- reduce to 2 sizes (*DParam64 for 64bit values, *DParam for the rest) - use inline functions instead of macros - add assert()s to check for buffer overruns
		
			
				
	
	
		
			292 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			292 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#include "stdafx.h"
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#include "ttd.h"
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#include "table/strings.h"
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#include "window.h"
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#include "gui.h"
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#include "viewport.h"
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#include "gfx.h"
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#include "player.h"
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#include "command.h"
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#include "console.h"
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extern void MakeNewGame();
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extern void StartScenario();
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/*
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static void ShowSelectTutorialWindow()
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{
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}
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*/
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static const Widget _select_game_widgets[] = {
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{    WWT_CAPTION,    13,     0,   335,     0,    13, STR_0307_OPENTTD,				STR_NULL},
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{     WWT_IMGBTN,    13,     0,   335,    14,   196, 0x0,											STR_NULL},
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{ WWT_PUSHTXTBTN,    12,    10,   167,    22,    33, STR_0140_NEW_GAME,				STR_02FB_START_A_NEW_GAME},
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{ WWT_PUSHTXTBTN,    12,   168,   325,    22,    33, STR_0141_LOAD_GAME,			STR_02FC_LOAD_A_SAVED_GAME_FROM},
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//{ WWT_PUSHTXTBTN,    12,    10,   167,   177,   188, STR_0142_TUTORIAL_DEMONSTRATION, STR_02FD_VIEW_DEMONSTRATIONS_TUTORIALS},
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{ WWT_PUSHTXTBTN,    12,    10,   167,   177,   188, STR_CONFIG_PATCHES,			STR_CONFIG_PATCHES_TIP},
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{ WWT_PUSHTXTBTN,    12,    10,   167,    40,    51, STR_0220_CREATE_SCENARIO,STR_02FE_CREATE_A_CUSTOMIZED_GAME},
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{ WWT_PUSHTXTBTN,    12,    10,   167,   136,   147, STR_SINGLE_PLAYER,				STR_02FF_SELECT_SINGLE_PLAYER_GAME},
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{ WWT_PUSHTXTBTN,    12,   168,   325,   136,   147, STR_MULTIPLAYER,					STR_0300_SELECT_TWO_PLAYER_GAME},
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{ WWT_PUSHTXTBTN,    12,    10,   167,   159,   170, STR_0148_GAME_OPTIONS,		STR_0301_DISPLAY_GAME_OPTIONS},
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{ WWT_PUSHTXTBTN,    12,   168,   325,   159,   170, STR_01FE_DIFFICULTY,			STR_0302_DISPLAY_DIFFICULTY_OPTIONS},
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{ WWT_PUSHTXTBTN,    12,   168,   325,    40,    51, STR_029A_PLAY_SCENARIO,	STR_0303_START_A_NEW_GAME_USING},
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{ WWT_PUSHTXTBTN,    12,   168,   325,   177,   188, STR_0304_QUIT,						STR_0305_LEAVE_OPENTTD},
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{    WWT_PANEL_2,    12,    10,    85,    69,   122, 0x1312,									STR_030E_SELECT_TEMPERATE_LANDSCAPE},
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{    WWT_PANEL_2,    12,    90,   165,    69,   122, 0x1314,									STR_030F_SELECT_SUB_ARCTIC_LANDSCAPE},
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{    WWT_PANEL_2,    12,   170,   245,    69,   122, 0x1316,									STR_0310_SELECT_SUB_TROPICAL_LANDSCAPE},
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{    WWT_PANEL_2,    12,   250,   325,    69,   122, 0x1318,									STR_0311_SELECT_TOYLAND_LANDSCAPE},
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{   WIDGETS_END},
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};
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static void SelectGameWndProc(Window *w, WindowEvent *e) {
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	switch(e->event) {
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	case WE_PAINT:
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		w->click_state = (w->click_state & ~(0xC0) & ~(0xF << 12)) | (1 << (_new_opt.landscape+12)) | (!_networking?(1<<6):(1<<7));
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		w->disabled_state = _networking ? 0x30 : 0;
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		SetDParam(0, STR_6801_EASY + _new_opt.diff_level);
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		DrawWindowWidgets(w);
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		break;
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	case WE_CLICK:
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		switch(e->click.widget) {
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		case 2: DoCommandP(0, 0, 0, NULL, CMD_START_NEW_GAME); break;
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		case 3: ShowSaveLoadDialog(SLD_LOAD_GAME); break;
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		case 4: ShowPatchesSelection(); break;
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		case 5: DoCommandP(0, InteractiveRandom(), 0, NULL, CMD_CREATE_SCENARIO); break;
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		case 6:
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			if (_networking)
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				DoCommandP(0, 0, 0, NULL, CMD_SET_SINGLE_PLAYER);
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			break;
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		case 7:
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			if (!_network_available) {
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				ShowErrorMessage(-1,STR_NETWORK_ERR_NOTAVAILABLE, 0, 0);
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			} else {
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				ShowNetworkGameWindow();
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				ShowErrorMessage(-1, TEMP_STRING_NO_NETWORK, 0, 0);
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			}
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			break;
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		case 8: ShowGameOptions(); break;
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		case 9: ShowGameDifficulty(); break;
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		case 10:ShowSaveLoadDialog(SLD_LOAD_SCENARIO); break;
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		case 11:AskExitGame(); break;
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		case 12: case 13: case 14: case 15:
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			DoCommandP(0, e->click.widget - 12, 0, NULL, CMD_SET_NEW_LANDSCAPE_TYPE);
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			break;
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		}
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	case WE_KEYPRESS:
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		switch(e->keypress.keycode) {
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		case WKC_BACKQUOTE: IConsoleSwitch(); break;
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		}
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		break;
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	}
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}
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static const WindowDesc _select_game_desc = {
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	WDP_CENTER, WDP_CENTER, 336, 197,
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	WC_SELECT_GAME,0,
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	WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
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	_select_game_widgets,
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	SelectGameWndProc
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};
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void ShowSelectGameWindow()
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{
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	AllocateWindowDesc(&_select_game_desc);
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}
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// p1 = mode
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//    0 - start new game
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//    1 - close new game dialog
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int32 CmdStartNewGame(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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	if (!(flags & DC_EXEC))
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		return 0;
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	switch(p1) {
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	case 0: // show select game window
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		AskForNewGameToStart();
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		break;
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	case 1: // close select game window
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		DeleteWindowById(WC_SAVELOAD, 0);
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		break;
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	}
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	return 0;
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}
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int32 CmdGenRandomNewGame(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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	if (!(flags & DC_EXEC))
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		return 0;
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	// this forces stuff into test mode.
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	_docommand_recursive = 0;
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	_random_seeds[0][0] = p1;
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	_random_seeds[0][1] = p2;
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	if (_networking) { NetworkStartSync(true); }
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	MakeNewGame();
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	return 0;
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}
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int32 CmdLoadGame(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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	if (!(flags & DC_EXEC))
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		return 0;
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//	ShowSaveLoadDialog(0);
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	return 0;
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}
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int32 CmdCreateScenario(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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	if (!(flags & DC_EXEC))
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		return 0;
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	_switch_mode = SM_EDITOR;
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	return 0;
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}
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int32 CmdSetSinglePlayer(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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	printf("CmdSetSinglePlayer\n");
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	return 0;
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}
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int32 CmdStartScenario(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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	if (!(flags & DC_EXEC))
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		return 0;
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	// this forces stuff into test mode.
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	_docommand_recursive = 0;
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	_random_seeds[0][0] = p1;
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	_random_seeds[0][1] = p2;
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	if (_networking) { NetworkStartSync(true); }
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	StartScenario();
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	return 0;
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}
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static const Widget _ask_abandon_game_widgets[] = {
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{    WWT_TEXTBTN,     4,     0,    10,     0,    13, STR_00C5,			STR_NULL},
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{    WWT_CAPTION,     4,    11,   179,     0,    13, STR_00C7_QUIT,	STR_NULL},
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{     WWT_IMGBTN,     4,     0,   179,    14,    91, 0x0,						STR_NULL},
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{    WWT_TEXTBTN,    12,    25,    84,    72,    83, STR_00C9_NO,		STR_NULL},
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{    WWT_TEXTBTN,    12,    95,   154,    72,    83, STR_00C8_YES,	STR_NULL},
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{   WIDGETS_END},
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};
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static void AskAbandonGameWndProc(Window *w, WindowEvent *e) {
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	switch(e->event) {
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	case WE_PAINT:
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		DrawWindowWidgets(w);
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#if defined(_WIN32)
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		SetDParam(0, STR_0133_WINDOWS);
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#elif defined(__APPLE__)
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		SetDParam(0, STR_0135_OSX);
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#elif defined(__BEOS__)
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		SetDParam(0, STR_OSNAME_BEOS);
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#elif defined(__MORPHOS__)
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		SetDParam(0, STR_OSNAME_MORPHOS);
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#else
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		SetDParam(0, STR_0134_UNIX);
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#endif
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		DrawStringMultiCenter(0x5A, 0x26, STR_00CA_ARE_YOU_SURE_YOU_WANT_TO, 178);
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		return;
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	case WE_CLICK:
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		switch(e->click.widget) {
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		case 3:
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			DeleteWindow(w);
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			break;
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		case 4:
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			_exit_game = true;
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			break;
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		}
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		break;
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	case WE_KEYPRESS: /* Exit game on pressing 'Enter' */
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		if (e->keypress.keycode == WKC_RETURN)
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			_exit_game = true;
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		break;
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	}
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}
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static const WindowDesc _ask_abandon_game_desc = {
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	WDP_CENTER, WDP_CENTER, 180, 92,
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	WC_ASK_ABANDON_GAME,0,
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	WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_STD_BTN | WDF_UNCLICK_BUTTONS,
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	_ask_abandon_game_widgets,
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	AskAbandonGameWndProc
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};
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void AskExitGame()
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{
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	AllocateWindowDescFront(&_ask_abandon_game_desc, 0);
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}
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static const Widget _ask_quit_game_widgets[] = {
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{    WWT_TEXTBTN,     4,     0,    10,     0,    13, STR_00C5,						STR_NULL},
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{    WWT_CAPTION,     4,    11,   179,     0,    13, STR_0161_QUIT_GAME,	STR_NULL},
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{     WWT_IMGBTN,     4,     0,   179,    14,    91, 0x0,									STR_NULL},
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{    WWT_TEXTBTN,    12,    25,    84,    72,    83, STR_00C9_NO,					STR_NULL},
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{    WWT_TEXTBTN,    12,    95,   154,    72,    83, STR_00C8_YES,				STR_NULL},
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{   WIDGETS_END},
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};
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static void AskQuitGameWndProc(Window *w, WindowEvent *e) {
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	switch(e->event) {
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	case WE_PAINT:
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		DrawWindowWidgets(w);
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		DrawStringMultiCenter(0x5A, 0x26,
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			_game_mode != GM_EDITOR ? STR_0160_ARE_YOU_SURE_YOU_WANT_TO :
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				STR_029B_ARE_YOU_SURE_YOU_WANT_TO,
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			178);
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		return;
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	case WE_CLICK:
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		switch(e->click.widget) {
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		case 3:
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			DeleteWindow(w);
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			break;
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		case 4:
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			_switch_mode = SM_MENU;
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			break;
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		}
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		break;
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	}
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}
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static const WindowDesc _ask_quit_game_desc = {
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	WDP_CENTER, WDP_CENTER, 180, 92,
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	WC_QUIT_GAME,0,
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	WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_STD_BTN | WDF_UNCLICK_BUTTONS,
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	_ask_quit_game_widgets,
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	AskQuitGameWndProc
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};
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void AskExitToGameMenu()
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{
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	AllocateWindowDescFront(&_ask_quit_game_desc, 0);
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}
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int32 CmdSetNewLandscapeType(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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	if (flags & DC_EXEC) {
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		// XXX: some stuff
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		_new_opt.landscape = p1;
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		InvalidateWindowClasses(WC_SELECT_GAME);
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	}
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	return 0;
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}
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