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Move main executable source to its own directory (#248)
* Move main executable files to their own directory * Adapt the build to the new file structure ... and fix some weird #include's that were relying on the project root being an include directory.
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#ifndef _GAME_INIT_OPTIONS_SCREEN_H_
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#define _GAME_INIT_OPTIONS_SCREEN_H_
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UINT32 GameInitOptionsScreenInit( void );
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UINT32 GameInitOptionsScreenHandle( void );
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UINT32 GameInitOptionsScreenShutdown( void );
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BOOLEAN SpIniExists();
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// Flugente: moved enums
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//Enums for the difficulty levels
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enum
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{
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DIF_LEVEL_EASY = 1,
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DIF_LEVEL_MEDIUM,
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DIF_LEVEL_HARD,
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DIF_LEVEL_INSANE,
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MAX_DIF_LEVEL,
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};
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typedef struct
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{
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UINT16 uiIndex;
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CHAR16 szDiffName[128];
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CHAR16 szConfirmText[1024];
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CHAR16 szPrefixXmlName[128];
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INT32 iStartingCash;
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INT8 iEnemyAPBonus;
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UINT16 iNumKillsPerProgressPoint;
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INT32 iInitialGarrisonPercentages;
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UINT8 iMinEnemyGroupSize;
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UINT8 iCounterAttackGroupSize;
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BOOLEAN bUnlimitedPoolOfTroops;
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INT32 iQueensInitialPoolOfTroops;
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INT32 iQueenPoolMaxSizePerDifficultyLevel;
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UINT16 iQueenPoolIncrementDaysPerDifficultyLevel;
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INT32 iQueenPoolBaseIncrementSizePerDifficultyLevel;
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UINT8 iQueenPoolRecruitPercentPerDifficultyLevel;
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UINT32 iEnemyStartingAlertLevel;
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UINT32 iEnemyAlertDecay;
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UINT32 iNumAwareBattles;
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UINT32 iBaseDelayInMinutesBetweenEvaluations;
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UINT32 iEvaluationDelayVariance;
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UINT32 iGracePeriodInHoursAfterSectorLiberation;
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UINT32 iGracePeriodInDaysAfterPatrolDestroyed;
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BOOLEAN bAggressiveQueenAi;
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INT32 iMaxMercDeaths;
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UINT8 usLootStatusModifier;
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//Creatures Settings
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UINT16 iCreatureSpreadTime;
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UINT8 iQueenReproductionBase;
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UINT8 iQueenReproductionBonus;
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UINT8 iQueenInitBonusSpread;
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INT8 iCreaturePopulationModifier;
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INT8 iCreatureTownAggressiveness;
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//sectors
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UINT8 iJ9B1NumTroops;
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UINT8 iJ9B2NumCreatures;
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UINT8 iK4B1NumTroops;
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UINT8 iK4B1NumElites;
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UINT8 iO3B1NumTroops;
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UINT8 iO3B1NumElites;
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UINT8 iP3B1NumElites;
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BOOLEAN bStrategicAiActionWakeQueen;
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UINT16 iUpdateLastDayOfPlayerActivity;
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INT32 iChanceOfEnemyAmbushes;
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BOOLEAN bAllowReinforcements;
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BOOLEAN bAllowReinforcementsOmerta;
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INT32 iPercentElitesBonus;
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BOOLEAN iDesiredPopulationL3;
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BOOLEAN iDesiredPopulationL2;
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UINT8 iWeaponCacheTroops1;
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UINT8 iWeaponCacheTroops2;
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UINT8 iWeaponCacheTroops3;
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UINT8 iWeaponCacheTroops4;
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UINT8 iWeaponCacheTroops5;
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BOOLEAN bUpgradeAdminsToTroops;
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BOOLEAN bUpgradeGarrisonsAdminsToTroops;
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UINT8 usAlwaysUpGradeAdminsToTroopsProgress;
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UINT8 usLevelModifierLowLimit;
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UINT8 usLevelModifierHighLimit;
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BOOLEAN bAllowUnrestrictedXPLevels;
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BOOLEAN bQueenLosingControlOfSector;
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BOOLEAN bBloodcatAmbush;
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BOOLEAN bAirRaidLookForDive;
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UINT32 iGetNumberOfTurnsPowerGenFanWillBeStoppedFor; //UB
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BOOLEAN bRadioSightings;
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BOOLEAN bRadioSightings2;
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FLOAT fCTHSettingsBaseDifficultyEnemy;
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FLOAT fCTHSettingsAimDifficultyEnemy;
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FLOAT fCTHSettingsBaseDifficultyMilitia;
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FLOAT fCTHSettingsAimDifficultyMilitia;
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FLOAT fCTHSettingsBaseDifficultyPlayer;
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FLOAT fCTHSettingsAimDifficultyPlayer;
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BOOLEAN bEnemyMoraleWorried;
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UINT8 usMaxMortarsPerTeam;
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} DIFFICULTY_SETTINGS_VALUES;
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extern UINT8 MaxDifficultySettingsValues;
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extern DIFFICULTY_SETTINGS_VALUES zDiffSetting[MAX_DIF_LEVEL];
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#endif
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