460 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			460 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#ifndef VARIABLES_H
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#define VARIABLES_H
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#include "player.h"
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//enum { DPARAM_SIZE = 32 };
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// ********* START OF SAVE REGION
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#if !defined(MAX_PATH)
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# define MAX_PATH 260
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#endif
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// Prices and also the fractional part.
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VARDEF Prices _price;
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VARDEF uint16 _price_frac[NUM_PRICES];
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VARDEF uint32 _cargo_payment_rates[NUM_CARGO];
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VARDEF uint16 _cargo_payment_rates_frac[NUM_CARGO];
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typedef struct {
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	GameDifficulty diff;
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	byte diff_level;
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	byte currency;
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	bool kilometers;
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	byte town_name;
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	byte landscape;
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	byte snow_line;
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	byte autosave;
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	byte road_side;
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} GameOptions;
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// These are the options for the current game
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VARDEF GameOptions _opt;
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// These are the options for the new game
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VARDEF GameOptions _new_opt;
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// Current date
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VARDEF uint16 _date;
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VARDEF uint16 _date_fract;
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// Amount of game ticks
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VARDEF uint16 _tick_counter;
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// Used when calling OnNewDay
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VARDEF VehicleID _vehicle_id_ctr_day;
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// Skip aging of cargo?
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VARDEF byte _age_cargo_skip_counter;
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// Available aircraft types
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VARDEF byte _avail_aircraft;
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// Position in tile loop
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VARDEF TileIndex _cur_tileloop_tile;
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// Also save scrollpos_x, scrollpos_y and zoom
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VARDEF uint16 _disaster_delay;
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// Determines what station to operate on in the
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//  tick handler.
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VARDEF uint16 _station_tick_ctr;
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VARDEF uint32 _random_seeds[2][2];
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VARDEF uint32 _player_seeds[MAX_PLAYERS][2];
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// Iterator through all towns in OnTick_Town
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VARDEF byte _cur_town_ctr;
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VARDEF uint _cur_player_tick_index;
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VARDEF uint _next_competitor_start;
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// Determines how often to run the tree loop
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VARDEF byte _trees_tick_ctr;
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// Keep track of current game position
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VARDEF int _saved_scrollpos_x;
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VARDEF int _saved_scrollpos_y;
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VARDEF byte _saved_scrollpos_zoom;
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// ********* END OF SAVE REGION
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typedef struct Patches {
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	bool vehicle_speed;			// show vehicle speed
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	bool build_on_slopes;		// allow building on slopes
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	bool mammoth_trains;		// allow very long trains
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	bool join_stations;			// allow joining of train stations
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	bool full_load_any;			// new full load calculation, any cargo must be full
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	byte station_spread;		// amount a station may spread
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	bool inflation;					// disable inflation
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	bool selectgoods;       // only send the goods to station if a train has been there
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	bool longbridges;				// allow 100 tile long bridges
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	bool gotodepot;					// allow goto depot in orders
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	bool build_rawmaterial_ind;	 // allow building raw material industries
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	bool multiple_industry_per_town;	// allow many industries of the same type per town
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	bool same_industry_close;	// allow same type industries to be built close to each other
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	uint16 lost_train_days;	// if a train doesn't switch order in this amount of days, a train is lost warning is shown
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	uint8 order_review_system;
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	bool train_income_warn; // if train is generating little income, show a warning
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	bool status_long_date;		// always show long date in status bar
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	bool signal_side;				// show signals on right side
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	bool show_finances;			// show finances at end of year
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	bool new_nonstop;				// ttdpatch compatible nonstop handling
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	bool roadveh_queue;			// buggy road vehicle queueing
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	bool autoscroll;				// scroll when moving mouse to the edge.
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	byte errmsg_duration;		// duration of error message
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	byte snow_line_height;	// a number 0-15 that configured snow line height
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	bool bribe;							// enable bribing the local authority
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	bool new_depot_finding;	// use new algorithm to find a depot.
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	bool nonuniform_stations;// allow nonuniform train stations
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	bool always_small_airport; // always allow small airports
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	bool realistic_acceleration; // realistic acceleration for trains
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	bool invisible_trees; // don't show trees when buildings are transparent
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	uint8 toolbar_pos;			// position of toolbars, 0=left, 1=center, 2=right
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	uint8 window_snap_radius; // Windows snap at each other if closer than this
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	byte max_trains;				//max trains in game per player (these are 8bit because the unitnumber field can't hold more)
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	byte max_roadveh;				//max trucks in game per player
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	byte max_aircraft;			//max planes in game per player
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	byte max_ships;					//max ships in game per player
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	bool servint_ispercent;	// service intervals are in percents
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	uint16 servint_trains;	// service interval for trains
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	uint16 servint_roadveh;	// service interval for road vehicles
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	uint16 servint_aircraft;// service interval for aircraft
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	uint16 servint_ships;		// service interval for ships
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	bool autorenew;
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	int16 autorenew_months;
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	int32 autorenew_money;
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	bool new_pathfinding;		// use optimized pathfinding algoritm for trains
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	byte pf_maxdepth;				// maximum recursion depth when searching for a train route for new pathfinder
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	uint16 pf_maxlength;		// maximum length when searching for a train route for new pathfinder
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	bool bridge_pillars;		// show bridge pillars for high bridges
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	bool ai_disable_veh_train;		// disable types for AI
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	bool ai_disable_veh_roadveh;		// disable types for AI
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	bool ai_disable_veh_aircraft;		// disable types for AI
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	bool ai_disable_veh_ship;		// disable types for AI
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	uint32 starting_date;		// starting date
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	uint32 colored_news_date; // when does newspaper become colored?
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	bool keep_all_autosave;		// name the autosave in a different way.
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	bool extra_dynamite;			// extra dynamite
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	bool never_expire_vehicles; // never expire vehicles
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	byte extend_vehicle_life;	// extend vehicle life by this many years
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	bool auto_euro;						// automatically switch to euro in 2002
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	bool serviceathelipad;	// service helicopters at helipads automatically (no need to send to depot)
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	bool smooth_economy;		// smooth economy
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	byte dist_local_authority;		// distance for town local authority, default 20
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	byte wait_oneway_signal;	//waitingtime in days before a oneway signal
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	byte wait_twoway_signal;	//waitingtime in days before a twoway signal
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	byte drag_signals_density; // many signals density
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	bool ainew_active;  // Is the new AI active?
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} Patches;
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VARDEF Patches _patches;
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typedef struct Cheat {
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	bool been_used;	// has this cheat been used before?
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	byte value;			// active?
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} Cheat;
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// WARNING! Do _not_ remove entries in Cheats struct or change the order
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// of the existing ones! Would break downward compatibility.
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// Only add new entries at the end of the struct!
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typedef struct Cheats {
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	Cheat magic_bulldozer;		// dynamite industries, unmovables
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	Cheat switch_player;			// change to another player
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	Cheat money;							// get rich
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	Cheat crossing_tunnels;		// allow tunnels that cross each other
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	Cheat build_in_pause;			// build while in pause mode
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	Cheat no_jetcrash;				// no jet will crash on small airports anymore
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	Cheat switch_climate;
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	Cheat change_date;				//changes date ingame
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} Cheats;
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VARDEF Cheats _cheats;
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typedef struct Paths {
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	char *personal_dir;  // includes cfg file and save folder
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	char *game_data_dir; // includes data, gm, lang
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	char *data_dir;
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	char *gm_dir;
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	char *lang_dir;
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	char *save_dir;
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	char *autosave_dir;
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	char *scenario_dir;
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} Paths;
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VARDEF Paths _path;
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// Which options struct does options modify?
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VARDEF GameOptions *_opt_mod_ptr;
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// NOSAVE: Used in palette animations only, not really important.
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VARDEF int _timer_counter;
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// NOSAVE: can be determined from _date
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VARDEF byte _cur_year;
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VARDEF byte _cur_month;
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// NOSAVE: can be determined from player structs
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VARDEF byte _player_colors[MAX_PLAYERS];
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VARDEF bool _in_state_game_loop;
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VARDEF uint32 _frame_counter;
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VARDEF uint32 _frame_counter_max; // for networking, this is the frame that we are not allowed to execute yet.
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VARDEF uint32 _frame_counter_srv; // for networking, this is the last known framecounter of the server. it is always less than frame_counter_max.
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// networking settings
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VARDEF bool _network_available;  // is network mode available?
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VARDEF uint32 _network_ip_list[10]; // Network IPs
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VARDEF uint16 _network_game_count;
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VARDEF uint _network_client_port;
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VARDEF uint _network_server_port;
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VARDEF uint16 _network_sync_freq;
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VARDEF uint16 _network_ahead_frames;
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VARDEF uint16 _network_ready_ahead;
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VARDEF uint16 _network_client_timeout;
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VARDEF uint32 _sync_seed_1, _sync_seed_2;
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VARDEF bool _is_ai_player; // current player is an AI player? - Can be removed if new AI is done
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VARDEF bool _do_autosave;
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VARDEF int _autosave_ctr;
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VARDEF byte _local_player;
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VARDEF byte _display_opt;
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VARDEF byte _pause;
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VARDEF int _caret_timer;
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VARDEF uint16 _news_display_opt;
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VARDEF byte _game_mode;
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VARDEF StringID _error_message;
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VARDEF StringID _error_message_2;
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VARDEF int32 _additional_cash_required;
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VARDEF uint32 _decode_parameters[10];
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VARDEF byte _current_player;
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VARDEF int _docommand_recursive;
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VARDEF uint32 _pressed_key; // Low 8 bits = ASCII, High 16 bits = keycode
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VARDEF bool _ctrl_pressed;  // Is Ctrl pressed?
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VARDEF bool _shift_pressed;  // Is Alt pressed?
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VARDEF byte _dirkeys;				// 1=left, 2=up, 4=right, 8=down
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VARDEF bool _fullscreen;
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VARDEF bool _double_size;
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VARDEF uint _display_hz;
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VARDEF bool _force_full_redraw;
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VARDEF uint _fullscreen_bpp;
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VARDEF bool _fast_forward;
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VARDEF bool _rightclick_emulate;
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// IN/OUT parameters to commands
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VARDEF byte _yearly_expenses_type;
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VARDEF TileIndex _terraform_err_tile;
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VARDEF uint _build_tunnel_endtile;
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VARDEF bool _generating_world;
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VARDEF int _new_town_size;
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VARDEF uint _returned_refit_amount;
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// Deals with the type of the savegame, independent of extension
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typedef struct {
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	int mode;						// savegame/scenario type (old, new)
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	byte name[MAX_PATH];	// name
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} SmallFiosItem;
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// Used when switching from the intro menu.
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VARDEF byte _switch_mode;
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VARDEF StringID _switch_mode_errorstr;
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VARDEF bool _exit_game;
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VARDEF SmallFiosItem _file_to_saveload;
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VARDEF byte _make_screenshot;
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VARDEF bool _networking;
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VARDEF bool _networking_override; // dont shutdown network core when the GameMenu appears.
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VARDEF bool _networking_sync; // if we use network mode and the games must stay in sync.
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VARDEF bool _networking_server;
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VARDEF bool _networking_queuing; // queueing only?
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VARDEF byte _network_playas; // an id to play as..
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VARDEF byte _get_z_hint; // used as a hint to getslopez to return the right height at a bridge.
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VARDEF char *_newgrf_files[32];
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VARDEF Vehicle *_place_clicked_vehicle;
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VARDEF char _ini_videodriver[16], _ini_musicdriver[16], _ini_sounddriver[16];
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VARDEF bool _cache_sprites;
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// debug features
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VARDEF char _savedump_path[64];
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VARDEF uint _savedump_first, _savedump_freq, _savedump_last;
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// end of debug features
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typedef struct {
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	char *name;
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	char *file;
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} DynLangEnt;
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// Used for dynamic language support
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typedef struct {
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	int num; // number of languages
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	int curr; // currently selected language index
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	char curr_file[32]; // currently selected language file
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	StringID dropdown[32 + 1]; // used in settings dialog
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	DynLangEnt ent[32];
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} DynamicLanguages;
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VARDEF DynamicLanguages _dynlang;
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VARDEF int _num_resolutions;
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VARDEF uint16 _resolutions[32][2];
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VARDEF uint16 _cur_resolution[2];
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VARDEF char _screenshot_format_name[8];
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VARDEF int _num_screenshot_formats, _cur_screenshot_format;
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VARDEF char _savegame_format[8];
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VARDEF char *_config_file;
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// NOSAVE: These can be recalculated from InitializeLandscapeVariables
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typedef struct {
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	StringID names_s[NUM_CARGO];
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	StringID names_p[NUM_CARGO];
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	StringID names_long_s[NUM_CARGO];
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	StringID names_long_p[NUM_CARGO];
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	StringID names_short[NUM_CARGO];
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	byte weights[NUM_CARGO];
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	SpriteID sprites[NUM_CARGO];
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	byte transit_days_1[NUM_CARGO];
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	byte transit_days_2[NUM_CARGO];
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	byte ai_railwagon[3][NUM_CARGO];
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	byte ai_roadveh_start[NUM_CARGO];
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	byte ai_roadveh_count[NUM_CARGO];
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} CargoConst;
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VARDEF CargoConst _cargoc;
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typedef byte TownNameGenerator(byte *buf, uint32 seed);
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extern TownNameGenerator * const _town_name_generators[];
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#define SET_DPARAM32(n, v) (_decode_parameters[n] = (v))
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#define SET_DPARAMX32(s, n, v) ((s)[n] = (v))
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#define GET_DPARAM32(n) (_decode_parameters[n])
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#define SET_DPARAM(n, v) (_decode_parameters[n] = (v))
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#define SET_DPARAMX(s, n, v) ((s)[n] = (v))
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#define GET_DPARAM(n) (_decode_parameters[n])
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static void FORCEINLINE SET_DPARAM64(int n, int64 v)
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{
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	_decode_parameters[n] = (uint32)v;
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	_decode_parameters[n+1] = (uint32)((uint64)v >> 32);
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}
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#if defined(TTD_LITTLE_ENDIAN)
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#define SET_DPARAMX16(s, n, v) ( ((uint16*)(s+n))[0] = (v))
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#define SET_DPARAMX8(s, n, v) ( ((uint8*)(s+n))[0] = (v))
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#define GET_DPARAMX16(s, n) ( ((uint16*)(s+n))[0])
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#define GET_DPARAMX8(s, n) ( ((uint8*)(s+n))[0])
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#elif defined(TTD_BIG_ENDIAN)
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#define SET_DPARAMX16(s, n, v) ( ((uint16*)(s+n))[1] = (v))
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#define SET_DPARAMX8(s, n, v) ( ((uint8*)(s+n))[3] = (v))
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#define GET_DPARAMX16(s, n) ( ((uint16*)(s+n))[1])
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#define GET_DPARAMX8(s, n) ( ((uint8*)(s+n))[3])
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#endif
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#define SET_DPARAM16(n, v) SET_DPARAMX16(_decode_parameters, n, v)
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#define SET_DPARAM8(n, v)  SET_DPARAMX8(_decode_parameters, n, v)
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#define GET_DPARAM16(n)    GET_DPARAMX16(_decode_parameters, n)
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#define GET_DPARAM8(n)     GET_DPARAMX8(_decode_parameters, n)
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#define COPY_IN_DPARAM(offs,src,num) memcpy(_decode_parameters + offs, src, sizeof(uint32) * (num))
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#define COPY_OUT_DPARAM(dst,offs,num) memcpy(dst,_decode_parameters + offs, sizeof(uint32) * (num))
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#define INJECT_DPARAM(n) InjectDparam(n);
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#define SET_EXPENSES_TYPE(x) if (x) _yearly_expenses_type=x;
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/* landscape.c */
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extern const byte _tileh_to_sprite[32];
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extern byte _map_type_and_height[TILES_X * TILES_Y];
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extern byte _map5[TILES_X * TILES_Y];
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extern byte _map3_lo[TILES_X * TILES_Y];
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extern byte _map3_hi[TILES_X * TILES_Y];
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extern byte _map_owner[TILES_X * TILES_Y];
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extern byte _map2[TILES_X * TILES_Y];
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						|
extern byte _map_extra_bits[TILES_X * TILES_Y/4];
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						|
 | 
						|
static const byte _inclined_tileh[] = {
 | 
						|
	3,9,3,6,12,6,12,9,
 | 
						|
};
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						|
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						|
extern const TileTypeProcs * const _tile_type_procs[16];
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						|
 | 
						|
/* station_cmd.c */
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						|
// there are 5 types of airport (Country (3x4) , City(6x6), Metropolitan(6x6), International(7x7), Heliport(1x1)
 | 
						|
// will become obsolete once airports are loaded from seperate file
 | 
						|
extern const byte _airport_size_x[5];
 | 
						|
extern const byte _airport_size_y[5];
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						|
 | 
						|
extern const TileIndexDiff _tileoffs_by_dir[4];
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						|
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						|
/* misc */
 | 
						|
VARDEF byte str_buffr[512];
 | 
						|
VARDEF char _screenshot_name[128];
 | 
						|
VARDEF char _userstring[128];
 | 
						|
VARDEF byte _vehicle_design_names;
 | 
						|
 | 
						|
VARDEF SignStruct _sign_list[40];
 | 
						|
VARDEF SignStruct *_new_sign_struct;
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						|
 | 
						|
VARDEF bool _ignore_wrong_grf;
 | 
						|
 | 
						|
/* tunnelbridge */
 | 
						|
#define MAX_BRIDGES 13
 | 
						|
 | 
						|
/* Debugging levels */
 | 
						|
VARDEF int _debug_spritecache_level;
 | 
						|
VARDEF int _debug_misc_level;
 | 
						|
VARDEF int _debug_grf_level;
 | 
						|
VARDEF int _debug_ai_level;
 | 
						|
VARDEF int _debug_net_level;
 | 
						|
 | 
						|
void CDECL debug(const char *s, ...);
 | 
						|
#ifdef NO_DEBUG_MESSAGES
 | 
						|
	#define DEBUG(name, level)
 | 
						|
#else
 | 
						|
	#define DEBUG(name, level) if (level == 0 || _debug_ ## name ## _level >= level) debug
 | 
						|
#endif
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						|
 | 
						|
#endif /* VARIABLES_H */
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