(svn r11792) -Codechange: move some (virtually) globally included AI related structs to a place where they are only included a few times.
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@@ -4,5 +4,61 @@
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#define DEFAULT_H
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void AiDoGameLoop(Player*);
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void SaveLoad_AI(PlayerID id);
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struct AiBuildRec {
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TileIndex spec_tile;
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TileIndex use_tile;
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byte rand_rng;
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byte cur_building_rule;
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byte unk6;
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byte unk7;
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byte buildcmd_a;
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byte buildcmd_b;
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byte direction;
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CargoID cargo;
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};
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struct PlayerAI {
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byte state;
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byte tick; ///< Used to determine how often to move
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uint32 state_counter; ///< Can hold tile index!
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uint16 timeout_counter;
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byte state_mode;
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byte banned_tile_count;
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RailTypeByte railtype_to_use;
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CargoID cargo_type;
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byte num_wagons;
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byte build_kind;
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byte num_build_rec;
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byte num_loco_to_build;
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byte num_want_fullload;
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byte route_type_mask;
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TileIndex start_tile_a;
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TileIndex cur_tile_a;
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DiagDirectionByte cur_dir_a;
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DiagDirectionByte start_dir_a;
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TileIndex start_tile_b;
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TileIndex cur_tile_b;
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DiagDirectionByte cur_dir_b;
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DiagDirectionByte start_dir_b;
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Vehicle *cur_veh; ///< only used by some states
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AiBuildRec src, dst, mid1, mid2;
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VehicleID wagon_list[9];
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byte order_list_blocks[20];
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TileIndex banned_tiles[16];
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byte banned_val[16];
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};
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extern PlayerAI _players_ai[MAX_PLAYERS];
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#endif
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