFIT_TOOLTIP :{BLACK}Reformar barco para que transporte otro tipo de carga ++STR_VEHICLE_VIEW_AIRCRAFT_REFIT_TOOLTIP :{BLACK}Reformar aeronave para llevar otro tipo de carga ++ ++STR_VEHICLE_VIEW_TRAIN_REVERSE_TOOLTIP :{BLACK}Cambiar dirección del tren ++STR_VEHICLE_VIEW_ROAD_VEHICLE_REVERSE_TOOLTIP :{BLACK}Forzar vehículo a girar ++ ++STR_VEHICLE_VIEW_TRAIN_ORDERS_TOOLTIP :{BLACK}Ver órdenes del tren. Ctrl+Click muestra su horario ++STR_VEHICLE_VIEW_ROAD_VEHICLE_ORDERS_TOOLTIP :{BLACK}Ver órdenes del vehículo Ctrl+Click muestra su horario ++STR_VEHICLE_VIEW_SHIP_ORDERS_TOOLTIP :{BLACK}Ver órdenes del barco. Ctrl+Click muestra su horario ++STR_VEHICLE_VIEW_AIRCRAFT_ORDERS_TOOLTIP :{BLACK}Ver órdenes de la aeronave. Ctrl+Click muestra su horario ++ ++STR_VEHICLE_VIEW_TRAIN_SHOW_DETAILS_TOOLTIP :{BLACK}Ver detalles del tren ++STR_VEHICLE_VIEW_ROAD_VEHICLE_SHOW_DETAILS_TOOLTIP :{BLACK}Mostrar detalles del vehículo ++STR_VEHICLE_VIEW_SHIP_SHOW_DETAILS_TOOLTIP :{BLACK}Mostrar detalles del barco ++STR_VEHICLE_VIEW_AIRCRAFT_SHOW_DETAILS_TOOLTIP :{BLACK}Mostrar detalles de la aeronave ++ ++STR_VEHICLE_VIEW_TRAIN_STATE_START_STOP_TOOLTIP :{BLACK}Acción actual del tren - Click para detener/arrancar el tren. Ctrl+Click para desplazarse hasta el destino ++STR_VEHICLE_VIEW_ROAD_VEHICLE_STATE_START_STOP_TOOLTIP :{BLACK}Acción actual del vehículo - Click para detener/arrancar vehículo. Ctrl+Click para desplazarse hasta el destino ++STR_VEHICLE_VIEW_SHIP_STATE_START_STOP_TOOLTIP :{BLACK}Acción actual del barco - Click para detener/arrancar barco. Ctrl+Click para desplazarse hasta el destino ++STR_VEHICLE_VIEW_AIRCRAFT_STATE_START_STOP_TOOLTIP :{BLACK}Acción actual de la aeronave - Click para detener/arrancar aeronave. Ctrl+Click para desplazarse hasta el destino ++ ++# Messages in the start stop button in the vehicle view ++STR_VEHICLE_STATUS_LOADING_UNLOADING :{LTBLUE}Cargando / Descargando ++STR_VEHICLE_STATUS_LEAVING :{LTBLUE}Abandonando ++STR_VEHICLE_STATUS_CRASHED :{RED}¡Siniestrado! ++STR_VEHICLE_STATUS_BROKEN_DOWN :{RED}Averiado ++STR_VEHICLE_STATUS_STOPPED :{RED}Parado ++STR_VEHICLE_STATUS_TRAIN_STOPPING_VEL :{RED}Deteniéndose, {VELOCITY} ++STR_VEHICLE_STATUS_TRAIN_NO_POWER :{RED}Sin potencia ++STR_VEHICLE_STATUS_TRAIN_STUCK :{ORANGE}Esperando ruta libre ++STR_VEHICLE_STATUS_AIRCRAFT_TOO_FAR :{ORANGE}Demasiado lejos del próximo destino ++ ++STR_VEHICLE_STATUS_HEADING_FOR_STATION_VEL :{LTBLUE}Hacia {STATION}, {VELOCITY} ++STR_VEHICLE_STATUS_NO_ORDERS_VEL :{LTBLUE}Sin órdenes, {VELOCITY} ++STR_VEHICLE_STATUS_HEADING_FOR_WAYPOINT_VEL :{LTBLUE}Hacia {WAYPOINT}, {VELOCITY} ++STR_VEHICLE_STATUS_HEADING_FOR_DEPOT_VEL :{ORANGE}Hacia {DEPOT}, {VELOCITY} ++STR_VEHICLE_STATUS_HEADING_FOR_DEPOT_SERVICE_VEL :{LTBLUE}Servicio en {DEPOT}, {VELOCITY} ++ ++# Vehicle stopped/started animations ++STR_VEHICLE_COMMAND_STOPPED_SMALL :{TINY_FONT}{RED}Detenido ++STR_VEHICLE_COMMAND_STOPPED :{RED}Detenido ++STR_VEHICLE_COMMAND_STARTED_SMALL :{TINY_FONT}{GREEN}Arrancado ++STR_VEHICLE_COMMAND_STARTED :{GREEN}Arrancado ++ ++# Vehicle details ++STR_VEHICLE_DETAILS_CAPTION :{WHITE}{VEHICLE} (Detalles) ++STR_VEHICLE_NAME_BUTTON :{BLACK}Nombre ++ ++STR_VEHICLE_DETAILS_TRAIN_RENAME :{BLACK}Nombrar tren ++STR_VEHICLE_DETAILS_ROAD_VEHICLE_RENAME :{BLACK}Nombrar vehículo ++STR_VEHICLE_DETAILS_SHIP_RENAME :{BLACK}Nombrar barco ++STR_VEHICLE_DETAILS_AIRCRAFT_RENAME :{BLACK}Nombrar aeronave ++ ++STR_VEHICLE_INFO_AGE_RUNNING_COST_YR :{BLACK}Edad: {LTBLUE}{STRING}{BLACK} Coste Mantenimiento: {LTBLUE}{CURRENCY_LONG}/año ++# The next two need to stay in this order ++STR_VEHICLE_INFO_AGE :{COMMA} año{P "" s} ({COMMA}) ++STR_VEHICLE_INFO_AGE_RED :{RED}{COMMA} año{P "" s} ({COMMA}) ++ ++STR_VEHICLE_INFO_MAX_SPEED :{BLACK}Velocidad Máx.: {LTBLUE}{VELOCITY} ++STR_VEHICLE_INFO_MAX_SPEED_TYPE :{BLACK}Velocidad Máx.: {LTBLUE}{VELOCITY} {BLACK}Tipo de aeronave: {LTBLUE}{STRING} ++STR_VEHICLE_INFO_MAX_SPEED_TYPE_RANGE :{BLACK}Velocidad Máx.: {LTBLUE}{VELOCITY} {BLACK}Tipo de aeronave: {LTBLUE}{STRING} {BLACK}Alcance: {LTBLUE}{COMMA} casillas ++STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED :{BLACK}Peso: {LTBLUE}{WEIGHT_SHORT} {BLACK}Potencia: {LTBLUE}{POWER}{BLACK} Velocidad Máx.: {LTBLUE}{VELOCITY} ++STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED_MAX_TE :{BLACK}Peso: {LTBLUE}{WEIGHT_SHORT} {BLACK}Potencia: {LTBLUE}{POWER}{BLACK} Velocidad Máx.: {LTBLUE}{VELOCITY} {BLACK}F.T. Máx.: {LTBLUE}{FORCE} ++ ++STR_VEHICLE_INFO_PROFIT_THIS_YEAR_LAST_YEAR :{BLACK}Beneficio este año: {LTBLUE}{CURRENCY_LONG} (último año: {CURRENCY_LONG}) ++STR_VEHICLE_INFO_RELIABILITY_BREAKDOWNS :{BLACK}Fiabilidad: {LTBLUE}{COMMA}% {BLACK}Averías desde el último mantenimiento: {LTBLUE}{COMMA} ++ ++STR_VEHICLE_INFO_BUILT_VALUE :{LTBLUE}{ENGINE} {BLACK}Construido: {LTBLUE}{NUM}{BLACK} Valor: {LTBLUE}{CURRENCY_LONG} ++STR_VEHICLE_INFO_NO_CAPACITY :{BLACK}Capacidad: {LTBLUE}Ninguna{STRING} ++STR_VEHICLE_INFO_CAPACITY :{BLACK}Capacidad: {LTBLUE}{CARGO_LONG}{3:STRING} ++STR_VEHICLE_INFO_CAPACITY_MULT :{BLACK}Capacidad: {LTBLUE}{CARGO_LONG}{3:STRING} (x{4:NUM}) ++STR_VEHICLE_INFO_CAPACITY_CAPACITY :{BLACK}Capacidad: {LTBLUE}{CARGO_LONG}, {CARGO_LONG}{STRING} ++ ++STR_VEHICLE_INFO_FEEDER_CARGO_VALUE :{BLACK}Créditos de Transferencia: {LTBLUE}{CURRENCY_LONG} ++ ++STR_VEHICLE_DETAILS_SERVICING_INTERVAL_DAYS :{BLACK}Intervalo de mantenimiento: {LTBLUE}{COMMA}{NBSP}días{BLACK} Último mantenimiento: {LTBLUE}{DATE_LONG} ++STR_VEHICLE_DETAILS_SERVICING_INTERVAL_PERCENT :{BLACK}Intervalo de mantenimiento: {LTBLUE}{COMMA}%{BLACK} Último mantenimiento: {LTBLUE}{DATE_LONG} ++STR_VEHICLE_DETAILS_INCREASE_SERVICING_INTERVAL_TOOLTIP :{BLACK}Incrementar intervalo de mantenimiento en 10. Ctrl+Click incrementa el intervalo de mantenimiento en 5 ++STR_VEHICLE_DETAILS_DECREASE_SERVICING_INTERVAL_TOOLTIP :{BLACK}Reducir intervalo de mantenimiento en 10. Ctrl+Click reduce el intervalo de mantenimiento en 5 ++ ++STR_SERVICE_INTERVAL_DROPDOWN_TOOLTIP :{BLACK}Cambiar tipo de intervalo de mantenimiento ++STR_VEHICLE_DETAILS_DEFAULT :Por defecto ++STR_VEHICLE_DETAILS_DAYS :Dias ++STR_VEHICLE_DETAILS_PERCENT :Porcentaje ++ ++STR_QUERY_RENAME_TRAIN_CAPTION :{WHITE}Nombrar tren ++STR_QUERY_RENAME_ROAD_VEHICLE_CAPTION :{WHITE}Nombrar vehículo ++STR_QUERY_RENAME_SHIP_CAPTION :{WHITE}Nombrar barco ++STR_QUERY_RENAME_AIRCRAFT_CAPTION :{WHITE}Nombrar aeronave ++ ++# Extra buttons for train details windows ++STR_VEHICLE_DETAILS_TRAIN_ENGINE_BUILT_AND_VALUE :{LTBLUE}{ENGINE}{BLACK} Construido: {LTBLUE}{NUM}{BLACK} Valor: {LTBLUE}{CURRENCY_LONG} ++STR_VEHICLE_DETAILS_TRAIN_WAGON_VALUE :{LTBLUE}{ENGINE}{BLACK} Valor: {LTBLUE}{CURRENCY_LONG} ++ ++STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY_TEXT :{BLACK}Carga total (capacidad) de este tren: ++STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY :{LTBLUE}- {CARGO_LONG} ({CARGO_SHORT}) ++STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY_MULT :{LTBLUE}- {CARGO_LONG} ({CARGO_SHORT}) (x{NUM}) ++ ++STR_VEHICLE_DETAILS_CARGO_EMPTY :{LTBLUE}Vacío ++STR_VEHICLE_DETAILS_CARGO_FROM :{LTBLUE}{CARGO_LONG} desde {STATION} ++STR_VEHICLE_DETAILS_CARGO_FROM_MULT :{LTBLUE}{CARGO_LONG} desde {STATION} (x{NUM}) ++ ++STR_VEHICLE_DETAIL_TAB_CARGO :{BLACK}Carga ++STR_VEHICLE_DETAILS_TRAIN_CARGO_TOOLTIP :{BLACK}Mostrar detalles de mercancía transportada ++STR_VEHICLE_DETAIL_TAB_INFORMATION :{BLACK}Información ++STR_VEHICLE_DETAILS_TRAIN_INFORMATION_TOOLTIP :{BLACK}Mostrar detalles de los vehículos ++STR_VEHICLE_DETAIL_TAB_CAPACITIES :{BLACK}Capacidades ++STR_VEHICLE_DETAILS_TRAIN_CAPACITIES_TOOLTIP :{BLACK}Mostrar capacidades de cada vehículo ++STR_VEHICLE_DETAIL_TAB_TOTAL_CARGO :{BLACK}Carga total ++STR_VEHICLE_DETAILS_TRAIN_TOTAL_CARGO_TOOLTIP :{BLACK}Mostrar capacidad total del tren, dividida por tipo de carga ++ ++STR_VEHICLE_DETAILS_TRAIN_ARTICULATED_RV_CAPACITY :{BLACK}Capacidad: {LTBLUE} ++ ++# Vehicle refit ++STR_REFIT_CAPTION :{WHITE}{VEHICLE} (Reformar) ++STR_REFIT_TITLE :{GOLD}Seleccione tipo de carga a llevar: ++STR_REFIT_NEW_CAPACITY_COST_OF_REFIT :{BLACK}Nueva capacidad: {GOLD}{CARGO_LONG}{}{BLACK}Coste de reforma: {RED}{CURRENCY_LONG} ++STR_REFIT_NEW_CAPACITY_INCOME_FROM_REFIT :{BLACK}Nueva capacidad: {GOLD}{CARGO_LONG}{}{BLACK}Beneficio de reforma: {GREEN}{CURRENCY_LONG} ++STR_REFIT_NEW_CAPACITY_COST_OF_AIRCRAFT_REFIT :{BLACK}Nueva capacidad: {GOLD}{CARGO_LONG}, {GOLD}{CARGO_LONG}{}{BLACK}Coste de reforma: {RED}{CURRENCY_LONG} ++STR_REFIT_NEW_CAPACITY_INCOME_FROM_AIRCRAFT_REFIT :{BLACK}Nueva capacidad: {GOLD}{CARGO_LONG}, {GOLD}{CARGO_LONG}{}{BLACK}Beneficio de reforma: {GREEN}{CURRENCY_LONG} ++STR_REFIT_SELECT_VEHICLES_TOOLTIP :{BLACK}Selecciona los vehículos a reformar. Arrastrar con el ratón permite seleccionar múltiples vehículos. Hacer Click en un espacio vacío seleccionará el vehículo completo. Ctrl+Click selecciona un vehículo y la cadena que tenga a continuación ++ ++STR_REFIT_TRAIN_LIST_TOOLTIP :{BLACK}Elegir tipo de carga transportable para el tren ++STR_REFIT_ROAD_VEHICLE_LIST_TOOLTIP :{BLACK}Selecciona tipo de carga que transportará el vehículo de carretera ++STR_REFIT_SHIP_LIST_TOOLTIP :{BLACK}Seleccione tipo de carga para que el barco la lleve ++STR_REFIT_AIRCRAFT_LIST_TOOLTIP :{BLACK}Seleccione tipo de carga para que la aeronave la lleve ++ ++STR_REFIT_TRAIN_REFIT_BUTTON :{BLACK}Reformar tren ++STR_REFIT_ROAD_VEHICLE_REFIT_BUTTON :{BLACK}Reformar vehículo de carretera ++STR_REFIT_SHIP_REFIT_BUTTON :{BLACK}Reformar barco ++STR_REFIT_AIRCRAFT_REFIT_BUTTON :{BLACK}Reformar aeronave ++ ++STR_REFIT_TRAIN_REFIT_TOOLTIP :{BLACK}Reformar tren para transportar mercancía resaltada ++STR_REFIT_ROAD_VEHICLE_REFIT_TOOLTIP :{BLACK}Reformar vehículo de carretera para transportar la carga seleccionada ++STR_REFIT_SHIP_REFIT_TOOLTIP :{BLACK}Reformar barco para que transporte el tipo de carga resaltado ++STR_REFIT_AIRCRAFT_REFIT_TOOLTIP :{BLACK}Reformar aeronave para que lleve el tipo de carga resaltado ++ ++# Order view ++STR_ORDERS_CAPTION :{WHITE}{VEHICLE} (Órdenes) ++STR_ORDERS_TIMETABLE_VIEW :{BLACK}Horarios ++STR_ORDERS_TIMETABLE_VIEW_TOOLTIP :{BLACK}Cambiar a la vista de horarios ++ ++STR_ORDERS_LIST_TOOLTIP :{BLACK}Lista de órdenes - Click en una orden para resaltarla. Ctrl+Click para desplazarse a la estación de la orden ++STR_ORDER_INDEX :{COMMA}:{NBSP} ++STR_ORDER_TEXT :{STRING} {STRING} {STRING} ++ ++STR_ORDERS_END_OF_ORDERS :- - Fin de órdenes - - ++STR_ORDERS_END_OF_SHARED_ORDERS :- - Fin de órdenes compartidas - - ++ ++# Order bottom buttons ++STR_ORDER_NON_STOP :{BLACK}Sin paradas ++STR_ORDER_GO_TO :Ir a ++STR_ORDER_GO_NON_STOP_TO :Ir sin paradas a ++STR_ORDER_GO_VIA :Ir vía ++STR_ORDER_GO_NON_STOP_VIA :Ir sin paradas vía ++STR_ORDER_TOOLTIP_NON_STOP :{BLACK}Cambiar el comportamiento de parada en la orden seleccionada ++ ++STR_ORDER_TOGGLE_FULL_LOAD :{BLACK}Carga completa de cualquier carga ++STR_ORDER_DROP_LOAD_IF_POSSIBLE :Cargar si está disponible ++STR_ORDER_DROP_FULL_LOAD_ALL :Carga completa de todas las cargas ++STR_ORDER_DROP_FULL_LOAD_ANY :Carga completa de cualquier carga ++STR_ORDER_DROP_NO_LOADING :Sin cargar ++STR_ORDER_TOOLTIP_FULL_LOAD :{BLACK}Cambiar el comportamiento de carga en la orden seleccionada ++ ++STR_ORDER_TOGGLE_UNLOAD :{BLACK}Descargar todo ++STR_ORDER_DROP_UNLOAD_IF_ACCEPTED :Descargar si es aceptado ++STR_ORDER_DROP_UNLOAD :Descargar todo ++STR_ORDER_DROP_TRANSFER :Transferir ++STR_ORDER_DROP_NO_UNLOADING :No descargar ++STR_ORDER_TOOLTIP_UNLOAD :{BLACK}Cambiar el comportamiento de descarga en la orden seleccionada ++ ++STR_ORDER_REFIT :{BLACK}Reformar ++STR_ORDER_REFIT_TOOLTIP :{BLACK}Selecciona el tipo de carga a reformar en esta orden. Ctrl+Click para eliminar la orden de reforma ++STR_ORDER_REFIT_AUTO :{BLACK}Reforma en la estación ++STR_ORDER_REFIT_AUTO_TOOLTIP :{BLACK}Selecciona el tipo de carga a reformar en esta orden. Ctrl+Click elimina la orden de reforma. La reforma solamente puede llevarse a cabo si el vehículo lo permite ++STR_ORDER_DROP_REFIT_AUTO :Carga fijada ++STR_ORDER_DROP_REFIT_AUTO_ANY :Carga disponible ++ ++STR_ORDER_SERVICE :{BLACK}Mantenimiento ++STR_ORDER_DROP_GO_ALWAYS_DEPOT :Ir siempre ++STR_ORDER_DROP_SERVICE_DEPOT :Mantenimiento si es necesario ++STR_ORDER_DROP_HALT_DEPOT :Detenerse ++STR_ORDER_SERVICE_TOOLTIP :{BLACK}Saltar esta orden a menos que un mantenimiento sea necesario ++ ++STR_ORDER_CONDITIONAL_VARIABLE_TOOLTIP :{BLACK}Datos del vehículo para saltarse ++ ++# Conditional order variables, must follow order of OrderConditionVariable enum ++STR_ORDER_CONDITIONAL_LOAD_PERCENTAGE :Porcentaje de carga ++STR_ORDER_CONDITIONAL_RELIABILITY :Fiabilidad ++STR_ORDER_CONDITIONAL_MAX_SPEED :Velocidad Máxima ++STR_ORDER_CONDITIONAL_AGE :Edad (años) ++STR_ORDER_CONDITIONAL_REQUIRES_SERVICE :Requiere mantenimiento ++STR_ORDER_CONDITIONAL_UNCONDITIONALLY :Siempre ++STR_ORDER_CONDITIONAL_REMAINING_LIFETIME :Tiempo de vida restante (años) ++ ++STR_ORDER_CONDITIONAL_COMPARATOR_TOOLTIP :{BLACK}Como comparar los datos del vehículo al valor dado ++STR_ORDER_CONDITIONAL_COMPARATOR_EQUALS :es igual a ++STR_ORDER_CONDITIONAL_COMPARATOR_NOT_EQUALS :no es igual a ++STR_ORDER_CONDITIONAL_COMPARATOR_LESS_THAN :es menos de ++STR_ORDER_CONDITIONAL_COMPARATOR_LESS_EQUALS :es menos o igual a ++STR_ORDER_CONDITIONAL_COMPARATOR_MORE_THAN :es más de ++STR_ORDER_CONDITIONAL_COMPARATOR_MORE_EQUALS :es más o igual a ++STR_ORDER_CONDITIONAL_COMPARATOR_IS_TRUE :es verdadero ++STR_ORDER_CONDITIONAL_COMPARATOR_IS_FALSE :es falso ++ ++STR_ORDER_CONDITIONAL_VALUE_TOOLTIP :{BLACK}El valor a comparar de los datos del vehículo contra ++STR_ORDER_CONDITIONAL_VALUE_CAPT :{WHITE}Introduce el valor a comparar ++ ++STR_ORDERS_SKIP_BUTTON :{BLACK}Saltarse ++STR_ORDERS_SKIP_TOOLTIP :{BLACK}Saltar orden actual y comenzar la siguiente. Ctrl+Click salta a la orden seleccionada ++ ++STR_ORDERS_DELETE_BUTTON :{BLACK}Borrar ++STR_ORDERS_DELETE_TOOLTIP :{BLACK}Borrar orden resaltada ++STR_ORDERS_DELETE_ALL_TOOLTIP :{BLACK}Borrar todas las órdenes ++STR_ORDERS_STOP_SHARING_BUTTON :{BLACK}Parar de compartir ++STR_ORDERS_STOP_SHARING_TOOLTIP :{BLACK}Parar de compartir la lista de órdenes. Adicionalmente, Ctrl+Click borra todas las órdenes de este vehículo ++ ++STR_ORDERS_GO_TO_BUTTON :{BLACK}Ir a ++STR_ORDER_GO_TO_NEAREST_DEPOT :Ir al depósito más cercano ++STR_ORDER_GO_TO_NEAREST_HANGAR :Ir al hangar más cercano ++STR_ORDER_CONDITIONAL :Salto de orden condicional ++STR_ORDER_SHARE :Compartir órdenes ++STR_ORDERS_GO_TO_TOOLTIP :{BLACK}Añadir nueva orden antes de la orden resaltada, o añadirla al final de la lista. Ctrl sobre estaciones ordena 'Carga completa de cualquier carga', sobre puntos de ruta ordena 'sin paradas' y sobre depósitos ordena 'mantenimiento'. Ctrl o Compartir órdenes permite a este vehículo compartir órdenes con el vehículo seleccionado. Click sobre un vehículo copia las órdenes. Una órden de depósito desactiva el mantenimiento automático del vehículo ++ ++STR_ORDERS_VEH_WITH_SHARED_ORDERS_LIST_TOOLTIP :{BLACK}Ver todos los vehículos con el mismo calendario ++ ++# String parts to build the order string ++STR_ORDER_GO_TO_WAYPOINT :Ir vía {WAYPOINT} ++STR_ORDER_GO_NON_STOP_TO_WAYPOINT :Ir sin paradas vía {WAYPOINT} ++ ++STR_ORDER_SERVICE_AT :Mantenimiento en ++STR_ORDER_SERVICE_NON_STOP_AT :Mantenimiento sin parada en ++ ++STR_ORDER_NEAREST_DEPOT :el más cercano ++STR_ORDER_NEAREST_HANGAR :el hangar más cercano ++STR_ORDER_TRAIN_DEPOT :Depósito de tren ++STR_ORDER_ROAD_VEHICLE_DEPOT :Depósito de vehículos de carretera ++STR_ORDER_SHIP_DEPOT :Astillero de barcos ++STR_ORDER_GO_TO_NEAREST_DEPOT_FORMAT :{STRING} {STRING} {STRING} ++STR_ORDER_GO_TO_DEPOT_FORMAT :{STRING} {DEPOT} ++ ++STR_ORDER_REFIT_ORDER :(Reformar en {STRING}) ++STR_ORDER_REFIT_STOP_ORDER :(Reformar en {STRING} y detenerse) ++STR_ORDER_STOP_ORDER :(Detenerse) ++ ++STR_ORDER_GO_TO_STATION :{STRING} {STATION} {STRING} ++ ++STR_ORDER_IMPLICIT :(Implícita) ++ ++STR_ORDER_FULL_LOAD :(Carga completa) ++STR_ORDER_FULL_LOAD_ANY :(Carga completa cualquier carga) ++STR_ORDER_NO_LOAD :(Sin carga) ++STR_ORDER_UNLOAD :(Descargar y tomar carga) ++STR_ORDER_UNLOAD_FULL_LOAD :(Descargar y esperar a carga completa) ++STR_ORDER_UNLOAD_FULL_LOAD_ANY :(Descargar y esperar a cualquier carga completa) ++STR_ORDER_UNLOAD_NO_LOAD :(Descargar y dejar vacío) ++STR_ORDER_TRANSFER :(Transferir y tomar carga) ++STR_ORDER_TRANSFER_FULL_LOAD :(Transferir y esperar a carga completa) ++STR_ORDER_TRANSFER_FULL_LOAD_ANY :(Transferir y esperar a cualquier carga completa) ++STR_ORDER_TRANSFER_NO_LOAD :(Transferir y dejar vacío) ++STR_ORDER_NO_UNLOAD :(No descargar y tomar carga) ++STR_ORDER_NO_UNLOAD_FULL_LOAD :(No descargar y esperar a carga completa) ++STR_ORDER_NO_UNLOAD_FULL_LOAD_ANY :(No descargar y esperar a cualquier carga completa) ++STR_ORDER_NO_UNLOAD_NO_LOAD :(No descargar y no cargar) ++ ++STR_ORDER_AUTO_REFIT :(Reforma a {STRING}) ++STR_ORDER_FULL_LOAD_REFIT :(Carga completa con reforma a {STRING}) ++STR_ORDER_FULL_LOAD_ANY_REFIT :(Cualquier carga completa con reforma a {STRING}) ++STR_ORDER_UNLOAD_REFIT :(Descargar y tomar carga con reforma a {STRING}) ++STR_ORDER_UNLOAD_FULL_LOAD_REFIT :(Descargar y esperar carga completa con reforma a {STRING}) ++STR_ORDER_UNLOAD_FULL_LOAD_ANY_REFIT :(Descargar y esperar a cualquier carga completa con reforma a {STRING}) ++STR_ORDER_TRANSFER_REFIT :(Transferir y tomar carga con reforma a {STRING}) ++STR_ORDER_TRANSFER_FULL_LOAD_REFIT :(Transferir y esperar a carga completa con reforma a {STRING}) ++STR_ORDER_TRANSFER_FULL_LOAD_ANY_REFIT :(Transferir y esperar a cualquier carga completa con reforma a {STRING}) ++STR_ORDER_NO_UNLOAD_REFIT :(No descargar y tomar carga con reforma a {STRING}) ++STR_ORDER_NO_UNLOAD_FULL_LOAD_REFIT :(No descargar y esperar a carga completa con reforma a {STRING}) ++STR_ORDER_NO_UNLOAD_FULL_LOAD_ANY_REFIT :(No descargar y esperar a cualquier carga completa con reforma a {STRING}) ++ ++STR_ORDER_AUTO_REFIT_ANY :carga disponible ++ ++STR_ORDER_STOP_LOCATION_NEAR_END :[extremo cercano] ++STR_ORDER_STOP_LOCATION_MIDDLE :[centro] ++STR_ORDER_STOP_LOCATION_FAR_END :[extremo lejano] ++ ++STR_ORDER_OUT_OF_RANGE :{RED} (El próximo destino está fuera de alcance) ++ ++STR_ORDER_CONDITIONAL_UNCONDITIONAL :Saltar a orden {COMMA} ++STR_ORDER_CONDITIONAL_NUM :Saltar a orden {COMMA} cuando {STRING} {STRING} {COMMA} ++STR_ORDER_CONDITIONAL_TRUE_FALSE :Saltar a orden {COMMA} cuando {STRING} {STRING} ++ ++STR_INVALID_ORDER :{RED} (Orden inválida) ++ ++# Time table window ++STR_TIMETABLE_TITLE :{WHITE}{VEHICLE} (Horarios) ++STR_TIMETABLE_ORDER_VIEW :{BLACK}Órdenes ++STR_TIMETABLE_ORDER_VIEW_TOOLTIP :{BLACK}Cambiar a la vista de órdenes ++ ++STR_TIMETABLE_TOOLTIP :{BLACK}Horarios - pulse en una orden para marcarla ++ ++STR_TIMETABLE_NO_TRAVEL :Sin viaje ++STR_TIMETABLE_NOT_TIMETABLEABLE :Viajar (automático; programado por la próxima orden manual) ++STR_TIMETABLE_TRAVEL_NOT_TIMETABLED :Viaje (sin horarios) ++STR_TIMETABLE_TRAVEL_NOT_TIMETABLED_SPEED :Viajar (sin horarios) a como máximo {2:VELOCITY} ++STR_TIMETABLE_TRAVEL_FOR :Viajar durante {STRING} ++STR_TIMETABLE_TRAVEL_FOR_SPEED :Viajar a {STRING} con un límite de velocidad de {VELOCITY} ++STR_TIMETABLE_TRAVEL_FOR_ESTIMATED :Viajando (a {STRING}, sin horarios) ++STR_TIMETABLE_TRAVEL_FOR_SPEED_ESTIMATED :Viajando (a {STRING}, sin horario) a como máximo {VELOCITY} ++STR_TIMETABLE_STAY_FOR_ESTIMATED :(permaneciendo por {STRING}, sin horarios) ++STR_TIMETABLE_AND_TRAVEL_FOR_ESTIMATED :(viajando a {STRING}, sin horarios) ++STR_TIMETABLE_STAY_FOR :y esperar {STRING} ++STR_TIMETABLE_AND_TRAVEL_FOR :y viajar durante {STRING} ++STR_TIMETABLE_DAYS :{COMMA}{NBSP}día{P "" s} ++STR_TIMETABLE_TICKS :{COMMA}{NBSP}tic{P "" s} ++ ++STR_TIMETABLE_TOTAL_TIME :{BLACK}Los horarios tomarán {STRING} para completarse ++STR_TIMETABLE_TOTAL_TIME_INCOMPLETE :{BLACK}Estos horarios tomarán {STRING} para completarse (no todos los horarios) ++ ++STR_TIMETABLE_STATUS_ON_TIME :{BLACK}Este vehículo está actualmente en hora ++STR_TIMETABLE_STATUS_LATE :{BLACK}Este vehículo está actualmente retrasado {STRING} ++STR_TIMETABLE_STATUS_EARLY :{BLACK}Este vehículo está actualmente {STRING} adelantado ++STR_TIMETABLE_STATUS_NOT_STARTED :{BLACK}Este horario no ha comenzado ++STR_TIMETABLE_STATUS_START_AT :{BLACK}Este horario empezará en {STRING} ++ ++STR_TIMETABLE_STARTING_DATE :{BLACK}Fecha de inicio ++STR_TIMETABLE_STARTING_DATE_TOOLTIP :{BLACK}Selecciona una fecha como punto de partida de este horario. Ctrl+Click permite fijar el punto de partida de este horario y distribuye todos los vehículos que lo compartan siempre y cuando el horario esté completo ++ ++STR_TIMETABLE_CHANGE_TIME :{BLACK}Cambiar Horario ++STR_TIMETABLE_WAIT_TIME_TOOLTIP :{BLACK}Cambia la cantidad de tiempo que debe tardar una orden marcada ++ ++STR_TIMETABLE_CLEAR_TIME :{BLACK}Limpiar Horario ++STR_TIMETABLE_CLEAR_TIME_TOOLTIP :{BLACK}Limpiar la cantidad de tiempo para la orden seleccionada ++ ++STR_TIMETABLE_CHANGE_SPEED :{BLACK}Cambiar Límite de Velocidad ++STR_TIMETABLE_CHANGE_SPEED_TOOLTIP :{BLACK}Cambia el límite de velocidad de la orden seleccionada ++ ++STR_TIMETABLE_CLEAR_SPEED :{BLACK}Limpiar Límite de Velocidad ++STR_TIMETABLE_CLEAR_SPEED_TOOLTIP :{BLACK}Limpia el límite de velocidad de la orden seleccionada ++ ++STR_TIMETABLE_RESET_LATENESS :{BLACK}Reiniciar Retrasos ++STR_TIMETABLE_RESET_LATENESS_TOOLTIP :{BLACK}Reajustar el contador del retraso, así el vehículo estará en horario ++ ++STR_TIMETABLE_AUTOFILL :{BLACK}Rellenar automáticamente ++STR_TIMETABLE_AUTOFILL_TOOLTIP :{BLACK}Rellena la tabla de horarios automáticamente con los valores de la siguiente jornada (Ctrl+Click para tratar de mantener los tiempos de espera)) ++ ++STR_TIMETABLE_EXPECTED :{BLACK}Esperado ++STR_TIMETABLE_SCHEDULED :{BLACK}Programado ++STR_TIMETABLE_EXPECTED_TOOLTIP :{BLACK}Alternar entre esperado y programado ++ ++STR_TIMETABLE_ARRIVAL_ABBREVIATION :Ll: ++STR_TIMETABLE_DEPARTURE_ABBREVIATION :S: ++ ++ ++# Date window (for timetable) ++STR_DATE_CAPTION :{WHITE}Seleccionar fecha ++STR_DATE_SET_DATE :{BLACK}Seleccionar fecha ++STR_DATE_SET_DATE_TOOLTIP :{BLACK}Usar la fecha seleccionada como punto de inicio del horario ++STR_DATE_DAY_TOOLTIP :{BLACK}Selecciona día ++STR_DATE_MONTH_TOOLTIP :{BLACK}Selecciona mes ++STR_DATE_YEAR_TOOLTIP :{BLACK}Selecciona año ++ ++ ++# AI debug window ++STR_AI_DEBUG :{WHITE}Depuración de Scripts de Juego / IA ++STR_AI_DEBUG_NAME_AND_VERSION :{BLACK}{STRING} (v{NUM}) ++STR_AI_DEBUG_NAME_TOOLTIP :{BLACK}Nombre del script ++STR_AI_DEBUG_SETTINGS :{BLACK}Configuración ++STR_AI_DEBUG_SETTINGS_TOOLTIP :{BLACK}Cambiar la configuración del script ++STR_AI_DEBUG_RELOAD :{BLACK}Recargar IA ++STR_AI_DEBUG_RELOAD_TOOLTIP :{BLACK}Elimina la IA, recarga el código y reinicia la IA ++STR_AI_DEBUG_BREAK_STR_ON_OFF_TOOLTIP :{BLACK}Activa/desactiva la pausa automática cuando un mensaje de log de la IA coincide con la cadena de parada ++STR_AI_DEBUG_BREAK_ON_LABEL :{BLACK}Pausar con: ++STR_AI_DEBUG_BREAK_STR_OSKTITLE :{BLACK}Pausar cuando el script registre esta cadena ++STR_AI_DEBUG_BREAK_STR_TOOLTIP :{BLACK}Cuando un mensaje de log de una IA coincide con esta cadena, el juego se pausa ++STR_AI_DEBUG_MATCH_CASE :{BLACK}Comprobar mayúsculas/minúsculas ++STR_AI_DEBUG_MATCH_CASE_TOOLTIP :{BLACK}Activa/desactiva la comprobación de mayúsculas y minúsculas al comparar los mensajes de log de la IA con la cadena de parada ++STR_AI_DEBUG_CONTINUE :{BLACK}Continuar ++STR_AI_DEBUG_CONTINUE_TOOLTIP :{BLACK}Quitar pausa y hacer que la IA continúe ++STR_AI_DEBUG_SELECT_AI_TOOLTIP :{BLACK}Mostrar salida de depuración de esta IA ++STR_AI_GAME_SCRIPT :{BLACK}Script de Juego ++STR_AI_GAME_SCRIPT_TOOLTIP :{BLACK}Comprobar el registro del Script de Juego ++ ++STR_ERROR_AI_NO_AI_FOUND :No se encontró IA apropiada para cargar.{}Ésta es una IA por defecto que no realiza acción alguna.{}Puedes descargar nuevas IA mediante el sistema de 'Contenido Online' ++STR_ERROR_AI_PLEASE_REPORT_CRASH :{WHITE}Uno de los scripts ejecutados ha fallado. Por favor, informe del fallo al autor del script con una captura de la ventana de depuración de Script / IA ++STR_ERROR_AI_DEBUG_SERVER_ONLY :{YELLOW}La ventana de depuración de scripts solo está disponible para el servidor ++ ++# AI configuration window ++STR_AI_CONFIG_CAPTION :{WHITE}Configuración de Scripts de Juego / IA ++STR_AI_CONFIG_GAMELIST_TOOLTIP :{BLACK}Script de Juego que será cargada en la próxima partida ++STR_AI_CONFIG_AILIST_TOOLTIP :{BLACK}IAs que serán cargadas en la próxima partida ++STR_AI_CONFIG_HUMAN_PLAYER :Jugador Humano ++STR_AI_CONFIG_RANDOM_AI :IA aleatoria ++STR_AI_CONFIG_NONE :(ninguna) ++ ++STR_AI_CONFIG_MOVE_UP :{BLACK}Mover hacia arriba ++STR_AI_CONFIG_MOVE_UP_TOOLTIP :{BLACK}Mover la IA seleccionada hacia arriba ++STR_AI_CONFIG_MOVE_DOWN :{BLACK}Mover hacia abajo ++STR_AI_CONFIG_MOVE_DOWN_TOOLTIP :{BLACK}Mover la IA seleccionada hacia abajo ++ ++STR_AI_CONFIG_GAMESCRIPT :{SILVER}Script de Juego ++STR_AI_CONFIG_AI :{SILVER}IA ++ ++STR_AI_CONFIG_CHANGE :{BLACK}Seleccionar {STRING} ++STR_AI_CONFIG_CHANGE_NONE : ++STR_AI_CONFIG_CHANGE_AI :IA ++STR_AI_CONFIG_CHANGE_GAMESCRIPT :Script de Juego ++STR_AI_CONFIG_CHANGE_TOOLTIP :{BLACK}Cargar otro script ++STR_AI_CONFIG_CONFIGURE :{BLACK}Configurar ++STR_AI_CONFIG_CONFIGURE_TOOLTIP :{BLACK}Configura los parámetros del script ++ ++# Available AIs window ++STR_AI_LIST_CAPTION :{WHITE}Disponible {STRING} ++STR_AI_LIST_CAPTION_AI :IAs ++STR_AI_LIST_CAPTION_GAMESCRIPT :Scripts de Juego ++STR_AI_LIST_TOOLTIP :{BLACK}Click para seleccionar un script ++ ++STR_AI_LIST_AUTHOR :{LTBLUE}Autor: {ORANGE}{STRING} ++STR_AI_LIST_VERSION :{LTBLUE}Versión: {ORANGE}{NUM} ++STR_AI_LIST_URL :{LTBLUE}URL: {ORANGE}{STRING} ++ ++STR_AI_LIST_ACCEPT :{BLACK}Aceptar ++STR_AI_LIST_ACCEPT_TOOLTIP :{BLACK}Seleccionar el script resaltado ++STR_AI_LIST_CANCEL :{BLACK}Cancelar ++STR_AI_LIST_CANCEL_TOOLTIP :{BLACK}No cambiar de script ++ ++# AI Parameters ++STR_AI_SETTINGS_CAPTION :{WHITE}Parámetros {STRING} ++STR_AI_SETTINGS_CAPTION_AI :IA ++STR_AI_SETTINGS_CAPTION_GAMESCRIPT :Script de Juego ++STR_AI_SETTINGS_CLOSE :{BLACK}Cerrar ++STR_AI_SETTINGS_RESET :{BLACK}Reiniciar ++STR_AI_SETTINGS_SETTING :{STRING}: {ORANGE}{STRING} ++STR_AI_SETTINGS_START_DELAY :Número de días a esperar antes de comenzar esta IA desde el momento en el que empezó la anterior: {ORANGE}{STRING} ++ ++ ++# Textfile window ++STR_TEXTFILE_README_CAPTION :{WHITE}Leeme del {STRING} {STRING} ++STR_TEXTFILE_CHANGELOG_CAPTION :{WHITE}Registro de cambios del {STRING} {STRING} ++STR_TEXTFILE_LICENCE_CAPTION :{WHITE}Licencia del {STRING} {STRING} ++STR_TEXTFILE_WRAP_TEXT :{WHITE}Unir texto ++STR_TEXTFILE_WRAP_TEXT_TOOLTIP :{BLACK}Unir el texto de la ventana para que quepa sin tener que usar el scroll ++STR_TEXTFILE_VIEW_README :{BLACK}Ver leeme ++STR_TEXTFILE_VIEW_CHANGELOG :{BLACK}Registro de cambios ++STR_TEXTFILE_VIEW_LICENCE :{BLACK}Licencia ++ ++ ++# Vehicle loading indicators ++STR_PERCENT_UP_SMALL :{TINY_FONT}{WHITE}{NUM}%{UP_ARROW} ++STR_PERCENT_UP :{WHITE}{NUM}%{UP_ARROW} ++STR_PERCENT_DOWN_SMALL :{TINY_FONT}{WHITE}{NUM}%{DOWN_ARROW} ++STR_PERCENT_DOWN :{WHITE}{NUM}%{DOWN_ARROW} ++STR_PERCENT_UP_DOWN_SMALL :{TINY_FONT}{WHITE}{NUM}%{UP_ARROW}{DOWN_ARROW} ++STR_PERCENT_UP_DOWN :{WHITE}{NUM}%{UP_ARROW}{DOWN_ARROW} ++STR_PERCENT_NONE_SMALL :{TINY_FONT}{WHITE}{NUM}% ++STR_PERCENT_NONE :{WHITE}{NUM}% ++ ++# Income 'floats' ++STR_INCOME_FLOAT_COST_SMALL :{TINY_FONT}{RED}Coste: {CURRENCY_LONG} ++STR_INCOME_FLOAT_COST :{RED}Coste: {CURRENCY_LONG} ++STR_INCOME_FLOAT_INCOME_SMALL :{TINY_FONT}{GREEN}Ingreso: {CURRENCY_LONG} ++STR_INCOME_FLOAT_INCOME :{GREEN}Ingreso: {CURRENCY_LONG} ++STR_FEEDER_TINY :{TINY_FONT}{YELLOW}Transferir: {CURRENCY_LONG} ++STR_FEEDER :{YELLOW}Transferir: {CURRENCY_LONG} ++STR_FEEDER_INCOME_TINY :{TINY_FONT}{YELLOW}Transferencia: {CURRENCY_LONG}{WHITE} / {GREEN}Beneficio: {CURRENCY_LONG} ++STR_FEEDER_INCOME :{YELLOW}Transferencia: {CURRENCY_LONG}{WHITE} / {GREEN}Beneficio: {CURRENCY_LONG} ++STR_FEEDER_COST_TINY :{TINY_FONT}{YELLOW}Transferencia: {CURRENCY_LONG}{WHITE} / {RED}Coste: {CURRENCY_LONG} ++STR_FEEDER_COST :{YELLOW}Transferencia: {CURRENCY_LONG}{WHITE} / {RED}Coste: {CURRENCY_LONG} ++STR_MESSAGE_ESTIMATED_COST :{WHITE}Coste estimado: {CURRENCY_LONG} ++STR_MESSAGE_ESTIMATED_INCOME :{WHITE}Ingreso estimado: {CURRENCY_LONG} ++ ++# Saveload messages ++STR_ERROR_SAVE_STILL_IN_PROGRESS :{WHITE}El guardado está en progreso,{}¡por favor espere hasta que termine! ++STR_ERROR_AUTOSAVE_FAILED :{WHITE}Error en Autoguardado ++STR_ERROR_UNABLE_TO_READ_DRIVE :{BLACK}No es posible leer la unidad ++STR_ERROR_GAME_SAVE_FAILED :{WHITE}Error guardando juego{}{STRING} ++STR_ERROR_UNABLE_TO_DELETE_FILE :{WHITE}No es posible borrar el archivo ++STR_ERROR_GAME_LOAD_FAILED :{WHITE}Carga de Juego Errónea{}{STRING} ++STR_GAME_SAVELOAD_ERROR_BROKEN_INTERNAL_ERROR :Error interno: {STRING} ++STR_GAME_SAVELOAD_ERROR_BROKEN_SAVEGAME :Partida guardada corrupta - {STRING} ++STR_GAME_SAVELOAD_ERROR_TOO_NEW_SAVEGAME :La partida guardada ha sido realizada con una versión más nueva ++STR_GAME_SAVELOAD_ERROR_FILE_NOT_READABLE :Archivo no legible ++STR_GAME_SAVELOAD_ERROR_FILE_NOT_WRITEABLE :No se puede escribir en el archivo ++STR_GAME_SAVELOAD_ERROR_DATA_INTEGRITY_CHECK_FAILED :Comprobación de integridad de los datos fallida ++STR_GAME_SAVELOAD_NOT_AVAILABLE :<no disponible> ++STR_WARNING_LOADGAME_REMOVED_TRAMS :{WHITE}El juego se ha guardado en una versión sin soporte para tranvías. Todos los tranvías han sido eliminados ++ ++# Map generation messages ++STR_ERROR_COULD_NOT_CREATE_TOWN :{WHITE}Generación de mapa abortada...{}... no hay localizaciones apropiadas para municipios ++STR_ERROR_NO_TOWN_IN_SCENARIO :{WHITE}... no hay municipios en el escenario ++ ++STR_ERROR_PNGMAP :{WHITE}No se pudo cargar mapa de alturas PNG... ++STR_ERROR_PNGMAP_FILE_NOT_FOUND :{WHITE}... archivo no encontrado ++STR_ERROR_PNGMAP_IMAGE_TYPE :{WHITE}... no se pudo convertir tipo de imagen. Se requieren imágenes PNG de 8 o 24-bits ++STR_ERROR_PNGMAP_MISC :{WHITE}... algo ha salido mal (es probable que el fichero esté corrupto) ++ ++STR_ERROR_BMPMAP :{WHITE}No se pudo cargar mapa de alturas BMP... ++STR_ERROR_BMPMAP_IMAGE_TYPE :{WHITE}... no se pudo convertir el tipo de imagen ++ ++STR_ERROR_HEIGHTMAP_TOO_LARGE :{WHITE}... la imagen es demasiado grande ++ ++STR_WARNING_HEIGHTMAP_SCALE_CAPTION :{WHITE}Alerta de escala ++STR_WARNING_HEIGHTMAP_SCALE_MESSAGE :{YELLOW}No es recomendable cambiar en exceso el tamaño del mapa original. ¿Desea continuar con la generación? ++ ++# Soundset messages ++STR_WARNING_FALLBACK_SOUNDSET :{WHITE}Solamente se encontró un conjunto de sonidos vacío. Si lo desea, instale un conjunto de sonidos a través del 'Contenido Online' ++ ++# Screenshot related messages ++STR_WARNING_SCREENSHOT_SIZE_CAPTION :{WHITE}Captura de pantalla gigante ++STR_WARNING_SCREENSHOT_SIZE_MESSAGE :{YELLOW}La captura de pantalla tendrá una resolución {COMMA} x {COMMA} pixeles. Realizar la captura puede llevar un tiempo. ¿Desea continuar? ++ ++STR_MESSAGE_SCREENSHOT_SUCCESSFULLY :{WHITE}Captura de pantalla realizada con éxito en '{STRING}' ++STR_ERROR_SCREENSHOT_FAILED :{WHITE}¡Captura de pantalla fallida! ++ ++# Error message titles ++STR_ERROR_MESSAGE_CAPTION :{YELLOW}Mensaje ++STR_ERROR_MESSAGE_CAPTION_OTHER_COMPANY :{YELLOW}Mensaje de {STRING} ++ ++# Generic construction errors ++STR_ERROR_OFF_EDGE_OF_MAP :{WHITE}Fuera del borde del mapa ++STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP :{WHITE}Demasiado cerca del borde del mapa ++STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY :{WHITE}No hay suficiente dinero - se necesita {CURRENCY_LONG} ++STR_ERROR_FLAT_LAND_REQUIRED :{WHITE}Se requiere terreno llano ++STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION :{WHITE}Tierra inclinada en dirección errónea ++STR_ERROR_CAN_T_DO_THIS :{WHITE}No se puede hacer eso... ++STR_ERROR_BUILDING_MUST_BE_DEMOLISHED :{WHITE}El edificio debe demolerse primero ++STR_ERROR_CAN_T_CLEAR_THIS_AREA :{WHITE}No se puede despejar esta zona... ++STR_ERROR_SITE_UNSUITABLE :{WHITE}... lugar no apropiado ++STR_ERROR_ALREADY_BUILT :{WHITE}... ya construido ++STR_ERROR_OWNED_BY :{WHITE}... propiedad de {STRING} ++STR_ERROR_AREA_IS_OWNED_BY_ANOTHER :{WHITE}... otra empresa posee esta área ++STR_ERROR_TERRAFORM_LIMIT_REACHED :{WHITE}... límite de modificación de terreno alcanzado ++STR_ERROR_CLEARING_LIMIT_REACHED :{WHITE}... límite de casillas despejadas alcanzado ++STR_ERROR_TREE_PLANT_LIMIT_REACHED :{WHITE}... limite de plantación de árboles alcanzado ++STR_ERROR_NAME_MUST_BE_UNIQUE :{WHITE}El nombre debe ser único ++STR_ERROR_GENERIC_OBJECT_IN_THE_WAY :{WHITE}{1:STRING} en medio ++STR_ERROR_NOT_ALLOWED_WHILE_PAUSED :{WHITE}No permitido en pausa ++ ++# Local authority errors ++STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS :{WHITE}Las autoridades locales de {TOWN} rechazan esto ++STR_ERROR_LOCAL_AUTHORITY_REFUSES_AIRPORT :{WHITE}Las autoridades locales de {TOWN} rechazan la construcción de otro aeropuerto en este municipio ++STR_ERROR_LOCAL_AUTHORITY_REFUSES_NOISE :{WHITE}Las autoridades locales de {TOWN} rechazan el permiso para el aeropuerto debido a su preocupación por el ruido ++STR_ERROR_BRIBE_FAILED :{WHITE}Su intento de soborno ha sido descubierto por un investigador regional ++ ++# Levelling errors ++STR_ERROR_CAN_T_RAISE_LAND_HERE :{WHITE}No se puede subir el terreno aquí... ++STR_ERROR_CAN_T_LOWER_LAND_HERE :{WHITE}No se puede bajar el terreno aquí... ++STR_ERROR_CAN_T_LEVEL_LAND_HERE :{WHITE}No se puede nivelar el terreno aquí... ++STR_ERROR_EXCAVATION_WOULD_DAMAGE :{WHITE}La excavación dañaría el túnel ++STR_ERROR_ALREADY_AT_SEA_LEVEL :{WHITE}... ya está al nivel del mar ++STR_ERROR_TOO_HIGH :{WHITE}... demasiado alto ++STR_ERROR_ALREADY_LEVELLED :{WHITE}... ya está llano ++STR_ERROR_BRIDGE_TOO_HIGH_AFTER_LOWER_LAND :{WHITE}Después del cambio, el puente sobre este terreno será demasiado alto. ++ ++# Company related errors ++STR_ERROR_CAN_T_CHANGE_COMPANY_NAME :{WHITE}No se puede cambiar el nombre de la empresa... ++STR_ERROR_CAN_T_CHANGE_PRESIDENT :{WHITE}No se puede cambiar nombre del presidente... ++ ++STR_ERROR_MAXIMUM_PERMITTED_LOAN :{WHITE}... máxima cantidad de préstamo permitida es {CURRENCY_LONG} ++STR_ERROR_CAN_T_BORROW_ANY_MORE_MONEY :{WHITE}No se puede incrementar el préstamo... ++STR_ERROR_LOAN_ALREADY_REPAYED :{WHITE}... no hay préstamo que pagar ++STR_ERROR_CURRENCY_REQUIRED :{WHITE}... {CURRENCY_LONG} requerido ++STR_ERROR_CAN_T_REPAY_LOAN :{WHITE}No es posible pagar préstamo... ++STR_ERROR_INSUFFICIENT_FUNDS :{WHITE}No se puede dar dinero que ha sido prestado de un banco... ++STR_ERROR_CAN_T_BUY_COMPANY :{WHITE}No se puede comprar la empresa... ++STR_ERROR_CAN_T_BUILD_COMPANY_HEADQUARTERS :{WHITE}No puede construirse la sede de la empresa... ++STR_ERROR_CAN_T_BUY_25_SHARE_IN_THIS :{WHITE}No se puede comprar el 25% de acciones... ++STR_ERROR_CAN_T_SELL_25_SHARE_IN :{WHITE}No se puede vender el 25% de acciones... ++STR_ERROR_PROTECTED :{WHITE}Esta empresa es demasiado reciente como para comerciar con acciones... ++ ++# Town related errors ++STR_ERROR_CAN_T_GENERATE_TOWN :{WHITE}No se puede construir ningún municipio ++STR_ERROR_CAN_T_RENAME_TOWN :{WHITE}No se puede renombrar el municipio... ++STR_ERROR_CAN_T_FOUND_TOWN_HERE :{WHITE}No se puede construir un municipio aquí... ++STR_ERROR_CAN_T_EXPAND_TOWN :{WHITE}No se puede expandir municipio... ++STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB :{WHITE}... demasiado cercano al borde del mapa ++STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN :{WHITE}... demasiado cercano a otro municipio ++STR_ERROR_TOO_MANY_TOWNS :{WHITE}... demasiados municipios ++STR_ERROR_NO_SPACE_FOR_TOWN :{WHITE}... no hay más espacio en el mapa ++STR_ERROR_TOWN_EXPAND_WARN_NO_ROADS :{WHITE}El municipio no construirá carreteras. Puedes activar la función de construcción de carreteras en Configuración->Ambiente->Municipios ++STR_ERROR_ROAD_WORKS_IN_PROGRESS :{WHITE}Trabajos de carretera en progreso ++STR_ERROR_TOWN_CAN_T_DELETE :{WHITE}No se puede borrar este municipio...{}Quedan estaciones o depósitos relacionados con él, o una propiedad suya no puede ser retirada ++STR_ERROR_STATUE_NO_SUITABLE_PLACE :{WHITE}... no existe un lugar apropiado para una estatua en el centro de este municipio ++ ++# Industry related errors ++STR_ERROR_TOO_MANY_INDUSTRIES :{WHITE}... demasiadas industrias ++STR_ERROR_CAN_T_GENERATE_INDUSTRIES :{WHITE}No se pueden crear industrias... ++STR_ERROR_CAN_T_BUILD_HERE :{WHITE}No puede construirse {STRING} aquí... ++STR_ERROR_CAN_T_CONSTRUCT_THIS_INDUSTRY :{WHITE}No se puede construir este tipo de industria aquí... ++STR_ERROR_INDUSTRY_TOO_CLOSE :{WHITE}... demasiado cerca de otra industria ++STR_ERROR_MUST_FOUND_TOWN_FIRST :{WHITE}... debe construirse un municipio primero ++STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN :{WHITE}... solo se permite uno por municipio ++STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200 :{WHITE}... solo puede construirse en municipios de al menos 1.200 habitantes ++STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST :{WHITE}... solo puede construirse en zonas selváticas ++STR_ERROR_CAN_ONLY_BE_BUILT_IN_DESERT :{WHITE}... solo puede construirse en zonas desérticas ++STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS :{WHITE}... solo puede construirse en municipios (reemplazando casas) ++STR_ERROR_CAN_ONLY_BE_BUILT_NEAR_TOWN_CENTER :{WHITE}... solo puede construirse cerca del centro de un municipio ++STR_ERROR_CAN_ONLY_BE_BUILT_IN_LOW_AREAS :{WHITE}... solo puede construirse en zonas bajas ++STR_ERROR_CAN_ONLY_BE_POSITIONED :{WHITE}... solo puede colocarse cerca de los bordes del mapa ++STR_ERROR_FOREST_CAN_ONLY_BE_PLANTED :{WHITE}... solo se pueden plantar bosques sobre la nieve ++STR_ERROR_CAN_ONLY_BE_BUILT_ABOVE_SNOW_LINE :{WHITE}... solo puede construirse por encima de la línea de nieve ++STR_ERROR_CAN_ONLY_BE_BUILT_BELOW_SNOW_LINE :{WHITE}... solo puede construirse por debajo de la línea de nieve ++ ++STR_ERROR_NO_SUITABLE_PLACES_FOR_INDUSTRIES :{WHITE}No había sitios apropiados disponibles para industrias '{STRING}' ++STR_ERROR_NO_SUITABLE_PLACES_FOR_INDUSTRIES_EXPLANATION :{WHITE}Cambia los parámetros de generación del mapa para obtener un mapa mejor ++ ++# Station construction related errors ++STR_ERROR_CAN_T_BUILD_RAILROAD_STATION :{WHITE}No se puede construir estación de tren aquí... ++STR_ERROR_CAN_T_BUILD_BUS_STATION :{WHITE}No puede construirse una estación de autobuses... ++STR_ERROR_CAN_T_BUILD_TRUCK_STATION :{WHITE}No se puede construir estación de camiones... ++STR_ERROR_CAN_T_BUILD_PASSENGER_TRAM_STATION :{WHITE}No se puede construir estación de tranvía de pasajeros... ++STR_ERROR_CAN_T_BUILD_CARGO_TRAM_STATION :{WHITE}No puede construirse una estación de tranvía de carga... ++STR_ERROR_CAN_T_BUILD_DOCK_HERE :{WHITE}No pueden construirse muelles aquí... ++STR_ERROR_CAN_T_BUILD_AIRPORT_HERE :{WHITE}No puede construirse un aeropuerto aquí... ++ ++STR_ERROR_ADJOINS_MORE_THAN_ONE_EXISTING :{WHITE}Adjunta más de una estación/zona de carga existente ++STR_ERROR_STATION_TOO_SPREAD_OUT :{WHITE}... estación demasiado extendida ++STR_ERROR_TOO_MANY_STATIONS_LOADING :{WHITE}Demasiadas estaciones/zonas de carga ++STR_ERROR_TOO_MANY_STATION_SPECS :{WHITE}Demasiadas partes de estación de tren ++STR_ERROR_TOO_MANY_BUS_STOPS :{WHITE}Demasiadas paradas de autobús ++STR_ERROR_TOO_MANY_TRUCK_STOPS :{WHITE}Demasiadas paradas de camión ++STR_ERROR_TOO_CLOSE_TO_ANOTHER_STATION :{WHITE}Demasiado cerca de otra estación/zona de carga ++STR_ERROR_TOO_CLOSE_TO_ANOTHER_DOCK :{WHITE}Demasiado cerca de otro muelle ++STR_ERROR_TOO_CLOSE_TO_ANOTHER_AIRPORT :{WHITE}Demasiado cerca de otro aeropuerto ++STR_ERROR_CAN_T_RENAME_STATION :{WHITE}No se puede renombrar estación... ++STR_ERROR_DRIVE_THROUGH_ON_TOWN_ROAD :{WHITE}... esta carretera es propiedad de un municipio ++STR_ERROR_DRIVE_THROUGH_DIRECTION :{WHITE}... carretera en la dirección incorrecta ++STR_ERROR_DRIVE_THROUGH_CORNER :{WHITE}... las estaciones de autobús de paso no pueden tener esquinas ++STR_ERROR_DRIVE_THROUGH_JUNCTION :{WHITE}... las estaciones de autobús de paso no pueden tener intersecciones ++ ++# Station destruction related errors ++STR_ERROR_CAN_T_REMOVE_PART_OF_STATION :{WHITE}No se puede retirar parte de la estación... ++STR_ERROR_MUST_REMOVE_RAILWAY_STATION_FIRST :{WHITE}Debes retirar la estación de trenes primero ++STR_ERROR_CAN_T_REMOVE_BUS_STATION :{WHITE}No se puede retirar estación de bus... ++STR_ERROR_CAN_T_REMOVE_TRUCK_STATION :{WHITE}No se puede quitar estación de camiones... ++STR_ERROR_CAN_T_REMOVE_PASSENGER_TRAM_STATION :{WHITE}No se puede quitar estación de tranvía de pasajeros... ++STR_ERROR_CAN_T_REMOVE_CARGO_TRAM_STATION :{WHITE}No se puede quitar estación de tranvía de carga... ++STR_ERROR_MUST_REMOVE_ROAD_STOP_FIRST :{WHITE}Primero debe retirar la parada ++STR_ERROR_THERE_IS_NO_STATION :{WHITE}... no hay ninguna estación aquí ++ ++STR_ERROR_MUST_DEMOLISH_RAILROAD :{WHITE}Primero debe demolerse estación de trenes ++STR_ERROR_MUST_DEMOLISH_BUS_STATION_FIRST :{WHITE}Primero debe demolerse estación de autobús ++STR_ERROR_MUST_DEMOLISH_TRUCK_STATION_FIRST :{WHITE}Primero debe demolerse estación de camiones ++STR_ERROR_MUST_DEMOLISH_PASSENGER_TRAM_STATION_FIRST :{WHITE}Debe demoler la estación del tranvía de pasajeros primero ++STR_ERROR_MUST_DEMOLISH_CARGO_TRAM_STATION_FIRST :{WHITE}Debe demoler la estación del tranvía de carga primero ++STR_ERROR_MUST_DEMOLISH_DOCK_FIRST :{WHITE}Primero debe demolerse el muelle ++STR_ERROR_MUST_DEMOLISH_AIRPORT_FIRST :{WHITE}Primero debe demolerse el aeropuerto ++ ++# Waypoint related errors ++STR_ERROR_WAYPOINT_ADJOINS_MORE_THAN_ONE_EXISTING :{WHITE}Une más de un punto de ruta existente ++STR_ERROR_TOO_CLOSE_TO_ANOTHER_WAYPOINT :{WHITE}Demasiado cerca de otro punto de ruta ++ ++STR_ERROR_CAN_T_BUILD_TRAIN_WAYPOINT :{WHITE}No se puede construir punto de ruta para trenes aquí... ++STR_ERROR_CAN_T_POSITION_BUOY_HERE :{WHITE}No se puede colocar boya aquí... ++STR_ERROR_CAN_T_CHANGE_WAYPOINT_NAME :{WHITE}No se puede cambiar el nombre del punto de ruta... ++ ++STR_ERROR_CAN_T_REMOVE_TRAIN_WAYPOINT :{WHITE}No se puede retirar punto de ruta aquí... ++STR_ERROR_MUST_REMOVE_RAILWAYPOINT_FIRST :{WHITE}Primero se debe retirar punto de ruta para trenes ++STR_ERROR_BUOY_IN_THE_WAY :{WHITE}... boya en medio ++STR_ERROR_BUOY_IS_IN_USE :{WHITE}... ¡boya en uso por otra empresa! ++ ++# Depot related errors ++STR_ERROR_CAN_T_BUILD_TRAIN_DEPOT :{WHITE}No se puede construir depósito aquí... ++STR_ERROR_CAN_T_BUILD_ROAD_DEPOT :{WHITE}No se puede construir depósito de carretera aquí... ++STR_ERROR_CAN_T_BUILD_TRAM_DEPOT :{WHITE}No se puede construir depósito de tranvía aquí... ++STR_ERROR_CAN_T_BUILD_SHIP_DEPOT :{WHITE}No se puede construir un astillero aquí... ++ ++STR_ERROR_CAN_T_RENAME_DEPOT :{WHITE}No se puede renombrar depósito... ++ ++STR_ERROR_TRAIN_MUST_BE_STOPPED_INSIDE_DEPOT :{WHITE}... debe de estar detenido dentro de un depósito ++STR_ERROR_ROAD_VEHICLE_MUST_BE_STOPPED_INSIDE_DEPOT :{WHITE}... debe de estar detenido dentro de un depósito ++STR_ERROR_SHIP_MUST_BE_STOPPED_INSIDE_DEPOT :{WHITE}... debe de estar detenido dentro de un astillero ++STR_ERROR_AIRCRAFT_MUST_BE_STOPPED_INSIDE_HANGAR :{WHITE}... debe de estar detenido dentro de un hangar ++ ++STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT :{WHITE}Los trenes únicamente pueden ser modificarse estando detenidos dentro de un depósito ++STR_ERROR_TRAIN_TOO_LONG :{WHITE}Tren demasiado largo ++STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE :{WHITE}No se puede cambiar dirección del vehículo... ++STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS :{WHITE}... vehículo compuesto por múltiples unidades ++STR_ERROR_INCOMPATIBLE_RAIL_TYPES :Tipo de ferrocarril incompatible ++ ++STR_ERROR_CAN_T_MOVE_VEHICLE :{WHITE}No se puede mover vehículo... ++STR_ERROR_REAR_ENGINE_FOLLOW_FRONT :{WHITE}El motor posterior debe seguir siempre a su contraparte delantera ++STR_ERROR_UNABLE_TO_FIND_ROUTE_TO :{WHITE}No se puede encontrar ruta al depósito ++STR_ERROR_UNABLE_TO_FIND_LOCAL_DEPOT :{WHITE}No se puede encontrar ruta al depósito ++ ++STR_ERROR_DEPOT_WRONG_DEPOT_TYPE :Tipo de depósito erróneo ++ ++# Autoreplace related errors ++STR_ERROR_TRAIN_TOO_LONG_AFTER_REPLACEMENT :{WHITE}{VEHICLE} es demasiado largo después del reemplazo ++STR_ERROR_AUTOREPLACE_NOTHING_TO_DO :{WHITE}No se han aplicado reglas de autoreemplazo/renovación ++STR_ERROR_AUTOREPLACE_MONEY_LIMIT :(límite de dinero) ++ ++# Rail construction errors ++STR_ERROR_IMPOSSIBLE_TRACK_COMBINATION :{WHITE}Combinación de tramos imposible ++STR_ERROR_MUST_REMOVE_SIGNALS_FIRST :{WHITE}Primero debe retirar señales ++STR_ERROR_NO_SUITABLE_RAILROAD_TRACK :{WHITE}Tramo de ferrocarril no apropiado ++STR_ERROR_MUST_REMOVE_RAILROAD_TRACK :{WHITE}Primero se debe retirar tramo de ferrocarril ++STR_ERROR_CROSSING_ON_ONEWAY_ROAD :{WHITE}Carretera de un solo sentido o bloqueada ++STR_ERROR_CROSSING_DISALLOWED :{WHITE}No se permiten pasos a nivel para este tipo de ferrocarril ++STR_ERROR_CAN_T_BUILD_SIGNALS_HERE :{WHITE}No se pueden construir señales aquí... ++STR_ERROR_CAN_T_BUILD_RAILROAD_TRACK :{WHITE}No se pueden construir ferrocarriles aquí... ++STR_ERROR_CAN_T_REMOVE_RAILROAD_TRACK :{WHITE}No se pueden retirar ferrocarriles aquí... ++STR_ERROR_CAN_T_REMOVE_SIGNALS_FROM :{WHITE}No se pueden retirar señales de aquí... ++STR_ERROR_SIGNAL_CAN_T_CONVERT_SIGNALS_HERE :{WHITE}No se pueden convertir las señales aquí... ++STR_ERROR_THERE_IS_NO_RAILROAD_TRACK :{WHITE}... no hay ferrocarril ++STR_ERROR_THERE_ARE_NO_SIGNALS :{WHITE}... no hay señales ++ ++STR_ERROR_CAN_T_CONVERT_RAIL :{WHITE}No se puede convertir tipo de ferrocarril aquí... ++ ++# Road construction errors ++STR_ERROR_MUST_REMOVE_ROAD_FIRST :{WHITE}Ha de retirar carretera primero ++STR_ERROR_ONEWAY_ROADS_CAN_T_HAVE_JUNCTION :{WHITE}... carreteras de un sentido no pueden tener intersecciones ++STR_ERROR_CAN_T_BUILD_ROAD_HERE :{WHITE}No se puede construir carretera aquí... ++STR_ERROR_CAN_T_BUILD_TRAMWAY_HERE :{WHITE}No se puede construir un tranvía aquí... ++STR_ERROR_CAN_T_REMOVE_ROAD_FROM :{WHITE}No se puede retirar carretera de aquí... ++STR_ERROR_CAN_T_REMOVE_TRAMWAY_FROM :{WHITE}No se puede retirar tranvía de aquí... ++STR_ERROR_THERE_IS_NO_ROAD :{WHITE}... no hay carretera ++STR_ERROR_THERE_IS_NO_TRAMWAY :{WHITE}... no hay tranvía ++ ++# Waterway construction errors ++STR_ERROR_CAN_T_BUILD_CANALS :{WHITE}No pueden construirse canales aquí... ++STR_ERROR_CAN_T_BUILD_LOCKS :{WHITE}No pueden construirse dársenas aquí... ++STR_ERROR_CAN_T_PLACE_RIVERS :{WHITE}No se pueden situar ríos aquí... ++STR_ERROR_MUST_BE_BUILT_ON_WATER :{WHITE}... debe construirse sobre el agua ++STR_ERROR_CAN_T_BUILD_ON_WATER :{WHITE}... no se puede construir sobre el agua ++STR_ERROR_CAN_T_BUILD_ON_SEA :{WHITE}... no se puede construir en mar abierto ++STR_ERROR_CAN_T_BUILD_ON_CANAL :{WHITE}... no se puede construir en un canal ++STR_ERROR_CAN_T_BUILD_ON_RIVER :{WHITE}... no se puede construir en un río ++STR_ERROR_MUST_DEMOLISH_CANAL_FIRST :{WHITE}Debes demoler el canal primero ++STR_ERROR_CAN_T_BUILD_AQUEDUCT_HERE :{WHITE}No puede construirse un acueducto aquí ++ ++# Tree related errors ++STR_ERROR_TREE_ALREADY_HERE :{WHITE}... ya hay árboles aquí ++STR_ERROR_TREE_WRONG_TERRAIN_FOR_TREE_TYPE :{WHITE}... terreno incorrecto para este tipo de árbol ++STR_ERROR_CAN_T_PLANT_TREE_HERE :{WHITE}No se pueden plantar árboles aquí... ++ ++# Bridge related errors ++STR_ERROR_CAN_T_BUILD_BRIDGE_HERE :{WHITE}No puede construirse un puente aquí... ++STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST :{WHITE}Primero debe demolerse el puente ++STR_ERROR_CAN_T_START_AND_END_ON :{WHITE}No se puede comenzar y acabar en la misma posición ++STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT :{WHITE}Las cabeceras del puente no están al mismo nivel ++STR_ERROR_BRIDGE_TOO_LOW_FOR_TERRAIN :{WHITE}El puente es demasiado bajo para el terreno ++STR_ERROR_BRIDGE_TOO_HIGH_FOR_TERRAIN :{WHITE}El puente es demasiado alto para este terreno. ++STR_ERROR_START_AND_END_MUST_BE_IN :{WHITE}Comienzo y final deben estar en línea ++STR_ERROR_ENDS_OF_BRIDGE_MUST_BOTH :{WHITE}... los dos extremos de un puente han de estar sobre tierra ++STR_ERROR_BRIDGE_TOO_LONG :{WHITE}... puente demasiado largo ++STR_ERROR_BRIDGE_THROUGH_MAP_BORDER :{WHITE}El puente terminaría fuera del mapa ++ ++# Tunnel related errors ++STR_ERROR_CAN_T_BUILD_TUNNEL_HERE :{WHITE}No se puede construir túnel aquí... ++STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL :{WHITE}Lugar inapropiado para entrada de túnel ++STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST :{WHITE}Primero debe demolerse el túnel ++STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY :{WHITE}Otro túnel en el camino ++STR_ERROR_TUNNEL_THROUGH_MAP_BORDER :{WHITE}El túnel terminaría fuera del mapa ++STR_ERROR_UNABLE_TO_EXCAVATE_LAND :{WHITE}No se puede excavar en la tierra al otro lado del túnel ++STR_ERROR_TUNNEL_TOO_LONG :{WHITE}... túnel demasiado largo ++ ++# Object related errors ++STR_ERROR_TOO_MANY_OBJECTS :{WHITE}... demasiados objetos ++STR_ERROR_CAN_T_BUILD_OBJECT :{WHITE}No se puede construir objeto... ++STR_ERROR_OBJECT_IN_THE_WAY :{WHITE}Objeto en medio ++STR_ERROR_COMPANY_HEADQUARTERS_IN :{WHITE}... la sede de la empresa está en medio ++STR_ERROR_CAN_T_PURCHASE_THIS_LAND :{WHITE}No es posible comprar este terreno... ++STR_ERROR_YOU_ALREADY_OWN_IT :{WHITE}... ¡ya es de su propiedad! ++ ++# Group related errors ++STR_ERROR_GROUP_CAN_T_CREATE :{WHITE}No se puede crear grupo... ++STR_ERROR_GROUP_CAN_T_DELETE :{WHITE}No se puede borrar grupo... ++STR_ERROR_GROUP_CAN_T_RENAME :{WHITE}No se puede renombrar grupo... ++STR_ERROR_GROUP_CAN_T_SET_PARENT :{WHITE}No se puede establecer la jerarquía de grupos... ++STR_ERROR_GROUP_CAN_T_REMOVE_ALL_VEHICLES :{WHITE}No se pueden quitar todos los vehículos de este grupo... ++STR_ERROR_GROUP_CAN_T_ADD_VEHICLE :{WHITE}No se puede añadir el vehículo a este grupo... ++STR_ERROR_GROUP_CAN_T_ADD_SHARED_VEHICLE :{WHITE}No se pueden añadir vehículos compartidos al grupo... ++ ++# Generic vehicle errors ++STR_ERROR_TRAIN_IN_THE_WAY :{WHITE}Tren en camino ++STR_ERROR_ROAD_VEHICLE_IN_THE_WAY :{WHITE}Vehículo de carretera en camino ++STR_ERROR_SHIP_IN_THE_WAY :{WHITE}Barco en camino ++STR_ERROR_AIRCRAFT_IN_THE_WAY :{WHITE}Aeronave en camino ++ ++STR_ERROR_CAN_T_REFIT_TRAIN :{WHITE}No se puede reformar tren... ++STR_ERROR_CAN_T_REFIT_ROAD_VEHICLE :{WHITE}No se puede reformar vehículo de carretera... ++STR_ERROR_CAN_T_REFIT_SHIP :{WHITE}No se puede reformar barco... ++STR_ERROR_CAN_T_REFIT_AIRCRAFT :{WHITE}No se puede reformar aeronave... ++ ++STR_ERROR_CAN_T_RENAME_TRAIN :{WHITE}No se puede nombrar tren... ++STR_ERROR_CAN_T_RENAME_ROAD_VEHICLE :{WHITE}No se puede nombrar vehículo... ++STR_ERROR_CAN_T_RENAME_SHIP :{WHITE}No se puede nombrar barco... ++STR_ERROR_CAN_T_RENAME_AIRCRAFT :{WHITE}No se puede nombrar aeronave... ++ ++STR_ERROR_CAN_T_STOP_START_TRAIN :{WHITE}No se puede detener/arrancar tren... ++STR_ERROR_CAN_T_STOP_START_ROAD_VEHICLE :{WHITE}No se puede detener/arrancar vehículo... ++STR_ERROR_CAN_T_STOP_START_SHIP :{WHITE}No se puede detener/arrancar barco... ++STR_ERROR_CAN_T_STOP_START_AIRCRAFT :{WHITE}No se puede detener/arrancar aeronave... ++ ++STR_ERROR_CAN_T_SEND_TRAIN_TO_DEPOT :{WHITE}No se puede enviar el tren al depósito... ++STR_ERROR_CAN_T_SEND_ROAD_VEHICLE_TO_DEPOT :{WHITE}No se puede enviar vehículo al depósito... ++STR_ERROR_CAN_T_SEND_SHIP_TO_DEPOT :{WHITE}No se puede mandar barco a astillero... ++STR_ERROR_CAN_T_SEND_AIRCRAFT_TO_HANGAR :{WHITE}No se puede enviar la aeronave al hangar ++ ++STR_ERROR_CAN_T_BUY_TRAIN :{WHITE}No se puede comprar tren... ++STR_ERROR_CAN_T_BUY_ROAD_VEHICLE :{WHITE}No se puede comprar vehículo... ++STR_ERROR_CAN_T_BUY_SHIP :{WHITE}No se puede comprar barco... ++STR_ERROR_CAN_T_BUY_AIRCRAFT :{WHITE}No se puede comprar aeronave... ++ ++STR_ERROR_CAN_T_RENAME_TRAIN_TYPE :{WHITE}No se puede renombrar tipo de vehículo... ++STR_ERROR_CAN_T_RENAME_ROAD_VEHICLE_TYPE :{WHITE}No se puede renombrar tipo de vehículo... ++STR_ERROR_CAN_T_RENAME_SHIP_TYPE :{WHITE}No se puede renombrar tipo de barco... ++STR_ERROR_CAN_T_RENAME_AIRCRAFT_TYPE :{WHITE}No se puede renombrar el tipo de aeronave... ++ ++STR_ERROR_CAN_T_SELL_TRAIN :{WHITE}No se puede vender tren... ++STR_ERROR_CAN_T_SELL_ROAD_VEHICLE :{WHITE}No se puede vender vehículo... ++STR_ERROR_CAN_T_SELL_SHIP :{WHITE}No se puede vender barco... ++STR_ERROR_CAN_T_SELL_AIRCRAFT :{WHITE}No se puede vender la aeronave... ++ ++STR_ERROR_RAIL_VEHICLE_NOT_AVAILABLE :{WHITE}Vehículo de raíl no disponible ++STR_ERROR_ROAD_VEHICLE_NOT_AVAILABLE :{WHITE}Vehículo de carretera no disponible ++STR_ERROR_SHIP_NOT_AVAILABLE :{WHITE}Barco no disponible ++STR_ERROR_AIRCRAFT_NOT_AVAILABLE :{WHITE}Aeronave no disponible ++ ++STR_ERROR_TOO_MANY_VEHICLES_IN_GAME :{WHITE}Demasiados vehículos en juego ++STR_ERROR_CAN_T_CHANGE_SERVICING :{WHITE}Imposible cambiar intervalo de mantenimiento... ++ ++STR_ERROR_VEHICLE_IS_DESTROYED :{WHITE}... el vehículo está destruido ++ ++STR_ERROR_NO_VEHICLES_AVAILABLE_AT_ALL :{WHITE}Ningún vehículo estará disponible ++STR_ERROR_NO_VEHICLES_AVAILABLE_AT_ALL_EXPLANATION :{WHITE}Es necesario modificar la configuración NewGRF ++STR_ERROR_NO_VEHICLES_AVAILABLE_YET :{WHITE}En esta fecha no hay vehículos disponibles ++STR_ERROR_NO_VEHICLES_AVAILABLE_YET_EXPLANATION :{WHITE}Comienza una nueva partida después de {DATE_SHORT} o usa un NewGRF que provea vehículos más antiguos ++ ++# Specific vehicle errors ++STR_ERROR_CAN_T_MAKE_TRAIN_PASS_SIGNAL :{WHITE}No se puede pasar la señal en peligro al tren... ++STR_ERROR_CAN_T_REVERSE_DIRECTION_TRAIN :{WHITE}No se puede cambiar la dirección... ++STR_ERROR_TRAIN_START_NO_POWER :El tren no tiene potencia ++ ++STR_ERROR_CAN_T_MAKE_ROAD_VEHICLE_TURN :{WHITE}No se puede girar vehículo de carretera... ++ ++STR_ERROR_AIRCRAFT_IS_IN_FLIGHT :{WHITE}La aeronave está en vuelo ++ ++# Order related errors ++STR_ERROR_NO_MORE_SPACE_FOR_ORDERS :{WHITE}Falta espacio para más órdenes ++STR_ERROR_TOO_MANY_ORDERS :{WHITE}Demasiadas órdenes ++STR_ERROR_CAN_T_INSERT_NEW_ORDER :{WHITE}No se puede insertar una nueva orden... ++STR_ERROR_CAN_T_DELETE_THIS_ORDER :{WHITE}No se puede borrar esta orden... ++STR_ERROR_CAN_T_MODIFY_THIS_ORDER :{WHITE}No se puede modificar esta orden... ++STR_ERROR_CAN_T_MOVE_THIS_ORDER :{WHITE}No se puede mover esta orden... ++STR_ERROR_CAN_T_SKIP_ORDER :{WHITE}No se puede saltar la orden actual... ++STR_ERROR_CAN_T_SKIP_TO_ORDER :{WHITE}No se puede saltar a la orden seleccionada... ++STR_ERROR_CAN_T_COPY_SHARE_ORDER :{WHITE}... el vehículo no puede ir a todas las estaciones ++STR_ERROR_CAN_T_ADD_ORDER :{WHITE}... el vehículo no puede ir a esa estación ++STR_ERROR_CAN_T_ADD_ORDER_SHARED :{WHITE}... un vehículo que comparte esta orden no puede ir a esa estación ++ ++STR_ERROR_CAN_T_SHARE_ORDER_LIST :{WHITE}No se puede compartir lista de órdenes... ++STR_ERROR_CAN_T_STOP_SHARING_ORDER_LIST :{WHITE}No se puede parar de compartir lista de órdenes... ++STR_ERROR_CAN_T_COPY_ORDER_LIST :{WHITE}No se puede copiar lista de órdenes... ++STR_ERROR_TOO_FAR_FROM_PREVIOUS_DESTINATION :{WHITE}... demasiado lejos del destino anterior ++STR_ERROR_AIRCRAFT_NOT_ENOUGH_RANGE :{WHITE}... la aeronave no tiene suficiente alcance ++ ++# Timetable related errors ++STR_ERROR_CAN_T_TIMETABLE_VEHICLE :{WHITE}No se pueden asignar horarios al vehículo... ++STR_ERROR_TIMETABLE_ONLY_WAIT_AT_STATIONS :{WHITE}Los vehículos solo pueden esperar en estaciones ++STR_ERROR_TIMETABLE_NOT_STOPPING_HERE :{WHITE}Este vehículo no va a detenerse en esta estación ++ ++# Sign related errors ++STR_ERROR_TOO_MANY_SIGNS :{WHITE}... demasiados carteles ++STR_ERROR_CAN_T_PLACE_SIGN_HERE :{WHITE}No se puede colocar un cartel aquí... ++STR_ERROR_CAN_T_CHANGE_SIGN_NAME :{WHITE}No se puede cambiar el nombre del cartel... ++STR_ERROR_CAN_T_DELETE_SIGN :{WHITE}No se puede borrar el cartel... ++ ++# Translatable comment for OpenTTD's desktop shortcut ++STR_DESKTOP_SHORTCUT_COMMENT :Un juego de simulación basado en Transport Tycoon Deluxe ++ ++# Translatable descriptions in media/baseset/*.ob* files ++STR_BASEGRAPHICS_DOS_DESCRIPTION :Gráficos originales de Transport Tycoon Deluxe versión DOS. ++STR_BASEGRAPHICS_DOS_DE_DESCRIPTION :Gráficos originales de Transport Tycoon Deluxe versión DOS (Alemán). ++STR_BASEGRAPHICS_WIN_DESCRIPTION :Gráficos originales de Transport Tycoon Deluxe versión Windows. ++STR_BASESOUNDS_DOS_DESCRIPTION :Sonidos originales de Transport Tycoon Deluxe versión DOS. ++STR_BASESOUNDS_WIN_DESCRIPTION :Sonidos originales de Transport Tycoon Deluxe versión Windows. ++STR_BASESOUNDS_NONE_DESCRIPTION :Un conjunto de sonidos vacío. ++STR_BASEMUSIC_WIN_DESCRIPTION :Música original de Transport Tycoon Deluxe versión Windows. ++STR_BASEMUSIC_NONE_DESCRIPTION :Un conjunto de música vacío. ++ ++##id 0x2000 ++# Town building names ++STR_TOWN_BUILDING_NAME_TALL_OFFICE_BLOCK_1 :Bloque alto de oficinas ++STR_TOWN_BUILDING_NAME_OFFICE_BLOCK_1 :Bloque de oficinas ++STR_TOWN_BUILDING_NAME_SMALL_BLOCK_OF_FLATS_1 :Bloque de apartamentos pequeño ++STR_TOWN_BUILDING_NAME_CHURCH_1 :Iglesia ++STR_TOWN_BUILDING_NAME_LARGE_OFFICE_BLOCK_1 :Gran bloque de oficinas ++STR_TOWN_BUILDING_NAME_TOWN_HOUSES_1 :Casas del municipio ++STR_TOWN_BUILDING_NAME_HOTEL_1 :Hotel ++STR_TOWN_BUILDING_NAME_STATUE_1 :Estatua ++STR_TOWN_BUILDING_NAME_FOUNTAIN_1 :Fuente ++STR_TOWN_BUILDING_NAME_PARK_1 :Parque ++STR_TOWN_BUILDING_NAME_OFFICE_BLOCK_2 :Bloque de oficinas ++STR_TOWN_BUILDING_NAME_SHOPS_AND_OFFICES_1 :Tiendas y oficinas ++STR_TOWN_BUILDING_NAME_MODERN_OFFICE_BUILDING_1 :Edificio de oficinas moderno ++STR_TOWN_BUILDING_NAME_WAREHOUSE_1 :Almacén ++STR_TOWN_BUILDING_NAME_OFFICE_BLOCK_3 :Bloque de oficinas ++STR_TOWN_BUILDING_NAME_STADIUM_1 :Estadio ++STR_TOWN_BUILDING_NAME_OLD_HOUSES_1 :Casas viejas ++STR_TOWN_BUILDING_NAME_COTTAGES_1 :Casitas ++STR_TOWN_BUILDING_NAME_HOUSES_1 :Casas ++STR_TOWN_BUILDING_NAME_FLATS_1 :Apartamentos ++STR_TOWN_BUILDING_NAME_TALL_OFFICE_BLOCK_2 :Bloque alto de oficinas ++STR_TOWN_BUILDING_NAME_SHOPS_AND_OFFICES_2 :Tiendas y oficinas ++STR_TOWN_BUILDING_NAME_SHOPS_AND_OFFICES_3 :Tiendas y oficinas ++STR_TOWN_BUILDING_NAME_THEATER_1 :Teatro ++STR_TOWN_BUILDING_NAME_STADIUM_2 :Estadio ++STR_TOWN_BUILDING_NAME_OFFICES_1 :Oficinas ++STR_TOWN_BUILDING_NAME_HOUSES_2 :Casas ++STR_TOWN_BUILDING_NAME_CINEMA_1 :Cine ++STR_TOWN_BUILDING_NAME_SHOPPING_MALL_1 :Centro comercial ++STR_TOWN_BUILDING_NAME_IGLOO_1 :Iglú ++STR_TOWN_BUILDING_NAME_TEPEES_1 :Tipis ++STR_TOWN_BUILDING_NAME_TEAPOT_HOUSE_1 :Casa de Té ++STR_TOWN_BUILDING_NAME_PIGGY_BANK_1 :Banco Cerdito ++ ++##id 0x4800 ++# industry names ++STR_INDUSTRY_NAME_COAL_MINE :{G=f}Mina de Carbón ++STR_INDUSTRY_NAME_POWER_STATION :{G=f}Central Eléctrica ++STR_INDUSTRY_NAME_SAWMILL :{G=m}Aserradero ++STR_INDUSTRY_NAME_FOREST :{G=m}Bosque ++STR_INDUSTRY_NAME_OIL_REFINERY :{G=f}Refinería de Petróleo ++STR_INDUSTRY_NAME_OIL_RIG :{G=f}Plataforma Petrolífera ++STR_INDUSTRY_NAME_FACTORY :{G=f}Fábrica ++STR_INDUSTRY_NAME_PRINTING_WORKS :{G=f}Imprenta ++STR_INDUSTRY_NAME_STEEL_MILL :{G=f}Acería ++STR_INDUSTRY_NAME_FARM :{G=f}Granja ++STR_INDUSTRY_NAME_COPPER_ORE_MINE :{G=f}Mina de Cobre ++STR_INDUSTRY_NAME_OIL_WELLS :{G=m}Pozos Petrolíferos ++STR_INDUSTRY_NAME_BANK :{G=m}Banco ++STR_INDUSTRY_NAME_FOOD_PROCESSING_PLANT :{G=f}Planta Procesadora de Alimentos ++STR_INDUSTRY_NAME_PAPER_MILL :{G=f}Papelera ++STR_INDUSTRY_NAME_GOLD_MINE :{G=f}Mina de Oro ++STR_INDUSTRY_NAME_BANK_TROPIC_ARCTIC :{G=m}Banco ++STR_INDUSTRY_NAME_DIAMOND_MINE :{G=f}Mina de Diamantes ++STR_INDUSTRY_NAME_IRON_ORE_MINE :{G=f}Mina de Hierro ++STR_INDUSTRY_NAME_FRUIT_PLANTATION :{G=f}Plantación de Fruta ++STR_INDUSTRY_NAME_RUBBER_PLANTATION :{G=f}Plantación de Caucho ++STR_INDUSTRY_NAME_WATER_SUPPLY :{G=m}Suministro de Agua ++STR_INDUSTRY_NAME_WATER_TOWER :{G=f}Torre de Agua ++STR_INDUSTRY_NAME_FACTORY_2 :{G=f}Fábrica ++STR_INDUSTRY_NAME_FARM_2 :{G=f}Granja ++STR_INDUSTRY_NAME_LUMBER_MILL :{G=m}Aserradero ++STR_INDUSTRY_NAME_COTTON_CANDY_FOREST :{G=m}Bosque de Algodón Dulce ++STR_INDUSTRY_NAME_CANDY_FACTORY :{G=f}Fábrica de Dulces ++STR_INDUSTRY_NAME_BATTERY_FARM :{G=f}Granja de Pilas ++STR_INDUSTRY_NAME_COLA_WELLS :{G=m}Pozos de Cola ++STR_INDUSTRY_NAME_TOY_SHOP :{G=f}Tienda de Juguetes ++STR_INDUSTRY_NAME_TOY_FACTORY :{G=f}Fábrica de Juguetes ++STR_INDUSTRY_NAME_PLASTIC_FOUNTAINS :{G=f}Fuentes de Plástico ++STR_INDUSTRY_NAME_FIZZY_DRINK_FACTORY :{G=f}Fábrica de Refrescos ++STR_INDUSTRY_NAME_BUBBLE_GENERATOR :{G=m}Generador de Burbujas ++STR_INDUSTRY_NAME_TOFFEE_QUARRY :{G=f}Cantera de Caramelos ++STR_INDUSTRY_NAME_SUGAR_MINE :{G=f}Mina de Azúcar ++ ++############ WARNING, using range 0x6000 for strings that are stored in the savegame ++############ These strings may never get a new id, or savegames will break! ++##id 0x6000 ++STR_SV_EMPTY : ++STR_SV_UNNAMED :Sin nombre ++STR_SV_TRAIN_NAME :Tren {COMMA} ++STR_SV_ROAD_VEHICLE_NAME :Vehículo de carretera {COMMA} ++STR_SV_SHIP_NAME :Barco {COMMA} ++STR_SV_AIRCRAFT_NAME :Aeronave {COMMA} ++ ++STR_SV_STNAME :{STRING} ++STR_SV_STNAME_NORTH :{STRING} Norte ++STR_SV_STNAME_SOUTH :{STRING} Sur ++STR_SV_STNAME_EAST :{STRING} Este ++STR_SV_STNAME_WEST :{STRING} Oeste ++STR_SV_STNAME_CENTRAL :{STRING} Central ++STR_SV_STNAME_TRANSFER :{STRING} Transferencia ++STR_SV_STNAME_HALT :{STRING} Parada ++STR_SV_STNAME_VALLEY :Valle de {STRING} ++STR_SV_STNAME_HEIGHTS :Cumbres de {STRING} ++STR_SV_STNAME_WOODS :Arboleda de {STRING} ++STR_SV_STNAME_LAKESIDE :Lago de {STRING} ++STR_SV_STNAME_EXCHANGE :{STRING} Intercambio ++STR_SV_STNAME_AIRPORT :Aeropuerto de {STRING} ++STR_SV_STNAME_OILFIELD :Campo petrolífero de {STRING} ++STR_SV_STNAME_MINES :Minas de {STRING} ++STR_SV_STNAME_DOCKS :Muelles de {STRING} ++STR_SV_STNAME_BUOY :{STRING} ++STR_SV_STNAME_WAYPOINT :{STRING} ++##id 0x6020 ++STR_SV_STNAME_ANNEXE :{STRING} Anexo ++STR_SV_STNAME_SIDINGS :Proximidades de {STRING} ++STR_SV_STNAME_BRANCH :Ramal de {STRING} ++STR_SV_STNAME_UPPER :{STRING} Alto ++STR_SV_STNAME_LOWER :{STRING} Bajo ++STR_SV_STNAME_HELIPORT :Helipuerto de {STRING} ++STR_SV_STNAME_FOREST :Bosque de {STRING} ++STR_SV_STNAME_FALLBACK :{STRING} Estación #{NUM} ++############ end of savegame specific region! ++ ++##id 0x8000 ++# Vehicle names ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_KIRBY_PAUL_TANK_STEAM :Kirby Paul Tank (Vapor) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_MJS_250_DIESEL :MJS 250 (Diésel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_PLODDYPHUT_CHOO_CHOO :Ploddyphut Choo-Choo ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_POWERNAUT_CHOO_CHOO :Powernaut Choo-Choo ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_MIGHTYMOVER_CHOO_CHOO :MightyMover Choo-Choo ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_PLODDYPHUT_DIESEL :Ploddyphut Diésel ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_POWERNAUT_DIESEL :Powernaut Diésel ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_WILLS_2_8_0_STEAM :Wills 2-8-0 (Vapor) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_CHANEY_JUBILEE_STEAM :Chaney 'Jubilee' (Vapor) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_GINZU_A4_STEAM :Ginzu 'A4' (Vapor) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_SH_8P_STEAM :SH '8P' (Vapor) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_MANLEY_MOREL_DMU_DIESEL :Manley-Morel DMU (Diésel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_DASH_DIESEL :'Dash' (Diésel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_SH_HENDRY_25_DIESEL :SH/Hendry '25' (Diésel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_UU_37_DIESEL :UU '37' (Diésel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_FLOSS_47_DIESEL :Floss '47' (Diésel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_CS_4000_DIESEL :CS 4000 (Diésel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_CS_2400_DIESEL :CS 2400 (Diésel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_CENTENNIAL_DIESEL :Centennial (Diésel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_KELLING_3100_DIESEL :Kelling 3100 (Diésel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_TURNER_TURBO_DIESEL :Turner Turbo (Diésel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_MJS_1000_DIESEL :MJS 1000 (Diésel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_SH_125_DIESEL :SH '125' (Diésel) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_SH_30_ELECTRIC :SH '30' (Eléctrico) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_SH_40_ELECTRIC :SH '40' (Eléctrico) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_T_I_M_ELECTRIC :'T.I.M.' (Eléctrico) ++STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_ASIASTAR_ELECTRIC :'AsiaStar' (Eléctrico) ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_PASSENGER_CAR :Vagón de Pasajeros ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_MAIL_VAN :Furgón de Correos ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_COAL_CAR :Vagón de Carbón ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_OIL_TANKER :Cisterna de Petróleo ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_LIVESTOCK_VAN :Vagón de Ganado ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_GOODS_VAN :Vagón de Mercancías ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_GRAIN_HOPPER :Vagoneta de Grano ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_WOOD_TRUCK :Vagón de Madera ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_IRON_ORE_HOPPER :Vagoneta de Mineral de Hierro ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_STEEL_TRUCK :Vagón de Acero ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_ARMORED_VAN :Vagón Blindado ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_FOOD_VAN :Vagón de Alimentos ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_PAPER_TRUCK :Vagón de Papel ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_COPPER_ORE_HOPPER :Vagoneta de Mineral de Cobre ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_WATER_TANKER :Cisterna de Agua ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_FRUIT_TRUCK :Vagón de Fruta ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_RUBBER_TRUCK :Vagón de Caucho ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_SUGAR_TRUCK :Vagón de Azúcar ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_COTTON_CANDY_HOPPER :Vagoneta de Algodón Dulce ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_TOFFEE_HOPPER :Vagoneta de Caramelos ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_BUBBLE_VAN :Vagón de Burbujas ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_COLA_TANKER :Cisterna de Cola ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_CANDY_VAN :Vagón de Dulces ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_TOY_VAN :Vagón de Juguetes ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_BATTERY_TRUCK :Vagón de Pilas ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_FIZZY_DRINK_TRUCK :Vagón de Refrescos ++STR_VEHICLE_NAME_TRAIN_WAGON_RAIL_PLASTIC_TRUCK :Vagón de Plásticos ++STR_VEHICLE_NAME_TRAIN_ENGINE_MONORAIL_X2001_ELECTRIC :'X2001' (Eléctrico) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MONORAIL_MILLENNIUM_Z1_ELECTRIC :'Millennium Z1' (Eléctrico) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MONORAIL_WIZZOWOW_Z99 :Wizzowow Z99 ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_PASSENGER_CAR :Vagón de Pasajeros ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_MAIL_VAN :Furgón de Correos ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_COAL_CAR :Vagón de Carbón ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_OIL_TANKER :Cisterna de Petróleo ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_LIVESTOCK_VAN :Vagón de Ganado ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_GOODS_VAN :Vagón de Mercancías ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_GRAIN_HOPPER :Vagoneta de Grano ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_WOOD_TRUCK :Vagón de Madera ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_IRON_ORE_HOPPER :Vagoneta de Mineral de Hierro ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_STEEL_TRUCK :Vagón de Acero ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_ARMORED_VAN :Vagón Blindado ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_FOOD_VAN :Vagón de Alimentos ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_PAPER_TRUCK :Vagón de Papel ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_COPPER_ORE_HOPPER :Vagoneta de Mineral de Cobre ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_WATER_TANKER :Cisterna de Agua ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_FRUIT_TRUCK :Vagón de Fruta ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_RUBBER_TRUCK :Vagón de Caucho ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_SUGAR_TRUCK :Vagón de Azúcar ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_COTTON_CANDY_HOPPER :Vagoneta de Algodón Dulce ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_TOFFEE_HOPPER :Vagoneta de Caramelos ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_BUBBLE_VAN :Vagón de Burbujas ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_COLA_TANKER :Cisterna de Cola ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_CANDY_VAN :Vagón de Dulces ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_TOY_VAN :Vagón de Juguetes ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_BATTERY_TRUCK :Vagón de Pilas ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_FIZZY_DRINK_TRUCK :Vagón de Refrescos ++STR_VEHICLE_NAME_TRAIN_WAGON_MONORAIL_PLASTIC_TRUCK :Vagón de Plásticos ++STR_VEHICLE_NAME_TRAIN_ENGINE_MAGLEV_LEV1_LEVIATHAN_ELECTRIC :Lev1 'Leviathan' (Eléctrico) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MAGLEV_LEV2_CYCLOPS_ELECTRIC :Lev2 'Cyclops' (Eléctrico) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MAGLEV_LEV3_PEGASUS_ELECTRIC :Lev3 'Pegasus' (Eléctrico) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MAGLEV_LEV4_CHIMAERA_ELECTRIC :Lev4 'Chimaera' (Eléctrico) ++STR_VEHICLE_NAME_TRAIN_ENGINE_MAGLEV_WIZZOWOW_ROCKETEER :Wizzowow Rocketeer ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_PASSENGER_CAR :Vagón de Pasajeros ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_MAIL_VAN :Furgón de Correos ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_COAL_CAR :Vagón de Carbón ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_OIL_TANKER :Cisterna de Petróleo ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_LIVESTOCK_VAN :Vagón de Ganado ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_GOODS_VAN :Vagón de Mercancías ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_GRAIN_HOPPER :Vagoneta de Grano ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_WOOD_TRUCK :Vagón de Madera ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_IRON_ORE_HOPPER :Vagoneta de Mineral de Hierro ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_STEEL_TRUCK :Vagón de Acero ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_ARMORED_VAN :Vagón Blindado ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_FOOD_VAN :Vagón de Alimentos ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_PAPER_TRUCK :Vagón de Papel ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_COPPER_ORE_HOPPER :Vagoneta de Mineral de Cobre ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_WATER_TANKER :Cisterna de Agua ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_FRUIT_TRUCK :Vagón de Fruta ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_RUBBER_TRUCK :Vagón de Caucho ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_SUGAR_TRUCK :Vagón de Azúcar ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_COTTON_CANDY_HOPPER :Vagoneta de Algodón Dulce ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_TOFFEE_HOPPER :Vagoneta de Caramelos ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_BUBBLE_VAN :Vagón de Burbujas ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_COLA_TANKER :Cisterna de Cola ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_CANDY_VAN :Vagón de Dulces ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_TOY_VAN :Vagón de Juguetes ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_BATTERY_TRUCK :Vagón de Pilas ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_FIZZY_DRINK_TRUCK :Vagón de Refrescos ++STR_VEHICLE_NAME_TRAIN_WAGON_MAGLEV_PLASTIC_TRUCK :Vagón de Plásticos ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_REGAL_BUS :Bus MPS Regal ++STR_VEHICLE_NAME_ROAD_VEHICLE_HEREFORD_LEOPARD_BUS :Bus Hereford Leopard ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_BUS :Bus Foster ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_MKII_SUPERBUS :Superbus Foster MkII ++STR_VEHICLE_NAME_ROAD_VEHICLE_PLODDYPHUT_MKI_BUS :Bus Ploddyphut MkI ++STR_VEHICLE_NAME_ROAD_VEHICLE_PLODDYPHUT_MKII_BUS :Bus Ploddyphut MkII ++STR_VEHICLE_NAME_ROAD_VEHICLE_PLODDYPHUT_MKIII_BUS :Bus Ploddyphut MkIII ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_COAL_TRUCK :Camión Carbonero Balogh ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_COAL_TRUCK :Camión Carbonero Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_DW_COAL_TRUCK :Camión carbonero DW ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_MAIL_TRUCK :Camión de Correo MPS ++STR_VEHICLE_NAME_ROAD_VEHICLE_REYNARD_MAIL_TRUCK :Camión de Correo Reynard ++STR_VEHICLE_NAME_ROAD_VEHICLE_PERRY_MAIL_TRUCK :Camión de Correo Perry ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_MAIL_TRUCK :Camión de Correo MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_MAIL_TRUCK :Camión de Correo Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_MAIL_TRUCK :Camión de Correo Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_WITCOMBE_OIL_TANKER :Cisterna de Petróleo Witcombe ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_OIL_TANKER :Cisterna de Petróleo Foster ++STR_VEHICLE_NAME_ROAD_VEHICLE_PERRY_OIL_TANKER :Cisterna de Petróleo Perry ++STR_VEHICLE_NAME_ROAD_VEHICLE_TALBOTT_LIVESTOCK_VAN :Camión de Ganado Talbott ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_LIVESTOCK_VAN :Camión de Ganado Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_LIVESTOCK_VAN :Camión de Ganado Foster ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_GOODS_TRUCK :Camión de Mercancías Balogh ++STR_VEHICLE_NAME_ROAD_VEHICLE_CRAIGHEAD_GOODS_TRUCK :Camión de Mercancías Craighead ++STR_VEHICLE_NAME_ROAD_VEHICLE_GOSS_GOODS_TRUCK :Camión de Mercancías Goss ++STR_VEHICLE_NAME_ROAD_VEHICLE_HEREFORD_GRAIN_TRUCK :Camión de Grano Hereford ++STR_VEHICLE_NAME_ROAD_VEHICLE_THOMAS_GRAIN_TRUCK :Camión de Grano Thomas ++STR_VEHICLE_NAME_ROAD_VEHICLE_GOSS_GRAIN_TRUCK :Camión de Grano Goss ++STR_VEHICLE_NAME_ROAD_VEHICLE_WITCOMBE_WOOD_TRUCK :Camión Maderero Witcombe ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_WOOD_TRUCK :Camión Maderero Foster ++STR_VEHICLE_NAME_ROAD_VEHICLE_MORELAND_WOOD_TRUCK :Camión Maderero Moreland ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_IRON_ORE_TRUCK :Camión de Hierro MPS ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_IRON_ORE_TRUCK :Camión de Hierro Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_CHIPPY_IRON_ORE_TRUCK :Camión de Hierro Chippy ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_STEEL_TRUCK :Camión de Acero Balogh ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_STEEL_TRUCK :Camión de Acero Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_KELLING_STEEL_TRUCK :Camión de Acero Kelling ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_ARMORED_TRUCK :Furgón Blindado Balogh ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_ARMORED_TRUCK :Furgón Blindado Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_ARMORED_TRUCK :Furgón Blindado Foster ++STR_VEHICLE_NAME_ROAD_VEHICLE_FOSTER_FOOD_VAN :Furgón de Alimentos Foster ++STR_VEHICLE_NAME_ROAD_VEHICLE_PERRY_FOOD_VAN :Furgón de Alimentos Perry ++STR_VEHICLE_NAME_ROAD_VEHICLE_CHIPPY_FOOD_VAN :Furgón de Alimentos Chippy ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_PAPER_TRUCK :Camión de Papel Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_PAPER_TRUCK :Camión de Papel Balogh ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_PAPER_TRUCK :Camión de Papel MPS ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_COPPER_ORE_TRUCK :Camión de Cobre MPS ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_COPPER_ORE_TRUCK :Camión de Cobre Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_GOSS_COPPER_ORE_TRUCK :Camión de Cobre Goss ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_WATER_TANKER :Cisterna de Agua Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_WATER_TANKER :Cisterna de Agua Balogh ++STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_WATER_TANKER :Cisterna de Agua MPS ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_FRUIT_TRUCK :Camión de Fruta Balogh ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_FRUIT_TRUCK :Camión de Fruta Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_KELLING_FRUIT_TRUCK :Camión de Fruta Kelling ++STR_VEHICLE_NAME_ROAD_VEHICLE_BALOGH_RUBBER_TRUCK :Camión de Caucho Balogh ++STR_VEHICLE_NAME_ROAD_VEHICLE_UHL_RUBBER_TRUCK :Camión de Caucho Uhl ++STR_VEHICLE_NAME_ROAD_VEHICLE_RMT_RUBBER_TRUCK :Camión de Caucho RMT ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_SUGAR_TRUCK :Camión de Azúcar MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_SUGAR_TRUCK :Camión de Azúcar Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_SUGAR_TRUCK :Camión de Azúcar Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_COLA_TRUCK :Camión de Cola MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_COLA_TRUCK :Camión de Cola Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_COLA_TRUCK :Camión de Cola Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_COTTON_CANDY :Camión de Algodón Dulce MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_COTTON_CANDY :Camión de Algodón Dulce Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_COTTON_CANDY_TRUCK :Camión de Algodón Dulce Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_TOFFEE_TRUCK :Camión de Caramelos MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_TOFFEE_TRUCK :Camión de Caramelos Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_TOFFEE_TRUCK :Camión de Caramelos Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_TOY_VAN :Furgón de Juguetes MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_TOY_VAN :Furgón de Juguetes Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_TOY_VAN :Furgón de Juguetes Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_CANDY_TRUCK :Camión de Dulces MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_CANDY_TRUCK :Camión de Dulces Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_CANDY_TRUCK :Camión de Dulces Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_BATTERY_TRUCK :Camión de Pilas MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_BATTERY_TRUCK :Camión de Pilas Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_BATTERY_TRUCK :Camión de Pilas Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_FIZZY_DRINK :Camión de Refrescos MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_FIZZY_DRINK :Camión de Refrescos Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_FIZZY_DRINK_TRUCK :Camión de Refrescos Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_PLASTIC_TRUCK :Camión de Plástico MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_PLASTIC_TRUCK :Camión de Plástico Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_PLASTIC_TRUCK :Camión de Plástico Wizzowow ++STR_VEHICLE_NAME_ROAD_VEHICLE_MIGHTYMOVER_BUBBLE_TRUCK :Camión de Burbujas MightyMover ++STR_VEHICLE_NAME_ROAD_VEHICLE_POWERNAUGHT_BUBBLE_TRUCK :Camión de Burbujas Powernaught ++STR_VEHICLE_NAME_ROAD_VEHICLE_WIZZOWOW_BUBBLE_TRUCK :Camión de Burbujas Wizzowow ++STR_VEHICLE_NAME_SHIP_MPS_OIL_TANKER :Petrolero MPS ++STR_VEHICLE_NAME_SHIP_CS_INC_OIL_TANKER :Petrolero CS-Inc. ++STR_VEHICLE_NAME_SHIP_MPS_PASSENGER_FERRY :Ferry de Pasajeros MPS ++STR_VEHICLE_NAME_SHIP_FFP_PASSENGER_FERRY :Ferry de Pasajeros FFP ++STR_VEHICLE_NAME_SHIP_BAKEWELL_300_HOVERCRAFT :Hovercraft Bakewell 300 ++STR_VEHICLE_NAME_SHIP_CHUGGER_CHUG_PASSENGER :Ferry de Pasajeros Chugger-Chug ++STR_VEHICLE_NAME_SHIP_SHIVERSHAKE_PASSENGER_FERRY :Ferry de Pasajeros Shivershake ++STR_VEHICLE_NAME_SHIP_YATE_CARGO_SHIP :Barco de Mercancías Yate ++STR_VEHICLE_NAME_SHIP_BAKEWELL_CARGO_SHIP :Barco de Mercancías Bakewell ++STR_VEHICLE_NAME_SHIP_MIGHTYMOVER_CARGO_SHIP :Barco de Mercancías MightyMover ++STR_VEHICLE_NAME_SHIP_POWERNAUT_CARGO_SHIP :Barco de Mercancías Powernaut ++STR_VEHICLE_NAME_AIRCRAFT_SAMPSON_U52 :Sampson U52 ++STR_VEHICLE_NAME_AIRCRAFT_COLEMAN_COUNT :Coleman Count ++STR_VEHICLE_NAME_AIRCRAFT_FFP_DART :FFP Dart ++STR_VEHICLE_NAME_AIRCRAFT_YATE_HAUGAN :Yate Haugan ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_COTSWALD_LB_3 :Bakewell Cotswald LB-3 ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_LUCKETT_LB_8 :Bakewell Luckett LB-8 ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_LUCKETT_LB_9 :Bakewell Luckett LB-9 ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_LUCKETT_LB80 :Bakewell Luckett LB80 ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_LUCKETT_LB_10 :Bakewell Luckett LB-10 ++STR_VEHICLE_NAME_AIRCRAFT_BAKEWELL_LUCKETT_LB_11 :Bakewell Luckett LB-11 ++STR_VEHICLE_NAME_AIRCRAFT_YATE_AEROSPACE_YAC_1_11 :Yate Aerospace YAC 1-11 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_100 :Darwin 100 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_200 :Darwin 200 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_300 :Darwin 300 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_400 :Darwin 400 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_500 :Darwin 500 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_600 :Darwin 600 ++STR_VEHICLE_NAME_AIRCRAFT_GURU_GALAXY :Guru Galaxy ++STR_VEHICLE_NAME_AIRCRAFT_AIRTAXI_A21 :Airtaxi A21 ++STR_VEHICLE_NAME_AIRCRAFT_AIRTAXI_A31 :Airtaxi A31 ++STR_VEHICLE_NAME_AIRCRAFT_AIRTAXI_A32 :Airtaxi A32 ++STR_VEHICLE_NAME_AIRCRAFT_AIRTAXI_A33 :Airtaxi A33 ++STR_VEHICLE_NAME_AIRCRAFT_YATE_AEROSPACE_YAE46 :Yate Aerospace YAe46 ++STR_VEHICLE_NAME_AIRCRAFT_DINGER_100 :Dinger 100 ++STR_VEHICLE_NAME_AIRCRAFT_AIRTAXI_A34_1000 :AirTaxi A34-1000 ++STR_VEHICLE_NAME_AIRCRAFT_YATE_Z_SHUTTLE :Yate Z-Shuttle ++STR_VEHICLE_NAME_AIRCRAFT_KELLING_K1 :Kelling K1 ++STR_VEHICLE_NAME_AIRCRAFT_KELLING_K6 :Kelling K6 ++STR_VEHICLE_NAME_AIRCRAFT_KELLING_K7 :Kelling K7 ++STR_VEHICLE_NAME_AIRCRAFT_DARWIN_700 :Darwin 700 ++STR_VEHICLE_NAME_AIRCRAFT_FFP_HYPERDART_2 :FFP Hyperdart 2 ++STR_VEHICLE_NAME_AIRCRAFT_DINGER_200 :Dinger 200 ++STR_VEHICLE_NAME_AIRCRAFT_DINGER_1000 :Dinger 1000 ++STR_VEHICLE_NAME_AIRCRAFT_PLODDYPHUT_100 :Ploddyphut 100 ++STR_VEHICLE_NAME_AIRCRAFT_PLODDYPHUT_500 :Ploddyphut 500 ++STR_VEHICLE_NAME_AIRCRAFT_FLASHBANG_X1 :Flashbang X1 ++STR_VEHICLE_NAME_AIRCRAFT_JUGGERPLANE_M1 :Juggerplane M1 ++STR_VEHICLE_NAME_AIRCRAFT_FLASHBANG_WIZZER :Flashbang Wizzer ++STR_VEHICLE_NAME_AIRCRAFT_TRICARIO_HELICOPTER :Helicóptero Tricario ++STR_VEHICLE_NAME_AIRCRAFT_GURU_X2_HELICOPTER :Helicóptero Guru X2 ++STR_VEHICLE_NAME_AIRCRAFT_POWERNAUT_HELICOPTER :Helicóptero Powernaut ++ ++##id 0x8800 ++# Formatting of some strings ++STR_FORMAT_DATE_TINY :{STRING}-{STRING}-{NUM} ++STR_FORMAT_DATE_SHORT :{STRING} {NUM} ++STR_FORMAT_DATE_LONG :{STRING} {STRING} {NUM} ++STR_FORMAT_DATE_ISO :{2:NUM}-{1:STRING}-{0:STRING} ++ ++STR_FORMAT_BUOY_NAME :Boya {TOWN} ++STR_FORMAT_BUOY_NAME_SERIAL :Boya {TOWN} #{COMMA} ++STR_FORMAT_COMPANY_NUM :(Empresa {COMMA}) ++STR_FORMAT_GROUP_NAME :Grupo {COMMA} ++STR_FORMAT_INDUSTRY_NAME :{TOWN}, {STRING} ++STR_FORMAT_WAYPOINT_NAME :Punto de ruta {TOWN} ++STR_FORMAT_WAYPOINT_NAME_SERIAL :Punto de ruta {TOWN} #{COMMA} ++ ++STR_FORMAT_DEPOT_NAME_TRAIN :{TOWN} Depósito de trenes ++STR_FORMAT_DEPOT_NAME_TRAIN_SERIAL :{TOWN} Depósito de Trenes #{COMMA} ++STR_FORMAT_DEPOT_NAME_ROAD_VEHICLE :{TOWN} Depósito de Vehículos de Carretera ++STR_FORMAT_DEPOT_NAME_ROAD_VEHICLE_SERIAL :{TOWN} Depósito de Vehículos de Carretera #{COMMA} ++STR_FORMAT_DEPOT_NAME_SHIP :{TOWN} Astillero ++STR_FORMAT_DEPOT_NAME_SHIP_SERIAL :{TOWN} Astillero #{COMMA} ++STR_FORMAT_DEPOT_NAME_AIRCRAFT :{STATION} Hangar ++ ++STR_UNKNOWN_STATION :estación desconocida ++STR_DEFAULT_SIGN_NAME :Cartel ++STR_COMPANY_SOMEONE :alguien ++ ++STR_SAVEGAME_NAME_DEFAULT :{COMPANY}, {STRING} ++STR_SAVEGAME_NAME_SPECTATOR :Espectador, {1:STRING} ++ ++# Viewport strings ++STR_VIEWPORT_TOWN_POP :{WHITE}{TOWN} ({COMMA}) ++STR_VIEWPORT_TOWN :{WHITE}{TOWN} ++STR_VIEWPORT_TOWN_TINY_BLACK :{TINY_FONT}{BLACK}{TOWN} ++STR_VIEWPORT_TOWN_TINY_WHITE :{TINY_FONT}{WHITE}{TOWN} ++ ++STR_VIEWPORT_SIGN_SMALL_BLACK :{TINY_FONT}{BLACK}{SIGN} ++STR_VIEWPORT_SIGN_SMALL_WHITE :{TINY_FONT}{WHITE}{SIGN} ++ ++STR_VIEWPORT_STATION :{STATION} {STATION_FEATURES} ++STR_VIEWPORT_STATION_TINY :{TINY_FONT}{STATION} ++ ++STR_VIEWPORT_WAYPOINT :{WAYPOINT} ++STR_VIEWPORT_WAYPOINT_TINY :{TINY_FONT}{WAYPOINT} ++ ++# Simple strings to get specific types of data ++STR_COMPANY_NAME :{COMPANY} ++STR_COMPANY_NAME_COMPANY_NUM :{COMPANY} {COMPANY_NUM} ++STR_DEPOT_NAME :{DEPOT} ++STR_ENGINE_NAME :{ENGINE} ++STR_HIDDEN_ENGINE_NAME :{ENGINE} (oculto) ++STR_GROUP_NAME :{GROUP} ++STR_INDUSTRY_NAME :{INDUSTRY} ++STR_PRESIDENT_NAME :{PRESIDENT_NAME} ++STR_SIGN_NAME :{SIGN} ++STR_STATION_NAME :{STATION} ++STR_TOWN_NAME :{TOWN} ++STR_VEHICLE_NAME :{VEHICLE} ++STR_WAYPOINT_NAME :{WAYPOINT} ++ ++STR_JUST_CARGO :{CARGO_LONG} ++STR_JUST_CHECKMARK :{CHECKMARK} ++STR_JUST_COMMA :{COMMA} ++STR_JUST_CURRENCY_SHORT :{CURRENCY_SHORT} ++STR_JUST_CURRENCY_LONG :{CURRENCY_LONG} ++STR_JUST_CARGO_LIST :{CARGO_LIST} ++STR_JUST_INT :{NUM} ++STR_JUST_DATE_TINY :{DATE_TINY} ++STR_JUST_DATE_SHORT :{DATE_SHORT} ++STR_JUST_DATE_LONG :{DATE_LONG} ++STR_JUST_DATE_ISO :{DATE_ISO} ++STR_JUST_STRING :{STRING} ++STR_JUST_STRING_STRING :{STRING}{STRING} ++STR_JUST_RAW_STRING :{STRING} ++STR_JUST_BIG_RAW_STRING :{BIG_FONT}{STRING} ++ ++# Slightly 'raw' stringcodes with colour or size ++STR_BLACK_COMMA :{BLACK}{COMMA} ++STR_TINY_BLACK_COMA :{TINY_FONT}{BLACK}{COMMA} ++STR_TINY_COMMA :{TINY_FONT}{COMMA} ++STR_BLUE_COMMA :{BLUE}{COMMA} ++STR_RED_COMMA :{RED}{COMMA} ++STR_WHITE_COMMA :{WHITE}{COMMA} ++STR_TINY_BLACK_DECIMAL :{TINY_FONT}{BLACK}{DECIMAL} ++STR_COMPANY_MONEY :{WHITE}{CURRENCY_LONG} ++STR_BLACK_DATE_LONG :{BLACK}{DATE_LONG} ++STR_WHITE_DATE_LONG :{WHITE}{DATE_LONG} ++STR_SHORT_DATE :{WHITE}{DATE_TINY} ++STR_DATE_LONG_SMALL :{TINY_FONT}{BLACK}{DATE_LONG} ++STR_TINY_GROUP :{TINY_FONT}{GROUP} ++STR_BLACK_INT :{BLACK}{NUM} ++STR_ORANGE_INT :{ORANGE}{NUM} ++STR_WHITE_SIGN :{WHITE}{SIGN} ++STR_TINY_BLACK_STATION :{TINY_FONT}{BLACK}{STATION} ++STR_BLACK_STRING :{BLACK}{STRING} ++STR_BLACK_RAW_STRING :{BLACK}{STRING} ++STR_ORANGE_STRING :{ORANGE}{STRING} ++STR_LTBLUE_STRING :{LTBLUE}{STRING} ++STR_WHITE_STRING :{WHITE}{STRING} ++STR_ORANGE_STRING1_WHITE :{ORANGE}{STRING}{WHITE} ++STR_ORANGE_STRING1_LTBLUE :{ORANGE}{STRING}{LTBLUE} ++STR_TINY_BLACK_HEIGHT :{TINY_FONT}{BLACK}{HEIGHT} ++STR_TINY_BLACK_VEHICLE :{TINY_FONT}{BLACK}{VEHICLE} ++STR_TINY_RIGHT_ARROW :{TINY_FONT}{RIGHT_ARROW} ++ ++STR_BLACK_1 :{BLACK}1 ++STR_BLACK_2 :{BLACK}2 ++STR_BLACK_3 :{BLACK}3 ++STR_BLACK_4 :{BLACK}4 ++STR_BLACK_5 :{BLACK}5 ++STR_BLACK_6 :{BLACK}6 ++STR_BLACK_7 :{BLACK}7 ++ ++STR_TRAIN :{BLACK}{TRAIN} ++STR_BUS :{BLACK}{BUS} ++STR_LORRY :{BLACK}{LORRY} ++STR_PLANE :{BLACK}{PLANE} ++STR_SHIP :{BLACK}{SHIP} ++ ++STR_TOOLBAR_RAILTYPE_VELOCITY :{STRING} ({VELOCITY}) +diff --git a/src/map.cpp b/src/map.cpp +index 85590c3e8..81b7fad64 100644 +--- a/src/map.cpp ++++ b/src/map.cpp +@@ -22,16 +22,7 @@ + extern "C" _CRTIMP void __cdecl _assert(void *, void *, unsigned); + #endif + +-uint _map_log_x; ///< 2^_map_log_x == _map_size_x +-uint _map_log_y; ///< 2^_map_log_y == _map_size_y +-uint _map_size_x; ///< Size of the map along the X +-uint _map_size_y; ///< Size of the map along the Y +-uint _map_size; ///< The number of tiles on the map +-uint _map_tile_mask; ///< _map_size - 1 (to mask the mapsize) +- +-Tile *_m = NULL; ///< Tiles of the map +-TileExtended *_me = NULL; ///< Extended Tiles of the map +- ++MainMap _main_map; ///< The main tile array. + + /** + * (Re)allocates a map with the given dimension +@@ -40,10 +31,14 @@ TileExtended *_me = NULL; ///< Extended Tiles of the map + */ + void AllocateMap(uint size_x, uint size_y) + { ++ DEBUG(map, 2, "Min/max map size %d/%d, max map tiles %d", MIN_MAP_SIZE, MAX_MAP_SIZE, MAX_MAP_TILES); ++ DEBUG(map, 1, "Allocating map of size %dx%d", size_x, size_y); ++ + /* Make sure that the map size is within the limits and that + * size of both axes is a power of 2. */ +- if (!IsInsideMM(size_x, MIN_MAP_SIZE, MAX_MAP_SIZE + 1) || +- !IsInsideMM(size_y, MIN_MAP_SIZE, MAX_MAP_SIZE + 1) || ++ if (size_x * size_y > MAX_MAP_TILES || ++ size_x < MIN_MAP_SIZE || ++ size_y < MIN_MAP_SIZE || + (size_x & (size_x - 1)) != 0 || + (size_y & (size_y - 1)) != 0) { + error("Invalid map size"); +@@ -51,18 +46,18 @@ void AllocateMap(uint size_x, uint size_y) + + DEBUG(map, 1, "Allocating map of size %dx%d", size_x, size_y); + +- _map_log_x = FindFirstBit(size_x); +- _map_log_y = FindFirstBit(size_y); +- _map_size_x = size_x; +- _map_size_y = size_y; +- _map_size = size_x * size_y; +- _map_tile_mask = _map_size - 1; ++ _main_map.log_x = FindFirstBit(size_x); ++ _main_map.log_y = FindFirstBit(size_y); ++ _main_map.size_x = size_x; ++ _main_map.size_y = size_y; ++ _main_map.size = size_x * size_y; ++ _main_map.tile_mask = _main_map.size - 1; + +- free(_m); +- free(_me); ++ free(_main_map.m); ++ free(_main_map.me); + +- _m = CallocT<Tile>(_map_size); +- _me = CallocT<TileExtended>(_map_size); ++ _main_map.m = CallocT<Tile>(_main_map.size); ++ _main_map.me = CallocT<TileExtended>(_main_map.size); + } + + +@@ -98,7 +93,25 @@ TileIndex TileAdd(TileIndex tile, TileIndexDiff add, + + return TileXY(x, y); + } ++ ++GenericTileIndex TileAddXY(GenericTileIndex tile, int dx, int dy, const char *exp, const char *file, int line) ++{ ++ uint x = TileX(tile) + dx; ++ uint y = TileY(tile) + dy; ++ ++ if (x >= MapSizeX(MapOf(tile)) || y >= MapSizeY(MapOf(tile))) { ++ char buf[512]; ++ snprintf(buf, lengthof(buf), "TILE_ADDXY(%s) when adding 0x%.4X and <0x%.4X, 0x%.4X> failed", exp, IndexOf(tile), dx, dy); ++#if !defined(_MSC_VER) || defined(WINCE) ++ fprintf(stderr, "%s:%d %s\n", file, line, buf); ++#else ++ _assert(buf, (char*)file, line); + #endif ++ } ++ ++ return TileXY<true>(x, y, MapOf(tile)); ++} ++#endif /* _DEBUG */ + + /** + * This function checks if we add addx/addy to tile, if we +diff --git a/src/map_func.h b/src/map_func.h +index 21d69b138..63152e6b4 100644 +--- a/src/map_func.h ++++ b/src/map_func.h +@@ -12,38 +12,122 @@ + #ifndef MAP_FUNC_H + #define MAP_FUNC_H + ++#include "core/bitmath_func.hpp" + #include "core/math_func.hpp" + #include "tile_type.h" + #include "map_type.h" + #include "direction_func.h" + +-extern uint _map_tile_mask; ++extern MainMap _main_map; + + /** + * 'Wraps' the given tile to it is within the map. It does + * this by masking the 'high' bits of. + * @param x the tile to 'wrap' + */ ++#define TILE_MASK(x) ((x) & _main_map.tile_mask) + +-#define TILE_MASK(x) ((x) & _map_tile_mask) ++void AllocateMap(uint size_x, uint size_y); + + /** +- * Pointer to the tile-array. +- * +- * This variable points to the tile-array which contains the tiles of +- * the map. ++ * Get the tile map that is bounded to a given tile index. ++ * @param tile tile index of a tile ++ * @return the map that contains the tile + */ +-extern Tile *_m; ++template <bool Tgeneric> ++static inline Map *MapOf(typename TileIndexT<Tgeneric>::T tile); ++ ++template <> ++inline Map *MapOf<false>(TileIndex tile) ++{ ++ return &_main_map; ++} ++ ++template <> ++inline Map *MapOf<true>(GenericTileIndex tile) ++{ ++ return tile.map; ++} ++ ++/** @copydoc MapOf(TileIndexT<Tgeneric>::T) */ ++static inline Map *MapOf(TileIndex tile) { return MapOf<false>(tile); } ++/** @copydoc MapOf(TileIndexT<Tgeneric>::T) */ ++static inline Map *MapOf(GenericTileIndex tile) { return MapOf<true>(tile); } + + /** +- * Pointer to the extended tile-array. +- * +- * This variable points to the extended tile-array which contains the tiles +- * of the map. ++ * Access the "raw" value (offset into map array) of a given tile index. ++ * @param tile tile index to query ++ * @return reference to the "raw" value of the index + */ +-extern TileExtended *_me; ++template <bool Tgeneric> ++static inline RawTileIndex &IndexOf(typename TileIndexT<Tgeneric>::T &tile); + +-void AllocateMap(uint size_x, uint size_y); ++/** @copydoc IndexOf(TileIndexT<Tgeneric>::T&) */ ++template <bool Tgeneric> ++static inline const RawTileIndex &IndexOf(const typename TileIndexT<Tgeneric>::T &tile); ++ ++template <> ++inline RawTileIndex &IndexOf<false>(TileIndex &tile) ++{ ++ return tile; ++} ++ ++template <> ++inline RawTileIndex &IndexOf<true>(GenericTileIndex &tile) ++{ ++ return tile.index; ++} ++ ++template <> ++inline const RawTileIndex &IndexOf<false>(const TileIndex &tile) ++{ ++ return tile; ++} ++ ++template <> ++inline const RawTileIndex &IndexOf<true>(const GenericTileIndex &tile) ++{ ++ return tile.index; ++} ++ ++/** @copydoc IndexOf(TileIndexT<Tgeneric>::T&) */ ++static inline RawTileIndex &IndexOf(TileIndex &tile) { return IndexOf<false>(tile); } ++/** @copydoc IndexOf(TileIndexT<Tgeneric>::T&) */ ++static inline RawTileIndex &IndexOf(GenericTileIndex &tile) { return IndexOf<true>(tile); } ++/** @copydoc IndexOf(TileIndexT<Tgeneric>::T&) */ ++static inline const RawTileIndex &IndexOf(const TileIndex &tile) { return IndexOf<false>(tile); } ++/** @copydoc IndexOf(TileIndexT<Tgeneric>::T&) */ ++static inline const RawTileIndex &IndexOf(const GenericTileIndex &tile) { return IndexOf<true>(tile); } ++ ++/** ++ * Get the data of a tile. ++ * @param tile index of the tile ++ * @return the tile data ++ */ ++template <bool Tgeneric> ++static inline Tile *GetTile(typename TileIndexT<Tgeneric>::T tile) ++{ ++ return &(MapOf(tile)->m[IndexOf(tile)]); ++} ++/** @copydoc GetTile(TileIndexT<Tgeneric>::T) */ ++static inline Tile *GetTile(TileIndex tile) { return GetTile<false>(tile); } ++/** @copydoc GetTile(TileIndexT<Tgeneric>::T) */ ++static inline Tile *GetTile(GenericTileIndex tile) { return GetTile<true>(tile); } ++ ++/** ++ * Get the extended data of a tile. ++ * @param tile index of the tile ++ * @return the extended tile data ++ */ ++template <bool Tgeneric> ++static inline TileExtended *GetTileEx(typename TileIndexT<Tgeneric>::T tile) ++{ ++ return &(MapOf(tile)->me[IndexOf(tile)]); ++} ++/** @copydoc GetTileEx(TileIndexT<Tgeneric>::T) */ ++static inline TileExtended *GetTileEx(TileIndex tile) { return GetTileEx<false>(tile); } ++/** @copydoc GetTileEx(TileIndexT<Tgeneric>::T) */ ++static inline TileExtended *GetTileEx(GenericTileIndex tile) { return GetTileEx<true>(tile); } + + /** + * Logarithm of the map size along the X side. +@@ -52,8 +136,7 @@ void AllocateMap(uint size_x, uint size_y); + */ + static inline uint MapLogX() + { +- extern uint _map_log_x; +- return _map_log_x; ++ return _main_map.log_x; + } + + /** +@@ -63,56 +146,57 @@ static inline uint MapLogX() + */ + static inline uint MapLogY() + { +- extern uint _map_log_y; +- return _map_log_y; ++ return _main_map.log_y; + } + + /** +- * Get the size of the map along the X ++ * Get the size of a map along the X ++ * @param map the map + * @return the number of tiles along the X of the map + */ +-static inline uint MapSizeX() ++static inline uint MapSizeX(Map *map = &_main_map) + { +- extern uint _map_size_x; +- return _map_size_x; ++ return map->size_x; + } + + /** +- * Get the size of the map along the Y ++ * Get the size of a map along the Y ++ * @param map the map + * @return the number of tiles along the Y of the map + */ +-static inline uint MapSizeY() ++static inline uint MapSizeY(Map *map = &_main_map) + { +- extern uint _map_size_y; +- return _map_size_y; ++ return map->size_y; + } + + /** +- * Get the size of the map ++ * Get the size of a map ++ * @param map the map + * @return the number of tiles of the map + */ +-static inline uint MapSize() ++static inline uint MapSize(Map *map = &_main_map) + { +- extern uint _map_size; +- return _map_size; ++ return map->size; + } + + /** +- * Gets the maximum X coordinate within the map, including MP_VOID ++ * Gets the maximum X coordinate within a map, including MP_VOID ++ * @param map the map + * @return the maximum X coordinate + */ +-static inline uint MapMaxX() ++static inline uint MapMaxX(Map *map = &_main_map) + { +- return MapSizeX() - 1; ++ return MapSizeX(map) - 1; + } + + /** +- * Gets the maximum Y coordinate within the map, including MP_VOID ++ * Gets the maximum Y coordinate within a map, including MP_VOID ++ * @param map the map + * @return the maximum Y coordinate + */ +-static inline uint MapMaxY() ++static inline uint MapMaxY(Map *map = &_main_map) + { +- return MapSizeY() - 1; ++ return MapSizeY(map) - 1; + } + + /** +@@ -151,10 +235,113 @@ static inline uint ScaleByMapSize1D(uint n) + * the resulting tileindex of the start tile applied + * with this saved difference. + * +- * @see TileDiffXY(int, int) ++ * @see TileDiffXY + */ + typedef int32 TileIndexDiff; + ++/** ++ * Test if a given tile index is a main map tile index. ++ * @param tile the tile index to test ++ * @return \c true if the index points to the main map, \c false otherwise ++ */ ++template <bool Tgeneric> ++static inline bool IsMainMapTile(typename TileIndexT<Tgeneric>::T tile); ++ ++template <> ++inline bool IsMainMapTile<false>(TileIndex tile) ++{ ++ return true; ++} ++ ++template <> ++inline bool IsMainMapTile<true>(GenericTileIndex tile) ++{ ++ return MapOf<true>(tile) == &_main_map; ++} ++ ++/** @copydoc IsMainMapTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsMainMapTile(TileIndex tile) { return IsMainMapTile<false>(tile); } ++/** @copydoc IsMainMapTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsMainMapTile(GenericTileIndex tile) { return IsMainMapTile<true>(tile); } ++ ++/** ++ * Convert a given tile index to a main map tile index. ++ * ++ * @param tile the index to convert ++ * @return the converted index ++ * ++ * @pre IsMainMapTile(tile) ++ */ ++template <bool Tgeneric> ++static inline TileIndex AsMainMapTile(typename TileIndexT<Tgeneric>::T tile) ++{ ++ assert(IsMainMapTile(tile)); ++ return (TileIndex)IndexOf(tile); ++} ++/** @copydoc AsMainMapTile(TileIndexT<Tgeneric>::T) */ ++static inline TileIndex AsMainMapTile(TileIndex tile) { return AsMainMapTile<false>(tile); } ++/** @copydoc AsMainMapTile(TileIndexT<Tgeneric>::T) */ ++static inline TileIndex AsMainMapTile(GenericTileIndex tile) { return AsMainMapTile<true>(tile); } ++ ++/** ++ * Test whether two tile indices point to the same tile map. ++ * @param a the first tile ++ * @param b the second tile ++ * @return MapOf(a) == MapOf(b) ++ */ ++template <bool TgenericA, bool TgenericB> ++static inline bool IsSameMap(typename TileIndexT<TgenericA>::T a, typename TileIndexT<TgenericB>::T b) ++{ ++ return MapOf(a) == MapOf(b); ++} ++/** @copydoc IsSameMap(TileIndexT<TgenericA>::T,TileIndexT<TgenericB>::T) */ ++static inline bool IsSameMap(TileIndex a, TileIndex b) { return true; } ++/** @copydoc IsSameMap(TileIndexT<TgenericA>::T,TileIndexT<TgenericB>::T) */ ++static inline bool IsSameMap(GenericTileIndex a, GenericTileIndex b) { return IsSameMap<true, true>(a, b); } ++ ++/** ++ * Test if a given tile index points to an existing tile. ++ * ++ * @param tile the tile index ++ * @return whether we can access content of this tile ++ * ++ * @note the function returns \c true also for #MP_VOID tiles ++ * @see IsValidTile ++ * @see IsInnerTile ++ */ ++template <bool Tgeneric> ++static inline bool IsValidTileIndex(typename TileIndexT<Tgeneric>::T tile) ++{ ++ return MapOf(tile) != NULL && IndexOf(tile) < MapSize(MapOf(tile)); ++} ++/** @copydoc IsValidTileIndex(TileIndexT<Tgeneric>::T) */ ++static inline bool IsValidTileIndex(TileIndex tile) { return IsValidTileIndex<false>(tile); } ++/** @copydoc IsValidTileIndex(TileIndexT<Tgeneric>::T) */ ++static inline bool IsValidTileIndex(GenericTileIndex tile) { return IsValidTileIndex<true>(tile); } ++ ++/** ++ * Create a tile index. ++ * @param index the index of the tile ++ * @param map the map of the tile ++ * ++ * @pre Tgeneric || map == &_main_map ++ */ ++template <bool Tgeneric> ++static inline typename TileIndexT<Tgeneric>::T MakeTileIndex(RawTileIndex index, Map *map); ++ ++template <> ++inline TileIndex MakeTileIndex<false>(RawTileIndex index, Map *map) ++{ ++ assert(map == &_main_map); ++ return TileIndex(index); ++} ++ ++template <> ++inline GenericTileIndex MakeTileIndex<true>(RawTileIndex index, Map *map) ++{ ++ return GenericTileIndex(index, map); ++} ++ + /** + * Returns the TileIndex of a coordinate. + * +@@ -167,6 +354,42 @@ static inline TileIndex TileXY(uint x, uint y) + return (y << MapLogX()) + x; + } + ++/** ++ * Returns the tile index of a coordinate. ++ * ++ * @param x The x coordinate of the tile ++ * @param y The y coordinate of the tile ++ * @param map The map of the tile ++ * @return The tile index calculated by the coordinate ++ * ++ * @pre Tgeneric || map == &_main_map ++ */ ++template <bool Tgeneric> ++static inline typename TileIndexT<Tgeneric>::T TileXY(uint x, uint y, Map *map); ++ ++template <> ++inline TileIndex TileXY<false>(uint x, uint y, Map *map) ++{ ++ assert(map == &_main_map); ++ return TileXY(x, y); ++} ++ ++template <> ++inline GenericTileIndex TileXY<true>(uint x, uint y, Map *map) ++{ ++ return GenericTileIndex(y * MapSizeX(map) + x, map); ++} ++ ++/** ++ * Returns the tile index of a coordinate. ++ * ++ * @param x The x coordinate of the tile ++ * @param y The y coordinate of the tile ++ * @param map The map of the tile ++ * @return The tile index calculated by the coordinate ++ */ ++static inline GenericTileIndex TileXY(uint x, uint y, Map *map) { return TileXY<true>(x, y, map); } ++ + /** + * Calculates an offset for the given coordinate(-offset). + * +@@ -178,13 +401,13 @@ static inline TileIndex TileXY(uint x, uint y) + * @return The resulting offset value of the given coordinate + * @see ToTileIndexDiff(TileIndexDiffC) + */ +-static inline TileIndexDiff TileDiffXY(int x, int y) ++static inline TileIndexDiff TileDiffXY(int x, int y, Map *map = &_main_map) + { + /* Multiplication gives much better optimization on MSVC than shifting. + * 0 << shift isn't optimized to 0 properly. + * Typically x and y are constants, and then this doesn't result + * in any actual multiplication in the assembly code.. */ +- return (y * MapSizeX()) + x; ++ return (y * MapSizeX(map)) + x; + } + + /** +@@ -204,60 +427,152 @@ static inline TileIndex TileVirtXY(uint x, uint y) + * @param tile the tile to get the X component of + * @return the X component + */ +-static inline uint TileX(TileIndex tile) ++template <bool Tgeneric> ++static inline uint TileX(typename TileIndexT<Tgeneric>::T tile); ++ ++template <> ++inline uint TileX<false>(TileIndex tile) + { + return tile & MapMaxX(); + } + ++template <> ++inline uint TileX<true>(GenericTileIndex tile) ++{ ++ return IndexOf(tile) % MapSizeX(MapOf(tile)); ++} ++ ++/** @copydoc TileX(TileIndexT<Tgeneric>::T) */ ++static inline uint TileX(TileIndex tile) { return TileX<false>(tile); } ++/** @copydoc TileX(TileIndexT<Tgeneric>::T) */ ++static inline uint TileX(GenericTileIndex tile) { return TileX<true>(tile); } ++ + /** + * Get the Y component of a tile + * @param tile the tile to get the Y component of + * @return the Y component + */ +-static inline uint TileY(TileIndex tile) ++template <bool Tgeneric> ++static inline uint TileY(typename TileIndexT<Tgeneric>::T tile); ++ ++template <> ++inline uint TileY<false>(TileIndex tile) + { + return tile >> MapLogX(); + } + ++template <> ++inline uint TileY<true>(GenericTileIndex tile) ++{ ++ return IndexOf(tile) / MapSizeX(MapOf(tile)); ++} ++ ++/** @copydoc TileX(TileIndexT<Tgeneric>::T) */ ++static inline uint TileY(TileIndex tile) { return TileY<false>(tile); } ++/** @copydoc TileX(TileIndexT<Tgeneric>::T) */ ++static inline uint TileY(GenericTileIndex tile) { return TileY<true>(tile); } ++ + /** + * Return the offset between to tiles from a TileIndexDiffC struct. + * +- * This function works like #TileDiffXY(int, int) and returns the ++ * This function works like #TileDiffXY and returns the + * difference between two tiles. + * + * @param tidc The coordinate of the offset as TileIndexDiffC + * @return The difference between two tiles. +- * @see TileDiffXY(int, int) ++ * @see TileDiffXY + */ + static inline TileIndexDiff ToTileIndexDiff(TileIndexDiffC tidc) + { + return (tidc.y << MapLogX()) + tidc.x; + } + ++/** ++ * Return the offset between two tiles from a TileIndexDiffC struct. ++ * ++ * This function works like #TileDiffXY and returns the ++ * difference between two tiles. ++ * ++ * @param tidc The coordinate of the offset as TileIndexDiffC ++ * @param map The map array of the tile ++ * @return The difference between two tiles. ++ * ++ * @pre Tgeneric || map == &_main_map ++ * ++ * @see TileDiffXY ++ */ ++template <bool Tgeneric> ++static inline TileIndexDiff ToTileIndexDiff(TileIndexDiffC tidc, Map *map); ++ ++template <> ++inline TileIndexDiff ToTileIndexDiff<false>(TileIndexDiffC tidc, Map *map) ++{ ++ assert(map == &_main_map); ++ return ToTileIndexDiff(tidc); ++} ++ ++template <> ++inline TileIndexDiff ToTileIndexDiff<true>(TileIndexDiffC tidc, Map *map) ++{ ++ return (tidc.y * MapSizeX(map)) + tidc.x; ++} ++ ++/** ++ * Return the offset between two tiles from a TileIndexDiffC struct. ++ * ++ * This function works like #TileDiffXY and returns the ++ * difference between two tiles. ++ * ++ * @param tidc The coordinate of the offset as TileIndexDiffC ++ * @param map The map array of the tile ++ * @return The difference between two tiles. ++ * ++ * @see TileDiffXY ++ */ ++static inline TileIndexDiff ToTileIndexDiff(TileIndexDiffC tidc, Map *map) { return ToTileIndexDiff<true>(tidc, map); } ++ + + #ifndef _DEBUG + /** +- * Adds to tiles together. ++ * Adds a given offset to a tile. ++ * ++ * @param tile The tile to add to ++ * @param delta The offset to add ++ * @return The resulting tile ++ */ ++ #define TILE_ADD(tile, delta) ((tile) + (delta)) ++ ++ /** ++ * Adds a given XY offset to a tile. + * +- * @param x One tile +- * @param y Another tile to add +- * @return The resulting tile(index) ++ * @param tile The tile to add an offset on it ++ * @param x The x offset to add to the tile ++ * @param y The y offset to add to the tile ++ * @return The resulting tile + */ +- #define TILE_ADD(x, y) ((x) + (y)) ++ #define TILE_ADDXY(tile, x, y) ((tile) + TileDiffXY(x, y, MapOf(tile))) + #else + extern TileIndex TileAdd(TileIndex tile, TileIndexDiff add, + const char *exp, const char *file, int line); +- #define TILE_ADD(x, y) (TileAdd((x), (y), #x " + " #y, __FILE__, __LINE__)) +-#endif + +-/** +- * Adds a given offset to a tile. +- * +- * @param tile The tile to add an offset on it +- * @param x The x offset to add to the tile +- * @param y The y offset to add to the tile +- */ +-#define TILE_ADDXY(tile, x, y) TILE_ADD(tile, TileDiffXY(x, y)) ++ /** ++ * Adds a given offset to a tile. ++ * ++ * @param tile The tile to add to ++ * @param delta The offset to add ++ * @return The resulting tile ++ */ ++ #define TILE_ADD(tile, delta) (TileAdd((tile), (delta), #tile " + " #delta, __FILE__, __LINE__)) ++ ++ GenericTileIndex TileAddXY(GenericTileIndex tile, int x, int y, const char *exp, const char *file, int line); ++ ++ static inline TileIndex TileAddXY(TileIndex tile, int x, int y, const char *exp, const char *file, int line) ++ { ++ return AsMainMapTile(TileAddXY(GenericTileIndex(tile), x, y, exp, file, line)); ++ } ++ ++ #define TILE_ADDXY(tile, ...) TileAddXY((tile), __VA_ARGS__, #tile " + <" #__VA_ARGS__ ">", __FILE__, __LINE__) ++#endif + + TileIndex TileAddWrap(TileIndex tile, int addx, int addy); + +@@ -325,6 +640,40 @@ static inline TileIndexDiffC TileIndexToTileIndexDiffC(TileIndex tile_a, TileInd + return difference; + } + ++/** ++ * Get the offset of transformed northern tile corner. ++ * ++ * When transforming a tile, it's nothern corner can move to other location. ++ * The function retuns difference (TileIndexDiffC) between new and old ++ * locations e.g. when rotating 90 degree left, northern corner becomes ++ * western and the difference is (1, 0). ++ * ++ * Scheme of a tile with corners and offsets: <tt><pre> ++ * N (0, 0) ++ * / \ ++ * (1, 0) W E (0, 1) ++ * \ / ++ * S (1, 1) ++ * </pre></tt> ++ * ++ * @param transformation The transformation. ++ * @return Offset to new location of northern corner. ++ * ++ * @see TileIndexTransformations ++ */ ++static inline TileIndexDiffC TransformedNorthCornerDiffC(DirTransformation transformation) ++{ ++ /* lookup tables (bit arrays) ++ * N E S W E S W N */ ++ static const uint8 DIFF_X = 0 << DTR_IDENTITY | 0 << DTR_ROTATE_90_R | 1 << DTR_ROTATE_180 | 1 << DTR_ROTATE_90_L | 0 << DTR_REFLECT_NE_SW | 1 << DTR_REFLECT_W_E | 1 << DTR_REFLECT_NW_SE | 0 << DTR_REFLECT_N_S; ++ static const uint8 DIFF_Y = 0 << DTR_IDENTITY | 1 << DTR_ROTATE_90_R | 1 << DTR_ROTATE_180 | 0 << DTR_ROTATE_90_L | 1 << DTR_REFLECT_NE_SW | 1 << DTR_REFLECT_W_E | 0 << DTR_REFLECT_NW_SE | 0 << DTR_REFLECT_N_S; ++ ++ assert(IsValidDirTransform(transformation)); ++ ++ TileIndexDiffC ret = { (int16)GB(DIFF_X, transformation, 1), (int16)GB(DIFF_Y, transformation, 1) }; ++ return ret; ++} ++ + /* Functions to calculate distances */ + uint DistanceManhattan(TileIndex, TileIndex); ///< also known as L1-Norm. Is the shortest distance one could go over diagonal tracks (or roads) + uint DistanceSquare(TileIndex, TileIndex); ///< euclidian- or L2-Norm squared +@@ -337,15 +686,32 @@ uint DistanceFromEdgeDir(TileIndex, DiagDirection); ///< distance from the map e + * Convert a DiagDirection to a TileIndexDiff + * + * @param dir The DiagDirection ++ * @param map The tile map (result will be valid only there) + * @return The resulting TileIndexDiff ++ * ++ * @pre Tgeneric || map == &_main_map ++ * + * @see TileIndexDiffCByDiagDir + */ +-static inline TileIndexDiff TileOffsByDiagDir(DiagDirection dir) ++template <bool Tgeneric> ++static inline TileIndexDiff TileOffsByDiagDir(DiagDirection dir, Map *map) + { + extern const TileIndexDiffC _tileoffs_by_diagdir[DIAGDIR_END]; + + assert(IsValidDiagDirection(dir)); +- return ToTileIndexDiff(_tileoffs_by_diagdir[dir]); ++ return ToTileIndexDiff<Tgeneric>(_tileoffs_by_diagdir[dir], map); ++} ++ ++/** ++ * Convert a DiagDirection to a TileIndexDiff ++ * ++ * @param dir The DiagDirection ++ * @return The resulting TileIndexDiff ++ * @see TileIndexDiffCByDiagDir ++ */ ++static inline TileIndexDiff TileOffsByDiagDir(DiagDirection dir) ++{ ++ return TileOffsByDiagDir<false>(dir, &_main_map); + } + + /** +@@ -362,6 +728,15 @@ static inline TileIndexDiff TileOffsByDir(Direction dir) + return ToTileIndexDiff(_tileoffs_by_dir[dir]); + } + ++template <bool Tgeneric> ++static inline TileIndexDiff TileOffsByDir(Direction dir, Map *map) ++{ ++ extern const TileIndexDiffC _tileoffs_by_dir[DIR_END]; ++ ++ assert(IsValidDirection(dir)); ++ return ToTileIndexDiff<Tgeneric>(_tileoffs_by_dir[dir], map); ++} ++ + /** + * Adds a Direction to a tile. + * +@@ -381,10 +756,15 @@ static inline TileIndex TileAddByDir(TileIndex tile, Direction dir) + * @param dir The direction in which we want to step + * @return the moved tile + */ +-static inline TileIndex TileAddByDiagDir(TileIndex tile, DiagDirection dir) ++template <bool Tgeneric> ++static inline typename TileIndexT<Tgeneric>::T TileAddByDiagDir(typename TileIndexT<Tgeneric>::T tile, DiagDirection dir) + { +- return TILE_ADD(tile, TileOffsByDiagDir(dir)); ++ return TILE_ADDXY(tile, TileIndexDiffCByDiagDir(dir).x, TileIndexDiffCByDiagDir(dir).y); + } ++/** @copydoc TileAddByDiagDir(TileIndexT<Tgeneric>::T,DiagDirection) */ ++static inline TileIndex TileAddByDiagDir(TileIndex tile, DiagDirection dir) { return TileAddByDiagDir<false>(tile, dir); } ++/** @copydoc TileAddByDiagDir(TileIndexT<Tgeneric>::T,DiagDirection) */ ++static inline GenericTileIndex TileAddByDiagDir(GenericTileIndex tile, DiagDirection dir) { return TileAddByDiagDir<true>(tile, dir); } + + /** + * Determines the DiagDirection to get from one tile to another. +diff --git a/src/map_type.h b/src/map_type.h +index 620885e5d..ee419d1f1 100644 +--- a/src/map_type.h ++++ b/src/map_type.h +@@ -37,6 +37,22 @@ struct TileExtended { + byte m7; ///< Primarily used for newgrf support + }; + ++/** Tile array. */ ++struct Map { ++ uint size_x; ///< Size of the map along the X ++ uint size_y; ///< Size of the map along the Y ++ uint size; ///< The number of tiles on the map ++ Tile *m; ///< Tiles of the map ++ TileExtended *me; ///< Extended Tiles of the map ++}; ++ ++/** Main tile array. */ ++struct MainMap : Map { ++ uint log_x; ///< 2^log_x == size_x ++ uint log_y; ///< 2^log_y == size_y ++ uint tile_mask; ///< size - 1 (to mask the mapsize) ++}; ++ + /** + * An offset value between to tiles. + * +@@ -62,9 +78,11 @@ struct TileIndexDiffC { + + /** Minimal and maximal map width and height */ + static const uint MIN_MAP_SIZE_BITS = 6; ///< Minimal size of map is equal to 2 ^ MIN_MAP_SIZE_BITS +-static const uint MAX_MAP_SIZE_BITS = 12; ///< Maximal size of map is equal to 2 ^ MAX_MAP_SIZE_BITS ++static const uint MAX_MAP_SIZE_BITS = 20; ///< Maximal size of map is equal to 2 ^ MAX_MAP_SIZE_BITS ++static const uint MAX_MAP_TILES_BITS = 26; ///< Maximal number of tiles in a map is equal to 2 ^ MAX_MAP_TILES_BITS. + static const uint MIN_MAP_SIZE = 1 << MIN_MAP_SIZE_BITS; ///< Minimal map size = 64 +-static const uint MAX_MAP_SIZE = 1 << MAX_MAP_SIZE_BITS; ///< Maximal map size = 4096 ++static const uint MAX_MAP_SIZE = 1 << MAX_MAP_SIZE_BITS; ///< Maximal map size = 8192 ++static const uint MAX_MAP_TILES = 1 << MAX_MAP_TILES_BITS;///< Maximal number of tiles in a map = 2048 * 2048 + + /** + * Approximation of the length of a straight track, relative to a diagonal +diff --git a/src/misc_gui.cpp b/src/misc_gui.cpp +index 01e8d2c45..cb4f4eef0 100644 +--- a/src/misc_gui.cpp ++++ b/src/misc_gui.cpp +@@ -123,15 +123,15 @@ public: + # define LANDINFOD_LEVEL 1 + #endif + DEBUG(misc, LANDINFOD_LEVEL, "TILE: %#x (%i,%i)", tile, TileX(tile), TileY(tile)); +- DEBUG(misc, LANDINFOD_LEVEL, "type = %#x", _m[tile].type); +- DEBUG(misc, LANDINFOD_LEVEL, "height = %#x", _m[tile].height); +- DEBUG(misc, LANDINFOD_LEVEL, "m1 = %#x", _m[tile].m1); +- DEBUG(misc, LANDINFOD_LEVEL, "m2 = %#x", _m[tile].m2); +- DEBUG(misc, LANDINFOD_LEVEL, "m3 = %#x", _m[tile].m3); +- DEBUG(misc, LANDINFOD_LEVEL, "m4 = %#x", _m[tile].m4); +- DEBUG(misc, LANDINFOD_LEVEL, "m5 = %#x", _m[tile].m5); +- DEBUG(misc, LANDINFOD_LEVEL, "m6 = %#x", _me[tile].m6); +- DEBUG(misc, LANDINFOD_LEVEL, "m7 = %#x", _me[tile].m7); ++ DEBUG(misc, LANDINFOD_LEVEL, "type = %#x", GetTile(tile)->type); ++ DEBUG(misc, LANDINFOD_LEVEL, "height = %#x", GetTile(tile)->height); ++ DEBUG(misc, LANDINFOD_LEVEL, "m1 = %#x", GetTile(tile)->m1); ++ DEBUG(misc, LANDINFOD_LEVEL, "m2 = %#x", GetTile(tile)->m2); ++ DEBUG(misc, LANDINFOD_LEVEL, "m3 = %#x", GetTile(tile)->m3); ++ DEBUG(misc, LANDINFOD_LEVEL, "m4 = %#x", GetTile(tile)->m4); ++ DEBUG(misc, LANDINFOD_LEVEL, "m5 = %#x", GetTile(tile)->m5); ++ DEBUG(misc, LANDINFOD_LEVEL, "m6 = %#x", GetTileEx(tile)->m6); ++ DEBUG(misc, LANDINFOD_LEVEL, "m7 = %#x", GetTileEx(tile)->m7); + #undef LANDINFOD_LEVEL + } + +diff --git a/src/network/network_command.cpp b/src/network/network_command.cpp +index bc08bc5f1..cd26c733b 100644 +--- a/src/network/network_command.cpp ++++ b/src/network/network_command.cpp +@@ -51,6 +51,7 @@ static CommandCallback * const _callback_table[] = { + /* 0x19 */ CcStartStopVehicle, + /* 0x1A */ CcGame, + /* 0x1B */ CcAddVehicleNewGroup, ++ /* 0x1C */ CcPaste, + }; + + /** +diff --git a/src/newgrf_airport.h b/src/newgrf_airport.h +index 867362e9a..001a34207 100644 +--- a/src/newgrf_airport.h ++++ b/src/newgrf_airport.h +@@ -28,10 +28,14 @@ struct AirportTileTable { + }; + + /** Iterator to iterate over all tiles belonging to an airport spec. */ +-class AirportTileTableIterator : public TileIterator { ++template <bool Tgeneric> ++class AirportTileTableIteratorT : public TileIteratorT<Tgeneric> { ++public: ++ typedef typename TileIteratorT<Tgeneric>::TileIndexType TileIndexType; ++ + private: + const AirportTileTable *att; ///< The offsets. +- TileIndex base_tile; ///< The tile we base the offsets off. ++ TileIndexType base_tile; ///< The tile we base the offsets off. + + public: + /** +@@ -39,17 +43,17 @@ public: + * @param att The TileTable we want to iterate over. + * @param base_tile The basetile for all offsets. + */ +- AirportTileTableIterator(const AirportTileTable *att, TileIndex base_tile) : TileIterator(base_tile + ToTileIndexDiff(att->ti)), att(att), base_tile(base_tile) ++ AirportTileTableIteratorT(const AirportTileTable *att, TileIndexType base_tile) : TileIteratorT<Tgeneric>(base_tile + ToTileIndexDiff<Tgeneric>(att->ti, MapOf(base_tile))), att(att), base_tile(base_tile) + { + } + +- inline TileIterator& operator ++() ++ inline TileIteratorT<Tgeneric>& operator ++() + { + this->att++; + if (this->att->ti.x == -0x80) { +- this->tile = INVALID_TILE; ++ IndexOf(this->tile) = INVALID_TILE_INDEX; + } else { +- this->tile = this->base_tile + ToTileIndexDiff(this->att->ti); ++ this->tile = this->base_tile + ToTileIndexDiff<Tgeneric>(this->att->ti, MapOf(this->base_tile)); + } + return *this; + } +@@ -60,12 +64,14 @@ public: + return this->att->gfx; + } + +- virtual AirportTileTableIterator *Clone() const ++ virtual AirportTileTableIteratorT<Tgeneric> *Clone() const + { +- return new AirportTileTableIterator(*this); ++ return new AirportTileTableIteratorT<Tgeneric>(*this); + } + }; + ++typedef AirportTileTableIteratorT<false> AirportTileTableIterator; ++ + /** List of default airport classes. */ + enum AirportClassID { + APC_BEGIN = 0, ///< Lowest valid airport class id +diff --git a/src/newgrf_debug_gui.cpp b/src/newgrf_debug_gui.cpp +index 75b06967f..906994480 100644 +--- a/src/newgrf_debug_gui.cpp ++++ b/src/newgrf_debug_gui.cpp +@@ -56,7 +56,7 @@ NewGrfDebugSpritePicker _newgrf_debug_sprite_picker = { SPM_NONE, NULL, 0, Small + */ + static inline uint GetFeatureIndex(uint window_number) + { +- return GB(window_number, 0, 24); ++ return GB(window_number, 0, 27); + } + + /** +@@ -68,8 +68,8 @@ static inline uint GetFeatureIndex(uint window_number) + */ + static inline uint GetInspectWindowNumber(GrfSpecFeature feature, uint index) + { +- assert((index >> 24) == 0); +- return (feature << 24) | index; ++ assert((index >> 27) == 0); ++ return (feature << 27) | index; + } + + /** +@@ -246,7 +246,7 @@ struct NIFeature { + */ + static inline GrfSpecFeature GetFeatureNum(uint window_number) + { +- return (GrfSpecFeature)GB(window_number, 24, 8); ++ return (GrfSpecFeature)GB(window_number, 27, 5); + } + + /** +diff --git a/src/newgrf_house.cpp b/src/newgrf_house.cpp +index 314f02b3d..420ffc2af 100644 +--- a/src/newgrf_house.cpp ++++ b/src/newgrf_house.cpp +@@ -442,6 +442,8 @@ static void DrawTileLayout(const TileInfo *ti, const TileLayoutSpriteGroup *grou + DrawGroundSprite(image, GroundSpritePaletteTransform(image, pal, palette)); + } + ++ DrawOverlay(ti, MP_HOUSE); ++ + DrawNewGRFTileSeq(ti, dts, TO_HOUSES, stage, palette); + } + +diff --git a/src/newgrf_industrytiles.cpp b/src/newgrf_industrytiles.cpp +index 69c4b1d07..f595ac1dd 100644 +--- a/src/newgrf_industrytiles.cpp ++++ b/src/newgrf_industrytiles.cpp +@@ -166,6 +166,8 @@ static void IndustryDrawTileLayout(const TileInfo *ti, const TileLayoutSpriteGro + } + } + ++ DrawOverlay(ti, MP_INDUSTRY); ++ + DrawNewGRFTileSeq(ti, dts, TO_INDUSTRIES, stage, GENERAL_SPRITE_COLOUR(rnd_colour)); + } + +diff --git a/src/newgrf_station.cpp b/src/newgrf_station.cpp +index 5271b2bfc..0c45bf456 100644 +--- a/src/newgrf_station.cpp ++++ b/src/newgrf_station.cpp +@@ -652,6 +652,23 @@ CommandCost PerformStationTileSlopeCheck(TileIndex north_tile, TileIndex cur_til + return GetErrorMessageFromLocationCallbackResult(cb_res, statspec->grf_prop.grffile, STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION); + } + ++/** ++ * Find out whether a given station type has its own layout. ++ * ++ * The default TTD station layout can be overloaded by property 0E ("define custom layout"), ++ * property 0F ("copy custom layout") or by providing callback 24 ("custom station layout"). ++ * ++ * @param statspec Station spec. ++ * @return \c false if the station always uses the default TTD layout, \c true otherwise. ++ */ ++bool IsCustomLayoutStation(const StationSpec *statspec) ++{ ++ if (statspec->lengths != 0) return true; ++ ++ StationResolverObject object(statspec, NULL, INVALID_TILE, CBID_STATION_TILE_LAYOUT); ++ const SpriteGroup *group = object.Resolve(); ++ return group != NULL && group->type == SGT_CALLBACK; ++} + + /** + * Allocate a StationSpec to a Station. This is called once per build operation. +diff --git a/src/newgrf_station.h b/src/newgrf_station.h +index 123330d0a..c155ee364 100644 +--- a/src/newgrf_station.h ++++ b/src/newgrf_station.h +@@ -184,6 +184,8 @@ SpriteID GetCustomStationFoundationRelocation(const StationSpec *statspec, BaseS + uint16 GetStationCallback(CallbackID callback, uint32 param1, uint32 param2, const StationSpec *statspec, BaseStation *st, TileIndex tile); + CommandCost PerformStationTileSlopeCheck(TileIndex north_tile, TileIndex cur_tile, const StationSpec *statspec, Axis axis, byte plat_len, byte numtracks); + ++bool IsCustomLayoutStation(const StationSpec *statspec); ++ + /* Allocate a StationSpec to a Station. This is called once per build operation. */ + int AllocateSpecToStation(const StationSpec *statspec, BaseStation *st, bool exec); + +diff --git a/src/object_cmd.cpp b/src/object_cmd.cpp +index 9f03813df..a02e23d00 100644 +--- a/src/object_cmd.cpp ++++ b/src/object_cmd.cpp +@@ -847,4 +847,5 @@ extern const TileTypeProcs _tile_type_object_procs = { + NULL, // vehicle_enter_tile_proc + GetFoundation_Object, // get_foundation_proc + TerraformTile_Object, // terraform_tile_proc ++ NULL, // copypaste_tile_proc + }; +diff --git a/src/object_map.h b/src/object_map.h +index 1aaf98434..2258d9a8e 100644 +--- a/src/object_map.h ++++ b/src/object_map.h +@@ -49,7 +49,7 @@ static inline bool IsObjectTypeTile(TileIndex t, ObjectType type) + static inline ObjectID GetObjectIndex(TileIndex t) + { + assert(IsTileType(t, MP_OBJECT)); +- return _m[t].m2 | _m[t].m5 << 16; ++ return GetTile(t)->m2 | GetTile(t)->m5 << 16; + } + + /** +@@ -61,7 +61,7 @@ static inline ObjectID GetObjectIndex(TileIndex t) + static inline byte GetObjectRandomBits(TileIndex t) + { + assert(IsTileType(t, MP_OBJECT)); +- return _m[t].m3; ++ return GetTile(t)->m3; + } + + +@@ -78,12 +78,12 @@ static inline void MakeObject(TileIndex t, Owner o, ObjectID index, WaterClass w + SetTileType(t, MP_OBJECT); + SetTileOwner(t, o); + SetWaterClass(t, wc); +- _m[t].m2 = index; +- _m[t].m3 = random; +- _m[t].m4 = 0; +- _m[t].m5 = index >> 16; +- SB(_me[t].m6, 2, 4, 0); +- _me[t].m7 = 0; ++ GetTile(t)->m2 = index; ++ GetTile(t)->m3 = random; ++ GetTile(t)->m4 = 0; ++ GetTile(t)->m5 = index >> 16; ++ SB(GetTileEx(t)->m6, 2, 4, 0); ++ GetTileEx(t)->m7 = 0; + } + + #endif /* OBJECT_MAP_H */ +diff --git a/src/openttd.cpp b/src/openttd.cpp +index c97fb6163..c82437e53 100644 +--- a/src/openttd.cpp ++++ b/src/openttd.cpp +@@ -57,6 +57,7 @@ + #include "hotkeys.h" + #include "newgrf.h" + #include "misc/getoptdata.h" ++#include "clipboard_func.h" + #include "game/game.hpp" + #include "game/game_config.hpp" + #include "town.h" +@@ -957,6 +958,24 @@ static void MakeNewGameDone() + MarkWholeScreenDirty(); + } + ++/* ++ * Too large size may be stored in settings (especially if switching between between OpenTTD ++ * versions with different map size limits), we have to check if it is valid before generating world. ++ * Simple separate checking of X and Y map sizes is not enough, as their sum is what counts for the limit. ++ * Check the size and decrease the larger of the sizes till the size is in limit. ++ */ ++static void FixConfigMapSize() ++{ ++ while (_settings_game.game_creation.map_x + _settings_game.game_creation.map_y > MAX_MAP_TILES_BITS) { ++ /* Repeat reducing larger of X/Y dimensions until the map size is within allowable limits */ ++ if (_settings_game.game_creation.map_x > _settings_game.game_creation.map_y) { ++ _settings_game.game_creation.map_x--; ++ } else { ++ _settings_game.game_creation.map_y--; ++ } ++ } ++} ++ + static void MakeNewGame(bool from_heightmap, bool reset_settings) + { + _game_mode = GM_NORMAL; +@@ -964,6 +983,7 @@ static void MakeNewGame(bool from_heightmap, bool reset_settings) + ResetGRFConfig(true); + + GenerateWorldSetCallback(&MakeNewGameDone); ++ FixConfigMapSize(); + GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings); + } + +@@ -979,6 +999,7 @@ static void MakeNewEditorWorld() + ResetGRFConfig(true); + + GenerateWorldSetCallback(&MakeNewEditorWorldDone); ++ FixConfigMapSize(); + GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y); + } + +@@ -1067,8 +1088,13 @@ void SwitchToMode(SwitchMode new_mode) + } + } + #endif /* ENABLE_NETWORK */ +- /* Make sure all AI controllers are gone at quitting game */ +- if (new_mode != SM_SAVE_GAME) AI::KillAll(); ++ if (new_mode != SM_SAVE_GAME) { ++ /* Make sure all AI controllers are gone at quitting game */ ++ AI::KillAll(); ++ ++ /* Clear the clipboard */ ++ ClearClipboard(); ++ } + + switch (new_mode) { + case SM_EDITOR: // Switch to scenario editor +@@ -1125,6 +1151,7 @@ void SwitchToMode(SwitchMode new_mode) + case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor + SetLocalCompany(OWNER_NONE); + ++ FixConfigMapSize(); + GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y); + MarkWholeScreenDirty(); + break; +@@ -1167,6 +1194,7 @@ void SwitchToMode(SwitchMode new_mode) + + case SM_GENRANDLAND: // Generate random land within scenario editor + SetLocalCompany(OWNER_NONE); ++ FixConfigMapSize(); + GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y); + /* XXX: set date */ + MarkWholeScreenDirty(); +diff --git a/src/order_cmd.cpp b/src/order_cmd.cpp +index db812f6c5..072c2eff5 100644 +--- a/src/order_cmd.cpp ++++ b/src/order_cmd.cpp +@@ -1900,14 +1900,14 @@ restart: + + /** + * Checks if a vehicle has a depot in its order list. +- * @return True iff at least one order is a depot order. ++ * @return True iff at least one order is a depot order or a jump with condition on requires service. + */ + bool Vehicle::HasDepotOrder() const + { + const Order *order; + + FOR_VEHICLE_ORDERS(this, order) { +- if (order->IsType(OT_GOTO_DEPOT)) return true; ++ if (order->IsType(OT_GOTO_DEPOT) || (order->IsType(OT_CONDITIONAL) && (order->GetConditionVariable() == OCV_REQUIRES_SERVICE))) return true; + } + + return false; +diff --git a/src/overlay.h b/src/overlay.h +new file mode 100644 +index 000000000..f7d8e2d75 +--- /dev/null ++++ b/src/overlay.h +@@ -0,0 +1,73 @@ ++/* $Id$ */ ++ ++/** @file overlay.h Functions related to overlays. */ ++ ++#ifndef OVERLAY_H ++#define OVERLAY_H ++ ++#include "stdafx.h" ++#include "openttd.h" ++#include "core/bitmath_func.hpp" ++#include "gfx_func.h" ++ ++/** ++ * Transparency option bits: which position in _transparency_opt stands for which transparency. ++ * If you change the order, change the order of the ShowTransparencyToolbar() stuff in transparency_gui.cpp too. ++ * If you add or remove an option don't forget to change the transparency 'hot keys' in main_gui.cpp. ++ */ ++enum OverlayOption { ++ OO_COVERAGES = 0, ///< coverage ++ OO_END, ++}; ++ ++typedef uint OverlayOptionBits; ///< overlay option bits ++extern OverlayOptionBits _overlay_opt; ++extern OverlayOptionBits _overlay_lock; ++ ++/** ++ * Check if the overlay option bit is set ++ * and if we aren't in the game menu (there's no overlay) ++ * ++ * @param to the structure which overlay option is ask for ++ */ ++static inline bool IsOverlaySet(OverlayOption to) ++{ ++ return (HasBit(_overlay_opt, to) && _game_mode != GM_MENU); ++} ++ ++/** ++ * Toggle the overlay option bit ++ * ++ * @param to the overlay option to be toggled ++ */ ++static inline void ToggleOverlay(OverlayOption to) ++{ ++ ToggleBit(_overlay_opt, to); ++} ++ ++/** ++ * Toggle the overlay lock bit ++ * ++ * @param to the overlay option to be locked or unlocked ++ */ ++static inline void ToggleOverlayLock(OverlayOption to) ++{ ++ ToggleBit(_overlay_lock, to); ++} ++ ++/** Set or clear all non-locked overlay options */ ++static inline void ResetRestoreAllOverlays() ++{ ++ /* if none of the non-locked options are set */ ++ if ((_overlay_opt & ~_overlay_lock) == 0) { ++ /* set all non-locked options */ ++ _overlay_opt |= GB(~_overlay_lock, 0, OO_END); ++ } else { ++ /* clear all non-locked options */ ++ _overlay_opt &= _overlay_lock; ++ } ++ ++ MarkWholeScreenDirty(); ++} ++ ++#endif /* OVERLAY_H */ +\ No newline at end of file +diff --git a/src/overlay_cmd.cpp b/src/overlay_cmd.cpp +new file mode 100644 +index 000000000..059121d8f +--- /dev/null ++++ b/src/overlay_cmd.cpp +@@ -0,0 +1,65 @@ ++/* $Id$ */ ++ ++/** @file overlay_cmd.cpp Handling of overlays. */ ++ ++#include "stdafx.h" ++#include "tile_type.h" ++#include "tile_cmd.h" ++#include "overlay.h" ++#include "station_func.h" ++#include "viewport_func.h" ++#include "overlay_cmd.h" ++ ++Overlays* Overlays::instance = NULL; ++ ++Overlays* Overlays::Instance() ++{ ++ if (instance == NULL) ++ instance = new Overlays(); ++ return instance; ++}; ++ ++void Overlays::AddStation(const Station* st) ++{ ++ this->catchmentOverlay.insert(st); ++}; ++ ++void Overlays::RemoveStation(const Station* st) ++{ ++ this->catchmentOverlay.erase(st); ++}; ++ ++void Overlays::ToggleStation(const Station* st) ++{ ++ if(this->HasStation(st)) { ++ this->RemoveStation(st); ++ } else { ++ this->AddStation(st); ++ } ++}; ++ ++void Overlays::Clear() ++{ ++ this->catchmentOverlay.clear(); ++}; ++ ++bool Overlays::IsTileInCatchmentArea(const TileInfo* ti, CatchmentType type) ++{ ++ for(std::set<const Station *>::iterator iter = catchmentOverlay.begin();iter != catchmentOverlay.end();) { ++ const Station *st = *iter; ++ if( st->IsTileInCatchmentArea(ti, type)) ++ return true; ++ iter++; ++ } ++ return false; ++}; ++ ++bool Overlays::HasStation(const Station* st) ++{ ++ return (this->catchmentOverlay.find(st) != this->catchmentOverlay.end()); ++}; ++ ++Overlays::~Overlays() ++{ ++ this->catchmentOverlay.clear(); ++}; +\ No newline at end of file +diff --git a/src/overlay_cmd.h b/src/overlay_cmd.h +new file mode 100644 +index 000000000..a8b43832f +--- /dev/null ++++ b/src/overlay_cmd.h +@@ -0,0 +1,38 @@ ++/* $Id$ */ ++ ++/** @file overlay_cmd.h Functions related to overlays. */ ++ ++#ifndef OVERLAY_CMD_H ++#define OVERLAY_CMD_H ++ ++#include "tile_type.h" ++#include "tile_cmd.h" ++#include "station_base.h" ++#include <set> ++ ++class Overlays { ++ ++ std::set<const Station *> catchmentOverlay; ++ ++protected: ++ static Overlays* instance; ++ ++public: ++ static Overlays* Instance(); ++ ++ void AddStation(const Station* st); ++ ++ void RemoveStation(const Station *st); ++ ++ void ToggleStation(const Station* st); ++ ++ void Clear(); ++ ++ bool IsTileInCatchmentArea(const TileInfo* ti, CatchmentType type); ++ ++ bool HasStation(const Station* st); ++ ++ virtual ~Overlays(); ++}; ++ ++#endif // OVERLAY_CMD_H +\ No newline at end of file +diff --git a/src/pathfinder/follow_track.hpp b/src/pathfinder/follow_track.hpp +index d9a70b7fc..b65287cbd 100644 +--- a/src/pathfinder/follow_track.hpp ++++ b/src/pathfinder/follow_track.hpp +@@ -357,7 +357,7 @@ protected: + if (IsTunnel(m_new_tile)) { + if (!m_is_tunnel) { + DiagDirection tunnel_enterdir = GetTunnelBridgeDirection(m_new_tile); +- if (tunnel_enterdir != m_exitdir) { ++ if (tunnel_enterdir != m_exitdir || IsTunnelBridgeExit(m_new_tile)) { + m_err = EC_NO_WAY; + return false; + } +@@ -365,7 +365,7 @@ protected: + } else { // IsBridge(m_new_tile) + if (!m_is_bridge) { + DiagDirection ramp_enderdir = GetTunnelBridgeDirection(m_new_tile); +- if (ramp_enderdir != m_exitdir) { ++ if (ramp_enderdir != m_exitdir || IsTunnelBridgeExit(m_new_tile)) { + m_err = EC_NO_WAY; + return false; + } +diff --git a/src/rail.cpp b/src/rail.cpp +index d538064a2..fff67c68c 100644 +--- a/src/rail.cpp ++++ b/src/rail.cpp +@@ -151,10 +151,23 @@ extern const TrackdirBits _uphill_trackdirs[] = { + TRACKDIR_BIT_X_NE | TRACKDIR_BIT_Y_SE, ///< 30 SLOPE_STEEP_E -> inclined for diagonal track + }; + ++/** Lookup table to transform a Track by a given DirTransformation. */ ++extern const byte _track_transformation_map[DTR_END][TRACK_END] = { ++ { TRACK_X, TRACK_Y, TRACK_UPPER, TRACK_LOWER, TRACK_LEFT, TRACK_RIGHT }, // DTR_IDENTITY ++ { TRACK_Y, TRACK_X, TRACK_RIGHT, TRACK_LEFT, TRACK_UPPER, TRACK_LOWER }, // DTR_ROTATE_90_R ++ { TRACK_X, TRACK_Y, TRACK_LOWER, TRACK_UPPER, TRACK_RIGHT, TRACK_LEFT }, // DTR_ROTATE_180 ++ { TRACK_Y, TRACK_X, TRACK_LEFT, TRACK_RIGHT, TRACK_LOWER, TRACK_UPPER }, // DTR_ROTATE_90_L ++ { TRACK_X, TRACK_Y, TRACK_RIGHT, TRACK_LEFT, TRACK_LOWER, TRACK_UPPER }, // DTR_REFLECT_NE_SW ++ { TRACK_Y, TRACK_X, TRACK_LOWER, TRACK_UPPER, TRACK_LEFT, TRACK_RIGHT }, // DTR_REFLECT_W_E ++ { TRACK_X, TRACK_Y, TRACK_LEFT, TRACK_RIGHT, TRACK_UPPER, TRACK_LOWER }, // DTR_REFLECT_NW_SE ++ { TRACK_Y, TRACK_X, TRACK_UPPER, TRACK_LOWER, TRACK_RIGHT, TRACK_LEFT } // DTR_REFLECT_N_S ++}; ++ + /** + * Return the rail type of tile, or INVALID_RAILTYPE if this is no rail tile. + */ +-RailType GetTileRailType(TileIndex tile) ++template <bool Tgeneric> ++RailType GetTileRailType(typename TileIndexT<Tgeneric>::T tile) + { + switch (GetTileType(tile)) { + case MP_RAILWAY: +@@ -178,6 +191,9 @@ RailType GetTileRailType(TileIndex tile) + } + return INVALID_RAILTYPE; + } ++/* instantiate */ ++template RailType GetTileRailType<false>(TileIndex tile); ++template RailType GetTileRailType<true>(GenericTileIndex tile); + + /** + * Finds out if a company has a certain railtype available +diff --git a/src/rail_cmd.cpp b/src/rail_cmd.cpp +index 5bc97a58d..cac0c3dea 100644 +--- a/src/rail_cmd.cpp ++++ b/src/rail_cmd.cpp +@@ -11,6 +11,7 @@ + + #include "stdafx.h" + #include "cmd_helper.h" ++#include "copypaste_cmd.h" + #include "viewport_func.h" + #include "command_func.h" + #include "depot_base.h" +@@ -33,6 +34,7 @@ + #include "strings_func.h" + #include "company_gui.h" + #include "object_map.h" ++#include "clipboard_gui.h" + + #include "table/strings.h" + #include "table/railtypes.h" +@@ -431,24 +433,27 @@ static inline bool ValParamTrackOrientation(Track track) + } + + /** +- * Build a single piece of rail +- * @param tile tile to build on ++ * Build a set of rail tracks on a given tile ++ * @param tile tile to build on + * @param flags operation to perform + * @param p1 railtype of being built piece (normal, mono, maglev) +- * @param p2 rail track to build ++ * @param p2 TrackBits to build + * @param text unused + * @return the cost of this operation or an error + */ +-CommandCost CmdBuildSingleRail(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) ++CommandCost CmdBuildSingleRails(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) + { + RailType railtype = Extract<RailType, 0, 4>(p1); +- Track track = Extract<Track, 0, 3>(p2); ++ TrackBits trackbits = (TrackBits)GB(p2, 0, 6); + CommandCost cost(EXPENSES_CONSTRUCTION); + +- if (!ValParamRailtype(railtype) || !ValParamTrackOrientation(track)) return CMD_ERROR; ++ if (!ValParamRailtype(railtype)) return CMD_ERROR; + + Slope tileh = GetTileSlope(tile); +- TrackBits trackbit = TrackToTrackBits(track); ++ TrackBits currbits = TRACK_BIT_NONE; ++ ++ /* whether the tile needs to be cleared and built from scratch */ ++ bool make_new_rail_tile = true; + + switch (GetTileType(tile)) { + case MP_RAILWAY: { +@@ -459,11 +464,12 @@ CommandCost CmdBuildSingleRail(TileIndex tile, DoCommandFlag flags, uint32 p1, u + + if (!IsCompatibleRail(GetRailType(tile), railtype)) return_cmd_error(STR_ERROR_IMPOSSIBLE_TRACK_COMBINATION); + +- ret = CheckTrackCombination(tile, trackbit, flags); +- if (ret.Succeeded()) ret = EnsureNoTrainOnTrack(tile, track); ++ currbits = GetTrackBits(tile); ++ ret = CheckTrackCombination(tile, trackbits, flags); ++ if (ret.Succeeded()) ret = EnsureNoTrainOnTrackBits(tile, trackbits & ~currbits); + if (ret.Failed()) return ret; + +- ret = CheckRailSlope(tileh, trackbit, GetTrackBits(tile), tile); ++ ret = CheckRailSlope(tileh, trackbits, GetTrackBits(tile), tile); + if (ret.Failed()) return ret; + cost.AddCost(ret); + +@@ -480,20 +486,21 @@ CommandCost CmdBuildSingleRail(TileIndex tile, DoCommandFlag flags, uint32 p1, u + } + } + +- if (flags & DC_EXEC) { ++ if ((trackbits & ~currbits) && (flags & DC_EXEC)) { + SetRailGroundType(tile, RAIL_GROUND_BARREN); +- TrackBits bits = GetTrackBits(tile); +- SetTrackBits(tile, bits | trackbit); ++ SetTrackBits(tile, currbits | trackbits); + /* Subtract old infrastructure count. */ +- uint pieces = CountBits(bits); +- if (TracksOverlap(bits)) pieces *= pieces; ++ uint pieces = CountBits(currbits); ++ if (TracksOverlap(currbits)) pieces *= pieces; + Company::Get(GetTileOwner(tile))->infrastructure.rail[GetRailType(tile)] -= pieces; + /* Add new infrastructure count. */ +- pieces = CountBits(bits | trackbit); +- if (TracksOverlap(bits | trackbit)) pieces *= pieces; ++ pieces = CountBits(currbits | trackbits); ++ if (TracksOverlap(currbits | trackbits)) pieces *= pieces; + Company::Get(GetTileOwner(tile))->infrastructure.rail[GetRailType(tile)] += pieces; + DirtyCompanyInfrastructureWindows(GetTileOwner(tile)); + } ++ ++ make_new_rail_tile = false; + break; + } + +@@ -514,8 +521,8 @@ CommandCost CmdBuildSingleRail(TileIndex tile, DoCommandFlag flags, uint32 p1, u + RoadTypes roadtypes = GetRoadTypes(tile); + RoadBits road = GetRoadBits(tile, ROADTYPE_ROAD); + RoadBits tram = GetRoadBits(tile, ROADTYPE_TRAM); +- if ((track == TRACK_X && ((road | tram) & ROAD_X) == 0) || +- (track == TRACK_Y && ((road | tram) & ROAD_Y) == 0)) { ++ if ((trackbits == TRACK_BIT_X && ((road | tram) & ROAD_X) == 0) || ++ (trackbits == TRACK_BIT_Y && ((road | tram) & ROAD_Y) == 0)) { + Owner road_owner = GetRoadOwner(tile, ROADTYPE_ROAD); + Owner tram_owner = GetRoadOwner(tile, ROADTYPE_TRAM); + /* Disallow breaking end-of-line of someone else +@@ -534,7 +541,7 @@ CommandCost CmdBuildSingleRail(TileIndex tile, DoCommandFlag flags, uint32 p1, u + cost.AddCost((num_new_road_pieces + num_new_tram_pieces) * _price[PR_BUILD_ROAD]); + + if (flags & DC_EXEC) { +- MakeRoadCrossing(tile, road_owner, tram_owner, _current_company, (track == TRACK_X ? AXIS_Y : AXIS_X), railtype, roadtypes, GetTownIndex(tile)); ++ MakeRoadCrossing(tile, road_owner, tram_owner, _current_company, (trackbits == TRACK_BIT_X ? AXIS_Y : AXIS_X), railtype, roadtypes, GetTownIndex(tile)); + UpdateLevelCrossing(tile, false); + Company::Get(_current_company)->infrastructure.rail[railtype] += LEVELCROSSING_TRACKBIT_FACTOR; + DirtyCompanyInfrastructureWindows(_current_company); +@@ -547,53 +554,75 @@ CommandCost CmdBuildSingleRail(TileIndex tile, DoCommandFlag flags, uint32 p1, u + DirtyCompanyInfrastructureWindows(tram_owner); + } + } +- break; ++ make_new_rail_tile = false; + } +- } +- +- if (IsLevelCrossing(tile) && GetCrossingRailBits(tile) == trackbit) { +- return_cmd_error(STR_ERROR_ALREADY_BUILT); ++ } else if (IsLevelCrossing(tile)) { ++ currbits = GetCrossingRailBits(tile); ++ if (trackbits == currbits) return_cmd_error(STR_ERROR_ALREADY_BUILT); + } + FALLTHROUGH; + } + +- default: { +- /* Will there be flat water on the lower halftile? */ +- bool water_ground = IsTileType(tile, MP_WATER) && IsSlopeWithOneCornerRaised(tileh); ++ default: ++ break; ++ } + +- CommandCost ret = CheckRailSlope(tileh, trackbit, TRACK_BIT_NONE, tile); +- if (ret.Failed()) return ret; +- cost.AddCost(ret); ++ if (make_new_rail_tile) { ++ /* Will there be flat water on the lower halftile? */ ++ bool water_ground = IsTileType(tile, MP_WATER) && IsSlopeWithOneCornerRaised(tileh); + +- ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); +- if (ret.Failed()) return ret; +- cost.AddCost(ret); ++ CommandCost ret = CheckRailSlope(tileh, trackbits, TRACK_BIT_NONE, tile); ++ if (ret.Failed()) return ret; ++ cost.AddCost(ret); + +- if (water_ground) { +- cost.AddCost(-_price[PR_CLEAR_WATER]); +- cost.AddCost(_price[PR_CLEAR_ROUGH]); +- } ++ ret = DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); ++ if (ret.Failed()) return ret; ++ cost.AddCost(ret); ++ currbits = TRACK_BIT_NONE; // the tile is clear now + +- if (flags & DC_EXEC) { +- MakeRailNormal(tile, _current_company, trackbit, railtype); +- if (water_ground) SetRailGroundType(tile, RAIL_GROUND_WATER); +- Company::Get(_current_company)->infrastructure.rail[railtype]++; +- DirtyCompanyInfrastructureWindows(_current_company); +- } +- break; ++ if (water_ground) { ++ cost.AddCost(-_price[PR_CLEAR_WATER]); ++ cost.AddCost(_price[PR_CLEAR_ROUGH]); ++ } ++ ++ if (flags & DC_EXEC) { ++ MakeRailNormal(tile, _current_company, trackbits, railtype); ++ if (water_ground) SetRailGroundType(tile, RAIL_GROUND_WATER); ++ Company::Get(_current_company)->infrastructure.rail[railtype]++; ++ DirtyCompanyInfrastructureWindows(_current_company); + } + } + + if (flags & DC_EXEC) { + MarkTileDirtyByTile(tile); +- AddTrackToSignalBuffer(tile, track, _current_company); +- YapfNotifyTrackLayoutChange(tile, track); ++ Track track; ++ FOR_EACH_SET_TRACK(track, trackbits & ~currbits) { ++ AddTrackToSignalBuffer(tile, track, _current_company); ++ YapfNotifyTrackLayoutChange(tile, track); ++ } + } + +- cost.AddCost(RailBuildCost(railtype)); ++ cost.AddCost(CountBits(trackbits & ~currbits) * RailBuildCost(railtype)); + return cost; + } + ++/** ++ * Build a single piece of rail ++ * @param tile tile to build on ++ * @param flags operation to perform ++ * @param p1 railtype of being built piece (normal, mono, maglev) ++ * @param p2 rail track to build ++ * @param text unused ++ * @return the cost of this operation or an error ++ */ ++CommandCost CmdBuildSingleRail(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) ++{ ++ Track track = Extract<Track, 0, 3>(p2); ++ if (!ValParamTrackOrientation(track)) return CMD_ERROR; ++ ++ return CmdBuildSingleRails(tile, flags, p1, TrackToTrackBits(track), text); ++} ++ + /** + * Remove a single piece of track + * @param tile tile to remove track from +@@ -1043,9 +1072,12 @@ CommandCost CmdBuildSingleSignal(TileIndex tile, DoCommandFlag flags, uint32 p1, + if (sigtype > SIGTYPE_LAST) return CMD_ERROR; + if (cycle_start > cycle_stop || cycle_stop > SIGTYPE_LAST) return CMD_ERROR; + +- /* You can only build signals on plain rail tiles, and the selected track must exist */ +- if (!ValParamTrackOrientation(track) || !IsPlainRailTile(tile) || +- !HasTrack(tile, track)) { ++ /* You can only build signals on plain rail tiles or tunnel/bridges, and the selected track must exist */ ++ if (IsTileType(tile, MP_TUNNELBRIDGE)) { ++ if (GetTunnelBridgeTransportType(tile) != TRANSPORT_RAIL) return CMD_ERROR; ++ CommandCost ret = EnsureNoTrainOnTrack(GetOtherTunnelBridgeEnd(tile), track); ++ if (ret.Failed()) return ret; ++ } else if (!ValParamTrackOrientation(track) || !IsPlainRailTile(tile) || !HasTrack(tile, track)) { + return_cmd_error(STR_ERROR_THERE_IS_NO_RAILROAD_TRACK); + } + /* Protect against invalid signal copying */ +@@ -1054,6 +1086,52 @@ CommandCost CmdBuildSingleSignal(TileIndex tile, DoCommandFlag flags, uint32 p1, + CommandCost ret = CheckTileOwnership(tile); + if (ret.Failed()) return ret; + ++ CommandCost cost(EXPENSES_CONSTRUCTION); ++ /* handle signals simulation on tunnel/bridge. */ ++ if (IsTileType(tile, MP_TUNNELBRIDGE)) { ++ TileIndex tile_exit = GetOtherTunnelBridgeEnd(tile); ++ cost = CommandCost(); ++ if (!HasWormholeSignals(tile)) { // toggle signal zero costs. ++ if (p2 != 12) cost = CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_SIGNALS] * ((GetTunnelBridgeLength(tile, tile_exit) + 4) >> 2)); // minimal 1 ++ } ++ if (flags & DC_EXEC) { ++ if (p2 == 0 && HasWormholeSignals(tile)){ // Toggle signal if already signals present. ++ if (IsTunnelBridgeEntrance (tile)) { ++ ClrBitTunnelBridgeSignal(tile); ++ ClrBitTunnelBridgeExit(tile_exit); ++ SetBitTunnelBridgeExit(tile); ++ SetBitTunnelBridgeSignal(tile_exit); ++ } else { ++ ClrBitTunnelBridgeSignal(tile_exit); ++ ClrBitTunnelBridgeExit(tile); ++ SetBitTunnelBridgeExit(tile_exit); ++ SetBitTunnelBridgeSignal(tile); ++ } ++ } else{ ++ /* Create one direction tunnel/bridge if required. */ ++ if (p2 == 0) { ++ SetBitTunnelBridgeSignal(tile); ++ SetBitTunnelBridgeExit(tile_exit); ++ } else if (p2 == 4 || p2 == 8) { ++ DiagDirection tbdir = GetTunnelBridgeDirection(tile); ++ /* If signal only on one side build accoringly one-way tunnel/bridge. */ ++ if ((p2 == 8 && (tbdir == DIAGDIR_NE || tbdir == DIAGDIR_SE)) || ++ (p2 == 4 && (tbdir == DIAGDIR_SW || tbdir == DIAGDIR_NW))) { ++ SetBitTunnelBridgeSignal(tile); ++ SetBitTunnelBridgeExit(tile_exit); ++ } else { ++ SetBitTunnelBridgeSignal(tile_exit); ++ SetBitTunnelBridgeExit(tile); ++ } ++ } ++ } ++ MarkTileDirtyByTile(tile); ++ MarkTileDirtyByTile(tile_exit); ++ AddSideToSignalBuffer(tile, INVALID_DIAGDIR, _current_company); ++ YapfNotifyTrackLayoutChange(tile, track); ++ } ++ return cost; ++ } + /* See if this is a valid track combination for signals (no overlap) */ + if (TracksOverlap(GetTrackBits(tile))) return_cmd_error(STR_ERROR_NO_SUITABLE_RAILROAD_TRACK); + +@@ -1063,28 +1141,25 @@ CommandCost CmdBuildSingleSignal(TileIndex tile, DoCommandFlag flags, uint32 p1, + /* you can not convert a signal if no signal is on track */ + if (convert_signal && !HasSignalOnTrack(tile, track)) return_cmd_error(STR_ERROR_THERE_ARE_NO_SIGNALS); + +- CommandCost cost; + if (!HasSignalOnTrack(tile, track)) { + /* build new signals */ +- cost = CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_SIGNALS]); ++ cost.AddCost(_price[PR_BUILD_SIGNALS]); + } else { + if (p2 != 0 && sigvar != GetSignalVariant(tile, track)) { + /* convert signals <-> semaphores */ +- cost = CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_SIGNALS] + _price[PR_CLEAR_SIGNALS]); +- ++ cost.AddCost(_price[PR_BUILD_SIGNALS] + _price[PR_CLEAR_SIGNALS]); + } else if (convert_signal) { + /* convert button pressed */ + if (ctrl_pressed || GetSignalVariant(tile, track) != sigvar) { + /* convert electric <-> semaphore */ +- cost = CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_SIGNALS] + _price[PR_CLEAR_SIGNALS]); +- } else { ++ cost .AddCost(_price[PR_BUILD_SIGNALS] + _price[PR_CLEAR_SIGNALS]); ++ } else if (GetSignalType(tile, track) != sigtype) { + /* it is free to change signal type: normal-pre-exit-combo */ +- cost = CommandCost(); ++ } else { ++ return_cmd_error(STR_ERROR_ALREADY_BUILT); + } +- + } else { + /* it is free to change orientation/pre-exit-combo signals */ +- cost = CommandCost(); + } + } + +@@ -1221,6 +1296,7 @@ static bool CheckSignalAutoFill(TileIndex &tile, Trackdir &trackdir, int &signal + return true; + + case MP_TUNNELBRIDGE: { ++ if (!remove && HasWormholeSignals(tile)) return false; + TileIndex orig_tile = tile; // backup old value + + if (GetTunnelBridgeTransportType(tile) != TRANSPORT_RAIL) return false; +@@ -1332,7 +1408,7 @@ static CommandCost CmdSignalTrackHelper(TileIndex tile, DoCommandFlag flags, uin + bool had_success = false; + for (;;) { + /* only build/remove signals with the specified density */ +- if (remove || minimise_gaps || signal_ctr % signal_density == 0) { ++ if (remove || minimise_gaps || signal_ctr % signal_density == 0 || IsTileType(tile, MP_TUNNELBRIDGE)) { + uint32 p1 = GB(TrackdirToTrack(trackdir), 0, 3); + SB(p1, 3, 1, mode); + SB(p1, 4, 1, semaphores); +@@ -1371,6 +1447,14 @@ static CommandCost CmdSignalTrackHelper(TileIndex tile, DoCommandFlag flags, uin + /* Be user-friendly and try placing signals as much as possible */ + if (ret.Succeeded()) { + had_success = true; ++ if (IsTileType(tile, MP_TUNNELBRIDGE)) { ++ if ((!autofill && GetTunnelBridgeDirection(tile) == TrackdirToExitdir(trackdir)) || ++ (autofill && GetTunnelBridgeDirection(tile) != TrackdirToExitdir(trackdir))) { ++ total_cost.AddCost(ret); ++ } ++ } else { ++ total_cost.AddCost(ret); ++ } + total_cost.AddCost(ret); + last_used_ctr = last_suitable_ctr; + last_suitable_tile = INVALID_TILE; +@@ -1445,12 +1529,26 @@ CommandCost CmdBuildSignalTrack(TileIndex tile, DoCommandFlag flags, uint32 p1, + CommandCost CmdRemoveSingleSignal(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) + { + Track track = Extract<Track, 0, 3>(p1); ++ Money cost = _price[PR_CLEAR_SIGNALS]; + +- if (!ValParamTrackOrientation(track) || !IsPlainRailTile(tile) || !HasTrack(tile, track)) { +- return_cmd_error(STR_ERROR_THERE_IS_NO_RAILROAD_TRACK); +- } +- if (!HasSignalOnTrack(tile, track)) { +- return_cmd_error(STR_ERROR_THERE_ARE_NO_SIGNALS); ++ if (IsTileType(tile, MP_TUNNELBRIDGE)) { ++ TileIndex end = GetOtherTunnelBridgeEnd(tile); ++ if (GetTunnelBridgeTransportType(tile) != TRANSPORT_RAIL) return_cmd_error(STR_ERROR_THERE_IS_NO_RAILROAD_TRACK); ++ if (!HasWormholeSignals(tile)) return_cmd_error(STR_ERROR_THERE_ARE_NO_SIGNALS); ++ ++ cost *= ((GetTunnelBridgeLength(tile, end) + 4) >> 2); ++ ++ CommandCost ret = EnsureNoTrainOnTrack(GetOtherTunnelBridgeEnd(tile), track); ++ if (ret.Failed()) return ret; ++ } else { ++ if (!ValParamTrackOrientation(track) || !IsPlainRailTile(tile) || !HasTrack(tile, track)) { ++ return_cmd_error(STR_ERROR_THERE_IS_NO_RAILROAD_TRACK); ++ } ++ if (!HasSignalOnTrack(tile, track)) { ++ return_cmd_error(STR_ERROR_THERE_ARE_NO_SIGNALS); ++ } ++ CommandCost ret = EnsureNoTrainOnTrack(tile, track); ++ if (ret.Failed()) return ret; + } + + /* Only water can remove signals from anyone */ +@@ -1461,6 +1559,20 @@ CommandCost CmdRemoveSingleSignal(TileIndex tile, DoCommandFlag flags, uint32 p1 + + /* Do it? */ + if (flags & DC_EXEC) { ++ ++ if (HasWormholeSignals(tile)) { // handle tunnel/bridge signals. ++ TileIndex end = GetOtherTunnelBridgeEnd(tile); ++ ClrBitTunnelBridgeExit(tile); ++ ClrBitTunnelBridgeExit(end); ++ ClrBitTunnelBridgeSignal(tile); ++ ClrBitTunnelBridgeSignal(end); ++ GetTile(tile)->m2 = 0; ++ GetTile(end)->m2 = 0; ++ MarkTileDirtyByTile(tile); ++ MarkTileDirtyByTile(end); ++ return CommandCost(EXPENSES_CONSTRUCTION, cost); ++ } ++ + Train *v = NULL; + if (HasReservedTracks(tile, TrackToTrackBits(track))) { + v = GetTrainForReservation(tile, track); +@@ -1496,7 +1608,7 @@ CommandCost CmdRemoveSingleSignal(TileIndex tile, DoCommandFlag flags, uint32 p1 + MarkTileDirtyByTile(tile); + } + +- return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_SIGNALS]); ++ return CommandCost(EXPENSES_CONSTRUCTION, cost); + } + + /** +@@ -2402,6 +2514,8 @@ static void DrawTile_Track(TileInfo *ti) + + if (HasBit(_display_opt, DO_FULL_DETAIL)) DrawTrackDetails(ti, rti); + ++ DrawOverlay(ti, MP_RAILWAY); ++ + if (HasRailCatenaryDrawn(GetRailType(ti->tile))) DrawRailCatenary(ti); + + if (HasSignals(ti->tile)) DrawSignals(ti->tile, rails, rti); +@@ -2504,6 +2618,8 @@ static void DrawTile_Track(TileInfo *ti) + int depot_sprite = GetCustomRailSprite(rti, ti->tile, RTSG_DEPOT); + relocation = depot_sprite != 0 ? depot_sprite - SPR_RAIL_DEPOT_SE_1 : rti->GetRailtypeSpriteOffset(); + ++ DrawOverlay(ti, MP_RAILWAY); ++ + if (HasRailCatenaryDrawn(GetRailType(ti->tile))) DrawRailCatenary(ti); + + DrawRailTileSeq(ti, dts, TO_BUILDINGS, relocation, 0, _drawtile_track_palette); +@@ -3061,6 +3177,205 @@ static CommandCost TerraformTile_Track(TileIndex tile, DoCommandFlag flags, int + return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); + } + ++void CopyPastePlaceTracks(GenericTileIndex tile, RailType railtype, TrackBits tracks) ++{ ++ if (IsMainMapTile(tile)) { ++ _current_pasting->DoCommand(AsMainMapTile(tile), railtype, tracks, CMD_BUILD_SINGLE_RAILS | CMD_MSG(STR_ERROR_CAN_T_BUILD_RAILROAD_TRACK)); ++ } else { ++ MakeRailNormal(tile, OWNER_NONE, tracks, railtype); ++ } ++} ++ ++/** ++ * Estimate signal paste cost. ++ * @param tile The tile where to paste. ++ * @param tile The track where to put the signal (it may not exist, yet). ++ * @param variant The variant of the signal (semaphore/electric) ++ * @param type The type of the signal (normal/combo/pbs) ++ * @param no_sig_trackdir Signal orientation, the trackdir where a signal is NOT present (INVALID_TRACKDIR = two way signal) ++ */ ++static CommandCost EstimateSignalPasteCost(TileIndex tile, Track track, SignalVariant variant, SignalType type, Trackdir no_sig_trackdir) ++{ ++ switch (GetTileType(tile)) { ++ case MP_CLEAR: ++ case MP_TREES: ++ return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_SIGNALS]); ++ ++ case MP_RAILWAY: ++ if (!IsPlainRail(tile)) return CMD_ERROR; ++ if (TracksOverlap(GetTrackBits(tile) | TrackToTrackBits(track))) return_cmd_error(STR_ERROR_NO_SUITABLE_RAILROAD_TRACK); ++ if (!HasSignalOnTrack(tile, track)) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_SIGNALS]); ++ if (GetSignalVariant(tile, track) != variant) return CommandCost(EXPENSES_CONSTRUCTION, _price[PR_CLEAR_SIGNALS] + _price[PR_BUILD_SIGNALS]); ++ if (GetSignalType(tile, track) != type) return CommandCost(EXPENSES_CONSTRUCTION, 0); ++ if (IsValidTrackdir(no_sig_trackdir)) { ++ assert(TrackdirToTrack(no_sig_trackdir) == track); ++ if (HasSignalOnTrackdir(tile, no_sig_trackdir)) return CommandCost(EXPENSES_CONSTRUCTION, 0); ++ } else { ++ assert(!IsPbsSignal(type)); ++ if (!HasSignalOnTrackdir(tile, TrackToTrackdir(track)) || !HasSignalOnTrackdir(tile, ReverseTrackdir(TrackToTrackdir(track)))) { ++ return CommandCost(EXPENSES_CONSTRUCTION, 0); ++ } ++ } ++ return_cmd_error(STR_ERROR_ALREADY_BUILT); ++ ++ case MP_ROAD: ++ return_cmd_error(STR_ERROR_MUST_REMOVE_ROAD_FIRST); ++ ++ default: ++ break; ++ } ++ return CMD_ERROR; ++} ++ ++static void CopyPastePlaceSignal(GenericTileIndex tile, Track track, SignalVariant variant, SignalType type, Trackdir no_sig_trackdir) ++{ ++ if (IsMainMapTile(tile)) { ++ TileIndex t = AsMainMapTile(tile); ++ if (!(_current_pasting->dc_flags & DC_EXEC)) { ++ _current_pasting->CollectCost(EstimateSignalPasteCost(t, track, variant, type, no_sig_trackdir), t, STR_ERROR_CAN_T_BUILD_SIGNALS_HERE); ++ } else { ++ /* build the signal */ ++ uint32 p1 = track | (variant << 4) | (type << 5); ++ if (IsTileType(t, MP_RAILWAY) && HasSignalOnTrack(t, track)) p1 |= (1 << 8); // convert existing ++ _current_pasting->DoCommand(t, p1, 0, CMD_BUILD_SIGNALS | CMD_MSG(STR_ERROR_CAN_T_BUILD_SIGNALS_HERE)); ++ ++ /* cycle until the proper signal side */ ++ if ((_current_pasting->last_result.Succeeded() || _current_pasting->last_result.GetErrorMessage() == STR_ERROR_ALREADY_BUILT)) { ++ if (IsValidTrackdir(no_sig_trackdir)) { ++ assert(TrackdirToTrack(no_sig_trackdir) == track); ++ while (HasSignalOnTrackdir(t, no_sig_trackdir)) { ++ _current_pasting->DoCommand(t, track, 0, CMD_BUILD_SIGNALS); ++ if (_current_pasting->last_result.Failed()) break; ++ } ++ } else { ++ assert(!IsPbsSignal(GetSignalType(t, track))); ++ while (!HasSignalOnTrackdir(t, TrackToTrackdir(track)) || ++ !HasSignalOnTrackdir(t, ReverseTrackdir(TrackToTrackdir(track)))) { ++ _current_pasting->DoCommand(t, track, 0, CMD_BUILD_SIGNALS); ++ if (_current_pasting->last_result.Failed()) break; ++ } ++ } ++ } ++ } ++ } else { ++ SetHasSignals(tile, true); ++ SetPresentSignals(tile, GetPresentSignals(tile) | SignalOnTrack(track)); ++ SetSignalVariant(tile, track, variant); ++ SetSignalType(tile, track, type); ++ if (IsValidTrackdir(no_sig_trackdir)) { ++ assert(TrackdirToTrack(no_sig_trackdir) == track); ++ while (HasSignalOnTrackdir(tile, no_sig_trackdir)) CycleSignalSide(tile, track); ++ } ++ } ++} ++ ++static void CopyPastePlaceRailDepot(GenericTileIndex tile, RailType railtype, DiagDirection dir) ++{ ++ if (IsMainMapTile(tile)) { ++ TileIndex t = AsMainMapTile(tile); ++ if (IsRailDepotTile(t) && IsTileOwner(t, _current_company) && ++ GetRailDepotDirection(t) == dir && GetRailType(t) == railtype) { ++ _current_pasting->CollectError(t, STR_ERROR_ALREADY_BUILT, STR_ERROR_CAN_T_BUILD_TRAIN_DEPOT); ++ } else { ++ _current_pasting->DoCommand(t, railtype, dir, CMD_BUILD_TRAIN_DEPOT | CMD_MSG(STR_ERROR_CAN_T_BUILD_TRAIN_DEPOT)); ++ } ++ } else { ++ MakeRailDepot(tile, OWNER_NONE, 0, dir, railtype); ++ } ++} ++ ++/** ++ * Test a given rail tile if there is any contented to be copied from it. ++ * @param tile the tile to test ++ * @param mode copy-paste mode ++ * @param company the #Company to check ownership against to ++ * @param preview (out, may be NULL) information on how to higlight preview of the tile ++ * @return whether this tile needs to be copy-pasted ++ */ ++bool TestRailTileCopyability(GenericTileIndex tile, CopyPasteMode mode, CompanyID company = _current_company, TileContentPastePreview *preview = NULL) ++{ ++ if (preview != NULL) MemSetT(preview, 0); ++ ++ if (!(mode & CPM_WITH_RAIL_TRANSPORT)) return false; ++ if (IsMainMapTile(tile) && !IsTileOwner(tile, company)) return false; ++ ++ if (preview != NULL) { ++ switch (GetRailTileType(tile)) { ++ case RAIL_TILE_NORMAL: ++ case RAIL_TILE_SIGNALS: ++ preview->highlight_track_bits = GetTrackBits(tile); ++ break; ++ ++ case RAIL_TILE_DEPOT: ++ preview->highlight_tile_rect = true; ++ preview->highlight_track_bits = TrackToTrackBits(GetRailDepotTrack(tile)); ++ break; ++ } ++ } ++ ++ return true; ++} ++ ++void CopyPasteTile_Rail(GenericTileIndex src_tile, GenericTileIndex dst_tile, const CopyPasteParams ©_paste) ++{ ++ if (!TestRailTileCopyability(src_tile, copy_paste.mode)) return; ++ ++ /* Terraform tiles if needed */ ++ if (IsMainMapTile(dst_tile) && ((copy_paste.mode & CPM_TERRAFORM_MASK) == CPM_TERRAFORM_MINIMAL)) { ++ CopyPasteHeights(GenericTileArea(src_tile, 1, 1), dst_tile, copy_paste.transformation, copy_paste.height_delta); ++ if (IsPastingInterrupted()) return; ++ } ++ ++ RailType railtype = (copy_paste.mode & CPM_CONVERT_RAILTYPE) ? copy_paste.railtype : GetRailType(src_tile); ++ ++ switch (GetRailTileType(src_tile)) { ++ case RAIL_TILE_NORMAL: ++ /* copy/paste tracks */ ++ CopyPastePlaceTracks(dst_tile, railtype, TransformTrackBits(GetTrackBits(src_tile), copy_paste.transformation)); ++ break; ++ ++ case RAIL_TILE_SIGNALS: { ++ /* copy/paste tracks */ ++ CopyPastePlaceTracks(dst_tile, railtype, TransformTrackBits(GetTrackBits(src_tile), copy_paste.transformation)); ++ if (IsPastingInterrupted()) return; ++ ++ /* copy/paste signals */ ++ Track src_track; ++ uint signal_bits = GetPresentSignals(src_tile); ++ FOR_EACH_SET_TRACK(src_track, GetTrackBits(src_tile)) { ++ /* extract signal bits related to curent track */ ++ uint track_signal_bits = signal_bits & SignalOnTrack(src_track); ++ if (track_signal_bits == 0) continue; ++ signal_bits &= ~track_signal_bits; ++ ++ /* calculate trackdir pointing to the back of the signal (INVALID_TRACKDIR for two-way signals) */ ++ Trackdir dst_no_sig_trackdir; ++ if (HasExactlyOneBit(track_signal_bits)) { ++ dst_no_sig_trackdir = TransformTrackdir(TrackToTrackdir(src_track), copy_paste.transformation); ++ if (HasSignalOnTrackdir(src_tile, TrackToTrackdir(src_track)) != ((copy_paste.mode & CPM_MIRROR_SIGNALS) != 0)) { ++ dst_no_sig_trackdir = ReverseTrackdir(dst_no_sig_trackdir); ++ } ++ } else { ++ dst_no_sig_trackdir = INVALID_TRACKDIR; ++ } ++ ++ /* place the signal */ ++ CopyPastePlaceSignal(dst_tile, TransformTrack(src_track, copy_paste.transformation), GetSignalVariant(src_tile, src_track), GetSignalType(src_tile, src_track), dst_no_sig_trackdir); ++ if (IsPastingInterrupted()) return; ++ ++ if (signal_bits == 0) break; // no more signals to paste ++ } ++ break; ++ } ++ ++ case RAIL_TILE_DEPOT: // Rail depot ++ CopyPastePlaceRailDepot(dst_tile, railtype, TransformDiagDir(GetRailDepotDirection(src_tile), copy_paste.transformation)); ++ break; ++ ++ default: ++ NOT_REACHED(); // corrupted tile data? ++ } ++} + + extern const TileTypeProcs _tile_type_rail_procs = { + DrawTile_Track, // draw_tile_proc +@@ -3077,4 +3392,5 @@ extern const TileTypeProcs _tile_type_rail_procs = { + VehicleEnter_Track, // vehicle_enter_tile_proc + GetFoundation_Track, // get_foundation_proc + TerraformTile_Track, // terraform_tile_proc ++ CopyPasteTile_Rail, // copypaste_tile_proc + }; +diff --git a/src/rail_gui.cpp b/src/rail_gui.cpp +index 73fe29da0..f7c208319 100644 +--- a/src/rail_gui.cpp ++++ b/src/rail_gui.cpp +@@ -192,7 +192,7 @@ static void PlaceRail_Station(TileIndex tile) + VpStartPlaceSizing(tile, VPM_X_AND_Y_LIMITED, DDSP_BUILD_STATION); + VpSetPlaceSizingLimit(_settings_game.station.station_spread); + } else { +- uint32 p1 = _cur_railtype | _railstation.orientation << 4 | _settings_client.gui.station_numtracks << 8 | _settings_client.gui.station_platlength << 16 | _ctrl_pressed << 24; ++ uint32 p1 = _cur_railtype | _railstation.orientation << 4 | _settings_client.gui.station_numtracks << 8 | _settings_client.gui.station_platlength << 16 | (_settings_game.station.adjacent_stations && _ctrl_pressed) << 24; + uint32 p2 = _railstation.station_class | _railstation.station_type << 8 | INVALID_STATION << 16; + + int w = _settings_client.gui.station_numtracks; +@@ -886,7 +886,7 @@ static void HandleStationPlacement(TileIndex start, TileIndex end) + + if (_railstation.orientation == AXIS_X) Swap(numtracks, platlength); + +- uint32 p1 = _cur_railtype | _railstation.orientation << 4 | numtracks << 8 | platlength << 16 | _ctrl_pressed << 24; ++ uint32 p1 = _cur_railtype | _railstation.orientation << 4 | numtracks << 8 | platlength << 16 | (_settings_game.station.adjacent_stations && _ctrl_pressed) << 24; + uint32 p2 = _railstation.station_class | _railstation.station_type << 8 | INVALID_STATION << 16; + + CommandContainer cmdcont = { ta.tile, p1, p2, CMD_BUILD_RAIL_STATION | CMD_MSG(STR_ERROR_CAN_T_BUILD_RAILROAD_STATION), CcStation, "" }; +diff --git a/src/rail_map.h b/src/rail_map.h +index 2431a7920..b185d155f 100644 +--- a/src/rail_map.h ++++ b/src/rail_map.h +@@ -34,11 +34,16 @@ enum RailTileType { + * @pre IsTileType(t, MP_RAILWAY) + * @return the RailTileType + */ +-static inline RailTileType GetRailTileType(TileIndex t) ++template <bool Tgeneric> ++static inline RailTileType GetRailTileType(typename TileIndexT<Tgeneric>::T t) + { + assert(IsTileType(t, MP_RAILWAY)); +- return (RailTileType)GB(_m[t].m5, 6, 2); ++ return (RailTileType)GB(GetTile(t)->m5, 6, 2); + } ++/** @copydoc GetRailTileType(TileIndexT<Tgeneric>::T) */ ++static inline RailTileType GetRailTileType(TileIndex t) { return GetRailTileType<false>(t); } ++/** @copydoc GetRailTileType(TileIndexT<Tgeneric>::T) */ ++static inline RailTileType GetRailTileType(GenericTileIndex t) { return GetRailTileType<true>(t); } + + /** + * Returns whether this is plain rails, with or without signals. Iow, if this +@@ -47,21 +52,31 @@ static inline RailTileType GetRailTileType(TileIndex t) + * @pre IsTileType(t, MP_RAILWAY) + * @return true if and only if the tile is normal rail (with or without signals) + */ +-static inline bool IsPlainRail(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsPlainRail(typename TileIndexT<Tgeneric>::T t) + { + RailTileType rtt = GetRailTileType(t); + return rtt == RAIL_TILE_NORMAL || rtt == RAIL_TILE_SIGNALS; + } ++/** @copydoc IsPlainRail(TileIndexT<Tgeneric>::T) */ ++static inline bool IsPlainRail(TileIndex t) { return IsPlainRail<false>(t); } ++/** @copydoc IsPlainRail(TileIndexT<Tgeneric>::T) */ ++static inline bool IsPlainRail(GenericTileIndex t) { return IsPlainRail<true>(t); } + + /** + * Checks whether the tile is a rail tile or rail tile with signals. + * @param t the tile to get the information from + * @return true if and only if the tile is normal rail (with or without signals) + */ +-static inline bool IsPlainRailTile(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsPlainRailTile(typename TileIndexT<Tgeneric>::T t) + { + return IsTileType(t, MP_RAILWAY) && IsPlainRail(t); + } ++/** @copydoc IsPlainRailTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsPlainRailTile(TileIndex t) { return IsPlainRailTile<false>(t); } ++/** @copydoc IsPlainRailTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsPlainRailTile(GenericTileIndex t) { return IsPlainRailTile<true>(t); } + + + /** +@@ -81,11 +96,16 @@ static inline bool HasSignals(TileIndex t) + * @param signals whether the rail tile should have signals or not + * @pre IsPlainRailTile(tile) + */ +-static inline void SetHasSignals(TileIndex tile, bool signals) ++template <bool Tgeneric> ++static inline void SetHasSignals(typename TileIndexT<Tgeneric>::T tile, bool signals) + { + assert(IsPlainRailTile(tile)); +- SB(_m[tile].m5, 6, 1, signals); ++ SB(GetTile(tile)->m5, 6, 1, signals); + } ++/** @copydoc SetHasSignals(TileIndexT<Tgeneric>::T,bool) */ ++static inline void SetHasSignals(TileIndex tile, bool signals) { SetHasSignals<false>(tile, signals); } ++/** @copydoc SetHasSignals(TileIndexT<Tgeneric>::T,bool) */ ++static inline void SetHasSignals(GenericTileIndex tile, bool signals) { SetHasSignals<true>(tile, signals); } + + /** + * Is this rail tile a rail depot? +@@ -93,40 +113,60 @@ static inline void SetHasSignals(TileIndex tile, bool signals) + * @pre IsTileType(t, MP_RAILWAY) + * @return true if and only if the tile is a rail depot + */ +-static inline bool IsRailDepot(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsRailDepot(typename TileIndexT<Tgeneric>::T t) + { + return GetRailTileType(t) == RAIL_TILE_DEPOT; + } ++/** @copydoc IsRailDepot(TileIndexT<Tgeneric>::T) */ ++static inline bool IsRailDepot(TileIndex t) { return IsRailDepot<false>(t); } ++/** @copydoc IsRailDepot(TileIndexT<Tgeneric>::T) */ ++static inline bool IsRailDepot(GenericTileIndex t) { return IsRailDepot<true>(t); } + + /** + * Is this tile rail tile and a rail depot? + * @param t the tile to get the information from + * @return true if and only if the tile is a rail depot + */ +-static inline bool IsRailDepotTile(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsRailDepotTile(typename TileIndexT<Tgeneric>::T t) + { + return IsTileType(t, MP_RAILWAY) && IsRailDepot(t); + } ++/** @copydoc IsRailDepotTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsRailDepotTile(TileIndex t) { return IsRailDepotTile<false>(t); } ++/** @copydoc IsRailDepotTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsRailDepotTile(GenericTileIndex t) { return IsRailDepotTile<true>(t); } + + /** + * Gets the rail type of the given tile + * @param t the tile to get the rail type from + * @return the rail type of the tile + */ +-static inline RailType GetRailType(TileIndex t) ++template <bool Tgeneric> ++static inline RailType GetRailType(typename TileIndexT<Tgeneric>::T t) + { +- return (RailType)GB(_m[t].m3, 0, 4); ++ return (RailType)GB(GetTile(t)->m3, 0, 4); + } ++/** @copydoc GetRailType(TileIndexT<Tgeneric>::T) */ ++static inline RailType GetRailType(TileIndex t) { return GetRailType<false>(t); } ++/** @copydoc GetRailType(TileIndexT<Tgeneric>::T) */ ++static inline RailType GetRailType(GenericTileIndex t) { return GetRailType<true>(t); } + + /** + * Sets the rail type of the given tile + * @param t the tile to set the rail type of + * @param r the new rail type for the tile + */ +-static inline void SetRailType(TileIndex t, RailType r) ++template <bool Tgeneric> ++static inline void SetRailType(typename TileIndexT<Tgeneric>::T t, RailType r) + { +- SB(_m[t].m3, 0, 4, r); ++ SB(GetTile(t)->m3, 0, 4, r); + } ++/** @copydoc SetRailType(TileIndexT<Tgeneric>::T,RailType) */ ++static inline void SetRailType(TileIndex t, RailType r) { SetRailType<false>(t, r); } ++/** @copydoc SetRailType(TileIndexT<Tgeneric>::T,RailType) */ ++static inline void SetRailType(GenericTileIndex t, RailType r) { SetRailType<true>(t, r); } + + + /** +@@ -134,22 +174,32 @@ static inline void SetRailType(TileIndex t, RailType r) + * @param tile the tile to get the track bits from + * @return the track bits of the tile + */ +-static inline TrackBits GetTrackBits(TileIndex tile) ++template <bool Tgeneric> ++static inline TrackBits GetTrackBits(typename TileIndexT<Tgeneric>::T tile) + { + assert(IsPlainRailTile(tile)); +- return (TrackBits)GB(_m[tile].m5, 0, 6); ++ return (TrackBits)GB(GetTile(tile)->m5, 0, 6); + } ++/** @copydoc GetTrackBits(TileIndexT<Tgeneric>::T) */ ++static inline TrackBits GetTrackBits(TileIndex tile) { return GetTrackBits<false>(tile); } ++/** @copydoc GetTrackBits(TileIndexT<Tgeneric>::T) */ ++static inline TrackBits GetTrackBits(GenericTileIndex tile) { return GetTrackBits<true>(tile); } + + /** + * Sets the track bits of the given tile + * @param t the tile to set the track bits of + * @param b the new track bits for the tile + */ +-static inline void SetTrackBits(TileIndex t, TrackBits b) ++template <bool Tgeneric> ++static inline void SetTrackBits(typename TileIndexT<Tgeneric>::T t, TrackBits b) + { + assert(IsPlainRailTile(t)); +- SB(_m[t].m5, 0, 6, b); ++ SB(GetTile(t)->m5, 0, 6, b); + } ++/** @copydoc SetTrackBits(TileIndexT<Tgeneric>::T,TrackBits) */ ++static inline void SetTrackBits(TileIndex t, TrackBits b) { SetTrackBits<false>(t, b); } ++/** @copydoc SetTrackBits(TileIndexT<Tgeneric>::T,TrackBits) */ ++static inline void SetTrackBits(GenericTileIndex t, TrackBits b) { SetTrackBits<true>(t, b); } + + /** + * Returns whether the given track is present on the given tile. +@@ -158,10 +208,15 @@ static inline void SetTrackBits(TileIndex t, TrackBits b) + * @pre IsPlainRailTile(tile) + * @return true if and only if the given track exists on the tile + */ +-static inline bool HasTrack(TileIndex tile, Track track) ++template <bool Tgeneric> ++static inline bool HasTrack(typename TileIndexT<Tgeneric>::T tile, Track track) + { + return HasBit(GetTrackBits(tile), track); + } ++/** @copydoc HasTrack(TileIndexT<Tgeneric>::T,Track) */ ++static inline bool HasTrack(TileIndex tile, Track track) { return HasTrack<false>(tile, track); } ++/** @copydoc HasTrack(TileIndexT<Tgeneric>::T,Track) */ ++static inline bool HasTrack(GenericTileIndex tile, Track track) { return HasTrack<true>(tile, track); } + + /** + * Returns the direction the depot is facing to +@@ -169,10 +224,15 @@ static inline bool HasTrack(TileIndex tile, Track track) + * @pre IsRailDepotTile(t) + * @return the direction the depot is facing + */ +-static inline DiagDirection GetRailDepotDirection(TileIndex t) ++template <bool Tgeneric> ++static inline DiagDirection GetRailDepotDirection(typename TileIndexT<Tgeneric>::T t) + { +- return (DiagDirection)GB(_m[t].m5, 0, 2); ++ return (DiagDirection)GB(GetTile(t)->m5, 0, 2); + } ++/** @copydoc GetRailDepotDirection(TileIndexT<Tgeneric>::T) */ ++static inline DiagDirection GetRailDepotDirection(TileIndex t) { return GetRailDepotDirection<false>(t); } ++/** @copydoc GetRailDepotDirection(TileIndexT<Tgeneric>::T) */ ++static inline DiagDirection GetRailDepotDirection(GenericTileIndex t) { return GetRailDepotDirection<true>(t); } + + /** + * Returns the track of a depot, ignoring direction +@@ -180,10 +240,15 @@ static inline DiagDirection GetRailDepotDirection(TileIndex t) + * @param t the tile to get the depot track from + * @return the track of the depot + */ +-static inline Track GetRailDepotTrack(TileIndex t) ++template <bool Tgeneric> ++static inline Track GetRailDepotTrack(typename TileIndexT<Tgeneric>::T t) + { + return DiagDirToDiagTrack(GetRailDepotDirection(t)); + } ++/** @copydoc GetRailDepotTrack(TileIndexT<Tgeneric>::T) */ ++static inline Track GetRailDepotTrack(TileIndex t) { return GetRailDepotTrack<false>(t); } ++/** @copydoc GetRailDepotTrack(TileIndexT<Tgeneric>::T) */ ++static inline Track GetRailDepotTrack(GenericTileIndex t) { return GetRailDepotTrack<true>(t); } + + + /** +@@ -195,10 +260,10 @@ static inline Track GetRailDepotTrack(TileIndex t) + static inline TrackBits GetRailReservationTrackBits(TileIndex t) + { + assert(IsPlainRailTile(t)); +- byte track_b = GB(_m[t].m2, 8, 3); ++ byte track_b = GB(GetTile(t)->m2, 8, 3); + Track track = (Track)(track_b - 1); // map array saves Track+1 + if (track_b == 0) return TRACK_BIT_NONE; +- return (TrackBits)(TrackToTrackBits(track) | (HasBit(_m[t].m2, 11) ? TrackToTrackBits(TrackToOppositeTrack(track)) : 0)); ++ return (TrackBits)(TrackToTrackBits(track) | (HasBit(GetTile(t)->m2, 11) ? TrackToTrackBits(TrackToOppositeTrack(track)) : 0)); + } + + /** +@@ -213,8 +278,8 @@ static inline void SetTrackReservation(TileIndex t, TrackBits b) + assert(b != INVALID_TRACK_BIT); + assert(!TracksOverlap(b)); + Track track = RemoveFirstTrack(&b); +- SB(_m[t].m2, 8, 3, track == INVALID_TRACK ? 0 : track + 1); +- SB(_m[t].m2, 11, 1, (byte)(b != TRACK_BIT_NONE)); ++ SB(GetTile(t)->m2, 8, 3, track == INVALID_TRACK ? 0 : track + 1); ++ SB(GetTile(t)->m2, 11, 1, (byte)(b != TRACK_BIT_NONE)); + } + + /** +@@ -259,7 +324,7 @@ static inline void UnreserveTrack(TileIndex tile, Track t) + static inline bool HasDepotReservation(TileIndex t) + { + assert(IsRailDepot(t)); +- return HasBit(_m[t].m5, 4); ++ return HasBit(GetTile(t)->m5, 4); + } + + /** +@@ -271,7 +336,7 @@ static inline bool HasDepotReservation(TileIndex t) + static inline void SetDepotReservation(TileIndex t, bool b) + { + assert(IsRailDepot(t)); +- SB(_m[t].m5, 4, 1, (byte)b); ++ SB(GetTile(t)->m5, 4, 1, (byte)b); + } + + /** +@@ -291,20 +356,30 @@ static inline bool IsPbsSignal(SignalType s) + return s == SIGTYPE_PBS || s == SIGTYPE_PBS_ONEWAY; + } + +-static inline SignalType GetSignalType(TileIndex t, Track track) ++template <bool Tgeneric> ++static inline SignalType GetSignalType(typename TileIndexT<Tgeneric>::T t, Track track) + { + assert(GetRailTileType(t) == RAIL_TILE_SIGNALS); + byte pos = (track == TRACK_LOWER || track == TRACK_RIGHT) ? 4 : 0; +- return (SignalType)GB(_m[t].m2, pos, 3); ++ return (SignalType)GB(GetTile(t)->m2, pos, 3); + } ++/** @copydoc GetSignalType(TileIndexT<Tgeneric>::T,Track) */ ++static inline SignalType GetSignalType(TileIndex t, Track track) { return GetSignalType<false>(t, track); } ++/** @copydoc GetSignalType(TileIndexT<Tgeneric>::T,Track) */ ++static inline SignalType GetSignalType(GenericTileIndex t, Track track) { return GetSignalType<true>(t, track); } + +-static inline void SetSignalType(TileIndex t, Track track, SignalType s) ++template <bool Tgeneric> ++static inline void SetSignalType(typename TileIndexT<Tgeneric>::T t, Track track, SignalType s) + { + assert(GetRailTileType(t) == RAIL_TILE_SIGNALS); + byte pos = (track == TRACK_LOWER || track == TRACK_RIGHT) ? 4 : 0; +- SB(_m[t].m2, pos, 3, s); +- if (track == INVALID_TRACK) SB(_m[t].m2, 4, 3, s); ++ SB(GetTile(t)->m2, pos, 3, s); ++ if (track == INVALID_TRACK) SB(GetTile(t)->m2, 4, 3, s); + } ++/** @copydoc SetSignalType(TileIndexT<Tgeneric>::T,Track,SignalType) */ ++static inline void SetSignalType(TileIndex t, Track track, SignalType s) { SetSignalType<false>(t, track, s); } ++/** @copydoc SetSignalType(TileIndexT<Tgeneric>::T,Track,SignalType) */ ++static inline void SetSignalType(GenericTileIndex t, Track track, SignalType s) { SetSignalType<true>(t, track, s); } + + static inline bool IsPresignalEntry(TileIndex t, Track track) + { +@@ -322,28 +397,43 @@ static inline bool IsOnewaySignal(TileIndex t, Track track) + return GetSignalType(t, track) != SIGTYPE_PBS; + } + +-static inline void CycleSignalSide(TileIndex t, Track track) ++template <bool Tgeneric> ++static inline void CycleSignalSide(typename TileIndexT<Tgeneric>::T t, Track track) + { + byte sig; + byte pos = (track == TRACK_LOWER || track == TRACK_RIGHT) ? 4 : 6; + +- sig = GB(_m[t].m3, pos, 2); ++ sig = GB(GetTile(t)->m3, pos, 2); + if (--sig == 0) sig = IsPbsSignal(GetSignalType(t, track)) ? 2 : 3; +- SB(_m[t].m3, pos, 2, sig); ++ SB(GetTile(t)->m3, pos, 2, sig); + } ++/** @copydoc CycleSignalSide(TileIndexT<Tgeneric>::T,Track) */ ++static inline void CycleSignalSide(TileIndex t, Track track) { CycleSignalSide<false>(t, track); } ++/** @copydoc CycleSignalSide(TileIndexT<Tgeneric>::T,Track) */ ++static inline void CycleSignalSide(GenericTileIndex t, Track track) { CycleSignalSide<true>(t, track); } + +-static inline SignalVariant GetSignalVariant(TileIndex t, Track track) ++template <bool Tgeneric> ++static inline SignalVariant GetSignalVariant(typename TileIndexT<Tgeneric>::T t, Track track) + { + byte pos = (track == TRACK_LOWER || track == TRACK_RIGHT) ? 7 : 3; +- return (SignalVariant)GB(_m[t].m2, pos, 1); ++ return (SignalVariant)GB(GetTile(t)->m2, pos, 1); + } ++/** @copydoc GetSignalVariant(TileIndexT<Tgeneric>::T,Track) */ ++static inline SignalVariant GetSignalVariant(TileIndex t, Track track) { return GetSignalVariant<false>(t, track); } ++/** @copydoc GetSignalVariant(TileIndexT<Tgeneric>::T,Track) */ ++static inline SignalVariant GetSignalVariant(GenericTileIndex t, Track track) { return GetSignalVariant<true>(t, track); } + +-static inline void SetSignalVariant(TileIndex t, Track track, SignalVariant v) ++template <bool Tgeneric> ++static inline void SetSignalVariant(typename TileIndexT<Tgeneric>::T t, Track track, SignalVariant v) + { + byte pos = (track == TRACK_LOWER || track == TRACK_RIGHT) ? 7 : 3; +- SB(_m[t].m2, pos, 1, v); +- if (track == INVALID_TRACK) SB(_m[t].m2, 7, 1, v); ++ SB(GetTile(t)->m2, pos, 1, v); ++ if (track == INVALID_TRACK) SB(GetTile(t)->m2, 7, 1, v); + } ++/** @copydoc SetSignalVariant(TileIndexT<Tgeneric>::T,Track,SignalVariant) */ ++static inline void SetSignalVariant(TileIndex t, Track track, SignalVariant v) { SetSignalVariant<false>(t, track, v); } ++/** @copydoc SetSignalVariant(TileIndexT<Tgeneric>::T,Track,SignalVariant) */ ++static inline void SetSignalVariant(GenericTileIndex t, Track track, SignalVariant v) { SetSignalVariant<true>(t, track, v); } + + /** + * Set the states of the signals (Along/AgainstTrackDir) +@@ -352,7 +442,7 @@ static inline void SetSignalVariant(TileIndex t, Track track, SignalVariant v) + */ + static inline void SetSignalStates(TileIndex tile, uint state) + { +- SB(_m[tile].m4, 4, 4, state); ++ SB(GetTile(tile)->m4, 4, 4, state); + } + + /** +@@ -362,7 +452,7 @@ static inline void SetSignalStates(TileIndex tile, uint state) + */ + static inline uint GetSignalStates(TileIndex tile) + { +- return GB(_m[tile].m4, 4, 4); ++ return GB(GetTile(tile)->m4, 4, 4); + } + + /** +@@ -381,20 +471,30 @@ static inline SignalState GetSingleSignalState(TileIndex t, byte signalbit) + * @param tile the tile to set the present signals for + * @param signals the signals that have to be present + */ +-static inline void SetPresentSignals(TileIndex tile, uint signals) ++template <bool Tgeneric> ++static inline void SetPresentSignals(typename TileIndexT<Tgeneric>::T tile, uint signals) + { +- SB(_m[tile].m3, 4, 4, signals); ++ SB(GetTile(tile)->m3, 4, 4, signals); + } ++/** @copydoc SetPresentSignals(TileIndexT<Tgeneric>::T,uint) */ ++static inline void SetPresentSignals(TileIndex tile, uint signals) { SetPresentSignals<false>(tile, signals); } ++/** @copydoc SetPresentSignals(TileIndexT<Tgeneric>::T,uint) */ ++static inline void SetPresentSignals(GenericTileIndex tile, uint signals) { SetPresentSignals<true>(tile, signals); } + + /** + * Get whether the given signals are present (Along/AgainstTrackDir) + * @param tile the tile to get the present signals for + * @return the signals that are present + */ +-static inline uint GetPresentSignals(TileIndex tile) ++template <bool Tgeneric> ++static inline uint GetPresentSignals(typename TileIndexT<Tgeneric>::T tile) + { +- return GB(_m[tile].m3, 4, 4); ++ return GB(GetTile(tile)->m3, 4, 4); + } ++/** @copydoc GetPresentSignals(TileIndexT<Tgeneric>::T) */ ++static inline uint GetPresentSignals(TileIndex tile) { return GetPresentSignals<false>(tile); } ++/** @copydoc GetPresentSignals(TileIndexT<Tgeneric>::T) */ ++static inline uint GetPresentSignals(GenericTileIndex tile) { return GetPresentSignals<true>(tile); } + + /** + * Checks whether the given signals is present +@@ -411,11 +511,16 @@ static inline bool IsSignalPresent(TileIndex t, byte signalbit) + * Checks for the presence of signals (either way) on the given track on the + * given rail tile. + */ +-static inline bool HasSignalOnTrack(TileIndex tile, Track track) ++template <bool Tgeneric> ++static inline bool HasSignalOnTrack(typename TileIndexT<Tgeneric>::T tile, Track track) + { + assert(IsValidTrack(track)); + return GetRailTileType(tile) == RAIL_TILE_SIGNALS && (GetPresentSignals(tile) & SignalOnTrack(track)) != 0; + } ++/** @copydoc HasSignalOnTrack(TileIndexT<Tgeneric>::T,Track) */ ++static inline bool HasSignalOnTrack(TileIndex tile, Track track) { return HasSignalOnTrack<false>(tile, track); } ++/** @copydoc HasSignalOnTrack(TileIndexT<Tgeneric>::T,Track) */ ++static inline bool HasSignalOnTrack(GenericTileIndex tile, Track track) { return HasSignalOnTrack<true>(tile, track); } + + /** + * Checks for the presence of signals along the given trackdir on the given +@@ -424,11 +529,16 @@ static inline bool HasSignalOnTrack(TileIndex tile, Track track) + * Along meaning if you are currently driving on the given trackdir, this is + * the signal that is facing us (for which we stop when it's red). + */ +-static inline bool HasSignalOnTrackdir(TileIndex tile, Trackdir trackdir) ++template <bool Tgeneric> ++static inline bool HasSignalOnTrackdir(typename TileIndexT<Tgeneric>::T tile, Trackdir trackdir) + { +- assert (IsValidTrackdir(trackdir)); ++ assert(IsValidTrackdir(trackdir)); + return GetRailTileType(tile) == RAIL_TILE_SIGNALS && GetPresentSignals(tile) & SignalAlongTrackdir(trackdir); + } ++/** @copydoc HasSignalOnTrackdir(TileIndexT<Tgeneric>::T,Trackdir) */ ++static inline bool HasSignalOnTrackdir(TileIndex tile, Trackdir trackdir) { return HasSignalOnTrackdir<false>(tile, trackdir); } ++/** @copydoc HasSignalOnTrackdir(TileIndexT<Tgeneric>::T,Trackdir) */ ++static inline bool HasSignalOnTrackdir(GenericTileIndex tile, Trackdir trackdir) { return HasSignalOnTrackdir<true>(tile, trackdir); } + + /** + * Gets the state of the signal along the given trackdir. +@@ -480,7 +590,12 @@ static inline bool HasOnewaySignalBlockingTrackdir(TileIndex tile, Trackdir td) + } + + +-RailType GetTileRailType(TileIndex tile); ++template <bool Tgeneric> ++RailType GetTileRailType(typename TileIndexT<Tgeneric>::T tile); ++/** @copydoc GetTileRailType(TileIndexT<Tgeneric>::T) */ ++static inline RailType GetTileRailType(TileIndex tile) { return GetTileRailType<false>(tile); } ++/** @copydoc GetTileRailType(TileIndexT<Tgeneric>::T) */ ++static inline RailType GetTileRailType(GenericTileIndex tile) { return GetTileRailType<true>(tile); } + + /** The ground 'under' the rail */ + enum RailGroundType { +@@ -503,12 +618,12 @@ enum RailGroundType { + + static inline void SetRailGroundType(TileIndex t, RailGroundType rgt) + { +- SB(_m[t].m4, 0, 4, rgt); ++ SB(GetTile(t)->m4, 0, 4, rgt); + } + + static inline RailGroundType GetRailGroundType(TileIndex t) + { +- return (RailGroundType)GB(_m[t].m4, 0, 4); ++ return (RailGroundType)GB(GetTile(t)->m4, 0, 4); + } + + static inline bool IsSnowRailGround(TileIndex t) +@@ -517,29 +632,38 @@ static inline bool IsSnowRailGround(TileIndex t) + } + + +-static inline void MakeRailNormal(TileIndex t, Owner o, TrackBits b, RailType r) ++template <bool Tgeneric> ++static inline void MakeRailNormal(typename TileIndexT<Tgeneric>::T t, Owner o, TrackBits b, RailType r) + { + SetTileType(t, MP_RAILWAY); + SetTileOwner(t, o); +- _m[t].m2 = 0; +- _m[t].m3 = r; +- _m[t].m4 = 0; +- _m[t].m5 = RAIL_TILE_NORMAL << 6 | b; +- SB(_me[t].m6, 2, 4, 0); +- _me[t].m7 = 0; ++ GetTile(t)->m2 = 0; ++ GetTile(t)->m3 = r; ++ GetTile(t)->m4 = 0; ++ GetTile(t)->m5 = RAIL_TILE_NORMAL << 6 | b; ++ SB(GetTileEx(t)->m6, 2, 4, 0); ++ GetTileEx(t)->m7 = 0; + } ++/** @copydoc MakeRailNormal(TileIndexT<Tgeneric>::T,Owner,TrackBits,RailType) */ ++static inline void MakeRailNormal(TileIndex t, Owner o, TrackBits b, RailType r) { MakeRailNormal<false>(t, o, b, r); } ++/** @copydoc MakeRailNormal(TileIndexT<Tgeneric>::T,Owner,TrackBits,RailType) */ ++static inline void MakeRailNormal(GenericTileIndex t, Owner o, TrackBits b, RailType r) { MakeRailNormal<true>(t, o, b, r); } + +- +-static inline void MakeRailDepot(TileIndex t, Owner o, DepotID did, DiagDirection d, RailType r) ++template <bool Tgeneric> ++inline void MakeRailDepot(typename TileIndexT<Tgeneric>::T t, Owner o, DepotID did, DiagDirection d, RailType r) + { + SetTileType(t, MP_RAILWAY); + SetTileOwner(t, o); +- _m[t].m2 = did; +- _m[t].m3 = r; +- _m[t].m4 = 0; +- _m[t].m5 = RAIL_TILE_DEPOT << 6 | d; +- SB(_me[t].m6, 2, 4, 0); +- _me[t].m7 = 0; +-} ++ GetTile(t)->m2 = did; ++ GetTile(t)->m3 = r; ++ GetTile(t)->m4 = 0; ++ GetTile(t)->m5 = RAIL_TILE_DEPOT << 6 | d; ++ SB(GetTileEx(t)->m6, 2, 4, 0); ++ GetTileEx(t)->m7 = 0; ++} ++/** @copydoc MakeRailDepot(TileIndexT<Tgeneric>::T,Owner,DepotID,DiagDirection,RailType) */ ++static inline void MakeRailDepot(TileIndex t, Owner o, DepotID did, DiagDirection d, RailType r) { MakeRailDepot<false>(t, o, did, d, r); } ++/** @copydoc MakeRailDepot(TileIndexT<Tgeneric>::T,Owner,DepotID,DiagDirection,RailType) */ ++static inline void MakeRailDepot(GenericTileIndex t, Owner o, DepotID did, DiagDirection d, RailType r) { MakeRailDepot<true>(t, o, did, d, r); } + + #endif /* RAIL_MAP_H */ +diff --git a/src/rev.cpp.in b/src/rev.cpp.in +index 6689fe689..34c266fdd 100644 +--- a/src/rev.cpp.in ++++ b/src/rev.cpp.in +@@ -37,7 +37,7 @@ bool IsReleasedVersion() + * + * <modified> shows a "M", if the binary is made from modified source code. + */ +-const char _openttd_revision[] = "!!VERSION!!"; ++const char _openttd_revision[] = "!!VERSION!!-CLIPBOARD"; + + /** + * The text version of OpenTTD's build date. +diff --git a/src/road_cmd.cpp b/src/road_cmd.cpp +index 5e432a2e6..7ee8acac8 100644 +--- a/src/road_cmd.cpp ++++ b/src/road_cmd.cpp +@@ -11,6 +11,7 @@ + + #include "stdafx.h" + #include "cmd_helper.h" ++#include "copypaste_cmd.h" + #include "road_internal.h" + #include "viewport_func.h" + #include "command_func.h" +@@ -35,6 +36,7 @@ + #include "date_func.h" + #include "genworld.h" + #include "company_gui.h" ++#include "clipboard_gui.h" + + #include "table/strings.h" + +@@ -1328,11 +1330,14 @@ static void DrawTile_Road(TileInfo *ti) + switch (GetRoadTileType(ti->tile)) { + case ROAD_TILE_NORMAL: + DrawRoadBits(ti); ++ DrawOverlay(ti, MP_ROAD); + break; + + case ROAD_TILE_CROSSING: { + if (ti->tileh != SLOPE_FLAT) DrawFoundation(ti, FOUNDATION_LEVELED); + ++ DrawOverlay(ti, MP_ROAD); ++ + PaletteID pal = PAL_NONE; + const RailtypeInfo *rti = GetRailTypeInfo(GetRailType(ti->tile)); + +@@ -1408,6 +1413,7 @@ static void DrawTile_Road(TileInfo *ti) + } + + DrawGroundSprite(dts->ground.sprite, PAL_NONE); ++ DrawOverlay(ti, MP_ROAD); + DrawOrigTileSeq(ti, dts, TO_BUILDINGS, palette); + break; + } +@@ -1854,6 +1860,176 @@ static CommandCost TerraformTile_Road(TileIndex tile, DoCommandFlag flags, int z + return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); + } + ++static void CopyPastePlaceRoad(GenericTileIndex tile, RoadBits roadbits_road, DisallowedRoadDirections drd, RoadBits roadbits_tram) ++{ ++ if (IsMainMapTile(tile)) { ++ /* road */ ++ if (roadbits_road != ROAD_NONE) { ++ if (IsNormalRoadTile(tile) && HasTileRoadType(tile, ROADTYPE_ROAD) && ++ IsRoadOwner(tile, ROADTYPE_ROAD, _current_company) && ++ (GetRoadBits(tile, ROADTYPE_ROAD) == roadbits_road)) { ++ drd &= ~GetDisallowedRoadDirections(tile); ++ if (drd == DRD_NONE) return; ++ } ++ _current_pasting->DoCommand(AsMainMapTile(tile), roadbits_road | (ROADTYPE_ROAD << 4) | (drd << 6), 0, CMD_BUILD_ROAD | CMD_MSG(STR_ERROR_CAN_T_BUILD_ROAD_HERE)); ++ } ++ /* tram */ ++ if (roadbits_tram != ROAD_NONE) { ++ _current_pasting->DoCommand(AsMainMapTile(tile), roadbits_tram | (ROADTYPE_TRAM << 4), 0, CMD_BUILD_ROAD | CMD_MSG(STR_ERROR_CAN_T_BUILD_TRAMWAY_HERE)); ++ } ++ } else { ++ RoadTypes rt = ROADTYPES_NONE; ++ if (roadbits_road != ROAD_NONE) rt |= ROADTYPES_ROAD; ++ if (roadbits_tram != ROAD_NONE) rt |= ROADTYPES_TRAM; ++ assert(rt != ROADTYPES_NONE); ++ ++ MakeRoadNormal(tile, ROAD_NONE, rt, 0, OWNER_NONE, OWNER_NONE); ++ SetRoadBits(tile, roadbits_road, ROADTYPE_ROAD); ++ SetDisallowedRoadDirections(tile, drd); ++ SetRoadBits(tile, roadbits_tram, ROADTYPE_TRAM); ++ } ++} ++ ++static void CopyPastePlaceRoadCrossing(GenericTileIndex tile, RoadTypes road_types, Axis road_axis, RailType railtype) ++{ ++ if (IsMainMapTile(tile)) { ++ CopyPastePlaceRoad(tile, HasBit(road_types, ROADTYPE_ROAD) ? AxisToRoadBits(road_axis) : ROAD_NONE, ++ DRD_NONE, HasBit(road_types, ROADTYPE_TRAM) ? AxisToRoadBits(road_axis) : ROAD_NONE); ++ CopyPastePlaceTracks(tile, railtype, AxisToTrackBits(OtherAxis(road_axis))); ++ } else { ++ MakeRoadCrossing(tile, OWNER_NONE, OWNER_NONE, OWNER_NONE, road_axis, railtype, road_types, 0); ++ } ++} ++ ++static void CopyPastePlaceRoadDepot(GenericTileIndex tile, RoadType rt, DiagDirection dir) ++{ ++ if (IsMainMapTile(tile)) { ++ TileIndex t = AsMainMapTile(tile); ++ if (IsRoadDepotTile(t) && IsTileOwner(t, _current_company) && ++ GetRoadDepotDirection(t) == dir && GetRoadTypes(t) == RoadTypeToRoadTypes(rt)) { ++ _current_pasting->CollectError(t, STR_ERROR_ALREADY_BUILT, STR_ERROR_CAN_T_BUILD_ROAD_DEPOT); ++ } else { ++ _current_pasting->DoCommand(t, dir | (rt << 2), 0, CMD_BUILD_ROAD_DEPOT | CMD_MSG(rt + STR_ERROR_CAN_T_BUILD_ROAD_DEPOT)); ++ } ++ } else { ++ MakeRoadDepot(tile, OWNER_NONE, 0, dir, rt); ++ } ++} ++ ++static bool IsRoadCopyable(GenericTileIndex tile, RoadType rt, CompanyID company = _current_company) ++{ ++ return HasTileRoadType(tile, rt) && (!IsMainMapTile(tile) || IsRoadOwner(tile, rt, company)); ++} ++ ++/** ++ * Test a given road tile if there is any contented to be copied from it. ++ * @param tile the tile to test ++ * @param mode copy-paste mode ++ * @param company the #Company to check ownership against to ++ * @param preview (out, may be NULL) information on how to higlight preview of the tile ++ * @return whether this tile needs to be copy-pasted ++ */ ++bool TestRoadTileCopyability(GenericTileIndex tile, CopyPasteMode mode, CompanyID company = _current_company, TileContentPastePreview *preview = NULL) ++{ ++ if (preview != NULL) MemSetT(preview, 0); ++ ++ if (!(mode & (CPM_WITH_ROAD_TRANSPORT | CPM_WITH_RAIL_TRANSPORT))) return false; ++ ++ switch (GetRoadTileType(tile)) { ++ case ROAD_TILE_NORMAL: ++ if (!(mode & CPM_WITH_ROAD_TRANSPORT)) return false; ++ if (!IsRoadCopyable(tile, ROADTYPE_ROAD, company) && !IsRoadCopyable(tile, ROADTYPE_TRAM, company)) return false; ++ if (preview != NULL) preview->highlight_tile_rect = true; ++ break; ++ ++ case ROAD_TILE_CROSSING: { ++ bool road_ok = (mode & CPM_WITH_ROAD_TRANSPORT) && (IsRoadCopyable(tile, ROADTYPE_ROAD, company) || IsRoadCopyable(tile, ROADTYPE_TRAM, company)); ++ bool rail_ok = (mode & CPM_WITH_RAIL_TRANSPORT) && (!IsMainMapTile(tile) || IsTileOwner(tile, company)); ++ if (!road_ok && !rail_ok) return false; ++ if (preview != NULL) { ++ if (road_ok) preview->highlight_tile_rect = true; ++ if (rail_ok) preview->highlight_track_bits = GetCrossingRailBits(tile); ++ } ++ break; ++ } ++ ++ case ROAD_TILE_DEPOT: ++ if (!(mode & CPM_WITH_ROAD_TRANSPORT)) return false; ++ if (IsMainMapTile(tile) && !IsTileOwner(tile, company)) return false; ++ if (preview != NULL) preview->highlight_tile_rect = true; ++ break; ++ } ++ ++ return true; ++} ++ ++void CopyPasteTile_Road(GenericTileIndex src_tile, GenericTileIndex dst_tile, const CopyPasteParams ©_paste) ++{ ++ if (!TestRoadTileCopyability(src_tile, copy_paste.mode)) return; ++ ++ /* Terraform tile if needed */ ++ if (IsMainMapTile(dst_tile) && (copy_paste.mode & CPM_TERRAFORM_MASK) == CPM_TERRAFORM_MINIMAL) { ++ CopyPasteHeights(GenericTileArea(src_tile, 1, 1), dst_tile, copy_paste.transformation, copy_paste.height_delta); ++ if (IsPastingInterrupted()) return; ++ } ++ ++ switch (GetRoadTileType(src_tile)) { ++ case ROAD_TILE_NORMAL: { ++ RoadBits roadbits_road = IsRoadCopyable(src_tile, ROADTYPE_ROAD) ? ++ TransformRoadBits(GetRoadBits(src_tile, ROADTYPE_ROAD), copy_paste.transformation) : ROAD_NONE; ++ RoadBits roadbits_tram = IsRoadCopyable(src_tile, ROADTYPE_TRAM) ? ++ TransformRoadBits(GetRoadBits(src_tile, ROADTYPE_TRAM), copy_paste.transformation) : ROAD_NONE; ++ ++ /* transform DisallowedRoadDirections */ ++ DisallowedRoadDirections drd = GetDisallowedRoadDirections(src_tile); ++ if (copy_paste.transformation != DTR_IDENTITY && (drd == DRD_SOUTHBOUND || drd == DRD_NORTHBOUND)) { ++ /* investigate current direction */ ++ DiagDirection dir = (GetRoadBits(src_tile, ROADTYPE_ROAD) & ROAD_X) ? DIAGDIR_SW : DIAGDIR_SE; ++ if (drd == DRD_NORTHBOUND) dir = ReverseDiagDir(dir); ++ /* transform */ ++ dir = TransformDiagDir(dir, copy_paste.transformation); ++ /* convert result to DisallowedRoadDirections */ ++ drd = (dir == DIAGDIR_SW || dir == DIAGDIR_SE) ? DRD_SOUTHBOUND : DRD_NORTHBOUND; ++ } ++ ++ /* paste roads */ ++ CopyPastePlaceRoad(dst_tile, roadbits_road, drd, roadbits_tram); ++ break; ++ } ++ ++ case ROAD_TILE_CROSSING: { ++ Axis road_axis = TransformAxis(GetCrossingRoadAxis(src_tile), copy_paste.transformation); ++ RoadTypes road_types = ROADTYPES_NONE; ++ if (copy_paste.mode & CPM_WITH_ROAD_TRANSPORT) { ++ if (IsRoadCopyable(src_tile, ROADTYPE_ROAD)) SetBit(road_types, ROADTYPE_ROAD); ++ if (IsRoadCopyable(src_tile, ROADTYPE_TRAM)) SetBit(road_types, ROADTYPE_TRAM); ++ } ++ ++ if ((copy_paste.mode & CPM_WITH_RAIL_TRANSPORT) && (!IsMainMapTile(src_tile) || IsTileOwner(src_tile, _current_company))) { ++ RailType railtype = (copy_paste.mode & CPM_CONVERT_RAILTYPE) ? copy_paste.railtype : GetRailType(src_tile); ++ if (road_types != ROADTYPES_NONE) { ++ CopyPastePlaceRoadCrossing(dst_tile, road_types, road_axis, railtype); ++ } else { ++ CopyPastePlaceTracks(dst_tile, railtype, AxisToTrackBits(OtherAxis(road_axis))); ++ } ++ } else if (road_types != ROADTYPES_NONE) { ++ CopyPastePlaceRoad(dst_tile, HasBit(road_types, ROADTYPE_ROAD) ? AxisToRoadBits(road_axis) : ROAD_NONE, ++ DRD_NONE, HasBit(road_types, ROADTYPE_TRAM) ? AxisToRoadBits(road_axis) : ROAD_NONE); ++ } ++ break; ++ } ++ ++ case ROAD_TILE_DEPOT: ++ /* paste depot */ ++ CopyPastePlaceRoadDepot(dst_tile, (RoadType)FIND_FIRST_BIT(GetRoadTypes(src_tile)), ++ TransformDiagDir(GetRoadDepotDirection(src_tile), copy_paste.transformation)); ++ break; ++ ++ default: ++ NOT_REACHED(); // corrupted tile data? ++ } ++} ++ + /** Tile callback functions for road tiles */ + extern const TileTypeProcs _tile_type_road_procs = { + DrawTile_Road, // draw_tile_proc +@@ -1870,4 +2046,5 @@ extern const TileTypeProcs _tile_type_road_procs = { + VehicleEnter_Road, // vehicle_enter_tile_proc + GetFoundation_Road, // get_foundation_proc + TerraformTile_Road, // terraform_tile_proc ++ CopyPasteTile_Road, // copypaste_tile_proc + }; +diff --git a/src/road_func.h b/src/road_func.h +index c4af229d5..c6ea68ccb 100644 +--- a/src/road_func.h ++++ b/src/road_func.h +@@ -14,6 +14,7 @@ + + #include "core/bitmath_func.hpp" + #include "road_type.h" ++#include "direction_func.h" + #include "economy_func.h" + + /** +@@ -114,10 +115,37 @@ static inline RoadBits MirrorRoadBits(RoadBits r) + static inline RoadBits RotateRoadBits(RoadBits r, DiagDirDiff rot) + { + assert(IsValidRoadBits(r)); +- for (; rot > (DiagDirDiff)0; rot--) { +- r = (RoadBits)(GB(r, 0, 1) << 3 | GB(r, 1, 3)); ++ rot = (DiagDirDiff)((uint)rot % DIAGDIR_END); ++ return (RoadBits)((r | (r << DIAGDIR_END)) >> rot) & ROAD_ALL; ++} ++ ++/** ++ * Transform RoadBits by given transformation. ++ * @param road_bits The RoadBits to transform. ++ * @param transformation Transformation to perform. ++ * @return The transformed RoadBits. ++ */ ++static inline RoadBits TransformRoadBits(RoadBits road_bits, DirTransformation transformation) ++{ ++ /* reflect agains X axis before rotating */ ++ if (transformation & DTR_REFLECTION_BIT) { ++ /* firstly reflect against W-E axis by swapping odd and even bits (the numbers are bit positions) ++ * ++ * [ROAD_NW] [ROAD_NE] 0 3 1 2 /N\ ++ * ------------------- ----- --reflect-against-W-E--> ----- W-+-E ++ * [ROAD_SW] [ROAD_SE] 1 2 0 3 \S/ ++ * ++ * bit 0 (ROAD_NW) swaps with bit 1 (ROAD_SW) ++ * bit 2 (ROAD_SE) swaps with bit 3 (ROAD_NE) */ ++ road_bits = SwapOddEvenBits(road_bits); ++ /* Now we have reflection agains W-E axis. To get reflection agains X axis we must rotate the ++ * result left by 90 degree. To do that we can simply add 3 to the number of 90-degree ++ * right rotations that we will be doing in the next step. We can safely overflow. */ ++ transformation = (DirTransformation)(transformation + 3); + } +- return r; ++ ++ /* rotate */ ++ return RotateRoadBits(road_bits, (DiagDirDiff)transformation); + } + + /** +diff --git a/src/road_gui.cpp b/src/road_gui.cpp +index 801d33435..5dcd5ffa8 100644 +--- a/src/road_gui.cpp ++++ b/src/road_gui.cpp +@@ -633,11 +633,11 @@ struct BuildRoadToolbarWindow : Window { + break; + + case DDSP_BUILD_BUSSTOP: +- PlaceRoadStop(start_tile, end_tile, (_ctrl_pressed << 5) | RoadTypeToRoadTypes(_cur_roadtype) << 2 | ROADSTOP_BUS, CMD_BUILD_ROAD_STOP | CMD_MSG(_road_type_infos[_cur_roadtype].err_build_station[ROADSTOP_BUS])); ++ PlaceRoadStop(start_tile, end_tile, ((_settings_game.station.adjacent_stations && _ctrl_pressed) << 5) | RoadTypeToRoadTypes(_cur_roadtype) << 2 | ROADSTOP_BUS, CMD_BUILD_ROAD_STOP | CMD_MSG(_road_type_infos[_cur_roadtype].err_build_station[ROADSTOP_BUS])); + break; + + case DDSP_BUILD_TRUCKSTOP: +- PlaceRoadStop(start_tile, end_tile, (_ctrl_pressed << 5) | RoadTypeToRoadTypes(_cur_roadtype) << 2 | ROADSTOP_TRUCK, CMD_BUILD_ROAD_STOP | CMD_MSG(_road_type_infos[_cur_roadtype].err_build_station[ROADSTOP_TRUCK])); ++ PlaceRoadStop(start_tile, end_tile, ((_settings_game.station.adjacent_stations && _ctrl_pressed) << 5) | RoadTypeToRoadTypes(_cur_roadtype) << 2 | ROADSTOP_TRUCK, CMD_BUILD_ROAD_STOP | CMD_MSG(_road_type_infos[_cur_roadtype].err_build_station[ROADSTOP_TRUCK])); + break; + + case DDSP_REMOVE_BUSSTOP: { +diff --git a/src/road_map.h b/src/road_map.h +index 693730294..d1bfaec8c 100644 +--- a/src/road_map.h ++++ b/src/road_map.h +@@ -32,11 +32,16 @@ enum RoadTileType { + * @pre IsTileType(t, MP_ROAD) + * @return The road tile type. + */ +-static inline RoadTileType GetRoadTileType(TileIndex t) ++template <bool Tgeneric> ++static inline RoadTileType GetRoadTileType(typename TileIndexT<Tgeneric>::T t) + { + assert(IsTileType(t, MP_ROAD)); +- return (RoadTileType)GB(_m[t].m5, 6, 2); ++ return (RoadTileType)GB(GetTile(t)->m5, 6, 2); + } ++/** @copydoc GetRoadTileType(TileIndexT<Tgeneric>::T) */ ++static inline RoadTileType GetRoadTileType(TileIndex t) { return GetRoadTileType<false>(t); } ++/** @copydoc GetRoadTileType(TileIndexT<Tgeneric>::T) */ ++static inline RoadTileType GetRoadTileType(GenericTileIndex t) { return GetRoadTileType<true>(t); } + + /** + * Return whether a tile is a normal road. +@@ -44,20 +49,30 @@ static inline RoadTileType GetRoadTileType(TileIndex t) + * @pre IsTileType(t, MP_ROAD) + * @return True if normal road. + */ +-static inline bool IsNormalRoad(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsNormalRoad(typename TileIndexT<Tgeneric>::T t) + { + return GetRoadTileType(t) == ROAD_TILE_NORMAL; + } ++/** @copydoc IsNormalRoad(TileIndexT<Tgeneric>::T) */ ++static inline bool IsNormalRoad(TileIndex t) { return IsNormalRoad<false>(t); } ++/** @copydoc IsNormalRoad(TileIndexT<Tgeneric>::T) */ ++static inline bool IsNormalRoad(GenericTileIndex t) { return IsNormalRoad<true>(t); } + + /** + * Return whether a tile is a normal road tile. + * @param t Tile to query. + * @return True if normal road tile. + */ +-static inline bool IsNormalRoadTile(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsNormalRoadTile(typename TileIndexT<Tgeneric>::T t) + { + return IsTileType(t, MP_ROAD) && IsNormalRoad(t); + } ++/** @copydoc IsNormalRoadTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsNormalRoadTile(TileIndex t) { return IsNormalRoadTile<false>(t); } ++/** @copydoc IsNormalRoadTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsNormalRoadTile(GenericTileIndex t) { return IsNormalRoadTile<true>(t); } + + /** + * Return whether a tile is a level crossing. +@@ -65,20 +80,30 @@ static inline bool IsNormalRoadTile(TileIndex t) + * @pre IsTileType(t, MP_ROAD) + * @return True if level crossing. + */ +-static inline bool IsLevelCrossing(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsLevelCrossing(typename TileIndexT<Tgeneric>::T t) + { + return GetRoadTileType(t) == ROAD_TILE_CROSSING; + } ++/** @copydoc IsLevelCrossing(TileIndexT<Tgeneric>::T) */ ++static inline bool IsLevelCrossing(TileIndex t) { return IsLevelCrossing<false>(t); } ++/** @copydoc IsLevelCrossing(TileIndexT<Tgeneric>::T) */ ++static inline bool IsLevelCrossing(GenericTileIndex t) { return IsLevelCrossing<true>(t); } + + /** + * Return whether a tile is a level crossing tile. + * @param t Tile to query. + * @return True if level crossing tile. + */ +-static inline bool IsLevelCrossingTile(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsLevelCrossingTile(typename TileIndexT<Tgeneric>::T t) + { + return IsTileType(t, MP_ROAD) && IsLevelCrossing(t); + } ++/** @copydoc IsLevelCrossingTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsLevelCrossingTile(TileIndex t) { return IsLevelCrossingTile<false>(t); } ++/** @copydoc IsLevelCrossingTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsLevelCrossingTile(GenericTileIndex t) { return IsLevelCrossingTile<true>(t); } + + /** + * Return whether a tile is a road depot. +@@ -86,10 +111,15 @@ static inline bool IsLevelCrossingTile(TileIndex t) + * @pre IsTileType(t, MP_ROAD) + * @return True if road depot. + */ +-static inline bool IsRoadDepot(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsRoadDepot(typename TileIndexT<Tgeneric>::T t) + { + return GetRoadTileType(t) == ROAD_TILE_DEPOT; + } ++/** @copydoc IsRoadDepot(TileIndexT<Tgeneric>::T) */ ++static inline bool IsRoadDepot(TileIndex t) { return IsRoadDepot<false>(t); } ++/** @copydoc IsRoadDepot(TileIndexT<Tgeneric>::T) */ ++static inline bool IsRoadDepot(GenericTileIndex t) { return IsRoadDepot<true>(t); } + + /** + * Return whether a tile is a road depot tile. +@@ -108,15 +138,20 @@ static inline bool IsRoadDepotTile(TileIndex t) + * @pre IsNormalRoad(t) + * @return The present road bits for the road type. + */ +-static inline RoadBits GetRoadBits(TileIndex t, RoadType rt) ++template <bool Tgeneric> ++static inline RoadBits GetRoadBits(typename TileIndexT<Tgeneric>::T t, RoadType rt) + { + assert(IsNormalRoad(t)); + switch (rt) { + default: NOT_REACHED(); +- case ROADTYPE_ROAD: return (RoadBits)GB(_m[t].m5, 0, 4); +- case ROADTYPE_TRAM: return (RoadBits)GB(_m[t].m3, 0, 4); ++ case ROADTYPE_ROAD: return (RoadBits)GB(GetTile(t)->m5, 0, 4); ++ case ROADTYPE_TRAM: return (RoadBits)GB(GetTile(t)->m3, 0, 4); + } + } ++/** @copydoc GetRoadBits(TileIndexT<Tgeneric>::T,RoadType) */ ++static inline RoadBits GetRoadBits(TileIndex t, RoadType rt) { return GetRoadBits<false>(t, rt); } ++/** @copydoc GetRoadBits(TileIndexT<Tgeneric>::T,RoadType) */ ++static inline RoadBits GetRoadBits(GenericTileIndex t, RoadType rt) { return GetRoadBits<true>(t, rt); } + + /** + * Get all RoadBits set on a tile except from the given RoadType +@@ -148,36 +183,51 @@ static inline RoadBits GetAllRoadBits(TileIndex tile) + * @param rt Road type. + * @pre IsNormalRoad(t) + */ +-static inline void SetRoadBits(TileIndex t, RoadBits r, RoadType rt) ++template <bool Tgeneric> ++static inline void SetRoadBits(typename TileIndexT<Tgeneric>::T t, RoadBits r, RoadType rt) + { + assert(IsNormalRoad(t)); // XXX incomplete + switch (rt) { + default: NOT_REACHED(); +- case ROADTYPE_ROAD: SB(_m[t].m5, 0, 4, r); break; +- case ROADTYPE_TRAM: SB(_m[t].m3, 0, 4, r); break; ++ case ROADTYPE_ROAD: SB(GetTile(t)->m5, 0, 4, r); break; ++ case ROADTYPE_TRAM: SB(GetTile(t)->m3, 0, 4, r); break; + } + } ++/** @copydoc SetRoadBits(TileIndexT<Tgeneric>::T,RoadBits,RoadType) */ ++static inline void SetRoadBits(TileIndex t, RoadBits r, RoadType rt) { SetRoadBits<false>(t, r, rt); } ++/** @copydoc SetRoadBits(TileIndexT<Tgeneric>::T,RoadBits,RoadType) */ ++static inline void SetRoadBits(GenericTileIndex t, RoadBits r, RoadType rt) { SetRoadBits<true>(t, r, rt); } + + /** + * Get the present road types of a tile. + * @param t The tile to query. + * @return Present road types. + */ +-static inline RoadTypes GetRoadTypes(TileIndex t) ++template <bool Tgeneric> ++static inline RoadTypes GetRoadTypes(typename TileIndexT<Tgeneric>::T t) + { +- return (RoadTypes)GB(_me[t].m7, 6, 2); ++ return (RoadTypes)GB(GetTileEx(t)->m7, 6, 2); + } ++/** @copydoc GetRoadTypes(TileIndexT<Tgeneric>::T) */ ++static inline RoadTypes GetRoadTypes(TileIndex t) { return GetRoadTypes<false>(t); } ++/** @copydoc GetRoadTypes(TileIndexT<Tgeneric>::T) */ ++static inline RoadTypes GetRoadTypes(GenericTileIndex t) { return GetRoadTypes<true>(t); } + + /** + * Set the present road types of a tile. + * @param t The tile to change. + * @param rt The new road types. + */ +-static inline void SetRoadTypes(TileIndex t, RoadTypes rt) ++template <bool Tgeneric> ++static inline void SetRoadTypes(typename TileIndexT<Tgeneric>::T t, RoadTypes rt) + { + assert(IsTileType(t, MP_ROAD) || IsTileType(t, MP_STATION) || IsTileType(t, MP_TUNNELBRIDGE)); +- SB(_me[t].m7, 6, 2, rt); ++ SB(GetTileEx(t)->m7, 6, 2, rt); + } ++/** @copydoc SetRoadTypes(TileIndexT<Tgeneric>::T,RoadTypes) */ ++static inline void SetRoadTypes(TileIndex t, RoadTypes rt) { SetRoadTypes<false>(t, rt); } ++/** @copydoc SetRoadTypes(TileIndexT<Tgeneric>::T,RoadTypes) */ ++static inline void SetRoadTypes(GenericTileIndex t, RoadTypes rt) { SetRoadTypes<true>(t, rt); } + + /** + * Check if a tile has a specific road type. +@@ -185,10 +235,15 @@ static inline void SetRoadTypes(TileIndex t, RoadTypes rt) + * @param rt Road type to check. + * @return True if the tile has the specified road type. + */ +-static inline bool HasTileRoadType(TileIndex t, RoadType rt) ++template <bool Tgeneric> ++static inline bool HasTileRoadType(typename TileIndexT<Tgeneric>::T t, RoadType rt) + { + return HasBit(GetRoadTypes(t), rt); + } ++/** @copydoc HasTileRoadType(TileIndexT<Tgeneric>::T,RoadType) */ ++static inline bool HasTileRoadType(TileIndex t, RoadType rt) { return HasTileRoadType<false>(t, rt); } ++/** @copydoc HasTileRoadType(TileIndexT<Tgeneric>::T,RoadType) */ ++static inline bool HasTileRoadType(GenericTileIndex t, RoadType rt) { return HasTileRoadType<true>(t, rt); } + + /** + * Get the owner of a specific road type. +@@ -196,20 +251,25 @@ static inline bool HasTileRoadType(TileIndex t, RoadType rt) + * @param rt The road type to get the owner of. + * @return Owner of the given road type. + */ +-static inline Owner GetRoadOwner(TileIndex t, RoadType rt) ++template <bool Tgeneric> ++static inline Owner GetRoadOwner(typename TileIndexT<Tgeneric>::T t, RoadType rt) + { + assert(IsTileType(t, MP_ROAD) || IsTileType(t, MP_STATION) || IsTileType(t, MP_TUNNELBRIDGE)); + switch (rt) { + default: NOT_REACHED(); +- case ROADTYPE_ROAD: return (Owner)GB(IsNormalRoadTile(t) ? _m[t].m1 : _me[t].m7, 0, 5); ++ case ROADTYPE_ROAD: return (Owner)GB(IsNormalRoadTile(t) ? GetTile(t)->m1 : GetTileEx(t)->m7, 0, 5); + case ROADTYPE_TRAM: { + /* Trams don't need OWNER_TOWN, and remapping OWNER_NONE + * to OWNER_TOWN makes it use one bit less */ +- Owner o = (Owner)GB(_m[t].m3, 4, 4); ++ Owner o = (Owner)GB(GetTile(t)->m3, 4, 4); + return o == OWNER_TOWN ? OWNER_NONE : o; + } + } + } ++/** @copydoc GetRoadOwner(TileIndexT<Tgeneric>::T,RoadType) */ ++static inline Owner GetRoadOwner(TileIndex t, RoadType rt) { return GetRoadOwner<false>(t, rt); } ++/** @copydoc GetRoadOwner(TileIndexT<Tgeneric>::T,RoadType) */ ++static inline Owner GetRoadOwner(GenericTileIndex t, RoadType rt) { return GetRoadOwner<true>(t, rt); } + + /** + * Set the owner of a specific road type. +@@ -217,14 +277,19 @@ static inline Owner GetRoadOwner(TileIndex t, RoadType rt) + * @param rt The road type to change the owner of. + * @param o New owner of the given road type. + */ +-static inline void SetRoadOwner(TileIndex t, RoadType rt, Owner o) ++template <bool Tgeneric> ++static inline void SetRoadOwner(typename TileIndexT<Tgeneric>::T t, RoadType rt, Owner o) + { + switch (rt) { + default: NOT_REACHED(); +- case ROADTYPE_ROAD: SB(IsNormalRoadTile(t) ? _m[t].m1 : _me[t].m7, 0, 5, o); break; +- case ROADTYPE_TRAM: SB(_m[t].m3, 4, 4, o == OWNER_NONE ? OWNER_TOWN : o); break; ++ case ROADTYPE_ROAD: SB(IsNormalRoadTile(t) ? GetTile(t)->m1 : GetTileEx(t)->m7, 0, 5, o); break; ++ case ROADTYPE_TRAM: SB(GetTile(t)->m3, 4, 4, o == OWNER_NONE ? OWNER_TOWN : o); break; + } + } ++/** @copydoc SetRoadOwner(TileIndexT<Tgeneric>::T,RoadType,Owner) */ ++static inline void SetRoadOwner(TileIndex t, RoadType rt, Owner o) { SetRoadOwner<false>(t, rt, o); } ++/** @copydoc SetRoadOwner(TileIndexT<Tgeneric>::T,RoadType,Owner) */ ++static inline void SetRoadOwner(GenericTileIndex t, RoadType rt, Owner o) { SetRoadOwner<true>(t, rt, o); } + + /** + * Check if a specific road type is owned by an owner. +@@ -234,11 +299,16 @@ static inline void SetRoadOwner(TileIndex t, RoadType rt, Owner o) + * @pre HasTileRoadType(t, rt) + * @return True if the road type is owned by the given owner. + */ +-static inline bool IsRoadOwner(TileIndex t, RoadType rt, Owner o) ++template <bool Tgeneric> ++static inline bool IsRoadOwner(typename TileIndexT<Tgeneric>::T t, RoadType rt, Owner o) + { + assert(HasTileRoadType(t, rt)); + return (GetRoadOwner(t, rt) == o); + } ++/** @copydoc IsRoadOwner(TileIndexT<Tgeneric>::T,RoadType,Owner) */ ++static inline bool IsRoadOwner(TileIndex t, RoadType rt, Owner o) { return IsRoadOwner<false>(t, rt, o); } ++/** @copydoc IsRoadOwner(TileIndexT<Tgeneric>::T,RoadType,Owner) */ ++static inline bool IsRoadOwner(GenericTileIndex t, RoadType rt, Owner o) { return IsRoadOwner<true>(t, rt, o); } + + /** + * Checks if given tile has town owned road +@@ -268,23 +338,33 @@ template <> struct EnumPropsT<DisallowedRoadDirections> : MakeEnumPropsT<Disallo + * @param t the tile to get the directions from + * @return the disallowed directions + */ +-static inline DisallowedRoadDirections GetDisallowedRoadDirections(TileIndex t) ++template <bool Tgeneric> ++static inline DisallowedRoadDirections GetDisallowedRoadDirections(typename TileIndexT<Tgeneric>::T t) + { + assert(IsNormalRoad(t)); +- return (DisallowedRoadDirections)GB(_m[t].m5, 4, 2); ++ return (DisallowedRoadDirections)GB(GetTile(t)->m5, 4, 2); + } ++/** @copydoc GetDisallowedRoadDirections(TileIndexT<Tgeneric>::T) */ ++static inline DisallowedRoadDirections GetDisallowedRoadDirections(TileIndex t) { return GetDisallowedRoadDirections<false>(t); } ++/** @copydoc GetDisallowedRoadDirections(TileIndexT<Tgeneric>::T) */ ++static inline DisallowedRoadDirections GetDisallowedRoadDirections(GenericTileIndex t) { return GetDisallowedRoadDirections<true>(t); } + + /** + * Sets the disallowed directions + * @param t the tile to set the directions for + * @param drd the disallowed directions + */ +-static inline void SetDisallowedRoadDirections(TileIndex t, DisallowedRoadDirections drd) ++template <bool Tgeneric> ++static inline void SetDisallowedRoadDirections(typename TileIndexT<Tgeneric>::T t, DisallowedRoadDirections drd) + { + assert(IsNormalRoad(t)); + assert(drd < DRD_END); +- SB(_m[t].m5, 4, 2, drd); ++ SB(GetTile(t)->m5, 4, 2, drd); + } ++/** @copydoc SetDisallowedRoadDirections(TileIndexT<Tgeneric>::T,DisallowedRoadDirections) */ ++static inline void SetDisallowedRoadDirections(TileIndex t, DisallowedRoadDirections drd) { SetDisallowedRoadDirections<false>(t, drd); } ++/** @copydoc SetDisallowedRoadDirections(TileIndexT<Tgeneric>::T,DisallowedRoadDirections) */ ++static inline void SetDisallowedRoadDirections(GenericTileIndex t, DisallowedRoadDirections drd) { SetDisallowedRoadDirections<true>(t, drd); } + + /** + * Get the road axis of a level crossing. +@@ -292,11 +372,16 @@ static inline void SetDisallowedRoadDirections(TileIndex t, DisallowedRoadDirect + * @pre IsLevelCrossing(t) + * @return The axis of the road. + */ +-static inline Axis GetCrossingRoadAxis(TileIndex t) ++template <bool Tgeneric> ++static inline Axis GetCrossingRoadAxis(typename TileIndexT<Tgeneric>::T t) + { + assert(IsLevelCrossing(t)); +- return (Axis)GB(_m[t].m5, 0, 1); ++ return (Axis)GB(GetTile(t)->m5, 0, 1); + } ++/** @copydoc GetCrossingRoadAxis(TileIndexT<Tgeneric>::T) */ ++static inline Axis GetCrossingRoadAxis(TileIndex t) { return GetCrossingRoadAxis<false>(t); } ++/** @copydoc GetCrossingRoadAxis(TileIndexT<Tgeneric>::T) */ ++static inline Axis GetCrossingRoadAxis(GenericTileIndex t) { return GetCrossingRoadAxis<true>(t); } + + /** + * Get the rail axis of a level crossing. +@@ -304,21 +389,31 @@ static inline Axis GetCrossingRoadAxis(TileIndex t) + * @pre IsLevelCrossing(t) + * @return The axis of the rail. + */ +-static inline Axis GetCrossingRailAxis(TileIndex t) ++template <bool Tgeneric> ++static inline Axis GetCrossingRailAxis(typename TileIndexT<Tgeneric>::T t) + { + assert(IsLevelCrossing(t)); + return OtherAxis((Axis)GetCrossingRoadAxis(t)); + } ++/** @copydoc GetCrossingRailAxis(TileIndexT<Tgeneric>::T) */ ++static inline Axis GetCrossingRailAxis(TileIndex t) { return GetCrossingRailAxis<false>(t); } ++/** @copydoc GetCrossingRailAxis(TileIndexT<Tgeneric>::T) */ ++static inline Axis GetCrossingRailAxis(GenericTileIndex t) { return GetCrossingRailAxis<true>(t); } + + /** + * Get the road bits of a level crossing. + * @param tile The tile to query. + * @return The present road bits. + */ +-static inline RoadBits GetCrossingRoadBits(TileIndex tile) ++template <bool Tgeneric> ++static inline RoadBits GetCrossingRoadBits(typename TileIndexT<Tgeneric>::T tile) + { + return GetCrossingRoadAxis(tile) == AXIS_X ? ROAD_X : ROAD_Y; + } ++/** @copydoc GetCrossingRoadBits(TileIndexT<Tgeneric>::T) */ ++static inline RoadBits GetCrossingRoadBits(TileIndex tile) { return GetCrossingRoadBits<false>(tile); } ++/** @copydoc GetCrossingRoadBits(TileIndexT<Tgeneric>::T) */ ++static inline RoadBits GetCrossingRoadBits(GenericTileIndex tile) { return GetCrossingRoadBits<true>(tile); } + + /** + * Get the rail track of a level crossing. +@@ -335,10 +430,15 @@ static inline Track GetCrossingRailTrack(TileIndex tile) + * @param tile The tile to query. + * @return The rail track bits. + */ +-static inline TrackBits GetCrossingRailBits(TileIndex tile) ++template <bool Tgeneric> ++static inline TrackBits GetCrossingRailBits(typename TileIndexT<Tgeneric>::T tile) + { + return AxisToTrackBits(GetCrossingRailAxis(tile)); + } ++/** @copydoc GetCrossingRailBits(TileIndexT<Tgeneric>::T) */ ++static inline TrackBits GetCrossingRailBits(TileIndex tile) { return GetCrossingRailBits<false>(tile); } ++/** @copydoc GetCrossingRailBits(TileIndexT<Tgeneric>::T) */ ++static inline TrackBits GetCrossingRailBits(GenericTileIndex tile) { return GetCrossingRailBits<true>(tile); } + + + /** +@@ -350,7 +450,7 @@ static inline TrackBits GetCrossingRailBits(TileIndex tile) + static inline bool HasCrossingReservation(TileIndex t) + { + assert(IsLevelCrossingTile(t)); +- return HasBit(_m[t].m5, 4); ++ return HasBit(GetTile(t)->m5, 4); + } + + /** +@@ -363,7 +463,7 @@ static inline bool HasCrossingReservation(TileIndex t) + static inline void SetCrossingReservation(TileIndex t, bool b) + { + assert(IsLevelCrossingTile(t)); +- SB(_m[t].m5, 4, 1, b ? 1 : 0); ++ SB(GetTile(t)->m5, 4, 1, b ? 1 : 0); + } + + /** +@@ -386,7 +486,7 @@ static inline TrackBits GetCrossingReservationTrackBits(TileIndex t) + static inline bool IsCrossingBarred(TileIndex t) + { + assert(IsLevelCrossing(t)); +- return HasBit(_m[t].m5, 5); ++ return HasBit(GetTile(t)->m5, 5); + } + + /** +@@ -398,7 +498,7 @@ static inline bool IsCrossingBarred(TileIndex t) + static inline void SetCrossingBarred(TileIndex t, bool barred) + { + assert(IsLevelCrossing(t)); +- SB(_m[t].m5, 5, 1, barred ? 1 : 0); ++ SB(GetTile(t)->m5, 5, 1, barred ? 1 : 0); + } + + /** +@@ -428,7 +528,7 @@ static inline void BarCrossing(TileIndex t) + */ + static inline bool IsOnSnow(TileIndex t) + { +- return HasBit(_me[t].m7, 5); ++ return HasBit(GetTileEx(t)->m7, 5); + } + + /** Toggle the snow/desert state of a road tile. */ +@@ -439,7 +539,7 @@ static inline bool IsOnSnow(TileIndex t) + */ + static inline void ToggleSnow(TileIndex t) + { +- ToggleBit(_me[t].m7, 5); ++ ToggleBit(GetTileEx(t)->m7, 5); + } + + +@@ -461,7 +561,7 @@ enum Roadside { + */ + static inline Roadside GetRoadside(TileIndex tile) + { +- return (Roadside)GB(_me[tile].m6, 3, 3); ++ return (Roadside)GB(GetTileEx(tile)->m6, 3, 3); + } + + /** +@@ -471,7 +571,7 @@ static inline Roadside GetRoadside(TileIndex tile) + */ + static inline void SetRoadside(TileIndex tile, Roadside s) + { +- SB(_me[tile].m6, 3, 3, s); ++ SB(GetTileEx(tile)->m6, 3, 3, s); + } + + /** +@@ -491,9 +591,9 @@ static inline bool HasRoadWorks(TileIndex t) + */ + static inline bool IncreaseRoadWorksCounter(TileIndex t) + { +- AB(_me[t].m7, 0, 4, 1); ++ AB(GetTileEx(t)->m7, 0, 4, 1); + +- return GB(_me[t].m7, 0, 4) == 15; ++ return GB(GetTileEx(t)->m7, 0, 4) == 15; + } + + /** +@@ -522,7 +622,7 @@ static inline void TerminateRoadWorks(TileIndex t) + assert(HasRoadWorks(t)); + SetRoadside(t, (Roadside)(GetRoadside(t) - ROADSIDE_GRASS_ROAD_WORKS + ROADSIDE_GRASS)); + /* Stop the counter */ +- SB(_me[t].m7, 0, 4, 0); ++ SB(GetTileEx(t)->m7, 0, 4, 0); + } + + +@@ -531,11 +631,16 @@ static inline void TerminateRoadWorks(TileIndex t) + * @param t The tile to query. + * @return Diagonal direction of the depot exit. + */ +-static inline DiagDirection GetRoadDepotDirection(TileIndex t) ++template <bool Tgeneric> ++static inline DiagDirection GetRoadDepotDirection(typename TileIndexT<Tgeneric>::T t) + { + assert(IsRoadDepot(t)); +- return (DiagDirection)GB(_m[t].m5, 0, 2); ++ return (DiagDirection)GB(GetTile(t)->m5, 0, 2); + } ++/** @copydoc GetRoadDepotDirection(TileIndexT<Tgeneric>::T) */ ++static inline DiagDirection GetRoadDepotDirection(TileIndex t) { return GetRoadDepotDirection<false>(t); } ++/** @copydoc GetRoadDepotDirection(TileIndexT<Tgeneric>::T) */ ++static inline DiagDirection GetRoadDepotDirection(GenericTileIndex t) { return GetRoadDepotDirection<true>(t); } + + + RoadBits GetAnyRoadBits(TileIndex tile, RoadType rt, bool straight_tunnel_bridge_entrance = false); +@@ -550,18 +655,23 @@ RoadBits GetAnyRoadBits(TileIndex tile, RoadType rt, bool straight_tunnel_bridge + * @param road New owner of road. + * @param tram New owner of tram tracks. + */ +-static inline void MakeRoadNormal(TileIndex t, RoadBits bits, RoadTypes rot, TownID town, Owner road, Owner tram) ++template <bool Tgeneric> ++static inline void MakeRoadNormal(typename TileIndexT<Tgeneric>::T t, RoadBits bits, RoadTypes rot, TownID town, Owner road, Owner tram) + { + SetTileType(t, MP_ROAD); + SetTileOwner(t, road); +- _m[t].m2 = town; +- _m[t].m3 = (HasBit(rot, ROADTYPE_TRAM) ? bits : 0); +- _m[t].m4 = 0; +- _m[t].m5 = (HasBit(rot, ROADTYPE_ROAD) ? bits : 0) | ROAD_TILE_NORMAL << 6; +- SB(_me[t].m6, 2, 4, 0); +- _me[t].m7 = rot << 6; ++ GetTile(t)->m2 = town; ++ GetTile(t)->m3 = (HasBit(rot, ROADTYPE_TRAM) ? bits : 0); ++ GetTile(t)->m4 = 0; ++ GetTile(t)->m5 = (HasBit(rot, ROADTYPE_ROAD) ? bits : 0) | ROAD_TILE_NORMAL << 6; ++ SB(GetTileEx(t)->m6, 2, 4, 0); ++ GetTileEx(t)->m7 = rot << 6; + SetRoadOwner(t, ROADTYPE_TRAM, tram); + } ++/** @copydoc MakeRoadNormal(TileIndexT<Tgeneric>::T,RoadBits,RoadTypes,TownID,Owner,Owner) */ ++static inline void MakeRoadNormal(TileIndex t, RoadBits bits, RoadTypes rot, TownID town, Owner road, Owner tram) { MakeRoadNormal<false>(t, bits, rot, town, road, tram); } ++/** @copydoc MakeRoadNormal(TileIndexT<Tgeneric>::T,RoadBits,RoadTypes,TownID,Owner,Owner) */ ++static inline void MakeRoadNormal(GenericTileIndex t, RoadBits bits, RoadTypes rot, TownID town, Owner road, Owner tram) { MakeRoadNormal<true>(t, bits, rot, town, road, tram); } + + /** + * Make a level crossing. +@@ -574,18 +684,23 @@ static inline void MakeRoadNormal(TileIndex t, RoadBits bits, RoadTypes rot, Tow + * @param rot New present road types. + * @param town Town ID if the road is a town-owned road. + */ +-static inline void MakeRoadCrossing(TileIndex t, Owner road, Owner tram, Owner rail, Axis roaddir, RailType rat, RoadTypes rot, uint town) ++template <bool Tgeneric> ++static inline void MakeRoadCrossing(typename TileIndexT<Tgeneric>::T t, Owner road, Owner tram, Owner rail, Axis roaddir, RailType rat, RoadTypes rot, uint town) + { + SetTileType(t, MP_ROAD); + SetTileOwner(t, rail); +- _m[t].m2 = town; +- _m[t].m3 = rat; +- _m[t].m4 = 0; +- _m[t].m5 = ROAD_TILE_CROSSING << 6 | roaddir; +- SB(_me[t].m6, 2, 4, 0); +- _me[t].m7 = rot << 6 | road; ++ GetTile(t)->m2 = town; ++ GetTile(t)->m3 = rat; ++ GetTile(t)->m4 = 0; ++ GetTile(t)->m5 = ROAD_TILE_CROSSING << 6 | roaddir; ++ SB(GetTileEx(t)->m6, 2, 4, 0); ++ GetTileEx(t)->m7 = rot << 6 | road; + SetRoadOwner(t, ROADTYPE_TRAM, tram); + } ++/** @copydoc MakeRoadCrossing(TileIndexT<Tgeneric>::T,Owner,Owner,Owner,Axis,RailType,RoadTypes,uint) */ ++static inline void MakeRoadCrossing(TileIndex t, Owner road, Owner tram, Owner rail, Axis roaddir, RailType rat, RoadTypes rot, uint town) { MakeRoadCrossing<false>(t, road, tram, rail, roaddir, rat, rot, town); } ++/** @copydoc MakeRoadCrossing(TileIndexT<Tgeneric>::T,Owner,Owner,Owner,Axis,RailType,RoadTypes,uint) */ ++static inline void MakeRoadCrossing(GenericTileIndex t, Owner road, Owner tram, Owner rail, Axis roaddir, RailType rat, RoadTypes rot, uint town) { MakeRoadCrossing<true>(t, road, tram, rail, roaddir, rat, rot, town); } + + /** + * Make a road depot. +@@ -595,17 +710,22 @@ static inline void MakeRoadCrossing(TileIndex t, Owner road, Owner tram, Owner r + * @param dir Direction of the depot exit. + * @param rt Road type of the depot. + */ +-static inline void MakeRoadDepot(TileIndex t, Owner owner, DepotID did, DiagDirection dir, RoadType rt) ++template <bool Tgeneric> ++static inline void MakeRoadDepot(typename TileIndexT<Tgeneric>::T t, Owner owner, DepotID did, DiagDirection dir, RoadType rt) + { + SetTileType(t, MP_ROAD); + SetTileOwner(t, owner); +- _m[t].m2 = did; +- _m[t].m3 = 0; +- _m[t].m4 = 0; +- _m[t].m5 = ROAD_TILE_DEPOT << 6 | dir; +- SB(_me[t].m6, 2, 4, 0); +- _me[t].m7 = RoadTypeToRoadTypes(rt) << 6 | owner; ++ GetTile(t)->m2 = did; ++ GetTile(t)->m3 = 0; ++ GetTile(t)->m4 = 0; ++ GetTile(t)->m5 = ROAD_TILE_DEPOT << 6 | dir; ++ SB(GetTileEx(t)->m6, 2, 4, 0); ++ GetTileEx(t)->m7 = RoadTypeToRoadTypes(rt) << 6 | owner; + SetRoadOwner(t, ROADTYPE_TRAM, owner); + } ++/** @copydoc MakeRoadDepot(TileIndexT<Tgeneric>::T,Owner,DepotID,DiagDirection,RoadType) */ ++static inline void MakeRoadDepot(TileIndex t, Owner owner, DepotID did, DiagDirection dir, RoadType rt) { MakeRoadDepot<false>(t, owner, did, dir, rt); } ++/** @copydoc MakeRoadDepot(TileIndexT<Tgeneric>::T,Owner,DepotID,DiagDirection,RoadType) */ ++static inline void MakeRoadDepot(GenericTileIndex t, Owner owner, DepotID did, DiagDirection dir, RoadType rt) { MakeRoadDepot<true>(t, owner, did, dir, rt); } + + #endif /* ROAD_MAP_H */ +diff --git a/src/roadveh_cmd.cpp b/src/roadveh_cmd.cpp +index fcabf477f..e2a858151 100644 +--- a/src/roadveh_cmd.cpp ++++ b/src/roadveh_cmd.cpp +@@ -1153,7 +1153,7 @@ bool IndividualRoadVehicleController(RoadVehicle *v, const RoadVehicle *prev) + v->x_pos = gp.x; + v->y_pos = gp.y; + v->UpdatePosition(); +- if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true); ++ if (v->IsDrawn()) v->Vehicle::UpdateViewport(true); + return true; + } + +diff --git a/src/saveload/afterload.cpp b/src/saveload/afterload.cpp +index 33c49fb61..4f841bbba 100644 +--- a/src/saveload/afterload.cpp ++++ b/src/saveload/afterload.cpp +@@ -125,7 +125,7 @@ void SetWaterClassDependingOnSurroundings(TileIndex t, bool include_invalid_wate + + case MP_TREES: + /* trees on shore */ +- has_water |= (GB(_m[neighbour].m2, 4, 2) == TREE_GROUND_SHORE); ++ has_water |= (GB(_main_map.m[neighbour].m2, 4, 2) == TREE_GROUND_SHORE); + break; + + default: break; +@@ -151,13 +151,13 @@ static void ConvertTownOwner() + for (TileIndex tile = 0; tile != MapSize(); tile++) { + switch (GetTileType(tile)) { + case MP_ROAD: +- if (GB(_m[tile].m5, 4, 2) == ROAD_TILE_CROSSING && HasBit(_m[tile].m3, 7)) { +- _m[tile].m3 = OWNER_TOWN; ++ if (GB(_main_map.m[tile].m5, 4, 2) == ROAD_TILE_CROSSING && HasBit(_main_map.m[tile].m3, 7)) { ++ _main_map.m[tile].m3 = OWNER_TOWN; + } + FALLTHROUGH; + + case MP_TUNNELBRIDGE: +- if (_m[tile].m1 & 0x80) SetTileOwner(tile, OWNER_TOWN); ++ if (_main_map.m[tile].m1 & 0x80) SetTileOwner(tile, OWNER_TOWN); + break; + + default: break; +@@ -572,8 +572,8 @@ bool AfterLoadGame() + } + for (TileIndex t = 0; t < map_size; t++) { + if (!IsTileType(t, MP_STATION)) continue; +- if (_m[t].m5 > 7) continue; // is it a rail station tile? +- st = Station::Get(_m[t].m2); ++ if (_main_map.m[t].m5 > 7) continue; // is it a rail station tile? ++ st = Station::Get(_main_map.m[t].m2); + assert(st->train_station.tile != 0); + int dx = TileX(t) - TileX(st->train_station.tile); + int dy = TileY(t) - TileY(st->train_station.tile); +@@ -588,14 +588,14 @@ bool AfterLoadGame() + + /* In old savegame versions, the heightlevel was coded in bits 0..3 of the type field */ + for (TileIndex t = 0; t < map_size; t++) { +- _m[t].height = GB(_m[t].type, 0, 4); +- SB(_m[t].type, 0, 2, GB(_me[t].m6, 0, 2)); +- SB(_me[t].m6, 0, 2, 0); ++ GetTile(t)->height = GB(GetTile(t)->type, 0, 4); ++ SB(GetTile(t)->type, 0, 2, GB(GetTileEx(t)->m6, 0, 2)); ++ SB(GetTileEx(t)->m6, 0, 2, 0); + if (MayHaveBridgeAbove(t)) { +- SB(_m[t].type, 2, 2, GB(_me[t].m6, 6, 2)); +- SB(_me[t].m6, 6, 2, 0); ++ SB(GetTile(t)->type, 2, 2, GB(GetTileEx(t)->m6, 6, 2)); ++ SB(GetTileEx(t)->m6, 6, 2, 0); + } else { +- SB(_m[t].type, 2, 2, 0); ++ SB(GetTile(t)->type, 2, 2, 0); + } + } + } +@@ -827,7 +827,7 @@ bool AfterLoadGame() + break; + + case MP_STATION: { +- if (HasBit(_me[t].m6, 3)) SetBit(_me[t].m6, 2); ++ if (HasBit(_main_map.me[t].m6, 3)) SetBit(_main_map.me[t].m6, 2); + StationGfx gfx = GetStationGfx(t); + StationType st; + if ( IsInsideMM(gfx, 0, 8)) { // Rail station +@@ -865,7 +865,7 @@ bool AfterLoadGame() + ResetSignalHandlers(); + return false; + } +- SB(_me[t].m6, 3, 3, st); ++ SB(_main_map.me[t].m6, 3, 3, st); + break; + } + } +@@ -884,6 +884,9 @@ bool AfterLoadGame() + if (!Station::IsExpected(bst)) break; + Station *st = Station::From(bst); + ++ /* Set up station catchment */ ++ st->catchment.BeforeAddTile(t, st->GetCatchmentRadius()); ++ + switch (GetStationType(t)) { + case STATION_TRUCK: + case STATION_BUS: +@@ -946,13 +949,13 @@ bool AfterLoadGame() + for (TileIndex t = 0; t < map_size; t++) { + switch (GetTileType(t)) { + case MP_HOUSE: +- _m[t].m4 = _m[t].m2; ++ _main_map.m[t].m4 = _main_map.m[t].m2; + SetTownIndex(t, CalcClosestTownFromTile(t)->index); + break; + + case MP_ROAD: +- _m[t].m4 |= (_m[t].m2 << 4); +- if ((GB(_m[t].m5, 4, 2) == ROAD_TILE_CROSSING ? (Owner)_m[t].m3 : GetTileOwner(t)) == OWNER_TOWN) { ++ _main_map.m[t].m4 |= (_main_map.m[t].m2 << 4); ++ if ((GB(_main_map.m[t].m5, 4, 2) == ROAD_TILE_CROSSING ? (Owner)_main_map.m[t].m3 : GetTileOwner(t)) == OWNER_TOWN) { + SetTownIndex(t, CalcClosestTownFromTile(t)->index); + } else { + SetTownIndex(t, 0); +@@ -1006,20 +1009,20 @@ bool AfterLoadGame() + if (IsPlainRail(t)) { + /* Swap ground type and signal type for plain rail tiles, so the + * ground type uses the same bits as for depots and waypoints. */ +- uint tmp = GB(_m[t].m4, 0, 4); +- SB(_m[t].m4, 0, 4, GB(_m[t].m2, 0, 4)); +- SB(_m[t].m2, 0, 4, tmp); +- } else if (HasBit(_m[t].m5, 2)) { ++ uint tmp = GB(_main_map.m[t].m4, 0, 4); ++ SB(_main_map.m[t].m4, 0, 4, GB(_main_map.m[t].m2, 0, 4)); ++ SB(_main_map.m[t].m2, 0, 4, tmp); ++ } else if (HasBit(_main_map.m[t].m5, 2)) { + /* Split waypoint and depot rail type and remove the subtype. */ +- ClrBit(_m[t].m5, 2); +- ClrBit(_m[t].m5, 6); ++ ClrBit(_main_map.m[t].m5, 2); ++ ClrBit(_main_map.m[t].m5, 6); + } + break; + + case MP_ROAD: + /* Swap m3 and m4, so the track type for rail crossings is the + * same as for normal rail. */ +- Swap(_m[t].m3, _m[t].m4); ++ Swap(_main_map.m[t].m3, _main_map.m[t].m4); + break; + + default: break; +@@ -1033,16 +1036,16 @@ bool AfterLoadGame() + for (TileIndex t = 0; t < map_size; t++) { + switch (GetTileType(t)) { + case MP_ROAD: +- SB(_m[t].m5, 6, 2, GB(_m[t].m5, 4, 2)); ++ SB(_main_map.m[t].m5, 6, 2, GB(_main_map.m[t].m5, 4, 2)); + switch (GetRoadTileType(t)) { + default: SlErrorCorrupt("Invalid road tile type"); + case ROAD_TILE_NORMAL: +- SB(_m[t].m4, 0, 4, GB(_m[t].m5, 0, 4)); +- SB(_m[t].m4, 4, 4, 0); +- SB(_me[t].m6, 2, 4, 0); ++ SB(_main_map.m[t].m4, 0, 4, GB(_main_map.m[t].m5, 0, 4)); ++ SB(_main_map.m[t].m4, 4, 4, 0); ++ SB(_main_map.me[t].m6, 2, 4, 0); + break; + case ROAD_TILE_CROSSING: +- SB(_m[t].m4, 5, 2, GB(_m[t].m5, 2, 2)); ++ SB(_main_map.m[t].m4, 5, 2, GB(_main_map.m[t].m5, 2, 2)); + break; + case ROAD_TILE_DEPOT: break; + } +@@ -1055,8 +1058,8 @@ bool AfterLoadGame() + + case MP_TUNNELBRIDGE: + /* Middle part of "old" bridges */ +- if (old_bridge && IsBridge(t) && HasBit(_m[t].m5, 6)) break; +- if (((old_bridge && IsBridge(t)) ? (TransportType)GB(_m[t].m5, 1, 2) : GetTunnelBridgeTransportType(t)) == TRANSPORT_ROAD) { ++ if (old_bridge && IsBridge(t) && HasBit(_main_map.m[t].m5, 6)) break; ++ if (((old_bridge && IsBridge(t)) ? (TransportType)GB(_main_map.m[t].m5, 1, 2) : GetTunnelBridgeTransportType(t)) == TRANSPORT_ROAD) { + SetRoadTypes(t, ROADTYPES_ROAD); + } + break; +@@ -1073,24 +1076,24 @@ bool AfterLoadGame() + for (TileIndex t = 0; t < map_size; t++) { + switch (GetTileType(t)) { + case MP_ROAD: +- if (fix_roadtypes) SetRoadTypes(t, (RoadTypes)GB(_me[t].m7, 5, 3)); +- SB(_me[t].m7, 5, 1, GB(_m[t].m3, 7, 1)); // snow/desert ++ if (fix_roadtypes) SetRoadTypes(t, (RoadTypes)GB(_main_map.me[t].m7, 5, 3)); ++ SB(_main_map.me[t].m7, 5, 1, GB(_main_map.m[t].m3, 7, 1)); // snow/desert + switch (GetRoadTileType(t)) { + default: SlErrorCorrupt("Invalid road tile type"); + case ROAD_TILE_NORMAL: +- SB(_me[t].m7, 0, 4, GB(_m[t].m3, 0, 4)); // road works +- SB(_me[t].m6, 3, 3, GB(_m[t].m3, 4, 3)); // ground +- SB(_m[t].m3, 0, 4, GB(_m[t].m4, 4, 4)); // tram bits +- SB(_m[t].m3, 4, 4, GB(_m[t].m5, 0, 4)); // tram owner +- SB(_m[t].m5, 0, 4, GB(_m[t].m4, 0, 4)); // road bits ++ SB(_main_map.me[t].m7, 0, 4, GB(_main_map.m[t].m3, 0, 4)); // road works ++ SB(_main_map.me[t].m6, 3, 3, GB(_main_map.m[t].m3, 4, 3)); // ground ++ SB(_main_map.m[t].m3, 0, 4, GB(_main_map.m[t].m4, 4, 4)); // tram bits ++ SB(_main_map.m[t].m3, 4, 4, GB(_main_map.m[t].m5, 0, 4)); // tram owner ++ SB(_main_map.m[t].m5, 0, 4, GB(_main_map.m[t].m4, 0, 4)); // road bits + break; + + case ROAD_TILE_CROSSING: +- SB(_me[t].m7, 0, 5, GB(_m[t].m4, 0, 5)); // road owner +- SB(_me[t].m6, 3, 3, GB(_m[t].m3, 4, 3)); // ground +- SB(_m[t].m3, 4, 4, GB(_m[t].m5, 0, 4)); // tram owner +- SB(_m[t].m5, 0, 1, GB(_m[t].m4, 6, 1)); // road axis +- SB(_m[t].m5, 5, 1, GB(_m[t].m4, 5, 1)); // crossing state ++ SB(_main_map.me[t].m7, 0, 5, GB(_main_map.m[t].m4, 0, 5)); // road owner ++ SB(_main_map.me[t].m6, 3, 3, GB(_main_map.m[t].m3, 4, 3)); // ground ++ SB(_main_map.m[t].m3, 4, 4, GB(_main_map.m[t].m5, 0, 4)); // tram owner ++ SB(_main_map.m[t].m5, 0, 1, GB(_main_map.m[t].m4, 6, 1)); // road axis ++ SB(_main_map.m[t].m5, 5, 1, GB(_main_map.m[t].m4, 5, 1)); // crossing state + break; + + case ROAD_TILE_DEPOT: +@@ -1100,32 +1103,32 @@ bool AfterLoadGame() + const Town *town = CalcClosestTownFromTile(t); + if (town != NULL) SetTownIndex(t, town->index); + } +- _m[t].m4 = 0; ++ _main_map.m[t].m4 = 0; + break; + + case MP_STATION: + if (!IsRoadStop(t)) break; + +- if (fix_roadtypes) SetRoadTypes(t, (RoadTypes)GB(_m[t].m3, 0, 3)); +- SB(_me[t].m7, 0, 5, HasBit(_me[t].m6, 2) ? OWNER_TOWN : GetTileOwner(t)); +- SB(_m[t].m3, 4, 4, _m[t].m1); +- _m[t].m4 = 0; ++ if (fix_roadtypes) SetRoadTypes(t, (RoadTypes)GB(_main_map.m[t].m3, 0, 3)); ++ SB(_main_map.me[t].m7, 0, 5, HasBit(_main_map.me[t].m6, 2) ? OWNER_TOWN : GetTileOwner(t)); ++ SB(_main_map.m[t].m3, 4, 4, _main_map.m[t].m1); ++ _main_map.m[t].m4 = 0; + break; + + case MP_TUNNELBRIDGE: +- if (old_bridge && IsBridge(t) && HasBit(_m[t].m5, 6)) break; +- if (((old_bridge && IsBridge(t)) ? (TransportType)GB(_m[t].m5, 1, 2) : GetTunnelBridgeTransportType(t)) == TRANSPORT_ROAD) { +- if (fix_roadtypes) SetRoadTypes(t, (RoadTypes)GB(_m[t].m3, 0, 3)); ++ if (old_bridge && IsBridge(t) && HasBit(_main_map.m[t].m5, 6)) break; ++ if (((old_bridge && IsBridge(t)) ? (TransportType)GB(_main_map.m[t].m5, 1, 2) : GetTunnelBridgeTransportType(t)) == TRANSPORT_ROAD) { ++ if (fix_roadtypes) SetRoadTypes(t, (RoadTypes)GB(_main_map.m[t].m3, 0, 3)); + + Owner o = GetTileOwner(t); +- SB(_me[t].m7, 0, 5, o); // road owner +- SB(_m[t].m3, 4, 4, o == OWNER_NONE ? OWNER_TOWN : o); // tram owner ++ SB(_main_map.me[t].m7, 0, 5, o); // road owner ++ SB(_main_map.m[t].m3, 4, 4, o == OWNER_NONE ? OWNER_TOWN : o); // tram owner + } +- SB(_me[t].m6, 2, 4, GB(_m[t].m2, 4, 4)); // bridge type +- SB(_me[t].m7, 5, 1, GB(_m[t].m4, 7, 1)); // snow/desert ++ SB(_main_map.me[t].m6, 2, 4, GB(_main_map.m[t].m2, 4, 4)); // bridge type ++ SB(_main_map.me[t].m7, 5, 1, GB(_main_map.m[t].m4, 7, 1)); // snow/desert + +- _m[t].m2 = 0; +- _m[t].m4 = 0; ++ _main_map.m[t].m2 = 0; ++ _main_map.m[t].m4 = 0; + break; + + default: break; +@@ -1139,11 +1142,11 @@ bool AfterLoadGame() + for (TileIndex t = 0; t < map_size; t++) { + if (MayHaveBridgeAbove(t)) ClearBridgeMiddle(t); + if (IsBridgeTile(t)) { +- if (HasBit(_m[t].m5, 6)) { // middle part +- Axis axis = (Axis)GB(_m[t].m5, 0, 1); ++ if (HasBit(_main_map.m[t].m5, 6)) { // middle part ++ Axis axis = (Axis)GB(_main_map.m[t].m5, 0, 1); + +- if (HasBit(_m[t].m5, 5)) { // transport route under bridge? +- if (GB(_m[t].m5, 3, 2) == TRANSPORT_RAIL) { ++ if (HasBit(_main_map.m[t].m5, 5)) { // transport route under bridge? ++ if (GB(_main_map.m[t].m5, 3, 2) == TRANSPORT_RAIL) { + MakeRailNormal( + t, + GetTileOwner(t), +@@ -1162,7 +1165,7 @@ bool AfterLoadGame() + ); + } + } else { +- if (GB(_m[t].m5, 3, 2) == 0) { ++ if (GB(_main_map.m[t].m5, 3, 2) == 0) { + MakeClear(t, CLEAR_GRASS, 3); + } else { + if (!IsTileFlat(t)) { +@@ -1178,12 +1181,12 @@ bool AfterLoadGame() + } + SetBridgeMiddle(t, axis); + } else { // ramp +- Axis axis = (Axis)GB(_m[t].m5, 0, 1); +- uint north_south = GB(_m[t].m5, 5, 1); ++ Axis axis = (Axis)GB(_main_map.m[t].m5, 0, 1); ++ uint north_south = GB(_main_map.m[t].m5, 5, 1); + DiagDirection dir = ReverseDiagDir(XYNSToDiagDir(axis, north_south)); +- TransportType type = (TransportType)GB(_m[t].m5, 1, 2); ++ TransportType type = (TransportType)GB(_main_map.m[t].m5, 1, 2); + +- _m[t].m5 = 1 << 7 | type << 2 | dir; ++ _main_map.m[t].m5 = 1 << 7 | type << 2 | dir; + } + } + } +@@ -1289,23 +1292,23 @@ bool AfterLoadGame() + * (see the code somewhere above) so don't use m4, use m2 instead. */ + + /* convert PBS signals to combo-signals */ +- if (HasBit(_m[t].m2, 2)) SB(_m[t].m2, 0, 2, SIGTYPE_COMBO); ++ if (HasBit(_main_map.m[t].m2, 2)) SB(_main_map.m[t].m2, 0, 2, SIGTYPE_COMBO); + + /* move the signal variant back */ +- SB(_m[t].m2, 2, 1, HasBit(_m[t].m2, 3) ? SIG_SEMAPHORE : SIG_ELECTRIC); +- ClrBit(_m[t].m2, 3); ++ SB(_main_map.m[t].m2, 2, 1, HasBit(_main_map.m[t].m2, 3) ? SIG_SEMAPHORE : SIG_ELECTRIC); ++ ClrBit(_main_map.m[t].m2, 3); + } + + /* Clear PBS reservation on track */ + if (!IsRailDepotTile(t)) { +- SB(_m[t].m4, 4, 4, 0); ++ SB(_main_map.m[t].m4, 4, 4, 0); + } else { +- ClrBit(_m[t].m3, 6); ++ ClrBit(_main_map.m[t].m3, 6); + } + break; + + case MP_STATION: // Clear PBS reservation on station +- ClrBit(_m[t].m3, 6); ++ ClrBit(_main_map.m[t].m3, 6); + break; + + default: break; +@@ -1414,31 +1417,31 @@ bool AfterLoadGame() + if (IsSavegameVersionBefore(53)) { + for (TileIndex t = 0; t < map_size; t++) { + if (IsTileType(t, MP_HOUSE)) { +- if (GB(_m[t].m3, 6, 2) != TOWN_HOUSE_COMPLETED) { ++ if (GB(_main_map.m[t].m3, 6, 2) != TOWN_HOUSE_COMPLETED) { + /* Move the construction stage from m3[7..6] to m5[5..4]. + * The construction counter does not have to move. */ +- SB(_m[t].m5, 3, 2, GB(_m[t].m3, 6, 2)); +- SB(_m[t].m3, 6, 2, 0); ++ SB(_main_map.m[t].m5, 3, 2, GB(_main_map.m[t].m3, 6, 2)); ++ SB(_main_map.m[t].m3, 6, 2, 0); + + /* The "house is completed" bit is now in m6[2]. */ + SetHouseCompleted(t, false); + } else { + /* The "lift has destination" bit has been moved from + * m5[7] to m7[0]. */ +- SB(_me[t].m7, 0, 1, HasBit(_m[t].m5, 7)); +- ClrBit(_m[t].m5, 7); ++ SB(_main_map.me[t].m7, 0, 1, HasBit(_main_map.m[t].m5, 7)); ++ ClrBit(_main_map.m[t].m5, 7); + + /* The "lift is moving" bit has been removed, as it does + * the same job as the "lift has destination" bit. */ +- ClrBit(_m[t].m1, 7); ++ ClrBit(_main_map.m[t].m1, 7); + + /* The position of the lift goes from m1[7..0] to m6[7..2], + * making m1 totally free, now. The lift position does not + * have to be a full byte since the maximum value is 36. */ +- SetLiftPosition(t, GB(_m[t].m1, 0, 6 )); ++ SetLiftPosition(t, GB(_main_map.m[t].m1, 0, 6 )); + +- _m[t].m1 = 0; +- _m[t].m3 = 0; ++ _main_map.m[t].m1 = 0; ++ _main_map.m[t].m3 = 0; + SetHouseCompleted(t, true); + } + } +@@ -1453,19 +1456,19 @@ bool AfterLoadGame() + if (IsTileType(t, MP_INDUSTRY)) { + switch (GetIndustryGfx(t)) { + case GFX_POWERPLANT_SPARKS: +- _m[t].m3 = GB(_m[t].m1, 2, 5); ++ _main_map.m[t].m3 = GB(_main_map.m[t].m1, 2, 5); + break; + + case GFX_OILWELL_ANIMATED_1: + case GFX_OILWELL_ANIMATED_2: + case GFX_OILWELL_ANIMATED_3: +- _m[t].m3 = GB(_m[t].m1, 0, 2); ++ _main_map.m[t].m3 = GB(_main_map.m[t].m1, 0, 2); + break; + + case GFX_COAL_MINE_TOWER_ANIMATED: + case GFX_COPPER_MINE_TOWER_ANIMATED: + case GFX_GOLD_MINE_TOWER_ANIMATED: +- _m[t].m3 = _m[t].m1; ++ _main_map.m[t].m3 = _main_map.m[t].m1; + break; + + default: // No animation states to change +@@ -1513,8 +1516,8 @@ bool AfterLoadGame() + + if (IsSavegameVersionBefore(52)) { + for (TileIndex t = 0; t < map_size; t++) { +- if (IsTileType(t, MP_OBJECT) && _m[t].m5 == OBJECT_STATUE) { +- _m[t].m2 = CalcClosestTownFromTile(t)->index; ++ if (IsTileType(t, MP_OBJECT) && _main_map.m[t].m5 == OBJECT_STATUE) { ++ _main_map.m[t].m2 = CalcClosestTownFromTile(t)->index; + } + } + } +@@ -1577,10 +1580,10 @@ bool AfterLoadGame() + for (TileIndex t = 0; t < map_size; t++) { + if (IsTileType(t, MP_RAILWAY) && HasSignals(t)) { + /* move signal states */ +- SetSignalStates(t, GB(_m[t].m2, 4, 4)); +- SB(_m[t].m2, 4, 4, 0); ++ SetSignalStates(t, GB(_main_map.m[t].m2, 4, 4)); ++ SB(_main_map.m[t].m2, 4, 4, 0); + /* clone signal type and variant */ +- SB(_m[t].m2, 4, 3, GB(_m[t].m2, 0, 3)); ++ SB(_main_map.m[t].m2, 4, 3, GB(_main_map.m[t].m2, 0, 3)); + } + } + } +@@ -1623,7 +1626,7 @@ bool AfterLoadGame() + if (IsSavegameVersionBefore(83)) { + for (TileIndex t = 0; t < map_size; t++) { + if (IsShipDepotTile(t)) { +- _m[t].m4 = (TileHeight(t) == 0) ? OWNER_WATER : OWNER_NONE; ++ _main_map.m[t].m4 = (TileHeight(t) == 0) ? OWNER_WATER : OWNER_NONE; + } + } + } +@@ -1659,8 +1662,8 @@ bool AfterLoadGame() + if (IsSavegameVersionBefore(81)) { + for (TileIndex t = 0; t < map_size; t++) { + if (GetTileType(t) == MP_TREES) { +- TreeGround groundType = (TreeGround)GB(_m[t].m2, 4, 2); +- if (groundType != TREE_GROUND_SNOW_DESERT) SB(_m[t].m2, 6, 2, 3); ++ TreeGround groundType = (TreeGround)GB(_main_map.m[t].m2, 4, 2); ++ if (groundType != TREE_GROUND_SNOW_DESERT) SB(_main_map.m[t].m2, 6, 2, 3); + } + } + } +@@ -1727,8 +1730,8 @@ bool AfterLoadGame() + case STATION_OILRIG: + case STATION_DOCK: + case STATION_BUOY: +- SetWaterClass(t, (WaterClass)GB(_m[t].m3, 0, 2)); +- SB(_m[t].m3, 0, 2, 0); ++ SetWaterClass(t, (WaterClass)GB(_main_map.m[t].m3, 0, 2)); ++ SB(_main_map.m[t].m3, 0, 2, 0); + break; + + default: +@@ -1738,8 +1741,8 @@ bool AfterLoadGame() + break; + + case MP_WATER: +- SetWaterClass(t, (WaterClass)GB(_m[t].m3, 0, 2)); +- SB(_m[t].m3, 0, 2, 0); ++ SetWaterClass(t, (WaterClass)GB(_main_map.m[t].m3, 0, 2)); ++ SB(_main_map.m[t].m3, 0, 2, 0); + break; + + case MP_OBJECT: +@@ -1766,7 +1769,7 @@ bool AfterLoadGame() + MakeCanal(t, o, Random()); + } + } else if (IsShipDepot(t)) { +- Owner o = (Owner)_m[t].m4; // Original water owner ++ Owner o = (Owner)_main_map.m[t].m4; // Original water owner + SetWaterClass(t, o == OWNER_WATER ? WATER_CLASS_SEA : WATER_CLASS_CANAL); + } + } +@@ -1855,8 +1858,8 @@ bool AfterLoadGame() + /* Increase HouseAnimationFrame from 5 to 7 bits */ + for (TileIndex t = 0; t < map_size; t++) { + if (IsTileType(t, MP_HOUSE) && GetHouseType(t) >= NEW_HOUSE_OFFSET) { +- SB(_me[t].m6, 2, 6, GB(_me[t].m6, 3, 5)); +- SB(_m[t].m3, 5, 1, 0); ++ SB(_main_map.me[t].m6, 2, 6, GB(_main_map.me[t].m6, 3, 5)); ++ SB(_main_map.m[t].m3, 5, 1, 0); + } + } + } +@@ -1889,7 +1892,7 @@ bool AfterLoadGame() + + /* Replace "house construction year" with "house age" */ + if (IsTileType(t, MP_HOUSE) && IsHouseCompleted(t)) { +- _m[t].m5 = Clamp(_cur_year - (_m[t].m5 + ORIGINAL_BASE_YEAR), 0, 0xFF); ++ _main_map.m[t].m5 = Clamp(_cur_year - (_main_map.m[t].m5 + ORIGINAL_BASE_YEAR), 0, 0xFF); + } + } + } +@@ -1903,10 +1906,10 @@ bool AfterLoadGame() + case MP_RAILWAY: + if (HasSignals(t)) { + /* move the signal variant */ +- SetSignalVariant(t, TRACK_UPPER, HasBit(_m[t].m2, 2) ? SIG_SEMAPHORE : SIG_ELECTRIC); +- SetSignalVariant(t, TRACK_LOWER, HasBit(_m[t].m2, 6) ? SIG_SEMAPHORE : SIG_ELECTRIC); +- ClrBit(_m[t].m2, 2); +- ClrBit(_m[t].m2, 6); ++ SetSignalVariant(t, TRACK_UPPER, HasBit(_main_map.m[t].m2, 2) ? SIG_SEMAPHORE : SIG_ELECTRIC); ++ SetSignalVariant(t, TRACK_LOWER, HasBit(_main_map.m[t].m2, 6) ? SIG_SEMAPHORE : SIG_ELECTRIC); ++ ClrBit(_main_map.m[t].m2, 2); ++ ClrBit(_main_map.m[t].m2, 6); + } + + /* Clear PBS reservation on track */ +@@ -1998,11 +2001,11 @@ bool AfterLoadGame() + for (TileIndex t = 0; t < map_size; t++) { + /* Check for HQ bit being set, instead of using map accessor, + * since we've already changed it code-wise */ +- if (IsTileType(t, MP_OBJECT) && HasBit(_m[t].m5, 7)) { ++ if (IsTileType(t, MP_OBJECT) && HasBit(_main_map.m[t].m5, 7)) { + /* Move size and part identification of HQ out of the m5 attribute, + * on new locations */ +- _m[t].m3 = GB(_m[t].m5, 0, 5); +- _m[t].m5 = OBJECT_HQ; ++ _main_map.m[t].m3 = GB(_main_map.m[t].m5, 0, 5); ++ _main_map.m[t].m5 = OBJECT_HQ; + } + } + } +@@ -2011,13 +2014,13 @@ bool AfterLoadGame() + if (!IsTileType(t, MP_OBJECT)) continue; + + /* Reordering/generalisation of the object bits. */ +- ObjectType type = _m[t].m5; +- SB(_me[t].m6, 2, 4, type == OBJECT_HQ ? GB(_m[t].m3, 2, 3) : 0); +- _m[t].m3 = type == OBJECT_HQ ? GB(_m[t].m3, 1, 1) | GB(_m[t].m3, 0, 1) << 4 : 0; ++ ObjectType type = _main_map.m[t].m5; ++ SB(_main_map.me[t].m6, 2, 4, type == OBJECT_HQ ? GB(_main_map.m[t].m3, 2, 3) : 0); ++ _main_map.m[t].m3 = type == OBJECT_HQ ? GB(_main_map.m[t].m3, 1, 1) | GB(_main_map.m[t].m3, 0, 1) << 4 : 0; + + /* Make sure those bits are clear as well! */ +- _m[t].m4 = 0; +- _me[t].m7 = 0; ++ _main_map.m[t].m4 = 0; ++ _main_map.me[t].m7 = 0; + } + } + +@@ -2030,15 +2033,15 @@ bool AfterLoadGame() + /* No towns, so remove all objects! */ + DoClearSquare(t); + } else { +- uint offset = _m[t].m3; ++ uint offset = _main_map.m[t].m3; + + /* Also move the animation state. */ +- _m[t].m3 = GB(_me[t].m6, 2, 4); +- SB(_me[t].m6, 2, 4, 0); ++ _main_map.m[t].m3 = GB(_main_map.me[t].m6, 2, 4); ++ SB(_main_map.me[t].m6, 2, 4, 0); + + if (offset == 0) { + /* No offset, so make the object. */ +- ObjectType type = _m[t].m5; ++ ObjectType type = _main_map.m[t].m5; + int size = type == OBJECT_HQ ? 2 : 1; + + if (!Object::CanAllocateItem()) { +@@ -2052,14 +2055,14 @@ bool AfterLoadGame() + o->location.w = size; + o->location.h = size; + o->build_date = _date; +- o->town = type == OBJECT_STATUE ? Town::Get(_m[t].m2) : CalcClosestTownFromTile(t, UINT_MAX); +- _m[t].m2 = o->index; ++ o->town = type == OBJECT_STATUE ? Town::Get(_main_map.m[t].m2) : CalcClosestTownFromTile(t, UINT_MAX); ++ _main_map.m[t].m2 = o->index; + Object::IncTypeCount(type); + } else { + /* We're at an offset, so get the ID from our "root". */ + TileIndex northern_tile = t - TileXY(GB(offset, 0, 4), GB(offset, 4, 4)); + assert(IsTileType(northern_tile, MP_OBJECT)); +- _m[t].m2 = _m[northern_tile].m2; ++ _main_map.m[t].m2 = _main_map.m[northern_tile].m2; + } + } + } +@@ -2273,8 +2276,8 @@ bool AfterLoadGame() + if (IsSavegameVersionBefore(128)) { + const Depot *d; + FOR_ALL_DEPOTS(d) { +- _m[d->xy].m2 = d->index; +- if (IsTileType(d->xy, MP_WATER)) _m[GetOtherShipDepotTile(d->xy)].m2 = d->index; ++ _main_map.m[d->xy].m2 = d->index; ++ if (IsTileType(d->xy, MP_WATER)) _main_map.m[GetOtherShipDepotTile(d->xy)].m2 = d->index; + } + } + +@@ -2296,16 +2299,16 @@ bool AfterLoadGame() + if (IsTileType(t, MP_CLEAR)) { + if (GetRawClearGround(t) == CLEAR_SNOW) { + SetClearGroundDensity(t, CLEAR_GRASS, GetClearDensity(t)); +- SetBit(_m[t].m3, 4); ++ SetBit(_main_map.m[t].m3, 4); + } else { +- ClrBit(_m[t].m3, 4); ++ ClrBit(_main_map.m[t].m3, 4); + } + } + if (IsTileType(t, MP_TREES)) { +- uint density = GB(_m[t].m2, 6, 2); +- uint ground = GB(_m[t].m2, 4, 2); +- uint counter = GB(_m[t].m2, 0, 4); +- _m[t].m2 = ground << 6 | density << 4 | counter; ++ uint density = GB(_main_map.m[t].m2, 6, 2); ++ uint ground = GB(_main_map.m[t].m2, 4, 2); ++ uint counter = GB(_main_map.m[t].m2, 0, 4); ++ _main_map.m[t].m2 = ground << 6 | density << 4 | counter; + } + } + } +@@ -2419,23 +2422,23 @@ bool AfterLoadGame() + switch (GetTileType(t)) { + case MP_HOUSE: + if (GetHouseType(t) >= NEW_HOUSE_OFFSET) { +- uint per_proc = _me[t].m7; +- _me[t].m7 = GB(_me[t].m6, 2, 6) | (GB(_m[t].m3, 5, 1) << 6); +- SB(_m[t].m3, 5, 1, 0); +- SB(_me[t].m6, 2, 6, min(per_proc, 63)); ++ uint per_proc = _main_map.me[t].m7; ++ _main_map.me[t].m7 = GB(_main_map.me[t].m6, 2, 6) | (GB(_main_map.m[t].m3, 5, 1) << 6); ++ SB(_main_map.m[t].m3, 5, 1, 0); ++ SB(_main_map.me[t].m6, 2, 6, min(per_proc, 63)); + } + break; + + case MP_INDUSTRY: { +- uint rand = _me[t].m7; +- _me[t].m7 = _m[t].m3; +- _m[t].m3 = rand; ++ uint rand = _main_map.me[t].m7; ++ _main_map.me[t].m7 = _main_map.m[t].m3; ++ _main_map.m[t].m3 = rand; + break; + } + + case MP_OBJECT: +- _me[t].m7 = _m[t].m3; +- _m[t].m3 = 0; ++ _main_map.me[t].m7 = _main_map.m[t].m3; ++ _main_map.m[t].m3 = 0; + break; + + default: +@@ -2760,16 +2763,16 @@ bool AfterLoadGame() + for (TileIndex t = 0; t < map_size; t++) { + if (!IsTileType(t, MP_CLEAR) && !IsTileType(t, MP_TREES)) continue; + if (IsTileType(t, MP_CLEAR) && IsClearGround(t, CLEAR_FIELDS)) continue; +- uint fence = GB(_m[t].m4, 5, 3); ++ uint fence = GB(_main_map.m[t].m4, 5, 3); + if (fence != 0 && IsTileType(TILE_ADDXY(t, 1, 0), MP_CLEAR) && IsClearGround(TILE_ADDXY(t, 1, 0), CLEAR_FIELDS)) { + SetFence(TILE_ADDXY(t, 1, 0), DIAGDIR_NE, fence); + } +- fence = GB(_m[t].m4, 2, 3); ++ fence = GB(_main_map.m[t].m4, 2, 3); + if (fence != 0 && IsTileType(TILE_ADDXY(t, 0, 1), MP_CLEAR) && IsClearGround(TILE_ADDXY(t, 0, 1), CLEAR_FIELDS)) { + SetFence(TILE_ADDXY(t, 0, 1), DIAGDIR_NW, fence); + } +- SB(_m[t].m4, 2, 3, 0); +- SB(_m[t].m4, 5, 3, 0); ++ SB(_main_map.m[t].m4, 2, 3, 0); ++ SB(_main_map.m[t].m4, 5, 3, 0); + } + } + +@@ -2886,9 +2889,9 @@ bool AfterLoadGame() + /* Move ObjectType from map to pool */ + for (TileIndex t = 0; t < map_size; t++) { + if (IsTileType(t, MP_OBJECT)) { +- Object *o = Object::Get(_m[t].m2); +- o->type = _m[t].m5; +- _m[t].m5 = 0; // zero upper bits of (now bigger) ObjectID ++ Object *o = Object::Get(_main_map.m[t].m2); ++ o->type = _main_map.m[t].m5; ++ _main_map.m[t].m5 = 0; // zero upper bits of (now bigger) ObjectID + } + } + } +diff --git a/src/saveload/map_sl.cpp b/src/saveload/map_sl.cpp +index 86a185ca4..3a37173d4 100644 +--- a/src/saveload/map_sl.cpp ++++ b/src/saveload/map_sl.cpp +@@ -56,7 +56,7 @@ static void Load_MAPT() + + for (TileIndex i = 0; i != size;) { + SlArray(buf, MAP_SL_BUF_SIZE, SLE_UINT8); +- for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) _m[i++].type = buf[j]; ++ for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) _main_map.m[i++].type = buf[j]; + } + } + +@@ -67,7 +67,7 @@ static void Save_MAPT() + + SlSetLength(size); + for (TileIndex i = 0; i != size;) { +- for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) buf[j] = _m[i++].type; ++ for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) buf[j] = _main_map.m[i++].type; + SlArray(buf, MAP_SL_BUF_SIZE, SLE_UINT8); + } + } +@@ -79,7 +79,7 @@ static void Load_MAPH() + + for (TileIndex i = 0; i != size;) { + SlArray(buf, MAP_SL_BUF_SIZE, SLE_UINT8); +- for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) _m[i++].height = buf[j]; ++ for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) GetTile(i++)->height = buf[j]; + } + } + +@@ -90,7 +90,7 @@ static void Save_MAPH() + + SlSetLength(size); + for (TileIndex i = 0; i != size;) { +- for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) buf[j] = _m[i++].height; ++ for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) buf[j] = GetTile(i++)->height; + SlArray(buf, MAP_SL_BUF_SIZE, SLE_UINT8); + } + } +@@ -102,7 +102,7 @@ static void Load_MAP1() + + for (TileIndex i = 0; i != size;) { + SlArray(buf, MAP_SL_BUF_SIZE, SLE_UINT8); +- for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) _m[i++].m1 = buf[j]; ++ for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) _main_map.m[i++].m1 = buf[j]; + } + } + +@@ -113,7 +113,7 @@ static void Save_MAP1() + + SlSetLength(size); + for (TileIndex i = 0; i != size;) { +- for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) buf[j] = _m[i++].m1; ++ for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) buf[j] = _main_map.m[i++].m1; + SlArray(buf, MAP_SL_BUF_SIZE, SLE_UINT8); + } + } +@@ -128,7 +128,7 @@ static void Load_MAP2() + /* In those versions the m2 was 8 bits */ + IsSavegameVersionBefore(5) ? SLE_FILE_U8 | SLE_VAR_U16 : SLE_UINT16 + ); +- for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) _m[i++].m2 = buf[j]; ++ for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) _main_map.m[i++].m2 = buf[j]; + } + } + +@@ -139,7 +139,7 @@ static void Save_MAP2() + + SlSetLength(size * sizeof(uint16)); + for (TileIndex i = 0; i != size;) { +- for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) buf[j] = _m[i++].m2; ++ for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) buf[j] = _main_map.m[i++].m2; + SlArray(buf, MAP_SL_BUF_SIZE, SLE_UINT16); + } + } +@@ -151,7 +151,7 @@ static void Load_MAP3() + + for (TileIndex i = 0; i != size;) { + SlArray(buf, MAP_SL_BUF_SIZE, SLE_UINT8); +- for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) _m[i++].m3 = buf[j]; ++ for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) _main_map.m[i++].m3 = buf[j]; + } + } + +@@ -162,7 +162,7 @@ static void Save_MAP3() + + SlSetLength(size); + for (TileIndex i = 0; i != size;) { +- for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) buf[j] = _m[i++].m3; ++ for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) buf[j] = _main_map.m[i++].m3; + SlArray(buf, MAP_SL_BUF_SIZE, SLE_UINT8); + } + } +@@ -174,7 +174,7 @@ static void Load_MAP4() + + for (TileIndex i = 0; i != size;) { + SlArray(buf, MAP_SL_BUF_SIZE, SLE_UINT8); +- for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) _m[i++].m4 = buf[j]; ++ for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) _main_map.m[i++].m4 = buf[j]; + } + } + +@@ -185,7 +185,7 @@ static void Save_MAP4() + + SlSetLength(size); + for (TileIndex i = 0; i != size;) { +- for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) buf[j] = _m[i++].m4; ++ for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) buf[j] = _main_map.m[i++].m4; + SlArray(buf, MAP_SL_BUF_SIZE, SLE_UINT8); + } + } +@@ -197,7 +197,7 @@ static void Load_MAP5() + + for (TileIndex i = 0; i != size;) { + SlArray(buf, MAP_SL_BUF_SIZE, SLE_UINT8); +- for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) _m[i++].m5 = buf[j]; ++ for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) _main_map.m[i++].m5 = buf[j]; + } + } + +@@ -208,7 +208,7 @@ static void Save_MAP5() + + SlSetLength(size); + for (TileIndex i = 0; i != size;) { +- for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) buf[j] = _m[i++].m5; ++ for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) buf[j] = _main_map.m[i++].m5; + SlArray(buf, MAP_SL_BUF_SIZE, SLE_UINT8); + } + } +@@ -223,16 +223,16 @@ static void Load_MAP6() + /* 1024, otherwise we overflow on 64x64 maps! */ + SlArray(buf, 1024, SLE_UINT8); + for (uint j = 0; j != 1024; j++) { +- _me[i++].m6 = GB(buf[j], 0, 2); +- _me[i++].m6 = GB(buf[j], 2, 2); +- _me[i++].m6 = GB(buf[j], 4, 2); +- _me[i++].m6 = GB(buf[j], 6, 2); ++ _main_map.me[i++].m6 = GB(buf[j], 0, 2); ++ _main_map.me[i++].m6 = GB(buf[j], 2, 2); ++ _main_map.me[i++].m6 = GB(buf[j], 4, 2); ++ _main_map.me[i++].m6 = GB(buf[j], 6, 2); + } + } + } else { + for (TileIndex i = 0; i != size;) { + SlArray(buf, MAP_SL_BUF_SIZE, SLE_UINT8); +- for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) _me[i++].m6 = buf[j]; ++ for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) _main_map.me[i++].m6 = buf[j]; + } + } + } +@@ -244,7 +244,7 @@ static void Save_MAP6() + + SlSetLength(size); + for (TileIndex i = 0; i != size;) { +- for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) buf[j] = _me[i++].m6; ++ for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) buf[j] = _main_map.me[i++].m6; + SlArray(buf, MAP_SL_BUF_SIZE, SLE_UINT8); + } + } +@@ -256,7 +256,7 @@ static void Load_MAP7() + + for (TileIndex i = 0; i != size;) { + SlArray(buf, MAP_SL_BUF_SIZE, SLE_UINT8); +- for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) _me[i++].m7 = buf[j]; ++ for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) _main_map.me[i++].m7 = buf[j]; + } + } + +@@ -267,7 +267,7 @@ static void Save_MAP7() + + SlSetLength(size); + for (TileIndex i = 0; i != size;) { +- for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) buf[j] = _me[i++].m7; ++ for (uint j = 0; j != MAP_SL_BUF_SIZE; j++) buf[j] = _main_map.me[i++].m7; + SlArray(buf, MAP_SL_BUF_SIZE, SLE_UINT8); + } + } +diff --git a/src/saveload/oldloader_sl.cpp b/src/saveload/oldloader_sl.cpp +index 1974bb31f..d5b4f3a46 100644 +--- a/src/saveload/oldloader_sl.cpp ++++ b/src/saveload/oldloader_sl.cpp +@@ -48,55 +48,55 @@ void FixOldMapArray() + { + /* TTO/TTD/TTDP savegames could have buoys at tile 0 + * (without assigned station struct) */ +- MemSetT(&_m[0], 0); ++ MemSetT(&_main_map.m[0], 0); + SetTileType(0, MP_WATER); + SetTileOwner(0, OWNER_WATER); + } + + static void FixTTDMapArray() + { +- /* _old_map3 is moved to _m::m3 and _m::m4 */ ++ /* _old_map3 is moved to m3 and m4 */ + for (TileIndex t = 0; t < OLD_MAP_SIZE; t++) { +- _m[t].m3 = _old_map3[t * 2]; +- _m[t].m4 = _old_map3[t * 2 + 1]; ++ _main_map.m[t].m3 = _old_map3[t * 2]; ++ _main_map.m[t].m4 = _old_map3[t * 2 + 1]; + } + + for (TileIndex t = 0; t < OLD_MAP_SIZE; t++) { + switch (GetTileType(t)) { + case MP_STATION: +- _m[t].m4 = 0; // We do not understand this TTDP station mapping (yet) +- switch (_m[t].m5) { ++ _main_map.m[t].m4 = 0; // We do not understand this TTDP station mapping (yet) ++ switch (_main_map.m[t].m5) { + /* We have drive through stops at a totally different place */ +- case 0x53: case 0x54: _m[t].m5 += 170 - 0x53; break; // Bus drive through +- case 0x57: case 0x58: _m[t].m5 += 168 - 0x57; break; // Truck drive through +- case 0x55: case 0x56: _m[t].m5 += 170 - 0x55; break; // Bus tram stop +- case 0x59: case 0x5A: _m[t].m5 += 168 - 0x59; break; // Truck tram stop ++ case 0x53: case 0x54: _main_map.m[t].m5 += 170 - 0x53; break; // Bus drive through ++ case 0x57: case 0x58: _main_map.m[t].m5 += 168 - 0x57; break; // Truck drive through ++ case 0x55: case 0x56: _main_map.m[t].m5 += 170 - 0x55; break; // Bus tram stop ++ case 0x59: case 0x5A: _main_map.m[t].m5 += 168 - 0x59; break; // Truck tram stop + default: break; + } + break; + + case MP_RAILWAY: + /* We save presignals different from TTDPatch, convert them */ +- if (GB(_m[t].m5, 6, 2) == 1) { // RAIL_TILE_SIGNALS ++ if (GB(_main_map.m[t].m5, 6, 2) == 1) { // RAIL_TILE_SIGNALS + /* This byte is always zero in TTD for this type of tile */ +- if (_m[t].m4) { // Convert the presignals to our own format +- _m[t].m4 = (_m[t].m4 >> 1) & 7; ++ if (_main_map.m[t].m4) { // Convert the presignals to our own format ++ _main_map.m[t].m4 = (_main_map.m[t].m4 >> 1) & 7; + } + } + /* TTDPatch stores PBS things in L6 and all elsewhere; so we'll just + * clear it for ourselves and let OTTD's rebuild PBS itself */ +- _m[t].m4 &= 0xF; // Only keep the lower four bits; upper four is PBS ++ _main_map.m[t].m4 &= 0xF; // Only keep the lower four bits; upper four is PBS + break; + + case MP_WATER: + /* if water class == 3, make river there */ +- if (GB(_m[t].m3, 0, 2) == 3) { ++ if (GB(_main_map.m[t].m3, 0, 2) == 3) { + SetTileType(t, MP_WATER); + SetTileOwner(t, OWNER_WATER); +- _m[t].m2 = 0; +- _m[t].m3 = 2; // WATER_CLASS_RIVER +- _m[t].m4 = Random(); +- _m[t].m5 = 0; ++ _main_map.m[t].m2 = 0; ++ _main_map.m[t].m3 = 2; // WATER_CLASS_RIVER ++ _main_map.m[t].m4 = Random(); ++ _main_map.m[t].m5 = 0; + } + break; + +@@ -200,7 +200,7 @@ void FixOldVehicles() + RoadVehicle *rv = RoadVehicle::From(v); + if (rv->state != RVSB_IN_DEPOT && rv->state != RVSB_WORMHOLE) { + ClrBit(rv->state, 2); +- if (IsTileType(rv->tile, MP_STATION) && _m[rv->tile].m5 >= 168) { ++ if (IsTileType(rv->tile, MP_STATION) && _main_map.m[rv->tile].m5 >= 168) { + /* Update the vehicle's road state to show we're in a drive through road stop. */ + SetBit(rv->state, RVS_IN_DT_ROAD_STOP); + } +@@ -230,9 +230,9 @@ static bool FixTTOMapArray() + if (tt == 11) { + /* TTO has a different way of storing monorail. + * Instead of using bits in m3 it uses a different tile type. */ +- _m[t].m3 = 1; // rail type = monorail (in TTD) ++ _main_map.m[t].m3 = 1; // rail type = monorail (in TTD) + SetTileType(t, MP_RAILWAY); +- _m[t].m2 = 1; // set monorail ground to RAIL_GROUND_GRASS ++ _main_map.m[t].m2 = 1; // set monorail ground to RAIL_GROUND_GRASS + tt = MP_RAILWAY; + } + +@@ -241,18 +241,18 @@ static bool FixTTOMapArray() + break; + + case MP_RAILWAY: +- switch (GB(_m[t].m5, 6, 2)) { ++ switch (GB(_main_map.m[t].m5, 6, 2)) { + case 0: // RAIL_TILE_NORMAL + break; + case 1: // RAIL_TILE_SIGNALS +- _m[t].m4 = (~_m[t].m5 & 1) << 2; // signal variant (present only in OTTD) +- SB(_m[t].m2, 6, 2, GB(_m[t].m5, 3, 2)); // signal status +- _m[t].m3 |= 0xC0; // both signals are present +- _m[t].m5 = HasBit(_m[t].m5, 5) ? 2 : 1; // track direction (only X or Y) +- _m[t].m5 |= 0x40; // RAIL_TILE_SIGNALS ++ _main_map.m[t].m4 = (~_main_map.m[t].m5 & 1) << 2; // signal variant (present only in OTTD) ++ SB(_main_map.m[t].m2, 6, 2, GB(_main_map.m[t].m5, 3, 2)); // signal status ++ _main_map.m[t].m3 |= 0xC0; // both signals are present ++ _main_map.m[t].m5 = HasBit(_main_map.m[t].m5, 5) ? 2 : 1; // track direction (only X or Y) ++ _main_map.m[t].m5 |= 0x40; // RAIL_TILE_SIGNALS + break; + case 3: // RAIL_TILE_DEPOT +- _m[t].m2 = 0; ++ _main_map.m[t].m2 = 0; + break; + default: + return false; +@@ -260,12 +260,12 @@ static bool FixTTOMapArray() + break; + + case MP_ROAD: // road (depot) or level crossing +- switch (GB(_m[t].m5, 4, 4)) { ++ switch (GB(_main_map.m[t].m5, 4, 4)) { + case 0: // ROAD_TILE_NORMAL +- if (_m[t].m2 == 4) _m[t].m2 = 5; // 'small trees' -> ROADSIDE_TREES ++ if (_main_map.m[t].m2 == 4) _main_map.m[t].m2 = 5; // 'small trees' -> ROADSIDE_TREES + break; + case 1: // ROAD_TILE_CROSSING (there aren't monorail crossings in TTO) +- _m[t].m3 = _m[t].m1; // set owner of road = owner of rail ++ _main_map.m[t].m3 = _main_map.m[t].m1; // set owner of road = owner of rail + break; + case 2: // ROAD_TILE_DEPOT + break; +@@ -275,69 +275,69 @@ static bool FixTTOMapArray() + break; + + case MP_HOUSE: +- _m[t].m3 = _m[t].m2 & 0xC0; // construction stage +- _m[t].m2 &= 0x3F; // building type +- if (_m[t].m2 >= 5) _m[t].m2++; // skip "large office block on snow" ++ _main_map.m[t].m3 = _main_map.m[t].m2 & 0xC0; // construction stage ++ _main_map.m[t].m2 &= 0x3F; // building type ++ if (_main_map.m[t].m2 >= 5) _main_map.m[t].m2++; // skip "large office block on snow" + break; + + case MP_TREES: +- _m[t].m3 = GB(_m[t].m5, 3, 3); // type of trees +- _m[t].m5 &= 0xC7; // number of trees and growth status ++ _main_map.m[t].m3 = GB(_main_map.m[t].m5, 3, 3); // type of trees ++ _main_map.m[t].m5 &= 0xC7; // number of trees and growth status + break; + + case MP_STATION: +- _m[t].m3 = (_m[t].m5 >= 0x08 && _m[t].m5 <= 0x0F) ? 1 : 0; // monorail -> 1, others 0 (rail, road, airport, dock) +- if (_m[t].m5 >= 8) _m[t].m5 -= 8; // shift for monorail +- if (_m[t].m5 >= 0x42) _m[t].m5++; // skip heliport ++ _main_map.m[t].m3 = (_main_map.m[t].m5 >= 0x08 && _main_map.m[t].m5 <= 0x0F) ? 1 : 0; // monorail -> 1, others 0 (rail, road, airport, dock) ++ if (_main_map.m[t].m5 >= 8) _main_map.m[t].m5 -= 8; // shift for monorail ++ if (_main_map.m[t].m5 >= 0x42) _main_map.m[t].m5++; // skip heliport + break; + + case MP_WATER: +- _m[t].m3 = _m[t].m2 = 0; ++ _main_map.m[t].m3 = _main_map.m[t].m2 = 0; + break; + + case MP_VOID: +- _m[t].m2 = _m[t].m3 = _m[t].m5 = 0; ++ _main_map.m[t].m2 = _main_map.m[t].m3 = _main_map.m[t].m5 = 0; + break; + + case MP_INDUSTRY: +- _m[t].m3 = 0; +- switch (_m[t].m5) { ++ _main_map.m[t].m3 = 0; ++ switch (_main_map.m[t].m5) { + case 0x24: // farm silo +- _m[t].m5 = 0x25; ++ _main_map.m[t].m5 = 0x25; + break; + case 0x25: case 0x27: // farm + case 0x28: case 0x29: case 0x2A: case 0x2B: // factory +- _m[t].m5--; ++ _main_map.m[t].m5--; + break; + default: +- if (_m[t].m5 >= 0x2C) _m[t].m5 += 3; // iron ore mine, steel mill or bank ++ if (_main_map.m[t].m5 >= 0x2C) _main_map.m[t].m5 += 3; // iron ore mine, steel mill or bank + break; + } + break; + + case MP_TUNNELBRIDGE: +- if (HasBit(_m[t].m5, 7)) { // bridge +- byte m5 = _m[t].m5; +- _m[t].m5 = m5 & 0xE1; // copy bits 7..5, 1 +- if (GB(m5, 1, 2) == 1) _m[t].m5 |= 0x02; // road bridge +- if (GB(m5, 1, 2) == 3) _m[t].m2 |= 0xA0; // monorail bridge -> tubular, steel bridge ++ if (HasBit(_main_map.m[t].m5, 7)) { // bridge ++ byte m5 = _main_map.m[t].m5; ++ _main_map.m[t].m5 = m5 & 0xE1; // copy bits 7..5, 1 ++ if (GB(m5, 1, 2) == 1) _main_map.m[t].m5 |= 0x02; // road bridge ++ if (GB(m5, 1, 2) == 3) _main_map.m[t].m2 |= 0xA0; // monorail bridge -> tubular, steel bridge + if (!HasBit(m5, 6)) { // bridge head +- _m[t].m3 = (GB(m5, 1, 2) == 3) ? 1 : 0; // track subtype (1 for monorail, 0 for others) ++ _main_map.m[t].m3 = (GB(m5, 1, 2) == 3) ? 1 : 0; // track subtype (1 for monorail, 0 for others) + } else { // middle bridge part +- _m[t].m3 = HasBit(m5, 2) ? 0x10 : 0; // track subtype on bridge +- if (GB(m5, 3, 2) == 3) _m[t].m3 |= 1; // track subtype under bridge +- if (GB(m5, 3, 2) == 1) _m[t].m5 |= 0x08; // set for road/water under (0 for rail/clear) ++ _main_map.m[t].m3 = HasBit(m5, 2) ? 0x10 : 0; // track subtype on bridge ++ if (GB(m5, 3, 2) == 3) _main_map.m[t].m3 |= 1; // track subtype under bridge ++ if (GB(m5, 3, 2) == 1) _main_map.m[t].m5 |= 0x08; // set for road/water under (0 for rail/clear) + } + } else { // tunnel entrance/exit +- _m[t].m2 = 0; +- _m[t].m3 = HasBit(_m[t].m5, 3); // monorail +- _m[t].m5 &= HasBit(_m[t].m5, 3) ? 0x03 : 0x07 ; // direction, transport type (== 0 for rail) ++ _main_map.m[t].m2 = 0; ++ _main_map.m[t].m3 = HasBit(_main_map.m[t].m5, 3); // monorail ++ _main_map.m[t].m5 &= HasBit(_main_map.m[t].m5, 3) ? 0x03 : 0x07 ; // direction, transport type (== 0 for rail) + } + break; + + case MP_OBJECT: +- _m[t].m2 = 0; +- _m[t].m3 = 0; ++ _main_map.m[t].m2 = 0; ++ _main_map.m[t].m3 = 0; + break; + + default: +@@ -1473,15 +1473,15 @@ static bool LoadOldGameDifficulty(LoadgameState *ls, int num) + static bool LoadOldMapPart1(LoadgameState *ls, int num) + { + if (_savegame_type == SGT_TTO) { +- MemSetT(_m, 0, OLD_MAP_SIZE); +- MemSetT(_me, 0, OLD_MAP_SIZE); ++ MemSetT(_main_map.m, 0, OLD_MAP_SIZE); ++ MemSetT(_main_map.me, 0, OLD_MAP_SIZE); + } + + for (uint i = 0; i < OLD_MAP_SIZE; i++) { +- _m[i].m1 = ReadByte(ls); ++ _main_map.m[i].m1 = ReadByte(ls); + } + for (uint i = 0; i < OLD_MAP_SIZE; i++) { +- _m[i].m2 = ReadByte(ls); ++ _main_map.m[i].m2 = ReadByte(ls); + } + + if (_savegame_type != SGT_TTO) { +@@ -1491,10 +1491,10 @@ static bool LoadOldMapPart1(LoadgameState *ls, int num) + } + for (uint i = 0; i < OLD_MAP_SIZE / 4; i++) { + byte b = ReadByte(ls); +- _me[i * 4 + 0].m6 = GB(b, 0, 2); +- _me[i * 4 + 1].m6 = GB(b, 2, 2); +- _me[i * 4 + 2].m6 = GB(b, 4, 2); +- _me[i * 4 + 3].m6 = GB(b, 6, 2); ++ _main_map.me[i * 4 + 0].m6 = GB(b, 0, 2); ++ _main_map.me[i * 4 + 1].m6 = GB(b, 2, 2); ++ _main_map.me[i * 4 + 2].m6 = GB(b, 4, 2); ++ _main_map.me[i * 4 + 3].m6 = GB(b, 6, 2); + } + } + +@@ -1506,10 +1506,10 @@ static bool LoadOldMapPart2(LoadgameState *ls, int num) + uint i; + + for (i = 0; i < OLD_MAP_SIZE; i++) { +- _m[i].type = ReadByte(ls); ++ _main_map.m[i].type = ReadByte(ls); + } + for (i = 0; i < OLD_MAP_SIZE; i++) { +- _m[i].m5 = ReadByte(ls); ++ _main_map.m[i].m5 = ReadByte(ls); + } + + return true; +diff --git a/src/saveload/station_sl.cpp b/src/saveload/station_sl.cpp +index 391ba30a8..2c3ee383e 100644 +--- a/src/saveload/station_sl.cpp ++++ b/src/saveload/station_sl.cpp +@@ -95,7 +95,7 @@ void MoveBuoysToWaypoints() + TILE_AREA_LOOP(t, train_st) { + if (!IsTileType(t, MP_STATION) || GetStationIndex(t) != index) continue; + +- SB(_me[t].m6, 3, 3, STATION_WAYPOINT); ++ SB(_main_map.me[t].m6, 3, 3, STATION_WAYPOINT); + wp->rect.BeforeAddTile(t, StationRect::ADD_FORCE); + } + +diff --git a/src/saveload/waypoint_sl.cpp b/src/saveload/waypoint_sl.cpp +index 0f9396985..0abd04cbf 100644 +--- a/src/saveload/waypoint_sl.cpp ++++ b/src/saveload/waypoint_sl.cpp +@@ -75,10 +75,10 @@ void MoveWaypointsToBaseStations() + if (wp->delete_ctr != 0) continue; // The waypoint was deleted + + /* Waypoint indices were not added to the map prior to this. */ +- _m[wp->xy].m2 = (StationID)wp->index; ++ _main_map.m[wp->xy].m2 = (StationID)wp->index; + +- if (HasBit(_m[wp->xy].m3, 4)) { +- wp->spec = StationClass::Get(STAT_CLASS_WAYP)->GetSpec(_m[wp->xy].m4 + 1); ++ if (HasBit(_main_map.m[wp->xy].m3, 4)) { ++ wp->spec = StationClass::Get(STAT_CLASS_WAYP)->GetSpec(_main_map.m[wp->xy].m4 + 1); + } + } + } else { +@@ -111,12 +111,12 @@ void MoveWaypointsToBaseStations() + new_wp->string_id = STR_SV_STNAME_WAYPOINT; + + TileIndex t = wp->xy; +- if (IsTileType(t, MP_RAILWAY) && GetRailTileType(t) == 2 /* RAIL_TILE_WAYPOINT */ && _m[t].m2 == wp->index) { ++ if (IsTileType(t, MP_RAILWAY) && GetRailTileType(t) == 2 /* RAIL_TILE_WAYPOINT */ && _main_map.m[t].m2 == wp->index) { + /* The tile might've been reserved! */ +- bool reserved = !IsSavegameVersionBefore(100) && HasBit(_m[t].m5, 4); ++ bool reserved = !IsSavegameVersionBefore(100) && HasBit(_main_map.m[t].m5, 4); + + /* The tile really has our waypoint, so reassign the map array */ +- MakeRailWaypoint(t, GetTileOwner(t), new_wp->index, (Axis)GB(_m[t].m5, 0, 1), 0, GetRailType(t)); ++ MakeRailWaypoint(t, GetTileOwner(t), new_wp->index, (Axis)GB(_main_map.m[t].m5, 0, 1), 0, GetRailType(t)); + new_wp->facilities |= FACIL_TRAIN; + new_wp->owner = GetTileOwner(t); + +diff --git a/src/script/api/game/game_window.hpp.sq b/src/script/api/game/game_window.hpp.sq +index aa0b34b1e..070e30cd7 100644 +--- a/src/script/api/game/game_window.hpp.sq ++++ b/src/script/api/game/game_window.hpp.sq +@@ -250,6 +250,28 @@ void SQGSWindow_Register(Squirrel *engine) + SQGSWindow.DefSQConst(engine, ScriptWindow::WID_BV_BUILD_SEL, "WID_BV_BUILD_SEL"); + SQGSWindow.DefSQConst(engine, ScriptWindow::WID_BV_RENAME, "WID_BV_RENAME"); + SQGSWindow.DefSQConst(engine, ScriptWindow::WID_C_PANEL, "WID_C_PANEL"); ++ SQGSWindow.DefSQConst(engine, ScriptWindow::WID_CT_COPY, "WID_CT_COPY"); ++ SQGSWindow.DefSQConst(engine, ScriptWindow::WID_CT_PASTE, "WID_CT_PASTE"); ++ SQGSWindow.DefSQConst(engine, ScriptWindow::WID_CT_PASTE_FLAG_BUTTON_BEGIN, "WID_CT_PASTE_FLAG_BUTTON_BEGIN"); ++ SQGSWindow.DefSQConst(engine, ScriptWindow::WID_CT_WITH_RAIL, "WID_CT_WITH_RAIL"); ++ SQGSWindow.DefSQConst(engine, ScriptWindow::WID_CT_WITH_ROAD, "WID_CT_WITH_ROAD"); ++ SQGSWindow.DefSQConst(engine, ScriptWindow::WID_CT_WITH_WATER, "WID_CT_WITH_WATER"); ++ SQGSWindow.DefSQConst(engine, ScriptWindow::WID_CT_WITH_AIR, "WID_CT_WITH_AIR"); ++ SQGSWindow.DefSQConst(engine, ScriptWindow::WID_CT_MIRROR_SIGNALS, "WID_CT_MIRROR_SIGNALS"); ++ SQGSWindow.DefSQConst(engine, ScriptWindow::WID_CT_UPGRADE_BRIDGES, "WID_CT_UPGRADE_BRIDGES"); ++ SQGSWindow.DefSQConst(engine, ScriptWindow::WID_CT_WITH_STATIONS, "WID_CT_WITH_STATIONS"); ++ SQGSWindow.DefSQConst(engine, ScriptWindow::WID_CT_PASTE_FLAG_BUTTON_END, "WID_CT_PASTE_FLAG_BUTTON_END"); ++ SQGSWindow.DefSQConst(engine, ScriptWindow::WID_CT_CONVERT_RAILTYPE, "WID_CT_CONVERT_RAILTYPE"); ++ SQGSWindow.DefSQConst(engine, ScriptWindow::WID_CT_TERRAFORM, "WID_CT_TERRAFORM"); ++ SQGSWindow.DefSQConst(engine, ScriptWindow::WID_CT_TRANSFORMATION, "WID_CT_TRANSFORMATION"); ++ SQGSWindow.DefSQConst(engine, ScriptWindow::WID_CT_ROTATE_LEFT, "WID_CT_ROTATE_LEFT"); ++ SQGSWindow.DefSQConst(engine, ScriptWindow::WID_CT_ROTATE_RIGHT, "WID_CT_ROTATE_RIGHT"); ++ SQGSWindow.DefSQConst(engine, ScriptWindow::WID_CT_REFLECT_NE_SW, "WID_CT_REFLECT_NE_SW"); ++ SQGSWindow.DefSQConst(engine, ScriptWindow::WID_CT_REFLECT_NW_SE, "WID_CT_REFLECT_NW_SE"); ++ SQGSWindow.DefSQConst(engine, ScriptWindow::WID_CT_HEIGHT_DIFF_GLYPH, "WID_CT_HEIGHT_DIFF_GLYPH"); ++ SQGSWindow.DefSQConst(engine, ScriptWindow::WID_CT_HEIGHT_DIFF, "WID_CT_HEIGHT_DIFF"); ++ SQGSWindow.DefSQConst(engine, ScriptWindow::WID_CT_HEIGHT_DIFF_INCREASE, "WID_CT_HEIGHT_DIFF_INCREASE"); ++ SQGSWindow.DefSQConst(engine, ScriptWindow::WID_CT_HEIGHT_DIFF_DECREASE, "WID_CT_HEIGHT_DIFF_DECREASE"); + SQGSWindow.DefSQConst(engine, ScriptWindow::WID_C_CAPTION, "WID_C_CAPTION"); + SQGSWindow.DefSQConst(engine, ScriptWindow::WID_C_FACE, "WID_C_FACE"); + SQGSWindow.DefSQConst(engine, ScriptWindow::WID_C_FACE_TITLE, "WID_C_FACE_TITLE"); +@@ -1126,6 +1148,7 @@ void SQGSWindow_Register(Squirrel *engine) + SQGSWindow.DefSQConst(engine, ScriptWindow::WID_TT_LOWER_LAND, "WID_TT_LOWER_LAND"); + SQGSWindow.DefSQConst(engine, ScriptWindow::WID_TT_RAISE_LAND, "WID_TT_RAISE_LAND"); + SQGSWindow.DefSQConst(engine, ScriptWindow::WID_TT_LEVEL_LAND, "WID_TT_LEVEL_LAND"); ++ SQGSWindow.DefSQConst(engine, ScriptWindow::WID_TT_CLIPBOARD, "WID_TT_CLIPBOARD"); + SQGSWindow.DefSQConst(engine, ScriptWindow::WID_TT_DEMOLISH, "WID_TT_DEMOLISH"); + SQGSWindow.DefSQConst(engine, ScriptWindow::WID_TT_BUY_LAND, "WID_TT_BUY_LAND"); + SQGSWindow.DefSQConst(engine, ScriptWindow::WID_TT_PLANT_TREES, "WID_TT_PLANT_TREES"); +diff --git a/src/script/api/script_window.hpp b/src/script/api/script_window.hpp +index c2b6662fb..7b350e257 100644 +--- a/src/script/api/script_window.hpp ++++ b/src/script/api/script_window.hpp +@@ -23,6 +23,7 @@ + #include "../../widgets/bridge_widget.h" + #include "../../widgets/build_vehicle_widget.h" + #include "../../widgets/cheat_widget.h" ++#include "../../widgets/clipboard_widget.h" + #include "../../widgets/company_widget.h" + #include "../../widgets/console_widget.h" + #include "../../widgets/date_widget.h" +@@ -993,6 +994,43 @@ public: + WID_C_PANEL = ::WID_C_PANEL, ///< Panel where all cheats are shown in. + }; + ++ /* automatically generated from ../../widgets/clipboard_widget.h */ ++ /** Widgets of the #ClipboardToolbarWindow class. */ ++ enum ClipboardToolbarWidgets { ++ WID_CT_CLIPBOARD_1 = ::WID_CT_CLIPBOARD_1, ///< Button to switch to clipboard #1 ++ WID_CT_CLIPBOARD_2 = ::WID_CT_CLIPBOARD_2, ///< Button to switch to clipboard #2 ++ WID_CT_CLIPBOARD_3 = ::WID_CT_CLIPBOARD_3, ///< Button to switch to clipboard #3 ++ WID_CT_CLIPBOARD_4 = ::WID_CT_CLIPBOARD_4, ///< Button to switch to clipboard #4 ++ ++ WID_CT_COPY = ::WID_CT_COPY, ///< Copy button (single player) ++ WID_CT_PASTE = ::WID_CT_PASTE, ///< Paste button (single player) ++ ++ WID_CT_PASTE_FLAG_BUTTON_BEGIN = ::WID_CT_PASTE_FLAG_BUTTON_BEGIN, ///< First button to toggle copy-paste flag ++ WID_CT_WITH_RAIL = ::WID_CT_WITH_RAIL, ///< Toggle rails button ++ WID_CT_WITH_ROAD = ::WID_CT_WITH_ROAD, ///< Toggle roads button ++ WID_CT_WITH_WATER = ::WID_CT_WITH_WATER, ///< Toggle water button ++ WID_CT_WITH_AIR = ::WID_CT_WITH_AIR, ///< Toggle air button ++ WID_CT_MIRROR_SIGNALS = ::WID_CT_MIRROR_SIGNALS, ///< Toggle signal mirrorig button ++ WID_CT_UPGRADE_BRIDGES = ::WID_CT_UPGRADE_BRIDGES, ///< Toggle bridge upgrading button ++ WID_CT_WITH_STATIONS = ::WID_CT_WITH_STATIONS, ///< Toggle stations button ++ WID_CT_PASTE_FLAG_BUTTON_END = ::WID_CT_PASTE_FLAG_BUTTON_END, ///< Past-the-last button to toggle copy-paste flag ++ ++ WID_CT_CONVERT_RAILTYPE = ::WID_CT_CONVERT_RAILTYPE, ///< Button to select railtype to convert to ++ ++ WID_CT_TERRAFORM = ::WID_CT_TERRAFORM, ///< Button to select terraforming mode ++ ++ WID_CT_TRANSFORMATION = ::WID_CT_TRANSFORMATION, ///< Button to show/reset clipboard transformation ++ WID_CT_ROTATE_LEFT = ::WID_CT_ROTATE_LEFT, ///< Rotate left button ++ WID_CT_ROTATE_RIGHT = ::WID_CT_ROTATE_RIGHT, ///< Rotate right button ++ WID_CT_REFLECT_NE_SW = ::WID_CT_REFLECT_NE_SW, ///< Reflect against NE-SW axis button ++ WID_CT_REFLECT_NW_SE = ::WID_CT_REFLECT_NW_SE, ///< Reflect against NW-SE axis button ++ ++ WID_CT_HEIGHT_DIFF_GLYPH = ::WID_CT_HEIGHT_DIFF_GLYPH, ///< Image in front of buttons to increase/decrease height level ++ WID_CT_HEIGHT_DIFF = ::WID_CT_HEIGHT_DIFF, ///< Panel with buttons to increase/decrease height level ++ WID_CT_HEIGHT_DIFF_INCREASE = ::WID_CT_HEIGHT_DIFF_INCREASE, ///< Button to increase height level ++ WID_CT_HEIGHT_DIFF_DECREASE = ::WID_CT_HEIGHT_DIFF_DECREASE, ///< Button to decrease height level ++ }; ++ + /* automatically generated from ../../widgets/company_widget.h */ + /** Widgets of the #CompanyWindow class. */ + enum CompanyWidgets { +@@ -2313,6 +2351,7 @@ public: + WID_TT_LOWER_LAND = ::WID_TT_LOWER_LAND, ///< Lower land button. + WID_TT_RAISE_LAND = ::WID_TT_RAISE_LAND, ///< Raise land button. + WID_TT_LEVEL_LAND = ::WID_TT_LEVEL_LAND, ///< Level land button. ++ WID_TT_CLIPBOARD = ::WID_TT_CLIPBOARD, ///< Button to open the clipboard toolbar + WID_TT_DEMOLISH = ::WID_TT_DEMOLISH, ///< Demolish aka dynamite button. + WID_TT_BUY_LAND = ::WID_TT_BUY_LAND, ///< Buy land button. + WID_TT_PLANT_TREES = ::WID_TT_PLANT_TREES, ///< Plant trees button (note: opens separate window, no place-push-button). +diff --git a/src/script/api/template/template_window.hpp.sq b/src/script/api/template/template_window.hpp.sq +index a21a75ab8..14cac3dd8 100644 +--- a/src/script/api/template/template_window.hpp.sq ++++ b/src/script/api/template/template_window.hpp.sq +@@ -47,6 +47,8 @@ namespace SQConvert { + template <> inline int Return<ScriptWindow::BuildVehicleWidgets>(HSQUIRRELVM vm, ScriptWindow::BuildVehicleWidgets res) { sq_pushinteger(vm, (int32)res); return 1; } + template <> inline ScriptWindow::CheatWidgets GetParam(ForceType<ScriptWindow::CheatWidgets>, HSQUIRRELVM vm, int index, SQAutoFreePointers *ptr) { SQInteger tmp; sq_getinteger(vm, index, &tmp); return (ScriptWindow::CheatWidgets)tmp; } + template <> inline int Return<ScriptWindow::CheatWidgets>(HSQUIRRELVM vm, ScriptWindow::CheatWidgets res) { sq_pushinteger(vm, (int32)res); return 1; } ++ template <> inline ScriptWindow::ClipboardToolbarWidgets GetParam(ForceType<ScriptWindow::ClipboardToolbarWidgets>, HSQUIRRELVM vm, int index, SQAutoFreePointers *ptr) { SQInteger tmp; sq_getinteger(vm, index, &tmp); return (ScriptWindow::ClipboardToolbarWidgets)tmp; } ++ template <> inline int Return<ScriptWindow::ClipboardToolbarWidgets>(HSQUIRRELVM vm, ScriptWindow::ClipboardToolbarWidgets res) { sq_pushinteger(vm, (int32)res); return 1; } + template <> inline ScriptWindow::CompanyWidgets GetParam(ForceType<ScriptWindow::CompanyWidgets>, HSQUIRRELVM vm, int index, SQAutoFreePointers *ptr) { SQInteger tmp; sq_getinteger(vm, index, &tmp); return (ScriptWindow::CompanyWidgets)tmp; } + template <> inline int Return<ScriptWindow::CompanyWidgets>(HSQUIRRELVM vm, ScriptWindow::CompanyWidgets res) { sq_pushinteger(vm, (int32)res); return 1; } + template <> inline ScriptWindow::CompanyFinancesWidgets GetParam(ForceType<ScriptWindow::CompanyFinancesWidgets>, HSQUIRRELVM vm, int index, SQAutoFreePointers *ptr) { SQInteger tmp; sq_getinteger(vm, index, &tmp); return (ScriptWindow::CompanyFinancesWidgets)tmp; } +diff --git a/src/settings_gui.cpp b/src/settings_gui.cpp +index 5ebac0280..7344c2e7f 100644 +--- a/src/settings_gui.cpp ++++ b/src/settings_gui.cpp +@@ -1484,6 +1484,7 @@ static SettingsContainer &GetSettingsTree() + graphics->Add(new SettingEntry("gui.zoom_max")); + graphics->Add(new SettingEntry("gui.smallmap_land_colour")); + graphics->Add(new SettingEntry("gui.graph_line_thickness")); ++ graphics->Add(new SettingEntry("gui.forecast_display")); + } + + SettingsPage *sound = main->Add(new SettingsPage(STR_CONFIG_SETTING_SOUND)); +@@ -1540,6 +1541,7 @@ static SettingsContainer &GetSettingsTree() + construction->Add(new SettingEntry("gui.quick_goto")); + construction->Add(new SettingEntry("gui.default_rail_type")); + construction->Add(new SettingEntry("gui.disable_unsuitable_building")); ++ construction->Add(new SettingEntry("construction.clipboard_capacity")); + } + + interface->Add(new SettingEntry("gui.autosave")); +@@ -1567,6 +1569,7 @@ static SettingsContainer &GetSettingsTree() + advisors->Add(new SettingEntry("gui.vehicle_income_warn")); + advisors->Add(new SettingEntry("gui.lost_vehicle_warn")); + advisors->Add(new SettingEntry("gui.show_finances")); ++ advisors->Add(new SettingEntry("gui.townrating_indicator")); + advisors->Add(new SettingEntry("news_display.economy")); + advisors->Add(new SettingEntry("news_display.subsidies")); + advisors->Add(new SettingEntry("news_display.open")); +diff --git a/src/settings_gui.cpp.orig b/src/settings_gui.cpp.orig +new file mode 100644 +index 000000000..0420ba15b +--- /dev/null ++++ b/src/settings_gui.cpp.orig +@@ -0,0 +1,2671 @@ ++/* $Id$ */ ++ ++/* ++ * 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/>. ++ */ ++ ++/** @file settings_gui.cpp GUI for settings. */ ++ ++#include "stdafx.h" ++#include "currency.h" ++#include "error.h" ++#include "settings_gui.h" ++#include "textbuf_gui.h" ++#include "command_func.h" ++#include "network/network.h" ++#include "town.h" ++#include "settings_internal.h" ++#include "newgrf_townname.h" ++#include "strings_func.h" ++#include "window_func.h" ++#include "string_func.h" ++#include "widgets/dropdown_type.h" ++#include "widgets/dropdown_func.h" ++#include "highscore.h" ++#include "base_media_base.h" ++#include "company_base.h" ++#include "company_func.h" ++#include "viewport_func.h" ++#include "core/geometry_func.hpp" ++#include "ai/ai.hpp" ++#include "blitter/factory.hpp" ++#include "language.h" ++#include "textfile_gui.h" ++#include "stringfilter_type.h" ++#include "querystring_gui.h" ++ ++#include <vector> ++ ++#include "safeguards.h" ++ ++ ++static const StringID _driveside_dropdown[] = { ++ STR_GAME_OPTIONS_ROAD_VEHICLES_DROPDOWN_LEFT, ++ STR_GAME_OPTIONS_ROAD_VEHICLES_DROPDOWN_RIGHT, ++ INVALID_STRING_ID ++}; ++ ++static const StringID _autosave_dropdown[] = { ++ STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_OFF, ++ STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_EVERY_1_MONTH, ++ STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_EVERY_3_MONTHS, ++ STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_EVERY_6_MONTHS, ++ STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_EVERY_12_MONTHS, ++ INVALID_STRING_ID, ++}; ++ ++static const StringID _gui_zoom_dropdown[] = { ++ STR_GAME_OPTIONS_GUI_ZOOM_DROPDOWN_NORMAL, ++ STR_GAME_OPTIONS_GUI_ZOOM_DROPDOWN_2X_ZOOM, ++ STR_GAME_OPTIONS_GUI_ZOOM_DROPDOWN_4X_ZOOM, ++ INVALID_STRING_ID, ++}; ++ ++int _nb_orig_names = SPECSTR_TOWNNAME_LAST - SPECSTR_TOWNNAME_START + 1; ///< Number of original town names. ++static StringID *_grf_names = NULL; ///< Pointer to town names defined by NewGRFs. ++static int _nb_grf_names = 0; ///< Number of town names defined by NewGRFs. ++ ++static Dimension _circle_size; ///< Dimension of the circle +/- icon. This is here as not all users are within the class of the settings window. ++ ++static const void *ResolveVariableAddress(const GameSettings *settings_ptr, const SettingDesc *sd); ++ ++/** Allocate memory for the NewGRF town names. */ ++void InitGRFTownGeneratorNames() ++{ ++ free(_grf_names); ++ _grf_names = GetGRFTownNameList(); ++ _nb_grf_names = 0; ++ for (StringID *s = _grf_names; *s != INVALID_STRING_ID; s++) _nb_grf_names++; ++} ++ ++/** ++ * Get a town name. ++ * @param town_name Number of the wanted town name. ++ * @return Name of the town as string ID. ++ */ ++static inline StringID TownName(int town_name) ++{ ++ if (town_name < _nb_orig_names) return STR_GAME_OPTIONS_TOWN_NAME_ORIGINAL_ENGLISH + town_name; ++ town_name -= _nb_orig_names; ++ if (town_name < _nb_grf_names) return _grf_names[town_name]; ++ return STR_UNDEFINED; ++} ++ ++/** ++ * Get index of the current screen resolution. ++ * @return Index of the current screen resolution if it is a known resolution, #_num_resolutions otherwise. ++ */ ++static int GetCurRes() ++{ ++ int i; ++ ++ for (i = 0; i != _num_resolutions; i++) { ++ if ((int)_resolutions[i].width == _screen.width && ++ (int)_resolutions[i].height == _screen.height) { ++ break; ++ } ++ } ++ return i; ++} ++ ++static void ShowCustCurrency(); ++ ++template <class T> ++static DropDownList *BuiltSetDropDownList(int *selected_index) ++{ ++ int n = T::GetNumSets(); ++ *selected_index = T::GetIndexOfUsedSet(); ++ ++ DropDownList *list = new DropDownList(); ++ for (int i = 0; i < n; i++) { ++ *list->Append() = new DropDownListCharStringItem(T::GetSet(i)->name, i, (_game_mode == GM_MENU) ? false : (*selected_index != i)); ++ } ++ ++ return list; ++} ++ ++/** Window for displaying the textfile of a BaseSet. */ ++template <class TBaseSet> ++struct BaseSetTextfileWindow : public TextfileWindow { ++ const TBaseSet* baseset; ///< View the textfile of this BaseSet. ++ StringID content_type; ///< STR_CONTENT_TYPE_xxx for title. ++ ++ BaseSetTextfileWindow(TextfileType file_type, const TBaseSet* baseset, StringID content_type) : TextfileWindow(file_type), baseset(baseset), content_type(content_type) ++ { ++ const char *textfile = this->baseset->GetTextfile(file_type); ++ this->LoadTextfile(textfile, BASESET_DIR); ++ } ++ ++ /* virtual */ void SetStringParameters(int widget) const ++ { ++ if (widget == WID_TF_CAPTION) { ++ SetDParam(0, content_type); ++ SetDParamStr(1, this->baseset->name); ++ } ++ } ++}; ++ ++/** ++ * Open the BaseSet version of the textfile window. ++ * @param file_type The type of textfile to display. ++ * @param baseset The BaseSet to use. ++ * @param content_type STR_CONTENT_TYPE_xxx for title. ++ */ ++template <class TBaseSet> ++void ShowBaseSetTextfileWindow(TextfileType file_type, const TBaseSet* baseset, StringID content_type) ++{ ++ DeleteWindowByClass(WC_TEXTFILE); ++ new BaseSetTextfileWindow<TBaseSet>(file_type, baseset, content_type); ++} ++ ++struct GameOptionsWindow : Window { ++ GameSettings *opt; ++ bool reload; ++ ++ GameOptionsWindow(WindowDesc *desc) : Window(desc) ++ { ++ this->opt = &GetGameSettings(); ++ this->reload = false; ++ ++ this->InitNested(WN_GAME_OPTIONS_GAME_OPTIONS); ++ this->OnInvalidateData(0); ++ } ++ ++ ~GameOptionsWindow() ++ { ++ DeleteWindowById(WC_CUSTOM_CURRENCY, 0); ++ if (this->reload) _switch_mode = SM_MENU; ++ } ++ ++ /** ++ * Build the dropdown list for a specific widget. ++ * @param widget Widget to build list for ++ * @param selected_index Currently selected item ++ * @return the built dropdown list, or NULL if the widget has no dropdown menu. ++ */ ++ DropDownList *BuildDropDownList(int widget, int *selected_index) const ++ { ++ DropDownList *list = NULL; ++ switch (widget) { ++ case WID_GO_CURRENCY_DROPDOWN: { // Setup currencies dropdown ++ list = new DropDownList(); ++ *selected_index = this->opt->locale.currency; ++ StringID *items = BuildCurrencyDropdown(); ++ uint64 disabled = _game_mode == GM_MENU ? 0LL : ~GetMaskOfAllowedCurrencies(); ++ ++ /* Add non-custom currencies; sorted naturally */ ++ for (uint i = 0; i < CURRENCY_END; items++, i++) { ++ if (i == CURRENCY_CUSTOM) continue; ++ *list->Append() = new DropDownListStringItem(*items, i, HasBit(disabled, i)); ++ } ++ QSortT(list->Begin(), list->Length(), DropDownListStringItem::NatSortFunc); ++ ++ /* Append custom currency at the end */ ++ *list->Append() = new DropDownListItem(-1, false); // separator line ++ *list->Append() = new DropDownListStringItem(STR_GAME_OPTIONS_CURRENCY_CUSTOM, CURRENCY_CUSTOM, HasBit(disabled, CURRENCY_CUSTOM)); ++ break; ++ } ++ ++ case WID_GO_ROADSIDE_DROPDOWN: { // Setup road-side dropdown ++ list = new DropDownList(); ++ *selected_index = this->opt->vehicle.road_side; ++ const StringID *items = _driveside_dropdown; ++ uint disabled = 0; ++ ++ /* You can only change the drive side if you are in the menu or ingame with ++ * no vehicles present. In a networking game only the server can change it */ ++ extern bool RoadVehiclesAreBuilt(); ++ if ((_game_mode != GM_MENU && RoadVehiclesAreBuilt()) || (_networking && !_network_server)) { ++ disabled = ~(1 << this->opt->vehicle.road_side); // disable the other value ++ } ++ ++ for (uint i = 0; *items != INVALID_STRING_ID; items++, i++) { ++ *list->Append() = new DropDownListStringItem(*items, i, HasBit(disabled, i)); ++ } ++ break; ++ } ++ ++ case WID_GO_TOWNNAME_DROPDOWN: { // Setup townname dropdown ++ list = new DropDownList(); ++ *selected_index = this->opt->game_creation.town_name; ++ ++ int enabled_item = (_game_mode == GM_MENU || Town::GetNumItems() == 0) ? -1 : *selected_index; ++ ++ /* Add and sort newgrf townnames generators */ ++ for (int i = 0; i < _nb_grf_names; i++) { ++ int result = _nb_orig_names + i; ++ *list->Append() = new DropDownListStringItem(_grf_names[i], result, enabled_item != result && enabled_item >= 0); ++ } ++ QSortT(list->Begin(), list->Length(), DropDownListStringItem::NatSortFunc); ++ ++ int newgrf_size = list->Length(); ++ /* Insert newgrf_names at the top of the list */ ++ if (newgrf_size > 0) { ++ *list->Append() = new DropDownListItem(-1, false); // separator line ++ newgrf_size++; ++ } ++ ++ /* Add and sort original townnames generators */ ++ for (int i = 0; i < _nb_orig_names; i++) { ++ *list->Append() = new DropDownListStringItem(STR_GAME_OPTIONS_TOWN_NAME_ORIGINAL_ENGLISH + i, i, enabled_item != i && enabled_item >= 0); ++ } ++ QSortT(list->Begin() + newgrf_size, list->Length() - newgrf_size, DropDownListStringItem::NatSortFunc); ++ break; ++ } ++ ++ case WID_GO_AUTOSAVE_DROPDOWN: { // Setup autosave dropdown ++ list = new DropDownList(); ++ *selected_index = _settings_client.gui.autosave; ++ const StringID *items = _autosave_dropdown; ++ for (uint i = 0; *items != INVALID_STRING_ID; items++, i++) { ++ *list->Append() = new DropDownListStringItem(*items, i, false); ++ } ++ break; ++ } ++ ++ case WID_GO_LANG_DROPDOWN: { // Setup interface language dropdown ++ list = new DropDownList(); ++ for (uint i = 0; i < _languages.Length(); i++) { ++ if (&_languages[i] == _current_language) *selected_index = i; ++ *list->Append() = new DropDownListStringItem(SPECSTR_LANGUAGE_START + i, i, false); ++ } ++ QSortT(list->Begin(), list->Length(), DropDownListStringItem::NatSortFunc); ++ break; ++ } ++ ++ case WID_GO_RESOLUTION_DROPDOWN: // Setup resolution dropdown ++ if (_num_resolutions == 0) break; ++ ++ list = new DropDownList(); ++ *selected_index = GetCurRes(); ++ for (int i = 0; i < _num_resolutions; i++) { ++ *list->Append() = new DropDownListStringItem(SPECSTR_RESOLUTION_START + i, i, false); ++ } ++ break; ++ ++ case WID_GO_GUI_ZOOM_DROPDOWN: { ++ list = new DropDownList(); ++ *selected_index = ZOOM_LVL_OUT_4X - _gui_zoom; ++ const StringID *items = _gui_zoom_dropdown; ++ for (int i = 0; *items != INVALID_STRING_ID; items++, i++) { ++ *list->Append() = new DropDownListStringItem(*items, i, _settings_client.gui.zoom_min > ZOOM_LVL_OUT_4X - i); ++ } ++ break; ++ } ++ ++ case WID_GO_BASE_GRF_DROPDOWN: ++ list = BuiltSetDropDownList<BaseGraphics>(selected_index); ++ break; ++ ++ case WID_GO_BASE_SFX_DROPDOWN: ++ list = BuiltSetDropDownList<BaseSounds>(selected_index); ++ break; ++ ++ case WID_GO_BASE_MUSIC_DROPDOWN: ++ list = BuiltSetDropDownList<BaseMusic>(selected_index); ++ break; ++ ++ default: ++ return NULL; ++ } ++ ++ return list; ++ } ++ ++ virtual void SetStringParameters(int widget) const ++ { ++ switch (widget) { ++ case WID_GO_CURRENCY_DROPDOWN: SetDParam(0, _currency_specs[this->opt->locale.currency].name); break; ++ case WID_GO_ROADSIDE_DROPDOWN: SetDParam(0, STR_GAME_OPTIONS_ROAD_VEHICLES_DROPDOWN_LEFT + this->opt->vehicle.road_side); break; ++ case WID_GO_TOWNNAME_DROPDOWN: SetDParam(0, TownName(this->opt->game_creation.town_name)); break; ++ case WID_GO_AUTOSAVE_DROPDOWN: SetDParam(0, _autosave_dropdown[_settings_client.gui.autosave]); break; ++ case WID_GO_LANG_DROPDOWN: SetDParamStr(0, _current_language->own_name); break; ++ case WID_GO_RESOLUTION_DROPDOWN: SetDParam(0, GetCurRes() == _num_resolutions ? STR_GAME_OPTIONS_RESOLUTION_OTHER : SPECSTR_RESOLUTION_START + GetCurRes()); break; ++ case WID_GO_GUI_ZOOM_DROPDOWN: SetDParam(0, _gui_zoom_dropdown[ZOOM_LVL_OUT_4X - _gui_zoom]); break; ++ case WID_GO_BASE_GRF_DROPDOWN: SetDParamStr(0, BaseGraphics::GetUsedSet()->name); break; ++ case WID_GO_BASE_GRF_STATUS: SetDParam(0, BaseGraphics::GetUsedSet()->GetNumInvalid()); break; ++ case WID_GO_BASE_SFX_DROPDOWN: SetDParamStr(0, BaseSounds::GetUsedSet()->name); break; ++ case WID_GO_BASE_MUSIC_DROPDOWN: SetDParamStr(0, BaseMusic::GetUsedSet()->name); break; ++ case WID_GO_BASE_MUSIC_STATUS: SetDParam(0, BaseMusic::GetUsedSet()->GetNumInvalid()); break; ++ } ++ } ++ ++ virtual void DrawWidget(const Rect &r, int widget) const ++ { ++ switch (widget) { ++ case WID_GO_BASE_GRF_DESCRIPTION: ++ SetDParamStr(0, BaseGraphics::GetUsedSet()->GetDescription(GetCurrentLanguageIsoCode())); ++ DrawStringMultiLine(r.left, r.right, r.top, UINT16_MAX, STR_BLACK_RAW_STRING); ++ break; ++ ++ case WID_GO_BASE_SFX_DESCRIPTION: ++ SetDParamStr(0, BaseSounds::GetUsedSet()->GetDescription(GetCurrentLanguageIsoCode())); ++ DrawStringMultiLine(r.left, r.right, r.top, UINT16_MAX, STR_BLACK_RAW_STRING); ++ break; ++ ++ case WID_GO_BASE_MUSIC_DESCRIPTION: ++ SetDParamStr(0, BaseMusic::GetUsedSet()->GetDescription(GetCurrentLanguageIsoCode())); ++ DrawStringMultiLine(r.left, r.right, r.top, UINT16_MAX, STR_BLACK_RAW_STRING); ++ break; ++ } ++ } ++ ++ virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) ++ { ++ switch (widget) { ++ case WID_GO_BASE_GRF_DESCRIPTION: ++ /* Find the biggest description for the default size. */ ++ for (int i = 0; i < BaseGraphics::GetNumSets(); i++) { ++ SetDParamStr(0, BaseGraphics::GetSet(i)->GetDescription(GetCurrentLanguageIsoCode())); ++ size->height = max(size->height, (uint)GetStringHeight(STR_BLACK_RAW_STRING, size->width)); ++ } ++ break; ++ ++ case WID_GO_BASE_GRF_STATUS: ++ /* Find the biggest description for the default size. */ ++ for (int i = 0; i < BaseGraphics::GetNumSets(); i++) { ++ uint invalid_files = BaseGraphics::GetSet(i)->GetNumInvalid(); ++ if (invalid_files == 0) continue; ++ ++ SetDParam(0, invalid_files); ++ *size = maxdim(*size, GetStringBoundingBox(STR_GAME_OPTIONS_BASE_GRF_STATUS)); ++ } ++ break; ++ ++ case WID_GO_BASE_SFX_DESCRIPTION: ++ /* Find the biggest description for the default size. */ ++ for (int i = 0; i < BaseSounds::GetNumSets(); i++) { ++ SetDParamStr(0, BaseSounds::GetSet(i)->GetDescription(GetCurrentLanguageIsoCode())); ++ size->height = max(size->height, (uint)GetStringHeight(STR_BLACK_RAW_STRING, size->width)); ++ } ++ break; ++ ++ case WID_GO_BASE_MUSIC_DESCRIPTION: ++ /* Find the biggest description for the default size. */ ++ for (int i = 0; i < BaseMusic::GetNumSets(); i++) { ++ SetDParamStr(0, BaseMusic::GetSet(i)->GetDescription(GetCurrentLanguageIsoCode())); ++ size->height = max(size->height, (uint)GetStringHeight(STR_BLACK_RAW_STRING, size->width)); ++ } ++ break; ++ ++ case WID_GO_BASE_MUSIC_STATUS: ++ /* Find the biggest description for the default size. */ ++ for (int i = 0; i < BaseMusic::GetNumSets(); i++) { ++ uint invalid_files = BaseMusic::GetSet(i)->GetNumInvalid(); ++ if (invalid_files == 0) continue; ++ ++ SetDParam(0, invalid_files); ++ *size = maxdim(*size, GetStringBoundingBox(STR_GAME_OPTIONS_BASE_MUSIC_STATUS)); ++ } ++ break; ++ ++ default: { ++ int selected; ++ DropDownList *list = this->BuildDropDownList(widget, &selected); ++ if (list != NULL) { ++ /* Find the biggest item for the default size. */ ++ for (const DropDownListItem * const *it = list->Begin(); it != list->End(); it++) { ++ Dimension string_dim; ++ int width = (*it)->Width(); ++ string_dim.width = width + padding.width; ++ string_dim.height = (*it)->Height(width) + padding.height; ++ *size = maxdim(*size, string_dim); ++ } ++ delete list; ++ } ++ } ++ } ++ } ++ ++ virtual void OnClick(Point pt, int widget, int click_count) ++ { ++ if (widget >= WID_GO_BASE_GRF_TEXTFILE && widget < WID_GO_BASE_GRF_TEXTFILE + TFT_END) { ++ if (BaseGraphics::GetUsedSet() == NULL) return; ++ ++ ShowBaseSetTextfileWindow((TextfileType)(widget - WID_GO_BASE_GRF_TEXTFILE), BaseGraphics::GetUsedSet(), STR_CONTENT_TYPE_BASE_GRAPHICS); ++ return; ++ } ++ if (widget >= WID_GO_BASE_SFX_TEXTFILE && widget < WID_GO_BASE_SFX_TEXTFILE + TFT_END) { ++ if (BaseSounds::GetUsedSet() == NULL) return; ++ ++ ShowBaseSetTextfileWindow((TextfileType)(widget - WID_GO_BASE_SFX_TEXTFILE), BaseSounds::GetUsedSet(), STR_CONTENT_TYPE_BASE_SOUNDS); ++ return; ++ } ++ if (widget >= WID_GO_BASE_MUSIC_TEXTFILE && widget < WID_GO_BASE_MUSIC_TEXTFILE + TFT_END) { ++ if (BaseMusic::GetUsedSet() == NULL) return; ++ ++ ShowBaseSetTextfileWindow((TextfileType)(widget - WID_GO_BASE_MUSIC_TEXTFILE), BaseMusic::GetUsedSet(), STR_CONTENT_TYPE_BASE_MUSIC); ++ return; ++ } ++ switch (widget) { ++ case WID_GO_FULLSCREEN_BUTTON: // Click fullscreen on/off ++ /* try to toggle full-screen on/off */ ++ if (!ToggleFullScreen(!_fullscreen)) { ++ ShowErrorMessage(STR_ERROR_FULLSCREEN_FAILED, INVALID_STRING_ID, WL_ERROR); ++ } ++ this->SetWidgetLoweredState(WID_GO_FULLSCREEN_BUTTON, _fullscreen); ++ this->SetDirty(); ++ break; ++ ++ default: { ++ int selected; ++ DropDownList *list = this->BuildDropDownList(widget, &selected); ++ if (list != NULL) { ++ ShowDropDownList(this, list, selected, widget); ++ } else { ++ if (widget == WID_GO_RESOLUTION_DROPDOWN) ShowErrorMessage(STR_ERROR_RESOLUTION_LIST_FAILED, INVALID_STRING_ID, WL_ERROR); ++ } ++ break; ++ } ++ } ++ } ++ ++ /** ++ * Set the base media set. ++ * @param index the index of the media set ++ * @tparam T class of media set ++ */ ++ template <class T> ++ void SetMediaSet(int index) ++ { ++ if (_game_mode == GM_MENU) { ++ const char *name = T::GetSet(index)->name; ++ ++ free(T::ini_set); ++ T::ini_set = stredup(name); ++ ++ T::SetSet(name); ++ this->reload = true; ++ this->InvalidateData(); ++ } ++ } ++ ++ virtual void OnDropdownSelect(int widget, int index) ++ { ++ switch (widget) { ++ case WID_GO_CURRENCY_DROPDOWN: // Currency ++ if (index == CURRENCY_CUSTOM) ShowCustCurrency(); ++ this->opt->locale.currency = index; ++ ReInitAllWindows(); ++ break; ++ ++ case WID_GO_ROADSIDE_DROPDOWN: // Road side ++ if (this->opt->vehicle.road_side != index) { // only change if setting changed ++ uint i; ++ if (GetSettingFromName("vehicle.road_side", &i) == NULL) NOT_REACHED(); ++ SetSettingValue(i, index); ++ MarkWholeScreenDirty(); ++ } ++ break; ++ ++ case WID_GO_TOWNNAME_DROPDOWN: // Town names ++ if (_game_mode == GM_MENU || Town::GetNumItems() == 0) { ++ this->opt->game_creation.town_name = index; ++ SetWindowDirty(WC_GAME_OPTIONS, WN_GAME_OPTIONS_GAME_OPTIONS); ++ } ++ break; ++ ++ case WID_GO_AUTOSAVE_DROPDOWN: // Autosave options ++ _settings_client.gui.autosave = index; ++ this->SetDirty(); ++ break; ++ ++ case WID_GO_LANG_DROPDOWN: // Change interface language ++ ReadLanguagePack(&_languages[index]); ++ DeleteWindowByClass(WC_QUERY_STRING); ++ CheckForMissingGlyphs(); ++ UpdateAllVirtCoords(); ++ ReInitAllWindows(); ++ break; ++ ++ case WID_GO_RESOLUTION_DROPDOWN: // Change resolution ++ if (index < _num_resolutions && ChangeResInGame(_resolutions[index].width, _resolutions[index].height)) { ++ this->SetDirty(); ++ } ++ break; ++ ++ case WID_GO_GUI_ZOOM_DROPDOWN: ++ GfxClearSpriteCache(); ++ _gui_zoom = (ZoomLevel)(ZOOM_LVL_OUT_4X - index); ++ UpdateCursorSize(); ++ LoadStringWidthTable(); ++ UpdateAllVirtCoords(); ++ break; ++ ++ case WID_GO_BASE_GRF_DROPDOWN: ++ this->SetMediaSet<BaseGraphics>(index); ++ break; ++ ++ case WID_GO_BASE_SFX_DROPDOWN: ++ this->SetMediaSet<BaseSounds>(index); ++ break; ++ ++ case WID_GO_BASE_MUSIC_DROPDOWN: ++ this->SetMediaSet<BaseMusic>(index); ++ break; ++ } ++ } ++ ++ /** ++ * Some data on this window has become invalid. ++ * @param data Information about the changed data. @see GameOptionsInvalidationData ++ * @param gui_scope Whether the call is done from GUI scope. You may not do everything when not in GUI scope. See #InvalidateWindowData() for details. ++ */ ++ virtual void OnInvalidateData(int data = 0, bool gui_scope = true) ++ { ++ if (!gui_scope) return; ++ this->SetWidgetLoweredState(WID_GO_FULLSCREEN_BUTTON, _fullscreen); ++ ++ bool missing_files = BaseGraphics::GetUsedSet()->GetNumMissing() == 0; ++ this->GetWidget<NWidgetCore>(WID_GO_BASE_GRF_STATUS)->SetDataTip(missing_files ? STR_EMPTY : STR_GAME_OPTIONS_BASE_GRF_STATUS, STR_NULL); ++ ++ for (TextfileType tft = TFT_BEGIN; tft < TFT_END; tft++) { ++ this->SetWidgetDisabledState(WID_GO_BASE_GRF_TEXTFILE + tft, BaseGraphics::GetUsedSet() == NULL || BaseGraphics::GetUsedSet()->GetTextfile(tft) == NULL); ++ this->SetWidgetDisabledState(WID_GO_BASE_SFX_TEXTFILE + tft, BaseSounds::GetUsedSet() == NULL || BaseSounds::GetUsedSet()->GetTextfile(tft) == NULL); ++ this->SetWidgetDisabledState(WID_GO_BASE_MUSIC_TEXTFILE + tft, BaseMusic::GetUsedSet() == NULL || BaseMusic::GetUsedSet()->GetTextfile(tft) == NULL); ++ } ++ ++ missing_files = BaseMusic::GetUsedSet()->GetNumInvalid() == 0; ++ this->GetWidget<NWidgetCore>(WID_GO_BASE_MUSIC_STATUS)->SetDataTip(missing_files ? STR_EMPTY : STR_GAME_OPTIONS_BASE_MUSIC_STATUS, STR_NULL); ++ } ++}; ++ ++static const NWidgetPart _nested_game_options_widgets[] = { ++ NWidget(NWID_HORIZONTAL), ++ NWidget(WWT_CLOSEBOX, COLOUR_GREY), ++ NWidget(WWT_CAPTION, COLOUR_GREY), SetDataTip(STR_GAME_OPTIONS_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS), ++ EndContainer(), ++ NWidget(WWT_PANEL, COLOUR_GREY, WID_GO_BACKGROUND), SetPIP(6, 6, 10), ++ NWidget(NWID_HORIZONTAL), SetPIP(10, 10, 10), ++ NWidget(NWID_VERTICAL), SetPIP(0, 6, 0), ++ NWidget(WWT_FRAME, COLOUR_GREY), SetDataTip(STR_GAME_OPTIONS_ROAD_VEHICLES_FRAME, STR_NULL), ++ NWidget(WWT_DROPDOWN, COLOUR_GREY, WID_GO_ROADSIDE_DROPDOWN), SetMinimalSize(150, 12), SetDataTip(STR_BLACK_STRING, STR_GAME_OPTIONS_ROAD_VEHICLES_DROPDOWN_TOOLTIP), SetFill(1, 0), ++ EndContainer(), ++ NWidget(WWT_FRAME, COLOUR_GREY), SetDataTip(STR_GAME_OPTIONS_AUTOSAVE_FRAME, STR_NULL), ++ NWidget(WWT_DROPDOWN, COLOUR_GREY, WID_GO_AUTOSAVE_DROPDOWN), SetMinimalSize(150, 12), SetDataTip(STR_BLACK_STRING, STR_GAME_OPTIONS_AUTOSAVE_DROPDOWN_TOOLTIP), SetFill(1, 0), ++ EndContainer(), ++ NWidget(WWT_FRAME, COLOUR_GREY), SetDataTip(STR_GAME_OPTIONS_RESOLUTION, STR_NULL), ++ NWidget(WWT_DROPDOWN, COLOUR_GREY, WID_GO_RESOLUTION_DROPDOWN), SetMinimalSize(150, 12), SetDataTip(STR_BLACK_STRING, STR_GAME_OPTIONS_RESOLUTION_TOOLTIP), SetFill(1, 0), SetPadding(0, 0, 3, 0), ++ NWidget(NWID_HORIZONTAL), ++ NWidget(WWT_TEXT, COLOUR_GREY), SetMinimalSize(0, 12), SetFill(1, 0), SetDataTip(STR_GAME_OPTIONS_FULLSCREEN, STR_NULL), ++ NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_GO_FULLSCREEN_BUTTON), SetMinimalSize(21, 9), SetDataTip(STR_EMPTY, STR_GAME_OPTIONS_FULLSCREEN_TOOLTIP), ++ EndContainer(), ++ EndContainer(), ++ NWidget(WWT_FRAME, COLOUR_GREY), SetDataTip(STR_GAME_OPTIONS_GUI_ZOOM_FRAME, STR_NULL), ++ NWidget(WWT_DROPDOWN, COLOUR_GREY, WID_GO_GUI_ZOOM_DROPDOWN), SetMinimalSize(150, 12), SetDataTip(STR_BLACK_STRING, STR_GAME_OPTIONS_GUI_ZOOM_DROPDOWN_TOOLTIP), SetFill(1, 0), ++ EndContainer(), ++ EndContainer(), ++ ++ NWidget(NWID_VERTICAL), SetPIP(0, 6, 0), ++ NWidget(WWT_FRAME, COLOUR_GREY), SetDataTip(STR_GAME_OPTIONS_TOWN_NAMES_FRAME, STR_NULL), ++ NWidget(WWT_DROPDOWN, COLOUR_GREY, WID_GO_TOWNNAME_DROPDOWN), SetMinimalSize(150, 12), SetDataTip(STR_BLACK_STRING, STR_GAME_OPTIONS_TOWN_NAMES_DROPDOWN_TOOLTIP), SetFill(1, 0), ++ EndContainer(), ++ NWidget(WWT_FRAME, COLOUR_GREY), SetDataTip(STR_GAME_OPTIONS_LANGUAGE, STR_NULL), ++ NWidget(WWT_DROPDOWN, COLOUR_GREY, WID_GO_LANG_DROPDOWN), SetMinimalSize(150, 12), SetDataTip(STR_BLACK_RAW_STRING, STR_GAME_OPTIONS_LANGUAGE_TOOLTIP), SetFill(1, 0), ++ EndContainer(), ++ NWidget(WWT_FRAME, COLOUR_GREY), SetDataTip(STR_GAME_OPTIONS_CURRENCY_UNITS_FRAME, STR_NULL), ++ NWidget(WWT_DROPDOWN, COLOUR_GREY, WID_GO_CURRENCY_DROPDOWN), SetMinimalSize(150, 12), SetDataTip(STR_BLACK_STRING, STR_GAME_OPTIONS_CURRENCY_UNITS_DROPDOWN_TOOLTIP), SetFill(1, 0), ++ EndContainer(), ++ NWidget(NWID_SPACER), SetMinimalSize(0, 0), SetFill(0, 1), ++ EndContainer(), ++ EndContainer(), ++ ++ NWidget(WWT_FRAME, COLOUR_GREY), SetDataTip(STR_GAME_OPTIONS_BASE_GRF, STR_NULL), SetPadding(0, 10, 0, 10), ++ NWidget(NWID_HORIZONTAL), SetPIP(0, 30, 0), ++ NWidget(WWT_DROPDOWN, COLOUR_GREY, WID_GO_BASE_GRF_DROPDOWN), SetMinimalSize(150, 12), SetDataTip(STR_BLACK_RAW_STRING, STR_GAME_OPTIONS_BASE_GRF_TOOLTIP), ++ NWidget(WWT_TEXT, COLOUR_GREY, WID_GO_BASE_GRF_STATUS), SetMinimalSize(150, 12), SetDataTip(STR_EMPTY, STR_NULL), SetFill(1, 0), ++ EndContainer(), ++ NWidget(WWT_TEXT, COLOUR_GREY, WID_GO_BASE_GRF_DESCRIPTION), SetMinimalSize(330, 0), SetDataTip(STR_EMPTY, STR_GAME_OPTIONS_BASE_GRF_DESCRIPTION_TOOLTIP), SetFill(1, 0), SetPadding(6, 0, 6, 0), ++ NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), SetPIP(7, 0, 7), ++ NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_GO_BASE_GRF_TEXTFILE + TFT_README), SetFill(1, 0), SetResize(1, 0), SetDataTip(STR_TEXTFILE_VIEW_README, STR_NULL), ++ NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_GO_BASE_GRF_TEXTFILE + TFT_CHANGELOG), SetFill(1, 0), SetResize(1, 0), SetDataTip(STR_TEXTFILE_VIEW_CHANGELOG, STR_NULL), ++ NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_GO_BASE_GRF_TEXTFILE + TFT_LICENSE), SetFill(1, 0), SetResize(1, 0), SetDataTip(STR_TEXTFILE_VIEW_LICENCE, STR_NULL), ++ EndContainer(), ++ EndContainer(), ++ ++ NWidget(WWT_FRAME, COLOUR_GREY), SetDataTip(STR_GAME_OPTIONS_BASE_SFX, STR_NULL), SetPadding(0, 10, 0, 10), ++ NWidget(NWID_HORIZONTAL), SetPIP(0, 30, 0), ++ NWidget(WWT_DROPDOWN, COLOUR_GREY, WID_GO_BASE_SFX_DROPDOWN), SetMinimalSize(150, 12), SetDataTip(STR_BLACK_RAW_STRING, STR_GAME_OPTIONS_BASE_SFX_TOOLTIP), ++ NWidget(NWID_SPACER), SetFill(1, 0), ++ EndContainer(), ++ NWidget(WWT_TEXT, COLOUR_GREY, WID_GO_BASE_SFX_DESCRIPTION), SetMinimalSize(330, 0), SetDataTip(STR_EMPTY, STR_GAME_OPTIONS_BASE_SFX_DESCRIPTION_TOOLTIP), SetFill(1, 0), SetPadding(6, 0, 6, 0), ++ NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), SetPIP(7, 0, 7), ++ NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_GO_BASE_SFX_TEXTFILE + TFT_README), SetFill(1, 0), SetResize(1, 0), SetDataTip(STR_TEXTFILE_VIEW_README, STR_NULL), ++ NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_GO_BASE_SFX_TEXTFILE + TFT_CHANGELOG), SetFill(1, 0), SetResize(1, 0), SetDataTip(STR_TEXTFILE_VIEW_CHANGELOG, STR_NULL), ++ NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_GO_BASE_SFX_TEXTFILE + TFT_LICENSE), SetFill(1, 0), SetResize(1, 0), SetDataTip(STR_TEXTFILE_VIEW_LICENCE, STR_NULL), ++ EndContainer(), ++ EndContainer(), ++ ++ NWidget(WWT_FRAME, COLOUR_GREY), SetDataTip(STR_GAME_OPTIONS_BASE_MUSIC, STR_NULL), SetPadding(0, 10, 0, 10), ++ NWidget(NWID_HORIZONTAL), SetPIP(0, 30, 0), ++ NWidget(WWT_DROPDOWN, COLOUR_GREY, WID_GO_BASE_MUSIC_DROPDOWN), SetMinimalSize(150, 12), SetDataTip(STR_BLACK_RAW_STRING, STR_GAME_OPTIONS_BASE_MUSIC_TOOLTIP), ++ NWidget(WWT_TEXT, COLOUR_GREY, WID_GO_BASE_MUSIC_STATUS), SetMinimalSize(150, 12), SetDataTip(STR_EMPTY, STR_NULL), SetFill(1, 0), ++ EndContainer(), ++ NWidget(WWT_TEXT, COLOUR_GREY, WID_GO_BASE_MUSIC_DESCRIPTION), SetMinimalSize(330, 0), SetDataTip(STR_EMPTY, STR_GAME_OPTIONS_BASE_MUSIC_DESCRIPTION_TOOLTIP), SetFill(1, 0), SetPadding(6, 0, 6, 0), ++ NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), SetPIP(7, 0, 7), ++ NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_GO_BASE_MUSIC_TEXTFILE + TFT_README), SetFill(1, 0), SetResize(1, 0), SetDataTip(STR_TEXTFILE_VIEW_README, STR_NULL), ++ NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_GO_BASE_MUSIC_TEXTFILE + TFT_CHANGELOG), SetFill(1, 0), SetResize(1, 0), SetDataTip(STR_TEXTFILE_VIEW_CHANGELOG, STR_NULL), ++ NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_GO_BASE_MUSIC_TEXTFILE + TFT_LICENSE), SetFill(1, 0), SetResize(1, 0), SetDataTip(STR_TEXTFILE_VIEW_LICENCE, STR_NULL), ++ EndContainer(), ++ EndContainer(), ++ EndContainer(), ++}; ++ ++static WindowDesc _game_options_desc( ++ WDP_CENTER, "settings_game", 0, 0, ++ WC_GAME_OPTIONS, WC_NONE, ++ 0, ++ _nested_game_options_widgets, lengthof(_nested_game_options_widgets) ++); ++ ++/** Open the game options window. */ ++void ShowGameOptions() ++{ ++ DeleteWindowByClass(WC_GAME_OPTIONS); ++ new GameOptionsWindow(&_game_options_desc); ++} ++ ++static int SETTING_HEIGHT = 11; ///< Height of a single setting in the tree view in pixels ++static const int LEVEL_WIDTH = 15; ///< Indenting width of a sub-page in pixels ++ ++/** ++ * Flags for #SettingEntry ++ * @note The #SEF_BUTTONS_MASK matches expectations of the formal parameter 'state' of #DrawArrowButtons ++ */ ++enum SettingEntryFlags { ++ SEF_LEFT_DEPRESSED = 0x01, ///< Of a numeric setting entry, the left button is depressed ++ SEF_RIGHT_DEPRESSED = 0x02, ///< Of a numeric setting entry, the right button is depressed ++ SEF_BUTTONS_MASK = (SEF_LEFT_DEPRESSED | SEF_RIGHT_DEPRESSED), ///< Bit-mask for button flags ++ ++ SEF_LAST_FIELD = 0x04, ///< This entry is the last one in a (sub-)page ++ SEF_FILTERED = 0x08, ///< Entry is hidden by the string filter ++}; ++ ++/** How the list of advanced settings is filtered. */ ++enum RestrictionMode { ++ RM_BASIC, ///< Display settings associated to the "basic" list. ++ RM_ADVANCED, ///< Display settings associated to the "advanced" list. ++ RM_ALL, ///< List all settings regardless of the default/newgame/... values. ++ RM_CHANGED_AGAINST_DEFAULT, ///< Show only settings which are different compared to default values. ++ RM_CHANGED_AGAINST_NEW, ///< Show only settings which are different compared to the user's new game setting values. ++ RM_END, ///< End for iteration. ++}; ++DECLARE_POSTFIX_INCREMENT(RestrictionMode) ++ ++/** Filter for settings list. */ ++struct SettingFilter { ++ StringFilter string; ///< Filter string. ++ RestrictionMode min_cat; ///< Minimum category needed to display all filtered strings (#RM_BASIC, #RM_ADVANCED, or #RM_ALL). ++ bool type_hides; ///< Whether the type hides filtered strings. ++ RestrictionMode mode; ///< Filter based on category. ++ SettingType type; ///< Filter based on type. ++}; ++ ++/** Data structure describing a single setting in a tab */ ++struct BaseSettingEntry { ++ byte flags; ///< Flags of the setting entry. @see SettingEntryFlags ++ byte level; ///< Nesting level of this setting entry ++ ++ BaseSettingEntry() : flags(0), level(0) {} ++ virtual ~BaseSettingEntry() {} ++ ++ virtual void Init(byte level = 0); ++ virtual void FoldAll() {} ++ virtual void UnFoldAll() {} ++ ++ /** ++ * Set whether this is the last visible entry of the parent node. ++ * @param last_field Value to set ++ */ ++ void SetLastField(bool last_field) { if (last_field) SETBITS(this->flags, SEF_LAST_FIELD); else CLRBITS(this->flags, SEF_LAST_FIELD); } ++ ++ virtual uint Length() const = 0; ++ virtual void GetFoldingState(bool &all_folded, bool &all_unfolded) const {} ++ virtual bool IsVisible(const BaseSettingEntry *item) const; ++ virtual BaseSettingEntry *FindEntry(uint row, uint *cur_row); ++ virtual uint GetMaxHelpHeight(int maxw) { return 0; } ++ ++ /** ++ * Check whether an entry is hidden due to filters ++ * @return true if hidden. ++ */ ++ bool IsFiltered() const { return (this->flags & SEF_FILTERED) != 0; } ++ ++ virtual bool UpdateFilterState(SettingFilter &filter, bool force_visible) = 0; ++ ++ virtual uint Draw(GameSettings *settings_ptr, int left, int right, int y, uint first_row, uint max_row, BaseSettingEntry *selected, uint cur_row = 0, uint parent_last = 0) const; ++ ++protected: ++ virtual void DrawSetting(GameSettings *settings_ptr, int left, int right, int y, bool highlight) const = 0; ++}; ++ ++/** Standard setting */ ++struct SettingEntry : BaseSettingEntry { ++ const char *name; ///< Name of the setting ++ const SettingDesc *setting; ///< Setting description of the setting ++ uint index; ///< Index of the setting in the settings table ++ ++ SettingEntry(const char *name); ++ ++ virtual void Init(byte level = 0); ++ virtual uint Length() const; ++ virtual uint GetMaxHelpHeight(int maxw); ++ virtual bool UpdateFilterState(SettingFilter &filter, bool force_visible); ++ ++ void SetButtons(byte new_val); ++ ++ /** ++ * Get the help text of a single setting. ++ * @return The requested help text. ++ */ ++ inline StringID GetHelpText() const ++ { ++ return this->setting->desc.str_help; ++ } ++ ++ void SetValueDParams(uint first_param, int32 value) const; ++ ++protected: ++ virtual void DrawSetting(GameSettings *settings_ptr, int left, int right, int y, bool highlight) const; ++ ++private: ++ bool IsVisibleByRestrictionMode(RestrictionMode mode) const; ++}; ++ ++/** Containers for BaseSettingEntry */ ++struct SettingsContainer { ++ typedef std::vector<BaseSettingEntry*> EntryVector; ++ EntryVector entries; ///< Settings on this page ++ ++ template<typename T> ++ T *Add(T *item) ++ { ++ this->entries.push_back(item); ++ return item; ++ } ++ ++ void Init(byte level = 0); ++ void FoldAll(); ++ void UnFoldAll(); ++ ++ uint Length() const; ++ void GetFoldingState(bool &all_folded, bool &all_unfolded) const; ++ bool IsVisible(const BaseSettingEntry *item) const; ++ BaseSettingEntry *FindEntry(uint row, uint *cur_row); ++ uint GetMaxHelpHeight(int maxw); ++ ++ bool UpdateFilterState(SettingFilter &filter, bool force_visible); ++ ++ uint Draw(GameSettings *settings_ptr, int left, int right, int y, uint first_row, uint max_row, BaseSettingEntry *selected, uint cur_row = 0, uint parent_last = 0) const; ++}; ++ ++/** Data structure describing one page of settings in the settings window. */ ++struct SettingsPage : BaseSettingEntry, SettingsContainer { ++ StringID title; ///< Title of the sub-page ++ bool folded; ///< Sub-page is folded (not visible except for its title) ++ ++ SettingsPage(StringID title); ++ ++ virtual void Init(byte level = 0); ++ virtual void FoldAll(); ++ virtual void UnFoldAll(); ++ ++ virtual uint Length() const; ++ virtual void GetFoldingState(bool &all_folded, bool &all_unfolded) const; ++ virtual bool IsVisible(const BaseSettingEntry *item) const; ++ virtual BaseSettingEntry *FindEntry(uint row, uint *cur_row); ++ virtual uint GetMaxHelpHeight(int maxw) { return SettingsContainer::GetMaxHelpHeight(maxw); } ++ ++ virtual bool UpdateFilterState(SettingFilter &filter, bool force_visible); ++ ++ virtual uint Draw(GameSettings *settings_ptr, int left, int right, int y, uint first_row, uint max_row, BaseSettingEntry *selected, uint cur_row = 0, uint parent_last = 0) const; ++ ++protected: ++ virtual void DrawSetting(GameSettings *settings_ptr, int left, int right, int y, bool highlight) const; ++}; ++ ++/* == BaseSettingEntry methods == */ ++ ++/** ++ * Initialization of a setting entry ++ * @param level Page nesting level of this entry ++ */ ++void BaseSettingEntry::Init(byte level) ++{ ++ this->level = level; ++} ++ ++/** ++ * Check whether an entry is visible and not folded or filtered away. ++ * Note: This does not consider the scrolling range; it might still require scrolling to make the setting really visible. ++ * @param item Entry to search for. ++ * @return true if entry is visible. ++ */ ++bool BaseSettingEntry::IsVisible(const BaseSettingEntry *item) const ++{ ++ if (this->IsFiltered()) return false; ++ if (this == item) return true; ++ return false; ++} ++ ++/** ++ * Find setting entry at row \a row_num ++ * @param row_num Index of entry to return ++ * @param cur_row Current row number ++ * @return The requested setting entry or \c NULL if it not found (folded or filtered) ++ */ ++BaseSettingEntry *BaseSettingEntry::FindEntry(uint row_num, uint *cur_row) ++{ ++ if (this->IsFiltered()) return NULL; ++ if (row_num == *cur_row) return this; ++ (*cur_row)++; ++ return NULL; ++} ++ ++/** ++ * Draw a row in the settings panel. ++ * ++ * The scrollbar uses rows of the page, while the page data structure is a tree of #SettingsPage and #SettingEntry objects. ++ * As a result, the drawing routing traverses the tree from top to bottom, counting rows in \a cur_row until it reaches \a first_row. ++ * Then it enables drawing rows while traversing until \a max_row is reached, at which point drawing is terminated. ++ * ++ * The \a parent_last parameter ensures that the vertical lines at the left are ++ * only drawn when another entry follows, that it prevents output like ++ * \verbatim ++ * |-- setting ++ * |-- (-) - Title ++ * | |-- setting ++ * | |-- setting ++ * \endverbatim ++ * The left-most vertical line is not wanted. It is prevented by setting the ++ * appropriate bit in the \a parent_last parameter. ++ * ++ * @param settings_ptr Pointer to current values of all settings ++ * @param left Left-most position in window/panel to start drawing \a first_row ++ * @param right Right-most x position to draw strings at. ++ * @param y Upper-most position in window/panel to start drawing \a first_row ++ * @param first_row First row number to draw ++ * @param max_row Row-number to stop drawing (the row-number of the row below the last row to draw) ++ * @param selected Selected entry by the user. ++ * @param cur_row Current row number (internal variable) ++ * @param parent_last Last-field booleans of parent page level (page level \e i sets bit \e i to 1 if it is its last field) ++ * @return Row number of the next row to draw ++ */ ++uint BaseSettingEntry::Draw(GameSettings *settings_ptr, int left, int right, int y, uint first_row, uint max_row, BaseSettingEntry *selected, uint cur_row, uint parent_last) const ++{ ++ if (this->IsFiltered()) return cur_row; ++ if (cur_row >= max_row) return cur_row; ++ ++ bool rtl = _current_text_dir == TD_RTL; ++ int offset = rtl ? -4 : 4; ++ int level_width = rtl ? -LEVEL_WIDTH : LEVEL_WIDTH; ++ ++ int x = rtl ? right : left; ++ if (cur_row >= first_row) { ++ int colour = _colour_gradient[COLOUR_ORANGE][4]; ++ y += (cur_row - first_row) * SETTING_HEIGHT; // Compute correct y start position ++ ++ /* Draw vertical for parent nesting levels */ ++ for (uint lvl = 0; lvl < this->level; lvl++) { ++ if (!HasBit(parent_last, lvl)) GfxDrawLine(x + offset, y, x + offset, y + SETTING_HEIGHT - 1, colour); ++ x += level_width; ++ } ++ /* draw own |- prefix */ ++ int halfway_y = y + SETTING_HEIGHT / 2; ++ int bottom_y = (flags & SEF_LAST_FIELD) ? halfway_y : y + SETTING_HEIGHT - 1; ++ GfxDrawLine(x + offset, y, x + offset, bottom_y, colour); ++ /* Small horizontal line from the last vertical line */ ++ GfxDrawLine(x + offset, halfway_y, x + level_width - offset, halfway_y, colour); ++ x += level_width; ++ ++ this->DrawSetting(settings_ptr, rtl ? left : x, rtl ? x : right, y, this == selected); ++ } ++ cur_row++; ++ ++ return cur_row; ++} ++ ++/* == SettingEntry methods == */ ++ ++/** ++ * Constructor for a single setting in the 'advanced settings' window ++ * @param name Name of the setting in the setting table ++ */ ++SettingEntry::SettingEntry(const char *name) ++{ ++ this->name = name; ++ this->setting = NULL; ++ this->index = 0; ++} ++ ++/** ++ * Initialization of a setting entry ++ * @param level Page nesting level of this entry ++ */ ++void SettingEntry::Init(byte level) ++{ ++ BaseSettingEntry::Init(level); ++ this->setting = GetSettingFromName(this->name, &this->index); ++ assert(this->setting != NULL); ++} ++ ++/** ++ * Set the button-depressed flags (#SEF_LEFT_DEPRESSED and #SEF_RIGHT_DEPRESSED) to a specified value ++ * @param new_val New value for the button flags ++ * @see SettingEntryFlags ++ */ ++void SettingEntry::SetButtons(byte new_val) ++{ ++ assert((new_val & ~SEF_BUTTONS_MASK) == 0); // Should not touch any flags outside the buttons ++ this->flags = (this->flags & ~SEF_BUTTONS_MASK) | new_val; ++} ++ ++/** Return number of rows needed to display the (filtered) entry */ ++uint SettingEntry::Length() const ++{ ++ return this->IsFiltered() ? 0 : 1; ++} ++ ++/** ++ * Get the biggest height of the help text(s), if the width is at least \a maxw. Help text gets wrapped if needed. ++ * @param maxw Maximal width of a line help text. ++ * @return Biggest height needed to display any help text of this node (and its descendants). ++ */ ++uint SettingEntry::GetMaxHelpHeight(int maxw) ++{ ++ return GetStringHeight(this->GetHelpText(), maxw); ++} ++ ++/** ++ * Checks whether an entry shall be made visible based on the restriction mode. ++ * @param mode The current status of the restriction drop down box. ++ * @return true if the entry shall be visible. ++ */ ++bool SettingEntry::IsVisibleByRestrictionMode(RestrictionMode mode) const ++{ ++ /* There shall not be any restriction, i.e. all settings shall be visible. */ ++ if (mode == RM_ALL) return true; ++ ++ GameSettings *settings_ptr = &GetGameSettings(); ++ const SettingDesc *sd = this->setting; ++ ++ if (mode == RM_BASIC) return (this->setting->desc.cat & SC_BASIC_LIST) != 0; ++ if (mode == RM_ADVANCED) return (this->setting->desc.cat & SC_ADVANCED_LIST) != 0; ++ ++ /* Read the current value. */ ++ const void *var = ResolveVariableAddress(settings_ptr, sd); ++ int64 current_value = ReadValue(var, sd->save.conv); ++ ++ int64 filter_value; ++ ++ if (mode == RM_CHANGED_AGAINST_DEFAULT) { ++ /* This entry shall only be visible, if the value deviates from its default value. */ ++ ++ /* Read the default value. */ ++ filter_value = ReadValue(&sd->desc.def, sd->save.conv); ++ } else { ++ assert(mode == RM_CHANGED_AGAINST_NEW); ++ /* This entry shall only be visible, if the value deviates from ++ * its value is used when starting a new game. */ ++ ++ /* Make sure we're not comparing the new game settings against itself. */ ++ assert(settings_ptr != &_settings_newgame); ++ ++ /* Read the new game's value. */ ++ var = ResolveVariableAddress(&_settings_newgame, sd); ++ filter_value = ReadValue(var, sd->save.conv); ++ } ++ ++ return current_value != filter_value; ++} ++ ++/** ++ * Update the filter state. ++ * @param filter Filter ++ * @param force_visible Whether to force all items visible, no matter what (due to filter text; not affected by restriction drop down box). ++ * @return true if item remains visible ++ */ ++bool SettingEntry::UpdateFilterState(SettingFilter &filter, bool force_visible) ++{ ++ CLRBITS(this->flags, SEF_FILTERED); ++ ++ bool visible = true; ++ ++ const SettingDesc *sd = this->setting; ++ if (!force_visible && !filter.string.IsEmpty()) { ++ /* Process the search text filter for this item. */ ++ filter.string.ResetState(); ++ ++ const SettingDescBase *sdb = &sd->desc; ++ ++ SetDParam(0, STR_EMPTY); ++ filter.string.AddLine(sdb->str); ++ filter.string.AddLine(this->GetHelpText()); ++ ++ visible = filter.string.GetState(); ++ } ++ ++ if (visible) { ++ if (filter.type != ST_ALL && sd->GetType() != filter.type) { ++ filter.type_hides = true; ++ visible = false; ++ } ++ if (!this->IsVisibleByRestrictionMode(filter.mode)) { ++ while (filter.min_cat < RM_ALL && (filter.min_cat == filter.mode || !this->IsVisibleByRestrictionMode(filter.min_cat))) filter.min_cat++; ++ visible = false; ++ } ++ } ++ ++ if (!visible) SETBITS(this->flags, SEF_FILTERED); ++ return visible; ++} ++ ++ ++static const void *ResolveVariableAddress(const GameSettings *settings_ptr, const SettingDesc *sd) ++{ ++ if ((sd->desc.flags & SGF_PER_COMPANY) != 0) { ++ if (Company::IsValidID(_local_company) && _game_mode != GM_MENU) { ++ return GetVariableAddress(&Company::Get(_local_company)->settings, &sd->save); ++ } else { ++ return GetVariableAddress(&_settings_client.company, &sd->save); ++ } ++ } else { ++ return GetVariableAddress(settings_ptr, &sd->save); ++ } ++} ++ ++/** ++ * Set the DParams for drawing the value of a setting. ++ * @param first_param First DParam to use ++ * @param value Setting value to set params for. ++ */ ++void SettingEntry::SetValueDParams(uint first_param, int32 value) const ++{ ++ const SettingDescBase *sdb = &this->setting->desc; ++ if (sdb->cmd == SDT_BOOLX) { ++ SetDParam(first_param++, value != 0 ? STR_CONFIG_SETTING_ON : STR_CONFIG_SETTING_OFF); ++ } else { ++ if ((sdb->flags & SGF_MULTISTRING) != 0) { ++ SetDParam(first_param++, sdb->str_val - sdb->min + value); ++ } else if ((sdb->flags & SGF_DISPLAY_ABS) != 0) { ++ SetDParam(first_param++, sdb->str_val + ((value >= 0) ? 1 : 0)); ++ value = abs(value); ++ } else { ++ SetDParam(first_param++, sdb->str_val + ((value == 0 && (sdb->flags & SGF_0ISDISABLED) != 0) ? 1 : 0)); ++ } ++ SetDParam(first_param++, value); ++ } ++} ++ ++/** ++ * Function to draw setting value (button + text + current value) ++ * @param settings_ptr Pointer to current values of all settings ++ * @param left Left-most position in window/panel to start drawing ++ * @param right Right-most position in window/panel to draw ++ * @param y Upper-most position in window/panel to start drawing ++ * @param highlight Highlight entry. ++ */ ++void SettingEntry::DrawSetting(GameSettings *settings_ptr, int left, int right, int y, bool highlight) const ++{ ++ const SettingDesc *sd = this->setting; ++ const SettingDescBase *sdb = &sd->desc; ++ const void *var = ResolveVariableAddress(settings_ptr, sd); ++ int state = this->flags & SEF_BUTTONS_MASK; ++ ++ bool rtl = _current_text_dir == TD_RTL; ++ uint buttons_left = rtl ? right + 1 - SETTING_BUTTON_WIDTH : left; ++ uint text_left = left + (rtl ? 0 : SETTING_BUTTON_WIDTH + 5); ++ uint text_right = right - (rtl ? SETTING_BUTTON_WIDTH + 5 : 0); ++ uint button_y = y + (SETTING_HEIGHT - SETTING_BUTTON_HEIGHT) / 2; ++ ++ /* We do not allow changes of some items when we are a client in a networkgame */ ++ bool editable = sd->IsEditable(); ++ ++ SetDParam(0, highlight ? STR_ORANGE_STRING1_WHITE : STR_ORANGE_STRING1_LTBLUE); ++ int32 value = (int32)ReadValue(var, sd->save.conv); ++ if (sdb->cmd == SDT_BOOLX) { ++ /* Draw checkbox for boolean-value either on/off */ ++ DrawBoolButton(buttons_left, button_y, value != 0, editable); ++ } else if ((sdb->flags & SGF_MULTISTRING) != 0) { ++ /* Draw [v] button for settings of an enum-type */ ++ DrawDropDownButton(buttons_left, button_y, COLOUR_YELLOW, state != 0, editable); ++ } else { ++ /* Draw [<][>] boxes for settings of an integer-type */ ++ DrawArrowButtons(buttons_left, button_y, COLOUR_YELLOW, state, ++ editable && value != (sdb->flags & SGF_0ISDISABLED ? 0 : sdb->min), editable && (uint32)value != sdb->max); ++ } ++ this->SetValueDParams(1, value); ++ DrawString(text_left, text_right, y + (SETTING_HEIGHT - FONT_HEIGHT_NORMAL) / 2, sdb->str, highlight ? TC_WHITE : TC_LIGHT_BLUE); ++} ++ ++/* == SettingsContainer methods == */ ++ ++/** ++ * Initialization of an entire setting page ++ * @param level Nesting level of this page (internal variable, do not provide a value for it when calling) ++ */ ++void SettingsContainer::Init(byte level) ++{ ++ for (EntryVector::iterator it = this->entries.begin(); it != this->entries.end(); ++it) { ++ (*it)->Init(level); ++ } ++} ++ ++/** Recursively close all folds of sub-pages */ ++void SettingsContainer::FoldAll() ++{ ++ for (EntryVector::iterator it = this->entries.begin(); it != this->entries.end(); ++it) { ++ (*it)->FoldAll(); ++ } ++} ++ ++/** Recursively open all folds of sub-pages */ ++void SettingsContainer::UnFoldAll() ++{ ++ for (EntryVector::iterator it = this->entries.begin(); it != this->entries.end(); ++it) { ++ (*it)->UnFoldAll(); ++ } ++} ++ ++/** ++ * Recursively accumulate the folding state of the tree. ++ * @param[in,out] all_folded Set to false, if one entry is not folded. ++ * @param[in,out] all_unfolded Set to false, if one entry is folded. ++ */ ++void SettingsContainer::GetFoldingState(bool &all_folded, bool &all_unfolded) const ++{ ++ for (EntryVector::const_iterator it = this->entries.begin(); it != this->entries.end(); ++it) { ++ (*it)->GetFoldingState(all_folded, all_unfolded); ++ } ++} ++ ++/** ++ * Update the filter state. ++ * @param filter Filter ++ * @param force_visible Whether to force all items visible, no matter what ++ * @return true if item remains visible ++ */ ++bool SettingsContainer::UpdateFilterState(SettingFilter &filter, bool force_visible) ++{ ++ bool visible = false; ++ bool first_visible = true; ++ for (EntryVector::reverse_iterator it = this->entries.rbegin(); it != this->entries.rend(); ++it) { ++ visible |= (*it)->UpdateFilterState(filter, force_visible); ++ (*it)->SetLastField(first_visible); ++ if (visible && first_visible) first_visible = false; ++ } ++ return visible; ++} ++ ++ ++/** ++ * Check whether an entry is visible and not folded or filtered away. ++ * Note: This does not consider the scrolling range; it might still require scrolling to make the setting really visible. ++ * @param item Entry to search for. ++ * @return true if entry is visible. ++ */ ++bool SettingsContainer::IsVisible(const BaseSettingEntry *item) const ++{ ++ for (EntryVector::const_iterator it = this->entries.begin(); it != this->entries.end(); ++it) { ++ if ((*it)->IsVisible(item)) return true; ++ } ++ return false; ++} ++ ++/** Return number of rows needed to display the whole page */ ++uint SettingsContainer::Length() const ++{ ++ uint length = 0; ++ for (EntryVector::const_iterator it = this->entries.begin(); it != this->entries.end(); ++it) { ++ length += (*it)->Length(); ++ } ++ return length; ++} ++ ++/** ++ * Find the setting entry at row number \a row_num ++ * @param row_num Index of entry to return ++ * @param cur_row Variable used for keeping track of the current row number. Should point to memory initialized to \c 0 when first called. ++ * @return The requested setting entry or \c NULL if it does not exist ++ */ ++BaseSettingEntry *SettingsContainer::FindEntry(uint row_num, uint *cur_row) ++{ ++ BaseSettingEntry *pe = NULL; ++ for (EntryVector::iterator it = this->entries.begin(); it != this->entries.end(); ++it) { ++ pe = (*it)->FindEntry(row_num, cur_row); ++ if (pe != NULL) { ++ break; ++ } ++ } ++ return pe; ++} ++ ++/** ++ * Get the biggest height of the help texts, if the width is at least \a maxw. Help text gets wrapped if needed. ++ * @param maxw Maximal width of a line help text. ++ * @return Biggest height needed to display any help text of this (sub-)tree. ++ */ ++uint SettingsContainer::GetMaxHelpHeight(int maxw) ++{ ++ uint biggest = 0; ++ for (EntryVector::const_iterator it = this->entries.begin(); it != this->entries.end(); ++it) { ++ biggest = max(biggest, (*it)->GetMaxHelpHeight(maxw)); ++ } ++ return biggest; ++} ++ ++ ++/** ++ * Draw a row in the settings panel. ++ * ++ * @param settings_ptr Pointer to current values of all settings ++ * @param left Left-most position in window/panel to start drawing \a first_row ++ * @param right Right-most x position to draw strings at. ++ * @param y Upper-most position in window/panel to start drawing \a first_row ++ * @param first_row First row number to draw ++ * @param max_row Row-number to stop drawing (the row-number of the row below the last row to draw) ++ * @param selected Selected entry by the user. ++ * @param cur_row Current row number (internal variable) ++ * @param parent_last Last-field booleans of parent page level (page level \e i sets bit \e i to 1 if it is its last field) ++ * @return Row number of the next row to draw ++ */ ++uint SettingsContainer::Draw(GameSettings *settings_ptr, int left, int right, int y, uint first_row, uint max_row, BaseSettingEntry *selected, uint cur_row, uint parent_last) const ++{ ++ for (EntryVector::const_iterator it = this->entries.begin(); it != this->entries.end(); ++it) { ++ cur_row = (*it)->Draw(settings_ptr, left, right, y, first_row, max_row, selected, cur_row, parent_last); ++ if (cur_row >= max_row) { ++ break; ++ } ++ } ++ return cur_row; ++} ++ ++/* == SettingsPage methods == */ ++ ++/** ++ * Constructor for a sub-page in the 'advanced settings' window ++ * @param title Title of the sub-page ++ */ ++SettingsPage::SettingsPage(StringID title) ++{ ++ this->title = title; ++ this->folded = true; ++} ++ ++/** ++ * Initialization of an entire setting page ++ * @param level Nesting level of this page (internal variable, do not provide a value for it when calling) ++ */ ++void SettingsPage::Init(byte level) ++{ ++ BaseSettingEntry::Init(level); ++ SettingsContainer::Init(level + 1); ++} ++ ++/** Recursively close all (filtered) folds of sub-pages */ ++void SettingsPage::FoldAll() ++{ ++ if (this->IsFiltered()) return; ++ this->folded = true; ++ ++ SettingsContainer::FoldAll(); ++} ++ ++/** Recursively open all (filtered) folds of sub-pages */ ++void SettingsPage::UnFoldAll() ++{ ++ if (this->IsFiltered()) return; ++ this->folded = false; ++ ++ SettingsContainer::UnFoldAll(); ++} ++ ++/** ++ * Recursively accumulate the folding state of the (filtered) tree. ++ * @param[in,out] all_folded Set to false, if one entry is not folded. ++ * @param[in,out] all_unfolded Set to false, if one entry is folded. ++ */ ++void SettingsPage::GetFoldingState(bool &all_folded, bool &all_unfolded) const ++{ ++ if (this->IsFiltered()) return; ++ ++ if (this->folded) { ++ all_unfolded = false; ++ } else { ++ all_folded = false; ++ } ++ ++ SettingsContainer::GetFoldingState(all_folded, all_unfolded); ++} ++ ++/** ++ * Update the filter state. ++ * @param filter Filter ++ * @param force_visible Whether to force all items visible, no matter what (due to filter text; not affected by restriction drop down box). ++ * @return true if item remains visible ++ */ ++bool SettingsPage::UpdateFilterState(SettingFilter &filter, bool force_visible) ++{ ++ if (!force_visible && !filter.string.IsEmpty()) { ++ filter.string.ResetState(); ++ filter.string.AddLine(this->title); ++ force_visible = filter.string.GetState(); ++ } ++ ++ bool visible = SettingsContainer::UpdateFilterState(filter, force_visible); ++ if (visible) { ++ CLRBITS(this->flags, SEF_FILTERED); ++ } else { ++ SETBITS(this->flags, SEF_FILTERED); ++ } ++ return visible; ++} ++ ++/** ++ * Check whether an entry is visible and not folded or filtered away. ++ * Note: This does not consider the scrolling range; it might still require scrolling to make the setting really visible. ++ * @param item Entry to search for. ++ * @return true if entry is visible. ++ */ ++bool SettingsPage::IsVisible(const BaseSettingEntry *item) const ++{ ++ if (this->IsFiltered()) return false; ++ if (this == item) return true; ++ if (this->folded) return false; ++ ++ return SettingsContainer::IsVisible(item); ++} ++ ++/** Return number of rows needed to display the (filtered) entry */ ++uint SettingsPage::Length() const ++{ ++ if (this->IsFiltered()) return 0; ++ if (this->folded) return 1; // Only displaying the title ++ ++ return 1 + SettingsContainer::Length(); ++} ++ ++/** ++ * Find setting entry at row \a row_num ++ * @param row_num Index of entry to return ++ * @param cur_row Current row number ++ * @return The requested setting entry or \c NULL if it not found (folded or filtered) ++ */ ++BaseSettingEntry *SettingsPage::FindEntry(uint row_num, uint *cur_row) ++{ ++ if (this->IsFiltered()) return NULL; ++ if (row_num == *cur_row) return this; ++ (*cur_row)++; ++ if (this->folded) return NULL; ++ ++ return SettingsContainer::FindEntry(row_num, cur_row); ++} ++ ++/** ++ * Draw a row in the settings panel. ++ * ++ * @param settings_ptr Pointer to current values of all settings ++ * @param left Left-most position in window/panel to start drawing \a first_row ++ * @param right Right-most x position to draw strings at. ++ * @param y Upper-most position in window/panel to start drawing \a first_row ++ * @param first_row First row number to draw ++ * @param max_row Row-number to stop drawing (the row-number of the row below the last row to draw) ++ * @param selected Selected entry by the user. ++ * @param cur_row Current row number (internal variable) ++ * @param parent_last Last-field booleans of parent page level (page level \e i sets bit \e i to 1 if it is its last field) ++ * @return Row number of the next row to draw ++ */ ++uint SettingsPage::Draw(GameSettings *settings_ptr, int left, int right, int y, uint first_row, uint max_row, BaseSettingEntry *selected, uint cur_row, uint parent_last) const ++{ ++ if (this->IsFiltered()) return cur_row; ++ if (cur_row >= max_row) return cur_row; ++ ++ cur_row = BaseSettingEntry::Draw(settings_ptr, left, right, y, first_row, max_row, selected, cur_row, parent_last); ++ ++ if (!this->folded) { ++ if (this->flags & SEF_LAST_FIELD) { ++ assert(this->level < 8 * sizeof(parent_last)); ++ SetBit(parent_last, this->level); // Add own last-field state ++ } ++ ++ cur_row = SettingsContainer::Draw(settings_ptr, left, right, y, first_row, max_row, selected, cur_row, parent_last); ++ } ++ ++ return cur_row; ++} ++ ++/** ++ * Function to draw setting value (button + text + current value) ++ * @param settings_ptr Pointer to current values of all settings ++ * @param left Left-most position in window/panel to start drawing ++ * @param right Right-most position in window/panel to draw ++ * @param y Upper-most position in window/panel to start drawing ++ * @param highlight Highlight entry. ++ */ ++void SettingsPage::DrawSetting(GameSettings *settings_ptr, int left, int right, int y, bool highlight) const ++{ ++ bool rtl = _current_text_dir == TD_RTL; ++ DrawSprite((this->folded ? SPR_CIRCLE_FOLDED : SPR_CIRCLE_UNFOLDED), PAL_NONE, rtl ? right - _circle_size.width : left, y + (SETTING_HEIGHT - _circle_size.height) / 2); ++ DrawString(rtl ? left : left + _circle_size.width + 2, rtl ? right - _circle_size.width - 2 : right, y + (SETTING_HEIGHT - FONT_HEIGHT_NORMAL) / 2, this->title); ++} ++ ++/** Construct settings tree */ ++static SettingsContainer &GetSettingsTree() ++{ ++ static SettingsContainer *main = NULL; ++ ++ if (main == NULL) ++ { ++ /* Build up the dynamic settings-array only once per OpenTTD session */ ++ main = new SettingsContainer(); ++ ++ SettingsPage *localisation = main->Add(new SettingsPage(STR_CONFIG_SETTING_LOCALISATION)); ++ { ++ localisation->Add(new SettingEntry("locale.units_velocity")); ++ localisation->Add(new SettingEntry("locale.units_power")); ++ localisation->Add(new SettingEntry("locale.units_weight")); ++ localisation->Add(new SettingEntry("locale.units_volume")); ++ localisation->Add(new SettingEntry("locale.units_force")); ++ localisation->Add(new SettingEntry("locale.units_height")); ++ localisation->Add(new SettingEntry("gui.date_format_in_default_names")); ++ } ++ ++ SettingsPage *graphics = main->Add(new SettingsPage(STR_CONFIG_SETTING_GRAPHICS)); ++ { ++ graphics->Add(new SettingEntry("gui.zoom_min")); ++ graphics->Add(new SettingEntry("gui.zoom_max")); ++ graphics->Add(new SettingEntry("gui.smallmap_land_colour")); ++ graphics->Add(new SettingEntry("gui.graph_line_thickness")); ++ } ++ ++ SettingsPage *sound = main->Add(new SettingsPage(STR_CONFIG_SETTING_SOUND)); ++ { ++ sound->Add(new SettingEntry("sound.click_beep")); ++ sound->Add(new SettingEntry("sound.confirm")); ++ sound->Add(new SettingEntry("sound.news_ticker")); ++ sound->Add(new SettingEntry("sound.news_full")); ++ sound->Add(new SettingEntry("sound.new_year")); ++ sound->Add(new SettingEntry("sound.disaster")); ++ sound->Add(new SettingEntry("sound.vehicle")); ++ sound->Add(new SettingEntry("sound.ambient")); ++ } ++ ++ SettingsPage *interface = main->Add(new SettingsPage(STR_CONFIG_SETTING_INTERFACE)); ++ { ++ SettingsPage *general = interface->Add(new SettingsPage(STR_CONFIG_SETTING_INTERFACE_GENERAL)); ++ { ++ general->Add(new SettingEntry("gui.osk_activation")); ++ general->Add(new SettingEntry("gui.hover_delay_ms")); ++ general->Add(new SettingEntry("gui.errmsg_duration")); ++ general->Add(new SettingEntry("gui.window_snap_radius")); ++ general->Add(new SettingEntry("gui.window_soft_limit")); ++ general->Add(new SettingEntry("gui.right_mouse_wnd_close")); ++ } ++ ++ SettingsPage *viewports = interface->Add(new SettingsPage(STR_CONFIG_SETTING_INTERFACE_VIEWPORTS)); ++ { ++ viewports->Add(new SettingEntry("gui.auto_scrolling")); ++ viewports->Add(new SettingEntry("gui.reverse_scroll")); ++ viewports->Add(new SettingEntry("gui.smooth_scroll")); ++ viewports->Add(new SettingEntry("gui.left_mouse_btn_scrolling")); ++ /* While the horizontal scrollwheel scrolling is written as general code, only ++ * the cocoa (OSX) driver generates input for it. ++ * Since it's also able to completely disable the scrollwheel will we display it on all platforms anyway */ ++ viewports->Add(new SettingEntry("gui.scrollwheel_scrolling")); ++ viewports->Add(new SettingEntry("gui.scrollwheel_multiplier")); ++#ifdef __APPLE__ ++ /* We might need to emulate a right mouse button on mac */ ++ viewports->Add(new SettingEntry("gui.right_mouse_btn_emulation")); ++#endif ++ viewports->Add(new SettingEntry("gui.population_in_label")); ++ viewports->Add(new SettingEntry("gui.liveries")); ++ viewports->Add(new SettingEntry("construction.train_signal_side")); ++ viewports->Add(new SettingEntry("gui.measure_tooltip")); ++ viewports->Add(new SettingEntry("gui.loading_indicators")); ++ viewports->Add(new SettingEntry("gui.show_track_reservation")); ++ } ++ ++ SettingsPage *construction = interface->Add(new SettingsPage(STR_CONFIG_SETTING_INTERFACE_CONSTRUCTION)); ++ { ++ construction->Add(new SettingEntry("gui.link_terraform_toolbar")); ++ construction->Add(new SettingEntry("gui.enable_signal_gui")); ++ construction->Add(new SettingEntry("gui.persistent_buildingtools")); ++ construction->Add(new SettingEntry("gui.quick_goto")); ++ construction->Add(new SettingEntry("gui.default_rail_type")); ++ construction->Add(new SettingEntry("gui.disable_unsuitable_building")); ++ } ++ ++ interface->Add(new SettingEntry("gui.autosave")); ++ interface->Add(new SettingEntry("gui.toolbar_pos")); ++ interface->Add(new SettingEntry("gui.statusbar_pos")); ++ interface->Add(new SettingEntry("gui.prefer_teamchat")); ++ interface->Add(new SettingEntry("gui.advanced_vehicle_list")); ++ interface->Add(new SettingEntry("gui.timetable_in_ticks")); ++ interface->Add(new SettingEntry("gui.timetable_arrival_departure")); ++ interface->Add(new SettingEntry("gui.expenses_layout")); ++ } ++ ++ SettingsPage *advisors = main->Add(new SettingsPage(STR_CONFIG_SETTING_ADVISORS)); ++ { ++ advisors->Add(new SettingEntry("gui.coloured_news_year")); ++ advisors->Add(new SettingEntry("news_display.general")); ++ advisors->Add(new SettingEntry("news_display.new_vehicles")); ++ advisors->Add(new SettingEntry("news_display.accident")); ++ advisors->Add(new SettingEntry("news_display.company_info")); ++ advisors->Add(new SettingEntry("news_display.acceptance")); ++ advisors->Add(new SettingEntry("news_display.arrival_player")); ++ advisors->Add(new SettingEntry("news_display.arrival_other")); ++ advisors->Add(new SettingEntry("news_display.advice")); ++ advisors->Add(new SettingEntry("gui.order_review_system")); ++ advisors->Add(new SettingEntry("gui.vehicle_income_warn")); ++ advisors->Add(new SettingEntry("gui.lost_vehicle_warn")); ++ advisors->Add(new SettingEntry("gui.show_finances")); ++ advisors->Add(new SettingEntry("news_display.economy")); ++ advisors->Add(new SettingEntry("news_display.subsidies")); ++ advisors->Add(new SettingEntry("news_display.open")); ++ advisors->Add(new SettingEntry("news_display.close")); ++ advisors->Add(new SettingEntry("news_display.production_player")); ++ advisors->Add(new SettingEntry("news_display.production_other")); ++ advisors->Add(new SettingEntry("news_display.production_nobody")); ++ } ++ ++ SettingsPage *company = main->Add(new SettingsPage(STR_CONFIG_SETTING_COMPANY)); ++ { ++ company->Add(new SettingEntry("gui.semaphore_build_before")); ++ company->Add(new SettingEntry("gui.default_signal_type")); ++ company->Add(new SettingEntry("gui.cycle_signal_types")); ++ company->Add(new SettingEntry("gui.drag_signals_fixed_distance")); ++ company->Add(new SettingEntry("gui.new_nonstop")); ++ company->Add(new SettingEntry("gui.stop_location")); ++ company->Add(new SettingEntry("company.engine_renew")); ++ company->Add(new SettingEntry("company.engine_renew_months")); ++ company->Add(new SettingEntry("company.engine_renew_money")); ++ company->Add(new SettingEntry("vehicle.servint_ispercent")); ++ company->Add(new SettingEntry("vehicle.servint_trains")); ++ company->Add(new SettingEntry("vehicle.servint_roadveh")); ++ company->Add(new SettingEntry("vehicle.servint_ships")); ++ company->Add(new SettingEntry("vehicle.servint_aircraft")); ++ } ++ ++ SettingsPage *accounting = main->Add(new SettingsPage(STR_CONFIG_SETTING_ACCOUNTING)); ++ { ++ accounting->Add(new SettingEntry("economy.inflation")); ++ accounting->Add(new SettingEntry("difficulty.initial_interest")); ++ accounting->Add(new SettingEntry("difficulty.max_loan")); ++ accounting->Add(new SettingEntry("difficulty.subsidy_multiplier")); ++ accounting->Add(new SettingEntry("economy.feeder_payment_share")); ++ accounting->Add(new SettingEntry("economy.infrastructure_maintenance")); ++ accounting->Add(new SettingEntry("difficulty.vehicle_costs")); ++ accounting->Add(new SettingEntry("difficulty.construction_cost")); ++ } ++ ++ SettingsPage *vehicles = main->Add(new SettingsPage(STR_CONFIG_SETTING_VEHICLES)); ++ { ++ SettingsPage *physics = vehicles->Add(new SettingsPage(STR_CONFIG_SETTING_VEHICLES_PHYSICS)); ++ { ++ physics->Add(new SettingEntry("vehicle.train_acceleration_model")); ++ physics->Add(new SettingEntry("vehicle.train_slope_steepness")); ++ physics->Add(new SettingEntry("vehicle.wagon_speed_limits")); ++ physics->Add(new SettingEntry("vehicle.freight_trains")); ++ physics->Add(new SettingEntry("vehicle.roadveh_acceleration_model")); ++ physics->Add(new SettingEntry("vehicle.roadveh_slope_steepness")); ++ physics->Add(new SettingEntry("vehicle.smoke_amount")); ++ physics->Add(new SettingEntry("vehicle.plane_speed")); ++ } ++ ++ SettingsPage *routing = vehicles->Add(new SettingsPage(STR_CONFIG_SETTING_VEHICLES_ROUTING)); ++ { ++ routing->Add(new SettingEntry("pf.pathfinder_for_trains")); ++ routing->Add(new SettingEntry("difficulty.line_reverse_mode")); ++ routing->Add(new SettingEntry("pf.reverse_at_signals")); ++ routing->Add(new SettingEntry("pf.forbid_90_deg")); ++ routing->Add(new SettingEntry("pf.pathfinder_for_roadvehs")); ++ routing->Add(new SettingEntry("pf.pathfinder_for_ships")); ++ } ++ ++ vehicles->Add(new SettingEntry("order.no_servicing_if_no_breakdowns")); ++ vehicles->Add(new SettingEntry("order.serviceathelipad")); ++ } ++ ++ SettingsPage *limitations = main->Add(new SettingsPage(STR_CONFIG_SETTING_LIMITATIONS)); ++ { ++ limitations->Add(new SettingEntry("construction.command_pause_level")); ++ limitations->Add(new SettingEntry("construction.autoslope")); ++ limitations->Add(new SettingEntry("construction.extra_dynamite")); ++ limitations->Add(new SettingEntry("construction.max_heightlevel")); ++ limitations->Add(new SettingEntry("construction.max_bridge_length")); ++ limitations->Add(new SettingEntry("construction.max_bridge_height")); ++ limitations->Add(new SettingEntry("construction.max_tunnel_length")); ++ limitations->Add(new SettingEntry("station.never_expire_airports")); ++ limitations->Add(new SettingEntry("vehicle.never_expire_vehicles")); ++ limitations->Add(new SettingEntry("vehicle.max_trains")); ++ limitations->Add(new SettingEntry("vehicle.max_roadveh")); ++ limitations->Add(new SettingEntry("vehicle.max_aircraft")); ++ limitations->Add(new SettingEntry("vehicle.max_ships")); ++ limitations->Add(new SettingEntry("vehicle.max_train_length")); ++ limitations->Add(new SettingEntry("station.station_spread")); ++ limitations->Add(new SettingEntry("station.distant_join_stations")); ++ limitations->Add(new SettingEntry("construction.road_stop_on_town_road")); ++ limitations->Add(new SettingEntry("construction.road_stop_on_competitor_road")); ++ limitations->Add(new SettingEntry("vehicle.disable_elrails")); ++ } ++ ++ SettingsPage *disasters = main->Add(new SettingsPage(STR_CONFIG_SETTING_ACCIDENTS)); ++ { ++ disasters->Add(new SettingEntry("difficulty.disasters")); ++ disasters->Add(new SettingEntry("difficulty.economy")); ++ disasters->Add(new SettingEntry("difficulty.vehicle_breakdowns")); ++ disasters->Add(new SettingEntry("vehicle.plane_crashes")); ++ } ++ ++ SettingsPage *genworld = main->Add(new SettingsPage(STR_CONFIG_SETTING_GENWORLD)); ++ { ++ genworld->Add(new SettingEntry("game_creation.landscape")); ++ genworld->Add(new SettingEntry("game_creation.land_generator")); ++ genworld->Add(new SettingEntry("difficulty.terrain_type")); ++ genworld->Add(new SettingEntry("game_creation.tgen_smoothness")); ++ genworld->Add(new SettingEntry("game_creation.variety")); ++ genworld->Add(new SettingEntry("game_creation.snow_line_height")); ++ genworld->Add(new SettingEntry("game_creation.amount_of_rivers")); ++ genworld->Add(new SettingEntry("game_creation.tree_placer")); ++ genworld->Add(new SettingEntry("vehicle.road_side")); ++ genworld->Add(new SettingEntry("economy.larger_towns")); ++ genworld->Add(new SettingEntry("economy.initial_city_size")); ++ genworld->Add(new SettingEntry("economy.town_layout")); ++ genworld->Add(new SettingEntry("difficulty.industry_density")); ++ genworld->Add(new SettingEntry("gui.pause_on_newgame")); ++ } ++ ++ SettingsPage *environment = main->Add(new SettingsPage(STR_CONFIG_SETTING_ENVIRONMENT)); ++ { ++ SettingsPage *authorities = environment->Add(new SettingsPage(STR_CONFIG_SETTING_ENVIRONMENT_AUTHORITIES)); ++ { ++ authorities->Add(new SettingEntry("difficulty.town_council_tolerance")); ++ authorities->Add(new SettingEntry("economy.bribe")); ++ authorities->Add(new SettingEntry("economy.exclusive_rights")); ++ authorities->Add(new SettingEntry("economy.fund_roads")); ++ authorities->Add(new SettingEntry("economy.fund_buildings")); ++ authorities->Add(new SettingEntry("economy.station_noise_level")); ++ } ++ ++ SettingsPage *towns = environment->Add(new SettingsPage(STR_CONFIG_SETTING_ENVIRONMENT_TOWNS)); ++ { ++ towns->Add(new SettingEntry("economy.town_growth_rate")); ++ towns->Add(new SettingEntry("economy.allow_town_roads")); ++ towns->Add(new SettingEntry("economy.allow_town_level_crossings")); ++ towns->Add(new SettingEntry("economy.found_town")); ++ } ++ ++ SettingsPage *industries = environment->Add(new SettingsPage(STR_CONFIG_SETTING_ENVIRONMENT_INDUSTRIES)); ++ { ++ industries->Add(new SettingEntry("construction.raw_industry_construction")); ++ industries->Add(new SettingEntry("construction.industry_platform")); ++ industries->Add(new SettingEntry("economy.multiple_industry_per_town")); ++ industries->Add(new SettingEntry("game_creation.oil_refinery_limit")); ++ industries->Add(new SettingEntry("economy.smooth_economy")); ++ } ++ ++ SettingsPage *cdist = environment->Add(new SettingsPage(STR_CONFIG_SETTING_ENVIRONMENT_CARGODIST)); ++ { ++ cdist->Add(new SettingEntry("linkgraph.recalc_time")); ++ cdist->Add(new SettingEntry("linkgraph.recalc_interval")); ++ cdist->Add(new SettingEntry("linkgraph.distribution_pax")); ++ cdist->Add(new SettingEntry("linkgraph.distribution_mail")); ++ cdist->Add(new SettingEntry("linkgraph.distribution_armoured")); ++ cdist->Add(new SettingEntry("linkgraph.distribution_default")); ++ cdist->Add(new SettingEntry("linkgraph.accuracy")); ++ cdist->Add(new SettingEntry("linkgraph.demand_distance")); ++ cdist->Add(new SettingEntry("linkgraph.demand_size")); ++ cdist->Add(new SettingEntry("linkgraph.short_path_saturation")); ++ } ++ ++ environment->Add(new SettingEntry("station.modified_catchment")); ++ environment->Add(new SettingEntry("construction.extra_tree_placement")); ++ } ++ ++ SettingsPage *ai = main->Add(new SettingsPage(STR_CONFIG_SETTING_AI)); ++ { ++ SettingsPage *npc = ai->Add(new SettingsPage(STR_CONFIG_SETTING_AI_NPC)); ++ { ++ npc->Add(new SettingEntry("script.settings_profile")); ++ npc->Add(new SettingEntry("script.script_max_opcode_till_suspend")); ++ npc->Add(new SettingEntry("difficulty.competitor_speed")); ++ npc->Add(new SettingEntry("ai.ai_in_multiplayer")); ++ npc->Add(new SettingEntry("ai.ai_disable_veh_train")); ++ npc->Add(new SettingEntry("ai.ai_disable_veh_roadveh")); ++ npc->Add(new SettingEntry("ai.ai_disable_veh_aircraft")); ++ npc->Add(new SettingEntry("ai.ai_disable_veh_ship")); ++ } ++ ++ ai->Add(new SettingEntry("economy.give_money")); ++ ai->Add(new SettingEntry("economy.allow_shares")); ++ } ++ ++ main->Init(); ++ } ++ return *main; ++} ++ ++static const StringID _game_settings_restrict_dropdown[] = { ++ STR_CONFIG_SETTING_RESTRICT_BASIC, // RM_BASIC ++ STR_CONFIG_SETTING_RESTRICT_ADVANCED, // RM_ADVANCED ++ STR_CONFIG_SETTING_RESTRICT_ALL, // RM_ALL ++ STR_CONFIG_SETTING_RESTRICT_CHANGED_AGAINST_DEFAULT, // RM_CHANGED_AGAINST_DEFAULT ++ STR_CONFIG_SETTING_RESTRICT_CHANGED_AGAINST_NEW, // RM_CHANGED_AGAINST_NEW ++}; ++assert_compile(lengthof(_game_settings_restrict_dropdown) == RM_END); ++ ++/** Warnings about hidden search results. */ ++enum WarnHiddenResult { ++ WHR_NONE, ///< Nothing was filtering matches away. ++ WHR_CATEGORY, ///< Category setting filtered matches away. ++ WHR_TYPE, ///< Type setting filtered matches away. ++ WHR_CATEGORY_TYPE, ///< Both category and type settings filtered matches away. ++}; ++ ++/** Window to edit settings of the game. */ ++struct GameSettingsWindow : Window { ++ static const int SETTINGTREE_LEFT_OFFSET = 5; ///< Position of left edge of setting values ++ static const int SETTINGTREE_RIGHT_OFFSET = 5; ///< Position of right edge of setting values ++ static const int SETTINGTREE_TOP_OFFSET = 5; ///< Position of top edge of setting values ++ static const int SETTINGTREE_BOTTOM_OFFSET = 5; ///< Position of bottom edge of setting values ++ ++ static GameSettings *settings_ptr; ///< Pointer to the game settings being displayed and modified. ++ ++ SettingEntry *valuewindow_entry; ///< If non-NULL, pointer to setting for which a value-entering window has been opened. ++ SettingEntry *clicked_entry; ///< If non-NULL, pointer to a clicked numeric setting (with a depressed left or right button). ++ SettingEntry *last_clicked; ///< If non-NULL, pointer to the last clicked setting. ++ SettingEntry *valuedropdown_entry; ///< If non-NULL, pointer to the value for which a dropdown window is currently opened. ++ bool closing_dropdown; ///< True, if the dropdown list is currently closing. ++ ++ SettingFilter filter; ///< Filter for the list. ++ QueryString filter_editbox; ///< Filter editbox; ++ bool manually_changed_folding; ///< Whether the user expanded/collapsed something manually. ++ WarnHiddenResult warn_missing; ///< Whether and how to warn about missing search results. ++ int warn_lines; ///< Number of lines used for warning about missing search results. ++ ++ Scrollbar *vscroll; ++ ++ GameSettingsWindow(WindowDesc *desc) : Window(desc), filter_editbox(50) ++ { ++ this->warn_missing = WHR_NONE; ++ this->warn_lines = 0; ++ this->filter.mode = (RestrictionMode)_settings_client.gui.settings_restriction_mode; ++ this->filter.min_cat = RM_ALL; ++ this->filter.type = ST_ALL; ++ this->filter.type_hides = false; ++ this->settings_ptr = &GetGameSettings(); ++ ++ _circle_size = maxdim(GetSpriteSize(SPR_CIRCLE_FOLDED), GetSpriteSize(SPR_CIRCLE_UNFOLDED)); ++ GetSettingsTree().FoldAll(); // Close all sub-pages ++ ++ this->valuewindow_entry = NULL; // No setting entry for which a entry window is opened ++ this->clicked_entry = NULL; // No numeric setting buttons are depressed ++ this->last_clicked = NULL; ++ this->valuedropdown_entry = NULL; ++ this->closing_dropdown = false; ++ this->manually_changed_folding = false; ++ ++ this->CreateNestedTree(); ++ this->vscroll = this->GetScrollbar(WID_GS_SCROLLBAR); ++ this->FinishInitNested(WN_GAME_OPTIONS_GAME_SETTINGS); ++ ++ this->querystrings[WID_GS_FILTER] = &this->filter_editbox; ++ this->filter_editbox.cancel_button = QueryString::ACTION_CLEAR; ++ this->SetFocusedWidget(WID_GS_FILTER); ++ ++ this->InvalidateData(); ++ } ++ ++ virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) ++ { ++ switch (widget) { ++ case WID_GS_OPTIONSPANEL: ++ resize->height = SETTING_HEIGHT = max(max<int>(_circle_size.height, SETTING_BUTTON_HEIGHT), FONT_HEIGHT_NORMAL) + 1; ++ resize->width = 1; ++ ++ size->height = 5 * resize->height + SETTINGTREE_TOP_OFFSET + SETTINGTREE_BOTTOM_OFFSET; ++ break; ++ ++ case WID_GS_HELP_TEXT: { ++ static const StringID setting_types[] = { ++ STR_CONFIG_SETTING_TYPE_CLIENT, ++ STR_CONFIG_SETTING_TYPE_COMPANY_MENU, STR_CONFIG_SETTING_TYPE_COMPANY_INGAME, ++ STR_CONFIG_SETTING_TYPE_GAME_MENU, STR_CONFIG_SETTING_TYPE_GAME_INGAME, ++ }; ++ for (uint i = 0; i < lengthof(setting_types); i++) { ++ SetDParam(0, setting_types[i]); ++ size->width = max(size->width, GetStringBoundingBox(STR_CONFIG_SETTING_TYPE).width); ++ } ++ size->height = 2 * FONT_HEIGHT_NORMAL + WD_PAR_VSEP_NORMAL + ++ max(size->height, GetSettingsTree().GetMaxHelpHeight(size->width)); ++ break; ++ } ++ ++ case WID_GS_RESTRICT_CATEGORY: ++ case WID_GS_RESTRICT_TYPE: ++ size->width = max(GetStringBoundingBox(STR_CONFIG_SETTING_RESTRICT_CATEGORY).width, GetStringBoundingBox(STR_CONFIG_SETTING_RESTRICT_TYPE).width); ++ break; ++ ++ default: ++ break; ++ } ++ } ++ ++ virtual void OnPaint() ++ { ++ if (this->closing_dropdown) { ++ this->closing_dropdown = false; ++ assert(this->valuedropdown_entry != NULL); ++ this->valuedropdown_entry->SetButtons(0); ++ this->valuedropdown_entry = NULL; ++ } ++ ++ /* Reserve the correct number of lines for the 'some search results are hidden' notice in the central settings display panel. */ ++ const NWidgetBase *panel = this->GetWidget<NWidgetBase>(WID_GS_OPTIONSPANEL); ++ StringID warn_str = STR_CONFIG_SETTING_CATEGORY_HIDES - 1 + this->warn_missing; ++ int new_warn_lines; ++ if (this->warn_missing == WHR_NONE) { ++ new_warn_lines = 0; ++ } else { ++ SetDParam(0, _game_settings_restrict_dropdown[this->filter.min_cat]); ++ new_warn_lines = GetStringLineCount(warn_str, panel->current_x); ++ } ++ if (this->warn_lines != new_warn_lines) { ++ this->vscroll->SetCount(this->vscroll->GetCount() - this->warn_lines + new_warn_lines); ++ this->warn_lines = new_warn_lines; ++ } ++ ++ this->DrawWidgets(); ++ ++ /* Draw the 'some search results are hidden' notice. */ ++ if (this->warn_missing != WHR_NONE) { ++ const int left = panel->pos_x; ++ const int right = left + panel->current_x - 1; ++ const int top = panel->pos_y + WD_FRAMETEXT_TOP + (SETTING_HEIGHT - FONT_HEIGHT_NORMAL) * this->warn_lines / 2; ++ SetDParam(0, _game_settings_restrict_dropdown[this->filter.min_cat]); ++ if (this->warn_lines == 1) { ++ /* If the warning fits at one line, center it. */ ++ DrawString(left + WD_FRAMETEXT_LEFT, right - WD_FRAMETEXT_RIGHT, top, warn_str, TC_FROMSTRING, SA_HOR_CENTER); ++ } else { ++ DrawStringMultiLine(left + WD_FRAMERECT_LEFT, right - WD_FRAMERECT_RIGHT, top, INT32_MAX, warn_str, TC_FROMSTRING, SA_HOR_CENTER); ++ } ++ } ++ } ++ ++ virtual void SetStringParameters(int widget) const ++ { ++ switch (widget) { ++ case WID_GS_RESTRICT_DROPDOWN: ++ SetDParam(0, _game_settings_restrict_dropdown[this->filter.mode]); ++ break; ++ ++ case WID_GS_TYPE_DROPDOWN: ++ switch (this->filter.type) { ++ case ST_GAME: SetDParam(0, _game_mode == GM_MENU ? STR_CONFIG_SETTING_TYPE_DROPDOWN_GAME_MENU : STR_CONFIG_SETTING_TYPE_DROPDOWN_GAME_INGAME); break; ++ case ST_COMPANY: SetDParam(0, _game_mode == GM_MENU ? STR_CONFIG_SETTING_TYPE_DROPDOWN_COMPANY_MENU : STR_CONFIG_SETTING_TYPE_DROPDOWN_COMPANY_INGAME); break; ++ case ST_CLIENT: SetDParam(0, STR_CONFIG_SETTING_TYPE_DROPDOWN_CLIENT); break; ++ default: SetDParam(0, STR_CONFIG_SETTING_TYPE_DROPDOWN_ALL); break; ++ } ++ break; ++ } ++ } ++ ++ DropDownList *BuildDropDownList(int widget) const ++ { ++ DropDownList *list = NULL; ++ switch (widget) { ++ case WID_GS_RESTRICT_DROPDOWN: ++ list = new DropDownList(); ++ ++ for (int mode = 0; mode != RM_END; mode++) { ++ /* If we are in adv. settings screen for the new game's settings, ++ * we don't want to allow comparing with new game's settings. */ ++ bool disabled = mode == RM_CHANGED_AGAINST_NEW && settings_ptr == &_settings_newgame; ++ ++ *list->Append() = new DropDownListStringItem(_game_settings_restrict_dropdown[mode], mode, disabled); ++ } ++ break; ++ ++ case WID_GS_TYPE_DROPDOWN: ++ list = new DropDownList(); ++ *list->Append() = new DropDownListStringItem(STR_CONFIG_SETTING_TYPE_DROPDOWN_ALL, ST_ALL, false); ++ *list->Append() = new DropDownListStringItem(_game_mode == GM_MENU ? STR_CONFIG_SETTING_TYPE_DROPDOWN_GAME_MENU : STR_CONFIG_SETTING_TYPE_DROPDOWN_GAME_INGAME, ST_GAME, false); ++ *list->Append() = new DropDownListStringItem(_game_mode == GM_MENU ? STR_CONFIG_SETTING_TYPE_DROPDOWN_COMPANY_MENU : STR_CONFIG_SETTING_TYPE_DROPDOWN_COMPANY_INGAME, ST_COMPANY, false); ++ *list->Append() = new DropDownListStringItem(STR_CONFIG_SETTING_TYPE_DROPDOWN_CLIENT, ST_CLIENT, false); ++ break; ++ } ++ return list; ++ } ++ ++ virtual void DrawWidget(const Rect &r, int widget) const ++ { ++ switch (widget) { ++ case WID_GS_OPTIONSPANEL: { ++ int top_pos = r.top + SETTINGTREE_TOP_OFFSET + 1 + this->warn_lines * SETTING_HEIGHT; ++ uint last_row = this->vscroll->GetPosition() + this->vscroll->GetCapacity() - this->warn_lines; ++ int next_row = GetSettingsTree().Draw(settings_ptr, r.left + SETTINGTREE_LEFT_OFFSET, r.right - SETTINGTREE_RIGHT_OFFSET, top_pos, ++ this->vscroll->GetPosition(), last_row, this->last_clicked); ++ if (next_row == 0) DrawString(r.left + SETTINGTREE_LEFT_OFFSET, r.right - SETTINGTREE_RIGHT_OFFSET, top_pos, STR_CONFIG_SETTINGS_NONE); ++ break; ++ } ++ ++ case WID_GS_HELP_TEXT: ++ if (this->last_clicked != NULL) { ++ const SettingDesc *sd = this->last_clicked->setting; ++ ++ int y = r.top; ++ switch (sd->GetType()) { ++ case ST_COMPANY: SetDParam(0, _game_mode == GM_MENU ? STR_CONFIG_SETTING_TYPE_COMPANY_MENU : STR_CONFIG_SETTING_TYPE_COMPANY_INGAME); break; ++ case ST_CLIENT: SetDParam(0, STR_CONFIG_SETTING_TYPE_CLIENT); break; ++ case ST_GAME: SetDParam(0, _game_mode == GM_MENU ? STR_CONFIG_SETTING_TYPE_GAME_MENU : STR_CONFIG_SETTING_TYPE_GAME_INGAME); break; ++ default: NOT_REACHED(); ++ } ++ DrawString(r.left, r.right, y, STR_CONFIG_SETTING_TYPE); ++ y += FONT_HEIGHT_NORMAL; ++ ++ int32 default_value = ReadValue(&sd->desc.def, sd->save.conv); ++ this->last_clicked->SetValueDParams(0, default_value); ++ DrawString(r.left, r.right, y, STR_CONFIG_SETTING_DEFAULT_VALUE); ++ y += FONT_HEIGHT_NORMAL + WD_PAR_VSEP_NORMAL; ++ ++ DrawStringMultiLine(r.left, r.right, y, r.bottom, this->last_clicked->GetHelpText(), TC_WHITE); ++ } ++ break; ++ ++ default: ++ break; ++ } ++ } ++ ++ /** ++ * Set the entry that should have its help text displayed, and mark the window dirty so it gets repainted. ++ * @param pe Setting to display help text of, use \c NULL to stop displaying help of the currently displayed setting. ++ */ ++ void SetDisplayedHelpText(SettingEntry *pe) ++ { ++ if (this->last_clicked != pe) this->SetDirty(); ++ this->last_clicked = pe; ++ } ++ ++ virtual void OnClick(Point pt, int widget, int click_count) ++ { ++ switch (widget) { ++ case WID_GS_EXPAND_ALL: ++ this->manually_changed_folding = true; ++ GetSettingsTree().UnFoldAll(); ++ this->InvalidateData(); ++ break; ++ ++ case WID_GS_COLLAPSE_ALL: ++ this->manually_changed_folding = true; ++ GetSettingsTree().FoldAll(); ++ this->InvalidateData(); ++ break; ++ ++ case WID_GS_RESTRICT_DROPDOWN: { ++ DropDownList *list = this->BuildDropDownList(widget); ++ if (list != NULL) { ++ ShowDropDownList(this, list, this->filter.mode, widget); ++ } ++ break; ++ } ++ ++ case WID_GS_TYPE_DROPDOWN: { ++ DropDownList *list = this->BuildDropDownList(widget); ++ if (list != NULL) { ++ ShowDropDownList(this, list, this->filter.type, widget); ++ } ++ break; ++ } ++ } ++ ++ if (widget != WID_GS_OPTIONSPANEL) return; ++ ++ uint btn = this->vscroll->GetScrolledRowFromWidget(pt.y, this, WID_GS_OPTIONSPANEL, SETTINGTREE_TOP_OFFSET); ++ if (btn == INT_MAX || (int)btn < this->warn_lines) return; ++ btn -= this->warn_lines; ++ ++ uint cur_row = 0; ++ BaseSettingEntry *clicked_entry = GetSettingsTree().FindEntry(btn, &cur_row); ++ ++ if (clicked_entry == NULL) return; // Clicked below the last setting of the page ++ ++ int x = (_current_text_dir == TD_RTL ? this->width - 1 - pt.x : pt.x) - SETTINGTREE_LEFT_OFFSET - (clicked_entry->level + 1) * LEVEL_WIDTH; // Shift x coordinate ++ if (x < 0) return; // Clicked left of the entry ++ ++ SettingsPage *clicked_page = dynamic_cast<SettingsPage*>(clicked_entry); ++ if (clicked_page != NULL) { ++ this->SetDisplayedHelpText(NULL); ++ clicked_page->folded = !clicked_page->folded; // Flip 'folded'-ness of the sub-page ++ ++ this->manually_changed_folding = true; ++ ++ this->InvalidateData(); ++ return; ++ } ++ ++ SettingEntry *pe = dynamic_cast<SettingEntry*>(clicked_entry); ++ assert(pe != NULL); ++ const SettingDesc *sd = pe->setting; ++ ++ /* return if action is only active in network, or only settable by server */ ++ if (!sd->IsEditable()) { ++ this->SetDisplayedHelpText(pe); ++ return; ++ } ++ ++ const void *var = ResolveVariableAddress(settings_ptr, sd); ++ int32 value = (int32)ReadValue(var, sd->save.conv); ++ ++ /* clicked on the icon on the left side. Either scroller, bool on/off or dropdown */ ++ if (x < SETTING_BUTTON_WIDTH && (sd->desc.flags & SGF_MULTISTRING)) { ++ const SettingDescBase *sdb = &sd->desc; ++ this->SetDisplayedHelpText(pe); ++ ++ if (this->valuedropdown_entry == pe) { ++ /* unclick the dropdown */ ++ HideDropDownMenu(this); ++ this->closing_dropdown = false; ++ this->valuedropdown_entry->SetButtons(0); ++ this->valuedropdown_entry = NULL; ++ } else { ++ if (this->valuedropdown_entry != NULL) this->valuedropdown_entry->SetButtons(0); ++ this->closing_dropdown = false; ++ ++ const NWidgetBase *wid = this->GetWidget<NWidgetBase>(WID_GS_OPTIONSPANEL); ++ int rel_y = (pt.y - (int)wid->pos_y - SETTINGTREE_TOP_OFFSET) % wid->resize_y; ++ ++ Rect wi_rect; ++ wi_rect.left = pt.x - (_current_text_dir == TD_RTL ? SETTING_BUTTON_WIDTH - 1 - x : x); ++ wi_rect.right = wi_rect.left + SETTING_BUTTON_WIDTH - 1; ++ wi_rect.top = pt.y - rel_y + (SETTING_HEIGHT - SETTING_BUTTON_HEIGHT) / 2; ++ wi_rect.bottom = wi_rect.top + SETTING_BUTTON_HEIGHT - 1; ++ ++ /* For dropdowns we also have to check the y position thoroughly, the mouse may not above the just opening dropdown */ ++ if (pt.y >= wi_rect.top && pt.y <= wi_rect.bottom) { ++ this->valuedropdown_entry = pe; ++ this->valuedropdown_entry->SetButtons(SEF_LEFT_DEPRESSED); ++ ++ DropDownList *list = new DropDownList(); ++ for (int i = sdb->min; i <= (int)sdb->max; i++) { ++ *list->Append() = new DropDownListStringItem(sdb->str_val + i - sdb->min, i, false); ++ } ++ ++ ShowDropDownListAt(this, list, value, -1, wi_rect, COLOUR_ORANGE, true); ++ } ++ } ++ this->SetDirty(); ++ } else if (x < SETTING_BUTTON_WIDTH) { ++ this->SetDisplayedHelpText(pe); ++ const SettingDescBase *sdb = &sd->desc; ++ int32 oldvalue = value; ++ ++ switch (sdb->cmd) { ++ case SDT_BOOLX: value ^= 1; break; ++ case SDT_ONEOFMANY: ++ case SDT_NUMX: { ++ /* Add a dynamic step-size to the scroller. In a maximum of ++ * 50-steps you should be able to get from min to max, ++ * unless specified otherwise in the 'interval' variable ++ * of the current setting. */ ++ uint32 step = (sdb->interval == 0) ? ((sdb->max - sdb->min) / 50) : sdb->interval; ++ if (step == 0) step = 1; ++ ++ /* don't allow too fast scrolling */ ++ if ((this->flags & WF_TIMEOUT) && this->timeout_timer > 1) { ++ _left_button_clicked = false; ++ return; ++ } ++ ++ /* Increase or decrease the value and clamp it to extremes */ ++ if (x >= SETTING_BUTTON_WIDTH / 2) { ++ value += step; ++ if (sdb->min < 0) { ++ assert((int32)sdb->max >= 0); ++ if (value > (int32)sdb->max) value = (int32)sdb->max; ++ } else { ++ if ((uint32)value > sdb->max) value = (int32)sdb->max; ++ } ++ if (value < sdb->min) value = sdb->min; // skip between "disabled" and minimum ++ } else { ++ value -= step; ++ if (value < sdb->min) value = (sdb->flags & SGF_0ISDISABLED) ? 0 : sdb->min; ++ } ++ ++ /* Set up scroller timeout for numeric values */ ++ if (value != oldvalue) { ++ if (this->clicked_entry != NULL) { // Release previous buttons if any ++ this->clicked_entry->SetButtons(0); ++ } ++ this->clicked_entry = pe; ++ this->clicked_entry->SetButtons((x >= SETTING_BUTTON_WIDTH / 2) != (_current_text_dir == TD_RTL) ? SEF_RIGHT_DEPRESSED : SEF_LEFT_DEPRESSED); ++ this->SetTimeout(); ++ _left_button_clicked = false; ++ } ++ break; ++ } ++ ++ default: NOT_REACHED(); ++ } ++ ++ if (value != oldvalue) { ++ if ((sd->desc.flags & SGF_PER_COMPANY) != 0) { ++ SetCompanySetting(pe->index, value); ++ } else { ++ SetSettingValue(pe->index, value); ++ } ++ this->SetDirty(); ++ } ++ } else { ++ /* Only open editbox if clicked for the second time, and only for types where it is sensible for. */ ++ if (this->last_clicked == pe && sd->desc.cmd != SDT_BOOLX && !(sd->desc.flags & SGF_MULTISTRING)) { ++ /* Show the correct currency-translated value */ ++ if (sd->desc.flags & SGF_CURRENCY) value *= _currency->rate; ++ ++ this->valuewindow_entry = pe; ++ SetDParam(0, value); ++ ShowQueryString(STR_JUST_INT, STR_CONFIG_SETTING_QUERY_CAPTION, 10, this, CS_NUMERAL, QSF_ENABLE_DEFAULT); ++ } ++ this->SetDisplayedHelpText(pe); ++ } ++ } ++ ++ virtual void OnTimeout() ++ { ++ if (this->clicked_entry != NULL) { // On timeout, release any depressed buttons ++ this->clicked_entry->SetButtons(0); ++ this->clicked_entry = NULL; ++ this->SetDirty(); ++ } ++ } ++ ++ virtual void OnQueryTextFinished(char *str) ++ { ++ /* The user pressed cancel */ ++ if (str == NULL) return; ++ ++ assert(this->valuewindow_entry != NULL); ++ const SettingDesc *sd = this->valuewindow_entry->setting; ++ ++ int32 value; ++ if (!StrEmpty(str)) { ++ value = atoi(str); ++ ++ /* Save the correct currency-translated value */ ++ if (sd->desc.flags & SGF_CURRENCY) value /= _currency->rate; ++ } else { ++ value = (int32)(size_t)sd->desc.def; ++ } ++ ++ if ((sd->desc.flags & SGF_PER_COMPANY) != 0) { ++ SetCompanySetting(this->valuewindow_entry->index, value); ++ } else { ++ SetSettingValue(this->valuewindow_entry->index, value); ++ } ++ this->SetDirty(); ++ } ++ ++ virtual void OnDropdownSelect(int widget, int index) ++ { ++ switch (widget) { ++ case WID_GS_RESTRICT_DROPDOWN: ++ this->filter.mode = (RestrictionMode)index; ++ if (this->filter.mode == RM_CHANGED_AGAINST_DEFAULT || ++ this->filter.mode == RM_CHANGED_AGAINST_NEW) { ++ ++ if (!this->manually_changed_folding) { ++ /* Expand all when selecting 'changes'. Update the filter state first, in case it becomes less restrictive in some cases. */ ++ GetSettingsTree().UpdateFilterState(this->filter, false); ++ GetSettingsTree().UnFoldAll(); ++ } ++ } else { ++ /* Non-'changes' filter. Save as default. */ ++ _settings_client.gui.settings_restriction_mode = this->filter.mode; ++ } ++ this->InvalidateData(); ++ break; ++ ++ case WID_GS_TYPE_DROPDOWN: ++ this->filter.type = (SettingType)index; ++ this->InvalidateData(); ++ break; ++ ++ default: ++ if (widget < 0) { ++ /* Deal with drop down boxes on the panel. */ ++ assert(this->valuedropdown_entry != NULL); ++ const SettingDesc *sd = this->valuedropdown_entry->setting; ++ assert(sd->desc.flags & SGF_MULTISTRING); ++ ++ if ((sd->desc.flags & SGF_PER_COMPANY) != 0) { ++ SetCompanySetting(this->valuedropdown_entry->index, index); ++ } else { ++ SetSettingValue(this->valuedropdown_entry->index, index); ++ } ++ ++ this->SetDirty(); ++ } ++ break; ++ } ++ } ++ ++ virtual void OnDropdownClose(Point pt, int widget, int index, bool instant_close) ++ { ++ if (widget >= 0) { ++ /* Normally the default implementation of OnDropdownClose() takes care of ++ * a few things. We want that behaviour here too, but only for ++ * "normal" dropdown boxes. The special dropdown boxes added for every ++ * setting that needs one can't have this call. */ ++ Window::OnDropdownClose(pt, widget, index, instant_close); ++ } else { ++ /* We cannot raise the dropdown button just yet. OnClick needs some hint, whether ++ * the same dropdown button was clicked again, and then not open the dropdown again. ++ * So, we only remember that it was closed, and process it on the next OnPaint, which is ++ * after OnClick. */ ++ assert(this->valuedropdown_entry != NULL); ++ this->closing_dropdown = true; ++ this->SetDirty(); ++ } ++ } ++ ++ virtual void OnInvalidateData(int data = 0, bool gui_scope = true) ++ { ++ if (!gui_scope) return; ++ ++ /* Update which settings are to be visible. */ ++ RestrictionMode min_level = (this->filter.mode <= RM_ALL) ? this->filter.mode : RM_BASIC; ++ this->filter.min_cat = min_level; ++ this->filter.type_hides = false; ++ GetSettingsTree().UpdateFilterState(this->filter, false); ++ ++ if (this->filter.string.IsEmpty()) { ++ this->warn_missing = WHR_NONE; ++ } else if (min_level < this->filter.min_cat) { ++ this->warn_missing = this->filter.type_hides ? WHR_CATEGORY_TYPE : WHR_CATEGORY; ++ } else { ++ this->warn_missing = this->filter.type_hides ? WHR_TYPE : WHR_NONE; ++ } ++ this->vscroll->SetCount(GetSettingsTree().Length() + this->warn_lines); ++ ++ if (this->last_clicked != NULL && !GetSettingsTree().IsVisible(this->last_clicked)) { ++ this->SetDisplayedHelpText(NULL); ++ } ++ ++ bool all_folded = true; ++ bool all_unfolded = true; ++ GetSettingsTree().GetFoldingState(all_folded, all_unfolded); ++ this->SetWidgetDisabledState(WID_GS_EXPAND_ALL, all_unfolded); ++ this->SetWidgetDisabledState(WID_GS_COLLAPSE_ALL, all_folded); ++ } ++ ++ virtual void OnEditboxChanged(int wid) ++ { ++ if (wid == WID_GS_FILTER) { ++ this->filter.string.SetFilterTerm(this->filter_editbox.text.buf); ++ if (!this->filter.string.IsEmpty() && !this->manually_changed_folding) { ++ /* User never expanded/collapsed single pages and entered a filter term. ++ * Expand everything, to save weird expand clicks, */ ++ GetSettingsTree().UnFoldAll(); ++ } ++ this->InvalidateData(); ++ } ++ } ++ ++ virtual void OnResize() ++ { ++ this->vscroll->SetCapacityFromWidget(this, WID_GS_OPTIONSPANEL, SETTINGTREE_TOP_OFFSET + SETTINGTREE_BOTTOM_OFFSET); ++ } ++}; ++ ++GameSettings *GameSettingsWindow::settings_ptr = NULL; ++ ++static const NWidgetPart _nested_settings_selection_widgets[] = { ++ NWidget(NWID_HORIZONTAL), ++ NWidget(WWT_CLOSEBOX, COLOUR_MAUVE), ++ NWidget(WWT_CAPTION, COLOUR_MAUVE), SetDataTip(STR_CONFIG_SETTING_TREE_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS), ++ NWidget(WWT_DEFSIZEBOX, COLOUR_MAUVE), ++ EndContainer(), ++ NWidget(WWT_PANEL, COLOUR_MAUVE), ++ NWidget(NWID_VERTICAL), SetPIP(0, WD_PAR_VSEP_NORMAL, 0), SetPadding(WD_TEXTPANEL_TOP, 0, WD_TEXTPANEL_BOTTOM, 0), ++ NWidget(NWID_HORIZONTAL), SetPIP(WD_FRAMETEXT_LEFT, WD_FRAMETEXT_RIGHT, WD_FRAMETEXT_RIGHT), ++ NWidget(WWT_TEXT, COLOUR_MAUVE, WID_GS_RESTRICT_CATEGORY), SetDataTip(STR_CONFIG_SETTING_RESTRICT_CATEGORY, STR_NULL), ++ NWidget(WWT_DROPDOWN, COLOUR_MAUVE, WID_GS_RESTRICT_DROPDOWN), SetMinimalSize(100, 12), SetDataTip(STR_BLACK_STRING, STR_CONFIG_SETTING_RESTRICT_DROPDOWN_HELPTEXT), SetFill(1, 0), SetResize(1, 0), ++ EndContainer(), ++ NWidget(NWID_HORIZONTAL), SetPIP(WD_FRAMETEXT_LEFT, WD_FRAMETEXT_RIGHT, WD_FRAMETEXT_RIGHT), ++ NWidget(WWT_TEXT, COLOUR_MAUVE, WID_GS_RESTRICT_TYPE), SetDataTip(STR_CONFIG_SETTING_RESTRICT_TYPE, STR_NULL), ++ NWidget(WWT_DROPDOWN, COLOUR_MAUVE, WID_GS_TYPE_DROPDOWN), SetMinimalSize(100, 12), SetDataTip(STR_BLACK_STRING, STR_CONFIG_SETTING_TYPE_DROPDOWN_HELPTEXT), SetFill(1, 0), SetResize(1, 0), ++ EndContainer(), ++ EndContainer(), ++ NWidget(NWID_HORIZONTAL), SetPadding(0, 0, WD_TEXTPANEL_BOTTOM, 0), ++ SetPIP(WD_FRAMETEXT_LEFT, WD_FRAMETEXT_RIGHT, WD_FRAMETEXT_RIGHT), ++ NWidget(WWT_TEXT, COLOUR_MAUVE), SetFill(0, 1), SetDataTip(STR_CONFIG_SETTING_FILTER_TITLE, STR_NULL), ++ NWidget(WWT_EDITBOX, COLOUR_MAUVE, WID_GS_FILTER), SetFill(1, 0), SetMinimalSize(50, 12), SetResize(1, 0), ++ SetDataTip(STR_LIST_FILTER_OSKTITLE, STR_LIST_FILTER_TOOLTIP), ++ EndContainer(), ++ EndContainer(), ++ NWidget(NWID_HORIZONTAL), ++ NWidget(WWT_PANEL, COLOUR_MAUVE, WID_GS_OPTIONSPANEL), SetMinimalSize(400, 174), SetScrollbar(WID_GS_SCROLLBAR), EndContainer(), ++ NWidget(NWID_VSCROLLBAR, COLOUR_MAUVE, WID_GS_SCROLLBAR), ++ EndContainer(), ++ NWidget(WWT_PANEL, COLOUR_MAUVE), SetMinimalSize(400, 40), ++ NWidget(WWT_EMPTY, INVALID_COLOUR, WID_GS_HELP_TEXT), SetMinimalSize(300, 25), SetFill(1, 1), SetResize(1, 0), ++ SetPadding(WD_FRAMETEXT_TOP, WD_FRAMETEXT_RIGHT, WD_FRAMETEXT_BOTTOM, WD_FRAMETEXT_LEFT), ++ EndContainer(), ++ NWidget(NWID_HORIZONTAL), ++ NWidget(WWT_PUSHTXTBTN, COLOUR_MAUVE, WID_GS_EXPAND_ALL), SetDataTip(STR_CONFIG_SETTING_EXPAND_ALL, STR_NULL), ++ NWidget(WWT_PUSHTXTBTN, COLOUR_MAUVE, WID_GS_COLLAPSE_ALL), SetDataTip(STR_CONFIG_SETTING_COLLAPSE_ALL, STR_NULL), ++ NWidget(WWT_PANEL, COLOUR_MAUVE), SetFill(1, 0), SetResize(1, 0), ++ EndContainer(), ++ NWidget(WWT_RESIZEBOX, COLOUR_MAUVE), ++ EndContainer(), ++}; ++ ++static WindowDesc _settings_selection_desc( ++ WDP_CENTER, "settings", 510, 450, ++ WC_GAME_OPTIONS, WC_NONE, ++ 0, ++ _nested_settings_selection_widgets, lengthof(_nested_settings_selection_widgets) ++); ++ ++/** Open advanced settings window. */ ++void ShowGameSettings() ++{ ++ DeleteWindowByClass(WC_GAME_OPTIONS); ++ new GameSettingsWindow(&_settings_selection_desc); ++} ++ ++ ++/** ++ * Draw [<][>] boxes. ++ * @param x the x position to draw ++ * @param y the y position to draw ++ * @param button_colour the colour of the button ++ * @param state 0 = none clicked, 1 = first clicked, 2 = second clicked ++ * @param clickable_left is the left button clickable? ++ * @param clickable_right is the right button clickable? ++ */ ++void DrawArrowButtons(int x, int y, Colours button_colour, byte state, bool clickable_left, bool clickable_right) ++{ ++ int colour = _colour_gradient[button_colour][2]; ++ Dimension dim = NWidgetScrollbar::GetHorizontalDimension(); ++ ++ DrawFrameRect(x, y, x + dim.width - 1, y + dim.height - 1, button_colour, (state == 1) ? FR_LOWERED : FR_NONE); ++ DrawFrameRect(x + dim.width, y, x + dim.width + dim.width - 1, y + dim.height - 1, button_colour, (state == 2) ? FR_LOWERED : FR_NONE); ++ DrawSprite(SPR_ARROW_LEFT, PAL_NONE, x + WD_IMGBTN_LEFT, y + WD_IMGBTN_TOP); ++ DrawSprite(SPR_ARROW_RIGHT, PAL_NONE, x + WD_IMGBTN_LEFT + dim.width, y + WD_IMGBTN_TOP); ++ ++ /* Grey out the buttons that aren't clickable */ ++ bool rtl = _current_text_dir == TD_RTL; ++ if (rtl ? !clickable_right : !clickable_left) { ++ GfxFillRect(x + 1, y, x + dim.width - 1, y + dim.height - 2, colour, FILLRECT_CHECKER); ++ } ++ if (rtl ? !clickable_left : !clickable_right) { ++ GfxFillRect(x + dim.width + 1, y, x + dim.width + dim.width - 1, y + dim.height - 2, colour, FILLRECT_CHECKER); ++ } ++} ++ ++/** ++ * Draw a dropdown button. ++ * @param x the x position to draw ++ * @param y the y position to draw ++ * @param button_colour the colour of the button ++ * @param state true = lowered ++ * @param clickable is the button clickable? ++ */ ++void DrawDropDownButton(int x, int y, Colours button_colour, bool state, bool clickable) ++{ ++ int colour = _colour_gradient[button_colour][2]; ++ ++ DrawFrameRect(x, y, x + SETTING_BUTTON_WIDTH - 1, y + SETTING_BUTTON_HEIGHT - 1, button_colour, state ? FR_LOWERED : FR_NONE); ++ DrawSprite(SPR_ARROW_DOWN, PAL_NONE, x + (SETTING_BUTTON_WIDTH - NWidgetScrollbar::GetVerticalDimension().width) / 2 + state, y + 2 + state); ++ ++ if (!clickable) { ++ GfxFillRect(x + 1, y, x + SETTING_BUTTON_WIDTH - 1, y + SETTING_BUTTON_HEIGHT - 2, colour, FILLRECT_CHECKER); ++ } ++} ++ ++/** ++ * Draw a toggle button. ++ * @param x the x position to draw ++ * @param y the y position to draw ++ * @param state true = lowered ++ * @param clickable is the button clickable? ++ */ ++void DrawBoolButton(int x, int y, bool state, bool clickable) ++{ ++ static const Colours _bool_ctabs[2][2] = {{COLOUR_CREAM, COLOUR_RED}, {COLOUR_DARK_GREEN, COLOUR_GREEN}}; ++ DrawFrameRect(x, y, x + SETTING_BUTTON_WIDTH - 1, y + SETTING_BUTTON_HEIGHT - 1, _bool_ctabs[state][clickable], state ? FR_LOWERED : FR_NONE); ++} ++ ++struct CustomCurrencyWindow : Window { ++ int query_widget; ++ ++ CustomCurrencyWindow(WindowDesc *desc) : Window(desc) ++ { ++ this->InitNested(); ++ ++ SetButtonState(); ++ } ++ ++ void SetButtonState() ++ { ++ this->SetWidgetDisabledState(WID_CC_RATE_DOWN, _custom_currency.rate == 1); ++ this->SetWidgetDisabledState(WID_CC_RATE_UP, _custom_currency.rate == UINT16_MAX); ++ this->SetWidgetDisabledState(WID_CC_YEAR_DOWN, _custom_currency.to_euro == CF_NOEURO); ++ this->SetWidgetDisabledState(WID_CC_YEAR_UP, _custom_currency.to_euro == MAX_YEAR); ++ } ++ ++ virtual void SetStringParameters(int widget) const ++ { ++ switch (widget) { ++ case WID_CC_RATE: SetDParam(0, 1); SetDParam(1, 1); break; ++ case WID_CC_SEPARATOR: SetDParamStr(0, _custom_currency.separator); break; ++ case WID_CC_PREFIX: SetDParamStr(0, _custom_currency.prefix); break; ++ case WID_CC_SUFFIX: SetDParamStr(0, _custom_currency.suffix); break; ++ case WID_CC_YEAR: ++ SetDParam(0, (_custom_currency.to_euro != CF_NOEURO) ? STR_CURRENCY_SWITCH_TO_EURO : STR_CURRENCY_SWITCH_TO_EURO_NEVER); ++ SetDParam(1, _custom_currency.to_euro); ++ break; ++ ++ case WID_CC_PREVIEW: ++ SetDParam(0, 10000); ++ break; ++ } ++ } ++ ++ virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) ++ { ++ switch (widget) { ++ /* Set the appropriate width for the edit 'buttons' */ ++ case WID_CC_SEPARATOR_EDIT: ++ case WID_CC_PREFIX_EDIT: ++ case WID_CC_SUFFIX_EDIT: ++ size->width = this->GetWidget<NWidgetBase>(WID_CC_RATE_DOWN)->smallest_x + this->GetWidget<NWidgetBase>(WID_CC_RATE_UP)->smallest_x; ++ break; ++ ++ /* Make sure the window is wide enough for the widest exchange rate */ ++ case WID_CC_RATE: ++ SetDParam(0, 1); ++ SetDParam(1, INT32_MAX); ++ *size = GetStringBoundingBox(STR_CURRENCY_EXCHANGE_RATE); ++ break; ++ } ++ } ++ ++ virtual void OnClick(Point pt, int widget, int click_count) ++ { ++ int line = 0; ++ int len = 0; ++ StringID str = 0; ++ CharSetFilter afilter = CS_ALPHANUMERAL; ++ ++ switch (widget) { ++ case WID_CC_RATE_DOWN: ++ if (_custom_currency.rate > 1) _custom_currency.rate--; ++ if (_custom_currency.rate == 1) this->DisableWidget(WID_CC_RATE_DOWN); ++ this->EnableWidget(WID_CC_RATE_UP); ++ break; ++ ++ case WID_CC_RATE_UP: ++ if (_custom_currency.rate < UINT16_MAX) _custom_currency.rate++; ++ if (_custom_currency.rate == UINT16_MAX) this->DisableWidget(WID_CC_RATE_UP); ++ this->EnableWidget(WID_CC_RATE_DOWN); ++ break; ++ ++ case WID_CC_RATE: ++ SetDParam(0, _custom_currency.rate); ++ str = STR_JUST_INT; ++ len = 5; ++ line = WID_CC_RATE; ++ afilter = CS_NUMERAL; ++ break; ++ ++ case WID_CC_SEPARATOR_EDIT: ++ case WID_CC_SEPARATOR: ++ SetDParamStr(0, _custom_currency.separator); ++ str = STR_JUST_RAW_STRING; ++ len = 1; ++ line = WID_CC_SEPARATOR; ++ break; ++ ++ case WID_CC_PREFIX_EDIT: ++ case WID_CC_PREFIX: ++ SetDParamStr(0, _custom_currency.prefix); ++ str = STR_JUST_RAW_STRING; ++ len = 12; ++ line = WID_CC_PREFIX; ++ break; ++ ++ case WID_CC_SUFFIX_EDIT: ++ case WID_CC_SUFFIX: ++ SetDParamStr(0, _custom_currency.suffix); ++ str = STR_JUST_RAW_STRING; ++ len = 12; ++ line = WID_CC_SUFFIX; ++ break; ++ ++ case WID_CC_YEAR_DOWN: ++ _custom_currency.to_euro = (_custom_currency.to_euro <= 2000) ? CF_NOEURO : _custom_currency.to_euro - 1; ++ if (_custom_currency.to_euro == CF_NOEURO) this->DisableWidget(WID_CC_YEAR_DOWN); ++ this->EnableWidget(WID_CC_YEAR_UP); ++ break; ++ ++ case WID_CC_YEAR_UP: ++ _custom_currency.to_euro = Clamp(_custom_currency.to_euro + 1, 2000, MAX_YEAR); ++ if (_custom_currency.to_euro == MAX_YEAR) this->DisableWidget(WID_CC_YEAR_UP); ++ this->EnableWidget(WID_CC_YEAR_DOWN); ++ break; ++ ++ case WID_CC_YEAR: ++ SetDParam(0, _custom_currency.to_euro); ++ str = STR_JUST_INT; ++ len = 7; ++ line = WID_CC_YEAR; ++ afilter = CS_NUMERAL; ++ break; ++ } ++ ++ if (len != 0) { ++ this->query_widget = line; ++ ShowQueryString(str, STR_CURRENCY_CHANGE_PARAMETER, len + 1, this, afilter, QSF_NONE); ++ } ++ ++ this->SetTimeout(); ++ this->SetDirty(); ++ } ++ ++ virtual void OnQueryTextFinished(char *str) ++ { ++ if (str == NULL) return; ++ ++ switch (this->query_widget) { ++ case WID_CC_RATE: ++ _custom_currency.rate = Clamp(atoi(str), 1, UINT16_MAX); ++ break; ++ ++ case WID_CC_SEPARATOR: // Thousands separator ++ strecpy(_custom_currency.separator, str, lastof(_custom_currency.separator)); ++ break; ++ ++ case WID_CC_PREFIX: ++ strecpy(_custom_currency.prefix, str, lastof(_custom_currency.prefix)); ++ break; ++ ++ case WID_CC_SUFFIX: ++ strecpy(_custom_currency.suffix, str, lastof(_custom_currency.suffix)); ++ break; ++ ++ case WID_CC_YEAR: { // Year to switch to euro ++ int val = atoi(str); ++ ++ _custom_currency.to_euro = (val < 2000 ? CF_NOEURO : min(val, MAX_YEAR)); ++ break; ++ } ++ } ++ MarkWholeScreenDirty(); ++ SetButtonState(); ++ } ++ ++ virtual void OnTimeout() ++ { ++ this->SetDirty(); ++ } ++}; ++ ++static const NWidgetPart _nested_cust_currency_widgets[] = { ++ NWidget(NWID_HORIZONTAL), ++ NWidget(WWT_CLOSEBOX, COLOUR_GREY), ++ NWidget(WWT_CAPTION, COLOUR_GREY), SetDataTip(STR_CURRENCY_WINDOW, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS), ++ EndContainer(), ++ NWidget(WWT_PANEL, COLOUR_GREY), ++ NWidget(NWID_VERTICAL, NC_EQUALSIZE), SetPIP(7, 3, 0), ++ NWidget(NWID_HORIZONTAL), SetPIP(10, 0, 5), ++ NWidget(WWT_PUSHARROWBTN, COLOUR_YELLOW, WID_CC_RATE_DOWN), SetDataTip(AWV_DECREASE, STR_CURRENCY_DECREASE_EXCHANGE_RATE_TOOLTIP), ++ NWidget(WWT_PUSHARROWBTN, COLOUR_YELLOW, WID_CC_RATE_UP), SetDataTip(AWV_INCREASE, STR_CURRENCY_INCREASE_EXCHANGE_RATE_TOOLTIP), ++ NWidget(NWID_SPACER), SetMinimalSize(5, 0), ++ NWidget(WWT_TEXT, COLOUR_BLUE, WID_CC_RATE), SetDataTip(STR_CURRENCY_EXCHANGE_RATE, STR_CURRENCY_SET_EXCHANGE_RATE_TOOLTIP), SetFill(1, 0), ++ EndContainer(), ++ NWidget(NWID_HORIZONTAL), SetPIP(10, 0, 5), ++ NWidget(WWT_PUSHBTN, COLOUR_DARK_BLUE, WID_CC_SEPARATOR_EDIT), SetDataTip(0x0, STR_CURRENCY_SET_CUSTOM_CURRENCY_SEPARATOR_TOOLTIP), SetFill(0, 1), ++ NWidget(NWID_SPACER), SetMinimalSize(5, 0), ++ NWidget(WWT_TEXT, COLOUR_BLUE, WID_CC_SEPARATOR), SetDataTip(STR_CURRENCY_SEPARATOR, STR_CURRENCY_SET_CUSTOM_CURRENCY_SEPARATOR_TOOLTIP), SetFill(1, 0), ++ EndContainer(), ++ NWidget(NWID_HORIZONTAL), SetPIP(10, 0, 5), ++ NWidget(WWT_PUSHBTN, COLOUR_DARK_BLUE, WID_CC_PREFIX_EDIT), SetDataTip(0x0, STR_CURRENCY_SET_CUSTOM_CURRENCY_PREFIX_TOOLTIP), SetFill(0, 1), ++ NWidget(NWID_SPACER), SetMinimalSize(5, 0), ++ NWidget(WWT_TEXT, COLOUR_BLUE, WID_CC_PREFIX), SetDataTip(STR_CURRENCY_PREFIX, STR_CURRENCY_SET_CUSTOM_CURRENCY_PREFIX_TOOLTIP), SetFill(1, 0), ++ EndContainer(), ++ NWidget(NWID_HORIZONTAL), SetPIP(10, 0, 5), ++ NWidget(WWT_PUSHBTN, COLOUR_DARK_BLUE, WID_CC_SUFFIX_EDIT), SetDataTip(0x0, STR_CURRENCY_SET_CUSTOM_CURRENCY_SUFFIX_TOOLTIP), SetFill(0, 1), ++ NWidget(NWID_SPACER), SetMinimalSize(5, 0), ++ NWidget(WWT_TEXT, COLOUR_BLUE, WID_CC_SUFFIX), SetDataTip(STR_CURRENCY_SUFFIX, STR_CURRENCY_SET_CUSTOM_CURRENCY_SUFFIX_TOOLTIP), SetFill(1, 0), ++ EndContainer(), ++ NWidget(NWID_HORIZONTAL), SetPIP(10, 0, 5), ++ NWidget(WWT_PUSHARROWBTN, COLOUR_YELLOW, WID_CC_YEAR_DOWN), SetDataTip(AWV_DECREASE, STR_CURRENCY_DECREASE_CUSTOM_CURRENCY_TO_EURO_TOOLTIP), ++ NWidget(WWT_PUSHARROWBTN, COLOUR_YELLOW, WID_CC_YEAR_UP), SetDataTip(AWV_INCREASE, STR_CURRENCY_INCREASE_CUSTOM_CURRENCY_TO_EURO_TOOLTIP), ++ NWidget(NWID_SPACER), SetMinimalSize(5, 0), ++ NWidget(WWT_TEXT, COLOUR_BLUE, WID_CC_YEAR), SetDataTip(STR_JUST_STRING, STR_CURRENCY_SET_CUSTOM_CURRENCY_TO_EURO_TOOLTIP), SetFill(1, 0), ++ EndContainer(), ++ EndContainer(), ++ NWidget(WWT_LABEL, COLOUR_BLUE, WID_CC_PREVIEW), ++ SetDataTip(STR_CURRENCY_PREVIEW, STR_CURRENCY_CUSTOM_CURRENCY_PREVIEW_TOOLTIP), SetPadding(15, 1, 18, 2), ++ EndContainer(), ++}; ++ ++static WindowDesc _cust_currency_desc( ++ WDP_CENTER, NULL, 0, 0, ++ WC_CUSTOM_CURRENCY, WC_NONE, ++ 0, ++ _nested_cust_currency_widgets, lengthof(_nested_cust_currency_widgets) ++); ++ ++/** Open custom currency window. */ ++static void ShowCustCurrency() ++{ ++ DeleteWindowById(WC_CUSTOM_CURRENCY, 0); ++ new CustomCurrencyWindow(&_cust_currency_desc); ++} +diff --git a/src/settings_type.h b/src/settings_type.h +index fc4059c7b..7c17ca816 100644 +--- a/src/settings_type.h ++++ b/src/settings_type.h +@@ -117,6 +117,7 @@ struct GUISettings { + uint8 date_format_in_default_names; ///< should the default savegame/screenshot name use long dates (31th Dec 2008), short dates (31-12-2008) or ISO dates (2008-12-31) + byte max_num_autosaves; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1) + bool population_in_label; ///< show the population of a town in his label? ++ bool forecast_display; ///< show the supply and demand forecasting on station building + uint8 right_mouse_btn_emulation; ///< should we emulate right mouse clicking? + uint8 scrollwheel_scrolling; ///< scrolling using the scroll wheel? + uint8 scrollwheel_multiplier; ///< how much 'wheel' per incoming event from the OS? +@@ -128,6 +129,7 @@ struct GUISettings { + bool timetable_in_ticks; ///< whether to show the timetable in ticks rather than days + bool quick_goto; ///< Allow quick access to 'goto button' in vehicle orders window + bool auto_euro; ///< automatically switch to euro in 2002 ++ byte simulated_wormhole_signals; ///< simulate signals in tunnel + byte drag_signals_density; ///< many signals density + bool drag_signals_fixed_distance; ///< keep fixed distance between signals when dragging + Year semaphore_build_before; ///< build semaphore signals automatically before this year +@@ -165,6 +167,7 @@ struct GUISettings { + bool scenario_developer; ///< activate scenario developer: allow modifying NewGRFs in an existing game + uint8 settings_restriction_mode; ///< selected restriction mode in adv. settings GUI. @see RestrictionMode + bool newgrf_show_old_versions; ///< whether to show old versions in the NewGRF list ++ bool townrating_indicator; ///< Whether to show the town rating indicators. + uint8 newgrf_default_palette; ///< default palette to use for NewGRFs without action 14 palette information + + /** +@@ -320,6 +323,7 @@ struct ConstructionSettings { + bool freeform_edges; ///< allow terraforming the tiles at the map edges + uint8 extra_tree_placement; ///< (dis)allow building extra trees in-game + uint8 command_pause_level; ///< level/amount of commands that can't be executed while paused ++ uint8 clipboard_capacity; ///< maximum copy/paste area size (width/height) + + uint32 terraform_per_64k_frames; ///< how many tile heights may, over a long period, be terraformed per 65536 frames? + uint16 terraform_frame_burst; ///< how many tile heights may, over a short period, be terraformed? +diff --git a/src/ship_cmd.cpp b/src/ship_cmd.cpp +index 771863a24..d27f3ba0d 100644 +--- a/src/ship_cmd.cpp ++++ b/src/ship_cmd.cpp +@@ -611,7 +611,7 @@ static void ShipController(Ship *v) + v->x_pos = gp.x; + v->y_pos = gp.y; + v->UpdatePosition(); +- if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true); ++ if (v->IsDrawn()) v->Vehicle::UpdateViewport(true); + return; + } + } +diff --git a/src/ship_cmd.cpp.orig b/src/ship_cmd.cpp.orig +new file mode 100644 +index 000000000..771863a24 +--- /dev/null ++++ b/src/ship_cmd.cpp.orig +@@ -0,0 +1,725 @@ ++/* $Id$ */ ++ ++/* ++ * 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/>. ++ */ ++ ++/** @file ship_cmd.cpp Handling of ships. */ ++ ++#include "stdafx.h" ++#include "ship.h" ++#include "landscape.h" ++#include "timetable.h" ++#include "news_func.h" ++#include "company_func.h" ++#include "pathfinder/npf/npf_func.h" ++#include "depot_base.h" ++#include "station_base.h" ++#include "newgrf_engine.h" ++#include "pathfinder/yapf/yapf.h" ++#include "newgrf_sound.h" ++#include "spritecache.h" ++#include "strings_func.h" ++#include "window_func.h" ++#include "date_func.h" ++#include "vehicle_func.h" ++#include "sound_func.h" ++#include "ai/ai.hpp" ++#include "game/game.hpp" ++#include "pathfinder/opf/opf_ship.h" ++#include "engine_base.h" ++#include "company_base.h" ++#include "tunnelbridge_map.h" ++#include "zoom_func.h" ++ ++#include "table/strings.h" ++ ++#include "safeguards.h" ++ ++/** ++ * Determine the effective #WaterClass for a ship travelling on a tile. ++ * @param tile Tile of interest ++ * @return the waterclass to be used by the ship. ++ */ ++WaterClass GetEffectiveWaterClass(TileIndex tile) ++{ ++ if (HasTileWaterClass(tile)) return GetWaterClass(tile); ++ if (IsTileType(tile, MP_TUNNELBRIDGE)) { ++ assert(GetTunnelBridgeTransportType(tile) == TRANSPORT_WATER); ++ return WATER_CLASS_CANAL; ++ } ++ if (IsTileType(tile, MP_RAILWAY)) { ++ assert(GetRailGroundType(tile) == RAIL_GROUND_WATER); ++ return WATER_CLASS_SEA; ++ } ++ NOT_REACHED(); ++} ++ ++static const uint16 _ship_sprites[] = {0x0E5D, 0x0E55, 0x0E65, 0x0E6D}; ++ ++template <> ++bool IsValidImageIndex<VEH_SHIP>(uint8 image_index) ++{ ++ return image_index < lengthof(_ship_sprites); ++} ++ ++static inline TrackBits GetTileShipTrackStatus(TileIndex tile) ++{ ++ return TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_WATER, 0)); ++} ++ ++static void GetShipIcon(EngineID engine, EngineImageType image_type, VehicleSpriteSeq *result) ++{ ++ const Engine *e = Engine::Get(engine); ++ uint8 spritenum = e->u.ship.image_index; ++ ++ if (is_custom_sprite(spritenum)) { ++ GetCustomVehicleIcon(engine, DIR_W, image_type, result); ++ if (result->IsValid()) return; ++ ++ spritenum = e->original_image_index; ++ } ++ ++ assert(IsValidImageIndex<VEH_SHIP>(spritenum)); ++ result->Set(DIR_W + _ship_sprites[spritenum]); ++} ++ ++void DrawShipEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type) ++{ ++ VehicleSpriteSeq seq; ++ GetShipIcon(engine, image_type, &seq); ++ ++ Rect rect; ++ seq.GetBounds(&rect); ++ preferred_x = Clamp(preferred_x, ++ left - UnScaleGUI(rect.left), ++ right - UnScaleGUI(rect.right)); ++ ++ seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH); ++} ++ ++/** ++ * Get the size of the sprite of a ship sprite heading west (used for lists). ++ * @param engine The engine to get the sprite from. ++ * @param[out] width The width of the sprite. ++ * @param[out] height The height of the sprite. ++ * @param[out] xoffs Number of pixels to shift the sprite to the right. ++ * @param[out] yoffs Number of pixels to shift the sprite downwards. ++ * @param image_type Context the sprite is used in. ++ */ ++void GetShipSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type) ++{ ++ VehicleSpriteSeq seq; ++ GetShipIcon(engine, image_type, &seq); ++ ++ Rect rect; ++ seq.GetBounds(&rect); ++ ++ width = UnScaleGUI(rect.right - rect.left + 1); ++ height = UnScaleGUI(rect.bottom - rect.top + 1); ++ xoffs = UnScaleGUI(rect.left); ++ yoffs = UnScaleGUI(rect.top); ++} ++ ++void Ship::GetImage(Direction direction, EngineImageType image_type, VehicleSpriteSeq *result) const ++{ ++ uint8 spritenum = this->spritenum; ++ ++ if (is_custom_sprite(spritenum)) { ++ GetCustomVehicleSprite(this, direction, image_type, result); ++ if (result->IsValid()) return; ++ ++ spritenum = this->GetEngine()->original_image_index; ++ } ++ ++ assert(IsValidImageIndex<VEH_SHIP>(spritenum)); ++ result->Set(_ship_sprites[spritenum] + direction); ++} ++ ++static const Depot *FindClosestShipDepot(const Vehicle *v, uint max_distance) ++{ ++ /* Find the closest depot */ ++ const Depot *depot; ++ const Depot *best_depot = NULL; ++ /* If we don't have a maximum distance, i.e. distance = 0, ++ * we want to find any depot so the best distance of no ++ * depot must be more than any correct distance. On the ++ * other hand if we have set a maximum distance, any depot ++ * further away than max_distance can safely be ignored. */ ++ uint best_dist = max_distance == 0 ? UINT_MAX : max_distance + 1; ++ ++ FOR_ALL_DEPOTS(depot) { ++ TileIndex tile = depot->xy; ++ if (IsShipDepotTile(tile) && IsTileOwner(tile, v->owner)) { ++ uint dist = DistanceManhattan(tile, v->tile); ++ if (dist < best_dist) { ++ best_dist = dist; ++ best_depot = depot; ++ } ++ } ++ } ++ ++ return best_depot; ++} ++ ++static void CheckIfShipNeedsService(Vehicle *v) ++{ ++ if (Company::Get(v->owner)->settings.vehicle.servint_ships == 0 || !v->NeedsAutomaticServicing()) return; ++ if (v->IsChainInDepot()) { ++ VehicleServiceInDepot(v); ++ return; ++ } ++ ++ uint max_distance; ++ switch (_settings_game.pf.pathfinder_for_ships) { ++ case VPF_OPF: max_distance = 12; break; ++ case VPF_NPF: max_distance = _settings_game.pf.npf.maximum_go_to_depot_penalty / NPF_TILE_LENGTH; break; ++ case VPF_YAPF: max_distance = _settings_game.pf.yapf.maximum_go_to_depot_penalty / YAPF_TILE_LENGTH; break; ++ default: NOT_REACHED(); ++ } ++ ++ const Depot *depot = FindClosestShipDepot(v, max_distance); ++ ++ if (depot == NULL) { ++ if (v->current_order.IsType(OT_GOTO_DEPOT)) { ++ v->current_order.MakeDummy(); ++ SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP); ++ } ++ return; ++ } ++ ++ v->current_order.MakeGoToDepot(depot->index, ODTFB_SERVICE); ++ v->dest_tile = depot->xy; ++ SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP); ++} ++ ++/** ++ * Update the caches of this ship. ++ */ ++void Ship::UpdateCache() ++{ ++ const ShipVehicleInfo *svi = ShipVehInfo(this->engine_type); ++ ++ /* Get speed fraction for the current water type. Aqueducts are always canals. */ ++ bool is_ocean = GetEffectiveWaterClass(this->tile) == WATER_CLASS_SEA; ++ uint raw_speed = GetVehicleProperty(this, PROP_SHIP_SPEED, svi->max_speed); ++ this->vcache.cached_max_speed = svi->ApplyWaterClassSpeedFrac(raw_speed, is_ocean); ++ ++ /* Update cargo aging period. */ ++ this->vcache.cached_cargo_age_period = GetVehicleProperty(this, PROP_SHIP_CARGO_AGE_PERIOD, EngInfo(this->engine_type)->cargo_age_period); ++ ++ this->UpdateVisualEffect(); ++} ++ ++Money Ship::GetRunningCost() const ++{ ++ const Engine *e = this->GetEngine(); ++ uint cost_factor = GetVehicleProperty(this, PROP_SHIP_RUNNING_COST_FACTOR, e->u.ship.running_cost); ++ return GetPrice(PR_RUNNING_SHIP, cost_factor, e->GetGRF()); ++} ++ ++void Ship::OnNewDay() ++{ ++ if ((++this->day_counter & 7) == 0) { ++ DecreaseVehicleValue(this); ++ } ++ ++ CheckVehicleBreakdown(this); ++ AgeVehicle(this); ++ CheckIfShipNeedsService(this); ++ ++ CheckOrders(this); ++ ++ if (this->running_ticks == 0) return; ++ ++ CommandCost cost(EXPENSES_SHIP_RUN, this->GetRunningCost() * this->running_ticks / (DAYS_IN_YEAR * DAY_TICKS)); ++ ++ this->profit_this_year -= cost.GetCost(); ++ this->running_ticks = 0; ++ ++ SubtractMoneyFromCompanyFract(this->owner, cost); ++ ++ SetWindowDirty(WC_VEHICLE_DETAILS, this->index); ++ /* we need this for the profit */ ++ SetWindowClassesDirty(WC_SHIPS_LIST); ++} ++ ++Trackdir Ship::GetVehicleTrackdir() const ++{ ++ if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR; ++ ++ if (this->IsInDepot()) { ++ /* We'll assume the ship is facing outwards */ ++ return DiagDirToDiagTrackdir(GetShipDepotDirection(this->tile)); ++ } ++ ++ if (this->state == TRACK_BIT_WORMHOLE) { ++ /* ship on aqueduct, so just use his direction and assume a diagonal track */ ++ return DiagDirToDiagTrackdir(DirToDiagDir(this->direction)); ++ } ++ ++ return TrackDirectionToTrackdir(FindFirstTrack(this->state), this->direction); ++} ++ ++void Ship::MarkDirty() ++{ ++ this->colourmap = PAL_NONE; ++ this->UpdateViewport(true, false); ++ this->UpdateCache(); ++} ++ ++static void PlayShipSound(const Vehicle *v) ++{ ++ if (!PlayVehicleSound(v, VSE_START)) { ++ SndPlayVehicleFx(ShipVehInfo(v->engine_type)->sfx, v); ++ } ++} ++ ++void Ship::PlayLeaveStationSound() const ++{ ++ PlayShipSound(this); ++} ++ ++TileIndex Ship::GetOrderStationLocation(StationID station) ++{ ++ if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION; ++ ++ const Station *st = Station::Get(station); ++ if (st->dock_tile != INVALID_TILE) { ++ return TILE_ADD(st->dock_tile, ToTileIndexDiff(GetDockOffset(st->dock_tile))); ++ } else { ++ this->IncrementRealOrderIndex(); ++ return 0; ++ } ++} ++ ++void Ship::UpdateDeltaXY(Direction direction) ++{ ++ static const int8 _delta_xy_table[8][4] = { ++ /* y_extent, x_extent, y_offs, x_offs */ ++ { 6, 6, -3, -3}, // N ++ { 6, 32, -3, -16}, // NE ++ { 6, 6, -3, -3}, // E ++ {32, 6, -16, -3}, // SE ++ { 6, 6, -3, -3}, // S ++ { 6, 32, -3, -16}, // SW ++ { 6, 6, -3, -3}, // W ++ {32, 6, -16, -3}, // NW ++ }; ++ ++ const int8 *bb = _delta_xy_table[direction]; ++ this->x_offs = bb[3]; ++ this->y_offs = bb[2]; ++ this->x_extent = bb[1]; ++ this->y_extent = bb[0]; ++ this->z_extent = 6; ++} ++ ++static bool CheckShipLeaveDepot(Ship *v) ++{ ++ if (!v->IsChainInDepot()) return false; ++ ++ /* We are leaving a depot, but have to go to the exact same one; re-enter */ ++ if (v->current_order.IsType(OT_GOTO_DEPOT) && ++ IsShipDepotTile(v->tile) && GetDepotIndex(v->tile) == v->current_order.GetDestination()) { ++ VehicleEnterDepot(v); ++ return true; ++ } ++ ++ TileIndex tile = v->tile; ++ Axis axis = GetShipDepotAxis(tile); ++ ++ DiagDirection north_dir = ReverseDiagDir(AxisToDiagDir(axis)); ++ TileIndex north_neighbour = TILE_ADD(tile, TileOffsByDiagDir(north_dir)); ++ DiagDirection south_dir = AxisToDiagDir(axis); ++ TileIndex south_neighbour = TILE_ADD(tile, 2 * TileOffsByDiagDir(south_dir)); ++ ++ TrackBits north_tracks = DiagdirReachesTracks(north_dir) & GetTileShipTrackStatus(north_neighbour); ++ TrackBits south_tracks = DiagdirReachesTracks(south_dir) & GetTileShipTrackStatus(south_neighbour); ++ if (north_tracks && south_tracks) { ++ /* Ask pathfinder for best direction */ ++ bool reverse = false; ++ bool path_found; ++ switch (_settings_game.pf.pathfinder_for_ships) { ++ case VPF_OPF: reverse = OPFShipChooseTrack(v, north_neighbour, north_dir, north_tracks, path_found) == INVALID_TRACK; break; // OPF always allows reversing ++ case VPF_NPF: reverse = NPFShipCheckReverse(v); break; ++ case VPF_YAPF: reverse = YapfShipCheckReverse(v); break; ++ default: NOT_REACHED(); ++ } ++ if (reverse) north_tracks = TRACK_BIT_NONE; ++ } ++ ++ if (north_tracks) { ++ /* Leave towards north */ ++ v->direction = DiagDirToDir(north_dir); ++ } else if (south_tracks) { ++ /* Leave towards south */ ++ v->direction = DiagDirToDir(south_dir); ++ } else { ++ /* Both ways blocked */ ++ return false; ++ } ++ ++ v->state = AxisToTrackBits(axis); ++ v->vehstatus &= ~VS_HIDDEN; ++ ++ v->cur_speed = 0; ++ v->UpdateViewport(true, true); ++ SetWindowDirty(WC_VEHICLE_DEPOT, v->tile); ++ ++ PlayShipSound(v); ++ VehicleServiceInDepot(v); ++ InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile); ++ SetWindowClassesDirty(WC_SHIPS_LIST); ++ ++ return false; ++} ++ ++static bool ShipAccelerate(Vehicle *v) ++{ ++ uint spd; ++ byte t; ++ ++ spd = min(v->cur_speed + 1, v->vcache.cached_max_speed); ++ spd = min(spd, v->current_order.GetMaxSpeed() * 2); ++ ++ /* updates statusbar only if speed have changed to save CPU time */ ++ if (spd != v->cur_speed) { ++ v->cur_speed = spd; ++ SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP); ++ } ++ ++ /* Convert direction-independent speed into direction-dependent speed. (old movement method) */ ++ spd = v->GetOldAdvanceSpeed(spd); ++ ++ if (spd == 0) return false; ++ if ((byte)++spd == 0) return true; ++ ++ v->progress = (t = v->progress) - (byte)spd; ++ ++ return (t < v->progress); ++} ++ ++/** ++ * Ship arrives at a dock. If it is the first time, send out a news item. ++ * @param v Ship that arrived. ++ * @param st Station being visited. ++ */ ++static void ShipArrivesAt(const Vehicle *v, Station *st) ++{ ++ /* Check if station was ever visited before */ ++ if (!(st->had_vehicle_of_type & HVOT_SHIP)) { ++ st->had_vehicle_of_type |= HVOT_SHIP; ++ ++ SetDParam(0, st->index); ++ AddVehicleNewsItem( ++ STR_NEWS_FIRST_SHIP_ARRIVAL, ++ (v->owner == _local_company) ? NT_ARRIVAL_COMPANY : NT_ARRIVAL_OTHER, ++ v->index, ++ st->index ++ ); ++ AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index)); ++ Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index)); ++ } ++} ++ ++ ++/** ++ * Runs the pathfinder to choose a track to continue along. ++ * ++ * @param v Ship to navigate ++ * @param tile Tile, the ship is about to enter ++ * @param enterdir Direction of entering ++ * @param tracks Available track choices on \a tile ++ * @return Track to choose, or INVALID_TRACK when to reverse. ++ */ ++static Track ChooseShipTrack(Ship *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks) ++{ ++ assert(IsValidDiagDirection(enterdir)); ++ ++ bool path_found = true; ++ Track track; ++ switch (_settings_game.pf.pathfinder_for_ships) { ++ case VPF_OPF: track = OPFShipChooseTrack(v, tile, enterdir, tracks, path_found); break; ++ case VPF_NPF: track = NPFShipChooseTrack(v, tile, enterdir, tracks, path_found); break; ++ case VPF_YAPF: track = YapfShipChooseTrack(v, tile, enterdir, tracks, path_found); break; ++ default: NOT_REACHED(); ++ } ++ ++ v->HandlePathfindingResult(path_found); ++ return track; ++} ++ ++static inline TrackBits GetAvailShipTracks(TileIndex tile, DiagDirection dir) ++{ ++ return GetTileShipTrackStatus(tile) & DiagdirReachesTracks(dir); ++} ++ ++static const byte _ship_subcoord[4][6][3] = { ++ { ++ {15, 8, 1}, ++ { 0, 0, 0}, ++ { 0, 0, 0}, ++ {15, 8, 2}, ++ {15, 7, 0}, ++ { 0, 0, 0}, ++ }, ++ { ++ { 0, 0, 0}, ++ { 8, 0, 3}, ++ { 7, 0, 2}, ++ { 0, 0, 0}, ++ { 8, 0, 4}, ++ { 0, 0, 0}, ++ }, ++ { ++ { 0, 8, 5}, ++ { 0, 0, 0}, ++ { 0, 7, 6}, ++ { 0, 0, 0}, ++ { 0, 0, 0}, ++ { 0, 8, 4}, ++ }, ++ { ++ { 0, 0, 0}, ++ { 8, 15, 7}, ++ { 0, 0, 0}, ++ { 8, 15, 6}, ++ { 0, 0, 0}, ++ { 7, 15, 0}, ++ } ++}; ++ ++static void ShipController(Ship *v) ++{ ++ uint32 r; ++ const byte *b; ++ Direction dir; ++ Track track; ++ TrackBits tracks; ++ ++ v->tick_counter++; ++ v->current_order_time++; ++ ++ if (v->HandleBreakdown()) return; ++ ++ if (v->vehstatus & VS_STOPPED) return; ++ ++ ProcessOrders(v); ++ v->HandleLoading(); ++ ++ if (v->current_order.IsType(OT_LOADING)) return; ++ ++ if (CheckShipLeaveDepot(v)) return; ++ ++ v->ShowVisualEffect(); ++ ++ if (!ShipAccelerate(v)) return; ++ ++ GetNewVehiclePosResult gp = GetNewVehiclePos(v); ++ if (v->state != TRACK_BIT_WORMHOLE) { ++ /* Not on a bridge */ ++ if (gp.old_tile == gp.new_tile) { ++ /* Staying in tile */ ++ if (v->IsInDepot()) { ++ gp.x = v->x_pos; ++ gp.y = v->y_pos; ++ } else { ++ /* Not inside depot */ ++ r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y); ++ if (HasBit(r, VETS_CANNOT_ENTER)) goto reverse_direction; ++ ++ /* A leave station order only needs one tick to get processed, so we can ++ * always skip ahead. */ ++ if (v->current_order.IsType(OT_LEAVESTATION)) { ++ v->current_order.Free(); ++ SetWindowWidgetDirty(WC_VEHICLE_VIEW, v->index, WID_VV_START_STOP); ++ } else if (v->dest_tile != 0) { ++ /* We have a target, let's see if we reached it... */ ++ if (v->current_order.IsType(OT_GOTO_WAYPOINT) && ++ DistanceManhattan(v->dest_tile, gp.new_tile) <= 3) { ++ /* We got within 3 tiles of our target buoy, so let's skip to our ++ * next order */ ++ UpdateVehicleTimetable(v, true); ++ v->IncrementRealOrderIndex(); ++ v->current_order.MakeDummy(); ++ } else { ++ /* Non-buoy orders really need to reach the tile */ ++ if (v->dest_tile == gp.new_tile) { ++ if (v->current_order.IsType(OT_GOTO_DEPOT)) { ++ if ((gp.x & 0xF) == 8 && (gp.y & 0xF) == 8) { ++ VehicleEnterDepot(v); ++ return; ++ } ++ } else if (v->current_order.IsType(OT_GOTO_STATION)) { ++ v->last_station_visited = v->current_order.GetDestination(); ++ ++ /* Process station in the orderlist. */ ++ Station *st = Station::Get(v->current_order.GetDestination()); ++ if (st->facilities & FACIL_DOCK) { // ugly, ugly workaround for problem with ships able to drop off cargo at wrong stations ++ ShipArrivesAt(v, st); ++ v->BeginLoading(); ++ } else { // leave stations without docks right aways ++ v->current_order.MakeLeaveStation(); ++ v->IncrementRealOrderIndex(); ++ } ++ } ++ } ++ } ++ } ++ } ++ } else { ++ /* New tile */ ++ if (!IsValidTile(gp.new_tile)) goto reverse_direction; ++ ++ DiagDirection diagdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile); ++ assert(diagdir != INVALID_DIAGDIR); ++ tracks = GetAvailShipTracks(gp.new_tile, diagdir); ++ if (tracks == TRACK_BIT_NONE) goto reverse_direction; ++ ++ /* Choose a direction, and continue if we find one */ ++ track = ChooseShipTrack(v, gp.new_tile, diagdir, tracks); ++ if (track == INVALID_TRACK) goto reverse_direction; ++ ++ b = _ship_subcoord[diagdir][track]; ++ ++ gp.x = (gp.x & ~0xF) | b[0]; ++ gp.y = (gp.y & ~0xF) | b[1]; ++ ++ /* Call the landscape function and tell it that the vehicle entered the tile */ ++ r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y); ++ if (HasBit(r, VETS_CANNOT_ENTER)) goto reverse_direction; ++ ++ if (!HasBit(r, VETS_ENTERED_WORMHOLE)) { ++ v->tile = gp.new_tile; ++ v->state = TrackToTrackBits(track); ++ ++ /* Update ship cache when the water class changes. Aqueducts are always canals. */ ++ WaterClass old_wc = GetEffectiveWaterClass(gp.old_tile); ++ WaterClass new_wc = GetEffectiveWaterClass(gp.new_tile); ++ if (old_wc != new_wc) v->UpdateCache(); ++ } ++ ++ v->direction = (Direction)b[2]; ++ } ++ } else { ++ /* On a bridge */ ++ if (!IsTileType(gp.new_tile, MP_TUNNELBRIDGE) || !HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) { ++ v->x_pos = gp.x; ++ v->y_pos = gp.y; ++ v->UpdatePosition(); ++ if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true); ++ return; ++ } ++ } ++ ++ /* update image of ship, as well as delta XY */ ++ v->x_pos = gp.x; ++ v->y_pos = gp.y; ++ v->z_pos = GetSlopePixelZ(gp.x, gp.y); ++ ++getout: ++ v->UpdatePosition(); ++ v->UpdateViewport(true, true); ++ return; ++ ++reverse_direction: ++ dir = ReverseDir(v->direction); ++ v->direction = dir; ++ goto getout; ++} ++ ++bool Ship::Tick() ++{ ++ if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++; ++ ++ ShipController(this); ++ ++ return true; ++} ++ ++/** ++ * Build a ship. ++ * @param tile tile of the depot where ship is built. ++ * @param flags type of operation. ++ * @param e the engine to build. ++ * @param data unused. ++ * @param ret[out] the vehicle that has been built. ++ * @return the cost of this operation or an error. ++ */ ++CommandCost CmdBuildShip(TileIndex tile, DoCommandFlag flags, const Engine *e, uint16 data, Vehicle **ret) ++{ ++ tile = GetShipDepotNorthTile(tile); ++ if (flags & DC_EXEC) { ++ int x; ++ int y; ++ ++ const ShipVehicleInfo *svi = &e->u.ship; ++ ++ Ship *v = new Ship(); ++ *ret = v; ++ ++ v->owner = _current_company; ++ v->tile = tile; ++ x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2; ++ y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2; ++ v->x_pos = x; ++ v->y_pos = y; ++ v->z_pos = GetSlopePixelZ(x, y); ++ ++ v->UpdateDeltaXY(v->direction); ++ v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL; ++ ++ v->spritenum = svi->image_index; ++ v->cargo_type = e->GetDefaultCargoType(); ++ v->cargo_cap = svi->capacity; ++ v->refit_cap = 0; ++ ++ v->last_station_visited = INVALID_STATION; ++ v->last_loading_station = INVALID_STATION; ++ v->engine_type = e->index; ++ ++ v->reliability = e->reliability; ++ v->reliability_spd_dec = e->reliability_spd_dec; ++ v->max_age = e->GetLifeLengthInDays(); ++ _new_vehicle_id = v->index; ++ ++ v->state = TRACK_BIT_DEPOT; ++ ++ v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_ships); ++ v->date_of_last_service = _date; ++ v->build_year = _cur_year; ++ v->sprite_seq.Set(SPR_IMG_QUERY); ++ v->random_bits = VehicleRandomBits(); ++ ++ v->UpdateCache(); ++ ++ if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) SetBit(v->vehicle_flags, VF_BUILT_AS_PROTOTYPE); ++ v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent); ++ ++ v->InvalidateNewGRFCacheOfChain(); ++ ++ v->cargo_cap = e->DetermineCapacity(v); ++ ++ v->InvalidateNewGRFCacheOfChain(); ++ ++ v->UpdatePosition(); ++ } ++ ++ return CommandCost(); ++} ++ ++bool Ship::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse) ++{ ++ const Depot *depot = FindClosestShipDepot(this, 0); ++ ++ if (depot == NULL) return false; ++ ++ if (location != NULL) *location = depot->xy; ++ if (destination != NULL) *destination = depot->index; ++ ++ return true; ++} +diff --git a/src/signal.cpp b/src/signal.cpp +index b37e15074..01b3256e4 100644 +--- a/src/signal.cpp ++++ b/src/signal.cpp +@@ -197,6 +197,14 @@ static Vehicle *TrainOnTileEnum(Vehicle *v, void *) + return v; + } + ++/** Check whether there is a train only on ramp. */ ++static Vehicle *TrainInWormholeTileEnum(Vehicle *v, void *data) ++{ ++ /* Only look for front engine or last wagon. */ ++ if (v->type != VEH_TRAIN || (v->Previous() != NULL && v->Next() != NULL)) return NULL; ++ if (*(TileIndex *)data != TileVirtXY(v->x_pos, v->y_pos)) return NULL; ++ return v; ++} + + /** + * Perform some operations before adding data into Todo set +@@ -376,17 +384,39 @@ static SigFlags ExploreSegment(Owner owner) + if (GetTunnelBridgeTransportType(tile) != TRANSPORT_RAIL) continue; + DiagDirection dir = GetTunnelBridgeDirection(tile); + +- if (enterdir == INVALID_DIAGDIR) { // incoming from the wormhole +- if (!(flags & SF_TRAIN) && HasVehicleOnPos(tile, NULL, &TrainOnTileEnum)) flags |= SF_TRAIN; +- enterdir = dir; +- exitdir = ReverseDiagDir(dir); +- tile += TileOffsByDiagDir(exitdir); // just skip to next tile +- } else { // NOT incoming from the wormhole! +- if (ReverseDiagDir(enterdir) != dir) continue; +- if (!(flags & SF_TRAIN) && HasVehicleOnPos(tile, NULL, &TrainOnTileEnum)) flags |= SF_TRAIN; +- tile = GetOtherTunnelBridgeEnd(tile); // just skip to exit tile +- enterdir = INVALID_DIAGDIR; +- exitdir = INVALID_DIAGDIR; ++ if (HasWormholeSignals(tile)) { ++ if (enterdir == INVALID_DIAGDIR) { // incoming from the wormhole ++ if (!(flags & SF_TRAIN) && IsTunnelBridgeExit(tile)) { // tunnel entrence is ignored ++ if (HasVehicleOnPos(GetOtherTunnelBridgeEnd(tile), &tile, &TrainInWormholeTileEnum)) flags |= SF_TRAIN; ++ if (!(flags & SF_TRAIN) && HasVehicleOnPos(tile, &tile, &TrainInWormholeTileEnum)) flags |= SF_TRAIN; ++ } ++ enterdir = dir; ++ exitdir = ReverseDiagDir(dir); ++ tile += TileOffsByDiagDir(exitdir); // just skip to next tile ++ } else { // NOT incoming from the wormhole! ++ if (ReverseDiagDir(enterdir) != dir) continue; ++ if (!(flags & SF_TRAIN)) { ++ if (HasVehicleOnPos(tile, &tile, &TrainInWormholeTileEnum)) flags |= SF_TRAIN; ++ if (!(flags & SF_TRAIN) && IsTunnelBridgeExit(tile)) { ++ if (HasVehicleOnPos(GetOtherTunnelBridgeEnd(tile), &tile, &TrainInWormholeTileEnum)) flags |= SF_TRAIN; ++ } ++ } ++ continue; ++ } ++ } else { ++ if (enterdir == INVALID_DIAGDIR) { // incoming from the wormhole ++ if (!(flags & SF_TRAIN) && HasVehicleOnPos(tile, NULL, &TrainOnTileEnum)) flags |= SF_TRAIN; ++ enterdir = dir; ++ exitdir = ReverseDiagDir(dir); ++ tile += TileOffsByDiagDir(exitdir); // just skip to next tile ++ } else { // NOT incoming from the wormhole! ++ if (ReverseDiagDir(enterdir) != dir) continue; ++ if (!(flags & SF_TRAIN) && HasVehicleOnPos(tile, NULL, &TrainOnTileEnum)) flags |= SF_TRAIN; ++ tile = GetOtherTunnelBridgeEnd(tile); // just skip to exit tile ++ enterdir = INVALID_DIAGDIR; ++ exitdir = INVALID_DIAGDIR; ++ } ++ + } + } + break; +@@ -494,7 +524,9 @@ static SigSegState UpdateSignalsInBuffer(Owner owner) + assert(GetTunnelBridgeTransportType(tile) == TRANSPORT_RAIL); + assert(dir == INVALID_DIAGDIR || dir == ReverseDiagDir(GetTunnelBridgeDirection(tile))); + _tbdset.Add(tile, INVALID_DIAGDIR); // we can safely start from wormhole centre +- _tbdset.Add(GetOtherTunnelBridgeEnd(tile), INVALID_DIAGDIR); ++ if (!HasWormholeSignals(tile)) { // Don't worry with other side of tunnel. ++ _tbdset.Add(GetOtherTunnelBridgeEnd(tile), INVALID_DIAGDIR); ++ } + break; + + case MP_RAILWAY: +diff --git a/src/signs.cpp b/src/signs.cpp +index 2a23a43c9..83179eeac 100644 +--- a/src/signs.cpp ++++ b/src/signs.cpp +@@ -49,7 +49,7 @@ void Sign::UpdateVirtCoord() + { + Point pt = RemapCoords(this->x, this->y, this->z); + SetDParam(0, this->index); +- this->sign.UpdatePosition(pt.x, pt.y - 6 * ZOOM_LVL_BASE, STR_WHITE_SIGN); ++ this->sign.UpdatePosition(pt.x, pt.y - 6 * ZOOM_LVL_BASE, STR_WHITE_SIGN, STR_WHITE_SIGN); + } + + /** Update the coordinates of all signs */ +diff --git a/src/slope_func.h b/src/slope_func.h +index 4aff6b9d3..40431b3a2 100644 +--- a/src/slope_func.h ++++ b/src/slope_func.h +@@ -188,6 +188,48 @@ static inline Corner OppositeCorner(Corner corner) + return (Corner)(corner ^ 2); + } + ++/** ++ * Transform a Corner. ++ * @param c The Corner to transform. ++ * @param transformation Transformation to perform. ++ * @return The transformed Corner. ++ */ ++static inline Corner TransformCorner(Corner c, DirTransformation transformation) ++{ ++ if (transformation & DTR_REFLECTION_BIT) c = (Corner)(1 - c); // reflect against X-axis (let overflow) ++ return (Corner)((uint)(c + transformation) % CORNER_END); // rotate and cut off overflowing bits ++} ++ ++/** ++ * Transform a Slope. ++ * @param s The Slope to transform. ++ * @param transformation Transformation to perform. ++ * @return The transformed Slope. ++ */ ++static inline Slope TransformSlope(Slope s, DirTransformation transformation) ++{ ++ assert((s & ~(SLOPE_ELEVATED | SLOPE_STEEP)) == 0); ++ ++ Slope steep_bit = s & SLOPE_STEEP; // store the "steep" bit ++ s &= SLOPE_ELEVATED; // only "corner" bits need to be transformed ++ ++ /* reflect agains X axis before rotating */ ++ if (transformation & DTR_REFLECTION_BIT) { ++ /* reflect by swapping odd and even bits (the numbers are bit positions): ++ * [N] 3/ 2/ ++ * [W] [E] 0/2 --reflect-against-x-axis--> 1/3 ++ * [S] /1 /0 ++ * SLOPE_W (bit 0) needs to be swapped with SLOPE_S (bit 1) ++ * SLOPE_E (bit 2) needs to be swapped with SLOPE_N (bit 3) */ ++ s = SwapOddEvenBits(s); ++ } ++ ++ /* rotate */ ++ s = (Slope)((s | (s << 4)) >> (transformation & DTR_ROTATION_MASK)) & SLOPE_ELEVATED; ++ ++ return s | steep_bit; ++} ++ + /** + * Tests if a specific slope has exactly three corners raised. + * +diff --git a/src/station.cpp b/src/station.cpp +index f86286f3d..c07fad14b 100644 +--- a/src/station.cpp ++++ b/src/station.cpp +@@ -24,6 +24,7 @@ + #include "roadstop_base.h" + #include "industry.h" + #include "core/random_func.hpp" ++#include "overlay_cmd.h" + #include "linkgraph/linkgraph.h" + #include "linkgraph/linkgraphschedule.h" + +@@ -129,6 +130,10 @@ Station::~Station() + InvalidateWindowData(WC_STATION_LIST, this->owner, 0); + } + ++ if (Overlays::Instance()->HasStation(Station::Get(this->index))) { ++ Overlays::Instance()->ToggleStation(Station::Get(this->index)); ++ }; ++ + DeleteWindowById(WC_STATION_VIEW, index); + + /* Now delete all orders that go to the station */ +@@ -144,6 +149,25 @@ Station::~Station() + CargoPacket::InvalidateAllFrom(this->index); + } + ++/** ++ * Evaluate if a tile is in station catchment area. ++ * @param ti the tile info ++ * @param type the catchment type of the station ++ * @return true/false if the tile is in catchment ++ */ ++bool Station::IsTileInCatchmentArea(const TileInfo* ti, CatchmentType type) const ++{ ++ switch (type) { ++ case ACCEPTANCE: ++ return this->rect.PtInExtendedRect(TileX(ti->tile),TileY(ti->tile),this->GetCatchmentRadius()); ++ case PRODUCTION: ++ return this->catchment.IsTileInCatchment(ti->tile); ++ case INDUSTRY: ++ return false; ++ default: ++ NOT_REACHED(); ++ } ++} + + /** + * Invalidating of the JoinStation window has to be done +@@ -224,6 +248,23 @@ void Station::MarkTilesDirty(bool cargo_change) const + } + } + ++/** ++ * Marks the acceptance tiles of the station as dirty. ++ * ++ * @ingroup dirty ++ */ ++void Station::MarkAcceptanceTilesDirty() const ++{ ++ Rect rec = this->GetCatchmentRect(); ++ TileIndex top_left = TileXY(rec.left, rec.top); ++ int width = rec.right - rec.left + 1; ++ int height = rec.bottom - rec.top + 1; ++ ++ TILE_AREA_LOOP(tile, TileArea(top_left, width, height) ) { ++ MarkTileDirtyByTile(tile); ++ } ++} ++ + /* virtual */ uint Station::GetPlatformLength(TileIndex tile) const + { + assert(this->TileBelongsToRailStation(tile)); +@@ -565,3 +606,88 @@ Money AirportMaintenanceCost(Owner owner) + /* 3 bits fraction for the maintenance cost factor. */ + return total_cost >> 3; + } ++ ++/************************************************************************/ ++/* StationCatchment implementation */ ++/************************************************************************/ ++ ++StationCatchment::StationCatchment() ++{ ++} ++ ++/** ++ * Determines whether a given point (x, y) is within the station catchment area ++ * @param tile TileIndex to test ++ * @return true if the point is within the station catchment area ++ */ ++bool StationCatchment::IsTileInCatchment(TileIndex tile) const ++{ ++ return this->catchmentTiles.find(tile) != this->catchmentTiles.end(); ++} ++ ++bool StationCatchment::IsEmpty() const ++{ ++ return this->catchmentTiles.empty(); ++} ++ ++void StationCatchment::BeforeAddTile(TileIndex tile, uint catchmentRadius) ++{ ++ int x = TileX(tile); ++ int y = TileY(tile); ++ TileIndex top_left = TileXY(max<int>(x - catchmentRadius,0),max<int>(y - catchmentRadius, 0)); ++ int w = min<int>(x + catchmentRadius, MapMaxX()) - TileX(top_left) + 1; ++ int h = min<int>(y + catchmentRadius, MapMaxY()) - TileY(top_left) + 1; ++ if (IsEmpty()) { ++ /* we are adding the first station tile */ ++ TILE_AREA_LOOP(t, TileArea(top_left, w, h) ) { ++ std::set<TileIndex> fromSet; ++ fromSet.insert(tile); ++ this->catchmentTiles[t] = fromSet; ++ } ++ } else { ++ TILE_AREA_LOOP(t, TileArea(top_left, w, h) ) { ++ std::map<TileIndex, std::set<TileIndex> >::iterator found = this->catchmentTiles.find(t); ++ if ( found == this->catchmentTiles.end()) { ++ std::set<TileIndex> fromSet; ++ fromSet.insert(tile); ++ this->catchmentTiles[t] = fromSet; ++ } else if ((*found).second.find(tile) == (*found).second.end()) { ++ (*found).second.insert(tile); ++ } ++ } ++ } ++} ++ ++void StationCatchment::BeforeAddRect(TileIndex tile, int w, int h, uint catchmentRadius) ++{ ++ TILE_AREA_LOOP(t, TileArea(tile, w, h) ) { ++ this->BeforeAddTile(t, catchmentRadius); ++ } ++} ++ ++void StationCatchment::AfterRemoveTile(TileIndex tile, uint catchmentRadius) ++{ ++ int x = TileX(tile); ++ int y = TileY(tile); ++ TileIndex top_left = TileXY(max<int>(x - catchmentRadius,0),max<int>(y - catchmentRadius, 0)); ++ int w = min<int>(x + catchmentRadius, MapMaxX()) - TileX(top_left) + 1; ++ int h = min<int>(y + catchmentRadius, MapMaxY()) - TileY(top_left) + 1; ++ TILE_AREA_LOOP(t, TileArea(top_left, w, h)) { ++ std::map<TileIndex, std::set<TileIndex> >::iterator found = this->catchmentTiles.find(t); ++ assert(found != this->catchmentTiles.end()); ++ std::set<TileIndex>::iterator stTileIter = (*found).second.find(tile); ++ assert(stTileIter != (*found).second.end()); ++ (*found).second.erase(stTileIter); ++ if ((*found).second.empty()) { ++ // tile t is no longer in StationCatchment ++ this->catchmentTiles.erase(found); ++ } ++ } ++} ++ ++void StationCatchment::AfterRemoveRect(TileIndex tile, int w, int h, uint catchmentRadius) ++{ ++ TILE_AREA_LOOP(t, TileArea(tile, w, h)) { ++ this->AfterRemoveTile(t, catchmentRadius); ++ } ++} +\ No newline at end of file +diff --git a/src/station_base.h b/src/station_base.h +index 5e16b0d54..8357a530f 100644 +--- a/src/station_base.h ++++ b/src/station_base.h +@@ -19,7 +19,9 @@ + #include "industry_type.h" + #include "linkgraph/linkgraph_type.h" + #include "newgrf_storage.h" ++#include "core/smallvec_type.hpp" + #include <map> ++#include <set> + + typedef Pool<BaseStation, StationID, 32, 64000> StationPool; + extern StationPool _station_pool; +@@ -301,6 +303,25 @@ struct GoodsEntry { + } + }; + ++enum CatchmentType { ++ ACCEPTANCE = 0, ++ PRODUCTION = 1, ++ INDUSTRY = 2 ++}; ++ ++struct StationCatchment { ++ std::map<TileIndex, std::set<TileIndex> > catchmentTiles; ++public: ++ StationCatchment(); ++ void MakeEmpty(); ++ bool IsTileInCatchment(TileIndex tile) const; ++ bool IsEmpty() const; ++ void BeforeAddTile(TileIndex tile, uint catchmentRadius); ++ void BeforeAddRect(TileIndex tile, int w, int h, uint catchmentRadius); ++ void AfterRemoveTile(TileIndex tile, uint catchmentRadius); ++ void AfterRemoveRect(TileIndex tile, int w, int h, uint catchmentRadius); ++}; ++ + /** All airport-related information. Only valid if tile != INVALID_TILE. */ + struct Airport : public TileArea { + Airport() : TileArea(INVALID_TILE, 0, 0) {} +@@ -474,6 +495,8 @@ public: + + IndustryVector industries_near; ///< Cached list of industries near the station that can accept cargo, @see DeliverGoodsToIndustry() + ++ StationCatchment catchment; ++ + Station(TileIndex tile = INVALID_TILE); + ~Station(); + +@@ -489,6 +512,11 @@ public: + static void RecomputeIndustriesNearForAll(); + + uint GetCatchmentRadius() const; ++ ++ bool IsTileInCatchmentArea(const TileInfo* ti, CatchmentType type) const; ++ ++ void MarkAcceptanceTilesDirty() const; ++ + Rect GetCatchmentRect() const; + + /* virtual */ inline bool TileBelongsToRailStation(TileIndex tile) const +diff --git a/src/station_cmd.cpp b/src/station_cmd.cpp +index 07780de13..b78244cea 100644 +--- a/src/station_cmd.cpp ++++ b/src/station_cmd.cpp +@@ -13,6 +13,9 @@ + #include "aircraft.h" + #include "bridge_map.h" + #include "cmd_helper.h" ++#include "copypaste_cmd.h" ++#include "clipboard_func.h" ++#include "clipboard_gui.h" + #include "viewport_func.h" + #include "command_func.h" + #include "town.h" +@@ -42,6 +45,7 @@ + #include "waypoint_base.h" + #include "waypoint_func.h" + #include "pbs.h" ++#include "overlay_cmd.h" + #include "debug.h" + #include "core/random_func.hpp" + #include "company_base.h" +@@ -53,11 +57,17 @@ + #include "linkgraph/linkgraph_base.h" + #include "linkgraph/refresh.h" + #include "widgets/station_widget.h" ++#include "tilearea_func.h" + + #include "table/strings.h" + + #include "safeguards.h" + ++#include <deque> ++ ++int _station_cmd_gfx_to_paste = -1; ///< station graphics (#StationGfx) to be set on currently being pasted rail station tile, -1 to use default graphics ++int _station_cmd_specindex_to_paste = -1; ///< custom spec index to be used by currently being pasted rail station tile or waypoint part, -1 to generate new index ++ + /** + * Static instance of FlowStat::SharesMap. + * Note: This instance is created on task start. +@@ -93,19 +103,25 @@ bool IsHangar(TileIndex t) + * @param ta the area to search over + * @param closest_station the closest station found so far + * @param st to 'return' the found station ++ * @param station_mask if not INVALID_STATION, search for this exact station only and ignore other stations + * @return Succeeded command (if zero or one station found) or failed command (for two or more stations found). + */ + template <class T> +-CommandCost GetStationAround(TileArea ta, StationID closest_station, T **st) ++CommandCost GetStationAround(TileArea ta, StationID closest_station, T **st, byte radius = 1, StationID station_mask = INVALID_STATION) + { +- ta.tile -= TileDiffXY(1, 1); +- ta.w += 2; +- ta.h += 2; ++ int x = Clamp<int>(TileX(ta.tile) - radius, 0, MapMaxX()); ++ int y = Clamp<int>(TileY(ta.tile) - radius, 0, MapMaxY()); ++ ta.w = Clamp<int>(TileX(ta.tile) + ta.w + radius, x, MapMaxX()) - x; ++ ta.h = Clamp<int>(TileY(ta.tile) + ta.h + radius, y, MapMaxY()) - y; ++ ta.tile = TileXY(x, y); ++ ++ if (station_mask != INVALID_STATION && closest_station != station_mask) closest_station = INVALID_STATION; + + /* check around to see if there's any stations there */ + TILE_AREA_LOOP(tile_cur, ta) { + if (IsTileType(tile_cur, MP_STATION)) { + StationID t = GetStationIndex(tile_cur); ++ if (station_mask != INVALID_STATION && t != station_mask) continue; + if (!T::IsValidID(t)) continue; + + if (closest_station == INVALID_STATION) { +@@ -420,7 +436,7 @@ void Station::UpdateVirtCoord() + + SetDParam(0, this->index); + SetDParam(1, this->facilities); +- this->sign.UpdatePosition(pt.x, pt.y, STR_VIEWPORT_STATION); ++ this->sign.UpdatePosition(pt.x, pt.y, STR_VIEWPORT_STATION, STR_VIEWPORT_STATION); + + SetWindowDirty(WC_STATION_VIEW, this->index); + } +@@ -554,6 +570,126 @@ CargoArray GetAcceptanceAroundTiles(TileIndex tile, int w, int h, int rad, Cargo + return acceptance; + } + ++/** ++ * Get the rate of cargo being produced around the tile (in a rectangle). ++ * @param tile Northtile of area ++ * @param w X extent of the area ++ * @param h Y extent of the area ++ * @param rad Search radius in addition to the given area ++ */ ++CargoArray GetProductionRateAroundTiles(TileIndex tile, int w, int h, int rad) ++{ ++ CargoArray production_rate; ++ ++ int x = TileX(tile); ++ int y = TileY(tile); ++ ++ /* expand the region by rad tiles on each side ++ * while making sure that we remain inside the board. */ ++ int x2 = min(x + w + rad, MapSizeX()); ++ int x1 = max(x - rad, 0); ++ ++ int y2 = min(y + h + rad, MapSizeY()); ++ int y1 = max(y - rad, 0); ++ ++ assert(x1 < x2); ++ assert(y1 < y2); ++ assert(w > 0); ++ assert(h > 0); ++ ++ TileArea ta(TileXY(x1, y1), TileXY(x2 - 1, y2 - 1)); ++ ++ /* Loop over all tiles to get the produced cargo of ++ * everything except industries */ ++ TILE_AREA_LOOP(tile, ta) { ++ if (GetTileType(tile) == MP_HOUSE) { ++ if (!IsHouseCompleted(tile)) continue; ++ ++ const HouseSpec *hs = HouseSpec::Get(GetHouseType(tile)); ++ ++ /* Use expected values to calculate supply forecasting since there is a random factor ++ * in the equation. ++ * E[x] = x1p1 + x2p2 + ... + xkpk ++ * random number ranges from 0 to 255. However, all the ones above population are dropped. ++ * All probabilities p1...pk are the same ( = 1 / 256 ) ++ * Thus, E[x] = (1 + 2 + ... + pop - 1) / 256 ++ */ ++ uint sum = 0; ++ for (uint i = 1; i < hs->population; i++) { ++ sum += i; ++ } ++ /* Bitshift to the right by 8 is from the above equation and 3 is ++ * to divide by 8. For details, look at TileLoop_Town() in town_cmd.cpp */ ++ uint amt = (sum >> 11) + 1; ++ if (EconomyIsInRecession()) amt = (amt + 1) >> 1; ++ production_rate[CT_PASSENGERS] += amt; ++ ++ sum = 0; ++ for (uint i = 1; i < hs->mail_generation; i++) { ++ sum += i; ++ } ++ amt = (sum >> 11) + 1; ++ if (EconomyIsInRecession()) amt = (amt + 1) >> 1; ++ production_rate[CT_MAIL] += amt; ++ } ++ } ++ ++ /* Loop over the industries. They produce cargo for ++ * anything that is within 'rad' from their bounding ++ * box. As such if you have e.g. a oil well the tile ++ * area loop might not hit an industry tile while ++ * the industry would produce cargo for the station. ++ */ ++ const Industry *i; ++ FOR_ALL_INDUSTRIES(i) { ++ if (!ta.Intersects(i->location)) continue; ++ ++ for (uint j = 0; j < lengthof(i->produced_cargo); j++) { ++ CargoID cargo = i->produced_cargo[j]; ++ ++ if (cargo != CT_INVALID) production_rate[cargo] += i->last_month_production[j]; ++ } ++ } ++ ++ return production_rate; ++} ++ ++/** ++ * Get the acceptance rate of cargoes around the tile. ++ * @param tile Center of the search area ++ * @param w X extent of area ++ * @param h Y extent of area ++ * @param rad Search radius in addition to given area ++ * @param always_accepted bitmask of cargo accepted by houses and headquarters; can be NULL ++ */ ++CargoArray GetAcceptanceRateAroundTiles(TileIndex tile, int w, int h, int rad) ++{ ++ CargoArray acceptance_rate; ++ ++ int x = TileX(tile); ++ int y = TileY(tile); ++ ++ /* expand the region by rad tiles on each side ++ * while making sure that we remain inside the board. */ ++ int x2 = min(x + w + rad, MapSizeX()); ++ int y2 = min(y + h + rad, MapSizeY()); ++ int x1 = max(x - rad, 0); ++ int y1 = max(y - rad, 0); ++ ++ assert(x1 < x2); ++ assert(y1 < y2); ++ assert(w > 0); ++ assert(h > 0); ++ ++ for (int yc = y1; yc != y2; yc++) { ++ for (int xc = x1; xc != x2; xc++) { ++ TileIndex tile = TileXY(xc, yc); ++ AddAcceptedCargo(tile, acceptance_rate, NULL); ++ } ++ } ++ ++ return acceptance_rate; ++} + /** + * Update the acceptance for a station. + * @param st Station to update +@@ -639,6 +775,7 @@ void UpdateStationAcceptance(Station *st, bool show_msg) + + /* redraw the station view since acceptance changed */ + SetWindowWidgetDirty(WC_STATION_VIEW, st->index, WID_SV_ACCEPT_RATING_LIST); ++ if (Overlays::Instance()->HasStation(st)) st->MarkAcceptanceTilesDirty(); + } + + static void UpdateStationSignCoord(BaseStation *st) +@@ -708,11 +845,16 @@ static CommandCost BuildStationPart(Station **st, DoCommandFlag flags, bool reus + static void DeleteStationIfEmpty(BaseStation *st) + { + if (!st->IsInUse()) { ++ if (Station::IsExpected(st)) Overlays::Instance()->RemoveStation((Station *)st); + st->delete_ctr = 0; + InvalidateWindowData(WC_STATION_LIST, st->owner, 0); + } + /* station remains but it probably lost some parts - station sign should stay in the station boundaries */ + UpdateStationSignCoord(st); ++ ++ if (Station::IsExpected(st)) { ++ MarkWholeScreenDirty(); ++ } + } + + CommandCost ClearTile_Station(TileIndex tile, DoCommandFlag flags); +@@ -1081,24 +1223,24 @@ template <class T, StringID error_message> + CommandCost FindJoiningBaseStation(StationID existing_station, StationID station_to_join, bool adjacent, TileArea ta, T **st) + { + assert(*st == NULL); +- bool check_surrounding = true; +- +- if (_settings_game.station.adjacent_stations) { +- if (existing_station != INVALID_STATION) { +- if (adjacent && existing_station != station_to_join) { +- /* You can't build an adjacent station over the top of one that +- * already exists. */ +- return_cmd_error(error_message); +- } else { +- /* Extend the current station, and don't check whether it will +- * be near any other stations. */ +- *st = T::GetIfValid(existing_station); +- check_surrounding = (*st == NULL); +- } ++ bool check_surrounding = !adjacent || !_settings_game.station.adjacent_stations; ++ ++ if (existing_station != INVALID_STATION) { ++ if (station_to_join == INVALID_STATION) { ++ /* You can't build an adjacent station over the top of one that ++ * already exists. */ ++ if (adjacent) return_cmd_error(error_message); + } else { +- /* There's no station here. Don't check the tiles surrounding this +- * one if the company wanted to build an adjacent station. */ +- if (adjacent) check_surrounding = false; ++ /* You can't join to a station while building over the top of ++ * some other station. */ ++ if (existing_station != station_to_join) return_cmd_error(error_message); ++ } ++ ++ if (!adjacent && _settings_game.station.adjacent_stations) { ++ /* Extend the current station, and don't check whether it will ++ * be near any other stations. */ ++ *st = T::GetIfValid(existing_station); ++ check_surrounding = (*st == NULL); + } + } + +@@ -1108,8 +1250,23 @@ CommandCost FindJoiningBaseStation(StationID existing_station, StationID station + if (ret.Failed()) return ret; + } + ++ /* Fail if we would have to join to other station then we want. */ ++ if (*st != NULL && (station_to_join == INVALID_STATION ? adjacent : (*st)->index != station_to_join)) { ++ *st = NULL; ++ return_cmd_error(STR_ERROR_ADJOINS_OTHER_STATION); ++ } ++ + /* Distant join */ +- if (*st == NULL && station_to_join != INVALID_STATION) *st = T::GetIfValid(station_to_join); ++ if (*st == NULL && station_to_join != INVALID_STATION) { ++ /* Test if we are not breaking the distant-join rule. */ ++ if (!_settings_game.station.distant_join_stations && ( ++ check_surrounding || // surrounding already cheked? ++ GetStationAround(ta, INVALID_STATION, st, station_to_join).Failed() || // search surrounding tiles ++ *st == NULL)) { // station not found? ++ return_cmd_error(STR_ERROR_CAN_T_DISTANT_JOIN); ++ } ++ *st = T::GetIfValid(station_to_join); ++ } + + return CommandCost(); + } +@@ -1218,10 +1375,8 @@ CommandCost CmdBuildRailStation(TileIndex tile_org, DoCommandFlag flags, uint32 + + bool reuse = (station_to_join != NEW_STATION); + if (!reuse) station_to_join = INVALID_STATION; +- bool distant_join = (station_to_join != INVALID_STATION); +- +- if (distant_join && (!_settings_game.station.distant_join_stations || !Station::IsValidID(station_to_join))) return CMD_ERROR; + ++ if (station_to_join != INVALID_STATION && !Station::IsValidID(station_to_join)) return CMD_ERROR; + if (h_org > _settings_game.station.station_spread || w_org > _settings_game.station.station_spread) return CMD_ERROR; + + /* these values are those that will be stored in train_tile and station_platforms */ +@@ -1251,14 +1406,22 @@ CommandCost CmdBuildRailStation(TileIndex tile_org, DoCommandFlag flags, uint32 + + /* Check if we can allocate a custom stationspec to this station */ + const StationSpec *statspec = StationClass::Get(spec_class)->GetSpec(spec_index); +- int specindex = AllocateSpecToStation(statspec, st, (flags & DC_EXEC) != 0); +- if (specindex == -1) return_cmd_error(STR_ERROR_TOO_MANY_STATION_SPECS); ++ int specindex; ++ if ((flags & DC_PASTE) && (flags & DC_EXEC) && (_station_cmd_specindex_to_paste != -1)) { ++ assert(_station_cmd_specindex_to_paste == 0 || (_station_cmd_specindex_to_paste < st->num_specs && st->speclist[_station_cmd_specindex_to_paste].spec == statspec)); ++ specindex = _station_cmd_specindex_to_paste; ++ } else { ++ specindex = AllocateSpecToStation(statspec, st, (flags & DC_EXEC) != 0); ++ if (specindex == -1) return_cmd_error(STR_ERROR_TOO_MANY_STATION_SPECS); ++ } + + if (statspec != NULL) { + /* Perform NewStation checks */ + + /* Check if the station size is permitted */ +- if (HasBit(statspec->disallowed_platforms, min(numtracks - 1, 7)) || HasBit(statspec->disallowed_lengths, min(plat_len - 1, 7))) { ++ if (!(flags & DC_PASTE) && ( ++ HasBit(statspec->disallowed_platforms, min(numtracks - 1, 7)) || ++ HasBit(statspec->disallowed_lengths, min(plat_len - 1, 7)))) { + return CMD_ERROR; + } + +@@ -1279,6 +1442,7 @@ CommandCost CmdBuildRailStation(TileIndex tile_org, DoCommandFlag flags, uint32 + st->AddFacility(FACIL_TRAIN, new_location.tile); + + st->rect.BeforeAddRect(tile_org, w_org, h_org, StationRect::ADD_TRY); ++ st->catchment.BeforeAddRect(tile_org, w_org, h_org, CA_TRAIN); + + if (statspec != NULL) { + /* Include this station spec's animation trigger bitmask +@@ -1330,7 +1494,9 @@ CommandCost CmdBuildRailStation(TileIndex tile_org, DoCommandFlag flags, uint32 + if (!IsStationTileBlocked(tile)) c->infrastructure.rail[rt]++; + c->infrastructure.station++; + +- if (statspec != NULL) { ++ if ((flags & DC_PASTE) && (_station_cmd_gfx_to_paste != -1)) { ++ SetStationGfx(tile, _station_cmd_gfx_to_paste); ++ } else if (statspec != NULL) { + /* Use a fixed axis for GetPlatformInfo as our platforms / numtracks are always the right way around */ + uint32 platinfo = GetPlatformInfo(AXIS_X, GetStationGfx(tile), plat_len, numtracks_orig, plat_len - w, numtracks_orig - numtracks, false); + +@@ -1343,7 +1509,9 @@ CommandCost CmdBuildRailStation(TileIndex tile_org, DoCommandFlag flags, uint32 + ErrorUnknownCallbackResult(statspec->grf_prop.grffile->grfid, CBID_STATION_TILE_LAYOUT, callback); + } + } ++ } + ++ if (statspec != NULL) { + /* Trigger station animation -- after building? */ + TriggerStationAnimation(st, tile, SAT_BUILT); + } +@@ -1517,6 +1685,7 @@ CommandCost RemoveFromRailBaseStation(TileArea ta, SmallVector<T *, 4> &affected + Track track = GetRailStationTrack(tile); + Owner owner = GetTileOwner(tile); + RailType rt = GetRailType(tile); ++ if (Station::IsExpected(st)) ((Station *)st)->catchment.AfterRemoveTile(tile, CA_TRAIN); + Train *v = NULL; + + if (HasStationReservation(tile)) { +@@ -1530,6 +1699,7 @@ CommandCost RemoveFromRailBaseStation(TileArea ta, SmallVector<T *, 4> &affected + DoClearSquare(tile); + DeleteNewGRFInspectWindow(GSF_STATIONS, tile); + if (build_rail) MakeRailNormal(tile, owner, TrackToTrackBits(track), rt); ++ if (Station::IsExpected(st) && Overlays::Instance()->HasStation((Station *)st)) ((Station *)st)->MarkAcceptanceTilesDirty(); + Company::Get(owner)->infrastructure.station--; + DirtyCompanyInfrastructureWindows(owner); + +@@ -1596,6 +1766,7 @@ CommandCost CmdRemoveFromRailStation(TileIndex start, DoCommandFlag flags, uint3 + Station *st = *stp; + + if (st->train_station.tile == INVALID_TILE) SetWindowWidgetDirty(WC_STATION_VIEW, st->index, WID_SV_TRAINS); ++ if (Overlays::Instance()->HasStation(st)) st->MarkAcceptanceTilesDirty(); + st->MarkTilesDirty(false); + st->RecomputeIndustriesNear(); + } +@@ -1762,7 +1933,6 @@ CommandCost CmdBuildRoadStop(TileIndex tile, DoCommandFlag flags, uint32 p1, uin + StationID station_to_join = GB(p2, 16, 16); + bool reuse = (station_to_join != NEW_STATION); + if (!reuse) station_to_join = INVALID_STATION; +- bool distant_join = (station_to_join != INVALID_STATION); + + uint8 width = (uint8)GB(p1, 0, 8); + uint8 lenght = (uint8)GB(p1, 8, 8); +@@ -1776,7 +1946,7 @@ CommandCost CmdBuildRoadStop(TileIndex tile, DoCommandFlag flags, uint32 p1, uin + + TileArea roadstop_area(tile, width, lenght); + +- if (distant_join && (!_settings_game.station.distant_join_stations || !Station::IsValidID(station_to_join))) return CMD_ERROR; ++ if (station_to_join != INVALID_STATION && !Station::IsValidID(station_to_join)) return CMD_ERROR; + + if (!HasExactlyOneBit(rts) || !HasRoadTypesAvail(_current_company, rts)) return CMD_ERROR; + +@@ -1841,6 +2011,7 @@ CommandCost CmdBuildRoadStop(TileIndex tile, DoCommandFlag flags, uint32 p1, uin + st->AddFacility((type) ? FACIL_TRUCK_STOP : FACIL_BUS_STOP, cur_tile); + + st->rect.BeforeAddTile(cur_tile, StationRect::ADD_TRY); ++ st->catchment.BeforeAddTile(cur_tile, type ? CA_TRUCK : CA_BUS); + + RoadStopType rs_type = type ? ROADSTOP_TRUCK : ROADSTOP_BUS; + if (is_drive_through) { +@@ -1970,6 +2141,7 @@ static CommandCost RemoveRoadStop(TileIndex tile, DoCommandFlag flags) + DoClearSquare(tile); + } + ++ if (Overlays::Instance()->HasStation(st)) st->MarkAcceptanceTilesDirty(); + SetWindowWidgetDirty(WC_STATION_VIEW, st->index, WID_SV_ROADVEHS); + delete cur_stop; + +@@ -1983,6 +2155,7 @@ static CommandCost RemoveRoadStop(TileIndex tile, DoCommandFlag flags) + } + + st->rect.AfterRemoveTile(st, tile); ++ st->catchment.AfterRemoveTile(tile, is_truck ? CA_TRUCK : CA_BUS); + + st->UpdateVirtCoord(); + st->RecomputeIndustriesNear(); +@@ -2191,11 +2364,10 @@ CommandCost CmdBuildAirport(TileIndex tile, DoCommandFlag flags, uint32 p1, uint + StationID station_to_join = GB(p2, 16, 16); + bool reuse = (station_to_join != NEW_STATION); + if (!reuse) station_to_join = INVALID_STATION; +- bool distant_join = (station_to_join != INVALID_STATION); + byte airport_type = GB(p1, 0, 8); + byte layout = GB(p1, 8, 8); + +- if (distant_join && (!_settings_game.station.distant_join_stations || !Station::IsValidID(station_to_join))) return CMD_ERROR; ++ if (station_to_join != INVALID_STATION && !Station::IsValidID(station_to_join)) return CMD_ERROR; + + if (airport_type >= NUM_AIRPORTS) return CMD_ERROR; + +@@ -2256,9 +2428,6 @@ CommandCost CmdBuildAirport(TileIndex tile, DoCommandFlag flags, uint32 p1, uint + ret = FindJoiningStation(INVALID_STATION, station_to_join, HasBit(p2, 0), airport_area, &st); + if (ret.Failed()) return ret; + +- /* Distant join */ +- if (st == NULL && distant_join) st = Station::GetIfValid(station_to_join); +- + ret = BuildStationPart(&st, flags, reuse, airport_area, (GetAirport(airport_type)->flags & AirportFTAClass::AIRPLANES) ? STATIONNAMING_AIRPORT : STATIONNAMING_HELIPORT); + if (ret.Failed()) return ret; + +@@ -2286,6 +2455,7 @@ CommandCost CmdBuildAirport(TileIndex tile, DoCommandFlag flags, uint32 p1, uint + MakeAirport(iter, st->owner, st->index, iter.GetStationGfx(), WATER_CLASS_INVALID); + SetStationTileRandomBits(iter, GB(Random(), 0, 4)); + st->airport.Add(iter); ++ st->catchment.BeforeAddTile(iter, as->catchment); + + if (AirportTileSpec::Get(GetTranslatedAirportTileID(iter.GetStationGfx()))->animation.status != ANIM_STATUS_NO_ANIMATION) AddAnimatedTile(iter); + } +@@ -2359,8 +2529,10 @@ static CommandCost RemoveAirport(TileIndex tile, DoCommandFlag flags) + cost.AddCost(_price[PR_CLEAR_STATION_AIRPORT]); + + if (flags & DC_EXEC) { ++ const AirportSpec *as = st->airport.GetSpec(); + if (IsHangarTile(tile_cur)) OrderBackup::Reset(tile_cur, false); + DeleteAnimatedTile(tile_cur); ++ st->catchment.AfterRemoveTile(tile_cur, as->catchment); + DoClearSquare(tile_cur); + DeleteNewGRFInspectWindow(GSF_AIRPORTTILES, tile_cur); + } +@@ -2470,9 +2642,8 @@ CommandCost CmdBuildDock(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 + StationID station_to_join = GB(p2, 16, 16); + bool reuse = (station_to_join != NEW_STATION); + if (!reuse) station_to_join = INVALID_STATION; +- bool distant_join = (station_to_join != INVALID_STATION); + +- if (distant_join && (!_settings_game.station.distant_join_stations || !Station::IsValidID(station_to_join))) return CMD_ERROR; ++ if (station_to_join != INVALID_STATION && !Station::IsValidID(station_to_join)) return CMD_ERROR; + + DiagDirection direction = GetInclinedSlopeDirection(GetTileSlope(tile)); + if (direction == INVALID_DIAGDIR) return_cmd_error(STR_ERROR_SITE_UNSUITABLE); +@@ -2491,21 +2662,30 @@ CommandCost CmdBuildDock(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 + + TileIndex tile_cur = tile + TileOffsByDiagDir(direction); + +- if (!IsTileType(tile_cur, MP_WATER) || !IsTileFlat(tile_cur)) { +- return_cmd_error(STR_ERROR_SITE_UNSUITABLE); ++ /* Get the water class of the water tile before it is cleared. */ ++ WaterClass wc; ++ /* When pasting a dock, there may be no water yet (a canal will be placed when DC_EXE'ing). ++ * Ignore that there is no water so we can calculate the cost more precisely. */ ++ if ((flags & DC_PASTE) && !(flags & DC_EXEC)) { ++ wc = WATER_CLASS_INVALID; ++ } else { ++ if (!IsTileType(tile_cur, MP_WATER)) { ++ return_cmd_error(STR_ERROR_SITE_UNSUITABLE); ++ } ++ wc = GetWaterClass(tile_cur); + } + ++ if (!IsTileFlat(tile_cur)) return_cmd_error(STR_ERROR_SITE_UNSUITABLE); + if (IsBridgeAbove(tile_cur)) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST); + +- /* Get the water class of the water tile before it is cleared.*/ +- WaterClass wc = GetWaterClass(tile_cur); +- + ret = DoCommand(tile_cur, 0, 0, flags, CMD_LANDSCAPE_CLEAR); + if (ret.Failed()) return ret; + +- tile_cur += TileOffsByDiagDir(direction); +- if (!IsTileType(tile_cur, MP_WATER) || !IsTileFlat(tile_cur)) { +- return_cmd_error(STR_ERROR_SITE_UNSUITABLE); ++ if (!(flags & DC_PASTE)) { ++ tile_cur += TileOffsByDiagDir(direction); ++ if (!IsTileType(tile_cur, MP_WATER) || !IsTileFlat(tile_cur)) { ++ return_cmd_error(STR_ERROR_SITE_UNSUITABLE); ++ } + } + + TileArea dock_area = TileArea(tile + ToTileIndexDiff(_dock_tileoffs_chkaround[direction]), +@@ -2516,9 +2696,6 @@ CommandCost CmdBuildDock(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 + ret = FindJoiningStation(INVALID_STATION, station_to_join, HasBit(p1, 0), dock_area, &st); + if (ret.Failed()) return ret; + +- /* Distant join */ +- if (st == NULL && distant_join) st = Station::GetIfValid(station_to_join); +- + ret = BuildStationPart(&st, flags, reuse, dock_area, STATIONNAMING_DOCK); + if (ret.Failed()) return ret; + +@@ -2529,6 +2706,7 @@ CommandCost CmdBuildDock(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 + st->AddFacility(FACIL_DOCK, tile); + + st->rect.BeforeAddRect(dock_area.tile, dock_area.w, dock_area.h, StationRect::ADD_TRY); ++ st->catchment.BeforeAddRect(dock_area.tile, dock_area.w, dock_area.h, CA_DOCK); + + /* If the water part of the dock is on a canal, update infrastructure counts. + * This is needed as we've unconditionally cleared that tile before. */ +@@ -2538,6 +2716,7 @@ CommandCost CmdBuildDock(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 + Company::Get(st->owner)->infrastructure.station += 2; + DirtyCompanyInfrastructureWindows(st->owner); + ++ assert(wc != WATER_CLASS_INVALID); + MakeDock(tile, st->owner, st->index, direction, wc); + + st->UpdateVirtCoord(); +@@ -2573,10 +2752,13 @@ static CommandCost RemoveDock(TileIndex tile, DoCommandFlag flags) + if (ret.Failed()) return ret; + + if (flags & DC_EXEC) { ++ st->catchment.AfterRemoveTile(tile1, CA_DOCK); ++ st->catchment.AfterRemoveTile(tile2, CA_DOCK); + DoClearSquare(tile1); + MarkTileDirtyByTile(tile1); + MakeWaterKeepingClass(tile2, st->owner); + ++ if (Overlays::Instance()->HasStation(st)) st->MarkAcceptanceTilesDirty(); + st->rect.AfterRemoveTile(st, tile1); + st->rect.AfterRemoveTile(st, tile2); + +@@ -2901,6 +3083,8 @@ draw_default_foundation: + } + } + ++ DrawOverlay(ti, MP_STATION); ++ + if (HasStationRail(ti->tile) && HasRailCatenaryDrawn(GetRailType(ti->tile))) DrawRailCatenary(ti); + + if (HasBit(roadtypes, ROADTYPE_TRAM)) { +@@ -3660,6 +3844,615 @@ void StationMonthlyLoop() + } + + ++/** Maps station IDs and platform layouts (custom spec indices) ++ * from sources to their destinations while copy-pasting stations. */ ++struct StationIDPasteMap { ++private: ++ typedef SmallVector<int16, 4> SpecIndexMap; ++ ++ struct StationPasteID { ++ StationID dest_sid; ///< ID of the destination station ++ bool overbuilding; ///< whether the destination is being overbuilt ++ SpecIndexMap specindices; ///< maps custom spec indices (source -> destination) ++ }; ++ ++ typedef std::map<StationID, StationPasteID> PasteMap; ++ ++ PasteMap map; ++ ++public: ++ /** ++ * Get the destination station ID assigned to a given source station ID. ++ * @param src_sid the source ID ++ * @param overbuilding (out) whether the destination station has been overbuilt (see #SetOverbuilding) ++ * @return the destination ID or #NEW_STATION if the destination hasn't been chosen yet. ++ * @see ConfirmIDForStation ++ */ ++ StationID QueryIDForStation(StationID src_sid, bool *overbuilding) const ++ { ++ assert(src_sid != INVALID_STATION); ++ ++ PasteMap::const_iterator it = this->map.find(src_sid); ++ if (it != this->map.end()) { ++ *overbuilding = it->second.overbuilding; ++ return it->second.dest_sid; ++ } else { ++ *overbuilding = false; ++ return NEW_STATION; ++ } ++ } ++ ++ /** ++ * Assign destination station ID to a source station ID. ++ * @param src_sid the source ID ++ * @param src_sid the destination ID (after buildng) ++ * @pre the choice cannot be changed, only the same args can be passed more then once ++ * @see QueryIDForStation ++ */ ++ void ConfirmIDForStation(StationID src_sid, StationID dst_sid) ++ { ++ assert(src_sid != INVALID_STATION && dst_sid != INVALID_STATION && dst_sid != NEW_STATION); ++ ++ PasteMap::iterator it = this->map.find(src_sid); ++ if (it != this->map.end()) { ++ assert(it->second.dest_sid == dst_sid); ++ } else { ++ StationPasteID &item = this->map[src_sid]; ++ item.dest_sid = src_sid; ++ item.dest_sid = dst_sid; ++ item.overbuilding = false; ++ } ++ } ++ ++ /** ++ * Get the destination spec index assigned to a given source spec index. ++ * @param src_sid ID of the source station ++ * @param src_specindex spec index of the source station part ++ * @return the destination spec index or -1 if the destination hasn't been chosen yet. ++ * @see ConfirmSpecIndexForStationPart ++ */ ++ int QuerySpecIndexForStationPart(StationID src_sid, byte src_specindex) const ++ { ++ assert(src_sid != INVALID_STATION); ++ if (src_specindex == 0) return 0; // reserved for the default station class ++ ++ PasteMap::const_iterator it = this->map.find(src_sid); ++ if (it != this->map.end() && src_specindex < it->second.specindices.Length()) { ++ return it->second.specindices[src_specindex]; ++ } ++ return -1; // allocate new specindex ++ } ++ ++ /** ++ * Assign destination spec index to a source spec index. ++ * @param src_sid ID of the source station ++ * @param src_specindex spec index of the source station part ++ * @param dst_specindex spec index of the destination station part (after buildng) ++ * @pre the choice cannot be changed, only the same args can be passed more then once ++ * @pre the destination ID of this station must be already set (see #ConfirmIDForStation) ++ * @see QuerySpecIndexForStationPart ++ */ ++ void ConfirmSpecIndexForStationPart(StationID src_sid, byte src_specindex, byte dst_specindex) ++ { ++ if (src_specindex == 0) return; ++ PasteMap::iterator it = this->map.find(src_sid); ++ assert(it != this->map.end()); ++ ++ SpecIndexMap &indices = it->second.specindices; ++ if (indices.Length() == 0) *indices.Append() = 0; // default station ++ while (src_specindex >= indices.Length()) *indices.Append() = -1; // placeholders ++ ++ assert(indices[src_specindex] == -1 || indices[src_specindex] == dst_specindex); ++ indices[src_specindex] = dst_specindex; ++ } ++ ++ /** ++ * Mark that a certain station overbuilt it's destination station. ++ * @param src_sid the source ID of the overbuilding station ++ * @pre the destination ID of this station must be already set (see #ConfirmIDForStation) ++ */ ++ void SetOverbuilding(StationID src_sid) ++ { ++ PasteMap::iterator it = this->map.find(src_sid); ++ assert(it != this->map.end()); ++ it->second.overbuilding = true; ++ } ++}; ++ ++struct StationPartPasteInfo { ++ GenericTileIndex src_tile; ///< source tile ++ TileIndex dst_tile; ///< destination tile ++ StationID adjoining_station; ///< the station that is being overbuilt (#MULTIPLE_STATIONS if many), the adjacent station if not overbuilding (#INVALID_STATION if none, #MULTIPLE_STATIONS if many) ++ bool overbuilding; ///< whether there is a station on the destination tile already ++}; ++typedef std::deque<StationPartPasteInfo> StationPartPasteQueue; ++ ++static const StationID MULTIPLE_STATIONS = NEW_STATION; ++ ++static StationIDPasteMap _copy_paste_station_id_paste_map; ///< map of station IDs and specindices currently being pasted onto the main map ++static StationPartPasteQueue _copy_paste_station_part_paste_queue; ///< station parts queued to be pasted onto the main map ++ClipboardStationsBuilder _clipboard_stations_builder; ///< for collecting metadata about stations (sizes, facilities, ...) while copying them to the clipboard ++ ++static void GetSpecFromGenericStation(GenericTileIndex tile, StationClassID *stat_class, byte *stat_type) ++{ ++ assert(HasStationTileRail(tile)); ++ ++ byte specindex = GetCustomStationSpecIndex(tile); ++ if (specindex == 0) { ++ *stat_class = IsRailWaypointTile(tile) ? STAT_CLASS_WAYP : STAT_CLASS_DFLT; ++ *stat_type = 0; ++ } else if (IsMainMapTile(tile)) { ++ TileIndex t = AsMainMapTile(tile); ++ const StationSpecList &statspec = BaseStation::GetByTile(t)->speclist[specindex]; ++ *stat_class = statspec.spec->cls_id; ++ int stat_type_int; ++ StationClass::GetByGrf(statspec.grfid, statspec.localidx, &stat_type_int); ++ *stat_type = (byte)stat_type_int; ++ } else { ++ const ClipboardStation::Spec &statspec = ClipboardStation::GetByTile(tile)->speclist[specindex]; ++ *stat_class = statspec.stat_class; ++ *stat_type = statspec.stat_type; ++ } ++} ++ ++static void GetTypeLayoutFromGenericAirport(GenericTileIndex tile, AirportTypes *type, byte *layout) ++{ ++ if (IsMainMapTile(tile)) { ++ Station *st = Station::GetByTile(AsMainMapTile(tile)); ++ *type = (AirportTypes)st->airport.type; ++ *layout = st->airport.layout; ++ } else { ++ ClipboardStation *st = ClipboardStation::GetByTile(tile); ++ *type = st->airport.type; ++ *layout = st->airport.layout; ++ } ++} ++ ++/** ++ * Test a given station tile if there is any contented to be copied from it. ++ * ++ * Stations are copy/pasted part by part, where a part is a minimal station piece that we can move ++ * e.g. a single rail station tile or a whole airport. The function writes bounds of that piece to ++ * location pointed by \c station_part_area but only once per a piece - when a cartin tile is being ++ * tested: ++ * - in case of docks, it's the tile with land section ++ * - in other cases, it's the most norhern tile ++ * For the rest of tiles the function still returns \c true but writes "invalid" area. ++ * ++ * If the funtion returns \c false, \c object_rect remains unchanged. ++ * ++ * @param tile the tile to test ++ * @param src_area the area we are copying ++ * @param mode copy-paste mode ++ * @param station_part_area (out, may be NULL) bounds of the station part or "invalid" area, depending on which tile was given ++ * @param company the #Company to check ownership against to ++ * @param preview (out, may be NULL) information on how to higlight preview of the tile ++ * @return whether this tile needs to be copy-pasted ++ */ ++bool TestStationTileCopyability(GenericTileIndex tile, const GenericTileArea &src_area, CopyPasteMode mode, GenericTileArea *station_part_area, CompanyID company = _current_company, TileContentPastePreview *preview = NULL) ++{ ++ if (preview != NULL) MemSetT(preview, 0); ++ if (!(mode & CPM_WITH_STATIONS)) return false; ++ ++ StationType type = GetStationType(tile); ++ if (type != STATION_BUOY && IsMainMapTile(tile) && !IsTileOwner(tile, company)) return false; ++ ++ switch (type) { ++ case STATION_WAYPOINT: ++ case STATION_RAIL: ++ if (!(mode & CPM_WITH_RAIL_TRANSPORT)) return false; ++ if (station_part_area != NULL) *station_part_area = GenericTileArea(tile, 1, 1); ++ if (preview != NULL) preview->highlight_track_bits = GetRailStationTrackBits(tile); ++ break; ++ ++ case STATION_AIRPORT: ++ if (!(mode & CPM_WITH_AIR_TRANSPORT)) return false; ++ if (IsMainMapTile(tile) || station_part_area != NULL) { ++ GenericTileArea area; ++ if (IsMainMapTile(tile)) { ++ area = Station::GetByTile(AsMainMapTile(tile))->airport; ++ if (!src_area.Contains(area)) return false; ++ } else { ++ area = GenericTileArea(ClipboardStation::GetByTile(tile)->airport, MapOf(tile)); ++ } ++ ++ if (station_part_area != NULL) { ++ if (tile != area.tile) { ++ *station_part_area = GenericTileArea(GenericTileIndex(INVALID_TILE_INDEX, MapOf(tile)), 0, 0); ++ } else { ++ *station_part_area = area; ++ } ++ } ++ } ++ break; ++ ++ case STATION_TRUCK: ++ case STATION_BUS: ++ if (!(mode & CPM_WITH_ROAD_TRANSPORT)) return false; ++ if (station_part_area != NULL) *station_part_area = GenericTileArea(tile, 1, 1); ++ break; ++ ++ case STATION_OILRIG: ++ return false; ++ ++ case STATION_DOCK: { ++ if (!(mode & CPM_WITH_WATER_TRANSPORT)) return false; ++ if (IsMainMapTile(tile) || station_part_area != NULL) { ++ GenericTileIndex other_tile = GetOtherDockTile(tile); ++ if (IsMainMapTile(tile) && !src_area.Contains(other_tile)) return false; ++ if (station_part_area != NULL) *station_part_area = IsLandDockSection(tile) ? GenericTileArea(tile, other_tile) : GenericTileArea(GenericTileIndex(INVALID_TILE_INDEX, MapOf(tile)), 0, 0); ++ } ++ break; ++ } ++ ++ case STATION_BUOY: ++ if (!(mode & CPM_WITH_WATER_TRANSPORT)) return false; ++ if (station_part_area != NULL) *station_part_area = GenericTileArea(tile, 1, 1); ++ break; ++ ++ default: ++ return false; ++ } ++ ++ if (preview != NULL) preview->highlight_tile_rect = true; ++ return true; ++} ++ ++static void TransformRailStation(StationGfx *gfx, DirTransformation transformation, StationClassID *stat_class, byte *stat_type) ++{ ++ if (transformation == DTR_IDENTITY) return; ++ ++ if (*stat_class != STAT_CLASS_DFLT && *stat_class != STAT_CLASS_WAYP && ++ IsCustomLayoutStation(StationClass::Get(*stat_class)->GetSpec(*stat_type))) { ++ /* convert to a default station if we dont know how to transform station graphics */ ++ *stat_class = STAT_CLASS_DFLT; ++ *stat_type = 0; ++ *gfx = TransformAxis((Axis)(*gfx & 1), transformation); ++ return; ++ } ++ ++ if (*stat_class == STAT_CLASS_WAYP || *gfx < 4) { ++ /* change axis */ ++ *gfx ^= TransformAxis(AXIS_X, transformation); ++ } else { ++ /* change direction */ ++ DiagDirection dir = (DiagDirection)((*gfx - 1) & 0x3); // down the roof ++ dir = TransformDiagDir(dir, transformation); ++ *gfx = ((dir + 1) & 0x3) + 4; ++ } ++} ++ ++static bool IsAirportTransformable(AirportTypes type, DirTransformation dtr) ++{ ++ if (type >= NEW_AIRPORT_OFFSET) return dtr == DTR_IDENTITY; ++ if (TransformAxis(AXIS_X, dtr) == AXIS_X) return true; ++ const AirportSpec *as = AirportSpec::Get(type); ++ return as->size_x == as->size_y; ++} ++ ++static const StringID _paste_station_errors[] = { ++ STR_ERROR_CAN_T_BUILD_RAILROAD_STATION, // STATION_RAIL ++ STR_ERROR_CAN_T_BUILD_AIRPORT_HERE, // STATION_AIRPORT ++ INVALID_STRING_ID, // STATION_TRUCK ++ INVALID_STRING_ID, // STATION_BUS ++ INVALID_STRING_ID, // STATION_OILRIG ++ STR_ERROR_CAN_T_BUILD_DOCK_HERE, // STATION_DOCK ++ STR_ERROR_CAN_T_POSITION_BUOY_HERE, // STATION_BUOY ++ STR_ERROR_CAN_T_BUILD_TRAIN_WAYPOINT, // STATION_WAYPOINT ++}; ++ ++static const StringID _paste_truck_bus_station_errors[][ROADTYPE_END] = { ++ /* ROADTYPE_ROAD ROADTYPE_TRAM */ ++ { STR_ERROR_CAN_T_BUILD_BUS_STATION, STR_ERROR_CAN_T_BUILD_CARGO_TRAM_STATION}, // ROADSTOP_BUS ++ { STR_ERROR_CAN_T_BUILD_TRUCK_STATION, STR_ERROR_CAN_T_BUILD_PASSENGER_TRAM_STATION }, // ROADSTOP_TRUCK ++}; ++ ++static StringID GetPasteStationErrorMsg(GenericTileIndex src_tile) ++{ ++ StationType type = GetStationType(src_tile); ++ if (type != STATION_TRUCK && type != STATION_BUS) { ++ assert((size_t)type < lengthof(_paste_station_errors)); ++ return _paste_station_errors[type]; ++ } else { ++ RoadStopType rst = (RoadStopType)(STATION_BUS - type); ++ RoadType rt = (RoadType)FindLastBit(GetRoadTypes(src_tile)); ++ assert((size_t)rst < lengthof(_paste_truck_bus_station_errors)); ++ assert((size_t)rt < lengthof(_paste_truck_bus_station_errors[0])); ++ return _paste_truck_bus_station_errors[rst][rt]; ++ } ++} ++ ++static void CopyPastePlaceRailStation(GenericTileIndex tile, StationID sid, Axis axis, RailType rt, StationGfx gfx, StationClassID stat_class, byte stat_type, int specindex, bool adjacent) ++{ ++ if (IsMainMapTile(tile)) { ++ _station_cmd_gfx_to_paste = gfx; ++ _station_cmd_specindex_to_paste = specindex; ++ uint32 p1 = 0; ++ SB(p1, 0, 4, rt); ++ SB(p1, 4, 1, axis); ++ SB(p1, 8, 8, 1); // number of tracks ++ SB(p1, 16, 8, 1); // platform length ++ SB(p1, 24, 1, adjacent); ++ uint32 p2 = 0; ++ SB(p2, 0, 8, stat_class); ++ SB(p2, 8, 8, stat_type); ++ SB(p2, 16, 16, sid); ++ _current_pasting->DoCommand(AsMainMapTile(tile), p1, p2, CMD_BUILD_RAIL_STATION | CMD_MSG(STR_ERROR_CAN_T_BUILD_RAILROAD_STATION)); ++ } else { ++ MakeRailStation(tile, OWNER_NONE, sid, axis, gfx & ~1, rt); ++ assert(IsInsideMM(specindex, 0, MAX_UVALUE(byte) + 1)); ++ SetCustomStationSpecIndex(tile, (byte)specindex); ++ _clipboard_stations_builder.AddRailPart(sid, stat_class, stat_type, (byte)specindex); ++ } ++} ++ ++static void CopyPastePlaceAirport(GenericTileIndex tile, StationID sid, AirportTypes type, byte layout, bool adjacent) ++{ ++ if (IsMainMapTile(tile)) { ++ uint32 p1 = 0; ++ SB(p1, 0, 8, type); ++ SB(p1, 8, 8, layout); ++ uint32 p2 = 0; ++ SB(p2, 0, 1, adjacent); ++ SB(p2, 16, 16, sid); ++ _current_pasting->DoCommand(AsMainMapTile(tile), p1, p2, CMD_BUILD_AIRPORT | CMD_MSG(STR_ERROR_CAN_T_BUILD_AIRPORT_HERE)); ++ } else { ++ for (AirportTileTableIteratorT<true> iter(AirportSpec::Get(type)->table[layout], tile); IsValidTileIndex(iter); ++iter) { ++ MakeAirport(iter, OWNER_NONE, sid, 0, WATER_CLASS_INVALID); ++ } ++ _clipboard_stations_builder.AddAirportPart(sid, IndexOf(tile), type, layout); ++ } ++} ++ ++static void CopyPastePlaceRoadStop(GenericTileIndex tile, StationID sid, bool drive_through, RoadStopType rst, RoadTypes rt, DiagDirection dir, bool adjacent) ++{ ++ if (drive_through) dir = (DiagDirection)DiagDirToAxis(dir); ++ ++ if (IsMainMapTile(tile)) { ++ uint32 p1 = 0; ++ SB(p1, 0 , 8, 1); // width ++ SB(p1, 8 , 8, 1); // height ++ uint32 p2 = 0; ++ SB(p2, 0 , 1, rst); ++ SB(p2, 1 , 1, drive_through); ++ SB(p2, 2 , 2, rt); ++ SB(p2, 5 , 1, adjacent); // ++ SB(p2, 6 , 2, dir); ++ SB(p2, 16 , 16, sid); ++ _current_pasting->DoCommand(AsMainMapTile(tile), p1, p2, CMD_BUILD_ROAD_STOP | CMD_MSG(STR_ERROR_CAN_T_BUILD_BUS_STATION + rst)); ++ } else { ++ if (drive_through) { ++ MakeDriveThroughRoadStop(tile, OWNER_NONE, OWNER_NONE, OWNER_NONE, sid, rst, rt, DiagDirToAxis(dir)); ++ } else { ++ MakeRoadStop(tile, OWNER_NONE, sid, rst, rt, dir); ++ } ++ _clipboard_stations_builder.AddPart(sid); ++ } ++} ++ ++static void CopyPastePlaceDock(GenericTileIndex tile, StationID sid, DiagDirection dir, WaterClass wc, bool adjacent) ++{ ++ if (IsMainMapTile(tile)) { ++ TileIndex t = AsMainMapTile(tile); ++ TileIndex t_lower = TileAddByDiagDir(t, dir); ++ if (!HasTileWaterGround(t_lower)) { ++ CopyPastePlaceCannal(GenericTileIndex(t_lower)); ++ if (_current_pasting->last_result.Failed()) return; ++ } ++ ++ uint32 p1 = 0; ++ SB(p1, 0, 1, adjacent); ++ uint32 p2 = 0; ++ SB(p2, 16 , 16, sid); ++ _current_pasting->DoCommand(t, p1, p2, CMD_BUILD_DOCK | CMD_MSG(STR_ERROR_CAN_T_BUILD_DOCK_HERE)); ++ } else { ++ MakeDock(tile, OWNER_NONE, sid, dir, wc); ++ _clipboard_stations_builder.AddPart(sid); ++ } ++} ++ ++static void CopyPasteStation(GenericTileIndex src_tile, GenericTileIndex dst_tile, const CopyPasteParams ©_paste, StationID dst_sid, int dst_specindex, bool adjacent = false) ++{ ++ StationType station_type = GetStationType(src_tile); ++ switch (station_type) { ++ case STATION_RAIL: ++ case STATION_WAYPOINT: { ++ StationGfx gfx = GetStationGfx(src_tile); ++ Axis axis = TransformAxis(GetRailStationAxis(src_tile), copy_paste.transformation); ++ RailType railtype = (copy_paste.mode & CPM_CONVERT_RAILTYPE) ? copy_paste.railtype : GetRailType(src_tile); ++ StationClassID stat_class; ++ byte stat_type; ++ GetSpecFromGenericStation(src_tile, &stat_class, &stat_type); ++ ++ TransformRailStation(&gfx, copy_paste.transformation, &stat_class, &stat_type); ++ ++ switch (station_type) { ++ case STATION_RAIL: CopyPastePlaceRailStation(dst_tile, dst_sid, axis, railtype, gfx, stat_class, stat_type, dst_specindex, adjacent); break; ++ case STATION_WAYPOINT: CopyPastePlaceRailWaypoint(dst_tile, dst_sid, axis, railtype, gfx, stat_class, stat_type, dst_specindex, adjacent); break; ++ default: NOT_REACHED(); ++ } ++ ++ break; ++ } ++ ++ case STATION_AIRPORT: { ++ AirportTypes type; ++ byte layout; ++ GetTypeLayoutFromGenericAirport(src_tile, &type, &layout); ++ if (!IsAirportTransformable(type, copy_paste.transformation)) { ++ assert(IsMainMapTile(dst_tile)); // copying should be always successful ++ _current_pasting->CollectError(AsMainMapTile(dst_tile), STR_ERROR_INAPPLICABLE_TRANSFORMATION, STR_ERROR_CAN_T_BUILD_AIRPORT_HERE); ++ return; ++ } ++ CopyPastePlaceAirport(dst_tile, dst_sid, type, layout, adjacent); ++ break; ++ } ++ ++ case STATION_TRUCK: ++ case STATION_BUS: ++ CopyPastePlaceRoadStop(dst_tile, dst_sid, IsDriveThroughStopTile(src_tile), GetRoadStopType(src_tile), ++ GetRoadTypes(src_tile), TransformDiagDir(GetRoadStopDir(src_tile), copy_paste.transformation), adjacent); ++ break; ++ ++ case STATION_DOCK: CopyPastePlaceDock(dst_tile, dst_sid, TransformDiagDir(GetDockDirection(src_tile), copy_paste.transformation), GetWaterClass(src_tile), adjacent); break; ++ case STATION_BUOY: CopyPastePlaceBuoy(dst_tile, dst_sid, GetWaterClass(src_tile)); break; ++ ++ default: ++ NOT_REACHED(); ++ } ++} ++ ++void CopyPasteTile_Station(GenericTileIndex src_tile, GenericTileIndex dst_tile, const CopyPasteParams ©_paste) ++{ ++ GenericTileArea part_src_rect; ++ if (!TestStationTileCopyability(src_tile, copy_paste.src_area, copy_paste.mode, &part_src_rect)) return; ++ if (part_src_rect.tile.index == INVALID_TILE_INDEX) return; // copy this part only once ++ ++ if (!IsMainMapTile(dst_tile)) { ++ /* When copying to the clipboard, keep original station ID's and specindices. */ ++ int specindex = HasStationTileRail(src_tile) ? GetCustomStationSpecIndex(src_tile) : -1; ++ CopyPasteStation(src_tile, dst_tile, copy_paste, GetStationIndex(src_tile), specindex); ++ } else { ++ /* Calculate the destination area for current station part. */ ++ TileIndex t = copy_paste.src_area.ReverseTransformTile(src_tile, AsMainMapTile(dst_tile), copy_paste.transformation); // transformed northern tile of the copy_paste.src_area ++ t = copy_paste.src_area.TransformTile(part_src_rect.tile, t, copy_paste.transformation); // transformed northern tile of the part_src_rect ++ t = part_src_rect.ReverseTransformedNorth(t, copy_paste.transformation); // northern tile of the transformed part_src_rect ++ TileArea part_dst_rect = TransformTileArea(part_src_rect, t, copy_paste.transformation); // transformed part_src_rect ++ ++ /* Terraform tiles */ ++ if ((copy_paste.mode & CPM_TERRAFORM_MASK) == CPM_TERRAFORM_MINIMAL) { ++ CopyPasteHeights(part_src_rect, GenericTileIndex(part_dst_rect.tile), copy_paste.transformation, copy_paste.height_delta); ++ if (IsPastingInterrupted()) return; ++ } ++ ++ StationType station_type = GetStationType(src_tile); ++ if ((station_type == STATION_BUOY) || !(_current_pasting->dc_flags & DC_EXEC)) { ++ /* Paste the part */ ++ CopyPasteStation(src_tile, dst_tile, copy_paste, NEW_STATION, -1, false); ++ } else { ++ /* Queue for later pasting. We must find station candidates to to be joined to before ++ * we try to build any station parts to avoid joining pasted stations together. */ ++ StationPartPasteInfo info = { ++ src_tile, ++ AsMainMapTile(dst_tile), ++ INVALID_STATION, ++ false ++ }; ++ /* Station parts that overbuild other stations go to the front of the queue, ++ * they will be tried firstly. */ ++ BaseStation *st = NULL; ++ CommandCost ret = (station_type != STATION_WAYPOINT) ? ++ GetStationAround(part_dst_rect, INVALID_STATION, (Station**)&st, 0) : ++ GetStationAround(part_dst_rect, INVALID_STATION, (Waypoint**)&st, 0); ++ if (ret.Failed() || st != NULL) { ++ info.adjoining_station = ret.Failed() ? MULTIPLE_STATIONS : st->index; ++ info.overbuilding = true; ++ _copy_paste_station_part_paste_queue.push_front(info); ++ } else { ++ /* Joining parts go behind overbuilding parts. They are next to try. */ ++ ret = (station_type != STATION_WAYPOINT) ? ++ GetStationAround(part_dst_rect, INVALID_STATION, (Station**)&st, 1) : ++ GetStationAround(part_dst_rect, INVALID_STATION, (Waypoint**)&st, 1); ++ if (ret.Failed() || st != NULL) { ++ info.adjoining_station = ret.Failed() ? MULTIPLE_STATIONS : st->index; ++ StationPartPasteQueue::iterator pos = _copy_paste_station_part_paste_queue.begin(); ++ while (pos < _copy_paste_station_part_paste_queue.end() && pos->overbuilding) pos++; ++ _copy_paste_station_part_paste_queue.insert(pos, info); ++ } else { ++ /* Non-joining parts go to the back. */ ++ _copy_paste_station_part_paste_queue.push_back(info); ++ } ++ } ++ } ++ } ++} ++ ++static void ProcessStationPartPasteQueue(const CopyPasteParams ©_paste) ++{ ++ if (_copy_paste_station_part_paste_queue.empty()) return; ++ ++ for (;;) { ++ uint orig_queue_size = _copy_paste_station_part_paste_queue.size(); ++ for (uint i = 0; i < orig_queue_size; i++) { ++ if (IsPastingInterrupted()) break; ++ StationPartPasteInfo part = _copy_paste_station_part_paste_queue.front(); ++ _copy_paste_station_part_paste_queue.pop_front(); ++ ++ bool overbuilding = false; // did current station overbuild some other station already? ++ StationID src_sid = GetStationIndex(part.src_tile); ++ StationID dst_sid = _copy_paste_station_id_paste_map.QueryIDForStation(src_sid, &overbuilding); ++ ++ int src_specindex = -1; ++ int dst_specindex = -1; ++ if (HasStationTileRail(part.src_tile)) { ++ src_specindex = GetCustomStationSpecIndex(part.src_tile); ++ dst_specindex = _copy_paste_station_id_paste_map.QuerySpecIndexForStationPart(src_sid, src_specindex); ++ } ++ ++ if (part.overbuilding) { // would this stations part overbuild other stations? ++ if ((part.adjoining_station == MULTIPLE_STATIONS) || (overbuilding && dst_sid != part.adjoining_station)) { ++ /* Can't paste this part because current station would overbuild multiple different stations. */ ++ _current_pasting->CollectError(part.dst_tile, STR_ERROR_ADJOINS_MORE_THAN_ONE_EXISTING, GetPasteStationErrorMsg(part.src_tile)); ++ } else { ++ /* Try to overbuild a station. */ ++ CopyPasteStation(part.src_tile, GenericTileIndex(part.dst_tile), copy_paste, dst_sid, dst_specindex, false); ++ } ++ } else { ++ if (!overbuilding && (part.adjoining_station == MULTIPLE_STATIONS || ( ++ dst_sid != NEW_STATION && part.adjoining_station != INVALID_STATION && dst_sid != part.adjoining_station))) { ++ /* can't paste this part because current station would have to join multiple different stations */ ++ _current_pasting->CollectError(part.dst_tile, STR_ERROR_ADJOINS_MORE_THAN_ONE_EXISTING, GetPasteStationErrorMsg(part.src_tile)); ++ } else { ++ if (dst_sid == NEW_STATION && part.adjoining_station != INVALID_STATION) { // is the destination station not yet determined? ++ dst_sid = part.adjoining_station; // try to join a new station ++ } ++ CopyPasteStation(part.src_tile, GenericTileIndex(part.dst_tile), copy_paste, dst_sid, dst_specindex, true); ++ } ++ } ++ ++ if (_current_pasting->dc_flags & DC_EXEC) { ++ if (_current_pasting->last_result.Succeeded()) { ++ /* Confirm that station will be using certain ID and specindex. */ ++ _copy_paste_station_id_paste_map.ConfirmIDForStation(src_sid, GetStationIndex(part.dst_tile)); ++ if (src_specindex != -1) _copy_paste_station_id_paste_map.ConfirmSpecIndexForStationPart(src_sid, src_specindex, GetCustomStationSpecIndex(part.dst_tile)); ++ if (part.overbuilding) _copy_paste_station_id_paste_map.SetOverbuilding(src_sid); ++ } else if (_current_pasting->last_result.GetErrorMessage() == STR_ERROR_CAN_T_DISTANT_JOIN) { ++ /* If we can't distant-join now then perhaps we will be able to do it later, after other parts. */ ++ if (_current_pasting->err_message == STR_ERROR_CAN_T_DISTANT_JOIN) { ++ /* discard the "can't distatnt-join" error */ ++ _current_pasting->err_tile = INVALID_TILE; ++ _current_pasting->err_message = STR_ERROR_NOTHING_TO_DO; ++ } ++ StationPartPasteInfo info = { part.src_tile, part.dst_tile, INVALID_STATION, false }; ++ _copy_paste_station_part_paste_queue.push_back(info); ++ } ++ } ++ } ++ if (IsPastingInterrupted()) break; ++ if (orig_queue_size == _copy_paste_station_part_paste_queue.size()) break; // don't retry if the queue didn't shrink ++ } ++ ++ /* set the "can't distatnt-join" error if not all retries were successfull */ ++ if (!IsPastingInterrupted() && !_copy_paste_station_part_paste_queue.empty()) { ++ _current_pasting->CollectError(_copy_paste_station_part_paste_queue.back().dst_tile, STR_ERROR_CAN_T_DISTANT_JOIN, GetPasteStationErrorMsg(_copy_paste_station_part_paste_queue.back().src_tile)); ++ } ++ ++ _copy_paste_station_part_paste_queue.clear(); ++} ++ ++void AfterPastingStations(const CopyPasteParams ©_paste) ++{ ++ ProcessStationPartPasteQueue(copy_paste); ++ ++ _copy_paste_station_id_paste_map = StationIDPasteMap(); // clear ++} ++ ++void AfterCopyingStations(const CopyPasteParams ©_paste) ++{ ++ _clipboard_stations_builder.BuildDone(MapOf(copy_paste.dst_area.tile)); ++} ++ ++ + void ModifyStationRatingAround(TileIndex tile, Owner owner, int amount, uint radius) + { + Station *st; +@@ -3922,6 +4715,7 @@ void BuildOilRig(TileIndex tile) + st->build_date = _date; + + st->rect.BeforeAddTile(tile, StationRect::ADD_FORCE); ++ st->catchment.BeforeAddTile(tile, st->GetCatchmentRadius()); + + st->UpdateVirtCoord(); + UpdateStationAcceptance(st, false); +@@ -3932,6 +4726,7 @@ void DeleteOilRig(TileIndex tile) + { + Station *st = Station::GetByTile(tile); + ++ st->catchment.AfterRemoveTile(tile, st->GetCatchmentRadius()); + MakeWaterKeepingClass(tile, OWNER_NONE); + + st->dock_tile = INVALID_TILE; +@@ -3939,6 +4734,7 @@ void DeleteOilRig(TileIndex tile) + st->facilities &= ~(FACIL_AIRPORT | FACIL_DOCK); + st->airport.flags = 0; + ++ if (Overlays::Instance()->HasStation(st)) st->MarkAcceptanceTilesDirty(); + st->rect.AfterRemoveTile(st, tile); + + st->UpdateVirtCoord(); +@@ -4537,4 +5333,5 @@ extern const TileTypeProcs _tile_type_station_procs = { + VehicleEnter_Station, // vehicle_enter_tile_proc + GetFoundation_Station, // get_foundation_proc + TerraformTile_Station, // terraform_tile_proc ++ CopyPasteTile_Station, // copypaste_tile_proc + }; +diff --git a/src/station_func.h b/src/station_func.h +index 9748297f2..b224be9b7 100644 +--- a/src/station_func.h ++++ b/src/station_func.h +@@ -30,6 +30,9 @@ void UpdateAllStationVirtCoords(); + CargoArray GetProductionAroundTiles(TileIndex tile, int w, int h, int rad); + CargoArray GetAcceptanceAroundTiles(TileIndex tile, int w, int h, int rad, CargoTypes *always_accepted = NULL); + ++CargoArray GetProductionRateAroundTiles(TileIndex tile, int w, int h, int rad); ++CargoArray GetAcceptanceRateAroundTiles(TileIndex tile, int w, int h, int rad); ++ + void UpdateStationAcceptance(Station *st, bool show_msg); + + const DrawTileSprites *GetStationTileLayout(StationType st, byte gfx); +diff --git a/src/station_gui.cpp b/src/station_gui.cpp +index 52738ab13..c45ede8f5 100644 +--- a/src/station_gui.cpp ++++ b/src/station_gui.cpp +@@ -30,6 +30,8 @@ + #include "sortlist_type.h" + #include "core/geometry_func.hpp" + #include "vehiclelist.h" ++#include "core/math_func.hpp" ++#include "overlay_cmd.h" + #include "town.h" + #include "linkgraph/linkgraph.h" + #include "zoom_func.h" +@@ -37,6 +39,7 @@ + #include "widgets/station_widget.h" + + #include "table/strings.h" ++#include "table/control_codes.h" + + #include <set> + #include <vector> +@@ -59,10 +62,13 @@ int DrawStationCoverageAreaText(int left, int right, int top, StationCoverageTyp + CargoTypes cargo_mask = 0; + if (_thd.drawstyle == HT_RECT && tile < MapSize()) { + CargoArray cargoes; ++ CargoArray rates; + if (supplies) { + cargoes = GetProductionAroundTiles(tile, _thd.size.x / TILE_SIZE, _thd.size.y / TILE_SIZE, rad); ++ rates = GetProductionRateAroundTiles(tile, _thd.size.x / TILE_SIZE, _thd.size.y / TILE_SIZE, rad); + } else { + cargoes = GetAcceptanceAroundTiles(tile, _thd.size.x / TILE_SIZE, _thd.size.y / TILE_SIZE, rad); ++ rates = GetAcceptanceRateAroundTiles(tile, _thd.size.x / TILE_SIZE, _thd.size.y / TILE_SIZE, rad); + } + + /* Convert cargo counts to a set of cargo bits, and draw the result. */ +@@ -74,9 +80,18 @@ int DrawStationCoverageAreaText(int left, int right, int top, StationCoverageTyp + default: NOT_REACHED(); + } + if (cargoes[i] >= (supplies ? 1U : 8U)) SetBit(cargo_mask, i); ++ ++ if (i == CT_PASSENGERS) { ++ SetDParam(2, rates[i]); ++ } else if (i == CT_MAIL) { ++ SetDParam(3, rates[i]); ++ } + } + } + SetDParam(0, cargo_mask); ++ ++ /* SCC_CARGO_LIST works as a magic number to let FormatString() know it's being called from here. */ ++ SetDParam(1, SCC_CARGO_LIST); + return DrawStringMultiLine(left, right, top, INT32_MAX, supplies ? STR_STATION_BUILD_SUPPLIES_CARGO : STR_STATION_BUILD_ACCEPTS_CARGO); + } + +@@ -777,6 +792,8 @@ static const NWidgetPart _nested_station_view_widgets[] = { + NWidget(WWT_PANEL, COLOUR_GREY, WID_SV_ACCEPT_RATING_LIST), SetMinimalSize(249, 23), SetResize(1, 0), EndContainer(), + NWidget(NWID_HORIZONTAL), + NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), ++ NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_SV_COVERAGE), SetMinimalSize(60, 12), SetResize(1, 0), SetFill(1, 1), ++ SetDataTip(STR_BUTTON_COVERAGE, STR_STATION_VIEW_COVERAGE_TIP), + NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_SV_LOCATION), SetMinimalSize(45, 12), SetResize(1, 0), SetFill(1, 1), + SetDataTip(STR_BUTTON_LOCATION, STR_STATION_VIEW_CENTER_TOOLTIP), + NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_SV_ACCEPTS_RATINGS), SetMinimalSize(46, 12), SetResize(1, 0), SetFill(1, 1), +@@ -1311,6 +1328,9 @@ struct StationViewWindow : public Window { + + ~StationViewWindow() + { ++ Overlays::Instance()->RemoveStation(Station::Get(this->window_number)); ++ MarkWholeScreenDirty(); ++ Owner owner = Station::Get(this->window_number)->owner; + DeleteWindowById(WC_TRAINS_LIST, VehicleListIdentifier(VL_STATION_LIST, VEH_TRAIN, this->owner, this->window_number).Pack(), false); + DeleteWindowById(WC_ROADVEH_LIST, VehicleListIdentifier(VL_STATION_LIST, VEH_ROAD, this->owner, this->window_number).Pack(), false); + DeleteWindowById(WC_SHIPS_LIST, VehicleListIdentifier(VL_STATION_LIST, VEH_SHIP, this->owner, this->window_number).Pack(), false); +@@ -1404,6 +1424,9 @@ struct StationViewWindow : public Window { + this->SetWidgetDisabledState(WID_SV_CLOSE_AIRPORT, !(st->facilities & FACIL_AIRPORT) || st->owner != _local_company || st->owner == OWNER_NONE); // Also consider SE, where _local_company == OWNER_NONE + this->SetWidgetLoweredState(WID_SV_CLOSE_AIRPORT, (st->facilities & FACIL_AIRPORT) && (st->airport.flags & AIRPORT_CLOSED_block) != 0); + ++ /* check lowered stated for some buttons */ ++ this->SetWidgetLoweredState(WID_SV_COVERAGE, Overlays::Instance()->HasStation(st)); ++ + this->DrawWidgets(); + + if (!this->IsShaded()) { +@@ -1893,6 +1916,11 @@ struct StationViewWindow : public Window { + } + break; + ++ case WID_SV_COVERAGE: ++ Overlays::Instance()->ToggleStation(Station::Get(this->window_number)); ++ MarkWholeScreenDirty(); ++ break; ++ + case WID_SV_ACCEPTS_RATINGS: { + /* Swap between 'accepts' and 'ratings' view. */ + int height_change; +@@ -2075,6 +2103,8 @@ struct StationViewWindow : public Window { + } + } + } ++protected: ++ void Get(WindowNumber window_number); + }; + + const StringID StationViewWindow::_sort_names[] = { +@@ -2109,7 +2139,12 @@ static WindowDesc _station_view_desc( + */ + void ShowStationViewWindow(StationID station) + { +- AllocateWindowDescFront<StationViewWindow>(&_station_view_desc, station); ++ if (_ctrl_pressed) { ++ Overlays::Instance()->ToggleStation(Station::Get(station)); ++ MarkWholeScreenDirty(); ++ } else { ++ AllocateWindowDescFront<StationViewWindow>(&_station_view_desc, station); ++ } + } + + /** Struct containing TileIndex and StationID */ +diff --git a/src/station_map.h b/src/station_map.h +index 7ca9bd720..9dbc7bf49 100644 +--- a/src/station_map.h ++++ b/src/station_map.h +@@ -26,11 +26,16 @@ typedef byte StationGfx; ///< Index of station graphics. @see _station_display_d + * @pre IsTileType(t, MP_STATION) + * @return Station ID of the station at \a t + */ +-static inline StationID GetStationIndex(TileIndex t) ++template <bool Tgeneric> ++static inline StationID GetStationIndex(typename TileIndexT<Tgeneric>::T t) + { + assert(IsTileType(t, MP_STATION)); +- return (StationID)_m[t].m2; ++ return (StationID)GetTile(t)->m2; + } ++/** @copydoc GetStationIndex(TileIndexT<Tgeneric>::T) */ ++static inline StationID GetStationIndex(TileIndex t) { return GetStationIndex<false>(t); } ++/** @copydoc GetStationIndex(TileIndexT<Tgeneric>::T) */ ++static inline StationID GetStationIndex(GenericTileIndex t) { return GetStationIndex<true>(t); } + + + static const int GFX_DOCK_BASE_WATER_PART = 4; ///< The offset for the water parts. +@@ -42,11 +47,16 @@ static const int GFX_TRUCK_BUS_DRIVETHROUGH_OFFSET = 4; ///< The offset for the + * @pre IsTileType(t, MP_STATION) + * @return the station type + */ +-static inline StationType GetStationType(TileIndex t) ++template <bool Tgeneric> ++static inline StationType GetStationType(typename TileIndexT<Tgeneric>::T t) + { + assert(IsTileType(t, MP_STATION)); +- return (StationType)GB(_me[t].m6, 3, 3); ++ return (StationType)GB(GetTileEx(t)->m6, 3, 3); + } ++/** @copydoc GetStationType(TileIndexT<Tgeneric>::T) */ ++static inline StationType GetStationType(TileIndex t) { return GetStationType<false>(t); } ++/** @copydoc GetStationType(TileIndexT<Tgeneric>::T) */ ++static inline StationType GetStationType(GenericTileIndex t) { return GetStationType<true>(t); } + + /** + * Get the road stop type of this tile +@@ -54,11 +64,16 @@ static inline StationType GetStationType(TileIndex t) + * @pre GetStationType(t) == STATION_TRUCK || GetStationType(t) == STATION_BUS + * @return the road stop type + */ +-static inline RoadStopType GetRoadStopType(TileIndex t) ++template <bool Tgeneric> ++static inline RoadStopType GetRoadStopType(typename TileIndexT<Tgeneric>::T t) + { + assert(GetStationType(t) == STATION_TRUCK || GetStationType(t) == STATION_BUS); + return GetStationType(t) == STATION_TRUCK ? ROADSTOP_TRUCK : ROADSTOP_BUS; + } ++/** @copydoc GetRoadStopType(TileIndexT<Tgeneric>::T) */ ++static inline RoadStopType GetRoadStopType(TileIndex t) { return GetRoadStopType<false>(t); } ++/** @copydoc GetRoadStopType(TileIndexT<Tgeneric>::T) */ ++static inline RoadStopType GetRoadStopType(GenericTileIndex t) { return GetRoadStopType<true>(t); } + + /** + * Get the station graphics of this tile +@@ -66,11 +81,16 @@ static inline RoadStopType GetRoadStopType(TileIndex t) + * @pre IsTileType(t, MP_STATION) + * @return the station graphics + */ +-static inline StationGfx GetStationGfx(TileIndex t) ++template <bool Tgeneric> ++static inline StationGfx GetStationGfx(typename TileIndexT<Tgeneric>::T t) + { + assert(IsTileType(t, MP_STATION)); +- return _m[t].m5; ++ return GetTile(t)->m5; + } ++/** @copydoc GetStationGfx(TileIndexT<Tgeneric>::T) */ ++static inline StationGfx GetStationGfx(TileIndex t) { return GetStationGfx<false>(t); } ++/** @copydoc GetStationGfx(TileIndexT<Tgeneric>::T) */ ++static inline StationGfx GetStationGfx(GenericTileIndex t) { return GetStationGfx<true>(t); } + + /** + * Set the station graphics of this tile +@@ -78,11 +98,16 @@ static inline StationGfx GetStationGfx(TileIndex t) + * @param gfx the new graphics + * @pre IsTileType(t, MP_STATION) + */ +-static inline void SetStationGfx(TileIndex t, StationGfx gfx) ++template <bool Tgeneric> ++static inline void SetStationGfx(typename TileIndexT<Tgeneric>::T t, StationGfx gfx) + { + assert(IsTileType(t, MP_STATION)); +- _m[t].m5 = gfx; ++ GetTile(t)->m5 = gfx; + } ++/** @copydoc SetStationGfx(TileIndexT<Tgeneric>::T,StationGfx) */ ++static inline void SetStationGfx(TileIndex t, StationGfx gfx) { SetStationGfx<false>(t, gfx); } ++/** @copydoc SetStationGfx(TileIndexT<Tgeneric>::T,StationGfx) */ ++static inline void SetStationGfx(GenericTileIndex t, StationGfx gfx) { SetStationGfx<true>(t, gfx); } + + /** + * Is this station tile a rail station? +@@ -90,20 +115,30 @@ static inline void SetStationGfx(TileIndex t, StationGfx gfx) + * @pre IsTileType(t, MP_STATION) + * @return true if and only if the tile is a rail station + */ +-static inline bool IsRailStation(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsRailStation(typename TileIndexT<Tgeneric>::T t) + { + return GetStationType(t) == STATION_RAIL; + } ++/** @copydoc IsRailStation(TileIndexT<Tgeneric>::T) */ ++static inline bool IsRailStation(TileIndex t) { return IsRailStation<false>(t); } ++/** @copydoc IsRailStation(TileIndexT<Tgeneric>::T) */ ++static inline bool IsRailStation(GenericTileIndex t) { return IsRailStation<true>(t); } + + /** + * Is this tile a station tile and a rail station? + * @param t the tile to get the information from + * @return true if and only if the tile is a rail station + */ +-static inline bool IsRailStationTile(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsRailStationTile(typename TileIndexT<Tgeneric>::T t) + { + return IsTileType(t, MP_STATION) && IsRailStation(t); + } ++/** @copydoc IsRailStationTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsRailStationTile(TileIndex t) { return IsRailStationTile<false>(t); } ++/** @copydoc IsRailStationTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsRailStationTile(GenericTileIndex t) { return IsRailStationTile<true>(t); } + + /** + * Is this station tile a rail waypoint? +@@ -111,20 +146,30 @@ static inline bool IsRailStationTile(TileIndex t) + * @pre IsTileType(t, MP_STATION) + * @return true if and only if the tile is a rail waypoint + */ +-static inline bool IsRailWaypoint(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsRailWaypoint(typename TileIndexT<Tgeneric>::T t) + { + return GetStationType(t) == STATION_WAYPOINT; + } ++/** @copydoc IsRailWaypoint(TileIndexT<Tgeneric>::T) */ ++static inline bool IsRailWaypoint(TileIndex t) { return IsRailWaypoint<false>(t); } ++/** @copydoc IsRailWaypoint(TileIndexT<Tgeneric>::T) */ ++static inline bool IsRailWaypoint(GenericTileIndex t) { return IsRailWaypoint<true>(t); } + + /** + * Is this tile a station tile and a rail waypoint? + * @param t the tile to get the information from + * @return true if and only if the tile is a rail waypoint + */ +-static inline bool IsRailWaypointTile(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsRailWaypointTile(typename TileIndexT<Tgeneric>::T t) + { + return IsTileType(t, MP_STATION) && IsRailWaypoint(t); + } ++/** @copydoc IsRailWaypointTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsRailWaypointTile(TileIndex t) { return IsRailWaypointTile<false>(t); } ++/** @copydoc IsRailWaypointTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsRailWaypointTile(GenericTileIndex t) { return IsRailWaypointTile<true>(t); } + + /** + * Has this station tile a rail? In other words, is this station +@@ -133,10 +178,15 @@ static inline bool IsRailWaypointTile(TileIndex t) + * @pre IsTileType(t, MP_STATION) + * @return true if and only if the tile has rail + */ +-static inline bool HasStationRail(TileIndex t) ++template <bool Tgeneric> ++static inline bool HasStationRail(typename TileIndexT<Tgeneric>::T t) + { + return IsRailStation(t) || IsRailWaypoint(t); + } ++/** @copydoc HasStationRail(TileIndexT<Tgeneric>::T) */ ++static inline bool HasStationRail(TileIndex t) { return HasStationRail<false>(t); } ++/** @copydoc HasStationRail(TileIndexT<Tgeneric>::T) */ ++static inline bool HasStationRail(GenericTileIndex t) { return HasStationRail<true>(t); } + + /** + * Has this station tile a rail? In other words, is this station +@@ -144,10 +194,15 @@ static inline bool HasStationRail(TileIndex t) + * @param t the tile to check + * @return true if and only if the tile is a station tile and has rail + */ +-static inline bool HasStationTileRail(TileIndex t) ++template <bool Tgeneric> ++static inline bool HasStationTileRail(typename TileIndexT<Tgeneric>::T t) + { + return IsTileType(t, MP_STATION) && HasStationRail(t); + } ++/** @copydoc HasStationTileRail(TileIndexT<Tgeneric>::T) */ ++static inline bool HasStationTileRail(TileIndex t) { return HasStationTileRail<false>(t); } ++/** @copydoc HasStationTileRail(TileIndexT<Tgeneric>::T) */ ++static inline bool HasStationTileRail(GenericTileIndex t) { return HasStationTileRail<true>(t); } + + /** + * Is this station tile an airport? +@@ -155,20 +210,30 @@ static inline bool HasStationTileRail(TileIndex t) + * @pre IsTileType(t, MP_STATION) + * @return true if and only if the tile is an airport + */ +-static inline bool IsAirport(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsAirport(typename TileIndexT<Tgeneric>::T t) + { + return GetStationType(t) == STATION_AIRPORT; + } ++/** @copydoc IsAirport(TileIndexT<Tgeneric>::T) */ ++static inline bool IsAirport(TileIndex t) { return IsAirport<false>(t); } ++/** @copydoc IsAirport(TileIndexT<Tgeneric>::T) */ ++static inline bool IsAirport(GenericTileIndex t) { return IsAirport<true>(t); } + + /** + * Is this tile a station tile and an airport tile? + * @param t the tile to get the information from + * @return true if and only if the tile is an airport + */ +-static inline bool IsAirportTile(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsAirportTile(typename TileIndexT<Tgeneric>::T t) + { + return IsTileType(t, MP_STATION) && IsAirport(t); + } ++/** @copydoc IsAirportTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsAirportTile(TileIndex t) { return IsAirportTile<false>(t); } ++/** @copydoc IsAirportTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsAirportTile(GenericTileIndex t) { return IsAirportTile<true>(t); } + + bool IsHangar(TileIndex t); + +@@ -178,10 +243,15 @@ bool IsHangar(TileIndex t); + * @pre IsTileType(t, MP_STATION) + * @return \c true if station is a truck stop, \c false otherwise + */ +-static inline bool IsTruckStop(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsTruckStop(typename TileIndexT<Tgeneric>::T t) + { + return GetStationType(t) == STATION_TRUCK; + } ++/** @copydoc IsTruckStop(TileIndexT<Tgeneric>::T) */ ++static inline bool IsTruckStop(TileIndex t) { return IsTruckStop<false>(t); } ++/** @copydoc IsTruckStop(TileIndexT<Tgeneric>::T) */ ++static inline bool IsTruckStop(GenericTileIndex t) { return IsTruckStop<true>(t); } + + /** + * Is the station at \a t a bus stop? +@@ -189,10 +259,15 @@ static inline bool IsTruckStop(TileIndex t) + * @pre IsTileType(t, MP_STATION) + * @return \c true if station is a bus stop, \c false otherwise + */ +-static inline bool IsBusStop(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsBusStop(typename TileIndexT<Tgeneric>::T t) + { + return GetStationType(t) == STATION_BUS; + } ++/** @copydoc IsBusStop(TileIndexT<Tgeneric>::T) */ ++static inline bool IsBusStop(TileIndex t) { return IsBusStop<false>(t); } ++/** @copydoc IsBusStop(TileIndexT<Tgeneric>::T) */ ++static inline bool IsBusStop(GenericTileIndex t) { return IsBusStop<true>(t); } + + /** + * Is the station at \a t a road station? +@@ -200,41 +275,61 @@ static inline bool IsBusStop(TileIndex t) + * @pre IsTileType(t, MP_STATION) + * @return \c true if station at the tile is a bus top or a truck stop, \c false otherwise + */ +-static inline bool IsRoadStop(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsRoadStop(typename TileIndexT<Tgeneric>::T t) + { + assert(IsTileType(t, MP_STATION)); + return IsTruckStop(t) || IsBusStop(t); + } ++/** @copydoc IsRoadStop(TileIndexT<Tgeneric>::T) */ ++static inline bool IsRoadStop(TileIndex t) { return IsRoadStop<false>(t); } ++/** @copydoc IsRoadStop(TileIndexT<Tgeneric>::T) */ ++static inline bool IsRoadStop(GenericTileIndex t) { return IsRoadStop<true>(t); } + + /** + * Is tile \a t a road stop station? + * @param t Tile to check + * @return \c true if the tile is a station tile and a road stop + */ +-static inline bool IsRoadStopTile(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsRoadStopTile(typename TileIndexT<Tgeneric>::T t) + { + return IsTileType(t, MP_STATION) && IsRoadStop(t); + } ++/** @copydoc IsRoadStopTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsRoadStopTile(TileIndex t) { return IsRoadStopTile<false>(t); } ++/** @copydoc IsRoadStopTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsRoadStopTile(GenericTileIndex t) { return IsRoadStopTile<true>(t); } + + /** + * Is tile \a t a standard (non-drive through) road stop station? + * @param t Tile to check + * @return \c true if the tile is a station tile and a standard road stop + */ +-static inline bool IsStandardRoadStopTile(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsStandardRoadStopTile(typename TileIndexT<Tgeneric>::T t) + { + return IsRoadStopTile(t) && GetStationGfx(t) < GFX_TRUCK_BUS_DRIVETHROUGH_OFFSET; + } ++/** @copydoc IsStandardRoadStopTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsStandardRoadStopTile(TileIndex t) { return IsStandardRoadStopTile<false>(t); } ++/** @copydoc IsStandardRoadStopTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsStandardRoadStopTile(GenericTileIndex t) { return IsStandardRoadStopTile<true>(t); } + + /** + * Is tile \a t a drive through road stop station? + * @param t Tile to check + * @return \c true if the tile is a station tile and a drive through road stop + */ +-static inline bool IsDriveThroughStopTile(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsDriveThroughStopTile(typename TileIndexT<Tgeneric>::T t) + { + return IsRoadStopTile(t) && GetStationGfx(t) >= GFX_TRUCK_BUS_DRIVETHROUGH_OFFSET; + } ++/** @copydoc IsDriveThroughStopTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsDriveThroughStopTile(TileIndex t) { return IsDriveThroughStopTile<false>(t); } ++/** @copydoc IsDriveThroughStopTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsDriveThroughStopTile(GenericTileIndex t) { return IsDriveThroughStopTile<true>(t); } + + /** + * Get the station graphics of this airport tile +@@ -255,7 +350,8 @@ static inline StationGfx GetAirportGfx(TileIndex t) + * @pre IsRoadStopTile(t) + * @return the direction of the entrance + */ +-static inline DiagDirection GetRoadStopDir(TileIndex t) ++template <bool Tgeneric> ++static inline DiagDirection GetRoadStopDir(typename TileIndexT<Tgeneric>::T t) + { + StationGfx gfx = GetStationGfx(t); + assert(IsRoadStopTile(t)); +@@ -265,6 +361,10 @@ static inline DiagDirection GetRoadStopDir(TileIndex t) + return (DiagDirection)(gfx - GFX_TRUCK_BUS_DRIVETHROUGH_OFFSET); + } + } ++/** @copydoc GetRoadStopDir(TileIndexT<Tgeneric>::T) */ ++static inline DiagDirection GetRoadStopDir(TileIndex t) { return GetRoadStopDir<false>(t); } ++/** @copydoc GetRoadStopDir(TileIndexT<Tgeneric>::T) */ ++static inline DiagDirection GetRoadStopDir(GenericTileIndex t) { return GetRoadStopDir<true>(t); } + + /** + * Is tile \a t part of an oilrig? +@@ -283,20 +383,30 @@ static inline bool IsOilRig(TileIndex t) + * @pre IsTileType(t, MP_STATION) + * @return \c true if the tile is a dock + */ +-static inline bool IsDock(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsDock(typename TileIndexT<Tgeneric>::T t) + { + return GetStationType(t) == STATION_DOCK; + } ++/** @copydoc IsDock(TileIndexT<Tgeneric>::T) */ ++static inline bool IsDock(TileIndex t) { return IsDock<false>(t); } ++/** @copydoc IsDock(TileIndexT<Tgeneric>::T) */ ++static inline bool IsDock(GenericTileIndex t) { return IsDock<true>(t); } + + /** + * Is tile \a t a dock tile? + * @param t Tile to check + * @return \c true if the tile is a dock + */ +-static inline bool IsDockTile(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsDockTile(typename TileIndexT<Tgeneric>::T t) + { + return IsTileType(t, MP_STATION) && GetStationType(t) == STATION_DOCK; + } ++/** @copydoc IsDockTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsDockTile(TileIndex t) { return IsDockTile<false>(t); } ++/** @copydoc IsDockTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsDockTile(GenericTileIndex t) { return IsDockTile<true>(t); } + + /** + * Is tile \a t a buoy tile? +@@ -304,20 +414,30 @@ static inline bool IsDockTile(TileIndex t) + * @pre IsTileType(t, MP_STATION) + * @return \c true if the tile is a buoy + */ +-static inline bool IsBuoy(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsBuoy(typename TileIndexT<Tgeneric>::T t) + { + return GetStationType(t) == STATION_BUOY; + } ++/** @copydoc IsBuoy(TileIndexT<Tgeneric>::T) */ ++static inline bool IsBuoy(TileIndex t) { return IsBuoy<false>(t); } ++/** @copydoc IsBuoy(TileIndexT<Tgeneric>::T) */ ++static inline bool IsBuoy(GenericTileIndex t) { return IsBuoy<true>(t); } + + /** + * Is tile \a t a buoy tile? + * @param t Tile to check + * @return \c true if the tile is a buoy + */ +-static inline bool IsBuoyTile(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsBuoyTile(typename TileIndexT<Tgeneric>::T t) + { + return IsTileType(t, MP_STATION) && IsBuoy(t); + } ++/** @copydoc IsBuoyTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsBuoyTile(TileIndex t) { return IsBuoyTile<false>(t); } ++/** @copydoc IsBuoyTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsBuoyTile(GenericTileIndex t) { return IsBuoyTile<true>(t); } + + /** + * Is tile \a t an hangar tile? +@@ -335,11 +455,16 @@ static inline bool IsHangarTile(TileIndex t) + * @pre HasStationRail(t) + * @return The direction of the rails on tile \a t. + */ +-static inline Axis GetRailStationAxis(TileIndex t) ++template <bool Tgeneric> ++static inline Axis GetRailStationAxis(typename TileIndexT<Tgeneric>::T t) + { + assert(HasStationRail(t)); + return HasBit(GetStationGfx(t), 0) ? AXIS_Y : AXIS_X; + } ++/** @copydoc GetRailStationAxis(TileIndexT<Tgeneric>::T) */ ++static inline Axis GetRailStationAxis(TileIndex t) { return GetRailStationAxis<false>(t); } ++/** @copydoc GetRailStationAxis(TileIndexT<Tgeneric>::T) */ ++static inline Axis GetRailStationAxis(GenericTileIndex t) { return GetRailStationAxis<true>(t); } + + /** + * Get the rail track of a rail station tile. +@@ -347,10 +472,15 @@ static inline Axis GetRailStationAxis(TileIndex t) + * @pre HasStationRail(t) + * @return The rail track of the rails on tile \a t. + */ +-static inline Track GetRailStationTrack(TileIndex t) ++template <bool Tgeneric> ++static inline Track GetRailStationTrack(typename TileIndexT<Tgeneric>::T t) + { + return AxisToTrack(GetRailStationAxis(t)); + } ++/** @copydoc GetRailStationTrack(TileIndexT<Tgeneric>::T) */ ++static inline Track GetRailStationTrack(TileIndex t) { return GetRailStationTrack<false>(t); } ++/** @copydoc GetRailStationTrack(TileIndexT<Tgeneric>::T) */ ++static inline Track GetRailStationTrack(GenericTileIndex t) { return GetRailStationTrack<true>(t); } + + /** + * Get the trackbits of a rail station tile. +@@ -358,10 +488,15 @@ static inline Track GetRailStationTrack(TileIndex t) + * @pre HasStationRail(t) + * @return The trackbits of the rails on tile \a t. + */ +-static inline TrackBits GetRailStationTrackBits(TileIndex t) ++template <bool Tgeneric> ++static inline TrackBits GetRailStationTrackBits(typename TileIndexT<Tgeneric>::T t) + { + return AxisToTrackBits(GetRailStationAxis(t)); + } ++/** @copydoc GetRailStationTrackBits(TileIndexT<Tgeneric>::T) */ ++static inline TrackBits GetRailStationTrackBits(TileIndex t) { return GetRailStationTrackBits<false>(t); } ++/** @copydoc GetRailStationTrackBits(TileIndexT<Tgeneric>::T) */ ++static inline TrackBits GetRailStationTrackBits(GenericTileIndex t) { return GetRailStationTrackBits<true>(t); } + + /** + * Check if a tile is a valid continuation to a railstation tile. +@@ -394,7 +529,7 @@ static inline bool IsCompatibleTrainStationTile(TileIndex test_tile, TileIndex s + static inline bool HasStationReservation(TileIndex t) + { + assert(HasStationRail(t)); +- return HasBit(_me[t].m6, 2); ++ return HasBit(GetTileEx(t)->m6, 2); + } + + /** +@@ -403,11 +538,16 @@ static inline bool HasStationReservation(TileIndex t) + * @param t the station tile + * @param b the reservation state + */ +-static inline void SetRailStationReservation(TileIndex t, bool b) ++template <bool Tgeneric> ++static inline void SetRailStationReservation(typename TileIndexT<Tgeneric>::T t, bool b) + { + assert(HasStationRail(t)); +- SB(_me[t].m6, 2, 1, b ? 1 : 0); ++ SB(GetTileEx(t)->m6, 2, 1, b ? 1 : 0); + } ++/** @copydoc SetRailStationReservation(TileIndexT<Tgeneric>::T) */ ++static inline void SetRailStationReservation(TileIndex t, bool b) { SetRailStationReservation<false>(t, b); } ++/** @copydoc SetRailStationReservation(TileIndexT<Tgeneric>::T) */ ++static inline void SetRailStationReservation(GenericTileIndex t, bool b) { SetRailStationReservation<true>(t, b); } + + /** + * Get the reserved track bits for a waypoint +@@ -420,19 +560,57 @@ static inline TrackBits GetStationReservationTrackBits(TileIndex t) + return HasStationReservation(t) ? GetRailStationTrackBits(t) : TRACK_BIT_NONE; + } + ++/** ++ * Test whether a given water dock tile is the land part of the dock ++ * @param t the water dock tile ++ * @return if the given tile is the land part of a dock ++ * @pre IsDockTile(t) ++ */ ++template <bool Tgeneric> ++static inline bool IsLandDockSection(typename TileIndexT<Tgeneric>::T t) ++{ ++ assert(IsDockTile(t)); ++ return GetStationGfx(t) < GFX_DOCK_BASE_WATER_PART; ++} ++/** @copydoc IsLandDockSection<bool> */ ++static inline bool IsLandDockSection(TileIndex t) { return IsLandDockSection<false>(t); } ++/** @copydoc IsLandDockSection<bool> */ ++static inline bool IsLandDockSection(GenericTileIndex t) { return IsLandDockSection<true>(t); } ++ + /** + * Get the direction of a dock. + * @param t Tile to query +- * @pre IsDock(t) ++ * @pre IsLandDockSection(t) + * @pre \a t is the land part of the dock + * @return The direction of the dock on tile \a t. + */ +-static inline DiagDirection GetDockDirection(TileIndex t) ++template <bool Tgeneric> ++static inline DiagDirection GetDockDirection(typename TileIndexT<Tgeneric>::T t) + { +- StationGfx gfx = GetStationGfx(t); +- assert(IsDock(t) && gfx < GFX_DOCK_BASE_WATER_PART); +- return (DiagDirection)(gfx); ++ assert(IsLandDockSection(t)); ++ return (DiagDirection)GetStationGfx(t); ++} ++/** @copydoc GetDockDirection(TileIndexT<Tgeneric>::T) */ ++static inline DiagDirection GetDockDirection(TileIndex t) { return GetDockDirection<false>(t); } ++/** @copydoc GetDockDirection(TileIndexT<Tgeneric>::T) */ ++static inline DiagDirection GetDockDirection(GenericTileIndex t) { return GetDockDirection<true>(t); } ++ ++/** ++ * Get the other tile of a dock. ++ * @param t Tile to query ++ * @pre IsDockTile(t) ++ * @return The other tile of the dock. ++ */ ++template <bool Tgeneric> ++static inline typename TileIndexT<Tgeneric>::T GetOtherDockTile(typename TileIndexT<Tgeneric>::T t) ++{ ++ TileIndexDiff delta = ToTileIndexDiff(TileIndexDiffCByDiagDir(AxisToDiagDir((Axis)(GetStationGfx(t) & 0x1))), MapOf(t)); ++ return IsDockTile(t + delta) ? t + delta : t - delta; + } ++/** @copydoc GetOtherDockTile<bool> */ ++static inline TileIndex GetOtherDockTile(TileIndex t) { return GetOtherDockTile<false>(t); } ++/** @copydoc GetOtherDockTile<bool> */ ++static inline GenericTileIndex GetOtherDockTile(GenericTileIndex t) { return GetOtherDockTile<true>(t); } + + /** + * Get the tileoffset from this tile a ship should target to get to this dock. +@@ -467,11 +645,16 @@ static inline TileIndexDiffC GetDockOffset(TileIndex t) + * @pre HasStationTileRail(t) + * @return True if this station is part of a newgrf station. + */ +-static inline bool IsCustomStationSpecIndex(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsCustomStationSpecIndex(typename TileIndexT<Tgeneric>::T t) + { + assert(HasStationTileRail(t)); +- return _m[t].m4 != 0; ++ return GetTile(t)->m4 != 0; + } ++/** @copydoc IsCustomStationSpecIndex(TileIndexT<Tgeneric>::T) */ ++static inline bool IsCustomStationSpecIndex(TileIndex t) { return IsCustomStationSpecIndex<false>(t); } ++/** @copydoc IsCustomStationSpecIndex(TileIndexT<Tgeneric>::T) */ ++static inline bool IsCustomStationSpecIndex(GenericTileIndex t) { return IsCustomStationSpecIndex<true>(t); } + + /** + * Set the custom station spec for this tile. +@@ -479,11 +662,16 @@ static inline bool IsCustomStationSpecIndex(TileIndex t) + * @param specindex The new spec. + * @pre HasStationTileRail(t) + */ +-static inline void SetCustomStationSpecIndex(TileIndex t, byte specindex) ++template <bool Tgeneric> ++static inline void SetCustomStationSpecIndex(typename TileIndexT<Tgeneric>::T t, byte specindex) + { + assert(HasStationTileRail(t)); +- _m[t].m4 = specindex; ++ GetTile(t)->m4 = specindex; + } ++/** @copydoc SetCustomStationSpecIndex(TileIndexT<Tgeneric>::T,byte) */ ++static inline void SetCustomStationSpecIndex(TileIndex t, byte specindex) { return SetCustomStationSpecIndex<false>(t, specindex); } ++/** @copydoc SetCustomStationSpecIndex(TileIndexT<Tgeneric>::T,byte) */ ++static inline void SetCustomStationSpecIndex(GenericTileIndex t, byte specindex) { return SetCustomStationSpecIndex<true>(t, specindex); } + + /** + * Get the custom station spec for this tile. +@@ -491,11 +679,16 @@ static inline void SetCustomStationSpecIndex(TileIndex t, byte specindex) + * @pre HasStationTileRail(t) + * @return The custom station spec of this tile. + */ +-static inline uint GetCustomStationSpecIndex(TileIndex t) ++template <bool Tgeneric> ++static inline uint GetCustomStationSpecIndex(typename TileIndexT<Tgeneric>::T t) + { + assert(HasStationTileRail(t)); +- return _m[t].m4; ++ return GetTile(t)->m4; + } ++/** @copydoc GetCustomStationSpecIndex(TileIndexT<Tgeneric>::T) */ ++static inline uint GetCustomStationSpecIndex(TileIndex t) { return GetCustomStationSpecIndex<false>(t); } ++/** @copydoc GetCustomStationSpecIndex(TileIndexT<Tgeneric>::T) */ ++static inline uint GetCustomStationSpecIndex(GenericTileIndex t) { return GetCustomStationSpecIndex<true>(t); } + + /** + * Set the random bits for a station tile. +@@ -506,7 +699,7 @@ static inline uint GetCustomStationSpecIndex(TileIndex t) + static inline void SetStationTileRandomBits(TileIndex t, byte random_bits) + { + assert(IsTileType(t, MP_STATION)); +- SB(_m[t].m3, 4, 4, random_bits); ++ SB(GetTile(t)->m3, 4, 4, random_bits); + } + + /** +@@ -518,7 +711,7 @@ static inline void SetStationTileRandomBits(TileIndex t, byte random_bits) + static inline byte GetStationTileRandomBits(TileIndex t) + { + assert(IsTileType(t, MP_STATION)); +- return GB(_m[t].m3, 4, 4); ++ return GB(GetTile(t)->m3, 4, 4); + } + + /** +@@ -530,19 +723,24 @@ static inline byte GetStationTileRandomBits(TileIndex t) + * @param section the StationGfx to be used for this tile + * @param wc The water class of the station + */ +-static inline void MakeStation(TileIndex t, Owner o, StationID sid, StationType st, byte section, WaterClass wc = WATER_CLASS_INVALID) ++template <bool Tgeneric> ++static inline void MakeStation(typename TileIndexT<Tgeneric>::T t, Owner o, StationID sid, StationType st, byte section, WaterClass wc = WATER_CLASS_INVALID) + { + SetTileType(t, MP_STATION); + SetTileOwner(t, o); + SetWaterClass(t, wc); +- _m[t].m2 = sid; +- _m[t].m3 = 0; +- _m[t].m4 = 0; +- _m[t].m5 = section; +- SB(_me[t].m6, 2, 1, 0); +- SB(_me[t].m6, 3, 3, st); +- _me[t].m7 = 0; ++ GetTile(t)->m2 = sid; ++ GetTile(t)->m3 = 0; ++ GetTile(t)->m4 = 0; ++ GetTile(t)->m5 = section; ++ SB(GetTileEx(t)->m6, 2, 1, 0); ++ SB(GetTileEx(t)->m6, 3, 3, st); ++ GetTileEx(t)->m7 = 0; + } ++/** @copydoc MakeStation(TileIndexT<Tgeneric>::T,Owner,StationID,StationType,byte,WaterClass) */ ++static inline void MakeStation(TileIndex t, Owner o, StationID sid, StationType st, byte section, WaterClass wc = WATER_CLASS_INVALID) { MakeStation<false>(t, o, sid, st, section, wc); } ++/** @copydoc MakeStation(TileIndexT<Tgeneric>::T,Owner,StationID,StationType,byte,WaterClass) */ ++static inline void MakeStation(GenericTileIndex t, Owner o, StationID sid, StationType st, byte section, WaterClass wc = WATER_CLASS_INVALID) { MakeStation<true>(t, o, sid, st, section, wc); } + + /** + * Make the given tile a rail station tile. +@@ -553,12 +751,17 @@ static inline void MakeStation(TileIndex t, Owner o, StationID sid, StationType + * @param section the StationGfx to be used for this tile + * @param rt the railtype of this tile + */ +-static inline void MakeRailStation(TileIndex t, Owner o, StationID sid, Axis a, byte section, RailType rt) ++template <bool Tgeneric> ++static inline void MakeRailStation(typename TileIndexT<Tgeneric>::T t, Owner o, StationID sid, Axis a, byte section, RailType rt) + { + MakeStation(t, o, sid, STATION_RAIL, section + a); + SetRailType(t, rt); + SetRailStationReservation(t, false); + } ++/** @copydoc MakeRailStation(TileIndexT<Tgeneric>::T,Owner,StationID,Axis,byte,RailType) */ ++static inline void MakeRailStation(TileIndex t, Owner o, StationID sid, Axis a, byte section, RailType rt) { MakeRailStation<false>(t, o, sid, a, section, rt); } ++/** @copydoc MakeRailStation(TileIndexT<Tgeneric>::T,Owner,StationID,Axis,byte,RailType) */ ++static inline void MakeRailStation(GenericTileIndex t, Owner o, StationID sid, Axis a, byte section, RailType rt) { MakeRailStation<true>(t, o, sid, a, section, rt); } + + /** + * Make the given tile a rail waypoint tile. +@@ -569,12 +772,17 @@ static inline void MakeRailStation(TileIndex t, Owner o, StationID sid, Axis a, + * @param section the StationGfx to be used for this tile + * @param rt the railtype of this tile + */ +-static inline void MakeRailWaypoint(TileIndex t, Owner o, StationID sid, Axis a, byte section, RailType rt) ++template <bool Tgeneric> ++static inline void MakeRailWaypoint(typename TileIndexT<Tgeneric>::T t, Owner o, StationID sid, Axis a, byte section, RailType rt) + { + MakeStation(t, o, sid, STATION_WAYPOINT, section + a); + SetRailType(t, rt); + SetRailStationReservation(t, false); + } ++/** @copydoc MakeRailWaypoint(TileIndexT<Tgeneric>::T,Owner,StationID,Axis,byte,RailType) */ ++static inline void MakeRailWaypoint(TileIndex t, Owner o, StationID sid, Axis a, byte section, RailType rt) { MakeRailWaypoint<false>(t, o, sid, a, section, rt); } ++/** @copydoc MakeRailWaypoint(TileIndexT<Tgeneric>::T,Owner,StationID,Axis,byte,RailType) */ ++static inline void MakeRailWaypoint(GenericTileIndex t, Owner o, StationID sid, Axis a, byte section, RailType rt) { MakeRailWaypoint<true>(t, o, sid, a, section, rt); } + + /** + * Make the given tile a roadstop tile. +@@ -585,13 +793,18 @@ static inline void MakeRailWaypoint(TileIndex t, Owner o, StationID sid, Axis a, + * @param rt the roadtypes on this tile + * @param d the direction of the roadstop + */ +-static inline void MakeRoadStop(TileIndex t, Owner o, StationID sid, RoadStopType rst, RoadTypes rt, DiagDirection d) ++template <bool Tgeneric> ++static inline void MakeRoadStop(typename TileIndexT<Tgeneric>::T t, Owner o, StationID sid, RoadStopType rst, RoadTypes rt, DiagDirection d) + { + MakeStation(t, o, sid, (rst == ROADSTOP_BUS ? STATION_BUS : STATION_TRUCK), d); + SetRoadTypes(t, rt); + SetRoadOwner(t, ROADTYPE_ROAD, o); + SetRoadOwner(t, ROADTYPE_TRAM, o); + } ++/** @copydoc MakeRoadStop(TileIndexT<Tgeneric>::T,Owner,StationID,RoadStopType,RoadTypes,DiagDirection) */ ++static inline void MakeRoadStop(TileIndex t, Owner o, StationID sid, RoadStopType rst, RoadTypes rt, DiagDirection d) { MakeRoadStop<false>(t, o, sid, rst, rt, d); } ++/** @copydoc MakeRoadStop(TileIndexT<Tgeneric>::T,Owner,StationID,RoadStopType,RoadTypes,DiagDirection) */ ++static inline void MakeRoadStop(GenericTileIndex t, Owner o, StationID sid, RoadStopType rst, RoadTypes rt, DiagDirection d) { MakeRoadStop<true>(t, o, sid, rst, rt, d); } + + /** + * Make the given tile a drivethrough roadstop tile. +@@ -604,13 +817,18 @@ static inline void MakeRoadStop(TileIndex t, Owner o, StationID sid, RoadStopTyp + * @param rt the roadtypes on this tile + * @param a the direction of the roadstop + */ +-static inline void MakeDriveThroughRoadStop(TileIndex t, Owner station, Owner road, Owner tram, StationID sid, RoadStopType rst, RoadTypes rt, Axis a) ++template <bool Tgeneric> ++static inline void MakeDriveThroughRoadStop(typename TileIndexT<Tgeneric>::T t, Owner station, Owner road, Owner tram, StationID sid, RoadStopType rst, RoadTypes rt, Axis a) + { + MakeStation(t, station, sid, (rst == ROADSTOP_BUS ? STATION_BUS : STATION_TRUCK), GFX_TRUCK_BUS_DRIVETHROUGH_OFFSET + a); + SetRoadTypes(t, rt); + SetRoadOwner(t, ROADTYPE_ROAD, road); + SetRoadOwner(t, ROADTYPE_TRAM, tram); + } ++/** @copydoc MakeDriveThroughRoadStop(TileIndexT<Tgeneric>::T,Owner,Owner,Owner,StationID,RoadStopType,RoadTypes,Axis) */ ++static inline void MakeDriveThroughRoadStop(TileIndex t, Owner station, Owner road, Owner tram, StationID sid, RoadStopType rst, RoadTypes rt, Axis a) { MakeDriveThroughRoadStop<false>(t, station, road, tram, sid, rst, rt, a); } ++/** @copydoc MakeDriveThroughRoadStop(TileIndexT<Tgeneric>::T,Owner,Owner,Owner,StationID,RoadStopType,RoadTypes,Axis) */ ++static inline void MakeDriveThroughRoadStop(GenericTileIndex t, Owner station, Owner road, Owner tram, StationID sid, RoadStopType rst, RoadTypes rt, Axis a) { MakeDriveThroughRoadStop<true>(t, station, road, tram, sid, rst, rt, a); } + + /** + * Make the given tile an airport tile. +@@ -620,10 +838,15 @@ static inline void MakeDriveThroughRoadStop(TileIndex t, Owner station, Owner ro + * @param section the StationGfx to be used for this tile + * @param wc the type of water on this tile + */ +-static inline void MakeAirport(TileIndex t, Owner o, StationID sid, byte section, WaterClass wc) ++template <bool Tgeneric> ++static inline void MakeAirport(typename TileIndexT<Tgeneric>::T t, Owner o, StationID sid, byte section, WaterClass wc) + { + MakeStation(t, o, sid, STATION_AIRPORT, section, wc); + } ++/** @copydoc MakeAirport(TileIndexT<Tgeneric>::T,Owner,StationID,byte,WaterClass) */ ++static inline void MakeAirport(TileIndex t, Owner o, StationID sid, byte section, WaterClass wc) { MakeAirport<false>(t, o, sid, section, wc); } ++/** @copydoc MakeAirport(TileIndexT<Tgeneric>::T,Owner,StationID,byte,WaterClass) */ ++static inline void MakeAirport(GenericTileIndex t, Owner o, StationID sid, byte section, WaterClass wc) { MakeAirport<true>(t, o, sid, section, wc); } + + /** + * Make the given tile a buoy tile. +@@ -631,13 +854,18 @@ static inline void MakeAirport(TileIndex t, Owner o, StationID sid, byte section + * @param sid the station to which this tile belongs + * @param wc the type of water on this tile + */ +-static inline void MakeBuoy(TileIndex t, StationID sid, WaterClass wc) ++template <bool Tgeneric> ++static inline void MakeBuoy(typename TileIndexT<Tgeneric>::T t, StationID sid, WaterClass wc) + { + /* Make the owner of the buoy tile the same as the current owner of the + * water tile. In this way, we can reset the owner of the water to its + * original state when the buoy gets removed. */ + MakeStation(t, GetTileOwner(t), sid, STATION_BUOY, 0, wc); + } ++/** @copydoc MakeBuoy(TileIndexT<Tgeneric>::T,StationID,WaterClass) */ ++static inline void MakeBuoy(TileIndex t, StationID sid, WaterClass wc) { MakeBuoy<false>(t, sid, wc); } ++/** @copydoc MakeBuoy(TileIndexT<Tgeneric>::T,StationID,WaterClass) */ ++static inline void MakeBuoy(GenericTileIndex t, StationID sid, WaterClass wc) { MakeBuoy<true>(t, sid, wc); } + + /** + * Make the given tile a dock tile. +@@ -647,11 +875,16 @@ static inline void MakeBuoy(TileIndex t, StationID sid, WaterClass wc) + * @param d the direction of the dock + * @param wc the type of water on this tile + */ +-static inline void MakeDock(TileIndex t, Owner o, StationID sid, DiagDirection d, WaterClass wc) ++template <bool Tgeneric> ++static inline void MakeDock(typename TileIndexT<Tgeneric>::T t, Owner o, StationID sid, DiagDirection d, WaterClass wc) + { + MakeStation(t, o, sid, STATION_DOCK, d); +- MakeStation(t + TileOffsByDiagDir(d), o, sid, STATION_DOCK, GFX_DOCK_BASE_WATER_PART + DiagDirToAxis(d), wc); ++ MakeStation(TileAddByDiagDir(t, d), o, sid, STATION_DOCK, GFX_DOCK_BASE_WATER_PART + DiagDirToAxis(d), wc); + } ++/** @copydoc MakeDock(TileIndexT<Tgeneric>::T,Owner,StationID,DiagDirection,WaterClass) */ ++static inline void MakeDock(TileIndex t, Owner o, StationID sid, DiagDirection d, WaterClass wc) { MakeDock<false>(t, o, sid, d, wc); } ++/** @copydoc MakeDock(TileIndexT<Tgeneric>::T,Owner,StationID,DiagDirection,WaterClass) */ ++static inline void MakeDock(GenericTileIndex t, Owner o, StationID sid, DiagDirection d, WaterClass wc) { MakeDock<true>(t, o, sid, d, wc); } + + /** + * Make the given tile an oilrig tile. +diff --git a/src/strings.cpp b/src/strings.cpp +index fd45e6a0b..2ba947d21 100644 +--- a/src/strings.cpp ++++ b/src/strings.cpp +@@ -1152,6 +1152,8 @@ static char *FormatString(char *buff, const char *str_arg, StringParameters *arg + + const CargoSpec *cs; + FOR_ALL_SORTED_CARGOSPECS(cs) { ++ int n; ++ + if (!HasBit(cmask, cs->Index())) continue; + + if (buff >= last - 2) break; // ',' and ' ' +@@ -1165,6 +1167,20 @@ static char *FormatString(char *buff, const char *str_arg, StringParameters *arg + } + + buff = GetStringWithArgs(buff, cs->name, args, last, next_substr_case_index, game_script); ++ ++ if (args->GetParam(1) != SCC_CARGO_LIST || !_settings_client.gui.forecast_display) { ++ continue; ++ } ++ ++ /* Shows only passengers and mails since other cargoes provide no useful value. (all 1) */ ++ if (cs->Index() == CT_PASSENGERS || cs->Index() == CT_MAIL) { ++ if (cs->Index() == CT_PASSENGERS) { ++ n = seprintf(buff, last, "(%d)", (int) args->GetParam(2)); ++ } else { ++ n = seprintf(buff, last, "(%d)", (int) args->GetParam(3)); ++ } ++ buff += n; ++ } + } + + /* If first is still true then no cargo is accepted */ +diff --git a/src/table/misc_settings.ini b/src/table/misc_settings.ini +index 52ca2d16e..fda2f29aa 100644 +--- a/src/table/misc_settings.ini ++++ b/src/table/misc_settings.ini +@@ -255,7 +255,7 @@ type = SLE_UINT + var = _transparency_opt + def = 0 + min = 0 +-max = 0x1FF ++max = 0x3FF + cat = SC_BASIC + + [SDTG_VAR] +@@ -264,7 +264,7 @@ type = SLE_UINT + var = _transparency_lock + def = 0 + min = 0 +-max = 0x1FF ++max = 0x3FF + cat = SC_BASIC + + [SDTG_VAR] +diff --git a/src/table/settings.ini b/src/table/settings.ini +index 693c8246c..46cbf3468 100644 +--- a/src/table/settings.ini ++++ b/src/table/settings.ini +@@ -416,6 +416,20 @@ str = STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL + strhelp = STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL_HELPTEXT + strval = STR_CONFIG_SETTING_COMMAND_PAUSE_LEVEL_NO_ACTIONS + ++[SDT_VAR] ++base = GameSettings ++var = construction.clipboard_capacity ++type = SLE_UINT8 ++flags = SLF_NOT_IN_SAVE ++guiflags = SGF_NEWGAME_ONLY ++def = 63 ++min = 1 ++max = 63 ++interval = 1 ++str = STR_CONFIG_SETTING_CLIPBOARD_CAPACITY ++strhelp = STR_CONFIG_SETTING_CLIPBOARD_CAPACITY_HELPTEXT ++strval = STR_CONFIG_SETTING_CLIPBOARD_CAPACITY_VALUE ++ + [SDT_VAR] + base = GameSettings + var = construction.terraform_per_64k_frames +@@ -2722,6 +2736,13 @@ str = STR_CONFIG_SETTING_POPULATION_IN_LABEL + strhelp = STR_CONFIG_SETTING_POPULATION_IN_LABEL_HELPTEXT + proc = PopulationInLabelActive + ++[SDTC_BOOL] ++var = gui.forecast_display ++flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC ++def = true ++str = STR_CONFIG_SETTING_FORECAST_DISPLAY ++strhelp = STR_CONFIG_SETTING_FORECAST_DISPLAY_HELPTEXT ++ + [SDTC_BOOL] + var = gui.link_terraform_toolbar + flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC +@@ -2861,6 +2882,12 @@ strhelp = STR_CONFIG_SETTING_DEFAULT_RAIL_TYPE_HELPTEXT + strval = STR_CONFIG_SETTING_DEFAULT_RAIL_TYPE_FIRST + cat = SC_BASIC + ++[SDTC_BOOL] ++var = gui.townrating_indicator ++flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC ++def = true ++str = STR_CONFIG_SETTING_TOWNRATING_INDICATOR ++ + [SDTC_BOOL] + var = gui.enable_signal_gui + flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC +@@ -2883,6 +2910,16 @@ strhelp = STR_CONFIG_SETTING_COLOURED_NEWS_YEAR_HELPTEXT + strval = STR_JUST_INT + cat = SC_EXPERT + ++[SDTC_VAR] ++var = gui.simulated_wormhole_signals ++type = SLE_UINT8 ++flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC ++def = 4 ++min = 1 ++max = 16 ++str = STR_CONFIG_SETTING_SIMULATE_SIGNALS ++proc = RedrawScreen ++ + [SDTC_VAR] + var = gui.drag_signals_density + type = SLE_UINT8 +diff --git a/src/table/sprites.h b/src/table/sprites.h +index 81d5388f9..221eb4ca8 100644 +--- a/src/table/sprites.h ++++ b/src/table/sprites.h +@@ -163,7 +163,10 @@ static const SpriteID SPR_WINDOW_DEFSIZE = SPR_OPENTTD_BASE + 168; + + static const SpriteID SPR_IMG_CARGOFLOW = SPR_OPENTTD_BASE + 174; + +-static const SpriteID SPR_SIGNALS_BASE = SPR_OPENTTD_BASE + OPENTTD_SPRITE_COUNT; ++static const SpriteID SPR_CLIPBOARD_BASE = SPR_OPENTTD_BASE + OPENTTD_SPRITE_COUNT; ++static const SpriteID CLIPBOARD_SPRITE_COUNT = 25; ++ ++static const SpriteID SPR_SIGNALS_BASE = SPR_CLIPBOARD_BASE + CLIPBOARD_SPRITE_COUNT; + static const uint16 PRESIGNAL_SPRITE_COUNT = 48; + static const uint16 PRESIGNAL_AND_SEMAPHORE_SPRITE_COUNT = 112; + static const uint16 PRESIGNAL_SEMAPHORE_AND_PBS_SPRITE_COUNT = 240; +@@ -1332,6 +1335,30 @@ static const SpriteID SPR_IMG_GOAL = SPR_OPENTTD_BASE + 171; + static const SpriteID SPR_IMG_GOAL_COMPLETED = SPR_OPENTTD_BASE + 172; + static const SpriteID SPR_IMG_GOAL_BROKEN_REF= SPR_OPENTTD_BASE + 173; + ++/* clipboard_gui.cpp */ ++static const SpriteID SPR_IMG_CLIPBOARD = SPR_CLIPBOARD_BASE + 0; ++static const SpriteID SPR_IMG_CLIPBOARD_COPY = SPR_CLIPBOARD_BASE + 1; ++static const SpriteID SPR_IMG_CLIPBOARD_PASTE = SPR_CLIPBOARD_BASE + 2; ++static const SpriteID SPR_IMG_CLIPBOARD_SELECT_COPY_AREA = SPR_CLIPBOARD_BASE + 3; ++static const SpriteID SPR_IMG_CLIPBOARD_INSTANT_COPY_PASTE = SPR_CLIPBOARD_BASE + 4; ++static const SpriteID SPR_IMG_CLIPBOARD_NO_RAIL_CONVERTION = SPR_CLIPBOARD_BASE + 5; ++static const SpriteID SPR_IMG_CLIPBOARD_MIRROR_SIGNALS_OFF = SPR_CLIPBOARD_BASE + 6; ++static const SpriteID SPR_IMG_CLIPBOARD_MIRROR_SIGNALS_ON = SPR_CLIPBOARD_BASE + 7; ++static const SpriteID SPR_IMG_CLIPBOARD_UPGRADE_BRIDGES = SPR_CLIPBOARD_BASE + 8; ++static const SpriteID SPR_IMG_CLIPBOARD_ROTATE_LEFT = SPR_CLIPBOARD_BASE + 9; ++static const SpriteID SPR_IMG_CLIPBOARD_ROTATE_RIGHT = SPR_CLIPBOARD_BASE + 10; ++static const SpriteID SPR_IMG_CLIPBOARD_REFLECT_NE_SW = SPR_CLIPBOARD_BASE + 11; ++static const SpriteID SPR_IMG_CLIPBOARD_REFLECT_NW_SE = SPR_CLIPBOARD_BASE + 12; ++static const SpriteID SPR_IMG_TRANFORMATION_IDENTITY = SPR_CLIPBOARD_BASE + 13; ++static const SpriteID SPR_IMG_TRANFORMATION_ROT_90_R = SPR_CLIPBOARD_BASE + 14; ++static const SpriteID SPR_IMG_TRANFORMATION_ROT_180 = SPR_CLIPBOARD_BASE + 15; ++static const SpriteID SPR_IMG_TRANFORMATION_ROT_90_L = SPR_CLIPBOARD_BASE + 16; ++static const SpriteID SPR_IMG_TRANFORMATION_REF_NE_SW = SPR_CLIPBOARD_BASE + 17; ++static const SpriteID SPR_IMG_TRANFORMATION_REF_W_E = SPR_CLIPBOARD_BASE + 18; ++static const SpriteID SPR_IMG_TRANFORMATION_REF_NW_SE = SPR_CLIPBOARD_BASE + 19; ++static const SpriteID SPR_IMG_TRANFORMATION_REF_N_S = SPR_CLIPBOARD_BASE + 20; ++static const SpriteID SPR_IMG_CLIPBOARD_HEIGHT_PANEL = SPR_CLIPBOARD_BASE + 21; ++ + /* intro_gui.cpp, genworld_gui.cpp */ + static const SpriteID SPR_SELECT_TEMPERATE = 4882; + static const SpriteID SPR_SELECT_TEMPERATE_PUSHED = 4883; +@@ -1440,6 +1467,11 @@ static const CursorID SPR_CURSOR_CLONE_ROADVEH = SPR_OPENTTD_BASE + 111; + static const CursorID SPR_CURSOR_CLONE_SHIP = SPR_OPENTTD_BASE + 112; + static const CursorID SPR_CURSOR_CLONE_AIRPLANE = SPR_OPENTTD_BASE + 113; + ++/* Clipboard cursors */ ++static const CursorID SPR_CURSOR_COPY = SPR_CLIPBOARD_BASE + 22; ++static const CursorID SPR_CURSOR_PASTE = SPR_CLIPBOARD_BASE + 23; ++static const CursorID SPR_CURSOR_ADJUST_HEIGHT = SPR_CLIPBOARD_BASE + 24; ++ + /** Animation macro in table/animcursors.h (_animcursors[]) */ + + static const CursorID SPR_CURSOR_DEMOLISH_FIRST = 704; +diff --git a/src/terraform_cmd.cpp b/src/terraform_cmd.cpp +index aad982282..5c090bfba 100644 +--- a/src/terraform_cmd.cpp ++++ b/src/terraform_cmd.cpp +@@ -10,7 +10,9 @@ + /** @file terraform_cmd.cpp Commands related to terraforming. */ + + #include "stdafx.h" ++#include "core/geometry_func.hpp" + #include "command_func.h" ++#include "copypaste_cmd.h" + #include "tunnel_map.h" + #include "bridge_map.h" + #include "viewport_func.h" +@@ -18,6 +20,7 @@ + #include "object_base.h" + #include "company_base.h" + #include "company_func.h" ++#include "strings_func.h" + + #include "table/strings.h" + +@@ -408,6 +411,121 @@ CommandCost CmdTerraformLand(TileIndex tile, DoCommandFlag flags, uint32 p1, uin + return total_cost; + } + ++/** Tile iterator for terraforming purposes. */ ++class TerraformingIterator : public TileIterator { ++public: ++ TerraformingIterator(TileIndex tile) : TileIterator(tile) ++ { } ++ ++ /* ++ * Get the target height of currently iterated tile. ++ * @return target height for the tile ++ */ ++ virtual int GetTileTargetHeight() const = 0; ++ ++ virtual TerraformingIterator *Clone() const { NOT_REACHED(); /* not implemented */ }; ++}; ++ ++/** Terraforming iterator for leveling an area. */ ++class LandLevelingIterator : public TerraformingIterator { ++public: ++ int target_height; ++ ++ LandLevelingIterator(TileIndex tile, int target_height) ++ : TerraformingIterator(tile), target_height(target_height) ++ { } ++ ++ virtual int GetTileTargetHeight() const ++ { ++ return this->target_height; ++ } ++}; ++ ++/** Orthogonal variant of a #LandLevelingIterator. */ ++class OrthogonalLandLevelingIterator : public LandLevelingIterator, protected OrthogonalTileIteratorController { ++public: ++ OrthogonalLandLevelingIterator(const OrthogonalTileArea &ta, int target_height) : LandLevelingIterator(ta.tile, target_height) ++ { ++ this->Init(this->MyIndex(), ta.w, ta.h); ++ } ++ ++ TileIterator &operator ++ () ++ { ++ this->Advance(this->MyIndex(), this->MyMap()); ++ return *this; ++ } ++}; ++ ++/** Diagonal variant of a #LandLevelingIterator. */ ++class DiagonalLandLevelingIterator : public LandLevelingIterator, protected DiagonalTileIteratorController { ++public: ++ DiagonalLandLevelingIterator(const DiagonalTileArea &ta, int target_height) : LandLevelingIterator(ta.tile, target_height) ++ { ++ this->Init(this->MyIndex(), ta.a, ta.b, this->MyMap()); ++ } ++ ++ TileIterator &operator ++ () ++ { ++ this->Advance(this->MyIndex(), this->MyMap()); ++ return *this; ++ } ++}; ++ ++/** Terraforming iterator for leveling an area for pasting purposes. */ ++class PasteLandLevelingIterator : public OrthogonalLandLevelingIterator { ++protected: ++ CopyPasteLevelVariant variant; ++ ++public: ++ PasteLandLevelingIterator(const TileArea &ta, int target_height, CopyPasteLevelVariant variant) ++ : OrthogonalLandLevelingIterator(ta, target_height), variant(variant) ++ { ++ } ++ ++ virtual int GetTileTargetHeight() const ++ { ++ uint ret = this->target_height; ++ switch (this->variant) { ++ case CPLV_LEVEL_ABOVE: ret = min(ret, TileHeight(*this)); break; ++ case CPLV_LEVEL_BELOW: ret = max(ret, TileHeight(*this)); break; ++ } ++ return ret; ++ } ++}; ++ ++/** Terraforming iterator for copy-pasting tile heights. */ ++class HeightsCopyPastingIterator : public TerraformingIterator, protected TransformationTileIteratorController { ++protected: ++ GenericTileIndex src_tile; ///< Current tile of the source area. ++ int height_delta; ///< Amount of units to add to each height ++ ++public: ++ HeightsCopyPastingIterator(const GenericTileArea &src_area, TileIndex transformed_north, DirTransformation transformation, int height_delta) ++ : TerraformingIterator(transformed_north), src_tile(src_area.tile), height_delta(height_delta) ++ { ++ this->Init(&IndexOf(this->src_tile), this->MyIndex(), src_area.w, src_area.h, transformation); ++ } ++ ++ virtual TileIterator &operator ++() ++ { ++ this->Advance(&IndexOf(this->src_tile), MapOf(this->src_tile), this->MyIndex(), this->MyMap()); ++ return *this; ++ } ++ ++ virtual int GetTileTargetHeight() const ++ { ++ return TileHeight(this->src_tile) + this->height_delta; ++ } ++}; ++ ++/** Compound result of a terraform process. */ ++struct TerraformTilesResult { ++ Money cost; ///< Overal cost. ++ bool had_success; ///< Whether any success occured. ++ StringID last_error; ///< Last error, STR_NULL if there were no errors. ++}; ++ ++static TerraformTilesResult TerraformTiles(TerraformingIterator *iter, DoCommandFlag flags, Money available_money = GetAvailableMoneyForCommand()); + + /** + * Levels a selected (rectangle) area of land +@@ -424,41 +542,146 @@ CommandCost CmdLevelLand(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 + { + if (p1 >= MapSize()) return CMD_ERROR; + +- _terraform_err_tile = INVALID_TILE; +- +- /* remember level height */ +- uint oldh = TileHeight(p1); +- + /* compute new height */ +- uint h = oldh; +- LevelMode lm = (LevelMode)GB(p2, 1, 2); +- switch (lm) { ++ int h = TileHeight(p1); ++ switch ((LevelMode)GB(p2, 1, 2)) { + case LM_LEVEL: break; + case LM_RAISE: h++; break; + case LM_LOWER: h--; break; + default: return CMD_ERROR; + } + +- /* Check range of destination height */ +- if (h > _settings_game.construction.max_heightlevel) return_cmd_error((oldh == 0) ? STR_ERROR_ALREADY_AT_SEA_LEVEL : STR_ERROR_TOO_HIGH); ++ TerraformTilesResult ret; ++ if (HasBit(p2, 0)) { ++ DiagonalLandLevelingIterator iter(DiagonalTileArea(tile, p1), h); ++ ret = TerraformTiles(&iter, flags); ++ } else { ++ OrthogonalLandLevelingIterator iter(OrthogonalTileArea(tile, p1), h); ++ ret = TerraformTiles(&iter, flags); ++ } ++ ++ /* If there were only errors then fail with the last one. */ ++ if (!ret.had_success && ret.last_error != STR_NULL) return_cmd_error(ret.last_error); ++ /* Return overal cost. */ ++ return CommandCost(EXPENSES_CONSTRUCTION, ret.cost); ++} ++ ++/** ++ * Terraform tiles as a part of a pasting process. ++ * @param iter iterator to use when terraforming ++ */ ++static void TerraformPasteTiles(TerraformingIterator *iter) ++{ ++ TileIndex start_tile = *iter; ++ ++ /* Do actual terraforming. */ ++ TerraformTilesResult ret = TerraformTiles(iter, _current_pasting->dc_flags | DC_ALL_TILES, _current_pasting->GetAvailableMoney()); ++ ++ /* When copy-pasting, we want to higlight error tiles more frequently. TerraformTiles ++ * doesn't always set the _terraform_err_tile (on some errors it's just INVALID_TILE). ++ * We will assume the start tile in these cases. This will give a better overview on ++ * what area failed to paste. */ ++ if (_terraform_err_tile == INVALID_TILE) _terraform_err_tile = start_tile; ++ ++ /* Collect overal cost of the operation. */ ++ if (ret.had_success) { ++ _current_pasting->CollectCost(CommandCost(EXPENSES_CONSTRUCTION, ret.cost), _terraform_err_tile, STR_ERROR_CAN_T_LEVEL_LAND_HERE); ++ } ++ ++ /* Handle _additional_cash_required */ ++ if ((_current_pasting->dc_flags & DC_EXEC) && _additional_cash_required > 0) { ++ SetDParam(0, _additional_cash_required); ++ _current_pasting->CollectError(_terraform_err_tile, STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY, STR_ERROR_CAN_T_LEVEL_LAND_HERE); ++ } ++ ++ /* Collect last error, if any. */ ++ if (ret.last_error != STR_NULL) { ++ _current_pasting->CollectError(_terraform_err_tile, ret.last_error, STR_ERROR_CAN_T_LEVEL_LAND_HERE); ++ } ++} ++ ++/** ++ * Level land (as a part of a pasting process). ++ * ++ * @param ta Area of tiles corners to level. ++ * @param height Desired height. ++ * @param variant Leveling variant. ++ */ ++void LevelPasteLand(const TileArea &ta, uint height, CopyPasteLevelVariant variant) ++{ ++ PasteLandLevelingIterator iter(ta, height, variant); ++ TerraformPasteTiles(&iter); ++} + +- Money money = GetAvailableMoneyForCommand(); +- CommandCost cost(EXPENSES_CONSTRUCTION); +- CommandCost last_error(lm == LM_LEVEL ? STR_ERROR_ALREADY_LEVELLED : INVALID_STRING_ID); +- bool had_success = false; ++/** ++ * Copy and paste heights from one map to another. ++ * ++ * @param src_area Area to read heights from. It consists of tiles, not of tile corners ++ * e.g. if you pass a single tile area then 4 corners will be terraformed. ++ * @param dst_area_north Norhern tile of the area to write heigths at. ++ * @param transformation Transformation to perform on tile indices. ++ * @param height_delta Offset, number of units to add to each height. ++ */ ++void CopyPasteHeights(const GenericTileArea &src_area, GenericTileIndex dst_area_north, DirTransformation transformation, int height_delta) ++{ ++ /* include also corners at SW and SE edges */ ++ GenericTileArea src_corners(src_area.tile, src_area.w + 1, src_area.h + 1); ++ /* transform the most northern corner */ ++ GenericTileIndex transformed_north_corner = src_corners.TransformedNorth(dst_area_north, transformation); ++ ++#ifdef WITH_ASSERT ++ { ++ assert(IsValidTileIndex(dst_area_north)); ++ uint x = TileX(dst_area_north); ++ uint y = TileY(dst_area_north); ++ assert(!IsMainMapTile(dst_area_north) || !_settings_game.construction.freeform_edges || (x > 0 && y > 0)); ++ Dimension dst_dim = { src_corners.w, src_corners.h }; ++ dst_dim = TransformDimension(dst_dim, transformation); ++ assert(x + dst_dim.width <= MapSizeX(MapOf(dst_area_north)) && y + dst_dim.height <= MapSizeY(MapOf(dst_area_north))); ++ } ++#endif /* WITH_ASSERT */ ++ ++ if (IsMainMapTile(dst_area_north)) { ++ HeightsCopyPastingIterator iter(src_corners, AsMainMapTile(transformed_north_corner), transformation, height_delta); ++ TerraformPasteTiles(&iter); ++ } else { ++ for (TransformationTileIteratorT<true, true> iter(src_corners, transformed_north_corner, transformation); IsValidTileIndex(iter); ++iter) { ++ SetTileHeight(iter.DstTile(), TileHeight(iter.SrcTile())); ++ } ++ } ++} ++ ++/** ++ * Terraform multiple tiles. ++ * ++ * @param iter Iterator pointing tiles to terraform and their target heights. ++ * @return The cost of all successfull operations and the last error. ++ * ++ * @note _terraform_err_tile will be set to the tile where the last error occured ++ * ++ * @warning Note non-standard return behaviour - booth the cost \b and the error combined. ++ */ ++static TerraformTilesResult TerraformTiles(TerraformingIterator *iter, DoCommandFlag flags, Money available_money) ++{ ++ TerraformTilesResult result = { ++ 0, // cost ++ false, // had_success ++ STR_NULL // last_error ++ }; ++ TileIndex last_err_tile = INVALID_TILE; + + const Company *c = Company::GetIfValid(_current_company); + int limit = (c == NULL ? INT32_MAX : GB(c->terraform_limit, 16, 16)); +- if (limit == 0) return_cmd_error(STR_ERROR_TERRAFORM_LIMIT_REACHED); ++ if (limit == 0) result.last_error = STR_ERROR_TERRAFORM_LIMIT_REACHED; + +- TileIterator *iter = HasBit(p2, 0) ? (TileIterator *)new DiagonalTileIterator(tile, p1) : new OrthogonalTileIterator(tile, p1); +- for (; *iter != INVALID_TILE; ++(*iter)) { ++ for (; *iter != INVALID_TILE && limit > 0; ++(*iter)) { ++ int h = iter->GetTileTargetHeight(); + TileIndex t = *iter; +- uint curh = TileHeight(t); +- while (curh != h) { ++ for (int curh = TileHeight(t); curh != h; curh += (curh > h) ? -1 : 1) { + CommandCost ret = DoCommand(t, SLOPE_N, (curh > h) ? 0 : 1, flags & ~DC_EXEC, CMD_TERRAFORM_LAND); + if (ret.Failed()) { +- last_error = ret; ++ result.last_error = ret.GetErrorMessage(); ++ last_err_tile = _terraform_err_tile; + + /* Did we reach the limit? */ + if (ret.GetErrorMessage() == STR_ERROR_TERRAFORM_LIMIT_REACHED) limit = 0; +@@ -466,11 +689,11 @@ CommandCost CmdLevelLand(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 + } + + if (flags & DC_EXEC) { +- money -= ret.GetCost(); +- if (money < 0) { ++ available_money -= ret.GetCost(); ++ if (available_money < 0) { + _additional_cash_required = ret.GetCost(); +- delete iter; +- return cost; ++ _terraform_err_tile = t; ++ return result; + } + DoCommand(t, SLOPE_N, (curh > h) ? 0 : 1, flags, CMD_TERRAFORM_LAND); + } else { +@@ -479,20 +702,22 @@ CommandCost CmdLevelLand(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 + * when it's near the terraforming limit. Even then, the estimation is + * completely off due to it basically counting terraforming double, so it being + * cut off earlier might even give a better estimate in some cases. */ +- if (--limit <= 0) { +- had_success = true; ++ if (--limit <= 0) { ++ result.had_success = true; + break; + } + } + +- cost.AddCost(ret); +- curh += (curh > h) ? -1 : 1; +- had_success = true; ++ result.cost += ret.GetCost(); ++ result.had_success = true; + } ++ } + +- if (limit <= 0) break; ++ if (!result.had_success && result.last_error == STR_NULL) { ++ result.last_error = STR_ERROR_ALREADY_LEVELLED; ++ last_err_tile = INVALID_TILE; + } + +- delete iter; +- return had_success ? cost : last_error; ++ _terraform_err_tile = last_err_tile; ++ return result; + } +diff --git a/src/terraform_gui.cpp b/src/terraform_gui.cpp +index 97749a8dc..8b60552eb 100644 +--- a/src/terraform_gui.cpp ++++ b/src/terraform_gui.cpp +@@ -192,6 +192,12 @@ struct TerraformToolbarWindow : Window { + this->last_user_action = widget; + break; + ++ case WID_TT_CLIPBOARD: // Show the clipboard toolbar ++ /* This button is NOT a place-push-button, so don't treat it as such */ ++ this->HandleButtonClick(WID_TT_CLIPBOARD); ++ ShowClipboardToolbar(); ++ break; ++ + case WID_TT_DEMOLISH: // Demolish aka dynamite button + HandlePlacePushButton(this, WID_TT_DEMOLISH, ANIMCURSOR_DEMOLISH, HT_RECT | HT_DIAGONAL); + this->last_user_action = widget; +@@ -327,6 +333,8 @@ static const NWidgetPart _nested_terraform_widgets[] = { + + NWidget(WWT_PANEL, COLOUR_DARK_GREEN), SetMinimalSize(4, 22), EndContainer(), + ++ NWidget(WWT_PUSHIMGBTN, COLOUR_DARK_GREEN, WID_TT_CLIPBOARD), SetMinimalSize(22, 22), ++ SetFill(0, 1), SetDataTip(SPR_IMG_CLIPBOARD, STR_LANDSCAPING_TOOLTIP_SHOW_CLIPBOARD_TOOLBAR), + NWidget(WWT_IMGBTN, COLOUR_DARK_GREEN, WID_TT_DEMOLISH), SetMinimalSize(22, 22), + SetFill(0, 1), SetDataTip(SPR_IMG_DYNAMITE, STR_TOOLTIP_DEMOLISH_BUILDINGS_ETC), + NWidget(WWT_IMGBTN, COLOUR_DARK_GREEN, WID_TT_BUY_LAND), SetMinimalSize(22, 22), +diff --git a/src/tile_cmd.h b/src/tile_cmd.h +index ce70232a0..529a5906f 100644 +--- a/src/tile_cmd.h ++++ b/src/tile_cmd.h +@@ -18,6 +18,8 @@ + #include "track_type.h" + #include "tile_map.h" + ++struct CopyPasteParams; ++ + /** The returned bits of VehicleEnterTile. */ + enum VehicleEnterTileStatus { + VETS_ENTERED_STATION = 1, ///< The vehicle entered a station +@@ -137,6 +139,17 @@ typedef Foundation GetFoundationProc(TileIndex tile, Slope tileh); + */ + typedef CommandCost TerraformTileProc(TileIndex tile, DoCommandFlag flags, int z_new, Slope tileh_new); + ++/** ++ * Tile callback function signature for copy-pasting tile content. ++ * ++ * @param src_tile Tile to copy content from. ++ * @param dst_tile Tile where to paste the content. ++ * @param copy_paste What, where and how we are copying. ++ * @param flags Command flags passed to the copy-paste command. ++ */ ++typedef void CopyPasteTileProc(GenericTileIndex src_tile, GenericTileIndex dst_tile, const CopyPasteParams ©_paste); ++ ++ + /** + * Set of callback functions for performing tile operations of a given tile type. + * @see TileType +@@ -156,6 +169,7 @@ struct TileTypeProcs { + VehicleEnterTileProc *vehicle_enter_tile_proc; ///< Called when a vehicle enters a tile + GetFoundationProc *get_foundation_proc; + TerraformTileProc *terraform_tile_proc; ///< Called when a terraforming operation is about to take place ++ CopyPasteTileProc *copy_paste_tile_proc; ///< Called to copy-paste content of a tile + }; + + extern const TileTypeProcs * const _tile_type_procs[16]; +diff --git a/src/tile_map.cpp b/src/tile_map.cpp +index c566ad02c..911f8bc4b 100644 +--- a/src/tile_map.cpp ++++ b/src/tile_map.cpp +@@ -112,9 +112,10 @@ static Slope GetTileSlopeGivenHeight(int hnorth, int hwest, int heast, int hsout + * @param h If not \c NULL, pointer to storage of z height + * @return Slope of the tile, except for the HALFTILE part + */ +-Slope GetTileSlope(TileIndex tile, int *h) ++template <bool Tgeneric> ++Slope GetTileSlope(typename TileIndexT<Tgeneric>::T tile, int *h) + { +- assert(tile < MapSize()); ++ assert(IsValidTileIndex(tile)); + + uint x = TileX(tile); + uint y = TileY(tile); +@@ -123,10 +124,10 @@ Slope GetTileSlope(TileIndex tile, int *h) + return SLOPE_FLAT; + } + +- int hnorth = TileHeight(tile); // Height of the North corner. +- int hwest = TileHeight(tile + TileDiffXY(1, 0)); // Height of the West corner. +- int heast = TileHeight(tile + TileDiffXY(0, 1)); // Height of the East corner. +- int hsouth = TileHeight(tile + TileDiffXY(1, 1)); // Height of the South corner. ++ int hnorth = TileHeight(tile); // Height of the North corner. ++ int hwest = TileHeight(tile + TileDiffXY(1, 0, MapOf(tile))); // Height of the West corner. ++ int heast = TileHeight(tile + TileDiffXY(0, 1, MapOf(tile))); // Height of the East corner. ++ int hsouth = TileHeight(tile + TileDiffXY(1, 1, MapOf(tile))); // Height of the South corner. + + return GetTileSlopeGivenHeight(hnorth, hwest, heast, hsouth, h); + } +@@ -149,6 +150,9 @@ Slope GetTilePixelSlopeOutsideMap(int x, int y, int *h) + if (h != NULL) *h *= TILE_HEIGHT; + return s; + } ++/* instantiate */ ++template Slope GetTileSlope<false>(TileIndex tile, int *h); ++template Slope GetTileSlope<true>(GenericTileIndex tile, int *h); + + /** + * Check if a given tile is flat +@@ -179,17 +183,21 @@ bool IsTileFlat(TileIndex tile, int *h) + * @param tile Tile to compute height of + * @return Minimum height of the tile + */ +-int GetTileZ(TileIndex tile) ++template <bool Tgeneric> ++int GetTileZ(typename TileIndexT<Tgeneric>::T tile) + { +- if (TileX(tile) == MapMaxX() || TileY(tile) == MapMaxY()) return 0; ++ if (TileX(tile) == MapMaxX(MapOf(tile)) || TileY(tile) == MapMaxY(MapOf(tile))) return 0; + + int h = TileHeight(tile); // N corner +- h = min(h, TileHeight(tile + TileDiffXY(1, 0))); // W corner +- h = min(h, TileHeight(tile + TileDiffXY(0, 1))); // E corner +- h = min(h, TileHeight(tile + TileDiffXY(1, 1))); // S corner ++ h = min(h, TileHeight(tile + TileDiffXY(1, 0, MapOf(tile)))); // W corner ++ h = min(h, TileHeight(tile + TileDiffXY(0, 1, MapOf(tile)))); // E corner ++ h = min(h, TileHeight(tile + TileDiffXY(1, 1, MapOf(tile)))); // S corner + + return h; + } ++/* instantiate */ ++template int GetTileZ<false>(TileIndex tile); ++template int GetTileZ<true>(GenericTileIndex tile); + + /** + * Get bottom height of the tile outside map. +@@ -212,14 +220,15 @@ int GetTilePixelZOutsideMap(int x, int y) + * @param t Tile to compute height of + * @return Maximum height of the tile + */ +-int GetTileMaxZ(TileIndex t) ++template <bool Tgeneric> ++int GetTileMaxZ(typename TileIndexT<Tgeneric>::T t) + { +- if (TileX(t) == MapMaxX() || TileY(t) == MapMaxY()) return TileHeightOutsideMap(TileX(t), TileY(t)); ++ if (TileX(t) == MapMaxX(MapOf(t)) || TileY(t) == MapMaxY(MapOf(t))) return TileHeightOutsideMap(TileX(t), TileY(t)); + + int h = TileHeight(t); // N corner +- h = max<int>(h, TileHeight(t + TileDiffXY(1, 0))); // W corner +- h = max<int>(h, TileHeight(t + TileDiffXY(0, 1))); // E corner +- h = max<int>(h, TileHeight(t + TileDiffXY(1, 1))); // S corner ++ h = max<int>(h, TileHeight(t + TileDiffXY(1, 0, MapOf(t)))); // W corner ++ h = max<int>(h, TileHeight(t + TileDiffXY(0, 1, MapOf(t)))); // E corner ++ h = max<int>(h, TileHeight(t + TileDiffXY(1, 1, MapOf(t)))); // S corner + + return h; + } +@@ -241,3 +250,7 @@ int GetTileMaxPixelZOutsideMap(int x, int y) + + return h * TILE_HEIGHT; + } ++ ++/* instantiate */ ++template int GetTileMaxZ<false>(TileIndex t); ++template int GetTileMaxZ<true>(GenericTileIndex t); +diff --git a/src/tile_map.h b/src/tile_map.h +index 66726df61..c0a34b53b 100644 +--- a/src/tile_map.h ++++ b/src/tile_map.h +@@ -26,13 +26,18 @@ + * + * @param tile The tile to get the height from + * @return the height of the tile +- * @pre tile < MapSize() ++ * @pre IsValidTileIndex(tile) + */ +-static inline uint TileHeight(TileIndex tile) ++template <bool Tgeneric> ++static inline uint TileHeight(typename TileIndexT<Tgeneric>::T tile) + { +- assert(tile < MapSize()); +- return _m[tile].height; ++ assert(IsValidTileIndex(tile)); ++ return GetTile(tile)->height; + } ++/** @copydoc TileHeight(TileIndexT<Tgeneric>::T) */ ++static inline uint TileHeight(TileIndex tile) { return TileHeight<false>(tile); } ++/** @copydoc TileHeight(TileIndexT<Tgeneric>::T) */ ++static inline uint TileHeight(GenericTileIndex tile) { return TileHeight<true>(tile); } + + uint TileHeightOutsideMap(int x, int y); + +@@ -43,15 +48,20 @@ uint TileHeightOutsideMap(int x, int y); + * + * @param tile The tile to change the height + * @param height The new height value of the tile +- * @pre tile < MapSize() +- * @pre height <= MAX_TILE_HEIGHT ++ * @pre IsValidTileIndex(tile) ++ * @pre heigth <= MAX_TILE_HEIGHT + */ +-static inline void SetTileHeight(TileIndex tile, uint height) ++template <bool Tgeneric> ++static inline void SetTileHeight(typename TileIndexT<Tgeneric>::T tile, uint height) + { +- assert(tile < MapSize()); ++ assert(IsValidTileIndex(tile)); + assert(height <= MAX_TILE_HEIGHT); +- _m[tile].height = height; ++ GetTile(tile)->height = height; + } ++/** @copydoc SetTileHeight(TileIndexT<Tgeneric>::T,uint) */ ++static inline void SetTileHeight(TileIndex tile, uint height) { SetTileHeight<false>(tile, height); } ++/** @copydoc SetTileHeight(TileIndexT<Tgeneric>::T,uint) */ ++static inline void SetTileHeight(GenericTileIndex tile, uint height) { SetTileHeight<true>(tile, height); } + + /** + * Returns the height of a tile in pixels. +@@ -61,10 +71,15 @@ static inline void SetTileHeight(TileIndex tile, uint height) + * @param tile The tile to get the height + * @return The height of the tile in pixel + */ +-static inline uint TilePixelHeight(TileIndex tile) ++template <bool Tgeneric> ++static inline uint TilePixelHeight(typename TileIndexT<Tgeneric>::T tile) + { + return TileHeight(tile) * TILE_HEIGHT; + } ++/** @copydoc TilePixelHeight(TileIndexT<Tgeneric>::T) */ ++static inline uint TilePixelHeight(TileIndex tile) { return TilePixelHeight<false>(tile); } ++/** @copydoc TilePixelHeight(TileIndexT<Tgeneric>::T) */ ++static inline uint TilePixelHeight(GenericTileIndex tile) { return TilePixelHeight<true>(tile); } + + /** + * Returns the tile height for a coordinate outside map. Such a height is +@@ -84,30 +99,41 @@ static inline uint TilePixelHeightOutsideMap(int x, int y) + * + * @param tile The tile to get the TileType + * @return The tiletype of the tile +- * @pre tile < MapSize() ++ * @pre IsValidTileIndex(tile) + */ +-static inline TileType GetTileType(TileIndex tile) ++template <bool Tgeneric> ++static inline TileType GetTileType(typename TileIndexT<Tgeneric>::T tile) + { +- assert(tile < MapSize()); +- return (TileType)GB(_m[tile].type, 4, 4); ++ assert(IsValidTileIndex(tile)); ++ return (TileType)GB(GetTile(tile)->type, 4, 4); + } ++/** @copydoc GetTileType(TileIndexT<Tgeneric>::T) */ ++static inline TileType GetTileType(TileIndex tile) { return GetTileType<false>(tile); } ++/** @copydoc GetTileType(TileIndexT<Tgeneric>::T) */ ++static inline TileType GetTileType(GenericTileIndex tile) { return GetTileType<true>(tile); } + + /** + * Check if a tile is within the map (not a border) + * + * @param tile The tile to check + * @return Whether the tile is in the interior of the map +- * @pre tile < MapSize() ++ * @pre IsValidTileIndex(tile) + */ +-static inline bool IsInnerTile(TileIndex tile) ++template <bool Tgeneric> ++static inline bool IsInnerTile(typename TileIndexT<Tgeneric>::T tile) + { +- assert(tile < MapSize()); ++ assert(IsValidTileIndex(tile)); + + uint x = TileX(tile); + uint y = TileY(tile); + +- return x < MapMaxX() && y < MapMaxY() && ((x > 0 && y > 0) || !_settings_game.construction.freeform_edges); ++ return x < MapMaxX(MapOf(tile)) && y < MapMaxY(MapOf(tile)) && ++ ((x > 0 && y > 0) || !IsMainMapTile(tile) || !_settings_game.construction.freeform_edges); + } ++/** @copydoc IsInnerTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsInnerTile(TileIndex tile) { return IsInnerTile<false>(tile); } ++/** @copydoc IsInnerTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsInnerTile(GenericTileIndex tile) { return IsInnerTile<true>(tile); } + + /** + * Set the type of a tile +@@ -118,18 +144,23 @@ static inline bool IsInnerTile(TileIndex tile) + * + * @param tile The tile to save the new type + * @param type The type to save +- * @pre tile < MapSize() ++ * @pre IsValidTileIndex(tile) + * @pre type MP_VOID <=> tile is on the south-east or south-west edge. + */ +-static inline void SetTileType(TileIndex tile, TileType type) ++template <bool Tgeneric> ++static inline void SetTileType(typename TileIndexT<Tgeneric>::T tile, TileType type) + { +- assert(tile < MapSize()); ++ assert(IsValidTileIndex(tile)); + /* VOID tiles (and no others) are exactly allowed at the lower left and right + * edges of the map. If _settings_game.construction.freeform_edges is true, + * the upper edges of the map are also VOID tiles. */ + assert(IsInnerTile(tile) == (type != MP_VOID)); +- SB(_m[tile].type, 4, 4, type); ++ SB(GetTile(tile)->type, 4, 4, type); + } ++/** @copydoc SetTileType(TileIndexT<Tgeneric>::T,TileType) */ ++static inline void SetTileType(TileIndex tile, TileType type) { return SetTileType<false>(tile, type); } ++/** @copydoc SetTileType(TileIndexT<Tgeneric>::T) */ ++static inline void SetTileType(GenericTileIndex tile, TileType type) { return SetTileType<true>(tile, type); } + + /** + * Checks if a tile is a give tiletype. +@@ -140,10 +171,15 @@ static inline void SetTileType(TileIndex tile, TileType type) + * @param type The type to check against + * @return true If the type matches against the type of the tile + */ +-static inline bool IsTileType(TileIndex tile, TileType type) ++template <bool Tgeneric> ++static inline bool IsTileType(typename TileIndexT<Tgeneric>::T tile, TileType type) + { + return GetTileType(tile) == type; + } ++/** @copydoc IsTileType(TileIndexT<Tgeneric>::T,TileType) */ ++static inline bool IsTileType(TileIndex tile, TileType type) { return IsTileType<false>(tile, type); } ++/** @copydoc IsTileType(TileIndexT<Tgeneric>::T,TileType) */ ++static inline bool IsTileType(GenericTileIndex tile, TileType type) { return IsTileType<true>(tile, type); } + + /** + * Checks if a tile is valid +@@ -151,10 +187,15 @@ static inline bool IsTileType(TileIndex tile, TileType type) + * @param tile The tile to check + * @return True if the tile is on the map and not one of MP_VOID. + */ +-static inline bool IsValidTile(TileIndex tile) ++template <bool Tgeneric> ++static inline bool IsValidTile(typename TileIndexT<Tgeneric>::T tile) + { +- return tile < MapSize() && !IsTileType(tile, MP_VOID); ++ return IsValidTileIndex(tile) && !IsTileType(tile, MP_VOID); + } ++/** @copydoc IsValidTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsValidTile(TileIndex tile) { return IsValidTile<false>(tile); } ++/** @copydoc IsValidTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsValidTile(GenericTileIndex tile) { return IsValidTile<true>(tile); } + + /** + * Returns the owner of a tile +@@ -168,14 +209,19 @@ static inline bool IsValidTile(TileIndex tile) + * @pre IsValidTile(tile) + * @pre The type of the tile must not be MP_HOUSE and MP_INDUSTRY + */ +-static inline Owner GetTileOwner(TileIndex tile) ++template <bool Tgeneric> ++static inline Owner GetTileOwner(typename TileIndexT<Tgeneric>::T tile) + { + assert(IsValidTile(tile)); + assert(!IsTileType(tile, MP_HOUSE)); + assert(!IsTileType(tile, MP_INDUSTRY)); + +- return (Owner)GB(_m[tile].m1, 0, 5); ++ return (Owner)GB(GetTile(tile)->m1, 0, 5); + } ++/** @copydoc GetTileOwner(TileIndexT<Tgeneric>::T) */ ++static inline Owner GetTileOwner(TileIndex tile) { return GetTileOwner<false>(tile); } ++/** @copydoc GetTileOwner(TileIndexT<Tgeneric>::T) */ ++static inline Owner GetTileOwner(GenericTileIndex tile) { return GetTileOwner<true>(tile); } + + /** + * Sets the owner of a tile +@@ -188,14 +234,19 @@ static inline Owner GetTileOwner(TileIndex tile) + * @pre IsValidTile(tile) + * @pre The type of the tile must not be MP_HOUSE and MP_INDUSTRY + */ +-static inline void SetTileOwner(TileIndex tile, Owner owner) ++template <bool Tgeneric> ++static inline void SetTileOwner(typename TileIndexT<Tgeneric>::T tile, Owner owner) + { + assert(IsValidTile(tile)); + assert(!IsTileType(tile, MP_HOUSE)); + assert(!IsTileType(tile, MP_INDUSTRY)); + +- SB(_m[tile].m1, 0, 5, owner); ++ SB(GetTile(tile)->m1, 0, 5, owner); + } ++/** @copydoc SetTileOwner(TileIndexT<Tgeneric>::T,Owner) */ ++static inline void SetTileOwner(TileIndex tile, Owner owner) { SetTileOwner<false>(tile, owner); } ++/** @copydoc SetTileOwner(TileIndexT<Tgeneric>::T,Owner) */ ++static inline void SetTileOwner(GenericTileIndex tile, Owner owner) { SetTileOwner<true>(tile, owner); } + + /** + * Checks if a tile belongs to the given owner +@@ -204,10 +255,15 @@ static inline void SetTileOwner(TileIndex tile, Owner owner) + * @param owner The owner to check against + * @return True if a tile belongs the the given owner + */ +-static inline bool IsTileOwner(TileIndex tile, Owner owner) ++template <bool Tgeneric> ++static inline bool IsTileOwner(typename TileIndexT<Tgeneric>::T tile, Owner owner) + { + return GetTileOwner(tile) == owner; + } ++/** @copydoc IsTileOwner(TileIndexT<Tgeneric>::T,Owner) */ ++static inline bool IsTileOwner(TileIndex tile, Owner owner) { return IsTileOwner<false>(tile, owner); } ++/** @copydoc IsTileOwner(TileIndexT<Tgeneric>::T,Owner) */ ++static inline bool IsTileOwner(GenericTileIndex tile, Owner owner) { return IsTileOwner<true>(tile, owner); } + + /** + * Set the tropic zone +@@ -219,7 +275,7 @@ static inline void SetTropicZone(TileIndex tile, TropicZone type) + { + assert(tile < MapSize()); + assert(!IsTileType(tile, MP_VOID) || type == TROPICZONE_NORMAL); +- SB(_m[tile].type, 0, 2, type); ++ SB(GetTile(tile)->type, 0, 2, type); + } + + /** +@@ -231,7 +287,7 @@ static inline void SetTropicZone(TileIndex tile, TropicZone type) + static inline TropicZone GetTropicZone(TileIndex tile) + { + assert(tile < MapSize()); +- return (TropicZone)GB(_m[tile].type, 0, 2); ++ return (TropicZone)GB(GetTile(tile)->type, 0, 2); + } + + /** +@@ -243,7 +299,7 @@ static inline TropicZone GetTropicZone(TileIndex tile) + static inline byte GetAnimationFrame(TileIndex t) + { + assert(IsTileType(t, MP_HOUSE) || IsTileType(t, MP_OBJECT) || IsTileType(t, MP_INDUSTRY) ||IsTileType(t, MP_STATION)); +- return _me[t].m7; ++ return GetTileEx(t)->m7; + } + + /** +@@ -255,12 +311,29 @@ static inline byte GetAnimationFrame(TileIndex t) + static inline void SetAnimationFrame(TileIndex t, byte frame) + { + assert(IsTileType(t, MP_HOUSE) || IsTileType(t, MP_OBJECT) || IsTileType(t, MP_INDUSTRY) ||IsTileType(t, MP_STATION)); +- _me[t].m7 = frame; ++ GetTileEx(t)->m7 = frame; + } + +-Slope GetTileSlope(TileIndex tile, int *h = NULL); +-int GetTileZ(TileIndex tile); +-int GetTileMaxZ(TileIndex tile); ++template <bool Tgeneric> ++Slope GetTileSlope(typename TileIndexT<Tgeneric>::T tile, int *h = NULL); ++/** @copydoc GetTileSlope(TileIndexT<Tgeneric>::T,int*) */ ++static inline Slope GetTileSlope(TileIndex tile, int *h = NULL) { return GetTileSlope<false>(tile, h); } ++/** @copydoc GetTileSlope(TileIndexT<Tgeneric>::T,int*) */ ++static inline Slope GetTileSlope(GenericTileIndex tile, int *h = NULL) { return GetTileSlope<true>(tile, h); } ++ ++template <bool Tgeneric> ++int GetTileZ(typename TileIndexT<Tgeneric>::T tile); ++/** @copydoc GetTileZ(TileIndexT<Tgeneric>::T) */ ++static inline int GetTileZ(TileIndex tile) { return GetTileZ<false>(tile); } ++/** @copydoc GetTileZ(TileIndexT<Tgeneric>::T) */ ++static inline int GetTileZ(GenericTileIndex tile) { return GetTileZ<true>(tile); } ++ ++template <bool Tgeneric> ++int GetTileMaxZ(typename TileIndexT<Tgeneric>::T tile); ++/** @copydoc GetTileMaxZ(TileIndexT<Tgeneric>::T) */ ++static inline int GetTileMaxZ(TileIndex tile) { return GetTileMaxZ<false>(tile); } ++/** @copydoc GetTileMaxZ(TileIndexT<Tgeneric>::T) */ ++static inline int GetTileMaxZ(GenericTileIndex tile) { return GetTileMaxZ<true>(tile); } + + bool IsTileFlat(TileIndex tile, int *h = NULL); + +@@ -270,12 +343,17 @@ bool IsTileFlat(TileIndex tile, int *h = NULL); + * @param h If not \c NULL, pointer to storage of z height + * @return Slope of the tile, except for the HALFTILE part + */ +-static inline Slope GetTilePixelSlope(TileIndex tile, int *h) ++template <bool Tgeneric> ++static inline Slope GetTilePixelSlope(typename TileIndexT<Tgeneric>::T tile, int *h) + { + Slope s = GetTileSlope(tile, h); + if (h != NULL) *h *= TILE_HEIGHT; + return s; + } ++/** @copydoc GetTilePixelSlope(TileIndexT<Tgeneric>::T,int*) */ ++static inline Slope GetTilePixelSlope(TileIndex tile, int *h) { return GetTilePixelSlope<false>(tile, h); } ++/** @copydoc GetTilePixelSlope(TileIndexT<Tgeneric>::T,int*) */ ++static inline Slope GetTilePixelSlope(GenericTileIndex tile, int *h) { return GetTilePixelSlope<true>(tile, h); } + + Slope GetTilePixelSlopeOutsideMap(int x, int y, int *h); + +@@ -284,10 +362,15 @@ Slope GetTilePixelSlopeOutsideMap(int x, int y, int *h); + * @param tile Tile to compute height of + * @return Minimum height of the tile + */ +-static inline int GetTilePixelZ(TileIndex tile) ++template <bool Tgeneric> ++static inline int GetTilePixelZ(typename TileIndexT<Tgeneric>::T tile) + { + return GetTileZ(tile) * TILE_HEIGHT; + } ++/** @copydoc GetTilePixelZ(TileIndexT<Tgeneric>::T) */ ++static inline int GetTilePixelZ(TileIndex tile) { return GetTilePixelZ<false>(tile); } ++/** @copydoc GetTilePixelZ(TileIndexT<Tgeneric>::T) */ ++static inline int GetTilePixelZ(GenericTileIndex tile) { return GetTilePixelZ<true>(tile); } + + int GetTilePixelZOutsideMap(int x, int y); + +@@ -296,10 +379,15 @@ int GetTilePixelZOutsideMap(int x, int y); + * @param t Tile to compute height of + * @return Maximum height of the tile + */ +-static inline int GetTileMaxPixelZ(TileIndex tile) ++template <bool Tgeneric> ++static inline int GetTileMaxPixelZ(typename TileIndexT<Tgeneric>::T tile) + { + return GetTileMaxZ(tile) * TILE_HEIGHT; + } ++/** @copydoc GetTileMaxPixelZ(TileIndexT<Tgeneric>::T) */ ++static inline int GetTileMaxPixelZ(TileIndex tile) { return GetTileMaxPixelZ<false>(tile); } ++/** @copydoc GetTileMaxPixelZ(TileIndexT<Tgeneric>::T) */ ++static inline int GetTileMaxPixelZ(GenericTileIndex tile) { return GetTileMaxPixelZ<true>(tile); } + + int GetTileMaxPixelZOutsideMap(int x, int y); + +diff --git a/src/tile_type.h b/src/tile_type.h +index c02ba4fc4..4d7e527d9 100644 +--- a/src/tile_type.h ++++ b/src/tile_type.h +@@ -12,6 +12,8 @@ + #ifndef TILE_TYPE_H + #define TILE_TYPE_H + ++#include "map_type.h" ++ + static const uint TILE_SIZE = 16; ///< Tile size in world coordinates. + static const uint TILE_UNIT_MASK = TILE_SIZE - 1; ///< For masking in/out the inner-tile world coordinate units. + static const uint TILE_PIXELS = 32; ///< Pixel distance between tile columns/rows in #ZOOM_LVL_BASE. +@@ -74,14 +76,91 @@ enum TropicZone { + TROPICZONE_RAINFOREST = 2, ///< Rainforest tile + }; + ++typedef uint32 RawTileIndex; ///< general purpose tile index, not bounded to any map ++static const RawTileIndex INVALID_TILE_INDEX = (RawTileIndex)-1; ++ + /** +- * The index/ID of a Tile. ++ * The index/ID of a Tile on the main map. ++ * ++ * While this is just another name for RawTileIndex type, it should be used ++ * in context of tiles of the main tile array. + */ +-typedef uint32 TileIndex; ++typedef RawTileIndex TileIndex; + + /** + * The very nice invalid tile marker + */ + static const TileIndex INVALID_TILE = (TileIndex)-1; + ++/** The index/ID of a tile bounded to a given map. */ ++struct GenericTileIndex { ++ RawTileIndex index; ///< position of the tile in array ++ Map *map; ///< the map that this index is bounded to ++ ++ inline GenericTileIndex() : map(NULL) { } ++ inline GenericTileIndex(const GenericTileIndex &tile) : index(tile.index), map(tile.map) { } ++ inline GenericTileIndex(RawTileIndex index, Map *map) : index(index), map(map) { } ++ ++ inline explicit GenericTileIndex(const TileIndex &tile) : index(tile) ++ { ++ extern MainMap _main_map; ++ this->map = &_main_map; ++ } ++ ++ inline GenericTileIndex &operator += (TileIndexDiff diff) { return this->index += diff, *this; } ++ inline GenericTileIndex &operator -= (TileIndexDiff diff) { return this->index -= diff, *this; } ++ inline GenericTileIndex operator + (TileIndexDiff diff) const { return GenericTileIndex(this->index + diff, this->map); } ++ inline GenericTileIndex operator - (TileIndexDiff diff) const { return GenericTileIndex(this->index - diff, this->map); } ++ ++ inline GenericTileIndex &operator ++ () { return ++this->index, *this; } ++ inline GenericTileIndex &operator -- () { return --this->index, *this; } ++ inline GenericTileIndex operator ++ (int) { return GenericTileIndex(this->index++, this->map); } ++ inline GenericTileIndex operator -- (int) { return GenericTileIndex(this->index--, this->map); } ++ ++ inline bool operator == (const GenericTileIndex &tile) const { return this->index == tile.index && this->map == tile.map; } ++ inline bool operator != (const GenericTileIndex &tile) const { return this->index != tile.index || this->map != tile.map; } ++ ++ inline bool operator <= (const GenericTileIndex &tile) const ++ { ++ assert(this->map == tile.map); ++ return this->index <= tile.index; ++ } ++ ++ inline bool operator >= (const GenericTileIndex &tile) const ++ { ++ assert(this->map == tile.map); ++ return this->index >= tile.index; ++ } ++ ++ inline bool operator < (const GenericTileIndex &tile) const ++ { ++ assert(this->map == tile.map); ++ return this->index < tile.index; ++ } ++ ++ inline bool operator > (const GenericTileIndex &tile) const ++ { ++ assert(this->map == tile.map); ++ return this->index > tile.index; ++ } ++ ++}; ++ ++/** ++ * Helper class to construct templatized functions operating on different ++ * types of tile indices. ++ */ ++template <bool Tgeneric> ++struct TileIndexT; ++ ++template <> ++struct TileIndexT<false> { ++ typedef TileIndex T; ++}; ++ ++template <> ++struct TileIndexT<true> { ++ typedef GenericTileIndex T; ++}; ++ + #endif /* TILE_TYPE_H */ +diff --git a/src/tilearea.cpp b/src/tilearea.cpp +index ec3b9aafb..f46759d3a 100644 +--- a/src/tilearea.cpp ++++ b/src/tilearea.cpp +@@ -11,6 +11,7 @@ + + #include "stdafx.h" + ++#include "core/geometry_func.hpp" + #include "tilearea_type.h" + + #include "safeguards.h" +@@ -20,10 +21,12 @@ + * @param start the start of the area + * @param end the end of the area + */ +-OrthogonalTileArea::OrthogonalTileArea(TileIndex start, TileIndex end) ++template <bool Tgeneric> ++OrthogonalTileAreaT<Tgeneric>::OrthogonalTileAreaT(TileIndexType start, TileIndexType end) + { +- assert(start < MapSize()); +- assert(end < MapSize()); ++ assert(IsSameMap(start, end)); ++ assert(IsValidTileIndex(start)); ++ assert(IsValidTileIndex(end)); + + uint sx = TileX(start); + uint sy = TileY(start); +@@ -33,7 +36,7 @@ OrthogonalTileArea::OrthogonalTileArea(TileIndex start, TileIndex end) + if (sx > ex) Swap(sx, ex); + if (sy > ey) Swap(sy, ey); + +- this->tile = TileXY(sx, sy); ++ this->tile = TileXY<Tgeneric>(sx, sy, MapOf(start)); + this->w = ex - sx + 1; + this->h = ey - sy + 1; + } +@@ -42,9 +45,10 @@ OrthogonalTileArea::OrthogonalTileArea(TileIndex start, TileIndex end) + * Add a single tile to a tile area; enlarge if needed. + * @param to_add The tile to add + */ +-void OrthogonalTileArea::Add(TileIndex to_add) ++template <bool Tgeneric> ++void OrthogonalTileAreaT<Tgeneric>::Add(TileIndexType to_add) + { +- if (this->tile == INVALID_TILE) { ++ if (!IsValidTileIndex(this->tile)) { + this->tile = to_add; + this->w = 1; + this->h = 1; +@@ -64,7 +68,7 @@ void OrthogonalTileArea::Add(TileIndex to_add) + ex = max(ax, ex); + ey = max(ay, ey); + +- this->tile = TileXY(sx, sy); ++ this->tile = TileXY<Tgeneric>(sx, sy, MapOf(to_add)); + this->w = ex - sx + 1; + this->h = ey - sy + 1; + } +@@ -74,11 +78,13 @@ void OrthogonalTileArea::Add(TileIndex to_add) + * @param ta the other tile area to check against. + * @return true if they intersect. + */ +-bool OrthogonalTileArea::Intersects(const OrthogonalTileArea &ta) const ++template <bool Tgeneric> ++bool OrthogonalTileAreaT<Tgeneric>::Intersects(const OrthogonalTileAreaT<Tgeneric> &ta) const + { + if (ta.w == 0 || this->w == 0) return false; + + assert(ta.w != 0 && ta.h != 0 && this->w != 0 && this->h != 0); ++ assert(IsSameMap(this->tile, ta.tile)); + + uint left1 = TileX(this->tile); + uint top1 = TileY(this->tile); +@@ -98,16 +104,48 @@ bool OrthogonalTileArea::Intersects(const OrthogonalTileArea &ta) const + ); + } + ++/** ++ * Does this tile area contains another? ++ * @param ta the other tile area to check against. ++ * @return true if the other area is fully contained. ++ */ ++template <bool Tgeneric> ++bool OrthogonalTileAreaT<Tgeneric>::Contains(const OrthogonalTileAreaT<Tgeneric> &ta) const ++{ ++ if (ta.w == 0 || this->w == 0) return false; ++ ++ assert(ta.w != 0 && ta.h != 0 && this->w != 0 && this->h != 0); ++ assert(IsSameMap(this->tile, ta.tile)); ++ ++ uint left1 = TileX(this->tile); ++ uint top1 = TileY(this->tile); ++ uint right1 = left1 + this->w - 1; ++ uint bottom1 = top1 + this->h - 1; ++ ++ uint left2 = TileX(ta.tile); ++ uint top2 = TileY(ta.tile); ++ uint right2 = left2 + ta.w - 1; ++ uint bottom2 = top2 + ta.h - 1; ++ ++ return ++ left2 >= left1 && ++ right2 <= right1 && ++ top2 >= top1 && ++ bottom2 <= bottom1; ++} ++ + /** + * Does this tile area contain a tile? + * @param tile Tile to test for. + * @return True if the tile is inside the area. + */ +-bool OrthogonalTileArea::Contains(TileIndex tile) const ++template <bool Tgeneric> ++bool OrthogonalTileAreaT<Tgeneric>::Contains(TileIndexType tile) const + { + if (this->w == 0) return false; + + assert(this->w != 0 && this->h != 0); ++ assert(IsSameMap(this->tile, tile)); + + uint left = TileX(this->tile); + uint top = TileY(this->tile); +@@ -120,11 +158,62 @@ bool OrthogonalTileArea::Contains(TileIndex tile) const + /** + * Clamp the tile area to map borders. + */ +-void OrthogonalTileArea::ClampToMap() ++template <bool Tgeneric> ++void OrthogonalTileAreaT<Tgeneric>::ClampToMap() + { +- assert(this->tile < MapSize()); +- this->w = min(this->w, MapSizeX() - TileX(this->tile)); +- this->h = min(this->h, MapSizeY() - TileY(this->tile)); ++ assert(IsValidTileIndex(this->tile)); ++ this->w = min(this->w, MapSizeX(MapOf(this->tile)) - TileX(this->tile)); ++ this->h = min(this->h, MapSizeY(MapOf(this->tile)) - TileY(this->tile)); ++} ++ ++/** ++ * Get coordinates of transformed nothern tile of this area relative to the ++ * northern tile of transformed area. ++ * ++ * When transforming this area into another, the northern tile becomes some other ++ * tile in the transformed area. The function returns coordinates of this other tile ++ * relative to the transformed area. ++ * ++ * Note that calculation are independent from desired position of the transformed area. ++ * ++ * @param transformation transformation to perform ++ * @return the distance ++ */ ++template <bool Tgeneric> ++TileIndexDiffC OrthogonalTileAreaT<Tgeneric>::TransformedNorthOffset(DirTransformation transformation) const ++{ ++ Dimension distance = { this->w - 1, this->h - 1 }; ++ distance = TransformDimension(distance, transformation); ++ TileIndexDiffC ret = TransformedNorthCornerDiffC(transformation); ++ ret.x *= distance.width; ++ ret.y *= distance.height; ++ return ret; ++} ++ ++/** ++ * Get coordinates of a transformed tile of this area relative to the transformed ++ * northern tile of this area. ++ * ++ * The function takes x/y coordinates of a tile relative to this area and performs ++ * a transformation on them. ++ * ++ * Note that calculation are independent from desired position of the transformed area. ++ * ++ * @param tile the tile to transform ++ * @param transformation transformation to perform ++ * @return the distance ++ */ ++template <bool Tgeneric> ++TileIndexDiffC OrthogonalTileAreaT<Tgeneric>::TransformedTileOffset(TileIndexType tile, DirTransformation transformation) const ++{ ++ assert(IsSameMap(this->tile, tile)); ++ ++ /* calculate coordinates of the tile relative to the northern tile of the area */ ++ Point coords = { TileX(tile) - TileX(this->tile), TileY(tile) - TileY(this->tile) }; ++ /* transform coordinates, now they will be relative to the transformed northern tile of the area */ ++ coords = TransformPoint(coords, transformation); ++ TileIndexDiffC ret = { (uint16)coords.x, (uint16)coords.y }; ++ return ret; + } + + /** +@@ -132,10 +221,12 @@ void OrthogonalTileArea::ClampToMap() + * @param start First corner of the area. + * @param end Second corner of the area. + */ +-DiagonalTileArea::DiagonalTileArea(TileIndex start, TileIndex end) : tile(start) ++template <bool Tgeneric> ++DiagonalTileAreaT<Tgeneric>::DiagonalTileAreaT(TileIndexType start, TileIndexType end) : tile(start) + { +- assert(start < MapSize()); +- assert(end < MapSize()); ++ assert(IsSameMap(start, end)); ++ assert(IsValidTileIndex(start)); ++ assert(IsValidTileIndex(end)); + + /* Unfortunately we can't find a new base and make all a and b positive because + * the new base might be a "flattened" corner where there actually is no single +@@ -165,8 +256,11 @@ DiagonalTileArea::DiagonalTileArea(TileIndex start, TileIndex end) : tile(start) + * @param tile Tile to test for. + * @return True if the tile is inside the area. + */ +-bool DiagonalTileArea::Contains(TileIndex tile) const ++template <bool Tgeneric> ++bool DiagonalTileAreaT<Tgeneric>::Contains(TileIndexType tile) const + { ++ assert(IsSameMap(this->tile, tile)); ++ + int a = TileY(tile) + TileX(tile); + int b = TileY(tile) - TileX(tile); + +@@ -192,11 +286,13 @@ bool DiagonalTileArea::Contains(TileIndex tile) const + } + + /** +- * Move ourselves to the next tile in the rectangle on the map. ++ * Perform single iteration step. ++ * @param my_index Pointer to the tile index of the iterator. ++ * @param my_map The map that iterator iterates through. + */ +-TileIterator &DiagonalTileIterator::operator++() ++void DiagonalTileIteratorController::Advance(RawTileIndex *my_index, Map *my_map) + { +- assert(this->tile != INVALID_TILE); ++ assert(*my_index != INVALID_TILE_INDEX); + + /* Determine the next tile, while clipping at map borders */ + bool new_line = false; +@@ -237,9 +333,55 @@ TileIterator &DiagonalTileIterator::operator++() + uint x = this->base_x + (this->a_cur - this->b_cur) / 2; + uint y = this->base_y + (this->b_cur + this->a_cur) / 2; + /* Prevent wrapping around the map's borders. */ +- this->tile = x >= MapSizeX() || y >= MapSizeY() ? INVALID_TILE : TileXY(x, y); +- } while (this->tile > MapSize() && this->b_max != this->b_cur); ++ *my_index = x >= MapSizeX(my_map) || y >= MapSizeY(my_map) ? INVALID_TILE_INDEX : TileXY<true>(x, y, my_map).index; ++ } while (!IsValidTileIndex(GenericTileIndex(*my_index, my_map)) && this->b_max != this->b_cur); ++ ++ if (this->b_max == this->b_cur) *my_index = INVALID_TILE_INDEX; ++} ++ ++/** ++ * Initialize iteration. ++ * @param src_index Pointer to the source tile index of the iterator. The index must be set to the northern tile of the source area before you call Init. ++ * @param dst_index Pointer to the destination tile index of the iterator. The index must be set to the transformed northern tile of the source area before you call Init. ++ * @param src_w The width of the source area. ++ * @param src_h The height of the source area. ++ * @param transformation Transformation to perform. ++ */ ++void TransformationTileIteratorController::Init(RawTileIndex *src_index, RawTileIndex *dst_index, uint16 src_w, uint16 src_h, DirTransformation transformation) ++{ ++ assert((*src_index != INVALID_TILE_INDEX) == (*dst_index != INVALID_TILE_INDEX)); + +- if (this->b_max == this->b_cur) this->tile = INVALID_TILE; +- return *this; ++ this->OrthogonalTileIteratorController::Init(src_index, src_w, src_h); ++ this->transformation = transformation; + } ++ ++/** ++ * Perform single iteration step. ++ * @param src_index Pointer to the source tile index of the iterator. ++ * @param src_map The source map that iterator iterates through. ++ * @param dst_index Pointer to the destination tile index of the iterator. ++ * @param dst_map The destination map that iterator iterates through. ++ */ ++void TransformationTileIteratorController::Advance(RawTileIndex *src_index, Map *src_map, RawTileIndex *dst_index, Map *dst_map) ++{ ++ assert(*src_index != INVALID_TILE_INDEX); ++ ++ if (--this->x > 0) { ++ ++*src_index; ++ *dst_index += ToTileIndexDiff<true>(TileIndexDiffCByDiagDir(TransformDiagDir(DIAGDIR_SW, this->transformation)), dst_map); ++ } else if (--this->y > 0) { ++ this->x = this->w; ++ *src_index += TileDiffXY(1, 1, src_map) - this->w; ++ *dst_index -= ToTileIndexDiff<true>(TileIndexDiffCByDiagDir(TransformDiagDir(DIAGDIR_SW, this->transformation)), dst_map) * (this->w - 1); ++ *dst_index += ToTileIndexDiff<true>(TileIndexDiffCByDiagDir(TransformDiagDir(DIAGDIR_SE, this->transformation)), dst_map); ++ } else { ++ *src_index = INVALID_TILE_INDEX; ++ *dst_index = INVALID_TILE_INDEX; ++ } ++} ++ ++/* instantiate */ ++template struct OrthogonalTileAreaT<false>; ++template struct OrthogonalTileAreaT<true>; ++template struct DiagonalTileAreaT<false>; ++template struct DiagonalTileAreaT<true>; +diff --git a/src/tilearea_func.h b/src/tilearea_func.h +new file mode 100644 +index 000000000..84cfd77fa +--- /dev/null ++++ b/src/tilearea_func.h +@@ -0,0 +1,42 @@ ++/* $Id$ */ ++ ++/* ++ * 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/>. ++ */ ++ ++/** @file tilearea_type.h Functions related to tile areas. */ ++ ++#ifndef TILEAREA_FUNC_H ++#define TILEAREA_FUNC_H ++ ++#include "core/math_func.hpp" ++#include "direction_func.h" ++#include "tilearea_type.h" ++ ++/** ++ * Transform a tile area. ++ * @param trackdir The area to transform. ++ * @param transformation Transformation to perform. ++ * @return The transformed area. ++ */ ++template <bool TgenericSrc, bool TgenericDst> ++static OrthogonalTileAreaT<TgenericDst> TransformTileArea(const OrthogonalTileAreaT<TgenericSrc> &ta, typename TileIndexT<TgenericDst>::T dst_area_north, DirTransformation transformation) ++{ ++ OrthogonalTileAreaT<TgenericDst> ret(dst_area_north, ta.w, ta.h); ++ if (TransformAxis(AXIS_X, transformation) != AXIS_X) Swap(ret.w, ret.h); ++ return ret; ++} ++ ++/** @copydoc TransformTileArea<bool,bool> */ ++static inline TileArea TransformTileArea(const TileArea &ta, TileIndex dst_area_north, DirTransformation transformation) { return TransformTileArea<false, false>(ta, dst_area_north, transformation); } ++/** @copydoc TransformTileArea<bool,bool> */ ++static inline GenericTileArea TransformTileArea(const TileArea &ta, GenericTileIndex dst_area_north, DirTransformation transformation) { return TransformTileArea<false, true>(ta, dst_area_north, transformation); } ++/** @copydoc TransformTileArea<bool,bool> */ ++static inline TileArea TransformTileArea(const GenericTileArea &ta, TileIndex dst_area_north, DirTransformation transformation) { return TransformTileArea<true, false>(ta, dst_area_north, transformation); } ++/** @copydoc TransformTileArea<bool,bool> */ ++static inline GenericTileArea TransformTileArea(const GenericTileArea &ta, GenericTileIndex dst_area_north, DirTransformation transformation) { return TransformTileArea<true, true>(ta, dst_area_north, transformation); } ++ ++#endif /* TILEAREA_FUNC_H */ +diff --git a/src/tilearea_type.h b/src/tilearea_type.h +index 45bfb3d4c..114d10a15 100644 +--- a/src/tilearea_type.h ++++ b/src/tilearea_type.h +@@ -9,16 +9,55 @@ + + /** @file tilearea_type.h Type for storing the 'area' of something uses on the map. */ + ++/** ++ * @defgroup TileIndexTransformations Tile index transformations ++ * ++ * @image html tile_index_transformations.svg ++ */ ++ + #ifndef TILEAREA_TYPE_H + #define TILEAREA_TYPE_H + + #include "map_func.h" ++#include "direction_type.h" + +-/** Represents the covered area of e.g. a rail station */ +-struct OrthogonalTileArea { +- TileIndex tile; ///< The base tile of the area +- uint16 w; ///< The width of the area +- uint16 h; ///< The height of the area ++/** ++ * Set of coordinates representing rectangular piece of a tile map. ++ * ++ * This "raw" area does not point to any map. These are pure coordinates. Unless ++ * we bound them to a cartain map we cannot make most of calculations. ++ * ++ * @see RawTileIndex ++ * @see OrthogonalTileAreaT ++ */ ++struct RawTileArea { ++ RawTileIndex tile; ///< The base (northern) tile of the area ++ uint16 w; ///< The width of the area ++ uint16 h; ///< The height of the area ++}; ++ ++/** ++ * Set of coordinates representing rectangular piece of a tile map e.g. a rail station. ++ * ++ * This tile area, based on template args, can represent a part of either the main map ++ * or any chosen map. ++ * ++ * @tparam Tgeneric If \c false, this area will represent tiles on the main map. ++ * If \c true, this area will be able to represent tiles on any map chosen at runtime. ++ * ++ * @note To use a specific overload there are #TileArea and #GenericTileArea to your ++ * disposition. Use OrthogonalTileAreaT type directly only when working with templates. ++ * ++ * @see RawOrthogonalTileArea ++ * @see TileIndexT ++ */ ++template <bool Tgeneric> ++struct OrthogonalTileAreaT { ++ typedef typename TileIndexT<Tgeneric>::T TileIndexType; ///< The type of tile indices, TileIndex or GenericTileIndex. ++ ++ TileIndexType tile; ///< The base tile of the area ++ uint16 w; ///< The width of the area ++ uint16 h; ///< The height of the area + + /** + * Construct this tile area with some set values +@@ -26,27 +65,48 @@ struct OrthogonalTileArea { + * @param w the width + * @param h the height + */ +- OrthogonalTileArea(TileIndex tile = INVALID_TILE, uint8 w = 0, uint8 h = 0) : tile(tile), w(w), h(h) ++ OrthogonalTileAreaT(TileIndexType tile = TileIndexType(INVALID_TILE), uint8 w = 0, uint8 h = 0) : tile(tile), w(w), h(h) ++ { ++ } ++ ++ /** ++ * Make a copy of a given tile area ++ * @param ta the area to copy ++ */ ++ template <bool TotherGeneric> ++ OrthogonalTileAreaT(const OrthogonalTileAreaT<TotherGeneric> &ta) ++ : tile(MakeTileIndex<Tgeneric>(IndexOf(ta.tile), MapOf(ta.tile))), w(ta.w), h(ta.h) ++ { ++ } ++ ++ /** ++ * Construct this tile area from a "raw" tile area and a given tile map ++ * @param ta the "raw" tile area ++ * @param map the map ++ */ ++ inline OrthogonalTileAreaT(const RawTileArea &ta, Map *map) ++ : tile(MakeTileIndex<Tgeneric>(ta.tile, map)), w(ta.w), h(ta.h) + { + } + +- OrthogonalTileArea(TileIndex start, TileIndex end); ++ OrthogonalTileAreaT(TileIndexType start, TileIndexType end); + +- void Add(TileIndex to_add); ++ void Add(TileIndexType to_add); + + /** + * Clears the 'tile area', i.e. make the tile invalid. + */ + void Clear() + { +- this->tile = INVALID_TILE; +- this->w = 0; +- this->h = 0; ++ IndexOf(this->tile) = INVALID_TILE_INDEX; ++ this->w = 0; ++ this->h = 0; + } + +- bool Intersects(const OrthogonalTileArea &ta) const; ++ bool Intersects(const OrthogonalTileAreaT<Tgeneric> &ta) const; + +- bool Contains(TileIndex tile) const; ++ bool Contains(const OrthogonalTileAreaT<Tgeneric> &ta) const; ++ bool Contains(TileIndexType tile) const; + + void ClampToMap(); + +@@ -54,16 +114,111 @@ struct OrthogonalTileArea { + * Get the center tile. + * @return The tile at the center, or just north of it. + */ +- TileIndex GetCenterTile() const ++ TileIndexType GetCenterTile() const + { + return TILE_ADDXY(this->tile, this->w / 2, this->h / 2); + } ++ ++ TileIndexDiffC TransformedNorthOffset(DirTransformation transformation) const; ++ TileIndexDiffC TransformedTileOffset(TileIndexType tile, DirTransformation transformation) const; ++ ++ /** ++ * Transform northern tile of this area based on a given northern tile of transformed area. ++ * ++ * @param dst_area_north Point of reference, the northern tile of the transformed area. ++ * @param transformation Transformation to perform. ++ * @return Northern tile of this area after transformation. ++ * ++ * @see TileIndexTransformations ++ * ++ * @ingroup TileIndexTransformations ++ */ ++ template <bool TgenericDst> ++ typename TileIndexT<TgenericDst>::T TransformedNorth(typename TileIndexT<TgenericDst>::T dst_area_north, DirTransformation transformation) const ++ { ++ TileIndexDiffC offs = this->TransformedNorthOffset(transformation); ++ return TILE_ADDXY(dst_area_north, offs.x, offs.y); ++ } ++ /** @copydoc OrthogonalTileAreaT::TransformedNorth(TileIndexT<TgenericDst>::T,DirTransformation) */ ++ inline TileIndex TransformedNorth(TileIndex dst_area_north, DirTransformation transformation) const { return this->TransformedNorth<false>(dst_area_north, transformation); } ++ /** @copydoc OrthogonalTileAreaT::TransformedNorth(TileIndexT<TgenericDst>::T,DirTransformation) */ ++ inline GenericTileIndex TransformedNorth(GenericTileIndex dst_area_north, DirTransformation transformation) const { return this->TransformedNorth<true>(dst_area_north, transformation); } ++ ++ /** ++ * Calculate northern tile of transformed area based on transformed northern tile of this area. ++ * ++ * @param transformed_north Point of reference, northern tile of this area after transformation. ++ * @param transformation The transformation. ++ * @return Northern tile of the transformed area. ++ * ++ * @see TileIndexTransformations ++ * ++ * @ingroup TileIndexTransformations ++ */ ++ template <bool TgenericDst> ++ typename TileIndexT<TgenericDst>::T ReverseTransformedNorth(typename TileIndexT<TgenericDst>::T transformed_north, DirTransformation transformation) const ++ { ++ TileIndexDiffC offs = this->TransformedNorthOffset(transformation); ++ return TILE_ADDXY(transformed_north, -offs.x, -offs.y); ++ } ++ /** @copydoc OrthogonalTileAreaT::ReverseTransformedNorth(TileIndexT<TgenericDst>::T,DirTransformation) */ ++ inline TileIndex ReverseTransformedNorth(TileIndex transformed_north, DirTransformation transformation) const { return this->ReverseTransformedNorth<false>(transformed_north, transformation); } ++ /** @copydoc OrthogonalTileAreaT::ReverseTransformedNorth(TileIndexT<TgenericDst>::T,DirTransformation) */ ++ inline GenericTileIndex ReverseTransformedNorth(GenericTileIndex transformed_north, DirTransformation transformation) const { return this->ReverseTransformedNorth<true>(transformed_north, transformation); } ++ ++ /** ++ * Transform a given tile within this area. ++ * ++ * @param tile The tile to transform. ++ * @param transformed_north Point of reference, northern tile of this area after transformation. ++ * @param transformation Transformation to perform. ++ * @return Transformed tile. ++ * ++ * @see TileIndexTransformations ++ * ++ * @ingroup TileIndexTransformations ++ */ ++ template <bool TgenericDst> ++ typename TileIndexT<TgenericDst>::T TransformTile(TileIndexType tile, typename TileIndexT<TgenericDst>::T transformed_north, DirTransformation transformation) const ++ { ++ TileIndexDiffC offs = this->TransformedTileOffset(tile, transformation); ++ return TILE_ADDXY(transformed_north, offs.x, offs.y); ++ } ++ /** @copydoc OrthogonalTileAreaT::TransformTile(TileIndexType,TileIndexT<TgenericDst>::T,DirTransformation) */ ++ inline TileIndex TransformTile(TileIndexType tile, TileIndex transformed_north, DirTransformation transformation) const { return this->TransformTile<false>(tile, transformed_north, transformation); } ++ /** @copydoc OrthogonalTileAreaT::TransformTile(TileIndexType,TileIndexT<TgenericDst>::T,DirTransformation) */ ++ inline GenericTileIndex TransformTile(TileIndexType tile, GenericTileIndex transformed_north, DirTransformation transformation) const { return this->TransformTile<true>(tile, transformed_north, transformation); } ++ ++ /** ++ * Get the point of reference of a transfomation based on a given tile before and after transformation. ++ * ++ * @param tile The tile before transformation. ++ * @param transformed_tile The tile after transformation. ++ * @param transformation The transformation. ++ * @return The point of reference (northern tile of this area after transformation). ++ * ++ * @see TileIndexTransformations ++ * ++ * @ingroup TileIndexTransformations ++ */ ++ template <bool TgenericDst> ++ typename TileIndexT<TgenericDst>::T ReverseTransformTile(TileIndexType source_tile, typename TileIndexT<TgenericDst>::T transformed_tile, DirTransformation transformation) const ++ { ++ TileIndexDiffC offs = this->TransformedTileOffset(source_tile, transformation); ++ return TILE_ADDXY(transformed_tile, -offs.x, -offs.y); ++ } ++ /** @copydoc OrthogonalTileAreaT::ReverseTransformTile(TileIndexType,TileIndexT<TgenericDst>::T,DirTransformation) */ ++ inline TileIndex ReverseTransformTile(TileIndexType source_tile, TileIndex transformed_tile, DirTransformation transformation) const { return this->ReverseTransformTile<false>(source_tile, transformed_tile, transformation); } ++ /** @copydoc OrthogonalTileAreaT::ReverseTransformTile(TileIndexType,TileIndexT<TgenericDst>::T,DirTransformation) */ ++ inline GenericTileIndex ReverseTransformTile(TileIndexType source_tile, GenericTileIndex transformed_tile, DirTransformation transformation) const { return this->ReverseTransformTile<true>(source_tile, transformed_tile, transformation); } + }; + + /** Represents a diagonal tile area. */ +-struct DiagonalTileArea { ++template <bool Tgeneric> ++struct DiagonalTileAreaT { ++ typedef typename TileIndexT<Tgeneric>::T TileIndexType; ///< The type of tile indices, TileIndex or GenericTileIndex. + +- TileIndex tile; ///< Base tile of the area ++ TileIndexType tile; ///< Base tile of the area + int16 a; ///< Extent in diagonal "x" direction (may be negative to signify the area stretches to the left) + int16 b; ///< Extent in diagonal "y" direction (may be negative to signify the area stretches upwards) + +@@ -73,52 +228,96 @@ struct DiagonalTileArea { + * @param a The "x" extent. + * @param b The "y" estent. + */ +- DiagonalTileArea(TileIndex tile = INVALID_TILE, int8 a = 0, int8 b = 0) : tile(tile), a(a), b(b) ++ DiagonalTileAreaT(TileIndexType tile = TileIndexType(INVALID_TILE), int8 a = 0, int8 b = 0) : tile(tile), a(a), b(b) + { + } + +- DiagonalTileArea(TileIndex start, TileIndex end); ++ DiagonalTileAreaT(TileIndexType start, TileIndexType end); + + /** + * Clears the TileArea by making the tile invalid and setting a and b to 0. + */ + void Clear() + { +- this->tile = INVALID_TILE; +- this->a = 0; +- this->b = 0; ++ IndexOf(this->tile) = INVALID_TILE_INDEX; ++ this->a = 0; ++ this->b = 0; + } + +- bool Contains(TileIndex tile) const; ++ bool Contains(TileIndexType tile) const; + }; + ++/** ++ * Set of coordinates representing rectangular piece of the main tile map. ++ * ++ * This is the most common type of tile area. It represents tiles on the main tile array. ++ * ++ * @see TileIndex ++ * @see GenericTileArea ++ */ ++typedef OrthogonalTileAreaT<false> OrthogonalTileArea; ++ + /** Shorthand for the much more common orthogonal tile area. */ + typedef OrthogonalTileArea TileArea; + ++/** ++ * Set of coordinates representing rectangular piece of a tile map. ++ * ++ * This "generic" tile area is able to represent part of any map chosen at runtime. ++ * ++ * @see GenericTileIndex ++ * @see TileArea ++ */ ++typedef OrthogonalTileAreaT<true> GenericTileArea; ++ ++typedef DiagonalTileAreaT<false> DiagonalTileArea; ++ + /** Base class for tile iterators. */ +-class TileIterator { ++template <bool Tgeneric> ++class TileIteratorT { ++public: ++ typedef typename TileIndexT<Tgeneric>::T TileIndexType; ///< The type of tile indices, TileIndex or GenericTileIndex. ++ + protected: +- TileIndex tile; ///< The current tile we are at. ++ TileIndexType tile; ///< The current tile we are at. + + /** + * Initialise the iterator starting at this tile. + * @param tile The tile we start iterating from. + */ +- TileIterator(TileIndex tile = INVALID_TILE) : tile(tile) ++ TileIteratorT(TileIndexType tile = TileIndexType(INVALID_TILE)) : tile(tile) + { + } + ++ /** ++ * Get the raw tile index of this iterator. ++ * @return Pointer to the index. ++ */ ++ inline RawTileIndex *MyIndex() ++ { ++ return &IndexOf(this->tile); ++ } ++ ++ /** ++ * Get the map of this iterator. ++ * @return The map that this iterator iterates through. ++ */ ++ inline Map *MyMap() const ++ { ++ return MapOf(this->tile); ++ } ++ + public: + /** Some compilers really like this. */ +- virtual ~TileIterator() ++ virtual ~TileIteratorT() + { + } + + /** + * Get the tile we are currently at. +- * @return The tile we are at, or INVALID_TILE when we're done. ++ * @return The tile we are at, or "invalid" when we're done. + */ +- inline operator TileIndex () const ++ inline operator TileIndexType () const + { + return this->tile; + } +@@ -126,28 +325,71 @@ public: + /** + * Move ourselves to the next tile in the rectangle on the map. + */ +- virtual TileIterator& operator ++() = 0; ++ virtual TileIteratorT<Tgeneric>& operator ++() = 0; + + /** + * Allocate a new iterator that is a copy of this one. + */ +- virtual TileIterator *Clone() const = 0; ++ virtual TileIteratorT<Tgeneric> *Clone() const = 0; + }; + +-/** Iterator to iterate over a tile area (rectangle) of the map. */ +-class OrthogonalTileIterator : public TileIterator { +-private: +- int w; ///< The width of the iterated area. +- int x; ///< The current 'x' position in the rectangle. +- int y; ///< The current 'y' position in the rectangle. ++/** Base class for tile iterators of the main map. */ ++typedef TileIteratorT<false> TileIterator; ++ ++/** Helper class to build diagonal tile iterators. */ ++class OrthogonalTileIteratorController { ++public: ++ int w; ///< The width of the iterated area. ++ int x; ///< The current 'x' position in the rectangle. ++ int y; ///< The current 'y' position in the rectangle. ++ ++ /** ++ * Initialize iteration. ++ * @param my_index Pointer to the tile index of the iterator. The index must be set to the first tile of the iteration before you call Init. ++ * @param w The width of the iterated area. ++ * @param h The height of the iterated area. ++ */ ++ void Init(RawTileIndex *my_index, uint w, uint h) ++ { ++ this->w = w; ++ this->x = w; ++ this->y = h; ++ if (w == 0 || h == 0) *my_index = INVALID_TILE_INDEX; ++ } ++ ++ /** ++ * Perform single iteration step. ++ * @param my_index Pointer to the tile index of the iterator. ++ * @param my_map The map that iterator iterates through. ++ */ ++ inline void Advance(RawTileIndex *my_index, Map *my_map) ++ { ++ assert(*my_index != INVALID_TILE_INDEX); + ++ if (--this->x > 0) { ++ ++*my_index; ++ } else if (--this->y > 0) { ++ this->x = this->w; ++ *my_index += TileDiffXY(1, 1, my_map) - this->w; ++ } else { ++ *my_index = INVALID_TILE_INDEX; ++ } ++ } ++}; ++ ++/** Iterator to iterate over a tile area (rectangle) of a map. */ ++template <bool Tgeneric> ++class OrthogonalTileIteratorT : public TileIteratorT<Tgeneric>, protected OrthogonalTileIteratorController { + public: ++ typedef typename TileIteratorT<Tgeneric>::TileIndexType TileIndexType; ++ + /** + * Construct the iterator. + * @param ta Area, i.e. begin point and width/height of to-be-iterated area. + */ +- OrthogonalTileIterator(const OrthogonalTileArea &ta) : TileIterator(ta.w == 0 || ta.h == 0 ? INVALID_TILE : ta.tile), w(ta.w), x(ta.w), y(ta.h) ++ OrthogonalTileIteratorT(const OrthogonalTileAreaT<Tgeneric> &ta) : TileIteratorT<Tgeneric>(ta.tile) + { ++ this->Init(this->MyIndex(), ta.w, ta.h); + } + + /** +@@ -155,38 +397,32 @@ public: + * @param corner1 Tile from where to begin iterating. + * @param corner2 Tile where to end the iterating. + */ +- OrthogonalTileIterator(TileIndex corner1, TileIndex corner2) ++ OrthogonalTileIteratorT(TileIndexType corner1, TileIndexType corner2) + { +- *this = OrthogonalTileIterator(OrthogonalTileArea(corner1, corner2)); ++ *this = OrthogonalTileIteratorT<Tgeneric>(OrthogonalTileAreaT<Tgeneric>(corner1, corner2)); + } + + /** + * Move ourselves to the next tile in the rectangle on the map. + */ +- inline TileIterator& operator ++() ++ inline TileIteratorT<Tgeneric>& operator ++() + { +- assert(this->tile != INVALID_TILE); +- +- if (--this->x > 0) { +- this->tile++; +- } else if (--this->y > 0) { +- this->x = this->w; +- this->tile += TileDiffXY(1, 1) - this->w; +- } else { +- this->tile = INVALID_TILE; +- } ++ this->Advance(this->MyIndex(), this->MyMap()); + return *this; + } + +- virtual TileIterator *Clone() const ++ virtual TileIteratorT<Tgeneric> *Clone() const + { +- return new OrthogonalTileIterator(*this); ++ return new OrthogonalTileIteratorT<Tgeneric>(*this); + } + }; + +-/** Iterator to iterate over a diagonal area of the map. */ +-class DiagonalTileIterator : public TileIterator { +-private: ++/** Iterator to iterate over a tile area (rectangle) of the main map. */ ++typedef OrthogonalTileIteratorT<false> OrthogonalTileIterator; ++ ++/** Helper class to build diagonal tile iterators. */ ++class DiagonalTileIteratorController { ++public: + uint base_x; ///< The base tile x coordinate from where the iterating happens. + uint base_y; ///< The base tile y coordinate from where the iterating happens. + int a_cur; ///< The current (rotated) x coordinate of the iteration. +@@ -194,15 +430,32 @@ private: + int a_max; ///< The (rotated) x coordinate of the end of the iteration. + int b_max; ///< The (rotated) y coordinate of the end of the iteration. + ++ void Init(RawTileIndex *my_index, int a_max, int b_max, Map *my_map) ++ { ++ this->base_x = TileX(GenericTileIndex(*my_index, my_map)); ++ this->base_y = TileY(GenericTileIndex(*my_index, my_map)); ++ this->a_cur = 0; ++ this->b_cur = 0; ++ this->a_max = a_max; ++ this->b_max = b_max; ++ } ++ ++ void Advance(RawTileIndex *my_index, Map *my_map); ++}; ++ ++/** Iterator to iterate over a diagonal area of a map. */ ++template <bool Tgeneric> ++class DiagonalTileIteratorT : public TileIteratorT<Tgeneric>, protected DiagonalTileIteratorController { + public: ++ typedef typename TileIteratorT<Tgeneric>::TileIndexType TileIndexType; + + /** + * Construct the iterator. + * @param ta Area, i.e. begin point and (diagonal) width/height of to-be-iterated area. + */ +- DiagonalTileIterator(const DiagonalTileArea &ta) : +- TileIterator(ta.tile), base_x(TileX(ta.tile)), base_y(TileY(ta.tile)), a_cur(0), b_cur(0), a_max(ta.a), b_max(ta.b) ++ DiagonalTileIteratorT(const DiagonalTileAreaT<Tgeneric> &ta) : TileIteratorT<Tgeneric>(ta.tile) + { ++ this->Init(this->MyIndex(), ta.a, ta.b, this->MyMap()); + } + + /** +@@ -210,19 +463,94 @@ public: + * @param corner1 Tile from where to begin iterating. + * @param corner2 Tile where to end the iterating. + */ +- DiagonalTileIterator(TileIndex corner1, TileIndex corner2) ++ DiagonalTileIteratorT(TileIndexType corner1, TileIndexType corner2) + { +- *this = DiagonalTileIterator(DiagonalTileArea(corner1, corner2)); ++ *this = DiagonalTileIteratorT<Tgeneric>(DiagonalTileAreaT<Tgeneric>(corner1, corner2)); + } + +- TileIterator& operator ++(); ++ inline TileIteratorT<Tgeneric>& operator ++() ++ { ++ this->Advance(this->MyIndex(), this->MyMap()); ++ return *this; ++ } + +- virtual TileIterator *Clone() const ++ virtual TileIteratorT<Tgeneric> *Clone() const + { +- return new DiagonalTileIterator(*this); ++ return new DiagonalTileIteratorT<Tgeneric>(*this); + } + }; + ++/** Iterator to iterate over a diagonal area of the main map. */ ++typedef DiagonalTileIteratorT<false> DiagonalTileIterator; ++ ++/** Helper class to build transformative tile iterators. */ ++class TransformationTileIteratorController : public OrthogonalTileIteratorController { ++public: ++ DirTransformation transformation; ///< Transformation to perform. ++ ++ void Init(RawTileIndex *src_index, RawTileIndex *dst_index, uint16 src_w, uint16 src_h, DirTransformation transformation); ++ void Advance(RawTileIndex *src_index, Map *src_map, RawTileIndex *dst_index, Map *dst_map); ++}; ++ ++/** ++ * Iterator to iterate over a diagonal area of a map performing transformation on tile indices. ++ * ++ * Iterator will iterate over source area in the same way OrthogonalTileIteratorT do, additionally ++ * performing transformation on tile indices. You can call SrcTile or DstTile to get the tile before ++ * and after transformation. ++ * ++ * The tile of this iterator (it's base) is the transformed one. ++ */ ++template <bool TgenericSrc, bool TgenericDst> ++class TransformationTileIteratorT : public TileIteratorT<TgenericDst>, protected TransformationTileIteratorController { ++public: ++ typedef typename TileIndexT<TgenericDst>::T DstTileIndexType; ++ typedef typename TileIndexT<TgenericSrc>::T SrcTileIndexType; ++ ++protected: ++ SrcTileIndexType src_tile; ///< Current tile of the source area. ++ ++public: ++ /** ++ * Create a TransformationTileIteratorT. ++ * ++ * @param src_area Source area to be transformed and iterated over. ++ * @param transformed_north Transformed northern tile of the source area. ++ * @param transformation Transformation to perform. ++ */ ++ TransformationTileIteratorT(const OrthogonalTileAreaT<TgenericSrc> &src_area, DstTileIndexType transformed_north, DirTransformation transformation) ++ : TileIteratorT<TgenericDst>(transformed_north), src_tile(src_area.tile) ++ { ++ this->Init(&IndexOf(this->src_tile), this->MyIndex(), src_area.w, src_area.h, transformation); ++ } ++ ++ /** ++ * The source tile of the transformation. ++ * @return Tile before transformation. ++ */ ++ inline const SrcTileIndexType &SrcTile() const { return this->src_tile; } ++ ++ /** ++ * The destination tile of the transformation (the tile of this iterator). ++ * @return Tile after transformation. ++ */ ++ inline const DstTileIndexType &DstTile() const { return this->tile; } ++ ++ virtual TileIteratorT<TgenericDst> &operator ++ () ++ { ++ this->Advance(&IndexOf(this->src_tile), MapOf(this->src_tile), this->MyIndex(), this->MyMap()); ++ return *this; ++ } ++ ++ virtual TileIteratorT<TgenericDst> *Clone() const ++ { ++ return new TransformationTileIteratorT<TgenericSrc, TgenericDst>(*this); ++ } ++}; ++ ++/** Iterator to iterate over a diagonal area of the main map performing transformation on tile indices. */ ++typedef TransformationTileIteratorT<false, false> TransformationTileIterator; ++ + /** + * A loop which iterates over the tiles of a TileArea. + * @param var The name of the variable which contains the current tile. +@@ -231,4 +559,12 @@ public: + */ + #define TILE_AREA_LOOP(var, ta) for (OrthogonalTileIterator var(ta); var != INVALID_TILE; ++var) + ++/** ++ * A loop which iterates over the tiles of a GenericTileArea. ++ * @param var The name of the variable which contains the current tile. ++ * This variable will be allocated in this \c for of this loop. ++ * @param ta The tile area to search over. ++ */ ++#define GENERIC_TILE_AREA_LOOP(var, ta) for (OrthogonalTileIteratorT<true> var(ta); IsValidTileIndex<true>(var); ++var) ++ + #endif /* TILEAREA_TYPE_H */ +diff --git a/src/tilehighlight_type.h b/src/tilehighlight_type.h +index 3d64248df..1157697d7 100644 +--- a/src/tilehighlight_type.h ++++ b/src/tilehighlight_type.h +@@ -19,16 +19,17 @@ + + /** Highlighting draw styles */ + enum HighLightStyle { +- HT_NONE = 0x000, ///< default +- HT_RECT = 0x010, ///< rectangle (stations, depots, ...) +- HT_POINT = 0x020, ///< point (lower land, raise land, level land, ...) +- HT_SPECIAL = 0x030, ///< special mode used for highlighting while dragging (and for tunnels/docks) +- HT_DRAG = 0x040, ///< dragging items in the depot windows +- HT_LINE = 0x008, ///< used for autorail highlighting (longer stretches), lower bits: direction +- HT_RAIL = 0x080, ///< autorail (one piece), lower bits: direction +- HT_VEHICLE = 0x100, ///< vehicle is accepted as target as well (bitmask) +- HT_DIAGONAL = 0x200, ///< Also allow 'diagonal rectangles'. Only usable in combination with #HT_RECT or #HT_POINT. +- HT_DRAG_MASK = 0x0F8, ///< Mask for the tile drag-type modes. ++ HT_NONE = 0x000, ///< default ++ HT_RECT = 0x010, ///< rectangle (stations, depots, ...) ++ HT_POINT = 0x020, ///< point (lower land, raise land, level land, ...) ++ HT_SPECIAL = 0x030, ///< special mode used for highlighting while dragging (and for tunnels/docks) ++ HT_DRAG = 0x040, ///< dragging items in the depot windows ++ HT_LINE = 0x008, ///< used for autorail highlighting (longer stretches), lower bits: direction ++ HT_RAIL = 0x080, ///< autorail (one piece), lower bits: direction ++ HT_VEHICLE = 0x100, ///< vehicle is accepted as target as well (bitmask) ++ HT_DIAGONAL = 0x200, ///< Also allow 'diagonal rectangles'. Only usable in combination with #HT_RECT or #HT_POINT. ++ HT_PASTE_PREVIEW = 0x400, ///< Preview of a paste result. Only usable in combination with #HT_POINT. ++ HT_DRAG_MASK = 0x0F8, ///< Mask for the tile drag-type modes. + + /* lower bits (used with HT_LINE and HT_RAIL): + * (see ASCII art in table/autorail.h for a visual interpretation) */ +diff --git a/src/toolbar_gui.cpp b/src/toolbar_gui.cpp +index 7966d2898..637ba00d8 100644 +--- a/src/toolbar_gui.cpp ++++ b/src/toolbar_gui.cpp +@@ -967,7 +967,7 @@ static CallBackFunction MenuClickBuildAir(int index) + + static CallBackFunction ToolbarForestClick(Window *w) + { +- PopupMainToolbMenu(w, WID_TN_LANDSCAPE, STR_LANDSCAPING_MENU_LANDSCAPING, 3); ++ PopupMainToolbMenu(w, WID_TN_LANDSCAPE, STR_LANDSCAPING_MENU_LANDSCAPING, 4); + return CBF_NONE; + } + +@@ -981,8 +981,9 @@ static CallBackFunction MenuClickForest(int index) + { + switch (index) { + case 0: ShowTerraformToolbar(); break; +- case 1: ShowBuildTreesToolbar(); break; +- case 2: return SelectSignTool(); ++ case 1: ShowClipboardToolbar(); break; ++ case 2: ShowBuildTreesToolbar(); break; ++ case 3: return SelectSignTool(); + } + return CBF_NONE; + } +diff --git a/src/town.h b/src/town.h +index 19a4118ba..4a5d3d962 100644 +--- a/src/town.h ++++ b/src/town.h +@@ -15,6 +15,9 @@ + #include "viewport_type.h" + #include "town_map.h" + #include "subsidy_type.h" ++#include "openttd.h" ++#include "table/strings.h" ++#include "company_func.h" + #include "newgrf_storage.h" + #include "cargotype.h" + #include "tilematrix_type.hpp" +@@ -75,6 +78,7 @@ struct Town : TownPool::PoolItem<&_town_pool> { + CompanyByte exclusivity; ///< which company has exclusivity + uint8 exclusive_counter; ///< months till the exclusivity expires + int16 ratings[MAX_COMPANIES]; ///< ratings of each company for this town ++ StringID town_label; ///< Label dependent on _local_company rating. + + TransportedCargoStat<uint32> supplied[NUM_CARGO]; ///< Cargo statistics about supplied cargo. + TransportedCargoStat<uint16> received[NUM_TE]; ///< Cargo statistics about received cargotypes. +@@ -113,6 +117,30 @@ struct Town : TownPool::PoolItem<&_town_pool> { + + void InitializeLayout(TownLayout layout); + ++ void UpdateLabel(); ++ ++ /** ++ * Returns the correct town label, based on rating. ++ */ ++ StringID Label() const{ ++ if (!(_game_mode == GM_EDITOR) && (_local_company < MAX_COMPANIES)) { ++ return STR_VIEWPORT_TOWN_POP_VERY_POOR_RATING + this->town_label; ++ } else { ++ return _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN; ++ } ++ } ++ ++ /** ++ * Returns the correct town small label, based on rating. ++ */ ++ StringID SmallLabel() const{ ++ if (!(_game_mode == GM_EDITOR) && (_local_company < MAX_COMPANIES)) { ++ return STR_VIEWPORT_TOWN_TINY_VERY_POOR_RATING + this->town_label; ++ } else { ++ return STR_VIEWPORT_TOWN_TINY_WHITE; ++ } ++ } ++ + /** + * Calculate the max town noise. + * The value is counted using the population divided by the content of the +@@ -144,6 +172,40 @@ void UpdateAllTownVirtCoords(); + void ShowTownViewWindow(TownID town); + void ExpandTown(Town *t); + ++/** ++ * Return the offset for a given town rating. ++ * ++ * This function returns an offset which can be ++ * added to the STR_CARGO_RATING_APPALLING value to get the ++ * corresponding StringID for the given town rating. ++ * ++ * @param rating The town rating ++ * @return The offset for the given rating ++ */ ++static inline StringID OffsetByTownRating(int16 rating) ++{ ++ int16 ratings[8] = { ++ RATING_APPALLING, ++ RATING_VERYPOOR, ++ RATING_POOR, ++ RATING_MEDIOCRE, ++ RATING_GOOD, ++ RATING_VERYGOOD, ++ RATING_EXCELLENT, ++ RATING_OUTSTANDING ++ }; ++ int offset = 0; ++ ++ for (;offset < 7; offset++) { ++ ++ if (rating <= ratings[offset]) { ++ break; ++ } ++ } ++ // if offset is 7 its Outstanding as nothing is above it ++ return offset; ++} ++ + /** + * Action types that a company must ask permission for to a town authority. + * @see CheckforTownRating +diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp +index 0575b0a37..b142ef79e 100644 +--- a/src/town_cmd.cpp ++++ b/src/town_cmd.cpp +@@ -26,6 +26,7 @@ + #include "newgrf_debug.h" + #include "newgrf_house.h" + #include "newgrf_text.h" ++#include "texteff.hpp" + #include "autoslope.h" + #include "tunnelbridge_map.h" + #include "strings_func.h" +@@ -162,6 +163,26 @@ void Town::InitializeLayout(TownLayout layout) + return Town::Get(index); + } + ++/** ++ * Updates the town label of the town after changes in rating. The colour scheme is: ++ * Red: Appalling and Very poor ratings. ++ * Orange: Poor and mediocre ratings. ++ * Yellow: Good rating. ++ * White: Very good rating (standard). ++ * Green: Excellent and outstanding ratings. ++ */ ++void Town::UpdateLabel() ++{ ++ if (!(_game_mode == GM_EDITOR) && (_local_company < MAX_COMPANIES)) { ++ int r = this->ratings[_local_company]; ++ (this->town_label = 0, r <= RATING_VERYPOOR) || // Appalling and Very Poor ++ (this->town_label++, r <= RATING_MEDIOCRE) || // Poor and Mediocre ++ (this->town_label++, r <= RATING_GOOD) || // Good ++ (this->town_label++, r <= RATING_VERYGOOD) || // Very Good ++ (this->town_label++, true); // Excellent and Outstanding ++ } ++} ++ + /** + * Get the cost for removing this house + * @return the cost (inflation corrected etc) +@@ -232,6 +253,8 @@ static void DrawTile_Town(TileInfo *ti) + + DrawGroundSprite(dcts->ground.sprite, dcts->ground.pal); + ++ DrawOverlay(ti, MP_HOUSE); ++ + /* If houses are invisible, do not draw the upper part */ + if (IsInvisibilitySet(TO_HOUSES)) return; + +@@ -373,11 +396,11 @@ static bool IsCloseToTown(TileIndex tile, uint dist) + */ + void Town::UpdateVirtCoord() + { ++ this->UpdateLabel(); + Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE); + SetDParam(0, this->index); + SetDParam(1, this->cache.population); +- this->cache.sign.UpdatePosition(pt.x, pt.y - 24 * ZOOM_LVL_BASE, +- _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN, ++ this->cache.sign.UpdatePosition(pt.x, pt.y - 24 * ZOOM_LVL_BASE, this->Label(), + STR_VIEWPORT_TOWN); + + SetWindowDirty(WC_TOWN_VIEW, this->index); +@@ -2997,6 +3020,7 @@ static CommandCost TownActionBribe(Town *t, DoCommandFlag flags) + */ + if (t->ratings[_current_company] > RATING_BRIBE_DOWN_TO) { + t->ratings[_current_company] = RATING_BRIBE_DOWN_TO; ++ t->UpdateVirtCoord(); + SetWindowDirty(WC_TOWN_AUTHORITY, t->index); + } + } else { +@@ -3129,6 +3153,7 @@ static void UpdateTownRating(Town *t) + t->ratings[i] = Clamp(t->ratings[i], RATING_MINIMUM, RATING_MAXIMUM); + } + ++ t->UpdateVirtCoord(); + SetWindowDirty(WC_TOWN_AUTHORITY, t->index); + } + +@@ -3364,6 +3389,8 @@ void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags) + } + + int rating = GetRating(t); ++ int old_rating = rating; ++ + if (add < 0) { + if (rating > max) { + rating += add; +@@ -3380,7 +3407,28 @@ void ChangeTownRating(Town *t, int add, int max, DoCommandFlag flags) + } else { + SetBit(t->have_ratings, _current_company); + t->ratings[_current_company] = rating; ++ t->UpdateVirtCoord(); + SetWindowDirty(WC_TOWN_AUTHORITY, t->index); ++ ++ if (_settings_client.gui.townrating_indicator && _current_company == _local_company) { ++ if (rating != old_rating) { // got a change ++ StringID msg = (rating > old_rating) ? STR_TOWN_RATING_INCREASED : STR_TOWN_RATING_DECREASED; ++ StringID display; ++ StringID old_display; ++ // rating -> string_rating ++ display = STR_CARGO_RATING_APPALLING + OffsetByTownRating(rating); ++ old_display = STR_CARGO_RATING_APPALLING + OffsetByTownRating(old_rating); ++ ++ if (display != old_display) { // change in rating, notice it (abundant check?) ++ // place the indicator 1 tile above the town tile results in ++ // showing the indicator above the town name ++ Point pt = RemapCoords2((TileX(t->xy) - 1) * TILE_SIZE - (display - STR_CARGO_RATING_APPALLING) * 7, ++ (TileY(t->xy) - 1) * TILE_SIZE - (display - STR_CARGO_RATING_APPALLING) * 7); ++ SetDParam(0, display); ++ AddTextEffect(msg, pt.x, pt.y, DAY_TICKS, TE_RISING); ++ } ++} ++ } + } + } + +@@ -3495,6 +3543,7 @@ extern const TileTypeProcs _tile_type_town_procs = { + NULL, // vehicle_enter_tile_proc + GetFoundation_Town, // get_foundation_proc + TerraformTile_Town, // terraform_tile_proc ++ NULL, // copypaste_tile_proc + }; + + +diff --git a/src/town_gui.cpp b/src/town_gui.cpp +index 1d604634d..7e7a1132f 100644 +--- a/src/town_gui.cpp ++++ b/src/town_gui.cpp +@@ -154,15 +154,7 @@ public: + SetDParam(1, c->index); + + int r = this->town->ratings[c->index]; +- StringID str; +- (str = STR_CARGO_RATING_APPALLING, r <= RATING_APPALLING) || // Apalling +- (str++, r <= RATING_VERYPOOR) || // Very Poor +- (str++, r <= RATING_POOR) || // Poor +- (str++, r <= RATING_MEDIOCRE) || // Mediocore +- (str++, r <= RATING_GOOD) || // Good +- (str++, r <= RATING_VERYGOOD) || // Very Good +- (str++, r <= RATING_EXCELLENT) || // Excellent +- (str++, true); // Outstanding ++ StringID str = STR_CARGO_RATING_APPALLING + OffsetByTownRating(r); + + SetDParam(2, str); + if (this->town->exclusivity == c->index) { +diff --git a/src/town_map.h b/src/town_map.h +index 016ff9a6d..4c648ad6f 100644 +--- a/src/town_map.h ++++ b/src/town_map.h +@@ -24,7 +24,7 @@ + static inline TownID GetTownIndex(TileIndex t) + { + assert(IsTileType(t, MP_HOUSE) || (IsTileType(t, MP_ROAD) && !IsRoadDepot(t))); +- return _m[t].m2; ++ return GetTile(t)->m2; + } + + /** +@@ -36,7 +36,7 @@ static inline TownID GetTownIndex(TileIndex t) + static inline void SetTownIndex(TileIndex t, TownID index) + { + assert(IsTileType(t, MP_HOUSE) || (IsTileType(t, MP_ROAD) && !IsRoadDepot(t))); +- _m[t].m2 = index; ++ GetTile(t)->m2 = index; + } + + /** +@@ -49,7 +49,7 @@ static inline void SetTownIndex(TileIndex t, TownID index) + static inline HouseID GetCleanHouseType(TileIndex t) + { + assert(IsTileType(t, MP_HOUSE)); +- return _m[t].m4 | (GB(_m[t].m3, 6, 1) << 8); ++ return GetTile(t)->m4 | (GB(GetTile(t)->m3, 6, 1) << 8); + } + + /** +@@ -72,8 +72,8 @@ static inline HouseID GetHouseType(TileIndex t) + static inline void SetHouseType(TileIndex t, HouseID house_id) + { + assert(IsTileType(t, MP_HOUSE)); +- _m[t].m4 = GB(house_id, 0, 8); +- SB(_m[t].m3, 6, 1, GB(house_id, 8, 1)); ++ GetTile(t)->m4 = GB(house_id, 0, 8); ++ SB(GetTile(t)->m3, 6, 1, GB(house_id, 8, 1)); + } + + /** +@@ -83,7 +83,7 @@ static inline void SetHouseType(TileIndex t, HouseID house_id) + */ + static inline bool LiftHasDestination(TileIndex t) + { +- return HasBit(_me[t].m7, 0); ++ return HasBit(GetTileEx(t)->m7, 0); + } + + /** +@@ -94,8 +94,8 @@ static inline bool LiftHasDestination(TileIndex t) + */ + static inline void SetLiftDestination(TileIndex t, byte dest) + { +- SetBit(_me[t].m7, 0); +- SB(_me[t].m7, 1, 3, dest); ++ SetBit(GetTileEx(t)->m7, 0); ++ SB(GetTileEx(t)->m7, 1, 3, dest); + } + + /** +@@ -105,7 +105,7 @@ static inline void SetLiftDestination(TileIndex t, byte dest) + */ + static inline byte GetLiftDestination(TileIndex t) + { +- return GB(_me[t].m7, 1, 3); ++ return GB(GetTileEx(t)->m7, 1, 3); + } + + /** +@@ -116,7 +116,7 @@ static inline byte GetLiftDestination(TileIndex t) + */ + static inline void HaltLift(TileIndex t) + { +- SB(_me[t].m7, 0, 4, 0); ++ SB(GetTileEx(t)->m7, 0, 4, 0); + } + + /** +@@ -126,7 +126,7 @@ static inline void HaltLift(TileIndex t) + */ + static inline byte GetLiftPosition(TileIndex t) + { +- return GB(_me[t].m6, 2, 6); ++ return GB(GetTileEx(t)->m6, 2, 6); + } + + /** +@@ -136,7 +136,7 @@ static inline byte GetLiftPosition(TileIndex t) + */ + static inline void SetLiftPosition(TileIndex t, byte pos) + { +- SB(_me[t].m6, 2, 6, pos); ++ SB(GetTileEx(t)->m6, 2, 6, pos); + } + + /** +@@ -147,7 +147,7 @@ static inline void SetLiftPosition(TileIndex t, byte pos) + static inline bool IsHouseCompleted(TileIndex t) + { + assert(IsTileType(t, MP_HOUSE)); +- return HasBit(_m[t].m3, 7); ++ return HasBit(GetTile(t)->m3, 7); + } + + /** +@@ -158,7 +158,7 @@ static inline bool IsHouseCompleted(TileIndex t) + static inline void SetHouseCompleted(TileIndex t, bool status) + { + assert(IsTileType(t, MP_HOUSE)); +- SB(_m[t].m3, 7, 1, !!status); ++ SB(GetTile(t)->m3, 7, 1, !!status); + } + + /** +@@ -185,7 +185,7 @@ static inline void SetHouseCompleted(TileIndex t, bool status) + static inline byte GetHouseBuildingStage(TileIndex t) + { + assert(IsTileType(t, MP_HOUSE)); +- return IsHouseCompleted(t) ? (byte)TOWN_HOUSE_COMPLETED : GB(_m[t].m5, 3, 2); ++ return IsHouseCompleted(t) ? (byte)TOWN_HOUSE_COMPLETED : GB(GetTile(t)->m5, 3, 2); + } + + /** +@@ -197,7 +197,7 @@ static inline byte GetHouseBuildingStage(TileIndex t) + static inline byte GetHouseConstructionTick(TileIndex t) + { + assert(IsTileType(t, MP_HOUSE)); +- return IsHouseCompleted(t) ? 0 : GB(_m[t].m5, 0, 3); ++ return IsHouseCompleted(t) ? 0 : GB(GetTile(t)->m5, 0, 3); + } + + /** +@@ -210,9 +210,9 @@ static inline byte GetHouseConstructionTick(TileIndex t) + static inline void IncHouseConstructionTick(TileIndex t) + { + assert(IsTileType(t, MP_HOUSE)); +- AB(_m[t].m5, 0, 5, 1); ++ AB(GetTile(t)->m5, 0, 5, 1); + +- if (GB(_m[t].m5, 3, 2) == TOWN_HOUSE_COMPLETED) { ++ if (GB(GetTile(t)->m5, 3, 2) == TOWN_HOUSE_COMPLETED) { + /* House is now completed. + * Store the year of construction as well, for newgrf house purpose */ + SetHouseCompleted(t, true); +@@ -228,7 +228,7 @@ static inline void IncHouseConstructionTick(TileIndex t) + static inline void ResetHouseAge(TileIndex t) + { + assert(IsTileType(t, MP_HOUSE) && IsHouseCompleted(t)); +- _m[t].m5 = 0; ++ GetTile(t)->m5 = 0; + } + + /** +@@ -239,7 +239,7 @@ static inline void ResetHouseAge(TileIndex t) + static inline void IncrementHouseAge(TileIndex t) + { + assert(IsTileType(t, MP_HOUSE)); +- if (IsHouseCompleted(t) && _m[t].m5 < 0xFF) _m[t].m5++; ++ if (IsHouseCompleted(t) && GetTile(t)->m5 < 0xFF) GetTile(t)->m5++; + } + + /** +@@ -251,7 +251,7 @@ static inline void IncrementHouseAge(TileIndex t) + static inline Year GetHouseAge(TileIndex t) + { + assert(IsTileType(t, MP_HOUSE)); +- return IsHouseCompleted(t) ? _m[t].m5 : 0; ++ return IsHouseCompleted(t) ? GetTile(t)->m5 : 0; + } + + /** +@@ -264,7 +264,7 @@ static inline Year GetHouseAge(TileIndex t) + static inline void SetHouseRandomBits(TileIndex t, byte random) + { + assert(IsTileType(t, MP_HOUSE)); +- _m[t].m1 = random; ++ GetTile(t)->m1 = random; + } + + /** +@@ -277,7 +277,7 @@ static inline void SetHouseRandomBits(TileIndex t, byte random) + static inline byte GetHouseRandomBits(TileIndex t) + { + assert(IsTileType(t, MP_HOUSE)); +- return _m[t].m1; ++ return GetTile(t)->m1; + } + + /** +@@ -290,7 +290,7 @@ static inline byte GetHouseRandomBits(TileIndex t) + static inline void SetHouseTriggers(TileIndex t, byte triggers) + { + assert(IsTileType(t, MP_HOUSE)); +- SB(_m[t].m3, 0, 5, triggers); ++ SB(GetTile(t)->m3, 0, 5, triggers); + } + + /** +@@ -303,7 +303,7 @@ static inline void SetHouseTriggers(TileIndex t, byte triggers) + static inline byte GetHouseTriggers(TileIndex t) + { + assert(IsTileType(t, MP_HOUSE)); +- return GB(_m[t].m3, 0, 5); ++ return GB(GetTile(t)->m3, 0, 5); + } + + /** +@@ -315,7 +315,7 @@ static inline byte GetHouseTriggers(TileIndex t) + static inline byte GetHouseProcessingTime(TileIndex t) + { + assert(IsTileType(t, MP_HOUSE)); +- return GB(_me[t].m6, 2, 6); ++ return GB(GetTileEx(t)->m6, 2, 6); + } + + /** +@@ -327,7 +327,7 @@ static inline byte GetHouseProcessingTime(TileIndex t) + static inline void SetHouseProcessingTime(TileIndex t, byte time) + { + assert(IsTileType(t, MP_HOUSE)); +- SB(_me[t].m6, 2, 6, time); ++ SB(GetTileEx(t)->m6, 2, 6, time); + } + + /** +@@ -338,7 +338,7 @@ static inline void SetHouseProcessingTime(TileIndex t, byte time) + static inline void DecHouseProcessingTime(TileIndex t) + { + assert(IsTileType(t, MP_HOUSE)); +- _me[t].m6 -= 1 << 2; ++ GetTileEx(t)->m6 -= 1 << 2; + } + + /** +@@ -356,12 +356,12 @@ static inline void MakeHouseTile(TileIndex t, TownID tid, byte counter, byte sta + assert(IsTileType(t, MP_CLEAR)); + + SetTileType(t, MP_HOUSE); +- _m[t].m1 = random_bits; +- _m[t].m2 = tid; +- _m[t].m3 = 0; ++ GetTile(t)->m1 = random_bits; ++ GetTile(t)->m2 = tid; ++ GetTile(t)->m3 = 0; + SetHouseType(t, type); + SetHouseCompleted(t, stage == TOWN_HOUSE_COMPLETED); +- _m[t].m5 = IsHouseCompleted(t) ? 0 : (stage << 3 | counter); ++ GetTile(t)->m5 = IsHouseCompleted(t) ? 0 : (stage << 3 | counter); + SetAnimationFrame(t, 0); + SetHouseProcessingTime(t, HouseSpec::Get(type)->processing_time); + } +diff --git a/src/track_func.h b/src/track_func.h +index 68de827ef..f36db07a0 100644 +--- a/src/track_func.h ++++ b/src/track_func.h +@@ -16,6 +16,7 @@ + #include "track_type.h" + #include "direction_func.h" + #include "slope_func.h" ++#include "direction_func.h" + + /** + * Iterate through each set Track in a TrackBits value. +@@ -692,4 +693,43 @@ static inline bool IsUphillTrackdir(Slope slope, Trackdir dir) + return HasBit(_uphill_trackdirs[RemoveHalftileSlope(slope)], dir); + } + ++/** ++ * Transform a Track. ++ * @param track The Track to transform. ++ * @param transformation Transformation to perform. ++ * @return The transformed Track. ++ */ ++static inline Track TransformTrack(Track track, DirTransformation transformation) ++{ ++ extern const byte _track_transformation_map[DTR_END][TRACK_END]; ++ return (Track)_track_transformation_map[transformation][track]; ++} ++ ++/** ++ * Transform a TrackBits. ++ * @param track_bits The TrackBits to transform. ++ * @param transformation Transformation to perform. ++ * @return The transformed TrackBits. ++ */ ++static inline TrackBits TransformTrackBits(TrackBits track_bits, DirTransformation transformation) ++{ ++ TrackBits ret = track_bits & ~TRACK_BIT_ALL; ++ ++ Track t; ++ FOR_EACH_SET_TRACK(t, track_bits & TRACK_BIT_ALL) SetBit(ret, TransformTrack(t, transformation)); ++ ++ return ret; ++} ++ ++/** ++ * Transform a Trackdir. ++ * @param trackdir The Trackdir to transform. ++ * @param transformation Transformation to perform. ++ * @return The transformed Trackdir. ++ */ ++static inline Trackdir TransformTrackdir(Trackdir trackdir, DirTransformation transformation) ++{ ++ return TrackExitdirToTrackdir(TransformTrack(TrackdirToTrack(trackdir), transformation), TransformDiagDir(TrackdirToExitdir(trackdir), transformation)); ++} ++ + #endif /* TRACK_FUNC_H */ +diff --git a/src/train_cmd.cpp b/src/train_cmd.cpp +index fb1d2b1ee..7626666d0 100644 +--- a/src/train_cmd.cpp ++++ b/src/train_cmd.cpp +@@ -1872,6 +1872,17 @@ void ReverseTrainDirection(Train *v) + return; + } + ++ /* We are inside tunnel/bidge with signals, reversing will close the entrance. */ ++ if (HasWormholeSignals(v->tile)) { ++ /* Flip signal on tunnel entrance tile red. */ ++ SetBitTunnelBridgeExit(v->tile); ++ MarkTileDirtyByTile(v->tile); ++ /* Clear counters. */ ++ v->wait_counter = 0; ++ v->load_unload_ticks = 0; ++ return; ++ } ++ + /* TrainExitDir does not always produce the desired dir for depots and + * tunnels/bridges that is needed for UpdateSignalsOnSegment. */ + DiagDirection dir = TrainExitDir(v->direction, v->track); +@@ -2208,6 +2219,42 @@ static bool CheckTrainStayInDepot(Train *v) + return false; + } + ++static void HandleLastTunnelBridgeSignals(TileIndex tile, TileIndex end, DiagDirection dir, bool free) ++{ ++ if (IsBridge(end) && GetTile(end)->m2 > 0){ ++ /* Clearing last bridge signal. */ ++ uint16 m = GetTile(end)->m2; ++ byte i = 15; ++ while((m & 0x8000) == 0 && --i > 0) m <<= 1; ++ ClrBit(GetTile(end)->m2, i); ++ ++ uint x = TileX(end)* TILE_SIZE; ++ uint y = TileY(end)* TILE_SIZE; ++ uint distance = (TILE_SIZE * _settings_client.gui.simulated_wormhole_signals) * ++i; ++ switch (dir) { ++ default: NOT_REACHED(); ++ case DIAGDIR_NE: MarkTileDirtyByTile(TileVirtXY(x - distance, y)); break; ++ case DIAGDIR_SE: MarkTileDirtyByTile(TileVirtXY(x, y + distance)); break; ++ case DIAGDIR_SW: MarkTileDirtyByTile(TileVirtXY(x + distance, y)); break; ++ case DIAGDIR_NW: MarkTileDirtyByTile(TileVirtXY(x, y - distance)); break; ++ } ++ MarkTileDirtyByTile(tile); ++ } ++ if (free) { ++ /* Open up the wormhole and clear m2. */ ++ GetTile(tile)->m2 = 0; ++ GetTile(end)->m2 = 0; ++ ++ if (IsTunnelBridgeWithSignRed(end)) { ++ ClrBitTunnelBridgeExit(end); ++ if (!_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(end); ++ } else if (IsTunnelBridgeWithSignRed(tile)) { ++ ClrBitTunnelBridgeExit(tile); ++ if (!_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(tile); ++ } ++ } ++} ++ + /** + * Clear the reservation of \a tile that was just left by a wagon on \a track_dir. + * @param v %Train owning the reservation. +@@ -2223,7 +2270,8 @@ static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_ + if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) { + TileIndex end = GetOtherTunnelBridgeEnd(tile); + +- if (TunnelBridgeIsFree(tile, end, v).Succeeded()) { ++ bool free = TunnelBridgeIsFree(tile, end, v).Succeeded(); ++ if (free) { + /* Free the reservation only if no other train is on the tiles. */ + SetTunnelBridgeReservation(tile, false); + SetTunnelBridgeReservation(end, false); +@@ -2237,6 +2285,7 @@ static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_ + } + } + } ++ if (HasWormholeSignals(tile)) HandleLastTunnelBridgeSignals(tile, end, dir, free); + } + } else if (IsRailStationTile(tile)) { + TileIndex new_tile = TileAddByDiagDir(tile, dir); +@@ -3103,6 +3152,99 @@ static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data) + return t; + } + ++/** Find train in front and keep distance between trains in tunnel/bridge. */ ++static Vehicle *FindSpaceBetweenTrainsEnum(Vehicle *v, void *data) ++{ ++ /* Don't look at wagons between front and back of train. */ ++ if (v->type != VEH_TRAIN || (v->Previous() != NULL && v->Next() != NULL)) return NULL; ++ ++ const Vehicle *u = (Vehicle*)data; ++ int32 a, b = 0; ++ ++ switch (u->direction) { ++ default: NOT_REACHED(); ++ case DIR_NE: a = u->x_pos; b = v->x_pos; break; ++ case DIR_SE: a = v->y_pos; b = u->y_pos; break; ++ case DIR_SW: a = v->x_pos; b = u->x_pos; break; ++ case DIR_NW: a = u->y_pos; b = v->y_pos; break; ++ } ++ ++ if (a > b && a <= (b + (int)(Train::From(u)->wait_counter)) + (int)(TILE_SIZE)) return v; ++ return NULL; ++} ++ ++static bool IsToCloseBehindTrain(Vehicle *v, TileIndex tile, bool check_endtile) ++{ ++ Train *t = (Train *)v; ++ ++ if (t->force_proceed != 0) return false; ++ ++ if (HasVehicleOnPos(t->tile, v, &FindSpaceBetweenTrainsEnum)) { ++ /* Revert train if not going with tunnel direction. */ ++ if (DirToDiagDir(t->direction) != GetTunnelBridgeDirection(t->tile)) { ++ v->cur_speed = 0; ++ ToggleBit(t->flags, VRF_REVERSING); ++ } ++ return true; ++ } ++ /* Cover blind spot at end of tunnel bridge. */ ++ if (check_endtile){ ++ if (HasVehicleOnPos(GetOtherTunnelBridgeEnd(t->tile), v, &FindSpaceBetweenTrainsEnum)) { ++ /* Revert train if not going with tunnel direction. */ ++ if (DirToDiagDir(t->direction) != GetTunnelBridgeDirection(t->tile)) { ++ v->cur_speed = 0; ++ ToggleBit(t->flags, VRF_REVERSING); ++ } ++ return true; ++ } ++ } ++ ++ return false; ++} ++ ++/** Simulate signals in tunnel - bridge. */ ++static bool CheckTrainStayInWormHole(Train *t, TileIndex tile) ++{ ++ if (t->force_proceed != 0) return false; ++ ++ /* When not exit reverse train. */ ++ if (!IsTunnelBridgeExit(tile)) { ++ t->cur_speed = 0; ++ ToggleBit(t->flags, VRF_REVERSING); ++ return true; ++ } ++ SigSegState seg_state = _settings_game.pf.reserve_paths ? SIGSEG_PBS : UpdateSignalsOnSegment(tile, INVALID_DIAGDIR, t->owner); ++ if (seg_state == SIGSEG_FULL || (seg_state == SIGSEG_PBS && !TryPathReserve(t))) { ++ t->cur_speed = 0; ++ return true; ++ } ++ ++ return false; ++} ++ ++static void HandleSignalBehindTrain(Train *v, uint signal_number) ++{ ++ TileIndex tile; ++ switch (v->direction) { ++ default: NOT_REACHED(); ++ case DIR_NE: tile = TileVirtXY(v->x_pos + (TILE_SIZE * _settings_client.gui.simulated_wormhole_signals), v->y_pos); break; ++ case DIR_SE: tile = TileVirtXY(v->x_pos, v->y_pos - (TILE_SIZE * _settings_client.gui.simulated_wormhole_signals) ); break; ++ case DIR_SW: tile = TileVirtXY(v->x_pos - (TILE_SIZE * _settings_client.gui.simulated_wormhole_signals), v->y_pos); break; ++ case DIR_NW: tile = TileVirtXY(v->x_pos, v->y_pos + (TILE_SIZE * _settings_client.gui.simulated_wormhole_signals)); break; ++ } ++ ++ if(tile == v->tile) { ++ /* Flip signal on ramp. */ ++ if (IsTunnelBridgeWithSignRed(tile)) { ++ ClrBitTunnelBridgeExit(tile); ++ MarkTileDirtyByTile(tile); ++ } ++ } else if (IsBridge(v->tile) && signal_number <= 16) { ++ ClrBit(GetTile(v->tile)->m2, signal_number); ++ MarkTileDirtyByTile(tile); ++ } ++} ++ + /** + * Move a vehicle chain one movement stop forwards. + * @param v First vehicle to move. +@@ -3288,6 +3430,23 @@ bool TrainController(Train *v, Vehicle *nomove, bool reverse) + goto invalid_rail; + } + ++ if (HasWormholeSignals(gp.new_tile)) { ++ /* If red signal stop. */ ++ if (v->IsFrontEngine() && v->force_proceed == 0) { ++ if (IsTunnelBridgeWithSignRed(gp.new_tile)) { ++ v->cur_speed = 0; ++ return false; ++ } ++ if (IsTunnelBridgeExit(gp.new_tile)) { ++ v->cur_speed = 0; ++ goto invalid_rail; ++ } ++ /* Flip signal on tunnel entrance tile red. */ ++ SetBitTunnelBridgeExit(gp.new_tile); ++ MarkTileDirtyByTile(gp.new_tile); ++ } ++ } ++ + if (!HasBit(r, VETS_ENTERED_WORMHOLE)) { + Track track = FindFirstTrack(chosen_track); + Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir); +@@ -3340,6 +3499,64 @@ bool TrainController(Train *v, Vehicle *nomove, bool reverse) + } + } + } else { ++ /* Handle signal simulation on tunnel/bridge. */ ++ TileIndex old_tile = TileVirtXY(v->x_pos, v->y_pos); ++ if (old_tile != gp.new_tile && HasWormholeSignals(v->tile) && (v->IsFrontEngine() || v->Next() == NULL)){ ++ if (old_tile == v->tile) { ++ if (v->IsFrontEngine() && v->force_proceed == 0 && IsTunnelBridgeExit(v->tile)) goto invalid_rail; ++ /* Entered wormhole set counters. */ ++ v->wait_counter = (TILE_SIZE * _settings_client.gui.simulated_wormhole_signals) - TILE_SIZE; ++ v->load_unload_ticks = 0; ++ } ++ ++ uint distance = v->wait_counter; ++ bool leaving = false; ++ if (distance == 0) v->wait_counter = (TILE_SIZE * _settings_client.gui.simulated_wormhole_signals); ++ ++ if (v->IsFrontEngine()) { ++ /* Check if track in front is free and see if we can leave wormhole. */ ++ int z = GetSlopePixelZ(gp.x, gp.y) - v->z_pos; ++ if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && !(abs(z) > 2)) { ++ if (CheckTrainStayInWormHole(v, gp.new_tile)) return false; ++ leaving = true; ++ } else { ++ if (IsToCloseBehindTrain(v, gp.new_tile, distance == 0)) { ++ if (distance == 0) v->wait_counter = 0; ++ v->cur_speed = 0; ++ return false; ++ } ++ /* flip signal in front to red on bridges*/ ++ if (distance == 0 && v->load_unload_ticks <= 15 && IsBridge(v->tile)){ ++ SetBit(GetTile(v->tile)->m2, v->load_unload_ticks); ++ MarkTileDirtyByTile(gp.new_tile); ++ } ++ } ++ } ++ if (v->Next() == NULL) { ++ if (v->load_unload_ticks > 0 && v->load_unload_ticks <= 16 && distance == (TILE_SIZE * _settings_client.gui.simulated_wormhole_signals) - TILE_SIZE) HandleSignalBehindTrain(v, v->load_unload_ticks - 2); ++ if (old_tile == v->tile) { ++ /* We left ramp into wormhole. */ ++ v->x_pos = gp.x; ++ v->y_pos = gp.y; ++ UpdateSignalsOnSegment(old_tile, INVALID_DIAGDIR, v->owner); ++ } ++ } ++ if (distance == 0) v->load_unload_ticks++; ++ v->wait_counter -= TILE_SIZE; ++ ++ if (leaving) { // Reset counters. ++ v->force_proceed = 0; ++ v->wait_counter = 0; ++ v->load_unload_ticks = 0; ++ v->x_pos = gp.x; ++ v->y_pos = gp.y; ++ v->UpdatePosition(); ++ v->UpdateViewport(false,false); ++ UpdateSignalsOnSegment(gp.new_tile, INVALID_DIAGDIR, v->owner); ++ continue; ++ } ++ } ++ + if (IsTileType(gp.new_tile, MP_TUNNELBRIDGE) && HasBit(VehicleEnterTile(v, gp.new_tile, gp.x, gp.y), VETS_ENTERED_WORMHOLE)) { + /* Perform look-ahead on tunnel exit. */ + if (v->IsFrontEngine()) { +@@ -3355,7 +3572,7 @@ bool TrainController(Train *v, Vehicle *nomove, bool reverse) + v->x_pos = gp.x; + v->y_pos = gp.y; + v->UpdatePosition(); +- if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true); ++ if (v->IsDrawn()) v->Vehicle::UpdateViewport(true); + continue; + } + } +@@ -3527,7 +3744,7 @@ static void ChangeTrainDirRandomly(Train *v) + + do { + /* We don't need to twist around vehicles if they're not visible */ +- if (!(v->vehstatus & VS_HIDDEN)) { ++ if (v->IsDrawn()) { + v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]); + /* Refrain from updating the z position of the vehicle when on + * a bridge, because UpdateInclination() will put the vehicle under +@@ -3551,7 +3768,7 @@ static bool HandleCrashedTrain(Train *v) + { + int state = ++v->crash_anim_pos; + +- if (state == 4 && !(v->vehstatus & VS_HIDDEN)) { ++ if (state == 4 && v->IsDrawn()) { + CreateEffectVehicleRel(v, 4, 4, 8, EV_EXPLOSION_LARGE); + } + +@@ -3882,7 +4099,7 @@ static bool TrainLocoHandler(Train *v, bool mode) + } + + for (Train *u = v; u != NULL; u = u->Next()) { +- if ((u->vehstatus & VS_HIDDEN) != 0) continue; ++ if (!u->IsDrawn()) continue; + + u->UpdateViewport(false, false); + } +diff --git a/src/transparency.h b/src/transparency.h +index ab6f9a6f3..773a633e3 100644 +--- a/src/transparency.h ++++ b/src/transparency.h +@@ -31,6 +31,7 @@ enum TransparencyOption { + TO_STRUCTURES, ///< other objects such as transmitters and lighthouses + TO_CATENARY, ///< catenary + TO_LOADING, ///< loading indicators ++ TO_TUNNELS, ///< vehicles in tunnels + TO_END, + TO_INVALID, ///< Invalid transparency option + }; +diff --git a/src/transparency_gui.cpp b/src/transparency_gui.cpp +index 4bad2b056..815622931 100644 +--- a/src/transparency_gui.cpp ++++ b/src/transparency_gui.cpp +@@ -52,14 +52,15 @@ public: + case WID_TT_BRIDGES: + case WID_TT_STRUCTURES: + case WID_TT_CATENARY: +- case WID_TT_LOADING: { ++ case WID_TT_LOADING: ++ case WID_TT_TUNNELS: { + uint i = widget - WID_TT_BEGIN; + if (HasBit(_transparency_lock, i)) DrawSprite(SPR_LOCK, PAL_NONE, r.left + 1, r.top + 1); + break; + } + case WID_TT_BUTTONS: + for (uint i = WID_TT_BEGIN; i < WID_TT_END; i++) { +- if (i == WID_TT_LOADING) continue; // Do not draw button for invisible loading indicators. ++ if (i >= WID_TT_LOADING) continue; // Do not draw button for invisible loading indicators. + + const NWidgetBase *wi = this->GetWidget<NWidgetBase>(i); + DrawFrameRect(wi->pos_x + 1, r.top + 2, wi->pos_x + wi->current_x - 2, r.bottom - 2, COLOUR_PALE_GREEN, +@@ -141,6 +142,7 @@ static const NWidgetPart _nested_transparency_widgets[] = { + NWidget(WWT_IMGBTN, COLOUR_DARK_GREEN, WID_TT_STRUCTURES), SetMinimalSize(22, 22), SetFill(0, 1), SetDataTip(SPR_IMG_TRANSMITTER, STR_TRANSPARENT_STRUCTURES_TOOLTIP), + NWidget(WWT_IMGBTN, COLOUR_DARK_GREEN, WID_TT_CATENARY), SetMinimalSize(22, 22), SetFill(0, 1), SetDataTip(SPR_BUILD_X_ELRAIL, STR_TRANSPARENT_CATENARY_TOOLTIP), + NWidget(WWT_IMGBTN, COLOUR_DARK_GREEN, WID_TT_LOADING), SetMinimalSize(22, 22), SetFill(0, 1), SetDataTip(SPR_IMG_TRAINLIST, STR_TRANSPARENT_LOADING_TOOLTIP), ++ NWidget(WWT_IMGBTN, COLOUR_DARK_GREEN, WID_TT_TUNNELS), SetMinimalSize(22, 22), SetFill(0, 1), SetDataTip(SPR_IMG_ROAD_TUNNEL, STR_TRANSPARENT_TUNNELS_TOOLTIP), + NWidget(WWT_PANEL, COLOUR_DARK_GREEN), SetFill(1, 1), EndContainer(), + EndContainer(), + /* Panel with 'invisibility' buttons. */ +diff --git a/src/tree_cmd.cpp b/src/tree_cmd.cpp +index 7240cf86d..60769fd2f 100644 +--- a/src/tree_cmd.cpp ++++ b/src/tree_cmd.cpp +@@ -471,6 +471,8 @@ static void DrawTile_Trees(TileInfo *ti) + default: DrawGroundSprite(_clear_land_sprites_snow_desert[GetTreeDensity(ti->tile)] + SlopeToSpriteOffset(ti->tileh), PAL_NONE); break; + } + ++ DrawOverlay(ti, MP_TREES); ++ + /* Do not draw trees when the invisible trees setting is set */ + if (IsInvisibilitySet(TO_TREES)) return; + +@@ -814,4 +816,5 @@ extern const TileTypeProcs _tile_type_trees_procs = { + NULL, // vehicle_enter_tile_proc + GetFoundation_Trees, // get_foundation_proc + TerraformTile_Trees, // terraform_tile_proc ++ NULL // copypaste_tile_proc + }; +diff --git a/src/tree_map.h b/src/tree_map.h +index e614099fc..8eaa1a75e 100644 +--- a/src/tree_map.h ++++ b/src/tree_map.h +@@ -74,7 +74,7 @@ enum TreeGround { + static inline TreeType GetTreeType(TileIndex t) + { + assert(IsTileType(t, MP_TREES)); +- return (TreeType)_m[t].m3; ++ return (TreeType)GetTile(t)->m3; + } + + /** +@@ -89,7 +89,7 @@ static inline TreeType GetTreeType(TileIndex t) + static inline TreeGround GetTreeGround(TileIndex t) + { + assert(IsTileType(t, MP_TREES)); +- return (TreeGround)GB(_m[t].m2, 6, 3); ++ return (TreeGround)GB(GetTile(t)->m2, 6, 3); + } + + /** +@@ -114,7 +114,7 @@ static inline TreeGround GetTreeGround(TileIndex t) + static inline uint GetTreeDensity(TileIndex t) + { + assert(IsTileType(t, MP_TREES)); +- return GB(_m[t].m2, 4, 2); ++ return GB(GetTile(t)->m2, 4, 2); + } + + /** +@@ -131,8 +131,8 @@ static inline uint GetTreeDensity(TileIndex t) + static inline void SetTreeGroundDensity(TileIndex t, TreeGround g, uint d) + { + assert(IsTileType(t, MP_TREES)); // XXX incomplete +- SB(_m[t].m2, 4, 2, d); +- SB(_m[t].m2, 6, 3, g); ++ SB(GetTile(t)->m2, 4, 2, d); ++ SB(GetTile(t)->m2, 6, 3, g); + } + + /** +@@ -149,7 +149,7 @@ static inline void SetTreeGroundDensity(TileIndex t, TreeGround g, uint d) + static inline uint GetTreeCount(TileIndex t) + { + assert(IsTileType(t, MP_TREES)); +- return GB(_m[t].m5, 6, 2) + 1; ++ return GB(GetTile(t)->m5, 6, 2) + 1; + } + + /** +@@ -166,7 +166,7 @@ static inline uint GetTreeCount(TileIndex t) + static inline void AddTreeCount(TileIndex t, int c) + { + assert(IsTileType(t, MP_TREES)); // XXX incomplete +- _m[t].m5 += c << 6; ++ GetTile(t)->m5 += c << 6; + } + + /** +@@ -181,7 +181,7 @@ static inline void AddTreeCount(TileIndex t, int c) + static inline uint GetTreeGrowth(TileIndex t) + { + assert(IsTileType(t, MP_TREES)); +- return GB(_m[t].m5, 0, 3); ++ return GB(GetTile(t)->m5, 0, 3); + } + + /** +@@ -196,7 +196,7 @@ static inline uint GetTreeGrowth(TileIndex t) + static inline void AddTreeGrowth(TileIndex t, int a) + { + assert(IsTileType(t, MP_TREES)); // XXX incomplete +- _m[t].m5 += a; ++ GetTile(t)->m5 += a; + } + + /** +@@ -212,7 +212,7 @@ static inline void AddTreeGrowth(TileIndex t, int a) + static inline void SetTreeGrowth(TileIndex t, uint g) + { + assert(IsTileType(t, MP_TREES)); // XXX incomplete +- SB(_m[t].m5, 0, 3, g); ++ SB(GetTile(t)->m5, 0, 3, g); + } + + /** +@@ -226,7 +226,7 @@ static inline void SetTreeGrowth(TileIndex t, uint g) + static inline uint GetTreeCounter(TileIndex t) + { + assert(IsTileType(t, MP_TREES)); +- return GB(_m[t].m2, 0, 4); ++ return GB(GetTile(t)->m2, 0, 4); + } + + /** +@@ -241,7 +241,7 @@ static inline uint GetTreeCounter(TileIndex t) + static inline void AddTreeCounter(TileIndex t, int a) + { + assert(IsTileType(t, MP_TREES)); // XXX incomplete +- _m[t].m2 += a; ++ GetTile(t)->m2 += a; + } + + /** +@@ -256,7 +256,7 @@ static inline void AddTreeCounter(TileIndex t, int a) + static inline void SetTreeCounter(TileIndex t, uint c) + { + assert(IsTileType(t, MP_TREES)); // XXX incomplete +- SB(_m[t].m2, 0, 4, c); ++ SB(GetTile(t)->m2, 0, 4, c); + } + + /** +@@ -275,12 +275,12 @@ static inline void MakeTree(TileIndex t, TreeType type, uint count, uint growth, + { + SetTileType(t, MP_TREES); + SetTileOwner(t, OWNER_NONE); +- _m[t].m2 = ground << 6 | density << 4 | 0; +- _m[t].m3 = type; +- _m[t].m4 = 0 << 5 | 0 << 2; +- _m[t].m5 = count << 6 | growth; +- SB(_me[t].m6, 2, 4, 0); +- _me[t].m7 = 0; ++ GetTile(t)->m2 = ground << 6 | density << 4 | 0; ++ GetTile(t)->m3 = type; ++ GetTile(t)->m4 = 0 << 5 | 0 << 2; ++ GetTile(t)->m5 = count << 6 | growth; ++ SB(GetTileEx(t)->m6, 2, 4, 0); ++ GetTileEx(t)->m7 = 0; + } + + #endif /* TREE_MAP_H */ +diff --git a/src/tunnel_map.cpp b/src/tunnel_map.cpp +index 4e6d5a7e1..c992b09de 100644 +--- a/src/tunnel_map.cpp ++++ b/src/tunnel_map.cpp +@@ -21,27 +21,90 @@ + * @param tile the tile to search from. + * @return the tile of the other end of the tunnel. + */ +-TileIndex GetOtherTunnelEnd(TileIndex tile) ++template <bool Tgeneric> ++typename TileIndexT<Tgeneric>::T GetOtherTunnelEnd(typename TileIndexT<Tgeneric>::T tile) + { ++ assert(IsTunnelTile(tile)); ++ + DiagDirection dir = GetTunnelBridgeDirection(tile); +- TileIndexDiff delta = TileOffsByDiagDir(dir); +- int z = GetTileZ(tile); ++ TileIndexDiff delta = TileOffsByDiagDir<Tgeneric>(dir, MapOf(tile)); ++ uint h = TileHeight(tile); + +- dir = ReverseDiagDir(dir); ++ if (dir == DIAGDIR_NE || dir == DIAGDIR_NW) { ++ h--; ++continue_ne_nw: + do { + tile += delta; +- } while ( +- !IsTunnelTile(tile) || +- GetTunnelBridgeDirection(tile) != dir || +- GetTileZ(tile) != z +- ); ++ } while (TileHeight(tile) != h); ++ } else { ++continue_se_sw: ++ tile += delta; ++ do { ++ tile += delta; ++ } while (TileHeight(tile) != h); ++ tile -= delta; ++ } ++ ++ if (IsTunnelTile(tile) && GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) { ++ } else { ++ /* Handle Chunnels. ++ * Only look for tunnel when hight level changes. ++ * And only at sea level. ++ */ ++ assert(h <= 1); ++ (h == 0) ? h = 1 : h = 0; ++ if (dir == DIAGDIR_NE || dir == DIAGDIR_NW) { ++ goto continue_ne_nw; ++ } else { ++ goto continue_se_sw; ++ } ++ } + + return tile; + } ++/* instantiate */ ++template TileIndex GetOtherTunnelEnd<false>(TileIndex tile); ++template GenericTileIndex GetOtherTunnelEnd<true>(GenericTileIndex tile); + ++/** ++ * Is there a Chunnel in the way in the given direction? ++ * Only between height level 0 and 1. ++ * Used to avoid building bridge or tunnel between existing chunnel. ++ * @param tile the tile to search from. ++ * @param dir the direction to start searching to. ++ * @return true if and only if there is a chunnel. ++ */ ++bool IsBetweenChunnelPortals(TileIndex tile, DiagDirection dir) ++{ ++ uint h = 0; ++ TileIndexDiff delta = TileOffsByDiagDir(dir); ++ if (GetTileZ(tile) > 0) return false; ++ ++ do { ++ if (dir == DIAGDIR_NE || dir == DIAGDIR_NW) { ++ do { ++ tile += delta; ++ if (!IsValidTile(tile)) return false; ++ } while (TileHeight(tile) != h); ++ } else { ++ tile += delta; ++ do { ++ tile += delta; ++ if (!IsValidTile(tile)) return false; ++ } while (TileHeight(tile) != h); ++ tile -= delta; ++ } ++ (h == 0) ? h = 1 : h = 0; ++ } while (!IsTunnelTile(tile)); ++ ++ if (GetTunnelBridgeDirection(tile) != ReverseDiagDir(dir)) return false; ++ ++ return true; ++} + + /** + * Is there a tunnel in the way in the given direction? ++ * Between level 0 and 1 terraforming is allowed. (No search) + * @param tile the tile to search from. + * @param z the 'z' to search on. + * @param dir the direction to start searching to. +@@ -49,6 +112,9 @@ TileIndex GetOtherTunnelEnd(TileIndex tile) + */ + bool IsTunnelInWayDir(TileIndex tile, int z, DiagDirection dir) + { ++ /* Between level 0 and 1 terraforming is allowed. */ ++ if (GetTileZ(tile) <= 1) return false; ++ + TileIndexDiff delta = TileOffsByDiagDir(dir); + int height; + +diff --git a/src/tunnel_map.h b/src/tunnel_map.h +index e200a1275..73a55e2d5 100644 +--- a/src/tunnel_map.h ++++ b/src/tunnel_map.h +@@ -21,25 +21,42 @@ + * @pre IsTileType(t, MP_TUNNELBRIDGE) + * @return true if and only if this tile is a tunnel (entrance) + */ +-static inline bool IsTunnel(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsTunnel(typename TileIndexT<Tgeneric>::T t) + { + assert(IsTileType(t, MP_TUNNELBRIDGE)); +- return !HasBit(_m[t].m5, 7); ++ return !HasBit(GetTile(t)->m5, 7); + } ++/** @copydoc IsTunnel(TileIndexT<Tgeneric>::T) */ ++static inline bool IsTunnel(TileIndex t) { return IsTunnel<false>(t); } ++/** @copydoc IsTunnel(TileIndexT<Tgeneric>::T) */ ++static inline bool IsTunnel(GenericTileIndex t) { return IsTunnel<true>(t); } + + /** + * Is this a tunnel (entrance)? + * @param t the tile that might be a tunnel + * @return true if and only if this tile is a tunnel (entrance) + */ +-static inline bool IsTunnelTile(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsTunnelTile(typename TileIndexT<Tgeneric>::T t) + { + return IsTileType(t, MP_TUNNELBRIDGE) && IsTunnel(t); + } ++/** @copydoc IsTunnelTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsTunnelTile(TileIndex t) { return IsTunnelTile<false>(t); } ++/** @copydoc IsTunnelTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsTunnelTile(GenericTileIndex t) { return IsTunnelTile<true>(t); } ++ ++template <bool Tgeneric> ++typename TileIndexT<Tgeneric>::T GetOtherTunnelEnd(typename TileIndexT<Tgeneric>::T t); ++/** @copydoc GetOtherTunnelEnd(TileIndexT<Tgeneric>::T) */ ++static inline TileIndex GetOtherTunnelEnd(TileIndex t) { return GetOtherTunnelEnd<false>(t); } ++/** @copydoc GetOtherTunnelEnd(TileIndexT<Tgeneric>::T) */ ++static inline GenericTileIndex GetOtherTunnelEnd(GenericTileIndex t) { return GetOtherTunnelEnd<true>(t); } + +-TileIndex GetOtherTunnelEnd(TileIndex); + bool IsTunnelInWay(TileIndex, int z); + bool IsTunnelInWayDir(TileIndex tile, int z, DiagDirection dir); ++bool IsBetweenChunnelPortals(TileIndex tile, DiagDirection dir); + + /** + * Makes a road tunnel entrance +@@ -48,20 +65,25 @@ bool IsTunnelInWayDir(TileIndex tile, int z, DiagDirection dir); + * @param d the direction facing out of the tunnel + * @param r the road type used in the tunnel + */ +-static inline void MakeRoadTunnel(TileIndex t, Owner o, DiagDirection d, RoadTypes r) ++template <bool Tgeneric> ++static inline void MakeRoadTunnel(typename TileIndexT<Tgeneric>::T t, Owner o, DiagDirection d, RoadTypes r) + { + SetTileType(t, MP_TUNNELBRIDGE); + SetTileOwner(t, o); +- _m[t].m2 = 0; +- _m[t].m3 = 0; +- _m[t].m4 = 0; +- _m[t].m5 = TRANSPORT_ROAD << 2 | d; +- SB(_me[t].m6, 2, 4, 0); +- _me[t].m7 = 0; ++ GetTile(t)->m2 = 0; ++ GetTile(t)->m3 = 0; ++ GetTile(t)->m4 = 0; ++ GetTile(t)->m5 = TRANSPORT_ROAD << 2 | d; ++ SB(GetTileEx(t)->m6, 2, 4, 0); ++ GetTileEx(t)->m7 = 0; + SetRoadOwner(t, ROADTYPE_ROAD, o); + if (o != OWNER_TOWN) SetRoadOwner(t, ROADTYPE_TRAM, o); + SetRoadTypes(t, r); + } ++/** @copydoc MakeRoadTunnel(TileIndexT<Tgeneric>::T,Owner,DiagDirection,RoadTypes) */ ++static inline void MakeRoadTunnel(TileIndex t, Owner o, DiagDirection d, RoadTypes r) { MakeRoadTunnel<false>(t, o, d, r); } ++/** @copydoc MakeRoadTunnel(TileIndexT<Tgeneric>::T,Owner,DiagDirection,RoadTypes) */ ++static inline void MakeRoadTunnel(GenericTileIndex t, Owner o, DiagDirection d, RoadTypes r) { MakeRoadTunnel<true>(t, o, d, r); } + + /** + * Makes a rail tunnel entrance +@@ -70,16 +92,21 @@ static inline void MakeRoadTunnel(TileIndex t, Owner o, DiagDirection d, RoadTyp + * @param d the direction facing out of the tunnel + * @param r the rail type used in the tunnel + */ +-static inline void MakeRailTunnel(TileIndex t, Owner o, DiagDirection d, RailType r) ++template <bool Tgeneric> ++static inline void MakeRailTunnel(typename TileIndexT<Tgeneric>::T t, Owner o, DiagDirection d, RailType r) + { + SetTileType(t, MP_TUNNELBRIDGE); + SetTileOwner(t, o); +- _m[t].m2 = 0; +- _m[t].m3 = r; +- _m[t].m4 = 0; +- _m[t].m5 = TRANSPORT_RAIL << 2 | d; +- SB(_me[t].m6, 2, 4, 0); +- _me[t].m7 = 0; ++ GetTile(t)->m2 = 0; ++ GetTile(t)->m3 = r; ++ GetTile(t)->m4 = 0; ++ GetTile(t)->m5 = TRANSPORT_RAIL << 2 | d; ++ SB(GetTileEx(t)->m6, 2, 4, 0); ++ GetTileEx(t)->m7 = 0; + } ++/** @copydoc MakeRailTunnel(TileIndexT<Tgeneric>::T,Owner,DiagDirection,RailType) */ ++static inline void MakeRailTunnel(TileIndex t, Owner o, DiagDirection d, RailType r) { MakeRailTunnel<false>(t, o, d, r); } ++/** @copydoc MakeRailTunnel(TileIndexT<Tgeneric>::T,Owner,DiagDirection,RailType) */ ++static inline void MakeRailTunnel(GenericTileIndex t, Owner o, DiagDirection d, RailType r) { MakeRailTunnel<true>(t, o, d, r); } + + #endif /* TUNNEL_MAP_H */ +diff --git a/src/tunnelbridge.h b/src/tunnelbridge.h +index 0a2c2293d..9e46c3ea8 100644 +--- a/src/tunnelbridge.h ++++ b/src/tunnelbridge.h +@@ -23,7 +23,8 @@ void MarkBridgeDirty(TileIndex tile); + * @param end The end of the tunnel or bridge. + * @return length of bridge/tunnel middle + */ +-static inline uint GetTunnelBridgeLength(TileIndex begin, TileIndex end) ++template <bool Tgeneric> ++static inline uint GetTunnelBridgeLength(typename TileIndexT<Tgeneric>::T begin, typename TileIndexT<Tgeneric>::T end) + { + int x1 = TileX(begin); + int y1 = TileY(begin); +@@ -32,6 +33,10 @@ static inline uint GetTunnelBridgeLength(TileIndex begin, TileIndex end) + + return abs(x2 + y2 - x1 - y1) - 1; + } ++/** @copydoc GetTunnelBridgeLength(TileIndexT<Tgeneric>::T,TileIndexT<Tgeneric>::T) */ ++static inline uint GetTunnelBridgeLength(TileIndex begin, TileIndex end) { return GetTunnelBridgeLength<false>(begin, end); } ++/** @copydoc GetTunnelBridgeLength(TileIndexT<Tgeneric>::T,TileIndexT<Tgeneric>::T) */ ++static inline uint GetTunnelBridgeLength(GenericTileIndex begin, GenericTileIndex end) { return GetTunnelBridgeLength<true>(begin, end); } + + extern TileIndex _build_tunnel_endtile; + +diff --git a/src/tunnelbridge_cmd.cpp b/src/tunnelbridge_cmd.cpp +index 9ba9b26e3..9f4b59eb1 100644 +--- a/src/tunnelbridge_cmd.cpp ++++ b/src/tunnelbridge_cmd.cpp +@@ -17,6 +17,7 @@ + #include "newgrf_object.h" + #include "viewport_func.h" + #include "cmd_helper.h" ++#include "copypaste_cmd.h" + #include "command_func.h" + #include "town.h" + #include "train.h" +@@ -30,6 +31,7 @@ + #include "date_func.h" + #include "clear_func.h" + #include "vehicle_func.h" ++#include "vehicle_gui.h" + #include "sound_func.h" + #include "tunnelbridge.h" + #include "cheat_type.h" +@@ -40,6 +42,7 @@ + #include "object_base.h" + #include "water.h" + #include "company_gui.h" ++#include "clipboard_gui.h" + + #include "table/strings.h" + #include "table/bridge_land.h" +@@ -225,6 +228,24 @@ CommandCost CheckBridgeAvailability(BridgeType bridge_type, uint bridge_len, DoC + return_cmd_error(STR_ERROR_BRIDGE_TOO_LONG); + } + ++BridgeType FastestAvailableBridgeType(uint bridge_len) ++{ ++ BridgeType ret = MAX_BRIDGES; ++ uint max_speed = 0; ++ ++ /* loop for all bridgetypes */ ++ for (BridgeType brd_type = 0; brd_type != MAX_BRIDGES; brd_type++) { ++ if (CheckBridgeAvailability(brd_type, bridge_len).Failed()) continue; ++ uint speed = GetBridgeSpec(brd_type)->speed; ++ if (max_speed < speed) { ++ max_speed = speed; ++ ret = brd_type; ++ } ++ } ++ ++ return ret; ++} ++ + /** + * Build a Bridge + * @param end_tile end tile +@@ -255,7 +276,7 @@ CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, u + switch (transport_type) { + case TRANSPORT_ROAD: + roadtypes = Extract<RoadTypes, 8, 2>(p2); +- if (!HasExactlyOneBit(roadtypes) || !HasRoadTypesAvail(company, roadtypes)) return CMD_ERROR; ++ if (!HasRoadTypesAvail(company, roadtypes)) return CMD_ERROR; + break; + + case TRANSPORT_RAIL: +@@ -322,6 +343,12 @@ CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, u + if (transport_type == TRANSPORT_WATER && (tileh_start == SLOPE_FLAT || tileh_end == SLOPE_FLAT)) return_cmd_error(STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION); + if (z_start != z_end) return_cmd_error(STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT); + ++ /* Don't allow building bridge ramps between chunnel portals. */ ++ DiagDirection dir = DiagdirBetweenTiles(tile_start, tile_end); ++ if (IsBetweenChunnelPortals(tile_start, dir)) return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY); ++ if (IsBetweenChunnelPortals(tile_start, ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT))) return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY); ++ if (IsBetweenChunnelPortals(tile_end, ChangeDiagDir(dir, DIAGDIRDIFF_90RIGHT))) return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY); ++ + CommandCost cost(EXPENSES_CONSTRUCTION); + Owner owner; + bool is_new_owner; +@@ -576,7 +603,7 @@ CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, u + * @param flags type of operation + * @param p1 bit 0-3 railtype or roadtypes + * bit 8-9 transport type +- * @param p2 unused ++ * @param p2 the end tile (only if DC_PASTE flags is set) + * @param text unused + * @return the cost of this operation or an error + */ +@@ -589,6 +616,9 @@ CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1, + RailType railtype = INVALID_RAILTYPE; + RoadTypes rts = ROADTYPES_NONE; + _build_tunnel_endtile = 0; ++ ++ TileIndex expected_end_tile = (flags & DC_PASTE) ? p2 : (uint32)0; ++ + switch (transport_type) { + case TRANSPORT_RAIL: + railtype = Extract<RailType, 0, 4>(p1); +@@ -597,7 +627,7 @@ CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1, + + case TRANSPORT_ROAD: + rts = Extract<RoadTypes, 0, 2>(p1); +- if (!HasExactlyOneBit(rts) || !HasRoadTypesAvail(company, rts)) return CMD_ERROR; ++ if (!HasRoadTypesAvail(company, rts)) return CMD_ERROR; + break; + + default: return CMD_ERROR; +@@ -618,18 +648,43 @@ CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1, + int start_z; + int end_z; + Slope start_tileh = GetTileSlope(start_tile, &start_z); +- DiagDirection direction = GetInclinedSlopeDirection(start_tileh); +- if (direction == INVALID_DIAGDIR) return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL); ++ ++ DiagDirection direction; ++ if (expected_end_tile == 0) { // the end tile is given implicitly by the terrain ++ direction = GetInclinedSlopeDirection(start_tileh); ++ if (direction == INVALID_DIAGDIR) return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL); ++ } else { // the end tile is given explicitly ++ direction = DiagdirBetweenTiles(start_tile, expected_end_tile); ++ if (direction == INVALID_DIAGDIR) return CMD_ERROR; ++ if (InclinedSlope(direction) != RemoveHalftileSlope(start_tileh)) return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL); ++ } + + if (HasTileWaterGround(start_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER); + +- CommandCost ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); +- if (ret.Failed()) return ret; ++ /* Don't allow building tunnel tiles between chunnel portals. */ ++ if (IsBetweenChunnelPortals(start_tile, direction)) return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY); ++ if (IsBetweenChunnelPortals(start_tile, ChangeDiagDir(direction, DIAGDIRDIFF_90RIGHT))) return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY); ++ ++ /* Check if there is already the entrance we are willing to build */ ++ bool may_be_already_built = ++ (flags & DC_PASTE) && ++ IsTileOwner(start_tile, _current_company) && ++ IsTunnelTile(start_tile) && ++ GetTunnelBridgeTransportType(start_tile) == transport_type && ++ GetTunnelBridgeDirection(start_tile) == direction && ++ (transport_type == TRANSPORT_RAIL ? GetTileRailType(start_tile) == railtype : GetRoadTypes(start_tile) == rts); + +- /* XXX - do NOT change 'ret' in the loop, as it is used as the price +- * for the clearing of the entrance of the tunnel. Assigning it to +- * cost before the loop will yield different costs depending on start- +- * position, because of increased-cost-by-length: 'cost += cost >> 3' */ ++ /* If the end tile is not given then we have a match already */ ++ if (may_be_already_built && expected_end_tile == 0) return_cmd_error(STR_ERROR_ALREADY_BUILT); ++ ++ CommandCost cost(EXPENSES_CONSTRUCTION); ++ ++ /* Clear the entrance */ ++ if (!may_be_already_built) { ++ CommandCost ret = DoCommand(start_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); ++ if (ret.Failed()) return ret; ++ cost.AddCost(ret); ++ } + + TileIndexDiff delta = TileOffsByDiagDir(direction); + DiagDirection tunnel_in_way_dir; +@@ -647,33 +702,79 @@ CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1, + int tiles = 0; + /* Number of tiles at which the cost increase coefficient per tile is halved */ + int tiles_bump = 25; ++ end_tile += delta; + +- CommandCost cost(EXPENSES_CONSTRUCTION); ++ CommandCost ret(EXPENSES_CONSTRUCTION); ++ /* XXX: The 'ret' is used recursively inside the loop to calculate the cost-by-length: ++ * 'ret += ret >> 3' */ + Slope end_tileh; + for (;;) { +- end_tile += delta; + if (!IsValidTile(end_tile)) return_cmd_error(STR_ERROR_TUNNEL_THROUGH_MAP_BORDER); + end_tileh = GetTileSlope(end_tile, &end_z); + +- if (start_z == end_z) break; ++ if (start_z == end_z) { ++ /* Handle chunnels only on sea level */ ++ if (end_z != 0) break; ++ ++ /* Test for minimal one water tile. */ ++ if (!IsValidTile(end_tile + delta) || !((IsWaterTile(end_tile + delta)) || (IsCoastTile(end_tile + delta)))) break; ++ ++ /* Continue until water is passed and suitable endsstop is found. */ ++ for (;;) { ++ if (!IsValidTile(end_tile)) break; ++ ++ end_tileh = GetTileSlope(end_tile); ++ if(direction == DIAGDIR_NE && (end_tileh & SLOPE_NE) == SLOPE_NE) break; ++ if(direction == DIAGDIR_SE && (end_tileh & SLOPE_SE) == SLOPE_SE) break; ++ if(direction == DIAGDIR_SW && (end_tileh & SLOPE_SW) == SLOPE_SW) break; ++ if(direction == DIAGDIR_NW && (end_tileh & SLOPE_NW) == SLOPE_NW) break; ++ ++ end_tile += delta; ++ tiles++; ++ if (tiles == tiles_bump) { ++ tiles_coef++; ++ tiles_bump *= 2; ++ } ++ ret.AddCost(_price[PR_BUILD_TUNNEL]); ++ ret.AddCost(ret.GetCost() >> tiles_coef); // add a multiplier for longer tunnels ++ } ++ } ++ ++ if (end_tile == expected_end_tile) { // are we getting too far? ++ _build_tunnel_endtile = end_tile; ++ return_cmd_error(STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL); ++ } + + if (!_cheats.crossing_tunnels.value && IsTunnelInWayDir(end_tile, start_z, tunnel_in_way_dir)) { + return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY); + } + ++ end_tile += delta; + tiles++; + if (tiles == tiles_bump) { + tiles_coef++; + tiles_bump *= 2; + } + +- cost.AddCost(_price[PR_BUILD_TUNNEL]); +- cost.AddCost(cost.GetCost() >> tiles_coef); // add a multiplier for longer tunnels ++ ret.AddCost(_price[PR_BUILD_TUNNEL]); ++ ret.AddCost(ret.GetCost() >> tiles_coef); // add a multiplier for longer tunnels + } ++ cost.AddCost(ret.GetCost()); ++ ++ /* is the end tile reached? */ ++ if (expected_end_tile != 0 && expected_end_tile != end_tile) { ++ if (may_be_already_built) { ++ return_cmd_error(STR_ERROR_MUST_DEMOLISH_TUNNEL_FIRST); ++ } else { ++ return_cmd_error(STR_ERROR_SITE_UNSUITABLE); ++ } ++ } ++ ++ /* booth ends match? */ ++ if (may_be_already_built) return_cmd_error(STR_ERROR_ALREADY_BUILT); + + /* Add the cost of the entrance */ + cost.AddCost(_price[PR_BUILD_TUNNEL]); +- cost.AddCost(ret); + + /* if the command fails from here on we want the end tile to be highlighted */ + _build_tunnel_endtile = end_tile; +@@ -682,7 +783,10 @@ CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1, + + if (HasTileWaterGround(end_tile)) return_cmd_error(STR_ERROR_CAN_T_BUILD_ON_WATER); + +- /* Clear the tile in any case */ ++ /* Don't allow building tunnels between chunnel portals looking sideways. */ ++ if (IsBetweenChunnelPortals(end_tile, ChangeDiagDir(direction, DIAGDIRDIFF_90RIGHT))) return_cmd_error(STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY); ++ ++ /* Clear the end tile in any case */ + ret = DoCommand(end_tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); + if (ret.Failed()) return_cmd_error(STR_ERROR_UNABLE_TO_EXCAVATE_LAND); + cost.AddCost(ret); +@@ -710,7 +814,7 @@ CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1, + + /* Pay for the rail/road in the tunnel including entrances */ + switch (transport_type) { +- case TRANSPORT_ROAD: cost.AddCost((tiles + 2) * _price[PR_BUILD_ROAD] * 2); break; ++ case TRANSPORT_ROAD: cost.AddCost((tiles + 2) * _price[PR_BUILD_ROAD] * 2 * CountBits(rts)); break; + case TRANSPORT_RAIL: cost.AddCost((tiles + 2) * RailBuildCost(railtype)); break; + default: NOT_REACHED(); + } +@@ -1125,6 +1229,103 @@ static void DrawBridgeTramBits(int x, int y, int z, int offset, bool overlay, bo + } + } + ++/* Draws a signal on tunnel / bridge entrance tile. */ ++static void DrawTunnelBridgeRampSignal(const TileInfo *ti) ++{ ++ bool side = (_settings_game.vehicle.road_side != 0) &&_settings_game.construction.train_signal_side; ++ ++ static const Point SignalPositions[2][4] = { ++ { /* X X Y Y Signals on the left side */ ++ {13, 3}, { 2, 13}, { 3, 4}, {13, 14} ++ }, {/* X X Y Y Signals on the right side */ ++ {14, 13}, { 3, 3}, {13, 2}, { 3, 13} ++ } ++ }; ++ ++ uint position; ++ DiagDirection dir = GetTunnelBridgeDirection(ti->tile); ++ ++ switch (dir) { ++ default: NOT_REACHED(); ++ case DIAGDIR_NE: position = 0; break; ++ case DIAGDIR_SE: position = 2; break; ++ case DIAGDIR_SW: position = 1; break; ++ case DIAGDIR_NW: position = 3; break; ++ } ++ ++ uint x = TileX(ti->tile) * TILE_SIZE + SignalPositions[side][position].x; ++ uint y = TileY(ti->tile) * TILE_SIZE + SignalPositions[side][position].y; ++ uint z = ti->z; ++ ++ if (ti->tileh != SLOPE_FLAT && IsBridge(ti->tile)) z += 8; // sloped bridge head ++ SignalVariant variant = (_cur_year < _settings_client.gui.semaphore_build_before ? SIG_SEMAPHORE : SIG_ELECTRIC); ++ ++ SpriteID sprite; ++ if (variant == SIG_ELECTRIC) { ++ /* Normal electric signals are picked from original sprites. */ ++ sprite = SPR_ORIGINAL_SIGNALS_BASE + ((position << 1) + IsTunnelBridgeWithSignGreen(ti->tile)); ++ } else { ++ /* All other signals are picked from add on sprites. */ ++ sprite = SPR_SIGNALS_BASE + ((SIGTYPE_NORMAL - 1) * 16 + variant * 64 + (position << 1) + IsTunnelBridgeWithSignGreen(ti->tile)); ++ } ++ ++ AddSortableSpriteToDraw(sprite, PAL_NONE, x, y, 1, 1, TILE_HEIGHT, z, false, 0, 0, BB_Z_SEPARATOR); ++} ++ ++/* Draws a signal on tunnel / bridge entrance tile. */ ++static void DrawBrigeSignalOnMiddelPart(const TileInfo *ti, TileIndex bridge_start_tile, uint z) ++{ ++ ++ uint bridge_signal_position = 0; ++ int m2_position = 0; ++ ++ uint bridge_section = GetTunnelBridgeLength(ti->tile, bridge_start_tile) + 1; ++ ++ while (bridge_signal_position <= bridge_section) { ++ bridge_signal_position += _settings_client.gui.simulated_wormhole_signals; ++ if (bridge_signal_position == bridge_section) { ++ bool side = (_settings_game.vehicle.road_side != 0) && _settings_game.construction.train_signal_side; ++ ++ static const Point SignalPositions[2][4] = { ++ { /* X X Y Y Signals on the left side */ ++ {11, 3}, { 4, 13}, { 3, 4}, {11, 13} ++ }, {/* X X Y Y Signals on the right side */ ++ {11, 13}, { 4, 3}, {13, 4}, { 3, 11} ++ } ++ }; ++ ++ uint position; ++ ++ switch (GetTunnelBridgeDirection(bridge_start_tile)) { ++ default: NOT_REACHED(); ++ case DIAGDIR_NE: position = 0; break; ++ case DIAGDIR_SE: position = 2; break; ++ case DIAGDIR_SW: position = 1; break; ++ case DIAGDIR_NW: position = 3; break; ++ } ++ ++ uint x = TileX(ti->tile) * TILE_SIZE + SignalPositions[side][position].x; ++ uint y = TileY(ti->tile) * TILE_SIZE + SignalPositions[side][position].y; ++ z += 5; ++ ++ SignalVariant variant = (_cur_year < _settings_client.gui.semaphore_build_before ? SIG_SEMAPHORE : SIG_ELECTRIC); ++ ++ SpriteID sprite; ++ ++ if (variant == SIG_ELECTRIC) { ++ /* Normal electric signals are picked from original sprites. */ ++ sprite = SPR_ORIGINAL_SIGNALS_BASE + ((position << 1) + !HasBit(GetTile(bridge_start_tile)->m2, m2_position)); ++ } else { ++ /* All other signals are picked from add on sprites. */ ++ sprite = SPR_SIGNALS_BASE + ((SIGTYPE_NORMAL - 1) * 16 + variant * 64 + (position << 1) + !HasBit(GetTile(bridge_start_tile)->m2, m2_position)); ++ } ++ ++ AddSortableSpriteToDraw(sprite, PAL_NONE, x, y, 1, 1, TILE_HEIGHT, z, false, 0, 0, BB_Z_SEPARATOR); ++ } ++ m2_position++; ++ } ++} ++ + /** + * Draws a tunnel of bridge tile. + * For tunnels, this is rather simple, as you only need to draw the entrance. +@@ -1206,6 +1407,8 @@ static void DrawTile_TunnelBridge(TileInfo *ti) + if (surface != 0) DrawGroundSprite(surface + tunnelbridge_direction, PAL_NONE); + } + ++ DrawOverlay(ti, MP_TUNNELBRIDGE); ++ + /* PBS debugging, draw reserved tracks darker */ + if (_game_mode != GM_MENU && _settings_client.gui.show_track_reservation && HasTunnelBridgeReservation(ti->tile)) { + if (rti->UsesOverlay()) { +@@ -1239,6 +1442,9 @@ static void DrawTile_TunnelBridge(TileInfo *ti) + AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x, ti->y, BB_data[6], BB_data[7], TILE_HEIGHT, ti->z); + AddSortableSpriteToDraw(SPR_EMPTY_BOUNDING_BOX, PAL_NONE, ti->x + BB_data[4], ti->y + BB_data[5], BB_data[6], BB_data[7], TILE_HEIGHT, ti->z); + ++ /* Draw signals for tunnel. */ ++ if (IsTunnelBridgeEntrance(ti->tile)) DrawTunnelBridgeRampSignal(ti); ++ + DrawBridgeMiddle(ti); + } else { // IsBridge(ti->tile) + const PalSpriteID *psid; +@@ -1346,6 +1552,9 @@ static void DrawTile_TunnelBridge(TileInfo *ti) + } + } + ++ /* Draw signals for bridge. */ ++ if (HasWormholeSignals(ti->tile)) DrawTunnelBridgeRampSignal(ti); ++ + DrawBridgeMiddle(ti); + } + } +@@ -1494,6 +1703,9 @@ void DrawBridgeMiddle(const TileInfo *ti) + if (HasRailCatenaryDrawn(GetRailType(rampsouth))) { + DrawRailCatenaryOnBridge(ti); + } ++ if (HasWormholeSignals(rampsouth)) { ++ IsTunnelBridgeExit(rampsouth) ? DrawBrigeSignalOnMiddelPart(ti, rampnorth, z): DrawBrigeSignalOnMiddelPart(ti, rampsouth, z); ++ } + } + + /* draw roof, the component of the bridge which is logically between the vehicle and the camera */ +@@ -1582,9 +1794,9 @@ static void GetTileDesc_TunnelBridge(TileIndex tile, TileDesc *td) + TransportType tt = GetTunnelBridgeTransportType(tile); + + if (IsTunnel(tile)) { +- td->str = (tt == TRANSPORT_RAIL) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD : STR_LAI_TUNNEL_DESCRIPTION_ROAD; +- } else { // IsBridge(tile) +- td->str = (tt == TRANSPORT_WATER) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT : GetBridgeSpec(GetBridgeType(tile))->transport_name[tt]; ++ td->str = (tt == TRANSPORT_RAIL) ? HasWormholeSignals(tile) ? STR_LAI_TUNNEL_DESCRIPTION_RAILROAD_SIGNAL : STR_LAI_TUNNEL_DESCRIPTION_RAILROAD : STR_LAI_TUNNEL_DESCRIPTION_ROAD; ++ } else { // IsBridge(tile) ++ td->str = (tt == TRANSPORT_WATER) ? STR_LAI_BRIDGE_DESCRIPTION_AQUEDUCT : HasWormholeSignals(tile) ? STR_LAI_BRIDGE_DESCRIPTION_RAILROAD_SIGNAL : GetBridgeSpec(GetBridgeType(tile))->transport_name[tt]; + } + td->owner[0] = GetTileOwner(tile); + +@@ -1654,6 +1866,26 @@ static void TileLoop_TunnelBridge(TileIndex tile) + } + } + ++static bool ClickTile_TunnelBridge(TileIndex tile) ++{ ++ /* Show vehicles found in tunnel. */ ++ if (IsTunnelTile(tile)) { ++ int count = 0; ++ const Train *t; ++ TileIndex tile_end = GetOtherTunnelBridgeEnd(tile); ++ FOR_ALL_TRAINS(t) { ++ if (!t->IsFrontEngine()) continue; ++ if (tile == t->tile || tile_end == t->tile) { ++ ShowVehicleViewWindow(t); ++ count++; ++ } ++ if (count > 19) break; // no more than 20 windows open ++ } ++ if (count > 0) return true; ++ } ++ return false; ++} ++ + static TrackStatus GetTileTrackStatus_TunnelBridge(TileIndex tile, TransportType mode, uint sub_mode, DiagDirection side) + { + TransportType transport_type = GetTunnelBridgeTransportType(tile); +@@ -1899,6 +2131,178 @@ static CommandCost TerraformTile_TunnelBridge(TileIndex tile, DoCommandFlag flag + return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); + } + ++static void CopyPastePlaceTunnel(GenericTileIndex tile, DiagDirection dir, uint mid_len, TransportType transport_type, uint rail_road_types) ++{ ++ GenericTileIndex end_tile = TILE_ADDXY(tile, TileIndexDiffCByDiagDir(dir).x * (mid_len + 1), TileIndexDiffCByDiagDir(dir).y * (mid_len + 1)); ++ if (IsMainMapTile(tile)) { ++ _current_pasting->DoCommand(AsMainMapTile(tile), rail_road_types | (transport_type << 8), AsMainMapTile(end_tile), CMD_BUILD_TUNNEL | CMD_MSG(STR_ERROR_CAN_T_BUILD_TUNNEL_HERE)); ++ if (_current_pasting->last_result.Failed() && _current_pasting->last_result.GetErrorMessage() == _current_pasting->err_message && _build_tunnel_endtile != 0) { ++ _current_pasting->err_tile = _build_tunnel_endtile; ++ } ++ } else { ++ if (transport_type == TRANSPORT_RAIL) { ++ MakeRailTunnel(tile, OWNER_NONE, dir, (RailType)rail_road_types); ++ MakeRailTunnel(end_tile, OWNER_NONE, ReverseDiagDir(dir), (RailType)rail_road_types); ++ } else { ++ MakeRoadTunnel(tile, OWNER_NONE, dir, (RoadTypes)rail_road_types); ++ MakeRoadTunnel(end_tile, OWNER_NONE, ReverseDiagDir(dir), (RoadTypes)rail_road_types); ++ } ++ } ++} ++ ++static void CopyPastePlaceBridge(GenericTileIndex tile, DiagDirection dir, uint mid_len, BridgeType bridgetype, TransportType transport_type, uint rail_road_types) ++{ ++ GenericTileIndex end_tile = TILE_ADDXY(tile, TileIndexDiffCByDiagDir(dir).x * (mid_len + 1), TileIndexDiffCByDiagDir(dir).y * (mid_len + 1)); ++ if (IsMainMapTile(tile)) { ++ _current_pasting->DoCommand(AsMainMapTile(end_tile), AsMainMapTile(tile), bridgetype | (rail_road_types << 8) | (transport_type << 15), CMD_BUILD_BRIDGE | CMD_MSG(STR_ERROR_CAN_T_BUILD_BRIDGE_HERE)); ++ } else { ++ switch (transport_type) { ++ case TRANSPORT_RAIL: ++ MakeRailBridgeRamp(tile, OWNER_NONE, bridgetype, dir, (RailType)rail_road_types); ++ MakeRailBridgeRamp(end_tile, OWNER_NONE, bridgetype, ReverseDiagDir(dir), (RailType)rail_road_types); ++ break; ++ ++ case TRANSPORT_ROAD: ++ MakeRoadBridgeRamp(tile, OWNER_NONE, OWNER_NONE, OWNER_NONE, bridgetype, dir, (RoadTypes)rail_road_types); ++ MakeRoadBridgeRamp(end_tile, OWNER_NONE, OWNER_NONE, OWNER_NONE, bridgetype, ReverseDiagDir(dir), (RoadTypes)rail_road_types); ++ break; ++ ++ case TRANSPORT_WATER: ++ MakeAqueductBridgeRamp(tile, OWNER_NONE, dir); ++ MakeAqueductBridgeRamp(end_tile, OWNER_NONE, ReverseDiagDir(dir)); ++ break; ++ ++ default: ++ NOT_REACHED(); ++ } ++ ++ Axis axis = DiagDirToAxis(dir); ++ while (mid_len-- > 0) { ++ tile = TileAddByDiagDir(tile, dir); ++ SetBridgeMiddle(tile, axis); ++ } ++ } ++} ++ ++/** ++ * Test a given tunnel/bridge tile if there is any contented to be copied from it. ++ * ++ * Tunnels and bridges can't be copy/pasted tile by tile, we have to do it in one step for all ++ * tiles (booth ends). So the function writes the other end to location pointed by \c other_end ++ * but only once per a tunnel/bridge - when it's northern tile is tested. For the second tile ++ * (second end) it still returns \c true but writes "invalid" tile. ++ * ++ * If the funtion returns \c false, \c object_rect remains unchanged. ++ * ++ * @param tile the tile to test ++ * @param src_area the area we are copying ++ * @param mode copy-paste mode ++ * @param other_end (out, may be NULL) other end or "invalid" tile, depending on which tile of the bridge was given ++ * @param company the #Company to check ownership against to ++ * @param preview (out, may be NULL) information on how to higlight preview of the tile ++ * @return whether this tile needs to be copy-pasted ++ */ ++bool TestTunnelBridgeTileCopyability(GenericTileIndex tile, const GenericTileArea &src_area, CopyPasteMode mode, GenericTileIndex *other_end, CompanyID company = _current_company, TileContentPastePreview *preview = NULL) ++{ ++ if (preview != NULL) MemSetT(preview, 0); ++ ++ /* test ownership */ ++ if (IsMainMapTile(tile) && !IsTileOwner(tile, company)) return false; ++ /* test if tunnel/bridge transport type is enabled in the current copy/paste mode */ ++ TransportType tt = GetTunnelBridgeTransportType(tile); ++ assert_compile(CPM_WITH_RAIL_TRANSPORT == 1 << TRANSPORT_RAIL); ++ if (!HasBit(mode, tt)) return false; ++ ++ if (IsMainMapTile(tile) || other_end != NULL) { ++ GenericTileIndex end_tile = GetOtherTunnelBridgeEnd(tile); ++ /* test if tunnel/bridge is within copy area */ ++ if (IsMainMapTile(tile) && !src_area.Contains(end_tile)) return false; ++ ++ if (other_end != NULL) { ++ *other_end = end_tile; ++ if (tile > end_tile) *other_end = GenericTileIndex(INVALID_TILE_INDEX, MapOf(tile)); // copy this tunnel/bridge only once ++ } ++ } ++ ++ if (preview != NULL) { ++ preview->highlight_tile_rect = true; ++ if (tt == TRANSPORT_RAIL) preview->highlight_track_bits = AxisToTrackBits(DiagDirToAxis(GetTunnelBridgeDirection(tile))); ++ } ++ ++ return true; ++} ++ ++void CopyPasteTile_TunnelBridge(GenericTileIndex src_tile, GenericTileIndex dst_tile, const CopyPasteParams ©_paste) ++{ ++ GenericTileIndex src_other_end; ++ if (!TestTunnelBridgeTileCopyability(src_tile, copy_paste.src_area, copy_paste.mode, &src_other_end)) return; // src_other_end will be acquired ++ if (!IsValidTileIndex(src_other_end)) return; // copy this tunnel/bridge only once ++ ++ DiagDirection src_dir = GetTunnelBridgeDirection(src_tile); ++ DiagDirection dst_dir = TransformDiagDir(src_dir, copy_paste.transformation); ++ uint mid_len = GetTunnelBridgeLength(src_tile, src_other_end); ++ ++ /* Terrafrom tiles if needed */ ++ if (IsMainMapTile(dst_tile) && (copy_paste.mode & CPM_TERRAFORM_MASK) == CPM_TERRAFORM_MINIMAL) { ++ TileIndex first_end = AsMainMapTile(dst_tile); ++ TileIndex second_end = first_end + (mid_len + 1) * ToTileIndexDiff(TileIndexDiffCByDiagDir(dst_dir)); ++ ++ /* copy-paste heights around entrances/heads */ ++ CopyPasteHeights(GenericTileArea(src_tile, 1, 1), GenericTileIndex(first_end), copy_paste.transformation, copy_paste.height_delta); ++ if (IsPastingInterrupted()) return; ++ CopyPasteHeights(GenericTileArea(src_other_end, 1, 1), GenericTileIndex(second_end), copy_paste.transformation, copy_paste.height_delta); ++ if (IsPastingInterrupted()) return; ++ ++ /* now level land in the middle */ ++ if (mid_len > 1) { ++ /* calculate height and leveling variant */ ++ CopyPasteLevelVariant variant; ++ uint height; ++ if (IsTunnel(src_tile)) { ++ variant = CPLV_LEVEL_BELOW; ++ height = GetTileMaxZ(src_tile); ++ } else { ++ variant = CPLV_LEVEL_ABOVE; ++ height = GetBridgeHeight(src_tile) - 1; ++ } ++ height += copy_paste.height_delta; ++ ++ /* strat from the northern corner of the second (counting from north) middle tile ++ * and finish at the southern corner of the last but one middle tile */ ++ TileArea leveling_area(first_end, second_end); ++ if (DiagDirToAxis(dst_dir) == AXIS_X) { ++ leveling_area.tile += TileDiffXY(2, 0); ++ leveling_area.w -= 3; // length ++ leveling_area.h += 1; ++ } else { ++ leveling_area.tile += TileDiffXY(0, 2); ++ leveling_area.w += 1; ++ leveling_area.h -= 3; // length ++ } ++ ++ /* level land */ ++ LevelPasteLand(leveling_area, height, variant); ++ if (IsPastingInterrupted()) return; ++ } ++ } ++ ++ TransportType transport_type = GetTunnelBridgeTransportType(src_tile); ++ uint rail_road_types = 0; ++ switch (transport_type) { ++ case TRANSPORT_RAIL: rail_road_types = (copy_paste.mode & CPM_CONVERT_RAILTYPE) ? copy_paste.railtype : GetRailType(src_tile); break; ++ case TRANSPORT_ROAD: rail_road_types = GetRoadTypes(src_tile); break; ++ default: break; ++ } ++ ++ if (IsTunnel(src_tile)) { ++ CopyPastePlaceTunnel(dst_tile, dst_dir, mid_len, transport_type, rail_road_types); ++ } else { ++ BridgeType bridge_type = (copy_paste.mode & CPM_UPGRADE_BRIDGES) ? FastestAvailableBridgeType(mid_len) : GetBridgeType(src_tile); ++ CopyPastePlaceBridge(dst_tile, dst_dir, mid_len, bridge_type, transport_type, rail_road_types); ++ } ++} ++ ++ + extern const TileTypeProcs _tile_type_tunnelbridge_procs = { + DrawTile_TunnelBridge, // draw_tile_proc + GetSlopePixelZ_TunnelBridge, // get_slope_z_proc +@@ -1906,7 +2310,7 @@ extern const TileTypeProcs _tile_type_tunnelbridge_procs = { + NULL, // add_accepted_cargo_proc + GetTileDesc_TunnelBridge, // get_tile_desc_proc + GetTileTrackStatus_TunnelBridge, // get_tile_track_status_proc +- NULL, // click_tile_proc ++ ClickTile_TunnelBridge, // click_tile_proc + NULL, // animate_tile_proc + TileLoop_TunnelBridge, // tile_loop_proc + ChangeTileOwner_TunnelBridge, // change_tile_owner_proc +@@ -1914,4 +2318,5 @@ extern const TileTypeProcs _tile_type_tunnelbridge_procs = { + VehicleEnter_TunnelBridge, // vehicle_enter_tile_proc + GetFoundation_TunnelBridge, // get_foundation_proc + TerraformTile_TunnelBridge, // terraform_tile_proc ++ CopyPasteTile_TunnelBridge, // copypaste_tile_proc + }; +diff --git a/src/tunnelbridge_map.h b/src/tunnelbridge_map.h +index 0f7f17b3a..a077f1108 100644 +--- a/src/tunnelbridge_map.h ++++ b/src/tunnelbridge_map.h +@@ -25,11 +25,16 @@ + * @pre IsTileType(t, MP_TUNNELBRIDGE) + * @return the above mentioned direction + */ +-static inline DiagDirection GetTunnelBridgeDirection(TileIndex t) ++template <bool Tgeneric> ++static inline DiagDirection GetTunnelBridgeDirection(typename TileIndexT<Tgeneric>::T t) + { + assert(IsTileType(t, MP_TUNNELBRIDGE)); +- return (DiagDirection)GB(_m[t].m5, 0, 2); ++ return (DiagDirection)GB(GetTile(t)->m5, 0, 2); + } ++/** @copydoc GetTunnelBridgeDirection(TileIndexT<Tgeneric>::T) */ ++static inline DiagDirection GetTunnelBridgeDirection(TileIndex t) { return GetTunnelBridgeDirection<false>(t); } ++/** @copydoc GetTunnelBridgeDirection(TileIndexT<Tgeneric>::T) */ ++static inline DiagDirection GetTunnelBridgeDirection(GenericTileIndex t) { return GetTunnelBridgeDirection<true>(t); } + + /** + * Tunnel: Get the transport type of the tunnel (road or rail) +@@ -38,11 +43,16 @@ static inline DiagDirection GetTunnelBridgeDirection(TileIndex t) + * @pre IsTileType(t, MP_TUNNELBRIDGE) + * @return the transport type in the tunnel/bridge + */ +-static inline TransportType GetTunnelBridgeTransportType(TileIndex t) ++template <bool Tgeneric> ++static inline TransportType GetTunnelBridgeTransportType(typename TileIndexT<Tgeneric>::T t) + { + assert(IsTileType(t, MP_TUNNELBRIDGE)); +- return (TransportType)GB(_m[t].m5, 2, 2); ++ return (TransportType)GB(GetTile(t)->m5, 2, 2); + } ++/** @copydoc GetTunnelBridgeTransportType(TileIndexT<Tgeneric>::T) */ ++static inline TransportType GetTunnelBridgeTransportType(TileIndex t) { return GetTunnelBridgeTransportType<false>(t); } ++/** @copydoc GetTunnelBridgeTransportType(TileIndexT<Tgeneric>::T) */ ++static inline TransportType GetTunnelBridgeTransportType(GenericTileIndex t) { return GetTunnelBridgeTransportType<true>(t); } + + /** + * Tunnel: Is this tunnel entrance in a snowy or desert area? +@@ -54,7 +64,7 @@ static inline TransportType GetTunnelBridgeTransportType(TileIndex t) + static inline bool HasTunnelBridgeSnowOrDesert(TileIndex t) + { + assert(IsTileType(t, MP_TUNNELBRIDGE)); +- return HasBit(_me[t].m7, 5); ++ return HasBit(GetTileEx(t)->m7, 5); + } + + /** +@@ -68,7 +78,7 @@ static inline bool HasTunnelBridgeSnowOrDesert(TileIndex t) + static inline void SetTunnelBridgeSnowOrDesert(TileIndex t, bool snow_or_desert) + { + assert(IsTileType(t, MP_TUNNELBRIDGE)); +- SB(_me[t].m7, 5, 1, snow_or_desert); ++ SB(GetTileEx(t)->m7, 5, 1, snow_or_desert); + } + + /** +@@ -77,11 +87,16 @@ static inline void SetTunnelBridgeSnowOrDesert(TileIndex t, bool snow_or_desert) + * @pre IsTileType(t, MP_TUNNELBRIDGE) + * @return other end + */ +-static inline TileIndex GetOtherTunnelBridgeEnd(TileIndex t) ++template <bool Tgeneric> ++static inline typename TileIndexT<Tgeneric>::T GetOtherTunnelBridgeEnd(typename TileIndexT<Tgeneric>::T t) + { + assert(IsTileType(t, MP_TUNNELBRIDGE)); + return IsTunnel(t) ? GetOtherTunnelEnd(t) : GetOtherBridgeEnd(t); + } ++/** @copydoc GetOtherTunnelBridgeEnd(TileIndexT<Tgeneric>::T) */ ++static inline TileIndex GetOtherTunnelBridgeEnd(TileIndex t) { return GetOtherTunnelBridgeEnd<false>(t); } ++/** @copydoc GetOtherTunnelBridgeEnd(TileIndexT<Tgeneric>::T) */ ++static inline GenericTileIndex GetOtherTunnelBridgeEnd(GenericTileIndex t) { return GetOtherTunnelBridgeEnd<true>(t); } + + + /** +@@ -94,7 +109,7 @@ static inline bool HasTunnelBridgeReservation(TileIndex t) + { + assert(IsTileType(t, MP_TUNNELBRIDGE)); + assert(GetTunnelBridgeTransportType(t) == TRANSPORT_RAIL); +- return HasBit(_m[t].m5, 4); ++ return HasBit(GetTile(t)->m5, 4); + } + + /** +@@ -107,7 +122,7 @@ static inline void SetTunnelBridgeReservation(TileIndex t, bool b) + { + assert(IsTileType(t, MP_TUNNELBRIDGE)); + assert(GetTunnelBridgeTransportType(t) == TRANSPORT_RAIL); +- SB(_m[t].m5, 4, 1, b ? 1 : 0); ++ SB(GetTile(t)->m5, 4, 1, b ? 1 : 0); + } + + /** +@@ -121,4 +136,98 @@ static inline TrackBits GetTunnelBridgeReservationTrackBits(TileIndex t) + return HasTunnelBridgeReservation(t) ? DiagDirToDiagTrackBits(GetTunnelBridgeDirection(t)) : TRACK_BIT_NONE; + } + ++/** ++ * Declare tunnel/bridge with signal simulation. ++ * @param t the tunnel/bridge tile. ++ */ ++static inline void SetBitTunnelBridgeSignal(TileIndex t) ++{ ++ assert(IsTileType(t, MP_TUNNELBRIDGE)); ++ SetBit(GetTile(t)->m5, 5); ++} ++ ++/** ++ * Remove tunnel/bridge with signal simulation. ++ * @param t the tunnel/bridge tile. ++ */ ++static inline void ClrBitTunnelBridgeSignal(TileIndex t) ++{ ++ assert(IsTileType(t, MP_TUNNELBRIDGE)); ++ ClrBit(GetTile(t)->m5, 5); ++} ++ ++/** ++ * Declare tunnel/bridge exit. ++ * @param t the tunnel/bridge tile. ++ */ ++static inline void SetBitTunnelBridgeExit(TileIndex t) ++{ ++ assert(IsTileType(t, MP_TUNNELBRIDGE)); ++ SetBit(GetTile(t)->m5, 6); ++} ++ ++/** ++ * Remove tunnel/bridge exit declaration. ++ * @param t the tunnel/bridge tile. ++ */ ++static inline void ClrBitTunnelBridgeExit(TileIndex t) ++{ ++ assert(IsTileType(t, MP_TUNNELBRIDGE)); ++ ClrBit(GetTile(t)->m5, 6); ++} ++ ++/** ++ * Is this a tunnel/bridge pair with signal simulation? ++ * On tunnel/bridge pair minimal one of the two bits is set. ++ * @param t the tile that might be a tunnel/bridge. ++ * @return true if and only if this tile is a tunnel/bridge with signal simulation. ++ */ ++static inline bool HasWormholeSignals(TileIndex t) ++{ ++ return IsTileType(t, MP_TUNNELBRIDGE) && (HasBit(GetTile(t)->m5, 5) || HasBit(GetTile(t)->m5, 6)) ; ++} ++ ++/** ++ * Is this a tunnel/bridge with sign on green? ++ * @param t the tile that might be a tunnel/bridge with sign set green. ++ * @pre IsTileType(t, MP_TUNNELBRIDGE) ++ * @return true if and only if this tile is a tunnel/bridge entrance. ++ */ ++static inline bool IsTunnelBridgeWithSignGreen(TileIndex t) ++{ ++ assert(IsTileType(t, MP_TUNNELBRIDGE)); ++ return HasBit(GetTile(t)->m5, 5) && !HasBit(GetTile(t)->m5, 6); ++} ++ ++static inline bool IsTunnelBridgeWithSignRed(TileIndex t) ++{ ++ assert(IsTileType(t, MP_TUNNELBRIDGE)); ++ return HasBit(GetTile(t)->m5, 5) && HasBit(GetTile(t)->m5, 6); ++} ++ ++/** ++ * Is this a tunnel/bridge entrance tile with signal? ++ * Tunnel bridge signal simulation has allways bit 5 on at entrance. ++ * @param t the tile that might be a tunnel/bridge. ++ * @return true if and only if this tile is a tunnel/bridge entrance. ++ */ ++static inline bool IsTunnelBridgeEntrance(TileIndex t) ++{ ++ assert(IsTileType(t, MP_TUNNELBRIDGE)); ++ return HasBit(GetTile(t)->m5, 5) ; ++} ++ ++/** ++ * Is this a tunnel/bridge exit? ++ * @param t the tile that might be a tunnel/bridge. ++ * @return true if and only if this tile is a tunnel/bridge exit. ++ */ ++static inline bool IsTunnelBridgeExit(TileIndex t) ++{ ++ assert(IsTileType(t, MP_TUNNELBRIDGE)); ++ return !HasBit(GetTile(t)->m5, 5) && HasBit(GetTile(t)->m5, 6); ++} ++ ++ ++ + #endif /* TUNNELBRIDGE_MAP_H */ +diff --git a/src/vehicle.cpp b/src/vehicle.cpp +index b4c790722..f00588eb7 100644 +--- a/src/vehicle.cpp ++++ b/src/vehicle.cpp +@@ -285,6 +285,13 @@ uint Vehicle::Crash(bool flooded) + return RandomRange(pass + 1); // Randomise deceased passengers. + } + ++bool Vehicle::IsDrawn() const ++{ ++ return !(this->vehstatus & VS_HIDDEN) || ++ (!IsTransparencySet(TO_TUNNELS) && ++ ((this->type == VEH_TRAIN && Train::From(this)->track == TRACK_BIT_WORMHOLE) || ++ (this->type == VEH_ROAD && RoadVehicle::From(this)->state == RVSB_WORMHOLE))); ++} + + /** + * Displays a "NewGrf Bug" error message for a engine, and pauses the game if not networking. +@@ -874,7 +881,7 @@ Vehicle::~Vehicle() + + /* sometimes, eg. for disaster vehicles, when company bankrupts, when removing crashed/flooded vehicles, + * it may happen that vehicle chain is deleted when visible */ +- if (!(this->vehstatus & VS_HIDDEN)) this->MarkAllViewportsDirty(); ++ if (this->IsDrawn()) this->MarkAllViewportsDirty(); + + Vehicle *v = this->Next(); + this->SetNext(NULL); +@@ -979,7 +986,7 @@ void CallVehicleTicks() + if (front->vehstatus & VS_CRASHED) continue; + + /* Do not play any sound when in depot or tunnel */ +- if (v->vehstatus & VS_HIDDEN) continue; ++ if (!v->IsDrawn()) continue; + + /* Do not play any sound when stopped */ + if ((front->vehstatus & VS_STOPPED) && (front->type != VEH_TRAIN || front->cur_speed == 0)) continue; +@@ -1077,7 +1084,7 @@ static void DoDrawVehicle(const Vehicle *v) + if (v->vehstatus & VS_DEFPAL) pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v); + + /* Check whether the vehicle shall be transparent due to the game state */ +- bool shadowed = (v->vehstatus & VS_SHADOW) != 0; ++ bool shadowed = (v->vehstatus & (VS_SHADOW | VS_HIDDEN)) != 0; + + if (v->type == VEH_EFFECT) { + /* Check whether the vehicle shall be transparent/invisible due to GUI settings. +@@ -1134,7 +1141,7 @@ void ViewportAddVehicles(DrawPixelInfo *dpi) + const Vehicle *v = _vehicle_viewport_hash[x + y]; // already masked & 0xFFF + + while (v != NULL) { +- if (!(v->vehstatus & VS_HIDDEN) && ++ if (v->IsDrawn() && + l <= v->coord.right && + t <= v->coord.bottom && + r >= v->coord.left && +@@ -1169,7 +1176,7 @@ Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y) + y = ScaleByZoom(y, vp->zoom) + vp->virtual_top; + + FOR_ALL_VEHICLES(v) { +- if ((v->vehstatus & (VS_HIDDEN | VS_UNCLICKABLE)) == 0 && ++ if (v->IsDrawn() && !(v->vehstatus & VS_UNCLICKABLE) && + x >= v->coord.left && x <= v->coord.right && + y >= v->coord.top && y <= v->coord.bottom) { + +diff --git a/src/vehicle_base.h b/src/vehicle_base.h +index fc40f22a6..06c60d57a 100644 +--- a/src/vehicle_base.h ++++ b/src/vehicle_base.h +@@ -353,6 +353,12 @@ public: + + uint GetConsistTotalCapacity() const; + ++ /** ++ * Is this vehicle drawn? ++ * @return true if it is drawn ++ */ ++ bool IsDrawn() const; ++ + /** + * Marks the vehicles to be redrawn and updates cached variables + * +diff --git a/src/viewport.cpp b/src/viewport.cpp +index 07d4e92fd..e7f69c8fa 100644 +--- a/src/viewport.cpp ++++ b/src/viewport.cpp +@@ -41,19 +41,19 @@ + * looking only at the X-coordinate. + * + * \verbatim +- * ╳ * +- * ╱ ╲ * +- * ╳ 0 ╳ * +- * ╱ ╲ ╱ ╲ * +- * ╳-1 ╳ 1 ╳ * +- * ╱ ╲ ╱ ╲ ╱ ╲ * +- * ╳-2 ╳ 0 ╳ 2 ╳ * +- * ╲ ╱ ╲ ╱ ╲ ╱ * +- * ╳-1 ╳ 1 ╳ * +- * ╲ ╱ ╲ ╱ * +- * ╳ 0 ╳ * +- * ╲ ╱ * +- * ╳ * ++ * ? * ++ * ? ? * ++ * ? 0 ? * ++ * ? ? ? ? * ++ * ?-1 ? 1 ? * ++ * ? ? ? ? ? ? * ++ * ?-2 ? 0 ? 2 ? * ++ * ? ? ? ? ? ? * ++ * ?-1 ? 1 ? * ++ * ? ? ? ? * ++ * ? 0 ? * ++ * ? ? * ++ * ? * + * \endverbatim + * + * +@@ -75,11 +75,14 @@ + #include "blitter/factory.hpp" + #include "strings_func.h" + #include "zoom_func.h" ++#include "overlay.h" ++#include "overlay_cmd.h" + #include "vehicle_func.h" + #include "company_func.h" + #include "waypoint_func.h" + #include "window_func.h" + #include "tilehighlight_func.h" ++#include "clipboard_gui.h" + #include "window_gui.h" + #include "linkgraph/linkgraph_gui.h" + #include "viewport_sprite_sorter.h" +@@ -940,6 +943,32 @@ static void DrawTileSelectionRect(const TileInfo *ti, PaletteID pal) + DrawSelectionSprite(sel, pal, ti, 7, FOUNDATION_PART_NORMAL); + } + ++/** ++ * Draws a selection point on a tile. ++ * ++ * @param ti TileInfo Tile that is being drawn ++ * @param pal Palette to apply. ++ */ ++static void DrawPointSelection(const TileInfo *ti, PaletteID pal) ++{ ++ /* Figure out the Z coordinate for the single dot. */ ++ int z = 0; ++ FoundationPart foundation_part = FOUNDATION_PART_NORMAL; ++ if (ti->tileh & SLOPE_N) { ++ z += TILE_HEIGHT; ++ if (RemoveHalftileSlope(ti->tileh) == SLOPE_STEEP_N) z += TILE_HEIGHT; ++ } ++ if (IsHalftileSlope(ti->tileh)) { ++ Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh); ++ if ((halftile_corner == CORNER_W) || (halftile_corner == CORNER_E)) z += TILE_HEIGHT; ++ if (halftile_corner != CORNER_S) { ++ foundation_part = FOUNDATION_PART_HALFTILE; ++ if (IsSteepSlope(ti->tileh)) z -= TILE_HEIGHT; ++ } ++ } ++ DrawSelectionSprite(_cur_dpi->zoom <= ZOOM_LVL_DETAIL ? SPR_DOT : SPR_DOT_SMALL, pal, ti, z, foundation_part); ++} ++ + static bool IsPartOfAutoLine(int px, int py) + { + px -= _thd.selstart.x; +@@ -1007,6 +1036,31 @@ static void DrawAutorailSelection(const TileInfo *ti, uint autorail_type) + DrawSelectionSprite(image, _thd.make_square_red ? PALETTE_SEL_TILE_RED : pal, ti, 7, foundation_part); + } + ++static void DrawPastePreviewSelection(const TileInfo *ti, bool is_redsq) ++{ ++ TilePastePreview tile_preview; ++ GetTilePastePreview(ti->tile, &tile_preview); ++ ++ /* draw tile rectangle */ ++ if (!is_redsq && tile_preview.highlight_tile_rect) DrawTileSelectionRect(ti, PAL_NONE); ++ ++ /* draw tracks */ ++ Track t; ++ FOR_EACH_SET_TRACK(t, tile_preview.highlight_track_bits) DrawAutorailSelection(ti, t); ++ ++ /* draw height point */ ++ PaletteID pal; ++ int height_diff = tile_preview.tile_height - TileHeight(ti->tile); ++ if (height_diff > 0) { ++ pal = PALETTE_SEL_TILE_RED; // target height is grater then current ++ } else if (height_diff < 0) { ++ pal = PALETTE_SEL_TILE_BLUE; // target height is lower then current ++ } else { ++ pal = PAL_NONE; // target and current height is the same ++ } ++ DrawPointSelection(ti, pal); ++} ++ + /** + * Checks if the specified tile is selected and if so draws selection using correct selectionstyle. + * @param *ti TileInfo Tile that is being drawn +@@ -1032,22 +1086,11 @@ draw_inner: + if (_thd.drawstyle & HT_RECT) { + if (!is_redsq) DrawTileSelectionRect(ti, _thd.make_square_red ? PALETTE_SEL_TILE_RED : PAL_NONE); + } else if (_thd.drawstyle & HT_POINT) { +- /* Figure out the Z coordinate for the single dot. */ +- int z = 0; +- FoundationPart foundation_part = FOUNDATION_PART_NORMAL; +- if (ti->tileh & SLOPE_N) { +- z += TILE_HEIGHT; +- if (RemoveHalftileSlope(ti->tileh) == SLOPE_STEEP_N) z += TILE_HEIGHT; +- } +- if (IsHalftileSlope(ti->tileh)) { +- Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh); +- if ((halftile_corner == CORNER_W) || (halftile_corner == CORNER_E)) z += TILE_HEIGHT; +- if (halftile_corner != CORNER_S) { +- foundation_part = FOUNDATION_PART_HALFTILE; +- if (IsSteepSlope(ti->tileh)) z -= TILE_HEIGHT; +- } ++ if (_thd.place_mode & HT_PASTE_PREVIEW) { ++ DrawPastePreviewSelection(ti, is_redsq); ++ } else { ++ DrawPointSelection(ti, PAL_NONE); + } +- DrawSelectionSprite(_cur_dpi->zoom <= ZOOM_LVL_DETAIL ? SPR_DOT : SPR_DOT_SMALL, PAL_NONE, ti, z, foundation_part); + } else if (_thd.drawstyle & HT_RAIL) { + /* autorail highlight piece under cursor */ + HighLightStyle type = _thd.drawstyle & HT_DIR_MASK; +@@ -1258,8 +1301,7 @@ static void ViewportAddTownNames(DrawPixelInfo *dpi) + const Town *t; + FOR_ALL_TOWNS(t) { + ViewportAddString(dpi, ZOOM_LVL_OUT_16X, &t->cache.sign, +- _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN, +- STR_VIEWPORT_TOWN_TINY_WHITE, STR_VIEWPORT_TOWN_TINY_BLACK, ++ t->Label(), t->SmallLabel(), STR_VIEWPORT_TOWN_TINY_BLACK, + t->index, t->cache.population); + } + } +@@ -2156,7 +2198,7 @@ static void PlaceObject() + pt = GetTileBelowCursor(); + if (pt.x == -1) return; + +- if ((_thd.place_mode & HT_DRAG_MASK) == HT_POINT) { ++ if ((_thd.place_mode & HT_DRAG_MASK) == HT_POINT && !(_thd.place_mode & HT_PASTE_PREVIEW)) { + pt.x += TILE_SIZE / 2; + pt.y += TILE_SIZE / 2; + } +@@ -2399,8 +2441,10 @@ void UpdateTileSelection() + break; + case HT_POINT: + new_drawstyle = HT_POINT; +- x1 += TILE_SIZE / 2; +- y1 += TILE_SIZE / 2; ++ if (!(_thd.place_mode & HT_PASTE_PREVIEW)) { ++ x1 += TILE_SIZE / 2; ++ y1 += TILE_SIZE / 2; ++ } + break; + case HT_RAIL: + /* Draw one highlighted tile in any direction */ +@@ -3144,6 +3188,19 @@ EventState VpHandlePlaceSizingDrag() + return ES_HANDLED; + } + ++extern EventState VpHandleMouseWheel(int mousewheel) ++{ ++ EventState ret = ES_NOT_HANDLED; ++ ++ Window *w = _thd.GetCallbackWnd(); ++ if (w != NULL) { ++ ret = w->OnPlaceMouseWheel(GetTileBelowCursor(), mousewheel); ++ if (ret == ES_HANDLED) SetSelectionTilesDirty(); ++ } ++ ++ return ret; ++} ++ + /** + * Change the cursor and mouse click/drag handling to a mode for performing special operations like tile area selection, object placement, etc. + * @param icon New shape of the mouse cursor. +@@ -3228,6 +3285,14 @@ Point GetViewportStationMiddle(const ViewPort *vp, const Station *st) + return p; + } + ++void DrawOverlay(const TileInfo *ti, TileType tt) ++{ ++ if (Overlays::Instance()->IsTileInCatchmentArea(ti, PRODUCTION)) { ++ DrawTileSelectionRect(ti, PALETTE_SEL_TILE_BLUE); ++ } else if (Overlays::Instance()->IsTileInCatchmentArea(ti, ACCEPTANCE)) { ++ DrawTileSelectionRect(ti, PAL_NONE); ++ } ++} + /** Helper class for getting the best sprite sorter. */ + struct ViewportSSCSS { + VpSorterChecker fct_checker; ///< The check function. +diff --git a/src/viewport_func.h b/src/viewport_func.h +index cbdcc5019..fb6008d1a 100644 +--- a/src/viewport_func.h ++++ b/src/viewport_func.h +@@ -17,6 +17,7 @@ + #include "window_type.h" + #include "tile_type.h" + #include "station_type.h" ++#include "tile_cmd.h" + + static const int TILE_HEIGHT_STEP = 50; ///< One Z unit tile height difference is displayed as 50m. + +@@ -84,4 +85,6 @@ void MarkTileDirtyByTileOutsideMap(int x, int y); + + Point GetViewportStationMiddle(const ViewPort *vp, const Station *st); + +-#endif /* VIEWPORT_FUNC_H */ ++void DrawOverlay(const TileInfo *ti, TileType tt); ++ ++#endif /* VIEWPORT_FUNC_H */ +\ No newline at end of file +diff --git a/src/viewport_gui.cpp b/src/viewport_gui.cpp +index cbd300dec..1a09e97f9 100644 +--- a/src/viewport_gui.cpp ++++ b/src/viewport_gui.cpp +@@ -16,6 +16,7 @@ + #include "strings_func.h" + #include "zoom_func.h" + #include "window_func.h" ++#include "gfx_func.h" + + #include "widgets/viewport_widget.h" + +@@ -46,6 +47,9 @@ static const NWidgetPart _nested_extra_view_port_widgets[] = { + SetDataTip(STR_EXTRA_VIEW_MOVE_VIEW_TO_MAIN, STR_EXTRA_VIEW_MOVE_VIEW_TO_MAIN_TT), + EndContainer(), + EndContainer(), ++ NWidget(NWID_HORIZONTAL), ++ NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_EV_FOLLOW_CURSOR), SetMinimalSize(22, 22), SetFill(1, 1), SetResize(1, 0), SetDataTip(STR_EXTRA_VIEW_FOLLOW_CURSOR, STR_EXTRA_VIEW_FOLLOW_CURSOR_TT), ++ EndContainer(), + NWidget(NWID_HORIZONTAL), + NWidget(WWT_PANEL, COLOUR_GREY), SetFill(1, 1), SetResize(1, 0), EndContainer(), + NWidget(WWT_RESIZEBOX, COLOUR_GREY), +@@ -53,9 +57,12 @@ static const NWidgetPart _nested_extra_view_port_widgets[] = { + }; + + class ExtraViewportWindow : public Window { ++ bool follow_cursor; + public: + ExtraViewportWindow(WindowDesc *desc, int window_number, TileIndex tile) : Window(desc) + { ++ this->follow_cursor = false; ++ + this->InitNested(window_number); + + NWidgetViewport *nvp = this->GetWidget<NWidgetViewport>(WID_EV_VIEWPORT); +@@ -117,6 +124,12 @@ public: + this->viewport->dest_scrollpos_y = y + (w->viewport->virtual_height - this->viewport->virtual_height) / 2; + break; + } ++ ++ case WID_EV_FOLLOW_CURSOR: ++ this->follow_cursor ^= true; ++ this->SetWidgetsDisabledState(this->follow_cursor, WID_EV_MAIN_TO_VIEW, WID_EV_VIEW_TO_MAIN, WIDGET_LIST_END); ++ this->SetDirty(); ++ break; + } + } + +@@ -130,6 +143,9 @@ public: + + virtual void OnScroll(Point delta) + { ++ /* do not scroll if following cursor */ ++ if (this->follow_cursor) return; ++ + this->viewport->scrollpos_x += ScaleByZoom(delta.x, this->viewport->zoom); + this->viewport->scrollpos_y += ScaleByZoom(delta.y, this->viewport->zoom); + this->viewport->dest_scrollpos_x = this->viewport->scrollpos_x; +@@ -154,6 +170,25 @@ public: + /* Only handle zoom message if intended for us (msg ZOOM_IN/ZOOM_OUT) */ + HandleZoomMessage(this, this->viewport, WID_EV_ZOOM_IN, WID_EV_ZOOM_OUT); + } ++ ++ virtual void OnPaint() ++ { ++ this->SetWidgetLoweredState(WID_EV_FOLLOW_CURSOR, this->follow_cursor); ++ this->DrawWidgets(); ++ } ++ ++ virtual void OnMouseLoop() ++ { ++ if (!this->follow_cursor) return; ++ if (FindWindowFromPt(_cursor.pos.x, _cursor.pos.y) != this) ++ { ++ Point pt = GetTileBelowCursor(); ++ if (pt.x > -1 && pt.y > -1) ++ { ++ ScrollWindowTo(pt.x, pt.y, -1, this, true); ++ } ++ } ++ } + }; + + static WindowDesc _extra_view_port_desc( +diff --git a/src/viewport_type.h b/src/viewport_type.h +index 74cd88d95..1169ed3ab 100644 +--- a/src/viewport_type.h ++++ b/src/viewport_type.h +@@ -121,6 +121,9 @@ enum ViewportDragDropSelectionProcess { + DDSP_BUILD_TRUCKSTOP, ///< Road stop placement (trucks) + DDSP_REMOVE_BUSSTOP, ///< Road stop removal (buses) + DDSP_REMOVE_TRUCKSTOP, ///< Road stop removal (trucks) ++ ++ /* Clipboard */ ++ DDSP_COPY_TO_CLIPBOARD, ///< Copy area to clipboard + }; + + +diff --git a/src/void_cmd.cpp b/src/void_cmd.cpp +index ffe54df99..83a6760fc 100644 +--- a/src/void_cmd.cpp ++++ b/src/void_cmd.cpp +@@ -83,4 +83,5 @@ extern const TileTypeProcs _tile_type_void_procs = { + NULL, // vehicle_enter_tile_proc + GetFoundation_Void, // get_foundation_proc + TerraformTile_Void, // terraform_tile_proc ++ NULL // copypaste_tile_proc + }; +diff --git a/src/void_map.h b/src/void_map.h +index 5ccc4e9d7..97ce33f29 100644 +--- a/src/void_map.h ++++ b/src/void_map.h +@@ -18,17 +18,22 @@ + * Make a nice void tile ;) + * @param t the tile to make void + */ +-static inline void MakeVoid(TileIndex t) ++template <bool Tgeneric> ++static inline void MakeVoid(typename TileIndexT<Tgeneric>::T t) + { + SetTileType(t, MP_VOID); + SetTileHeight(t, 0); +- _m[t].m1 = 0; +- _m[t].m2 = 0; +- _m[t].m3 = 0; +- _m[t].m4 = 0; +- _m[t].m5 = 0; +- _me[t].m6 = 0; +- _me[t].m7 = 0; ++ GetTile(t)->m1 = 0; ++ GetTile(t)->m2 = 0; ++ GetTile(t)->m3 = 0; ++ GetTile(t)->m4 = 0; ++ GetTile(t)->m5 = 0; ++ GetTileEx(t)->m6 = 0; ++ GetTileEx(t)->m7 = 0; + } ++/** @copydoc MakeVoid(TileIndexT<Tgeneric>::T) */ ++static inline void MakeVoid(TileIndex t) { MakeVoid<false>(t); } ++/** @copydoc MakeVoid(TileIndexT<Tgeneric>::T) */ ++static inline void MakeVoid(GenericTileIndex t) { MakeVoid<true>(t); } + + #endif /* VOID_MAP_H */ +diff --git a/src/water_cmd.cpp b/src/water_cmd.cpp +index 737257a82..2c184457b 100644 +--- a/src/water_cmd.cpp ++++ b/src/water_cmd.cpp +@@ -11,6 +11,7 @@ + + #include "stdafx.h" + #include "cmd_helper.h" ++#include "copypaste_cmd.h" + #include "landscape.h" + #include "viewport_func.h" + #include "command_func.h" +@@ -38,6 +39,7 @@ + #include "date_func.h" + #include "company_base.h" + #include "company_gui.h" ++#include "clipboard_gui.h" + #include "newgrf_generic.h" + + #include "table/strings.h" +@@ -105,8 +107,15 @@ CommandCost CmdBuildShipDepot(TileIndex tile, DoCommandFlag flags, uint32 p1, ui + + TileIndex tile2 = tile + (axis == AXIS_X ? TileDiffXY(1, 0) : TileDiffXY(0, 1)); + +- if (!HasTileWaterGround(tile) || !HasTileWaterGround(tile2)) { +- return_cmd_error(STR_ERROR_MUST_BE_BUILT_ON_WATER); ++ WaterClass wc1, wc2; ++ if ((flags & DC_PASTE) && !(flags & DC_EXEC)) { ++ /* When pasting a ship depot, there may be no water yet (a canal will be placed when DC_EXE'ing). ++ * Ignore that there is no water so we can calculate the cost more precisely. */ ++ wc1 = wc2 = WATER_CLASS_INVALID; ++ } else { ++ if (!HasTileWaterGround(tile) || !HasTileWaterGround(tile2)) return_cmd_error(STR_ERROR_MUST_BE_BUILT_ON_WATER); ++ wc1 = GetWaterClass(tile); ++ wc2 = GetWaterClass(tile2); + } + + if (IsBridgeAbove(tile) || IsBridgeAbove(tile2)) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST); +@@ -118,8 +127,6 @@ CommandCost CmdBuildShipDepot(TileIndex tile, DoCommandFlag flags, uint32 p1, ui + + if (!Depot::CanAllocateItem()) return CMD_ERROR; + +- WaterClass wc1 = GetWaterClass(tile); +- WaterClass wc2 = GetWaterClass(tile2); + CommandCost cost = CommandCost(EXPENSES_CONSTRUCTION, _price[PR_BUILD_DEPOT_SHIP]); + + bool add_cost = !IsWaterTile(tile); +@@ -146,6 +153,7 @@ CommandCost CmdBuildShipDepot(TileIndex tile, DoCommandFlag flags, uint32 p1, ui + Company::Get(_current_company)->infrastructure.water += 2 * LOCK_DEPOT_TILE_FACTOR; + DirtyCompanyInfrastructureWindows(_current_company); + ++ assert(wc1 != WATER_CLASS_INVALID && wc2 != WATER_CLASS_INVALID); + MakeShipDepot(tile, _current_company, depot->index, DEPOT_PART_NORTH, axis, wc1); + MakeShipDepot(tile2, _current_company, depot->index, DEPOT_PART_SOUTH, axis, wc2); + MarkTileDirtyByTile(tile); +@@ -863,6 +871,7 @@ static void DrawTile_Water(TileInfo *ti) + DrawWaterDepot(ti); + break; + } ++ DrawOverlay(ti, MP_WATER); + } + + void DrawShipDepotSprite(int x, int y, Axis axis, DepotPart part) +@@ -1316,6 +1325,175 @@ static CommandCost TerraformTile_Water(TileIndex tile, DoCommandFlag flags, int + return DoCommand(tile, 0, 0, flags, CMD_LANDSCAPE_CLEAR); + } + ++void CopyPastePlaceCannal(GenericTileIndex tile) ++{ ++ if (IsMainMapTile(tile)) { ++ _current_pasting->DoCommand(AsMainMapTile(tile), AsMainMapTile(tile), WATER_CLASS_CANAL, CMD_BUILD_CANAL | CMD_MSG(STR_ERROR_CAN_T_BUILD_CANALS)); ++ } else { ++ MakeCanal(tile, OWNER_NONE, 0); ++ } ++} ++ ++static void CopyPastePlaceLock(GenericTileIndex tile, DiagDirection dir) ++{ ++ if (IsMainMapTile(tile)) { ++ TileIndex t = AsMainMapTile(tile); ++ if (dir != GetInclinedSlopeDirection(GetTilePixelSlope(tile, NULL))) { ++ _current_pasting->CollectError(t, STR_ERROR_LAND_SLOPED_IN_WRONG_DIRECTION, STR_ERROR_CAN_T_BUILD_LOCKS); ++ } else if (IsTileType(t, MP_WATER) && IsTileOwner(t, _current_company) && IsLock(t) && GetLockPart(t) == LOCK_PART_MIDDLE) { ++ _current_pasting->CollectError(t, STR_ERROR_ALREADY_BUILT, STR_ERROR_CAN_T_BUILD_LOCKS); ++ } else { ++ _current_pasting->DoCommand(t, 0, 0, CMD_BUILD_LOCK | CMD_MSG(STR_ERROR_CAN_T_BUILD_LOCKS)); ++ } ++ } else { ++ MakeLock(tile, OWNER_NONE, dir, WATER_CLASS_INVALID, WATER_CLASS_INVALID, WATER_CLASS_INVALID); ++ } ++} ++ ++static void CopyPastePlaceShipDepot(GenericTileIndex tile, DiagDirection dir) ++{ ++ GenericTileIndex other_tile = TileAddByDiagDir(tile, ReverseDiagDir(dir)); ++ ++ if (IsMainMapTile(tile)) { ++ TileIndex t1 = AsMainMapTile(tile); ++ TileIndex t2 = AsMainMapTile(other_tile); ++ /* build a canal if not on water */ ++ if (!HasTileWaterGround(t1)) { ++ CopyPastePlaceCannal(GenericTileIndex(t1)); ++ if (_current_pasting->last_result.Failed()) return; ++ } ++ if (!HasTileWaterGround(t2)) { ++ CopyPastePlaceCannal(GenericTileIndex(t2)); ++ if (_current_pasting->last_result.Failed()) return; ++ } ++ /* build the depot */ ++ if (IsShipDepotTile(t1) && IsTileOwner(t1, _current_company) && GetOtherShipDepotTile(t1) == t2) { ++ _current_pasting->CollectError(t1, STR_ERROR_ALREADY_BUILT, STR_ERROR_CAN_T_BUILD_SHIP_DEPOT); ++ } else { ++ _current_pasting->DoCommand(min(t1, t2), DiagDirToAxis(dir), 0, CMD_BUILD_SHIP_DEPOT | CMD_MSG(STR_ERROR_CAN_T_BUILD_SHIP_DEPOT)); ++ } ++ } else { ++ MakeShipDepot(min(tile, other_tile), OWNER_NONE, 0, DEPOT_PART_NORTH, DiagDirToAxis(dir), WATER_CLASS_INVALID); ++ MakeShipDepot(max(tile, other_tile), OWNER_NONE, 0, DEPOT_PART_SOUTH, DiagDirToAxis(dir), WATER_CLASS_INVALID); ++ } ++} ++ ++/** ++ * Test a given water tile if there is any contented to be copied from it. ++ * ++ * Some water objects (e.g. water locks) can't be copy/pasted tile by tile, we have to do it with ++ * bigger rectangular pieces. The function writes this area to location pointed by \c object_rect ++ * but only once per a piece - when a certain tile is tested: ++ * - in case of water locks, valid area is written when the center tile of a lock is tested ++ * - in case of ship depots, valid area is written when the northern tile of a depot is tested ++ * For the rest of tiles the function still returns \c true but writes "invalid" area. ++ * ++ * If the funtion returns \c false, \c object_rect remains unchanged. ++ * ++ * @param tile the tile to test ++ * @param src_area the tile area we are copying ++ * @param mode copy-paste mode ++ * @param object_rect (out, may be NULL) area to be copy pasted in this step or "invalid" area, depending on which tile was given ++ * @param company the #Company to check ownership against to ++ * @param preview (out, may be NULL) information on how to higlight preview of the tile ++ * @return whether this tile needs to be copy-pasted ++ */ ++bool TestWaterTileCopyability(GenericTileIndex tile, const GenericTileArea &src_area, CopyPasteMode mode, GenericTileArea *object_rect, CompanyID company = _current_company, TileContentPastePreview *preview = NULL) ++{ ++ if (preview != NULL) MemSetT(preview, 0); ++ ++ if (!(mode & CPM_WITH_WATER_TRANSPORT)) return false; ++ if (IsMainMapTile(tile) && !IsTileOwner(tile, company)) return false; ++ ++ switch (GetWaterTileType(tile)) { ++ case WATER_TILE_CLEAR: ++ if (GetWaterClass(tile) != WATER_CLASS_CANAL) return false; // copy only cannals ++ if (object_rect != NULL) *object_rect = GenericTileArea(tile, 1, 1); ++ break; ++ ++ case WATER_TILE_LOCK: ++ if (IsMainMapTile(tile) || object_rect != NULL) { ++ DiagDirection dir = GetLockDirection(tile); ++ switch (GetLockPart(tile)) { ++ case LOCK_PART_MIDDLE: { ++ GenericTileArea ta(tile, 1, 1); ++ ta.Add(TileAddByDiagDir(tile, dir)); ++ ta.Add(TileAddByDiagDir(tile, ReverseDiagDir(dir))); ++ if (IsMainMapTile(tile) && !src_area.Contains(ta)) return false; ++ if (object_rect != NULL) *object_rect = ta; ++ break; ++ } ++ ++ case LOCK_PART_UPPER: ++ dir = ReverseDiagDir(dir); ++ /* FALLTHROUGH */ ++ case LOCK_PART_LOWER: ++ if (IsMainMapTile(tile) && !src_area.Contains(TileAddByDiagDir(TileAddByDiagDir(tile, dir), dir))) return false; ++ if (object_rect != NULL) *object_rect = GenericTileArea(GenericTileIndex(INVALID_TILE_INDEX, MapOf(tile)), 0, 0); ++ break; ++ } ++ } ++ break; ++ ++ case WATER_TILE_DEPOT: { ++ /* test if the depot is within copy area */ ++ GenericTileIndex other_tile = GetOtherShipDepotTile(tile); ++ if (IsMainMapTile(tile) && !src_area.Contains(other_tile)) return false; ++ ++ if (object_rect != NULL) { ++ if (tile < other_tile) { // copy this depot only once ++ *object_rect = GenericTileArea(tile, other_tile); ++ } else { ++ *object_rect = GenericTileArea(GenericTileIndex(INVALID_TILE_INDEX, MapOf(tile)), 0, 0); ++ } ++ } ++ break; ++ } ++ ++ default: ++ return false; ++ } ++ ++ if (preview != NULL) preview->highlight_tile_rect = true; ++ return true; ++} ++ ++void CopyPasteTile_Water(GenericTileIndex src_tile, GenericTileIndex dst_tile, const CopyPasteParams ©_paste) ++{ ++ GenericTileArea src_object_rect; ++ if (!TestWaterTileCopyability(src_tile, copy_paste.src_area, copy_paste.mode, &src_object_rect)) return; ++ if (!IsValidTileIndex(src_object_rect.tile)) return; // copy water object (e.g. water lock or ship depot) only once ++ ++ /* Terraform tiles if needed */ ++ if (IsMainMapTile(dst_tile) && (copy_paste.mode & CPM_TERRAFORM_MASK) == CPM_TERRAFORM_MINIMAL) { ++ GenericTileIndex t = copy_paste.src_area.ReverseTransformTile(src_tile, dst_tile, copy_paste.transformation); // transformed northern tile of the area.src ++ t = copy_paste.src_area.TransformTile(src_object_rect.tile, t, copy_paste.transformation); // transformed northern tile of the src_object_rect ++ t = src_object_rect.ReverseTransformedNorth(t, copy_paste.transformation); // northern tile of the transformed src_object_rect ++ CopyPasteHeights(src_object_rect, t, copy_paste.transformation, copy_paste.height_delta); ++ if (IsPastingInterrupted()) return; ++ } ++ ++ switch (GetWaterTileType(src_tile)) { ++ case WATER_TILE_CLEAR: ++ CopyPastePlaceCannal(dst_tile); ++ break; ++ ++ case WATER_TILE_LOCK: { ++ DiagDirection dir = TransformDiagDir(GetLockDirection(src_tile), copy_paste.transformation); ++ CopyPastePlaceLock(dst_tile, dir); ++ break; ++ } ++ ++ case WATER_TILE_DEPOT: ++ CopyPastePlaceShipDepot(dst_tile, TransformDiagDir(GetShipDepotDirection(src_tile), copy_paste.transformation)); ++ break; ++ ++ default: ++ NOT_REACHED(); ++ break; ++ } ++} ++ + + extern const TileTypeProcs _tile_type_water_procs = { + DrawTile_Water, // draw_tile_proc +@@ -1332,4 +1510,5 @@ extern const TileTypeProcs _tile_type_water_procs = { + VehicleEnter_Water, // vehicle_enter_tile_proc + GetFoundation_Water, // get_foundation_proc + TerraformTile_Water, // terraform_tile_proc ++ CopyPasteTile_Water, // copypaste_tile_proc + }; +diff --git a/src/water_map.h b/src/water_map.h +index ab249a827..7e251829f 100644 +--- a/src/water_map.h ++++ b/src/water_map.h +@@ -74,17 +74,22 @@ enum LockPart { + * @param t Water tile to query. + * @return Water tile type at the tile. + */ +-static inline WaterTileType GetWaterTileType(TileIndex t) ++template <bool Tgeneric> ++static inline WaterTileType GetWaterTileType(typename TileIndexT<Tgeneric>::T t) + { + assert(IsTileType(t, MP_WATER)); + +- switch (GB(_m[t].m5, WBL_TYPE_BEGIN, WBL_TYPE_COUNT)) { +- case WBL_TYPE_NORMAL: return HasBit(_m[t].m5, WBL_COAST_FLAG) ? WATER_TILE_COAST : WATER_TILE_CLEAR; ++ switch (GB(GetTile(t)->m5, WBL_TYPE_BEGIN, WBL_TYPE_COUNT)) { ++ case WBL_TYPE_NORMAL: return HasBit(GetTile(t)->m5, WBL_COAST_FLAG) ? WATER_TILE_COAST : WATER_TILE_CLEAR; + case WBL_TYPE_LOCK: return WATER_TILE_LOCK; + case WBL_TYPE_DEPOT: return WATER_TILE_DEPOT; + default: NOT_REACHED(); + } + } ++/** @copydoc GetWaterTileType(TileIndexT<Tgeneric>::T) */ ++static inline WaterTileType GetWaterTileType(TileIndex t) { return GetWaterTileType<false>(t); } ++/** @copydoc GetWaterTileType(TileIndexT<Tgeneric>::T) */ ++static inline WaterTileType GetWaterTileType(GenericTileIndex t) { return GetWaterTileType<true>(t); } + + /** + * Checks whether the tile has an waterclass associated. +@@ -92,10 +97,15 @@ static inline WaterTileType GetWaterTileType(TileIndex t) + * @param t Tile to query. + * @return True if the tiletype has a waterclass. + */ +-static inline bool HasTileWaterClass(TileIndex t) ++template <bool Tgeneric> ++static inline bool HasTileWaterClass(typename TileIndexT<Tgeneric>::T t) + { + return IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY) || IsTileType(t, MP_OBJECT); + } ++/** @copydoc HasTileWaterClass(TileIndexT<Tgeneric>::T) */ ++static inline bool HasTileWaterClass(TileIndex t) { return HasTileWaterClass<false>(t); } ++/** @copydoc HasTileWaterClass(TileIndexT<Tgeneric>::T) */ ++static inline bool HasTileWaterClass(GenericTileIndex t) { return HasTileWaterClass<true>(t); } + + /** + * Get the water class at a tile. +@@ -103,11 +113,16 @@ static inline bool HasTileWaterClass(TileIndex t) + * @pre IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY) || IsTileType(t, MP_OBJECT) + * @return Water class at the tile. + */ +-static inline WaterClass GetWaterClass(TileIndex t) ++template <bool Tgeneric> ++static inline WaterClass GetWaterClass(typename TileIndexT<Tgeneric>::T t) + { + assert(HasTileWaterClass(t)); +- return (WaterClass)GB(_m[t].m1, 5, 2); ++ return (WaterClass)GB(GetTile(t)->m1, 5, 2); + } ++/** @copydoc GetWaterClass(TileIndexT<Tgeneric>::T) */ ++static inline WaterClass GetWaterClass(TileIndex t) { return GetWaterClass<false>(t); } ++/** @copydoc GetWaterClass(TileIndexT<Tgeneric>::T) */ ++static inline WaterClass GetWaterClass(GenericTileIndex t) { return GetWaterClass<true>(t); } + + /** + * Set the water class at a tile. +@@ -115,11 +130,16 @@ static inline WaterClass GetWaterClass(TileIndex t) + * @param wc New water class. + * @pre IsTileType(t, MP_WATER) || IsTileType(t, MP_STATION) || IsTileType(t, MP_INDUSTRY) || IsTileType(t, MP_OBJECT) + */ +-static inline void SetWaterClass(TileIndex t, WaterClass wc) ++template <bool Tgeneric> ++static inline void SetWaterClass(typename TileIndexT<Tgeneric>::T t, WaterClass wc) + { + assert(HasTileWaterClass(t)); +- SB(_m[t].m1, 5, 2, wc); ++ SB(GetTile(t)->m1, 5, 2, wc); + } ++/** @copydoc SetWaterClass(TileIndexT<Tgeneric>::T,WaterClass) */ ++static inline void SetWaterClass(TileIndex t, WaterClass wc) { return SetWaterClass<false>(t, wc); } ++/** @copydoc SetWaterClass(TileIndexT<Tgeneric>::T,WaterClass) */ ++static inline void SetWaterClass(GenericTileIndex t, WaterClass wc) { return SetWaterClass<true>(t, wc); } + + /** + * Tests if the tile was built on water. +@@ -138,10 +158,15 @@ static inline bool IsTileOnWater(TileIndex t) + * @return \c true if any type of clear water like ocean, river, or canal. + * @pre IsTileType(t, MP_WATER) + */ +-static inline bool IsWater(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsWater(typename TileIndexT<Tgeneric>::T t) + { + return GetWaterTileType(t) == WATER_TILE_CLEAR; + } ++/** @copydoc IsWater(TileIndexT<Tgeneric>::T) */ ++static inline bool IsWater(TileIndex t) { return IsWater<false>(t); } ++/** @copydoc IsWater(TileIndexT<Tgeneric>::T) */ ++static inline bool IsWater(GenericTileIndex t) { return IsWater<true>(t); } + + /** + * Is it a sea water tile? +@@ -160,10 +185,15 @@ static inline bool IsSea(TileIndex t) + * @return \c true if it is a canal tile. + * @pre IsTileType(t, MP_WATER) + */ +-static inline bool IsCanal(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsCanal(typename TileIndexT<Tgeneric>::T t) + { + return IsWater(t) && GetWaterClass(t) == WATER_CLASS_CANAL; + } ++/** @copydoc IsCanal(TileIndexT<Tgeneric>::T) */ ++static inline bool IsCanal(TileIndex t) { return IsCanal<false>(t); } ++/** @copydoc IsCanal(TileIndexT<Tgeneric>::T) */ ++static inline bool IsCanal(GenericTileIndex t) { return IsCanal<true>(t); } + + /** + * Is it a river water tile? +@@ -181,10 +211,15 @@ static inline bool IsRiver(TileIndex t) + * @param t Tile to query. + * @return \c true if it is a plain water tile. + */ +-static inline bool IsWaterTile(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsWaterTile(typename TileIndexT<Tgeneric>::T t) + { + return IsTileType(t, MP_WATER) && IsWater(t); + } ++/** @copydoc IsWaterTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsWaterTile(TileIndex t) { return IsWaterTile<false>(t); } ++/** @copydoc IsWaterTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsWaterTile(GenericTileIndex t) { return IsWaterTile<true>(t); } + + /** + * Is it a coast tile? +@@ -192,10 +227,15 @@ static inline bool IsWaterTile(TileIndex t) + * @return \c true if it is a sea water tile. + * @pre IsTileType(t, MP_WATER) + */ +-static inline bool IsCoast(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsCoast(typename TileIndexT<Tgeneric>::T t) + { + return GetWaterTileType(t) == WATER_TILE_COAST; + } ++/** @copydoc IsCoast(TileIndexT<Tgeneric>::T) */ ++static inline bool IsCoast(TileIndex t) { return IsCoast<false>(t); } ++/** @copydoc IsCoast(TileIndexT<Tgeneric>::T) */ ++static inline bool IsCoast(GenericTileIndex t) { return IsCoast<true>(t); } + + /** + * Is it a coast tile +@@ -213,20 +253,30 @@ static inline bool IsCoastTile(TileIndex t) + * @return \c true if it is a ship depot tile. + * @pre IsTileType(t, MP_WATER) + */ +-static inline bool IsShipDepot(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsShipDepot(typename TileIndexT<Tgeneric>::T t) + { + return GetWaterTileType(t) == WATER_TILE_DEPOT; + } ++/** @copydoc IsShipDepot(TileIndexT<Tgeneric>::T) */ ++static inline bool IsShipDepot(TileIndex t) { return IsShipDepot<false>(t); } ++/** @copydoc IsShipDepot(TileIndexT<Tgeneric>::T) */ ++static inline bool IsShipDepot(GenericTileIndex t) { return IsShipDepot<true>(t); } + + /** + * Is it a ship depot tile? + * @param t Tile to query. + * @return \c true if it is a ship depot tile. + */ +-static inline bool IsShipDepotTile(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsShipDepotTile(typename TileIndexT<Tgeneric>::T t) + { + return IsTileType(t, MP_WATER) && IsShipDepot(t); + } ++/** @copydoc IsShipDepotTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsShipDepotTile(TileIndex t) { return IsShipDepotTile<false>(t); } ++/** @copydoc IsShipDepotTile(TileIndexT<Tgeneric>::T) */ ++static inline bool IsShipDepotTile(GenericTileIndex t) { return IsShipDepotTile<true>(t); } + + /** + * Get the axis of the ship depot. +@@ -234,11 +284,16 @@ static inline bool IsShipDepotTile(TileIndex t) + * @return Axis of the depot. + * @pre IsShipDepotTile(t) + */ +-static inline Axis GetShipDepotAxis(TileIndex t) ++template <bool Tgeneric> ++static inline Axis GetShipDepotAxis(typename TileIndexT<Tgeneric>::T t) + { + assert(IsShipDepotTile(t)); +- return (Axis)GB(_m[t].m5, WBL_DEPOT_AXIS, 1); ++ return (Axis)GB(GetTile(t)->m5, WBL_DEPOT_AXIS, 1); + } ++/** @copydoc GetShipDepotAxis(TileIndexT<Tgeneric>::T) */ ++static inline Axis GetShipDepotAxis(TileIndex t) { return GetShipDepotAxis<false>(t); } ++/** @copydoc GetShipDepotAxis(TileIndexT<Tgeneric>::T) */ ++static inline Axis GetShipDepotAxis(GenericTileIndex t) { return GetShipDepotAxis<true>(t); } + + /** + * Get the part of a ship depot. +@@ -246,11 +301,16 @@ static inline Axis GetShipDepotAxis(TileIndex t) + * @return Part of the depot. + * @pre IsShipDepotTile(t) + */ +-static inline DepotPart GetShipDepotPart(TileIndex t) ++template <bool Tgeneric> ++static inline DepotPart GetShipDepotPart(typename TileIndexT<Tgeneric>::T t) + { + assert(IsShipDepotTile(t)); +- return (DepotPart)GB(_m[t].m5, WBL_DEPOT_PART, 1); ++ return (DepotPart)GB(GetTile(t)->m5, WBL_DEPOT_PART, 1); + } ++/** @copydoc GetShipDepotPart(TileIndexT<Tgeneric>::T) */ ++static inline DepotPart GetShipDepotPart(TileIndex t) { return GetShipDepotPart<false>(t); } ++/** @copydoc GetShipDepotPart(TileIndexT<Tgeneric>::T) */ ++static inline DepotPart GetShipDepotPart(GenericTileIndex t) { return GetShipDepotPart<true>(t); } + + /** + * Get the direction of the ship depot. +@@ -258,10 +318,15 @@ static inline DepotPart GetShipDepotPart(TileIndex t) + * @return Direction of the depot. + * @pre IsShipDepotTile(t) + */ +-static inline DiagDirection GetShipDepotDirection(TileIndex t) ++template <bool Tgeneric> ++static inline DiagDirection GetShipDepotDirection(typename TileIndexT<Tgeneric>::T t) + { + return XYNSToDiagDir(GetShipDepotAxis(t), GetShipDepotPart(t)); + } ++/** @copydoc GetShipDepotDirection(TileIndexT<Tgeneric>::T) */ ++static inline DiagDirection GetShipDepotDirection(TileIndex t) { return GetShipDepotDirection<false>(t); } ++/** @copydoc GetShipDepotDirection(TileIndexT<Tgeneric>::T) */ ++static inline DiagDirection GetShipDepotDirection(GenericTileIndex t) { return GetShipDepotDirection<true>(t); } + + /** + * Get the other tile of the ship depot. +@@ -269,10 +334,15 @@ static inline DiagDirection GetShipDepotDirection(TileIndex t) + * @return Tile containing the other section of the depot. + * @pre IsShipDepotTile(t) + */ +-static inline TileIndex GetOtherShipDepotTile(TileIndex t) ++template <bool Tgeneric> ++static inline typename TileIndexT<Tgeneric>::T GetOtherShipDepotTile(typename TileIndexT<Tgeneric>::T t) + { +- return t + (GetShipDepotPart(t) != DEPOT_PART_NORTH ? -1 : 1) * (GetShipDepotAxis(t) != AXIS_X ? TileDiffXY(0, 1) : TileDiffXY(1, 0)); ++ return t + (GetShipDepotPart(t) != DEPOT_PART_NORTH ? -1 : 1) * (GetShipDepotAxis(t) != AXIS_X ? TileDiffXY(0, 1, MapOf(t)) : TileDiffXY(1, 0, MapOf(t))); + } ++/** @copydoc GetOtherShipDepotTile(TileIndexT<Tgeneric>::T) */ ++static inline TileIndex GetOtherShipDepotTile(TileIndex t) { return GetOtherShipDepotTile<false>(t); } ++/** @copydoc GetOtherShipDepotTile(TileIndexT<Tgeneric>::T) */ ++static inline GenericTileIndex GetOtherShipDepotTile(GenericTileIndex t) { return GetOtherShipDepotTile<true>(t); } + + /** + * Get the most northern tile of a ship depot. +@@ -294,10 +364,15 @@ static inline TileIndex GetShipDepotNorthTile(TileIndex t) + * @return \c true if it is a water lock tile. + * @pre IsTileType(t, MP_WATER) + */ +-static inline bool IsLock(TileIndex t) ++template <bool Tgeneric> ++static inline bool IsLock(typename TileIndexT<Tgeneric>::T t) + { + return GetWaterTileType(t) == WATER_TILE_LOCK; + } ++/** @copydoc IsLock(TileIndexT<Tgeneric>::T) */ ++static inline bool IsLock(TileIndex t) { return IsLock<false>(t); } ++/** @copydoc IsLock(TileIndexT<Tgeneric>::T) */ ++static inline bool IsLock(GenericTileIndex t) { return IsLock<true>(t); } + + /** + * Get the direction of the water lock. +@@ -305,11 +380,16 @@ static inline bool IsLock(TileIndex t) + * @return Direction of the lock. + * @pre IsTileType(t, MP_WATER) && IsLock(t) + */ +-static inline DiagDirection GetLockDirection(TileIndex t) ++template <bool Tgeneric> ++static inline DiagDirection GetLockDirection(typename TileIndexT<Tgeneric>::T t) + { + assert(IsLock(t)); +- return (DiagDirection)GB(_m[t].m5, WBL_LOCK_ORIENT_BEGIN, WBL_LOCK_ORIENT_COUNT); ++ return (DiagDirection)GB(GetTile(t)->m5, WBL_LOCK_ORIENT_BEGIN, WBL_LOCK_ORIENT_COUNT); + } ++/** @copydoc GetLockDirection(TileIndexT<Tgeneric>::T) */ ++static inline DiagDirection GetLockDirection(TileIndex t) { return GetLockDirection<false>(t); } ++/** @copydoc GetLockDirection(TileIndexT<Tgeneric>::T) */ ++static inline DiagDirection GetLockDirection(GenericTileIndex t) { return GetLockDirection<true>(t); } + + /** + * Get the part of a lock. +@@ -317,11 +397,16 @@ static inline DiagDirection GetLockDirection(TileIndex t) + * @return The part. + * @pre IsTileType(t, MP_WATER) && IsLock(t) + */ +-static inline byte GetLockPart(TileIndex t) ++template <bool Tgeneric> ++static inline byte GetLockPart(typename TileIndexT<Tgeneric>::T t) + { + assert(IsLock(t)); +- return GB(_m[t].m5, WBL_LOCK_PART_BEGIN, WBL_LOCK_PART_COUNT); ++ return GB(GetTile(t)->m5, WBL_LOCK_PART_BEGIN, WBL_LOCK_PART_COUNT); + } ++/** @copydoc GetLockPart(TileIndexT<Tgeneric>::T) */ ++static inline byte GetLockPart(TileIndex t) { return GetLockPart<false>(t); } ++/** @copydoc GetLockPart(TileIndexT<Tgeneric>::T) */ ++static inline byte GetLockPart(GenericTileIndex t) { return GetLockPart<true>(t); } + + /** + * Get the random bits of the water tile. +@@ -332,7 +417,7 @@ static inline byte GetLockPart(TileIndex t) + static inline byte GetWaterTileRandomBits(TileIndex t) + { + assert(IsTileType(t, MP_WATER)); +- return _m[t].m4; ++ return GetTile(t)->m4; + } + + /** +@@ -356,12 +441,12 @@ static inline void MakeShore(TileIndex t) + SetTileType(t, MP_WATER); + SetTileOwner(t, OWNER_WATER); + SetWaterClass(t, WATER_CLASS_SEA); +- _m[t].m2 = 0; +- _m[t].m3 = 0; +- _m[t].m4 = 0; +- _m[t].m5 = WBL_TYPE_NORMAL << WBL_TYPE_BEGIN | 1 << WBL_COAST_FLAG; +- SB(_me[t].m6, 2, 4, 0); +- _me[t].m7 = 0; ++ GetTile(t)->m2 = 0; ++ GetTile(t)->m3 = 0; ++ GetTile(t)->m4 = 0; ++ GetTile(t)->m5 = WBL_TYPE_NORMAL << WBL_TYPE_BEGIN | 1 << WBL_COAST_FLAG; ++ SB(GetTileEx(t)->m6, 2, 4, 0); ++ GetTileEx(t)->m7 = 0; + } + + /** +@@ -371,18 +456,23 @@ static inline void MakeShore(TileIndex t) + * @param wc The class of water the tile has to be + * @param random_bits Eventual random bits to be set for this tile + */ +-static inline void MakeWater(TileIndex t, Owner o, WaterClass wc, uint8 random_bits) ++template <bool Tgeneric> ++static inline void MakeWater(typename TileIndexT<Tgeneric>::T t, Owner o, WaterClass wc, uint8 random_bits) + { + SetTileType(t, MP_WATER); + SetTileOwner(t, o); + SetWaterClass(t, wc); +- _m[t].m2 = 0; +- _m[t].m3 = 0; +- _m[t].m4 = random_bits; +- _m[t].m5 = WBL_TYPE_NORMAL << WBL_TYPE_BEGIN; +- SB(_me[t].m6, 2, 4, 0); +- _me[t].m7 = 0; ++ GetTile(t)->m2 = 0; ++ GetTile(t)->m3 = 0; ++ GetTile(t)->m4 = random_bits; ++ GetTile(t)->m5 = WBL_TYPE_NORMAL << WBL_TYPE_BEGIN; ++ SB(GetTileEx(t)->m6, 2, 4, 0); ++ GetTileEx(t)->m7 = 0; + } ++/** @copydoc MakeWater(TileIndexT<Tgeneric>::T,Owner,WaterClass,uint8) */ ++static inline void MakeWater(TileIndex t, Owner o, WaterClass wc, uint8 random_bits) { MakeWater<false>(t, o, wc, random_bits); } ++/** @copydoc MakeWater(TileIndexT<Tgeneric>::T,Owner,WaterClass,uint8) */ ++static inline void MakeWater(GenericTileIndex t, Owner o, WaterClass wc, uint8 random_bits) { MakeWater<true>(t, o, wc, random_bits); } + + /** + * Make a sea tile. +@@ -409,11 +499,16 @@ static inline void MakeRiver(TileIndex t, uint8 random_bits) + * @param o The owner of the canal + * @param random_bits Random bits to be set for this tile + */ +-static inline void MakeCanal(TileIndex t, Owner o, uint8 random_bits) ++template <bool Tgeneric> ++static inline void MakeCanal(typename TileIndexT<Tgeneric>::T t, Owner o, uint8 random_bits) + { + assert(o != OWNER_WATER); + MakeWater(t, o, WATER_CLASS_CANAL, random_bits); + } ++/** @copydoc MakeCanal(TileIndexT<Tgeneric>::T,Owner,uint) */ ++static inline void MakeCanal(TileIndex t, Owner o, uint8 random_bits) { MakeCanal<false>(t, o, random_bits); } ++/** @copydoc MakeCanal(TileIndexT<Tgeneric>::T,Owner,uint) */ ++static inline void MakeCanal(GenericTileIndex t, Owner o, uint8 random_bits) { MakeCanal<true>(t, o, random_bits); } + + /** + * Make a ship depot section. +@@ -424,18 +519,23 @@ static inline void MakeCanal(TileIndex t, Owner o, uint8 random_bits) + * @param a Axis of the depot. + * @param original_water_class Original water class. + */ +-static inline void MakeShipDepot(TileIndex t, Owner o, DepotID did, DepotPart part, Axis a, WaterClass original_water_class) ++template <bool Tgeneric> ++static inline void MakeShipDepot(typename TileIndexT<Tgeneric>::T t, Owner o, DepotID did, DepotPart part, Axis a, WaterClass original_water_class) + { + SetTileType(t, MP_WATER); + SetTileOwner(t, o); + SetWaterClass(t, original_water_class); +- _m[t].m2 = did; +- _m[t].m3 = 0; +- _m[t].m4 = 0; +- _m[t].m5 = WBL_TYPE_DEPOT << WBL_TYPE_BEGIN | part << WBL_DEPOT_PART | a << WBL_DEPOT_AXIS; +- SB(_me[t].m6, 2, 4, 0); +- _me[t].m7 = 0; ++ GetTile(t)->m2 = did; ++ GetTile(t)->m3 = 0; ++ GetTile(t)->m4 = 0; ++ GetTile(t)->m5 = WBL_TYPE_DEPOT << WBL_TYPE_BEGIN | part << WBL_DEPOT_PART | a << WBL_DEPOT_AXIS; ++ SB(GetTileEx(t)->m6, 2, 4, 0); ++ GetTileEx(t)->m7 = 0; + } ++/** @copydoc MakeShipDepot(TileIndexT<Tgeneric>::T,Owner,DepotID,DepotPart,Axis,WaterClass) */ ++static inline void MakeShipDepot(TileIndex t, Owner o, DepotID did, DepotPart part, Axis a, WaterClass original_water_class) { MakeShipDepot<false>(t, o, did, part, a, original_water_class); } ++/** @copydoc MakeShipDepot(TileIndexT<Tgeneric>::T,Owner,DepotID,DepotPart,Axis,WaterClass) */ ++static inline void MakeShipDepot(GenericTileIndex t, Owner o, DepotID did, DepotPart part, Axis a, WaterClass original_water_class) { MakeShipDepot<true>(t, o, did, part, a, original_water_class); } + + /** + * Make a lock section. +@@ -446,18 +546,23 @@ static inline void MakeShipDepot(TileIndex t, Owner o, DepotID did, DepotPart pa + * @param original_water_class Original water class. + * @see MakeLock + */ +-static inline void MakeLockTile(TileIndex t, Owner o, LockPart part, DiagDirection dir, WaterClass original_water_class) ++template <bool Tgeneric> ++static inline void MakeLockTile(typename TileIndexT<Tgeneric>::T t, Owner o, LockPart part, DiagDirection dir, WaterClass original_water_class) + { + SetTileType(t, MP_WATER); + SetTileOwner(t, o); + SetWaterClass(t, original_water_class); +- _m[t].m2 = 0; +- _m[t].m3 = 0; +- _m[t].m4 = 0; +- _m[t].m5 = WBL_TYPE_LOCK << WBL_TYPE_BEGIN | part << WBL_LOCK_PART_BEGIN | dir << WBL_LOCK_ORIENT_BEGIN; +- SB(_me[t].m6, 2, 4, 0); +- _me[t].m7 = 0; ++ GetTile(t)->m2 = 0; ++ GetTile(t)->m3 = 0; ++ GetTile(t)->m4 = 0; ++ GetTile(t)->m5 = WBL_TYPE_LOCK << WBL_TYPE_BEGIN | part << WBL_LOCK_PART_BEGIN | dir << WBL_LOCK_ORIENT_BEGIN; ++ SB(GetTileEx(t)->m6, 2, 4, 0); ++ GetTileEx(t)->m7 = 0; + } ++/** @copydoc MakeLockTile(TileIndexT<Tgeneric>::T,Owner,LockPart,DiagDirection,WaterClass) */ ++static inline void MakeLockTile(TileIndex t, Owner o, LockPart part, DiagDirection dir, WaterClass original_water_class) { MakeLockTile<false>(t, o, part, dir, original_water_class); } ++/** @copydoc MakeLockTile(TileIndexT<Tgeneric>::T,Owner,LockPart,DiagDirection,WaterClass) */ ++static inline void MakeLockTile(GenericTileIndex t, Owner o, LockPart part, DiagDirection dir, WaterClass original_water_class) { MakeLockTile<true>(t, o, part, dir, original_water_class); } + + /** + * Make a water lock. +@@ -468,9 +573,10 @@ static inline void MakeLockTile(TileIndex t, Owner o, LockPart part, DiagDirecti + * @param wc_upper Original water class of the upper part. + * @param wc_middle Original water class of the middle part. + */ +-static inline void MakeLock(TileIndex t, Owner o, DiagDirection d, WaterClass wc_lower, WaterClass wc_upper, WaterClass wc_middle) ++template <bool Tgeneric> ++static inline void MakeLock(typename TileIndexT<Tgeneric>::T t, Owner o, DiagDirection d, WaterClass wc_lower, WaterClass wc_upper, WaterClass wc_middle) + { +- TileIndexDiff delta = TileOffsByDiagDir(d); ++ TileIndexDiff delta = TileOffsByDiagDir<Tgeneric>(d, MapOf(t)); + + /* Keep the current waterclass and owner for the tiles. + * It allows to restore them after the lock is deleted */ +@@ -478,5 +584,9 @@ static inline void MakeLock(TileIndex t, Owner o, DiagDirection d, WaterClass wc + MakeLockTile(t - delta, IsWaterTile(t - delta) ? GetTileOwner(t - delta) : o, LOCK_PART_LOWER, d, wc_lower); + MakeLockTile(t + delta, IsWaterTile(t + delta) ? GetTileOwner(t + delta) : o, LOCK_PART_UPPER, d, wc_upper); + } ++/** @copydoc MakeLock(TileIndexT<Tgeneric>::T,Owner,DiagDirection,WaterClass,WaterClass,WaterClass) */ ++static inline void MakeLock(TileIndex t, Owner o, DiagDirection d, WaterClass wc_lower, WaterClass wc_upper, WaterClass wc_middle) { MakeLock<false>(t, o, d, wc_lower, wc_upper, wc_middle); } ++/** @copydoc MakeLock(TileIndexT<Tgeneric>::T,Owner,DiagDirection,WaterClass,WaterClass,WaterClass) */ ++static inline void MakeLock(GenericTileIndex t, Owner o, DiagDirection d, WaterClass wc_lower, WaterClass wc_upper, WaterClass wc_middle) { MakeLock<true>(t, o, d, wc_lower, wc_upper, wc_middle); } + + #endif /* WATER_MAP_H */ +diff --git a/src/waypoint_cmd.cpp b/src/waypoint_cmd.cpp +index 54489fa45..0595db172 100644 +--- a/src/waypoint_cmd.cpp ++++ b/src/waypoint_cmd.cpp +@@ -13,6 +13,8 @@ + + #include "cmd_helper.h" + #include "command_func.h" ++#include "copypaste_cmd.h" ++#include "clipboard_func.h" + #include "landscape.h" + #include "bridge_map.h" + #include "town.h" +@@ -34,6 +36,9 @@ + + #include "safeguards.h" + ++extern ClipboardStationsBuilder _clipboard_stations_builder; ++extern int _station_cmd_specindex_to_paste; ++ + /** + * Update the virtual coords needed to draw the waypoint sign. + */ +@@ -41,7 +46,7 @@ void Waypoint::UpdateVirtCoord() + { + Point pt = RemapCoords2(TileX(this->xy) * TILE_SIZE, TileY(this->xy) * TILE_SIZE); + SetDParam(0, this->index); +- this->sign.UpdatePosition(pt.x, pt.y - 32 * ZOOM_LVL_BASE, STR_VIEWPORT_WAYPOINT); ++ this->sign.UpdatePosition(pt.x, pt.y - 32 * ZOOM_LVL_BASE, STR_VIEWPORT_WAYPOINT, STR_VIEWPORT_WAYPOINT); + /* Recenter viewport */ + InvalidateWindowData(WC_WAYPOINT_VIEW, this->index); + } +@@ -101,8 +106,9 @@ extern CommandCost ClearTile_Station(TileIndex tile, DoCommandFlag flags); + * @param tile the tile to check for suitability + * @param axis the axis of the waypoint + * @param waypoint Waypoint the waypoint to check for is already joined to. If we find another waypoint it can join to it will throw an error. ++ * @param flags flags for the command + */ +-static CommandCost IsValidTileForWaypoint(TileIndex tile, Axis axis, StationID *waypoint) ++static CommandCost IsValidTileForWaypoint(TileIndex tile, Axis axis, StationID *waypoint, DoCommandFlag flags) + { + /* if waypoint is set, then we have special handling to allow building on top of already existing waypoints. + * so waypoint points to INVALID_STATION if we can build on any waypoint. +@@ -120,11 +126,21 @@ static CommandCost IsValidTileForWaypoint(TileIndex tile, Axis axis, StationID * + } + } + +- if (GetAxisForNewWaypoint(tile) != axis) return_cmd_error(STR_ERROR_NO_SUITABLE_RAILROAD_TRACK); ++ /* When pasting a waypoint, there may be no track yet (it will be placed when DC_EXEC'ing). ++ * Ignore that so we can calculate the cost more precisely. */ ++ bool ignore_lack_of_tracks = (flags & DC_PASTE) && !(flags & DC_EXEC); ++ ++ if (!ignore_lack_of_tracks || IsTileType(tile, MP_RAILWAY)) { ++ if (GetAxisForNewWaypoint(tile) != axis) return_cmd_error(STR_ERROR_NO_SUITABLE_RAILROAD_TRACK); ++ } + + Owner owner = GetTileOwner(tile); +- CommandCost ret = CheckOwnership(owner); +- if (ret.Succeeded()) ret = EnsureNoVehicleOnGround(tile); ++ if (!ignore_lack_of_tracks || owner != OWNER_NONE) { ++ CommandCost ret = CheckOwnership(owner); ++ if (ret.Failed()) return ret; ++ } ++ ++ CommandCost ret = EnsureNoVehicleOnGround(tile); + if (ret.Failed()) return ret; + + Slope tileh = GetTileSlope(tile); +@@ -182,9 +198,8 @@ CommandCost CmdBuildRailWaypoint(TileIndex start_tile, DoCommandFlag flags, uint + + bool reuse = (station_to_join != NEW_STATION); + if (!reuse) station_to_join = INVALID_STATION; +- bool distant_join = (station_to_join != INVALID_STATION); + +- if (distant_join && (!_settings_game.station.distant_join_stations || !Waypoint::IsValidID(station_to_join))) return CMD_ERROR; ++ if (station_to_join != INVALID_STATION && !Waypoint::IsValidID(station_to_join)) return CMD_ERROR; + + /* Make sure the area below consists of clear tiles. (OR tiles belonging to a certain rail station) */ + StationID est = INVALID_STATION; +@@ -193,7 +208,7 @@ CommandCost CmdBuildRailWaypoint(TileIndex start_tile, DoCommandFlag flags, uint + TileIndexDiff offset = TileOffsByDiagDir(AxisToDiagDir(OtherAxis(axis))); + for (int i = 0; i < count; i++) { + TileIndex tile = start_tile + i * offset; +- CommandCost ret = IsValidTileForWaypoint(tile, axis, &est); ++ CommandCost ret = IsValidTileForWaypoint(tile, axis, &est, flags); + if (ret.Failed()) return ret; + } + +@@ -253,7 +268,14 @@ CommandCost CmdBuildRailWaypoint(TileIndex start_tile, DoCommandFlag flags, uint + /* But for NewGRF waypoints we like to have their style. */ + GetStationLayout(layout_ptr, count, 1, spec); + } +- byte map_spec_index = AllocateSpecToStation(spec, wp, true); ++ ++ byte map_spec_index; ++ if ((flags & DC_PASTE) && (_station_cmd_specindex_to_paste != -1)) { ++ assert(_station_cmd_specindex_to_paste == 0 || (_station_cmd_specindex_to_paste < wp->num_specs && wp->speclist[_station_cmd_specindex_to_paste].spec == spec)); ++ map_spec_index = _station_cmd_specindex_to_paste; ++ } else { ++ map_spec_index = AllocateSpecToStation(spec, wp, true); ++ } + + Company *c = Company::Get(wp->owner); + for (int i = 0; i < count; i++) { +@@ -288,7 +310,18 @@ CommandCost CmdBuildRailWaypoint(TileIndex start_tile, DoCommandFlag flags, uint + */ + CommandCost CmdBuildBuoy(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) + { +- if (tile == 0 || !HasTileWaterGround(tile)) return_cmd_error(STR_ERROR_SITE_UNSUITABLE); ++ if (tile == 0) return_cmd_error(STR_ERROR_SITE_UNSUITABLE); ++ ++ WaterClass wc; ++ if ((flags & DC_PASTE) && !(flags & DC_EXEC)) { ++ /* When pasting a buoy, there may be no water yet (a canal will be placed when DC_EXE'ing). ++ * Ignore that there is no water so we can calculate the cost more precisely. */ ++ wc = WATER_CLASS_INVALID; ++ } else { ++ if (!HasTileWaterGround(tile)) return_cmd_error(STR_ERROR_SITE_UNSUITABLE); ++ wc = GetWaterClass(tile); ++ } ++ + if (IsBridgeAbove(tile)) return_cmd_error(STR_ERROR_MUST_DEMOLISH_BRIDGE_FIRST); + + if (!IsTileFlat(tile)) return_cmd_error(STR_ERROR_SITE_UNSUITABLE); +@@ -423,3 +456,54 @@ CommandCost CmdRenameWaypoint(TileIndex tile, DoCommandFlag flags, uint32 p1, ui + } + return CommandCost(); + } ++ ++void CopyPastePlaceRailWaypoint(GenericTileIndex tile, StationID sid, Axis axis, RailType rt, StationGfx gfx, StationClassID stat_class, byte stat_type, int specindex, bool adjacent) ++{ ++ if (IsMainMapTile(tile)) { ++ TileIndex t = AsMainMapTile(tile); ++ /* check if required track is already there, try to build one if not */ ++ if (!IsTileOwner(t, _current_company) || ++ (!IsRailWaypointTile(tile) && !IsPlainRailTile(tile)) || ++ GetRailType(t) != rt || ++ (IsTileType(t, MP_STATION) ? GetRailStationAxis(tile) != axis : !HasBit(GetTrackBits(t), AxisToTrack(axis)))) { ++ CopyPastePlaceTracks(tile, rt, AxisToTrackBits(axis)); ++ if (_current_pasting->last_result.Failed()) return; ++ } ++ /* build the waypoint */ ++ _station_cmd_specindex_to_paste = specindex; ++ uint32 p1 = 0; ++ SB(p1, 0, 4, rt); ++ SB(p1, 4, 1, axis); ++ SB(p1, 8, 8, 1); // width ++ SB(p1, 16, 8, 1); // height ++ SB(p1, 24, 1, adjacent); ++ uint32 p2 = 0; ++ SB(p2, 0, 8, stat_class); ++ SB(p2, 8, 8, stat_type); ++ SB(p2, 16, 16, sid); ++ _current_pasting->DoCommand(t, p1, p2, CMD_BUILD_RAIL_WAYPOINT | CMD_MSG(STR_ERROR_CAN_T_BUILD_TRAIN_WAYPOINT)); ++ } else { ++ MakeRailWaypoint(tile, OWNER_NONE, sid, axis, gfx & ~1, rt); ++ assert(IsInsideMM(specindex, 0, MAX_UVALUE(byte) + 1)); ++ SetCustomStationSpecIndex(tile, (byte)specindex); ++ _clipboard_stations_builder.AddRailPart(sid, stat_class, stat_type, (byte)specindex); ++ } ++} ++ ++void CopyPastePlaceBuoy(GenericTileIndex tile, StationID sid, WaterClass wc) ++{ ++ if (IsMainMapTile(tile)) { ++ TileIndex t = AsMainMapTile(tile); ++ /* build a piece of canal if not on water */ ++ if (!HasTileWaterGround(t)) { ++ CopyPastePlaceCannal(tile); ++ if (_current_pasting->last_result.Failed()) return; ++ } ++ /* build the buoy */ ++ _current_pasting->DoCommand(t, 0, 0, CMD_BUILD_BUOY | CMD_MSG(STR_ERROR_CAN_T_POSITION_BUOY_HERE)); ++ } else { ++ SetTileOwner(tile, OWNER_NONE); ++ MakeBuoy(tile, sid, wc); ++ _clipboard_stations_builder.AddPart(sid); ++ } ++} +diff --git a/src/widgets/clipboard_widget.h b/src/widgets/clipboard_widget.h +new file mode 100644 +index 000000000..a4c59d184 +--- /dev/null ++++ b/src/widgets/clipboard_widget.h +@@ -0,0 +1,49 @@ ++/* ++ * 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/>. ++ */ ++ ++/** @file clipboard_widget.h Types related to the clipboard widgets. */ ++ ++#ifndef WIDGETS_CLIPBOARD_WIDGET_H ++#define WIDGETS_CLIPBOARD_WIDGET_H ++ ++/** Widgets of the #ClipboardToolbarWindow class. */ ++enum ClipboardToolbarWidgets { ++ WID_CT_CLIPBOARD_1, ///< Button to switch to clipboard #1 ++ WID_CT_CLIPBOARD_2, ///< Button to switch to clipboard #2 ++ WID_CT_CLIPBOARD_3, ///< Button to switch to clipboard #3 ++ WID_CT_CLIPBOARD_4, ///< Button to switch to clipboard #4 ++ ++ WID_CT_COPY, ///< Copy button (single player) ++ WID_CT_PASTE, ///< Paste button (single player) ++ ++ WID_CT_PASTE_FLAG_BUTTON_BEGIN, ///< First button to toggle copy-paste flag ++ WID_CT_WITH_RAIL = WID_CT_PASTE_FLAG_BUTTON_BEGIN, ///< Toggle rails button ++ WID_CT_WITH_ROAD, ///< Toggle roads button ++ WID_CT_WITH_WATER, ///< Toggle water button ++ WID_CT_WITH_AIR, ///< Toggle air button ++ WID_CT_MIRROR_SIGNALS, ///< Toggle signal mirrorig button ++ WID_CT_UPGRADE_BRIDGES, ///< Toggle bridge upgrading button ++ WID_CT_WITH_STATIONS, ///< Toggle stations button ++ WID_CT_PASTE_FLAG_BUTTON_END, ///< Past-the-last button to toggle copy-paste flag ++ ++ WID_CT_CONVERT_RAILTYPE = WID_CT_PASTE_FLAG_BUTTON_END, ///< Button to select railtype to convert to ++ ++ WID_CT_TERRAFORM, ///< Button to select terraforming mode ++ ++ WID_CT_TRANSFORMATION, ///< Button to show/reset clipboard transformation ++ WID_CT_ROTATE_LEFT, ///< Rotate left button ++ WID_CT_ROTATE_RIGHT, ///< Rotate right button ++ WID_CT_REFLECT_NE_SW, ///< Reflect against NE-SW axis button ++ WID_CT_REFLECT_NW_SE, ///< Reflect against NW-SE axis button ++ ++ WID_CT_HEIGHT_DIFF_GLYPH, ///< Image in front of buttons to increase/decrease height level ++ WID_CT_HEIGHT_DIFF, ///< Panel with buttons to increase/decrease height level ++ WID_CT_HEIGHT_DIFF_INCREASE, ///< Button to increase height level ++ WID_CT_HEIGHT_DIFF_DECREASE, ///< Button to decrease height level ++}; ++ ++#endif /* WIDGETS_CLIPBOARD_WIDGET_H */ +diff --git a/src/widgets/group_widget.h b/src/widgets/group_widget.h +index 41e0bcd45..7f4a0cdcd 100644 +--- a/src/widgets/group_widget.h ++++ b/src/widgets/group_widget.h +@@ -33,6 +33,7 @@ enum GroupListWidgets { + WID_GL_RENAME_GROUP, ///< Rename group button. + WID_GL_REPLACE_PROTECTION, ///< Replace protection button. + WID_GL_INFO, ///< Group info. ++ WID_GL_GROUP_INFO, ///< Label for info about group income. + }; + + #endif /* WIDGETS_GROUP_WIDGET_H */ +diff --git a/src/widgets/station_widget.h b/src/widgets/station_widget.h +index 82fe392e3..2fd2fd408 100644 +--- a/src/widgets/station_widget.h ++++ b/src/widgets/station_widget.h +@@ -23,6 +23,7 @@ enum StationViewWidgets { + WID_SV_SCROLLBAR, ///< Scrollbar. + WID_SV_ACCEPT_RATING_LIST, ///< List of accepted cargoes / rating of cargoes. + WID_SV_LOCATION, ///< 'Location' button. ++ WID_SV_COVERAGE, ///< Show area coverage button + WID_SV_ACCEPTS_RATINGS, ///< 'Accepts' / 'Ratings' button. + WID_SV_RENAME, ///< 'Rename' button. + WID_SV_CLOSE_AIRPORT, ///< 'Close airport' button. +diff --git a/src/widgets/terraform_widget.h b/src/widgets/terraform_widget.h +index 7f8a4c4d1..4327d1f25 100644 +--- a/src/widgets/terraform_widget.h ++++ b/src/widgets/terraform_widget.h +@@ -19,6 +19,7 @@ enum TerraformToolbarWidgets { + WID_TT_LOWER_LAND = WID_TT_BUTTONS_START, ///< Lower land button. + WID_TT_RAISE_LAND, ///< Raise land button. + WID_TT_LEVEL_LAND, ///< Level land button. ++ WID_TT_CLIPBOARD, ///< Button to open the clipboard toolbar + WID_TT_DEMOLISH, ///< Demolish aka dynamite button. + WID_TT_BUY_LAND, ///< Buy land button. + WID_TT_PLANT_TREES, ///< Plant trees button (note: opens separate window, no place-push-button). +diff --git a/src/widgets/transparency_widget.h b/src/widgets/transparency_widget.h +index 87618fcb6..dd3880ab7 100644 +--- a/src/widgets/transparency_widget.h ++++ b/src/widgets/transparency_widget.h +@@ -25,6 +25,7 @@ enum TransparencyToolbarWidgets { + WID_TT_STRUCTURES, ///< Object structure transparency toggle button. + WID_TT_CATENARY, ///< Catenary transparency toggle button. + WID_TT_LOADING, ///< Loading indicators transparency toggle button. ++ WID_TT_TUNNELS, ///< Vehicles in tunnels toggle button. + WID_TT_END, ///< End of toggle buttons. + + /* Panel with buttons for invisibility */ +diff --git a/src/widgets/viewport_widget.h b/src/widgets/viewport_widget.h +index 187659f36..57c964e70 100644 +--- a/src/widgets/viewport_widget.h ++++ b/src/widgets/viewport_widget.h +@@ -14,12 +14,13 @@ + + /** Widgets of the #ExtraViewportWindow class. */ + enum ExtraViewportWidgets { +- WID_EV_CAPTION, ///< Caption of window. +- WID_EV_VIEWPORT, ///< The viewport. +- WID_EV_ZOOM_IN, ///< Zoom in. +- WID_EV_ZOOM_OUT, ///< Zoom out. +- WID_EV_MAIN_TO_VIEW, ///< Center the view of this viewport on the main view. +- WID_EV_VIEW_TO_MAIN, ///< Center the main view on the view of this viewport. ++ WID_EV_CAPTION, ///< Caption of window. ++ WID_EV_VIEWPORT, ///< The viewport. ++ WID_EV_ZOOM_IN, ///< Zoom in. ++ WID_EV_ZOOM_OUT, ///< Zoom out. ++ WID_EV_MAIN_TO_VIEW, ///< Center the view of this viewport on the main view. ++ WID_EV_VIEW_TO_MAIN, ///< Center the main view on the view of this viewport. ++ WID_EV_FOLLOW_CURSOR, ///< Follow the cursor with this viewport. + }; + + #endif /* WIDGETS_VIEWPORT_WIDGET_H */ +diff --git a/src/window.cpp b/src/window.cpp +index 30c1b8705..094e62313 100644 +--- a/src/window.cpp ++++ b/src/window.cpp +@@ -2774,6 +2774,7 @@ enum MouseClick { + MAX_OFFSET_HOVER = 5, ///< Maximum mouse movement before stopping a hover event. + }; + extern EventState VpHandlePlaceSizingDrag(); ++extern EventState VpHandleMouseWheel(int mousewheel); + + static void ScrollMainViewport(int x, int y) + { +@@ -2835,11 +2836,12 @@ static void MouseLoop(MouseClick click, int mousewheel) + HandlePlacePresize(); + UpdateTileSelection(); + +- if (VpHandlePlaceSizingDrag() == ES_HANDLED) return; +- if (HandleMouseDragDrop() == ES_HANDLED) return; +- if (HandleWindowDragging() == ES_HANDLED) return; +- if (HandleScrollbarScrolling() == ES_HANDLED) return; +- if (HandleViewportScroll() == ES_HANDLED) return; ++ if (VpHandlePlaceSizingDrag() == ES_HANDLED) return; ++ if (VpHandleMouseWheel(mousewheel) == ES_HANDLED) return; ++ if (HandleMouseDragDrop() == ES_HANDLED) return; ++ if (HandleWindowDragging() == ES_HANDLED) return; ++ if (HandleScrollbarScrolling() == ES_HANDLED) return; ++ if (HandleViewportScroll() == ES_HANDLED) return; + + HandleMouseOver(); + +diff --git a/src/window_gui.h b/src/window_gui.h +index b81b06e39..a0230028d 100644 +--- a/src/window_gui.h ++++ b/src/window_gui.h +@@ -768,6 +768,15 @@ public: + */ + virtual void OnPlaceMouseUp(ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, Point pt, TileIndex start_tile, TileIndex end_tile) {} + ++ /** ++ * The user scrolling the mouse wheel while the tile highlight mode ++ * has been set. ++ * @param pt the exact point on the map where the mouse is. ++ * @param mousewheel the amount of scrolls. ++ * @return #ES_HANDLED to prevent viewport from zooming. ++ */ ++ virtual EventState OnPlaceMouseWheel(Point pt, int mousewheel) { return ES_NOT_HANDLED; } ++ + /** + * The user moves over the map when a tile highlight mode has been set + * when the special mouse mode has been set to 'PRESIZE' mode. An diff --git a/manualPorts/openttd-git/lastVersion.sh b/manualPorts/openttd-git/lastVersion.sh new file mode 100755 index 0000000..1f73eb7 --- /dev/null +++ b/manualPorts/openttd-git/lastVersion.sh @@ -0,0 +1,13 @@ +#!/bin/bash + +cd /usr/src/github/openttd +git fetch --all -p >/dev/null 2>&1 + +printf '%s.%s\n' \ + "$(( + $(git rev-list --first-parent --count upstream/master ^f84ad5f7c) + 28004 + ))" \ + "$( + git rev-parse --short upstream/master + )" + |