mirror of https://github.com/OpenTTD/OpenTTD
(svn r2664) Remove depedency on player.h from variables.h
parent
284d9ed7fb
commit
e53c4db866
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@ -2,6 +2,7 @@
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#include "openttd.h"
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#include "table/strings.h"
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#include "map.h"
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#include "player.h"
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#include "tile.h"
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#include "viewport.h"
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#include "command.h"
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1
gfx.c
1
gfx.c
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@ -1,5 +1,6 @@
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#include "stdafx.h"
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#include "openttd.h"
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#include "player.h"
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#include "spritecache.h"
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#include "strings.h"
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#include "string.h"
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@ -1,6 +1,7 @@
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#include "stdafx.h"
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#include "openttd.h"
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#include "map.h"
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#include "player.h"
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#include "spritecache.h"
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#include "table/sprites.h"
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#include "tile.h"
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7
player.h
7
player.h
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@ -196,8 +196,12 @@ void AiDoGameLoop(Player *p);
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void UpdatePlayerMoney32(Player *p);
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#define FOR_ALL_PLAYERS(p) for(p=_players; p != endof(_players); p++)
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extern PlayerID _current_player;
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#define MAX_PLAYERS 8
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VARDEF Player _players[MAX_PLAYERS];
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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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static inline Player* GetPlayer(uint i)
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{
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@ -229,6 +233,9 @@ static inline bool HasRailtypeAvail(Player *p, RailType Railtype)
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return HASBIT(p->avail_railtypes, Railtype);
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}
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/* Validate functions for rail building */
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static inline bool ValParamRailtype(uint32 rail) { return HASBIT(GetPlayer(_current_player)->avail_railtypes, rail);}
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/** Returns the "best" railtype a player can build.
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* As the AI doesn't know what the BEST one is, we
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* have our own priority list here. When adding
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@ -16,6 +16,8 @@
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#include "sound.h"
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#include "network.h"
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PlayerID _current_player;
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extern void StartupEconomy(void);
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static const SpriteID cheeks_table[4] = {
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1
signs.c
1
signs.c
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@ -1,6 +1,7 @@
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#include "stdafx.h"
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#include "openttd.h"
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#include "table/strings.h"
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#include "player.h"
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#include "signs.h"
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#include "saveload.h"
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#include "command.h"
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@ -1,6 +1,7 @@
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#ifndef STATION_H
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#define STATION_H
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#include "player.h"
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#include "pool.h"
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#include "sprite.h"
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#include "tile.h"
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@ -2,6 +2,7 @@
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#include "openttd.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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#include "player.h"
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#include "tile.h"
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#include "window.h"
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#include "gui.h"
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@ -1,8 +1,6 @@
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#ifndef VARIABLES_H
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#define VARIABLES_H
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#include "player.h"
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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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@ -265,9 +263,6 @@ VARDEF int _timer_counter;
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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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@ -289,7 +284,6 @@ VARDEF StringID _error_message_2;
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VARDEF int32 _additional_cash_required;
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VARDEF uint32 _decode_parameters[20];
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VARDEF PlayerID _current_player;
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VARDEF int _docommand_recursive;
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@ -435,9 +435,6 @@ static inline Vehicle *GetFirstVehicleFromSharedList(Vehicle *v)
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return u;
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}
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/* Validate functions for rail building */
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static inline bool ValParamRailtype(uint32 rail) { return HASBIT(GetPlayer(_current_player)->avail_railtypes, rail);}
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// NOSAVE: Can be regenerated by inspecting the vehicles.
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VARDEF VehicleID _vehicle_position_hash[0x1000];
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@ -1,6 +1,7 @@
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#include "stdafx.h"
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#include "openttd.h"
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#include "debug.h"
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#include "player.h"
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#include "strings.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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1
widget.c
1
widget.c
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@ -1,5 +1,6 @@
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#include "stdafx.h"
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#include "openttd.h"
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#include "player.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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#include "window.h"
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