(svn r7789) [cbh] - Sync with r7720:7758 from trunk custombridgeheads
authorcelestar
Wed, 03 Jan 2007 08:32:17 +0000
branchcustombridgeheads
changeset 5642 bfa6074e2833
parent 5641 d4d00a16ef26
child 5643 3778051e8095
(svn r7789) [cbh] - Sync with r7720:7758 from trunk
Makefile
ai/ai.c
ai/ai.h
command.c
console.c
console_cmds.c
date.c
date.h
depot_gui.c
economy.c
genworld.c
genworld_gui.c
intro_gui.c
lang/danish.txt
lang/esperanto.txt
lang/estonian.txt
lang/finnish.txt
lang/slovak.txt
lang/unfinished/croatian.txt
lang/unfinished/greek.txt
lang/unfinished/japanese.txt
lang/unfinished/lithuanian.txt
lang/unfinished/slovenian.txt
lang/unfinished/traditional_chinese.txt
main_gui.c
misc.c
misc_cmd.c
misc_gui.c
network.c
network.h
network/core/config.h
network/core/game.h
network/core/os_abstraction.h
network/core/packet.c
network/core/packet.h
network/core/tcp.c
network/core/tcp.h
network/core/udp.c
network/core/udp.h
network/network.c
network/network.h
network/network_client.c
network/network_client.h
network/network_data.c
network/network_data.h
network/network_gamelist.c
network/network_gamelist.h
network/network_gui.c
network/network_gui.h
network/network_server.c
network/network_server.h
network/network_udp.c
network/network_udp.h
network_client.c
network_client.h
network_core.h
network_data.c
network_data.h
network_gamelist.c
network_gamelist.h
network_gui.c
network_gui.h
network_server.c
network_server.h
network_udp.c
network_udp.h
newgrf_config.c
newgrf_spritegroup.c
npf.c
oldloader.c
openttd.c
openttd.vcproj
openttd_vs80.vcproj
player_gui.c
players.c
saveload.c
settings.c
settings_gui.c
table/sprites.h
town_gui.c
vehicle.c
video/cocoa_v.m
video/dedicated_v.c
video/sdl_v.c
video/win32_v.c
--- a/Makefile	Tue Jan 02 18:40:37 2007 +0000
+++ b/Makefile	Wed Jan 03 08:32:17 2007 +0000
@@ -733,13 +733,16 @@
 SRCS += music.c
 SRCS += music_gui.c
 SRCS += namegen.c
-SRCS += network.c
-SRCS += network_client.c
-SRCS += network_data.c
-SRCS += network_gamelist.c
-SRCS += network_gui.c
-SRCS += network_server.c
-SRCS += network_udp.c
+SRCS += network/core/packet.c
+SRCS += network/core/tcp.c
+SRCS += network/core/udp.c
+SRCS += network/network.c
+SRCS += network/network_client.c
+SRCS += network/network_data.c
+SRCS += network/network_gamelist.c
+SRCS += network/network_gui.c
+SRCS += network/network_server.c
+SRCS += network/network_udp.c
 SRCS += newgrf.c
 SRCS += newgrf_cargo.c
 SRCS += newgrf_config.c
--- a/ai/ai.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/ai/ai.c	Wed Jan 03 08:32:17 2007 +0000
@@ -4,7 +4,7 @@
 #include "../openttd.h"
 #include "../variables.h"
 #include "../command.h"
-#include "../network.h"
+#include "../network/network.h"
 #include "ai.h"
 #include "default/default.h"
 
--- a/ai/ai.h	Tue Jan 02 18:40:37 2007 +0000
+++ b/ai/ai.h	Wed Jan 03 08:32:17 2007 +0000
@@ -2,7 +2,7 @@
 #define AI_H
 
 #include "../functions.h"
-#include "../network.h"
+#include "../network/network.h"
 #include "../player.h"
 #include "../command.h"
 
--- a/command.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/command.c	Wed Jan 03 08:32:17 2007 +0000
@@ -8,7 +8,7 @@
 #include "gui.h"
 #include "command.h"
 #include "player.h"
-#include "network.h"
+#include "network/network.h"
 #include "variables.h"
 #include "genworld.h"
 
--- a/console.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/console.c	Wed Jan 03 08:32:17 2007 +0000
@@ -13,9 +13,9 @@
 #include <stdarg.h>
 #include <string.h>
 #include "console.h"
-#include "network.h"
-#include "network_data.h"
-#include "network_server.h"
+#include "network/network.h"
+#include "network/network_data.h"
+#include "network/network_server.h"
 
 #define ICON_BUFFER 79
 #define ICON_HISTORY_SIZE 20
--- a/console_cmds.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/console_cmds.c	Wed Jan 03 08:32:17 2007 +0000
@@ -9,10 +9,10 @@
 #include "saveload.h"
 #include "string.h"
 #include "variables.h"
-#include "network_data.h"
-#include "network_client.h"
-#include "network_server.h"
-#include "network_udp.h"
+#include "network/network_data.h"
+#include "network/network_client.h"
+#include "network/network_server.h"
+#include "network/network_udp.h"
 #include "command.h"
 #include "settings.h"
 #include "fios.h"
@@ -22,7 +22,7 @@
 #include "screenshot.h"
 #include "genworld.h"
 #include "date.h"
-#include "network.h"
+#include "network/network.h"
 
 // ** scriptfile handling ** //
 static FILE *_script_file;
--- a/date.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/date.c	Wed Jan 03 08:32:17 2007 +0000
@@ -6,9 +6,9 @@
 #include "variables.h"
 #include "macros.h"
 #include "vehicle.h"
-#include "network.h"
-#include "network_data.h"
-#include "network_server.h"
+#include "network/network.h"
+#include "network/network_data.h"
+#include "network/network_server.h"
 #include "functions.h"
 #include "currency.h"
 
@@ -92,9 +92,22 @@
 	int rem = date % (365 * 400 + 97);
 	uint16 x;
 
-	/* There are 24 leap years in 100 years */
-	yr += 100 * (rem / (365 * 100 + 24));
-	rem = rem % (365 * 100 + 24);
+	if (rem >= 365 * 100 + 25) {
+		/* There are 25 leap years in the first 100 years after
+		 * every 400th year, as every 400th year is a leap year */
+		yr  += 100;
+		rem -= 365 * 100 + 25;
+
+		/* There are 24 leap years in the next couple of 100 years */
+		yr += 100 * (rem / (365 * 100 + 24));
+		rem = (rem % (365 * 100 + 24));
+	}
+
+	if (!IsLeapYear(yr) && rem >= 365 * 4) {
+		/* The first 4 year of the century are not always a leap year */
+		yr  += 4;
+		rem -= 365 * 4;
+	}
 
 	/* There is 1 leap year every 4 years */
 	yr += 4 * (rem / (365 * 4 + 1));
--- a/date.h	Tue Jan 02 18:40:37 2007 +0000
+++ b/date.h	Wed Jan 03 08:32:17 2007 +0000
@@ -3,6 +3,8 @@
 #ifndef DATE_H
 #define DATE_H
 
+#include "openttd.h"
+
 /**
  * 1 day is 74 ticks; _date_fract used to be uint16 and incremented by 885. On
  *                    an overflow the new day begun and 65535 / 885 = 74.
--- a/depot_gui.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/depot_gui.c	Wed Jan 03 08:32:17 2007 +0000
@@ -779,11 +779,11 @@
 							STR_A002_AIRCRAFT_HANGAR
 						};
 						TileIndex tile = w->window_number;
-						byte vehtype = WP(w, depot_d).type - VEH_Train;
+						byte vehtype = WP(w, depot_d).type;
 
 						SetDParam(0, (vehtype == VEH_Aircraft) ? GetStationIndex(tile) : GetDepotByTile(tile)->town_index);
 						ShowQuery(
-							confirm_captions[vehtype],
+							confirm_captions[vehtype - VEH_Train],
 							STR_DEPOT_SELL_CONFIRMATION_TEXT,
 							w,
 							DepotSellAllConfirmationCallback
--- a/economy.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/economy.c	Wed Jan 03 08:32:17 2007 +0000
@@ -19,10 +19,10 @@
 #include "economy.h"
 #include "industry.h"
 #include "town.h"
-#include "network.h"
+#include "network/network.h"
 #include "sound.h"
 #include "engine.h"
-#include "network_data.h"
+#include "network/network_data.h"
 #include "variables.h"
 #include "vehicle_gui.h"
 #include "ai/ai.h"
--- a/genworld.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/genworld.c	Wed Jan 03 08:32:17 2007 +0000
@@ -11,7 +11,7 @@
 #include "gfx.h"
 #include "gfxinit.h"
 #include "gui.h"
-#include "network.h"
+#include "network/network.h"
 #include "debug.h"
 #include "settings.h"
 #include "heightmap.h"
--- a/genworld_gui.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/genworld_gui.c	Wed Jan 03 08:32:17 2007 +0000
@@ -19,7 +19,7 @@
 #include "settings.h"
 #include "debug.h"
 #include "genworld.h"
-#include "network.h"
+#include "network/network.h"
 #include "thread.h"
 #include "date.h"
 #include "newgrf_config.h"
@@ -43,7 +43,6 @@
 	GLWP_END
 } glwp_modes;
 
-static char _edit_str_buf[LEN_RND_SEED];
 static uint _heightmap_x = 0;
 static uint _heightmap_y = 0;
 static StringID _heightmap_str = STR_NULL;
@@ -193,11 +192,22 @@
 	static const StringID num_towns[]   = {STR_6816_LOW, STR_6817_NORMAL, STR_6818_HIGH, INVALID_STRING_ID};
 	static const StringID num_inds[]    = {STR_26816_NONE, STR_6816_LOW, STR_6817_NORMAL, STR_6818_HIGH, INVALID_STRING_ID};
 
+	/* Data used for the generate seed edit box */
+	static querystr_d _genseed_query;
+	static char _genseed_buffer[LEN_RND_SEED];
+
 	uint mode = w->window_number;
 	uint y;
 
 	switch (e->event) {
-	case WE_CREATE: LowerWindowWidget(w, _opt_newgame.landscape + 3); break;
+	case WE_CREATE:
+		LowerWindowWidget(w, _opt_newgame.landscape + 3);
+
+		snprintf(_genseed_buffer, sizeof(_genseed_buffer), "%u", _patches_newgame.generation_seed);
+		InitializeTextBuffer(&_genseed_query.text, _genseed_buffer, lengthof(_genseed_buffer), 120);
+		_genseed_query.caption = STR_NULL;
+		_genseed_query.afilter = CS_NUMERAL;
+		break;
 
 	case WE_PAINT:
 		/* You can't select smoothness if not terragenesis */
@@ -244,7 +254,7 @@
 		}
 
 		DrawString( 12, 153 + y, STR_RANDOM_SEED, 0);
-		DrawEditBox(w, &WP(w, querystr_d), SEED_EDIT);
+		DrawEditBox(w, &_genseed_query, SEED_EDIT);
 
 		DrawString(182, 113 + y, STR_DATE, 0);
 		SetDParam(0, ConvertYMDToDate(_patches_newgame.starting_year, 0, 1));
@@ -315,8 +325,8 @@
 			break;
 		case 16: // Random seed
 			_patches_newgame.generation_seed = InteractiveRandom();
-			snprintf(_edit_str_buf, lengthof(_edit_str_buf), "%u", _patches_newgame.generation_seed);
-			UpdateTextBufferSize(&WP(w, querystr_d).text);
+			snprintf(_genseed_buffer, lengthof(_genseed_buffer), "%u", _patches_newgame.generation_seed);
+			UpdateTextBufferSize(&_genseed_query.text);
 			SetWindowDirty(w);
 			break;
 		case 17: // Generate
@@ -385,17 +395,17 @@
 		break;
 
 	case WE_MOUSELOOP:
-		HandleEditBox(w, &WP(w, querystr_d), SEED_EDIT);
+		HandleEditBox(w, &_genseed_query, SEED_EDIT);
 		break;
 
 	case WE_KEYPRESS:
-		HandleEditBoxKey(w, &WP(w, querystr_d), SEED_EDIT, e);
+		HandleEditBoxKey(w, &_genseed_query, SEED_EDIT, e);
 		/* the seed is unsigned, therefore atoi cannot be used.
 		 * As 2^32 - 1 (MAX_UVALUE(uint32)) is a 'magic' value
 		 * (use random seed) it should not be possible to be
 		 * entered into the input field; the generate seed
 		 * button can be used instead. */
-		_patches_newgame.generation_seed = minu(strtoul(_edit_str_buf, NULL, 10), MAX_UVALUE(uint32) - 1);
+		_patches_newgame.generation_seed = minu(strtoul(_genseed_buffer, NULL, sizeof(_genseed_buffer) - 1), MAX_UVALUE(uint32) - 1);
 		break;
 
 	case WE_DROPDOWN_SELECT:
@@ -503,13 +513,6 @@
 	w = AllocateWindowDescFront((mode == GLWP_HEIGHTMAP) ? &_heightmap_load_desc : &_generate_landscape_desc, mode);
 
 	if (w != NULL) {
-		querystr_d *querystr = &WP(w, querystr_d);
-
-		snprintf(_edit_str_buf, lengthof(_edit_str_buf), "%u", _patches_newgame.generation_seed);
-
-		InitializeTextBuffer(&querystr->text, _edit_str_buf, lengthof(_edit_str_buf), 120);
-		querystr->caption = STR_NULL;
-		querystr->afilter = CS_NUMERAL;
 
 		InvalidateWindow(WC_GENERATE_LANDSCAPE, mode);
 	}
--- a/intro_gui.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/intro_gui.c	Wed Jan 03 08:32:17 2007 +0000
@@ -9,12 +9,12 @@
 #include "gui.h"
 #include "gfx.h"
 #include "player.h"
-#include "network.h"
+#include "network/network.h"
 #include "variables.h"
 #include "settings.h"
 #include "heightmap.h"
 #include "genworld.h"
-#include "network_gui.h"
+#include "network/network_gui.h"
 #include "newgrf.h"
 
 static const Widget _select_game_widgets[] = {
--- a/lang/danish.txt	Tue Jan 02 18:40:37 2007 +0000
+++ b/lang/danish.txt	Wed Jan 03 08:32:17 2007 +0000
@@ -154,6 +154,7 @@
 STR_00B1_GAME_OPTIONS                                           :{WHITE}Spilindstillinger
 STR_00B2_MESSAGE                                                :{YELLOW}Besked
 STR_00B3_MESSAGE_FROM                                           :{YELLOW}Besked fra {STRING}
+STR_POPUP_CAUTION_CAPTION                                       :{WHITE}Advarsel!
 STR_00B4_CAN_T_DO_THIS                                          :{WHITE}Det kan du ikke....
 STR_00B5_CAN_T_CLEAR_THIS_AREA                                  :{WHITE}Kan ikke rydde området....
 STR_00B6_ORIGINAL_COPYRIGHT                                     :{BLACK}Original copyright {COPYRIGHT} 1995 Chris Sawyer, Alle rettigheder reserveret
@@ -235,7 +236,7 @@
 STR_010C_RUBBER_PLANTATION                                      :{BLACK}{TINYFONT}Gummiplantage
 STR_010D_WATER_SUPPLY                                           :{BLACK}{TINYFONT}Vandværk
 STR_010E_WATER_TOWER                                            :{BLACK}{TINYFONT}Vandtårn
-STR_010F_LUMBER_MILL                                            :{BLACK}{TINYFONT}Tømmerfabrik
+STR_010F_LUMBER_MILL                                            :{BLACK}{TINYFONT}Træfabrik
 STR_0110_COTTON_CANDY_FOREST                                    :{BLACK}{TINYFONT}Candyfloss-skov
 STR_0111_CANDY_FACTORY                                          :{BLACK}{TINYFONT}Slikfabrik
 STR_0112_BATTERY_FARM                                           :{BLACK}{TINYFONT}Batterigård
@@ -353,7 +354,7 @@
 STR_PERFORMANCE_DETAIL_MENU                                     :Præstations oversigt
 ############ range for menu	ends
 
-STR_015B_OPENTTD                                                :{WHITE}OpenTTD
+STR_015B_OPENTTD                                                :{WHITE}Om OpenTTD
 STR_015C_SAVE_GAME                                              :Gem Spil
 STR_015D_LOAD_GAME                                              :Hent Spil
 STR_015E_QUIT_GAME                                              :Afslut Spil
@@ -396,7 +397,7 @@
 STR_AVAILABLE_ENGINES_TIP                                       :{BLACK}Se liste over tilgængelige designs for denne køretøjstype.
 STR_MANAGE_LIST                                                 :{BLACK}Administrer liste
 STR_MANAGE_LIST_TIP                                             :{BLACK}Send instruktioner til alle køretøjer in denne liste
-STR_REPLACE_VEHICLES                                            :Udskift Køretøjer
+STR_REPLACE_VEHICLES                                            :Udskift køretøjer
 STR_SEND_TRAIN_TO_DEPOT                                         :Send til remise
 STR_SEND_ROAD_VEHICLE_TO_DEPOT                                  :Send til værksted
 STR_SEND_SHIP_TO_DEPOT                                          :Send til dok
@@ -463,8 +464,8 @@
 STR_0194_SHOW_TRANSPORT_ROUTES_ON                               :{BLACK}Vis transportruter på kortet
 STR_0195_SHOW_VEGETATION_ON_MAP                                 :{BLACK}Vis vegetation på kortet
 STR_0196_SHOW_LAND_OWNERS_ON_MAP                                :{BLACK}Vis landejere på kortet
-STR_0197_TOGGLE_TOWN_NAMES_ON_OFF                               :{BLACK}Tænd/sluk bynavne
-STR_0198_PROFIT_THIS_YEAR_LAST_YEAR                             :{TINYFONT}{BLACK}Dette års overskud: {CURRENCY} (sidste år: {CURRENCY})
+STR_0197_TOGGLE_TOWN_NAMES_ON_OFF                               :{BLACK}Vis/skjul bynavne på kort
+STR_0198_PROFIT_THIS_YEAR_LAST_YEAR                             :{TINYFONT}{BLACK}Overskud i år: {CURRENCY} (sidste år: {CURRENCY})
 
 ############ range for service numbers starts
 STR_AGE                                                         :{COMMA} år ({COMMA})
@@ -567,8 +568,8 @@
 STR_01F7_SELECT_CUSTOM_2_USER_DEFINED                           :{BLACK}Select 'Custom 2' (brugerdefineret) programmet
 STR_01F8_CLEAR_CURRENT_PROGRAM_CUSTOM1                          :{BLACK}Ryd det valgte program (Gælder kun Custom1/Custom2)
 STR_01F9_SAVE_MUSIC_SETTINGS                                    :{BLACK}Gem opsætning for musik
-STR_01FA_CLICK_ON_MUSIC_TRACK_TO                                :{BLACK}Klik på et musiknummer for at tilføje det til programlisten (Kun for Custom1/Custom2)
-STR_CLICK_ON_TRACK_TO_REMOVE                                    :{BLACK}Klik på et musiknummer for at fjerne det fra programlisten (kun Custom1 eller Custom2)
+STR_01FA_CLICK_ON_MUSIC_TRACK_TO                                :{BLACK}Klik på et musiknummer for at tilføje det til programlisten (kun for Custom1/Custom2)
+STR_CLICK_ON_TRACK_TO_REMOVE                                    :{BLACK}Klik på et musiknummer for at fjerne det fra programlisten (kun for Custom1/Custom2)
 STR_01FB_TOGGLE_PROGRAM_SHUFFLE                                 :{BLACK}Tilfældig afspilning til/fra
 STR_01FC_SHOW_MUSIC_TRACK_SELECTION                             :{BLACK}Vis vinduet med musiknummervalg
 STR_01FD_CLICK_ON_SERVICE_TO_CENTER                             :{BLACK}Klik på servicen for at centrere skærmen over industrien/byen
@@ -590,7 +591,7 @@
 STR_020D_CHANGES_OF_CARGO_ACCEPTANCE                            :{YELLOW}Ændring i accepteret last
 STR_020E_SUBSIDIES                                              :{YELLOW}Statsstøttede aftaler
 STR_020F_GENERAL_INFORMATION                                    :{YELLOW}Generel information
-STR_MESSAGES_ALL                                                :{YELLOW}Opsætning for all beskeder (on/off/refereret)
+STR_MESSAGES_ALL                                                :{YELLOW}Sæt alle beskedtyper til: Fra / Kortfattet / Fuld
 STR_MESSAGE_SOUND                                               :{YELLOW}Afspil lyd for refererede nyheder
 STR_0210_TOO_FAR_FROM_PREVIOUS_DESTINATIO                       :{WHITE}...for langt fra forrige destination
 STR_0211_TOP_COMPANIES_WHO_REACHED                              :{BIGFONT}{BLACK}Bedste virksomheder, som har nået {NUM}{}({STRING} Niveau)
@@ -694,7 +695,7 @@
 STR_0270_CONSTRUCT_PRINTING_WORKS                               :{BLACK}Byg Trykkeri
 STR_0271_CONSTRUCT_GOLD_MINE                                    :{BLACK}Byg Guldmine
 STR_0272_CONSTRUCT_BANK_CAN_ONLY                                :{BLACK}Byg Bank (Kan kun bygges i en by)
-STR_0273_CONSTRUCT_LUMBER_MILL_TO                               :{BLACK}Byg Tømmerfabrik (for at rydde regnskoven og producere træ)
+STR_0273_CONSTRUCT_LUMBER_MILL_TO                               :{BLACK}Byg Træfabrik (for at rydde regnskoven og producere træ)
 STR_0274_PLANT_FRUIT_PLANTATION                                 :{BLACK}Plant Frugtplantage
 STR_0275_PLANT_RUBBER_PLANTATION                                :{BLACK}Plant Gummiplantage
 STR_0276_CONSTRUCT_WATER_SUPPLY                                 :{BLACK}Byg Vandværk
@@ -769,7 +770,7 @@
 STR_02C3_GAME_OPTIONS                                           :Spilindstillinger
 STR_02C5_DIFFICULTY_SETTINGS                                    :Sværhedsgrad
 STR_02C7_CONFIG_PATCHES                                         :Konfigurér patches
-STR_NEWGRF_SETTINGS                                             :Newgrf indstillinger
+STR_NEWGRF_SETTINGS                                             :NewGRF indstillinger
 STR_GAMEOPTMENU_0A                                              :
 STR_02CA_TOWN_NAMES_DISPLAYED                                   :{SETX 12}Bynavne vist
 STR_02CC_STATION_NAMES_DISPLAYED                                :{SETX 12}Stationsnavne vist
@@ -785,8 +786,8 @@
 STR_02D5_LAND_BLOCK_INFO                                        :Landområde information
 STR_02D6                                                        :
 STR_CONSOLE_SETTING                                             :Tænd/Sluk konsol
-STR_02D7_SCREENSHOT_CTRL_S                                      :Screenshot (Ctrl-S)
-STR_02D8_GIANT_SCREENSHOT_CTRL_G                                :Kæmpe Screenshot (Ctrl-G)
+STR_02D7_SCREENSHOT_CTRL_S                                      :Skærmbillede (Ctrl-S)
+STR_02D8_GIANT_SCREENSHOT_CTRL_G                                :Kæmpe skærmbillede (Ctrl-G)
 STR_02D9_ABOUT_OPENTTD                                          :Om 'OpenTTD'
 ############ range ends	here
 
@@ -857,8 +858,8 @@
 STR_0318_CAN_ONLY_BE_BUILT_IN_DESERT                            :{WHITE}...kan kun bygges i ørkenområder
 STR_0319_PAUSED                                                 :{YELLOW}* *  PAUSE  *  *
 
-STR_031B_SCREENSHOT_SUCCESSFULLY                                :{WHITE}Screenshot gemt '{STRING}'
-STR_031C_SCREENSHOT_FAILED                                      :{WHITE}Fejl under tagning af screenshot!
+STR_031B_SCREENSHOT_SUCCESSFULLY                                :{WHITE}Skærmbilledet blev gemt som '{STRING}'
+STR_031C_SCREENSHOT_FAILED                                      :{WHITE}Fejl under tagning af skærmbillede!
 
 STR_0329_PURCHASE_LAND_FOR_FUTURE                               :{BLACK}Køb land til senere brug
 STR_032F_AUTOSAVE                                               :{RED}AUTOSAVE
@@ -934,9 +935,9 @@
 STR_OPTIONS_RES_CBO                                             :{BLACK}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{STRING}
 STR_OPTIONS_RES_TIP                                             :{BLACK}Vælg skørmopløsning
 
-STR_OPTIONS_SCREENSHOT_FORMAT                                   :{BLACK}Screenshot format
+STR_OPTIONS_SCREENSHOT_FORMAT                                   :{BLACK}Skærmbillede format
 STR_OPTIONS_SCREENSHOT_FORMAT_CBO                               :{BLACK}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{STRING}
-STR_OPTIONS_SCREENSHOT_FORMAT_TIP                               :{BLACK}Vælg det format til screenshots
+STR_OPTIONS_SCREENSHOT_FORMAT_TIP                               :{BLACK}Vælg skærmbillede format
 
 STR_AUTOSAVE_1_MONTH                                            :Hver måned
 STR_AUTOSAVE_FAILED                                             :{WHITE}Fejl under autogem
@@ -976,7 +977,7 @@
 
 STR_TRAIN_IS_LOST                                               :{WHITE}Tog {COMMA} er faret vild.
 STR_TRAIN_IS_UNPROFITABLE                                       :{WHITE}Tog {COMMA}'s profit sidste år var {CURRENCY}
-STR_EURO_INTRODUCE                                              :{BLACK}{BIGFONT}Europæisk fællesvaluta!{}{}Euroen er introduceret som eneste betalingsmiddel it dit land!
+STR_EURO_INTRODUCE                                              :{BLACK}{BIGFONT}Europæisk fællesvaluta!{}{}Euroen er introduceret som eneste betalingsmiddel i dit land!
 
 # Start of order review system.
 # DON'T ADD OR REMOVE LINES HERE
@@ -995,7 +996,7 @@
 STR_AIRCRAFT_HAS_TOO_FEW_ORDERS                                 :{WHITE}Fly {COMMA} har for få ordre i sin flyveplan
 STR_AIRCRAFT_HAS_VOID_ORDER                                     :{WHITE}Fly {COMMA} har en ugyldig ordre
 STR_AIRCRAFT_HAS_DUPLICATE_ENTRY                                :{WHITE}Fly {COMMA} har dobbelt ordre
-STR_AIRCRAFT_HAS_INVALID_ENTRY                                  :{WHITE}Fly {COMMA} har en ugyldig station i sin flyveplan
+STR_AIRCRAFT_HAS_INVALID_ENTRY                                  :{WHITE}Fly {COMMA} har en ugyldig lufthavn i sin flyveplan
 # end of order system
 
 STR_TRAIN_AUTORENEW_FAILED                                      :{WHITE}Automatisk fornyelse af tog mislykkedes {COMMA} (ikke penge nok)
@@ -1074,7 +1075,7 @@
 STR_CONFIG_PATCHES_HEIGHTMAP_ROTATION_CLOCKWISE                 :Med uret
 STR_CONFIG_PATCHES_SE_FLAT_WORLD_HEIGHT                         :{LTBLUE}Den højde et flat scenariekort får: {ORANGE}{STRING}
 
-STR_CONFIG_PATCHES_STATION_SPREAD                               :{LTBLUE}Max station udbreddelse: {ORANGE}{STRING} {RED}Advarsel: Høj værdi gør spillet langsomt
+STR_CONFIG_PATCHES_STATION_SPREAD                               :{LTBLUE}Maks. station udbreddelse: {ORANGE}{STRING} {RED}Advarsel: Høj værdi gør spillet langsomt
 STR_CONFIG_PATCHES_SERVICEATHELIPAD                             :{LTBLUE}Automatisk service på helikopterlandingspladser: {ORANGE}{STRING}
 STR_CONFIG_PATCHES_LINK_TERRAFORM_TOOLBAR                       :{LTBLUE}Link landskabs værktøjsbaren til skinne/vej/vand/lufthavn værktøjsbaren: {ORANGE}{STRING}
 STR_CONFIG_PATCHES_REVERSE_SCROLLING                            :{LTBLUE}Når der scrolles med musen, flyt viewet i den modsatte retning: {ORANGE}{STRING}
@@ -1185,7 +1186,7 @@
 
 STR_NO_TOWN_IN_SCENARIO                                         :{WHITE}...der er ingen byer i dette scenarie
 
-STR_GENERATE_RANDOM_LANDSCAPE                                   :{WHITE}Er du sikker på, at ud vil have lavet et tilfældigt landskab?
+STR_GENERATE_RANDOM_LANDSCAPE                                   :{WHITE}Er du sikker på, at du vil lave et tilfældigt landskab?
 STR_MANY_RANDOM_TOWNS                                           :{BLACK}Mange tilfældige byer
 STR_RANDOM_TOWNS_TIP                                            :{BLACK}Dæk kortet med tilfældigt placerede byer
 STR_MANY_RANDOM_INDUSTRIES                                      :{BLACK}Mange tilfældige industrier
@@ -1264,7 +1265,7 @@
 STR_CONFIG_PATCHES_SERVINT_ISPERCENT                            :{LTBLUE}Service intervaller er i procent: {ORANGE}{STRING}
 STR_CONFIG_GAME_PRODUCTION                                      :{WHITE}Skift produktion
 
-TEMP_AI_IN_PROGRESS                                             :{WHITE}Velkommen til den nye kunstige intelligents, der er under udarbejdelse. Du kan forvente problemer. Når det sker, så lav et screenshot og sæt det på forummet.
+TEMP_AI_IN_PROGRESS                                             :{WHITE}Velkommen til den nye kunstige intelligents, der er under udarbejdelse. Du kan forvente problemer. Når det sker, så lav et skærmbillede og sæt det på forummet.
 TEMP_AI_ACTIVATED                                               :{WHITE}Advarsel: den nye kunstige intelligents er i et tidligt stadie! Lige nu virker den kun med busser og lastbiler!
 TEMP_AI_MULTIPLAYER                                             :{WHITE}Advarsel: denne funktion er stadig eksperimentel. Rapporter venligst problemer til truelight@openttd.org.
 
@@ -1308,6 +1309,7 @@
 STR_NETWORK_SERVER_OFFLINE                                      :{SILVER}SERVEREN ER OFFLINE
 STR_NETWORK_SERVER_FULL                                         :{SILVER}SERVEREN ER FULD
 STR_NETWORK_VERSION_MISMATCH                                    :{SILVER}Din og serverens version passer ikke sammen
+STR_NETWORK_GRF_MISMATCH                                        :{SILVER}NEWGRF MATCHER IKKE
 
 STR_NETWORK_JOIN_GAME                                           :{BLACK}Tilslut dig et spil
 
@@ -1339,10 +1341,10 @@
 STR_NETWORK_8_PLAYERS                                           :8 spillere
 STR_NETWORK_9_PLAYERS                                           :9 spillere
 STR_NETWORK_10_PLAYERS                                          :10 spillere
-STR_NETWORK_NUMBER_OF_COMPANIES                                 :{BLACK}Max firmaer:
+STR_NETWORK_NUMBER_OF_COMPANIES                                 :{BLACK}Maks. firmaer:
 STR_NETWORK_NUMBER_OF_COMPANIES_TIP                             :{BLACK}Begræns serveren to et bestemt antal firmaer
 STR_NETWORK_COMBO3                                              :{BLACK}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{STRING}
-STR_NETWORK_NUMBER_OF_SPECTATORS                                :{BLACK}Max tilskuere:
+STR_NETWORK_NUMBER_OF_SPECTATORS                                :{BLACK}Maks. tilskuere:
 STR_NETWORK_NUMBER_OF_SPECTATORS_TIP                            :{BLACK}Begræns serveren til et bestemt antal tilskurere
 STR_NETWORK_COMBO4                                              :{BLACK}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{STRING}
 STR_NETWORK_LANGUAGE_SPOKEN                                     :{BLACK}Talt sprog:
@@ -1613,7 +1615,7 @@
 STR_201D_OFFICE_BLOCK                                           :Kontorbygning
 STR_201E_STADIUM                                                :Stadion
 STR_201F_OLD_HOUSES                                             :Gamle huse
-STR_2020_LOCAL_AUTHORITY                                        :{BLACK}Lokale myndigheder
+STR_2020_LOCAL_AUTHORITY                                        :{BLACK}Myndigheder
 STR_2021_SHOW_INFORMATION_ON_LOCAL                              :{BLACK}Vis information om de lokale myndigheder
 STR_2022_LOCAL_AUTHORITY                                        :{WHITE}{TOWN} lokal myndighed
 STR_2023_TRANSPORT_COMPANY_RATINGS                              :{BLACK}Transportselskabsbedømmelse:
@@ -1840,7 +1842,7 @@
 STR_4818_WATER_TOWER                                            :Vandtårn
 STR_4819_FACTORY                                                :Fabrik
 STR_481A_FARM                                                   :Bondegård
-STR_481B_LUMBER_MILL                                            :Tømmerfabrik
+STR_481B_LUMBER_MILL                                            :Træfabrik
 STR_481C_COTTON_CANDY_FOREST                                    :Candyfloss Skov
 STR_481D_CANDY_FACTORY                                          :Slikfabrik
 STR_481E_BATTERY_FARM                                           :Batterigård
@@ -2067,7 +2069,7 @@
 STR_700F_EXPENDITURE_INCOME                                     :{WHITE}Udgifter/Indkomst
 STR_7010                                                        :{WHITE}{NUM}
 STR_7011_CONSTRUCTION                                           :{GOLD}Konstruktion
-STR_7012_NEW_VEHICLES                                           :{GOLD}Nye Køretøjer
+STR_7012_NEW_VEHICLES                                           :{GOLD}Nye køretøjer
 STR_7013_TRAIN_RUNNING_COSTS                                    :{GOLD}Togdriftsomkostning
 STR_7014_ROAD_VEH_RUNNING_COSTS                                 :{GOLD}Køretøjsdriftsomkostning
 STR_7015_AIRCRAFT_RUNNING_COSTS                                 :{GOLD}Flydriftsomkostning
@@ -2087,9 +2089,9 @@
 STR_CURRCOMPACT                                                 :{CURRCOMPACT64}
 STR_7024                                                        :{COMMA}
 STR_7025_OPERATING_PROFIT_GRAPH                                 :{WHITE}Profit Garf
-STR_7026_BANK_BALANCE                                           :{WHITE}Bank Balance
+STR_7026_BANK_BALANCE                                           :{WHITE}Bank balance
 STR_7027_LOAN                                                   :{WHITE}Lån
-STR_MAX_LOAN                                                    :{WHITE}Max Lån:  {BLACK}{CURRENCY64}
+STR_MAX_LOAN                                                    :{WHITE}Maks. Lån:  {BLACK}{CURRENCY64}
 STR_7028                                                        :{BLACK}{CURRENCY64}
 STR_7029_BORROW                                                 :{BLACK}Lån {SKIP}{SKIP}{SKIP}{SKIP}{CURRENCY}
 STR_702A_REPAY                                                  :{BLACK}Tilbagebetal {SKIP}{SKIP}{SKIP}{SKIP}{CURRENCY}
@@ -2503,8 +2505,8 @@
 
 STR_HEADING_FOR_TRAIN_DEPOT                                     :{ORANGE}Kører til {TOWN} Remise
 STR_HEADING_FOR_TRAIN_DEPOT_VEL                                 :{ORANGE}Kører til {TOWN} Remise, {VELOCITY}
-STR_HEADING_FOR_TRAIN_DEPOT_SERVICE                             :{LTBLUE}Eftersyn på {TOWN} Remise
-STR_HEADING_FOR_TRAIN_DEPOT_SERVICE_VEL                         :{LTBLUE}Eftersyn i {TOWN} Remise, {VELOCITY}
+STR_HEADING_FOR_TRAIN_DEPOT_SERVICE                             :{LTBLUE}Eftersyn i {TOWN} remise
+STR_HEADING_FOR_TRAIN_DEPOT_SERVICE_VEL                         :{LTBLUE}Eftersyn i {TOWN} remise, {VELOCITY}
 
 STR_INVALID_ORDER                                               :{RED} (Ugyldig Order)
 
@@ -2526,10 +2528,10 @@
 STR_ALL_AVAIL_RAIL_VEHICLES                                     :{WHITE}Jernbanekøretøjer
 
 STR_881F_BUILD_VEHICLE                                          :{BLACK}Byg Køretøj
-STR_CLONE_ROAD_VEHICLE                                          :{BLACK}Klon Køretøj
+STR_CLONE_ROAD_VEHICLE                                          :{BLACK}Klon køretøj
 STR_CLONE_ROAD_VEHICLE_INFO                                     :{BLACK}Dette vil bygge en kopi af køretøjet. Control-click vil dele ordre
 STR_CLONE_ROAD_VEHICLE_DEPOT_INFO                               :{BLACK}Dette vil bygge en kopi af køretøjet. Klik på denne knap, så på et køretøj indeni eller udenfor værkstedet. Control-click vil dele ordre
-STR_CLONE_TRAIN                                                 :{BLACK}Klon Tog
+STR_CLONE_TRAIN                                                 :{BLACK}Klon tog
 STR_CLONE_TRAIN_INFO                                            :{BLACK}Dette vil bygge en kopi af toget inklusiv alle vogne. Control-click vil dele ordre
 STR_CLONE_TRAIN_DEPOT_INFO                                      :{BLACK}Dette vil bygge en kopi af toget inklusiv alle vogne. Klik på denne knap, så på et tog indeni eller udenfor remisen. Control-click vil dele ordre
 STR_8820_RENAME                                                 :{BLACK}Omdøb
@@ -2601,7 +2603,8 @@
 STR_VEHICLE_INFO_COST_WEIGHT_SPEED_POWER                        :{BLACK}Pris: {CURRENCY} Vægt: {WEIGHT_S}{}Hastighed: {VELOCITY}  Styrke: {POWER}{}Driftsomkostninger: {CURRENCY}/år{}Kapacitet: {CARGO}
 STR_885C_BROKEN_DOWN                                            :{RED}Gået i stykker
 STR_885D_AGE_RUNNING_COST_YR                                    :{BLACK}Alder: {LTBLUE}{STRING}{BLACK}   Kørselsomkostning: {LTBLUE}{CURRENCY}/år
-STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED                         :{BLACK}Vægt: {LTBLUE}{WEIGHT_S}  {BLACK}Styrke: {LTBLUE}{POWER}{BLACK} Maks hastighed: {LTBLUE}{VELOCITY}
+STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED                         :{BLACK}Vægt: {LTBLUE}{WEIGHT_S}  {BLACK}Styrke: {LTBLUE}{POWER}{BLACK} Maks. hastighed: {LTBLUE}{VELOCITY}
+STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED_MAX_TE                  :{BLACK}Vægt: {LTBLUE}{WEIGHT_S} {BLACK}Kraft: {LTBLUE}{POWER}{BLACK} Maks. hastighed: {LTBLUE}{VELOCITY} {BLACK}Maks. trækkraft: {LTBLUE}{FORCE}
 STR_885F_PROFIT_THIS_YEAR_LAST_YEAR                             :{BLACK}Dette års profit: {LTBLUE}{CURRENCY}  (sidste år: {CURRENCY})
 STR_8860_RELIABILITY_BREAKDOWNS                                 :{BLACK}Pålidelighed {LTBLUE}{COMMA}%  {BLACK}nedbrud siden sidste service: {LTBLUE}{COMMA}
 STR_8861_STOPPED                                                :{RED}Stoppet
@@ -2635,7 +2638,7 @@
 STR_9009_CAN_T_BUILD_ROAD_VEHICLE                               :{WHITE}Kan ikke bygge køretøj...
 STR_900C_DETAILS                                                :{WHITE}{VEHICLE} (Detaljer)
 STR_900D_AGE_RUNNING_COST_YR                                    :{BLACK}Alder: {LTBLUE}{STRING}{BLACK}   Kørselsomkostning: {LTBLUE}{CURRENCY}/år
-STR_900E_MAX_SPEED                                              :{BLACK}Maks hastighed: {LTBLUE}{VELOCITY}
+STR_900E_MAX_SPEED                                              :{BLACK}Maks. hastighed: {LTBLUE}{VELOCITY}
 STR_900F_PROFIT_THIS_YEAR_LAST_YEAR                             :{BLACK}Dette års profit: {LTBLUE}{CURRENCY}  (sidste år: {CURRENCY})
 STR_9010_RELIABILITY_BREAKDOWNS                                 :{BLACK}Pålidelighed: {LTBLUE}{COMMA}%  {BLACK}Nedbrud siden sidste service: {LTBLUE}{COMMA}
 STR_9011_BUILT_VALUE                                            :{LTBLUE}{STRING}{BLACK}   Bygget: {LTBLUE}{NUM}{BLACK} Værdi: {LTBLUE}{CURRENCY}
@@ -2646,8 +2649,8 @@
 STR_9016_ROAD_VEHICLE_IS_WAITING                                :{WHITE}Køretøj {COMMA} venter i værksted
 STR_HEADING_FOR_ROAD_DEPOT                                      :{ORANGE}Kører til {TOWN} Værksted
 STR_HEADING_FOR_ROAD_DEPOT_VEL                                  :{ORANGE}Kører til {TOWN} Værksted, {VELOCITY}
-STR_HEADING_FOR_ROAD_DEPOT_SERVICE                              :{LTBLUE}Eftersyn på {TOWN} Værksted
-STR_HEADING_FOR_ROAD_DEPOT_SERVICE_VEL                          :{LTBLUE}Eftersyn på {TOWN} Værksted, {VELOCITY}
+STR_HEADING_FOR_ROAD_DEPOT_SERVICE                              :{LTBLUE}Eftersyn på {TOWN} værksted
+STR_HEADING_FOR_ROAD_DEPOT_SERVICE_VEL                          :{LTBLUE}Eftersyn på {TOWN} værksted, {VELOCITY}
 STR_9018_CAN_T_SEND_VEHICLE_TO_DEPOT                            :{WHITE}Kan ikke sende køretøj til værksted...
 STR_9019_UNABLE_TO_FIND_LOCAL_DEPOT                             :{WHITE}Kan ikke finde lokalt værksted
 STR_901A_ROAD_VEHICLES_CLICK_ON                                 :{BLACK}Køretøjer - klik på et køretøj for information
@@ -2699,7 +2702,7 @@
 STR_9805_SHIPS                                                  :{WHITE}{COMPANY} - {COMMA} Skibe
 STR_9808_NEW_SHIPS                                              :{WHITE}Nye skibe
 STR_9809_BUILD_SHIP                                             :{BLACK}Byg skib
-STR_CLONE_SHIP                                                  :{BLACK}Klon Skib
+STR_CLONE_SHIP                                                  :{BLACK}Klon skib
 STR_CLONE_SHIP_INFO                                             :{BLACK}Dette vil bygge en kopi af skibet. Control-click vil dele ordre
 STR_CLONE_SHIP_DEPOT_INFO                                       :{BLACK}Dette vil bygge en kopi af skibet. Klik på denne knap så, på et skib indeni eller udenfor dokken. Control-click vil dele ordre
 STR_980B_SHIP_MUST_BE_STOPPED_IN                                :{WHITE}Skibet skal være stoppet i dok
@@ -2709,7 +2712,7 @@
 STR_980F                                                        :{WHITE}{VEHICLE}
 STR_9811_DETAILS                                                :{WHITE}{VEHICLE} (Detaljer)
 STR_9812_AGE_RUNNING_COST_YR                                    :{BLACK}Alder: {LTBLUE}{STRING}{BLACK}   Kørselsomkostning: {LTBLUE}{CURRENCY}/år
-STR_9813_MAX_SPEED                                              :{BLACK}Maks hastighed: {LTBLUE}{VELOCITY}
+STR_9813_MAX_SPEED                                              :{BLACK}Maks. hastighed: {LTBLUE}{VELOCITY}
 STR_9814_PROFIT_THIS_YEAR_LAST_YEAR                             :{BLACK}Dette års profit: {LTBLUE}{CURRENCY}  (sidste år: {CURRENCY})
 STR_9815_RELIABILITY_BREAKDOWNS                                 :{BLACK}Pålidelighed: {LTBLUE}{COMMA}%  {BLACK}Nedbrud siden sidste service: {LTBLUE}{COMMA}
 STR_9816_BUILT_VALUE                                            :{LTBLUE}{STRING}{BLACK}   Bygget: {LTBLUE}{NUM}{BLACK} Værdi: {LTBLUE}{CURRENCY}
@@ -2719,8 +2722,8 @@
 STR_981A_UNABLE_TO_FIND_LOCAL_DEPOT                             :{WHITE}Kan ikke finde lokal dok
 STR_HEADING_FOR_SHIP_DEPOT                                      :{ORANGE}Sejler til {TOWN} Dok
 STR_HEADING_FOR_SHIP_DEPOT_VEL                                  :{ORANGE}Sejler til {TOWN} Dok, {VELOCITY}
-STR_HEADING_FOR_SHIP_DEPOT_SERVICE                              :{LTBLUE}Eftersyn i {TOWN} Dok
-STR_HEADING_FOR_SHIP_DEPOT_SERVICE_VEL                          :{LTBLUE}Eftersyn i {TOWN} Dok, {VELOCITY}
+STR_HEADING_FOR_SHIP_DEPOT_SERVICE                              :{LTBLUE}Eftersyn i {TOWN} skibsdok
+STR_HEADING_FOR_SHIP_DEPOT_SERVICE_VEL                          :{LTBLUE}Eftersyn i {TOWN} skibsdok, {VELOCITY}
 STR_981C_SHIP_IS_WAITING_IN_DEPOT                               :{WHITE}Skib {COMMA} venter i dok
 STR_981D_BUILD_SHIP_DOCK                                        :{BLACK}Byg havn
 STR_981E_BUILD_SHIP_DEPOT_FOR_BUILDING                          :{BLACK}Byg skibsdok (til bygning og servicering af skibe)
@@ -2739,7 +2742,7 @@
 STR_982B_SHOW_SHIP_DETAILS                                      :{BLACK}Vis detaljer omkring skibet
 STR_982C_NEW_SHIP_NOW_AVAILABLE                                 :{BLACK}{BIGFONT}Nyt skib er tilgængeligt!
 STR_982D                                                        :{BLACK}{BIGFONT}{STRING}
-STR_982E_COST_MAX_SPEED_CAPACITY                                :{BLACK}Pris: {CURRENCY} Maks Hastighed: {VELOCITY}{}Kapacitet: {CARGO}{}Kørselsomkostning: {CURRENCY}/år
+STR_982E_COST_MAX_SPEED_CAPACITY                                :{BLACK}Pris: {CURRENCY} Maks. hastighed: {VELOCITY}{}Kapacitet: {CARGO}{}Kørselsomkostning: {CURRENCY}/år
 STR_982F_NAME_SHIP                                              :{BLACK}Giv skibet et navn
 
 STR_9831_NAME_SHIP                                              :{WHITE}Giv skibet et navn
@@ -2779,15 +2782,15 @@
 STR_A00B_ORDERS                                                 :{WHITE}{VEHICLE} (Ordre)
 STR_A00C_DETAILS                                                :{WHITE}{VEHICLE} (Detaljer)
 STR_A00D_AGE_RUNNING_COST_YR                                    :{BLACK}Alder: {LTBLUE}{STRING}{BLACK}   Kørselsomkostning: {LTBLUE}{CURRENCY}/år
-STR_A00E_MAX_SPEED                                              :{BLACK}Maks hastighed: {LTBLUE}{VELOCITY}
+STR_A00E_MAX_SPEED                                              :{BLACK}Maks. hastighed: {LTBLUE}{VELOCITY}
 STR_A00F_PROFIT_THIS_YEAR_LAST_YEAR                             :{BLACK}Dette års profit: {LTBLUE}{CURRENCY}  (sidste år: {CURRENCY})
 STR_A010_RELIABILITY_BREAKDOWNS                                 :{BLACK}Pålidelighed: {LTBLUE}{COMMA}%  {BLACK}Nedbrud siden sidste service: {LTBLUE}{COMMA}
 STR_A011_BUILT_VALUE                                            :{LTBLUE}{STRING}{BLACK}   Bygget: {LTBLUE}{NUM}{BLACK} Værdi: {LTBLUE}{CURRENCY}
 STR_A012_CAN_T_SEND_AIRCRAFT_TO                                 :{WHITE}Kan ikke sende flyet til en hangar...
 STR_HEADING_FOR_HANGAR                                          :{ORANGE}Flyver til {STATION} Hangar
 STR_HEADING_FOR_HANGAR_VEL                                      :{ORANGE}Flyver til {STATION} Hangar, {VELOCITY}
-STR_HEADING_FOR_HANGAR_SERVICE                                  :{LTBLUE}Eftersyn i {STATION} Hangar
-STR_HEADING_FOR_HANGAR_SERVICE_VEL                              :{LTBLUE}Eftersyn i {STATION} Hangar, {VELOCITY}
+STR_HEADING_FOR_HANGAR_SERVICE                                  :{LTBLUE}Eftersyn i {STATION} hangar
+STR_HEADING_FOR_HANGAR_SERVICE_VEL                              :{LTBLUE}Eftersyn i {STATION} hangar, {VELOCITY}
 STR_A014_AIRCRAFT_IS_WAITING_IN                                 :{WHITE}Fly {COMMA} venter i flyhangar
 STR_A015_AIRCRAFT_IN_THE_WAY                                    :{WHITE}Fly i vejen
 STR_A016_CAN_T_STOP_START_AIRCRAFT                              :{WHITE}Kan ikke stoppe/starte fly...
@@ -2813,7 +2816,7 @@
 STR_A02B_SHOW_AIRCRAFT_DETAILS                                  :{BLACK}Vis detaljet omkring flyet
 STR_A02C_NEW_AIRCRAFT_NOW_AVAILABLE                             :{BLACK}{BIGFONT}Nyt fly tilgængeligt!
 STR_A02D                                                        :{BLACK}{BIGFONT}{STRING}
-STR_A02E_COST_MAX_SPEED_CAPACITY                                :{BLACK}Pris: {CURRENCY} Maks hastighed: {VELOCITY}{}Kapacitet: {COMMA} passagerer, {COMMA} sække post{}Kørselsomkostning: {CURRENCY}/år
+STR_A02E_COST_MAX_SPEED_CAPACITY                                :{BLACK}Pris: {CURRENCY} Maks. hastighed: {VELOCITY}{}Kapacitet: {COMMA} passagerer, {COMMA} sække post{}Kørselsomkostning: {CURRENCY}/år
 
 STR_A030_NAME_AIRCRAFT                                          :{WHITE}Navngiv flyet
 STR_A031_CAN_T_NAME_AIRCRAFT                                    :{WHITE}Kan ikke navngive flyet...
@@ -2861,7 +2864,7 @@
 STR_PERFORMANCE_DETAIL_STATIONS                                 :{BLACK}Stationer:
 STR_PERFORMANCE_DETAIL_MIN_PROFIT                               :{BLACK}Minimum profit:
 STR_PERFORMANCE_DETAIL_MIN_INCOME                               :{BLACK}Minimum indkomst:
-STR_PERFORMANCE_DETAIL_MAX_INCOME                               :{BLACK}Max. indtægt:
+STR_PERFORMANCE_DETAIL_MAX_INCOME                               :{BLACK}Maks. indtægt:
 STR_PERFORMANCE_DETAIL_DELIVERED                                :{BLACK}Afleveret:
 STR_PERFORMANCE_DETAIL_CARGO                                    :{BLACK}Last:
 STR_PERFORMANCE_DETAIL_MONEY                                    :{BLACK}Penge:
@@ -2880,17 +2883,38 @@
 STR_PERFORMANCE_DETAIL_TOTAL_TIP                                :{BLACK}Samlet point af max point
 
 STR_NEWGRF_SETTINGS_BUTTON                                      :{BLACK}NewGRF indstillinger
-STR_NEWGRF_SETTINGS_CAPTION                                     :{WHITE}Newgrf indstillinger
+STR_NEWGRF_SETTINGS_CAPTION                                     :{WHITE}NewGRF indstillinger
 STR_NEWGRF_APPLY_CHANGES                                        :{BLACK}Anvend ændringer
-STR_NEWGRF_SET_PARAMETERS                                       :{BLACK}Indstil parametre
+STR_NEWGRF_SET_PARAMETERS                                       :{BLACK}Indstil parameter
 STR_NEWGRF_TIP                                                  :{BLACK}Liste med alle Newgrf sæt du har installeret. Marker et sæt for at ændre indstilliger.
-STR_NEWGRF_NO_FILES_INSTALLED                                   :{BLACK}Der er ingen newgrf filer installeret! Du kan læse i manualen hvordan man installerer newgrf sæt.
+STR_NEWGRF_NO_FILES_INSTALLED                                   :{BLACK}Der er ingen newgrf filer installeret! Læs venligst om installation af nye grafiksæt i manualen
 STR_NEWGRF_FILENAME                                             :{BLACK}Filnavn: {SILVER}{STRING}
 STR_NEWGRF_GRF_ID                                               :{BLACK}GRF ID: {SILVER}{STRING}
 STR_NEWGRF_MD5SUM                                               :{BLACK}MD5sum: {SILVER}{STRING}
+STR_NEWGRF_CONFIRMATION_TEXT                                    :{YELLOW}Du er ved at lave ændringer i et igangværende spil; dette kan få OpenTTD til at gå ned.{}Er du helt sikker på at du vil fortsætte?
 
+STR_NEWGRF_ADD                                                  :{BLACK}Tilføj
+STR_NEWGRF_ADD_TIP                                              :{BLACK}Tilføj et NewGRF sæt til listen
+STR_NEWGRF_REMOVE                                               :{BLACK}Fjern
+STR_NEWGRF_REMOVE_TIP                                           :{BLACK}Fjern det valgte NewGRF sæt fra listen
+STR_NEWGRF_MOVEUP                                               :{BLACK}Flyt op
+STR_NEWGRF_MOVEUP_TIP                                           :{BLACK}Flyt det valgte NewGRF sæt op i listen
+STR_NEWGRF_MOVEDOWN                                             :{BLACK}Flyt ned
+STR_NEWGRF_MOVEDOWN_TIP                                         :{BLACK}Flyt det valgte NewGRF sæt ned i listen
+STR_NEWGRF_FILE_TIP                                             :{BLACK}En liste over de NewGRF sæt der er installeret. Klik på et sæt for at ændre dets parameter
+STR_NEWGRF_PARAMETER                                            :{BLACK}Parameter: {SILVER}{STRING}
+STR_NEWGRF_PARAMETER_QUERY                                      :{BLACK}Indtast NewGRF-parameter
+STR_NEWGRF_NO_INFO                                              :{BLACK}Ingen information tilgængelig
 
+STR_NEWGRF_ADD_CAPTION                                          :{WHITE}Tilgængelige NewGRF sæt
+STR_NEWGRF_ADD_FILE                                             :{BLACK}Tilføj til udvalg
+STR_NEWGRF_ADD_FILE_TIP                                         :{BLACK}Tilføj det valgte NewGRF sæt til din konfiguration
+STR_NEWGRF_RESCAN_FILES                                         :{BLACK}Genfind filer
+STR_NEWGRF_RESCAN_FILES_TIP                                     :{BLACK}Opdater listen over tilgængelige NewGRF sæt
+STR_NEWGRF_DUPLICATE_GRFID                                      :{WHITE}Kan ikke tilføje sæt: dobbelt GRF ID
 
+STR_NEWGRF_NOT_FOUND                                            :{RED}Tilsvarende fil blev ikke fundet
+STR_NEWGRF_DISABLED                                             :{RED}Deaktiveret
 
 STR_CURRENCY_WINDOW                                             :{WHITE}Brugerdefineret møntfod
 STR_CURRENCY_EXCHANGE_RATE                                      :{LTBLUE}Kurs: {ORANGE}{CURRENCY} = £ {COMMA}
@@ -2922,6 +2946,8 @@
 STR_VEH_WITH_SHARED_ORDERS_LIST_TIP                             :{BLACK}Vis alle transportmidler, som har den samme rute
 
 ### depot strings
+STR_DEPOT_SELL_CONFIRMATION_TEXT                                :{YELLOW}Du er ved at sælge alle køretøjer i depotet. Er du sikker?
+
 STR_DEPOT_SELL_ALL_BUTTON_TRAIN_TIP                             :{BLACK}Sælg alle toge i remisen
 STR_DEPOT_SELL_ALL_BUTTON_ROADVEH_TIP                           :{BLACK}Sælg alle køretøjer i værkstedet
 STR_DEPOT_SELL_ALL_BUTTON_SHIP_TIP                              :{BLACK}Sælg alle skibe i dokken
@@ -2997,8 +3023,8 @@
 STR_PURCHASE_INFO_SPEED                                         :{BLACK}Hastighed: {GOLD}{VELOCITY}
 STR_PURCHASE_INFO_RUNNINGCOST                                   :{BLACK}Kørselsudgift: {GOLD}{CURRENCY}/år
 STR_PURCHASE_INFO_CAPACITY                                      :{BLACK}Lasteevne: {GOLD}{CARGO} {STRING}
-STR_PURCHASE_INFO_DESIGNED_LIFE                                 :{BLACK}Designet: {GOLD}{NUM}{BLACK} Liv: {GOLD}{COMMA} år
-STR_PURCHASE_INFO_RELIABILITY                                   :{BLACK}Max. Pålidelighed: {GOLD}{COMMA}%
+STR_PURCHASE_INFO_DESIGNED_LIFE                                 :{BLACK}Designet: {GOLD}{NUM}{BLACK} Levealder: {GOLD}{COMMA} år
+STR_PURCHASE_INFO_RELIABILITY                                   :{BLACK}Maks. pålidelighed: {GOLD}{COMMA}%
 STR_PURCHASE_INFO_COST                                          :{BLACK}Pris: {GOLD}{CURRENCY}
 STR_PURCHASE_INFO_WEIGHT_CWEIGHT                                :{BLACK}Vægt: {GOLD}{WEIGHT_S}  ({WEIGHT_S})
 STR_PURCHASE_INFO_COST_SPEED                                    :{BLACK}Pris: {GOLD}{CURRENCY}{BLACK} Hastighed: {GOLD}{VELOCITY}
@@ -3007,6 +3033,7 @@
 STR_PURCHASE_INFO_REFITTABLE_TO                                 :{BLACK}Kan ombygges til: {GOLD}
 STR_PURCHASE_INFO_ALL_TYPES                                     :Alle lasttyper
 STR_PURCHASE_INFO_ALL_BUT                                       :Alle undtagen {GOLD}
+STR_PURCHASE_INFO_MAX_TE                                        :{BLACK}Maks. trækkraft: {GOLD}{FORCE}
 
 ########### String for New Landscape Generator
 
@@ -3036,10 +3063,10 @@
 STR_SNOW_LINE_HEIGHT_NUM                                        :{NUM}
 STR_HEIGHTMAP_NAME                                              :{BLACK}Højdekortets navn:
 STR_HEIGHTMAP_SIZE                                              :{BLACK}Størrelse: {ORANGE}{NUM} x {NUM}
-STR_GENERATION_WORLD                                            :{WHITE}Generere verden...
+STR_GENERATION_WORLD                                            :{WHITE}Genererer verden...
 STR_GENERATION_ABORT                                            :{BLACK}Afbryd
-STR_GENERATION_ABORT_CAPTION                                    :{WHITE}Afbryd Kort Genereringen
-STR_GENERATION_ABORT_MESSAGE                                    :{YELLOW}Vil du virkelig afbryde kort genereringen?
+STR_GENERATION_ABORT_CAPTION                                    :{WHITE}Afbryd Kortgenereringen
+STR_GENERATION_ABORT_MESSAGE                                    :{YELLOW}Vil du virkelig afbryde kortgenereringen?
 STR_PROGRESS                                                    :{WHITE}{NUM}% færdig
 STR_GENERATION_PROGRESS                                         :{BLACK}{NUM} / {NUM}
 STR_WORLD_GENERATION                                            :{BLACK}Verdensgenerering
@@ -3055,10 +3082,10 @@
 STR_SE_RANDOM_LAND                                              :{WHITE}Tilfældigt land
 STR_SE_NEW_WORLD                                                :{BLACK}Opret nyt scenarie
 STR_SE_CAPTION                                                  :{WHITE}Scenarietype
-STR_FLAT_WORLD_HEIGHT_DOWN                                      :{BLACK}Flyt højden af flat land en ned
-STR_FLAT_WORLD_HEIGHT_UP                                        :{BLACK}Flyt højden af flat land en up
-STR_FLAT_WORLD_HEIGHT_QUERY_CAPT                                :{WHITE}Ændre højden af flat land
-STR_FLAT_WORLD_HEIGHT                                           :{BLACK}Højde af flat land:
+STR_FLAT_WORLD_HEIGHT_DOWN                                      :{BLACK}Flyt højden af fladt land en ned
+STR_FLAT_WORLD_HEIGHT_UP                                        :{BLACK}Flyt højden af fladt land en op
+STR_FLAT_WORLD_HEIGHT_QUERY_CAPT                                :{WHITE}Ændre højden af fladt land
+STR_FLAT_WORLD_HEIGHT                                           :{BLACK}Højde af fladt land:
 STR_FLAT_WORLD_HEIGHT_NUM                                       :{NUM}
 
 STR_SMALLMAP_CENTER                                             :{BLACK}Centrer det lille kort ved den nuværende position
--- a/lang/esperanto.txt	Tue Jan 02 18:40:37 2007 +0000
+++ b/lang/esperanto.txt	Wed Jan 03 08:32:17 2007 +0000
@@ -14,7 +14,7 @@
 STR_EMPTY                                                       :
 STR_0007_FLAT_LAND_REQUIRED                                     :{WHITE}Necesas ebena lando
 STR_0008_WAITING                                                :{BLACK}Atendas: {WHITE}{STRING}
-STR_0009                                                        :{WHITE}{CARGO}
+STR_0009                                                        :{WHITE} {CARGO}
 STR_000A_EN_ROUTE_FROM                                          :{WHITE}{CARGO}{YELLOW}  (survoje de
 STR_000B                                                        :{YELLOW}{STATION})
 STR_000C_ACCEPTS                                                :{BLACK}Akceptas: {WHITE}
@@ -1024,6 +1024,7 @@
 STR_CONFIG_PATCHES_IMPROVEDLOAD                                 :{LTBLUE}Uzu plibonigitan ŝarĝalgoritmon: {ORANGE}{STRING}
 STR_CONFIG_PATCHES_GRADUAL_LOADING                              :{LTBLUE}Laŭgrade ŝarĝu veturilojn: {ORANGE}{STRING}
 STR_CONFIG_PATCHES_INFLATION                                    :{LTBLUE}Inflacio: {ORANGE}{STRING}
+STR_CONFIG_PATCHES_SELECTGOODS                                  :{LTBLUE}Nur liveru ŝarĝon al stacio se estas peto: {ORANGE}{STRING}
 STR_CONFIG_PATCHES_LONGBRIDGES                                  :{LTBLUE}Permesu konstruadon de tre longaj pontoj: {ORANGE}{STRING}
 STR_CONFIG_PATCHES_GOTODEPOT                                    :{LTBLUE}Permesu ordenojn por iri al deponejo: {ORANGE}{STRING}
 STR_CONFIG_PATCHES_BUILDXTRAIND                                 :{LTBLUE}Permesu konstruadon de fontmalerialaj industrioj: {ORANGE}{STRING}
@@ -1309,6 +1310,7 @@
 STR_NETWORK_SERVER_OFFLINE                                      :{SILVER}SERVILO NE SURRETAS
 STR_NETWORK_SERVER_FULL                                         :{SILVER}SERVILO PLENAS
 STR_NETWORK_VERSION_MISMATCH                                    :{SILVER}VERSIOJ NE KONGRUAS
+STR_NETWORK_GRF_MISMATCH                                        :{SILVER}MISO PRI NEWGRF
 
 STR_NETWORK_JOIN_GAME                                           :{BLACK}Aliĝu al la ludo
 
@@ -1502,6 +1504,8 @@
 STR_0808_CAN_T_RAISE_LAND_HERE                                  :{WHITE}Ne povas altigi landon ĉi tie...
 STR_0809_CAN_T_LOWER_LAND_HERE                                  :{WHITE}Ne povas malaltigi landon ĉi tie...
 STR_080A_ROCKS                                                  :Rokoj
+STR_080B_ROUGH_LAND                                             :Malglata lando
+STR_080C_BARE_LAND                                              :Nuda lando
 STR_080D_GRASS                                                  :Herbo
 STR_080E_FIELDS                                                 :Kampoj
 STR_080F_SNOW_COVERED_LAND                                      :Neĝkovrita lando
@@ -1579,6 +1583,10 @@
 
 ##id 0x2000
 STR_2000_TOWNS                                                  :{WHITE}Urboj
+STR_TOWN_LABEL_POP                                              :{WHITE}{TOWN} ({COMMA})
+STR_TOWN_LABEL                                                  :{WHITE}{TOWN}
+STR_TOWN_LABEL_TINY_BLACK                                       :{TINYFONT}{BLACK}{TOWN}
+STR_TOWN_LABEL_TINY_WHITE                                       :{TINYFONT}{WHITE}{TOWN}
 STR_2002                                                        :{TINYFONT}{BLACK}{STRING}
 STR_2004_BUILDING_MUST_BE_DEMOLISHED                            :{WHITE}Antaŭe forigu konstruaĵon
 STR_2005                                                        :{WHITE}{TOWN}
@@ -1652,6 +1660,7 @@
 STR_204A_BUILD_STATUE_OF_COMPANY                                :Konstruu statuon de la kompaniestro
 STR_204B_FUND_NEW_BUILDINGS                                     :Fondu novajn konstruaĵojn
 STR_204C_BUY_EXCLUSIVE_TRANSPORT                                :Aĉetu ekskluzivan transportrajton
+STR_TOWN_BRIBE_THE_LOCAL_AUTHORITY                              :Subaĉetu la lokajn estrojn
 STR_204D_INITIATE_A_SMALL_LOCAL                                 :{WHITE}{STRING}{}{YELLOW} Komencu malgrandan lokan reklamadon, por altiri pli da pasaĝeroj kaj ŝarĝoj al viaj transportservoj.{}  Kosto: {CURRENCY}
 STR_204E_INITIATE_A_MEDIUM_LOCAL                                :{WHITE}{STRING}{}{YELLOW} Komencu mezgrandan lokan reklamadon, por altiri pli da pasaĝeroj kaj ŝarĝoj al viaj transportservoj.{}  Kosto: {CURRENCY}
 STR_204F_INITIATE_A_LARGE_LOCAL                                 :{WHITE}{STRING}{}{YELLOW} Komencu grandan lokan reklamadon, por altiri pli da pasaĝeroj kaj ŝarĝoj al viaj transportservoj.{}  Kosto: {CURRENCY}
@@ -1659,6 +1668,7 @@
 STR_2051_BUILD_A_STATUE_IN_HONOR                                :{WHITE}{STRING}{}{YELLOW} Konstruu statuon honore al via kompanio.{} Kosto: {CURRENCY}
 STR_2052_FUND_THE_CONSTRUCTION_OF                               :{WHITE}{STRING}{}{YELLOW} Fondu la konstruadon de novaj komercaj konstruaĵoj en la urbo.{}  Kosto: {CURRENCY}
 STR_2053_BUY_1_YEAR_S_EXCLUSIVE                                 :{WHITE}{STRING}{}{YELLOW} Aĉetu ekskluzivan transportrajton en la urbo por 1 jaro. La urbo nur permesos pasaĝerojn kaj ŝarĝojn uzi viajn staciojn {} Cost: {CURRENCY}
+STR_TOWN_BRIBE_THE_LOCAL_AUTHORITY_DESC                         :{WHITE}{STRING}{}{YELLOW} Subaĉetu la lokajn estrojn por pliigi vian rendimenton, riskante grandan punon je kapto.{} Kosto: {CURRENCY}
 STR_2055_TRAFFIC_CHAOS_IN_ROAD_REBUILDING                       :{BIGFONT}{BLACK}Trafika ĥaoso en {TOWN}!{}{}Vojrekonstruada programo komencita de {COMPANY} alportas 6-monatan mizeron al vojuzantoj!
 STR_2056                                                        :{TINYFONT}{WHITE}{TOWN}
 STR_2057                                                        :{ORANGE}{TOWN}{BLACK} ({COMMA})
@@ -1669,7 +1679,9 @@
 STR_205C_PIGGY_BANK                                             :Porko-Banko
 
 STR_INDUSTRY                                                    :{INDUSTRY}
+STR_TOWN                                                        :{TOWN}
 STR_INDUSTRY_FORMAT                                             :{TOWN} {STRING}
+STR_STATION                                                     :{STATION}
 
 ##id 0x2800
 STR_LANDSCAPING                                                 :Landaspektigi
@@ -1734,6 +1746,7 @@
 STR_3043_TRUCK_STATION_ORIENT                                   :{WHITE}Ŝarĝstacia Direkto
 STR_3046_MUST_DEMOLISH_BUS_STATION                              :{WHITE}Antaŭe forigu bushaltejon
 STR_3047_MUST_DEMOLISH_TRUCK_STATION                            :{WHITE}Antaŭe forigu ŝarĝstacion
+STR_3048_STATIONS                                               :{WHITE}{COMPANY} - {COMMA} Stacio{P "" j}
 STR_3049_0                                                      :{YELLOW}{STATION} {STATIONFEATURES}
 STR_304A_NONE                                                   :{YELLOW}- Neniu -
 STR_304B_SITE_UNSUITABLE                                        :{WHITE}...loko ne uzeblas
@@ -1751,6 +1764,7 @@
 STR_3057_STATION_NAMES_CLICK_ON                                 :{BLACK}Staciaj nomoj - alklaku nomon por centre de la ĉefvido vidi ĝin
 STR_3058_SELECT_SIZE_TYPE_OF_AIRPORT                            :{BLACK}Elektu grandecon/tipon de flughaveno
 STR_305C_0                                                      :{STATION} {STATIONFEATURES}
+STR_STATION_SIGN_TINY                                           :{TINYFONT}{STATION}
 STR_305E_RAILROAD_STATION                                       :Stacidomo
 STR_305F_AIRCRAFT_HANGAR                                        :Aviadila hangaro
 STR_3060_AIRPORT                                                :Flughaveno
@@ -1765,7 +1779,11 @@
 STR_306A_BUOY_IN_THE_WAY                                        :{WHITE}...buo okupas la lokon
 STR_306C_STATION_TOO_SPREAD_OUT                                 :{WHITE}...stacio tro vastas
 STR_306D_NONUNIFORM_STATIONS_DISALLOWED                         :{WHITE}...nekonformaj stacioj neebligitaj
+STR_USE_CTRL_TO_SELECT_MORE                                     :{BLACK}Tenu la CTRL-klavon por elekti pliajn erojn
 
+STR_UNDEFINED                                                   :(nedifinita tekstero)
+STR_STAT_CLASS_DFLT                                             :Defaŭlta stacio
+STR_STAT_CLASS_WAYP                                             :Transirejoj
 
 ##id 0x3800
 STR_3800_SHIP_DEPOT_ORIENTATION                                 :{WHITE}Ŝipdeponeja Direkto
@@ -1783,6 +1801,7 @@
 STR_4002_SAVE                                                   :{BLACK}Konservu
 STR_4003_DELETE                                                 :{BLACK}Forviŝu
 STR_4004                                                        :{COMPANY} je {DATE_LONG}
+STR_4005_BYTES_FREE                                             :{BLACK}{COMMA} megabitoko{P "" j} libera{P "" j}
 STR_4006_UNABLE_TO_READ_DRIVE                                   :{BLACK}Ne eblas legi diskon
 STR_4007_GAME_SAVE_FAILED                                       :{WHITE}Ludkonservado Fiaskis
 STR_4008_UNABLE_TO_DELETE_FILE                                  :{WHITE}Ne eblas forviŝi dosieron
@@ -1917,6 +1936,12 @@
 ############ WARNING, using	range 0x6000 for strings that are stored in	the	savegame
 ############ These strings may never get a new id, or savegames	will break!
 ##id 0x6000
+STR_SV_EMPTY                                                    :
+STR_SV_UNNAMED                                                  :Sennome
+STR_SV_TRAIN_NAME                                               :Trajno {COMMA}
+STR_SV_ROADVEH_NAME                                             :Vojveturilo {COMMA}
+STR_SV_SHIP_NAME                                                :Ŝipo {COMMA}
+STR_SV_AIRCRAFT_NAME                                            :Aviadilo {COMMA}
 
 STR_SV_STNAME                                                   :{STRING}
 STR_SV_STNAME_NORTH                                             :Norda {STRING}
@@ -2031,12 +2056,12 @@
 STR_7000                                                        :
 STR_7001                                                        :{WHITE}{COMPANY} {BLACK}{PLAYERNAME}
 STR_7002_PLAYER                                                 :(Ludanto {COMMA})
-STR_7004_NEW_FACE                                               :{BLACK}Novan Vizaĝon
+STR_7004_NEW_FACE                                               :{BLACK}Nova Vizaĝo
 STR_7005_COLOR_SCHEME                                           :{BLACK}Kolorskemo
 STR_7006_COLOR_SCHEME                                           :{GOLD}Kolorskemo:
-STR_7007_NEW_COLOR_SCHEME                                       :{WHITE}Novan Kolorskemon
-STR_7008_COMPANY_NAME                                           :{BLACK}Kompania Nomo
-STR_7009_PRESIDENT_NAME                                         :{BLACK}Manaĝanta Nomo
+STR_7007_NEW_COLOR_SCHEME                                       :{WHITE}Nova Kolorskemo
+STR_7008_COMPANY_NAME                                           :{BLACK}Kompaninomo
+STR_7009_PRESIDENT_NAME                                         :{BLACK}Manaĝantnomo
 STR_700A_COMPANY_NAME                                           :Kompania Nomo
 STR_700B_PRESIDENT_S_NAME                                       :Nomo de la Manaĝanto
 STR_700C_CAN_T_CHANGE_COMPANY_NAME                              :{WHITE}Ne povas ŝanĝi kompaninomon...
@@ -2095,7 +2120,7 @@
 STR_7043_FACE_SELECTION                                         :{WHITE}Vizaĝelekto
 STR_7044_MALE                                                   :{BLACK}Vira
 STR_7045_FEMALE                                                 :{BLACK}Virina
-STR_7046_NEW_FACE                                               :{BLACK}Novan Vizaĝon
+STR_7046_NEW_FACE                                               :{BLACK}Nova Vizaĝo
 STR_7047_CANCEL_NEW_FACE_SELECTION                              :{BLACK}Nuligu elekton de nova vizaĝo
 STR_7048_ACCEPT_NEW_FACE_SELECTION                              :{BLACK}Akceptu elekton de nova vizaĝo
 STR_7049_SELECT_MALE_FACES                                      :{BLACK}Elektu virajn vizaĝojn
@@ -2149,12 +2174,12 @@
 STR_7074_RECESSION_OVER_UPTURN_IN                               :{BIGFONT}{BLACK}Recesio finiĝis!{}{}Komerca pliboniĝos donas konfidon al industrioj! Ekonomio pliboniĝas!
 STR_7075_TOGGLE_LARGE_SMALL_WINDOW                              :{BLACK}Ŝaltu inter granda kaj malgranda fenestro
 STR_7076_COMPANY_VALUE                                          :{GOLD}Kompania valoro: {WHITE}{CURRENCY64}
-STR_7077_BUY_25_SHARE_IN_COMPANY                                :{BLACK}Aĉetu 25%-an dividaĵon en kompanio
-STR_7078_SELL_25_SHARE_IN_COMPANY                               :{BLACK}Vendu 25%-an dividaĵon en kompanio
+STR_7077_BUY_25_SHARE_IN_COMPANY                                :{BLACK}Aĉetu 25%-an dividaĵon
+STR_7078_SELL_25_SHARE_IN_COMPANY                               :{BLACK}Vendu 25%-an dividaĵon
 STR_7079_BUY_25_SHARE_IN_THIS_COMPANY                           :{BLACK}Aĉetu 25%-an dividaĵon en ĉi tiu kompanio
 STR_707A_SELL_25_SHARE_IN_THIS_COMPANY                          :{BLACK}Vendu 25%-an dividaĵon en ĉi tiu kompanio
-STR_707B_CAN_T_BUY_25_SHARE_IN_THIS                             :{WHITE}Ne povas aĉeti 25%-an dividaĵon en ĉi tiu kompanio...
-STR_707C_CAN_T_SELL_25_SHARE_IN                                 :{WHITE}Ne povas vendi 25%-an dividaĵon en ĉi tiu kompanio...
+STR_707B_CAN_T_BUY_25_SHARE_IN_THIS                             :{WHITE}Ne povas aĉeti 25%-an dividaĵon...
+STR_707C_CAN_T_SELL_25_SHARE_IN                                 :{WHITE}Ne povas vendi 25%-an dividaĵon...
 STR_707D_OWNED_BY                                               :{WHITE}({COMMA}% posedataj de {COMPANY})
 STR_707E_OWNED_BY_OWNED_BY                                      :{WHITE}({COMMA}% posedataj de {COMPANY}{}   {COMMA}% posedataj de {COMPANY})
 STR_707F_HAS_BEEN_TAKEN_OVER_BY                                 :{BLACK}{BIGFONT}{COMPANY} estas transprenita de {COMPANY}!
@@ -2322,9 +2347,9 @@
 STR_8081_MIGHTYMOVER_MAIL_TRUCK                                 :Poŝtaŭto "MightyMover"
 STR_8082_POWERNAUGHT_MAIL_TRUCK                                 :Poŝtaŭto "Powernaught"
 STR_8083_WIZZOWOW_MAIL_TRUCK                                    :Poŝtaŭto "Wizzowow"
-STR_8084_WITCOMBE_OIL_TANKER                                    :Oleŝipo "Witcombe"
-STR_8085_FOSTER_OIL_TANKER                                      :Oleŝipo "Foster"
-STR_8086_PERRY_OIL_TANKER                                       :Oleŝipo "Perry"
+STR_8084_WITCOMBE_OIL_TANKER                                    :Oleŝarĝaŭto "Witcombe"
+STR_8085_FOSTER_OIL_TANKER                                      :Oleŝarĝaŭto "Foster"
+STR_8086_PERRY_OIL_TANKER                                       :Oleŝarĝaŭto "Perry"
 STR_8087_TALBOTT_LIVESTOCK_VAN                                  :Brutŝarĝaŭto "Talbott"
 STR_8088_UHL_LIVESTOCK_VAN                                      :Brutŝarĝaŭto "Uhl"
 STR_8089_FOSTER_LIVESTOCK_VAN                                   :Brutŝarĝaŭto "Foster"
@@ -2580,7 +2605,7 @@
 STR_885C_BROKEN_DOWN                                            :{RED}Rompite
 STR_885D_AGE_RUNNING_COST_YR                                    :{BLACK}Aĝo: {LTBLUE}{STRING}{BLACK}   Irkosto: {LTBLUE}po {CURRENCY} jare
 STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED                         :{BLACK}Pezo: {LTBLUE}{WEIGHT_S}  {BLACK}Forto: {LTBLUE}{POWER}{BLACK} Pleja rapideco: {LTBLUE}{VELOCITY}
-STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED_MAX_TE                  :{BLACK}Pezo: {LTBLUE}{WEIGHT_S} {BLACK}Forto: {LTBLUE}{POWER}{BLACK} Pleja rapideco: {LTBLUE}{VELOCITY} {BLACK}Pleja T.E.: {LTBLUE}{FORCE}
+STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED_MAX_TE                  :{BLACK}Pezo: {LTBLUE}{WEIGHT_S} {BLACK}Forto: {LTBLUE}{POWER}{BLACK} Pleja rapido: {LTBLUE}{VELOCITY} {BLACK}Pleja tiro: {LTBLUE}{FORCE}
 STR_885F_PROFIT_THIS_YEAR_LAST_YEAR                             :{BLACK}Ĉi-jara gajno: {LTBLUE}{CURRENCY}  (lastjara: {CURRENCY})
 STR_8860_RELIABILITY_BREAKDOWNS                                 :{BLACK}Fidebleco: {LTBLUE}{COMMA}%  {BLACK}Rompiĝoj post lasta prizorgo: {LTBLUE}{COMMA}
 STR_8861_STOPPED                                                :{RED}Haltis
@@ -2605,6 +2630,7 @@
 
 ##id 0x9000
 STR_9000_ROAD_VEHICLE_IN_THE_WAY                                :{WHITE}Vojveturilo okupas la lokon
+STR_9001_ROAD_VEHICLES                                          :{WHITE}{COMPANY} - {COMMA} Vojveturilo{P "" j}
 STR_9002                                                        :{WHITE}{VEHICLE}
 STR_9003_ROAD_VEHICLE_DEPOT                                     :{WHITE}{TOWN} Vojveturila Deponejo
 STR_9004_NEW_VEHICLES                                           :{BLACK}Novaj Veturiloj
@@ -2660,7 +2686,13 @@
 STR_9036_RENAME_ROAD_VEHICLE_TYPE                               :{WHITE}Renomu vojveturilan tipon
 STR_9037_CAN_T_RENAME_ROAD_VEHICLE                              :{WHITE}Ne povas renomi vojveturilan tipon...
 STR_9038_GO_TO_ROADVEH_DEPOT                                    :Iru al {TOWN} Vojveturila Deponejo
+STR_SERVICE_AT_ROADVEH_DEPOT                                    :Prizorgo ĉe {TOWN} Vojveturila Deponejo
 
+STR_REFIT_ROAD_VEHICLE_TO_CARRY                                 :{BLACK}Transformu vojveturilon por porti alian ŝarĝon
+STR_REFIT_ROAD_VEHICLE                                          :{BLACK}Transformu vojveturilon
+STR_REFIT_ROAD_VEHICLE_TO_CARRY_HIGHLIGHTED                     :{BLACK}Transformu vojveturilon por porti elektitan ŝarĝon
+STR_REFIT_ROAD_VEHICLE_CAN_T                                    :{WHITE}Ne povas transformi vojveturilon...
+STR_ROAD_SELECT_TYPE_OF_CARGO_FOR                               :{BLACK}Elektu portotan ŝarĝon de la vojveturilo
 
 ##id 0x9800
 STR_9800_DOCK_CONSTRUCTION                                      :Havenkonstruado
@@ -2668,6 +2700,7 @@
 STR_9802_CAN_T_BUILD_DOCK_HERE                                  :{WHITE}Ne povas konstrui havenon ĉi tie...
 STR_9803_SHIP_DEPOT                                             :{WHITE}{TOWN} Ŝipdeponejo
 STR_9804_NEW_SHIPS                                              :{BLACK}Novaj Ŝipoj
+STR_9805_SHIPS                                                  :{WHITE}{COMPANY} - {COMMA} Ŝipo{P "" j}
 STR_9808_NEW_SHIPS                                              :{WHITE}Novaj Ŝipoj
 STR_9809_BUILD_SHIP                                             :{BLACK}Kreu Ŝipon
 STR_CLONE_SHIP                                                  :{BLACK}Klonu Ŝipon
@@ -2791,6 +2824,7 @@
 STR_A032_NAME_AIRCRAFT                                          :{BLACK}Nomu aviadilon
 STR_A033_CITIZENS_CELEBRATE_FIRST                               :{BLACK}{BIGFONT}Enloĝantoj festas . . .{}Unua aviadilo alvenas en {STATION}!
 STR_A034_PLANE_CRASH_DIE_IN_FIREBALL                            :{BLACK}{BIGFONT}Aviadilo Kraŝas!{}{COMMA} mortas pro fajro en {STATION}
+STR_PLANE_CRASH_OUT_OF_FUEL                                     :{BLACK}{BIGFONT}Aviadila Kraŝo!{}Aviadilo ne havis sufiĉan brulaĵon, {COMMA} mortas pro fajro!
 STR_A036                                                        :{TINYFONT}{BLACK}{STATION}
 STR_A037_RENAME                                                 :{BLACK}Renomu
 STR_A038_RENAME_AIRCRAFT_TYPE                                   :{BLACK}Renomu aviadiltipon
@@ -2824,23 +2858,33 @@
 STR_PERFORMANCE_DETAIL_KEY                                      :{BLACK}Detaloj
 STR_PERFORMANCE_DETAIL_AMOUNT_CURRENCY                          :{BLACK}({CURRCOMPACT}/{CURRCOMPACT})
 STR_PERFORMANCE_DETAIL_AMOUNT_INT                               :{BLACK}({COMMA}/{COMMA})
+STR_PERFORMANCE_DETAIL_PERCENT                                  :{WHITE}{NUM}%
 SET_PERFORMANCE_DETAIL_INT                                      :{BLACK}{NUM}
 ############ Those following lines need to be in this order!!
 STR_PERFORMANCE_DETAIL_VEHICLES                                 :{BLACK}Veturiloj:
+STR_PERFORMANCE_DETAIL_STATIONS                                 :{BLACK}Stacioj:
 STR_PERFORMANCE_DETAIL_MIN_PROFIT                               :{BLACK}Malpleja gajno:
 STR_PERFORMANCE_DETAIL_MIN_INCOME                               :{BLACK}Malpleja enspezo:
 STR_PERFORMANCE_DETAIL_MAX_INCOME                               :{BLACK}Pleja enspezo:
 STR_PERFORMANCE_DETAIL_DELIVERED                                :{BLACK}Liverite:
 STR_PERFORMANCE_DETAIL_CARGO                                    :{BLACK}Ŝarĝo:
+STR_PERFORMANCE_DETAIL_MONEY                                    :{BLACK}Mono:
 STR_PERFORMANCE_DETAIL_LOAN                                     :{BLACK}Prunto:
+STR_PERFORMANCE_DETAIL_TOTAL                                    :{BLACK}Entute:
 ############ End of order list
+STR_PERFORMANCE_DETAIL_VEHICLES_TIP                             :{BLACK}Nombro da veturiloj; tio enkalkulas vojveturilojn, trajnojn, ŝipojn kaj aviadilojn
+STR_PERFORMANCE_DETAIL_STATIONS_TIP                             :{BLACK}Nombro da staciaj eroj. Ĉiu parto de stacio (ekz. stacidomo, bushaltejo, flughaveno) kalkuliĝas, eĉ se konektite kiel unu stacio
+STR_PERFORMANCE_DETAIL_MIN_PROFIT_TIP                           :{BLACK}La gajno de la malplejenspeza veturilo (de ĉiuj veturiloj pli aĝaj ol 2 jaroj)
 STR_PERFORMANCE_DETAIL_MIN_INCOME_TIP                           :{BLACK}Enspezite en la plej malaltenspeza monato de la lasta 12 kvaronoj
 STR_PERFORMANCE_DETAIL_MAX_INCOME_TIP                           :{BLACK}Enspezite en la plej altenspeza monato de la lasta 12 kvaronoj
 STR_PERFORMANCE_DETAIL_DELIVERED_TIP                            :{BLACK}Ŝarĝunuoj liveritaj en la lastaj 4 kvaronoj
 STR_PERFORMANCE_DETAIL_CARGO_TIP                                :{BLACK}Nombro da ŝarĝtipoj liveritaj en la lasta kvarono
+STR_PERFORMANCE_DETAIL_MONEY_TIP                                :{BLACK}Monkvanto de ĉi tiu kompanio en la banko
 STR_PERFORMANCE_DETAIL_LOAN_TIP                                 :{BLACK}La monkvanto pruntita de ĉi tiu kompanio
+STR_PERFORMANCE_DETAIL_TOTAL_TIP                                :{BLACK}Entuta poentaro el eblaj poentoj
 
 STR_NEWGRF_SETTINGS_BUTTON                                      :{BLACK}Agordoj de NewGRF
+STR_NEWGRF_SETTINGS_CAPTION                                     :{WHITE}Agordoj de NewGRF
 STR_NEWGRF_APPLY_CHANGES                                        :{BLACK}Apliku ŝanĝojn
 STR_NEWGRF_SET_PARAMETERS                                       :{BLACK}Agordu parametrojn
 STR_NEWGRF_TIP                                                  :{BLACK}Listo da ĉiuj instalitaj Newgrf-aj aroj. Alklaku aron por ŝanĝi la agordojn
@@ -2848,14 +2892,15 @@
 STR_NEWGRF_FILENAME                                             :{BLACK}Dosiernomo: {SILVER}{STRING}
 STR_NEWGRF_GRF_ID                                               :{BLACK}GRF ID: {SILVER}{STRING}
 STR_NEWGRF_MD5SUM                                               :{BLACK}MD5sum: {SILVER}{STRING}
+STR_NEWGRF_CONFIRMATION_TEXT                                    :{YELLOW}Vi ĉi tiel ŝanĝos al kuranta ludo; tio povas kraŝigi la ludon.{}Ĉu vi nepre volas fari tion?
 
 STR_NEWGRF_ADD                                                  :{BLACK}Aldonu
 STR_NEWGRF_ADD_TIP                                              :{BLACK}Aldonu NewGRF-dosieron al la listo
 STR_NEWGRF_REMOVE                                               :{BLACK}Forviŝu
 STR_NEWGRF_REMOVE_TIP                                           :{BLACK}Remove the selected NewGRF file from the list
-STR_NEWGRF_MOVEUP                                               :{BLACK}Movu Supren
+STR_NEWGRF_MOVEUP                                               :{BLACK}Supren
 STR_NEWGRF_MOVEUP_TIP                                           :{BLACK}Movu la elektitan NewGRF-dosieron supren en la listo
-STR_NEWGRF_MOVEDOWN                                             :{BLACK}Movu Malsupren
+STR_NEWGRF_MOVEDOWN                                             :{BLACK}Malsupren
 STR_NEWGRF_MOVEDOWN_TIP                                         :{BLACK}Movu la elektitan NewGRF-dosieron malsupren en la listo
 STR_NEWGRF_FILE_TIP                                             :{BLACK}Listo da instalitaj NewGRF-dosieroj. Alklaku dosieron por ŝanĝi la parametrojn
 STR_NEWGRF_PARAMETER                                            :{BLACK}Parametroj: {SILVER}{STRING}
@@ -2882,13 +2927,27 @@
 STR_CURRENCY_PREVIEW                                            :{LTBLUE}Antaŭvido: {ORANGE}{CURRENCY}
 STR_CURRENCY_CHANGE_PARAMETER                                   :{BLACK}Ŝanĝu parametron por alia monunuo
 
+STR_TRAIN                                                       :{BLACK}{TRAIN}
 STR_BUS                                                         :{BLACK}{BUS}
 STR_LORRY                                                       :{BLACK}{LORRY}
+STR_PLANE                                                       :{BLACK}{PLANE}
+STR_SHIP                                                        :{BLACK}{SHIP}
 
+STR_SCHEDULED_TRAINS                                            :{WHITE}{STATION} - {COMMA} Trajno{P "" j}
+STR_SCHEDULED_ROAD_VEHICLES                                     :{WHITE}{STATION} - {COMMA} Vojveturilo{P "" j}
+STR_SCHEDULED_AIRCRAFT                                          :{WHITE}{STATION} - {COMMA} Aviadilo{P "" j}
+STR_SCHEDULED_SHIPS                                             :{WHITE}{STATION} - {COMMA} Ŝipo{P "" j}
 
+STR_SCHEDULED_TRAINS_TIP                                        :{BLACK}Montru ĉiujn trajnojn kun ĉi tiu stacio en la plano
+STR_SCHEDULED_ROAD_VEHICLES_TIP                                 :{BLACK}Montru ĉiujnvojveturilojn kun ĉi tiu stacio en la plano
+STR_SCHEDULED_AIRCRAFT_TIP                                      :{BLACK}Montru ĉiujn aviadilojn kun ĉi tiu stacio en la plano
+STR_SCHEDULED_SHIPS_TIP                                         :{BLACK}Montru ĉiujn ŝipojn kun ĉi tiu stacio en la plano
 
+STR_VEH_WITH_SHARED_ORDERS_LIST                                 :{WHITE}Dividitaj ordenoj de {COMMA} Veturilo{P "" j}
+STR_VEH_WITH_SHARED_ORDERS_LIST_TIP                             :{BLACK}Montru ĉiujn veturilojn kiuj dividas ĉi tiun planon
 
 ### depot strings
+STR_DEPOT_SELL_CONFIRMATION_TEXT                                :{YELLOW}Vi volas vendi ĉiujn veturilojn en la deponejo. Ĉu vi certas?
 
 STR_DEPOT_SELL_ALL_BUTTON_TRAIN_TIP                             :{BLACK}Vendu ĉiujn trajnojn en la deponejo
 STR_DEPOT_SELL_ALL_BUTTON_ROADVEH_TIP                           :{BLACK}Vendu ĉiujn vojveturilojn en la deponejo
@@ -2905,12 +2964,30 @@
 STR_DEPOT_AUTOREPLACE_SHIP_TIP                                  :{BLACK}Aŭtomate anstataŭu ĉiujn ŝipojn en la deponejo
 STR_DEPOT_AUTOREPLACE_AIRCRAFT_TIP                              :{BLACK}Aŭtomate anstataŭu ĉiujn aviadilojn en la hangaro
 
+STR_VEHICLE_LIST_ROADVEH_DEPOT                                  :{BLACK}{STRING} - {COMMA} Vojveturilo{P "" j}
+STR_VEHICLE_LIST_SHIP_DEPOT                                     :{BLACK}{STRING} - {COMMA} Ŝipo{P "" j}
+STR_VEHICLE_LIST_AIRCRAFT_DEPOT                                 :{BLACK}{STRING} - {COMMA} Aviadilo{P "" j}
 
+STR_REPLACE_VEHICLES_WHITE                                      :{WHITE}Anstataŭu {STRING.n}
+STR_REPLACE_VEHICLES_START                                      :{BLACK}Komencu Anstataŭi
+STR_REPLACE_VEHICLES_STOP                                       :{BLACK}Ĉesu Anstataŭi
 STR_NOT_REPLACING                                               :{BLACK}Ne anstataŭante
 STR_NOT_REPLACING_VEHICLE_SELECTED                              :{BLACK}Ne elektiĝis veturilo
+STR_REPLACE_HELP_LEFT_ARRAY                                     :{BLACK}Elektu maŝinon por anstataŭi
+STR_REPLACE_HELP_RIGHT_ARRAY                                    :{BLACK}Elektu novan maŝinon por uzi anstataŭ la maldekstre elektitan
+STR_REPLACE_HELP_STOP_BUTTON                                    :{BLACK}Premu por ĉesi anstataŭi la maldekstre elektitan maŝinon
+STR_REPLACE_HELP_START_BUTTON                                   :{BLACK}Premu por komenci anstataŭi la maldekstre elektitan maŝinon per la dekstre elektitan
+STR_REPLACE_HELP_RAILTYPE                                       :{BLACK}Elektu fervojtipon por kiu vi volas anstataŭigi maŝinojn
+STR_REPLACE_HELP_REPLACE_INFO_TAB                               :{BLACK}Montras ontan maŝinecon de la maldekstra maŝino, se anstataŭote
+STR_REPLACE_HELP                                                :{BLACK}Ĉi tio permesas vin anstataŭi maŝinojn de unu al alia tipo, kiam trajnoj de la unu tipo eniras la deponejon
+STR_REPLACE_REMOVE_WAGON                                        :{BLACK}Vagonforigo: {ORANGE}{SKIP}{STRING}
+STR_REPLACE_REMOVE_WAGON_HELP                                   :{BLACK}Ĉe aŭtomata anstataŭigo tenu saman longecon de la trajno per forigo de vagonoj (defronte), se per nova maŝino la trajno plilongiĝas
+STR_REPLACE_ENGINE_WAGON_SELECT                                 :{BLACK}Anstataŭante: {ORANGE}{SKIP}{SKIP}{STRING}
+STR_REPLACE_ENGINE_WAGON_SELECT_HELP                            :{BLACK} EKSPERIMENTA AĴO {}Ŝaltu inter maŝina kaj vagona anstataŭigo.{}Vagona anstataŭigo nur okazos se la nova vagono povas transformiĝi por porti saman ŝarĝon kiel la malnova. Por ĉiu vagono tio kontroliĝos dum anstataŭado.
 STR_ENGINE_NOT_BUILDABLE                                        :{WHITE}Maŝino ne kreeblas
 
 STR_ENGINES                                                     :Maŝinoj
+STR_WAGONS                                                      :Vagonoj
 
 STR_MASS_STOP_DEPOT_TRAIN_TIP                                   :{BLACK}Alklaku por haltigi ĉiujn trajnojn en la deponejo
 STR_MASS_STOP_DEPOT_ROADVEH_TIP                                 :{BLACK}Alklaku por haltigi ĉiujn vojveturilojn en la deponejo
@@ -2925,6 +3002,8 @@
 STR_MASS_STOP_LIST_TIP                                          :{BLACK}Alklaku por haltigi ĉiujn veturilojn en la listo
 STR_MASS_START_LIST_TIP                                         :{BLACK}Alklaku por starti ĉiujn veturilojn en la listo
 
+STR_SHORT_DATE                                                  :{WHITE}{DATE_TINY}
+STR_SIGN_LIST_CAPTION                                           :{WHITE}Signolisto - {COMMA} Signo{P "" j}
 
 STR_ORDER_REFIT_FAILED                                          :{WHITE}Fiasko de ordeno transformi haltigis {STRING.n} {COMMA}
 
@@ -2937,35 +3016,82 @@
 
 ############ End of list of rail types
 
+STR_TINY_BLACK                                                  :{BLACK}{TINYFONT}{COMMA}
 
+STR_PURCHASE_INFO_COST_WEIGHT                                   :{BLACK}Kosto: {GOLD}{CURRENCY}{BLACK} Pezo: {GOLD}{WEIGHT_S}
+STR_PURCHASE_INFO_SPEED_POWER                                   :{BLACK}Rapido: {GOLD}{VELOCITY}{BLACK}   Forto: {GOLD}{POWER}
+STR_PURCHASE_INFO_SPEED                                         :{BLACK}Rapido: {GOLD}{VELOCITY}
+STR_PURCHASE_INFO_RUNNINGCOST                                   :{BLACK}Irkosto: {GOLD}po {CURRENCY} jare
+STR_PURCHASE_INFO_CAPACITY                                      :{BLACK}Kapablo: {GOLD}{CARGO} {STRING}
+STR_PURCHASE_INFO_DESIGNED_LIFE                                 :{BLACK}Pripensite: {GOLD}{NUM}{BLACK} Vivlongo: {GOLD}{COMMA} jaroj
+STR_PURCHASE_INFO_RELIABILITY                                   :{BLACK}Pleja Fidebleco: {GOLD}{COMMA}%
+STR_PURCHASE_INFO_COST                                          :{BLACK}Kosto: {GOLD}{CURRENCY}
+STR_PURCHASE_INFO_WEIGHT_CWEIGHT                                :{BLACK}Pezo: {GOLD}{WEIGHT_S}  ({WEIGHT_S})
+STR_PURCHASE_INFO_COST_SPEED                                    :{BLACK}Kosto: {GOLD}{CURRENCY}{BLACK} Rapido: {GOLD}{VELOCITY}
+STR_PURCHASE_INFO_AIRCRAFT_CAPACITY                             :{BLACK}Kapablo: {GOLD}{COMMA} pasaĝeroj, {COMMA} sakoj da poŝto
+STR_PURCHASE_INFO_PWAGPOWER_PWAGWEIGHT                          :{BLACK}Vagonfortoj: {GOLD}+{POWER}{BLACK} Weight: {GOLD}+{WEIGHT_S}
+STR_PURCHASE_INFO_REFITTABLE_TO                                 :{BLACK}Transformebla al: {GOLD}
+STR_PURCHASE_INFO_ALL_TYPES                                     :Ĉiaj ŝarĝoj
+STR_PURCHASE_INFO_ALL_BUT                                       :Ĉio krom {GOLD}
+STR_PURCHASE_INFO_MAX_TE                                        :{BLACK}Maksimuma Tiro: {GOLD}{FORCE}
 
 ########### String for New Landscape Generator
 
 STR_GENERATE                                                    :{WHITE}Generu
+STR_RANDOM                                                      :{BLACK}Hazardigu
+STR_RANDOM_HELP                                                 :{BLACK}Ŝanĝo la hazardan enigon uzatan de la terengenerilo
+STR_WORLD_GENERATION_CAPTION                                    :{WHITE}Mondgenerado
+STR_RANDOM_SEED                                                 :{BLACK}Hazarda Enigo:
+STR_RANDOM_SEED_HELP                                            :{BLACK}Klaku por enigi hazardan enigon
 STR_LAND_GENERATOR                                              :{BLACK}Landgenerilo:
+STR_TREE_PLACER                                                 :{BLACK}Arba algoritmo:
 STR_HEIGHTMAP_ROTATION                                          :{BLACK}Altecmapa turniĝo:
+STR_TERRAIN_TYPE                                                :{BLACK}Terentipo:
+STR_QUANTITY_OF_SEA_LAKES                                       :{BLACK}Marnivelo:
+STR_SMOOTHNESS                                                  :{BLACK}Ebeneco:
+STR_SNOW_LINE_HEIGHT                                            :{BLACK}Neĝlinia alteco:
 STR_DATE                                                        :{BLACK}Dato:
 STR_NUMBER_OF_TOWNS                                             :{BLACK}Kiom da urboj:
 STR_NUMBER_OF_INDUSTRIES                                        :{BLACK}Kiom da industrioj:
 STR_GENERATE_DATE                                               :{BLACK}{DATE_LONG}
+STR_SNOW_LINE_UP                                                :{BLACK}Altigu la neĝlinion per unu
+STR_SNOW_LINE_DOWN                                              :{BLACK}Malaltigu la neĝlinion per unu
+STR_SNOW_LINE_QUERY_CAPT                                        :{WHITE}Ŝanĝu altecon de la neĝlinio
+STR_START_DATE_QUERY_CAPT                                       :{WHITE}Ŝanĝu komencjaron
 STR_HEIGHTMAP_SCALE_WARNING_CAPTION                             :{WHITE}Skala averto
 STR_HEIGHTMAP_SCALE_WARNING_MESSAGE                             :{YELLOW}Ne rekomendindas tro ŝanĝi la grandecon de la mapo. Ĉu daŭrigi la generadon?
+STR_SNOW_LINE_HEIGHT_NUM                                        :{NUM}
 STR_HEIGHTMAP_NAME                                              :{BLACK}Altecmapa nomo:
 STR_HEIGHTMAP_SIZE                                              :{BLACK}Grandeco: {ORANGE}{NUM} x {NUM}
 STR_GENERATION_WORLD                                            :{WHITE}Generante mondon...
 STR_GENERATION_ABORT                                            :{BLACK}Ĉesu
 STR_GENERATION_ABORT_CAPTION                                    :{WHITE}Ĉesu generi mondon
 STR_GENERATION_ABORT_MESSAGE                                    :{YELLOW}Ĉu vi vere volas ĉesi generi mondon?
+STR_PROGRESS                                                    :{WHITE}{NUM}% komplete
 STR_GENERATION_PROGRESS                                         :{BLACK}{NUM} / {NUM}
+STR_WORLD_GENERATION                                            :{BLACK}Mondgenerado
+STR_TREE_GENERATION                                             :{BLACK}Arba generado
+STR_UNMOVABLE_GENERATION                                        :{BLACK}Nemoveblaĵa generado
+STR_CLEARING_TILES                                              :{BLACK}Generado de malglataj kaj rokaj regionoj
+STR_SETTINGUP_GAME                                              :{BLACK}Agordante ludon
+STR_PREPARING_TILELOOP                                          :{BLACK}Trakurante kvadratojn
+STR_PREPARING_GAME                                              :{BLACK}Preparante ludon
 STR_DIFFICULTY_TO_CUSTOM                                        :{WHITE}Ĉi tiu ago ŝanĝis la malfacilec-nivelon al 'ŝanĝite'
+STR_SE_FLAT_WORLD                                               :{WHITE}Ebena lando
+STR_SE_FLAT_WORLD_TIP                                           :{BLACK}Generu ebenan landon
+STR_SE_RANDOM_LAND                                              :{WHITE}Hazarda lando
+STR_SE_NEW_WORLD                                                :{BLACK}Kreu novan scenaron
+STR_SE_CAPTION                                                  :{WHITE}Scenara tipo
 STR_FLAT_WORLD_HEIGHT_DOWN                                      :{BLACK}Malaltigu la altecon de ebena lando per unu
 STR_FLAT_WORLD_HEIGHT_UP                                        :{BLACK}Altigu la altecon de ebena lando per unu
 STR_FLAT_WORLD_HEIGHT_QUERY_CAPT                                :{WHITE}Ŝanĝu altecon de ebena lando
 STR_FLAT_WORLD_HEIGHT                                           :{BLACK}Alteco de ebena lando:
 STR_FLAT_WORLD_HEIGHT_NUM                                       :{NUM}
 
+STR_SMALLMAP_CENTER                                             :{BLACK}Centrigu la mapeton al la nuna loko
 
 ########### String for new airports
+STR_SMALL_AIRPORT                                               :{BLACK}Malgranda
 STR_CITY_AIRPORT                                                :{BLACK}Urbo
 STR_METRO_AIRPORT                                               :{BLACK}Ĉefurba Flughaveno
 STR_INTERNATIONAL_AIRPORT                                       :{BLACK}Internacia flughaveno
@@ -2975,6 +3101,7 @@
 STR_HELIDEPOT                                                   :{BLACK}Helikopterdeponejo
 STR_HELISTATION                                                 :{BLACK}Helikopterstacio
 
+STR_SMALL_AIRPORTS                                              :{BLACK}Malgrandaj flughavenoj
 STR_LARGE_AIRPORTS                                              :{BLACK}Grandaj flughavenoj
 STR_HUB_AIRPORTS                                                :{BLACK}Nabaj flughavenoj
 STR_HELIPORTS                                                   :{BLACK}Helikopterhaveno
--- a/lang/estonian.txt	Tue Jan 02 18:40:37 2007 +0000
+++ b/lang/estonian.txt	Wed Jan 03 08:32:17 2007 +0000
@@ -113,6 +113,7 @@
 STR_0032_OIL.genitiiv                                           :Nafta
 STR_0033_LIVESTOCK                                              :Kariloom
 STR_0033_LIVESTOCK.g                                            :Kariloomade
+STR_0033_LIVESTOCK.genitiiv                                     :Kariloomade
 STR_0034_GOODS                                                  :Kaubad
 STR_0034_GOODS.g                                                :Kaupade
 STR_0034_GOODS.genitiiv                                         :Kaupade
@@ -368,7 +369,7 @@
 STR_012D                                                        :{WHITE}{STRING}
 STR_012E_CANCEL                                                 :{BLACK}Loobu
 STR_012F_OK                                                     :{BLACK}OK
-STR_0130_RENAME                                                 :{BLACK}Nime muutmine
+STR_0130_RENAME                                                 :{BLACK}Muuda nime
 STR_0131_TOO_MANY_NAMES_DEFINED                                 :{WHITE}Liiga palju määratletud nimesid
 STR_0132_CHOSEN_NAME_IN_USE_ALREADY                             :{WHITE}Valitud nimi on juba kasutusel
 
@@ -386,7 +387,7 @@
 STR_013E_CAPACITIES                                             :{BLACK}Mahutavused
 STR_013E_TOTAL_CARGO                                            :{BLACK}Laadungit kokku
 STR_013F_CAPACITY                                               :{BLACK}Mahutavus: {LTBLUE}{CARGO}
-STR_CAPACITY_MULT                                               :{BLACK}Mahutuvus: {LTBLUE}{CARGO} (x{NUM})
+STR_CAPACITY_MULT                                               :{BLACK}Mahutavus: {LTBLUE}{CARGO} (x{NUM})
 STR_013F_TOTAL_CAPACITY_TEXT                                    :{BLACK}Rongi kogumahutavus:
 STR_013F_TOTAL_CAPACITY                                         :{LTBLUE}- {CARGO} ({SHORTCARGO})
 STR_TOTAL_CAPACITY_MULT                                         :{LTBLUE}- {CARGO} ({SHORTCARGO}) (x{NUM})
@@ -415,7 +416,7 @@
 STR_UNITS_SI                                                    :SI
 
 STR_UNITS_VELOCITY_IMPERIAL                                     :{COMMA} miili tunnis
-STR_UNITS_VELOCITY_METRIC                                       :{COMMA} km tunnis
+STR_UNITS_VELOCITY_METRIC                                       :{COMMA} km/h
 STR_UNITS_VELOCITY_SI                                           :{COMMA} m/s
 
 STR_UNITS_POWER_IMPERIAL                                        :{COMMA}hj
@@ -1098,10 +1099,10 @@
 STR_AIRCRAFT_HAS_INVALID_ENTRY                                  :{WHITE}Õhusõiduki {COMMA} plaanis on kehtetud jaam
 # end of order system
 
-STR_TRAIN_AUTORENEW_FAILED                                      :{WHITE}Rongi automaatne uuendamine {COMMA} ebaõnnestus (money limit)
-STR_ROADVEHICLE_AUTORENEW_FAILED                                :{WHITE}Maanteesõiduki automaatne uuendus ebaõnnestus {COMMA} (money limit)
-STR_SHIP_AUTORENEW_FAILED                                       :{WHITE}Laeva automaatne uuendus ebaõnnestus {COMMA} (money limit)
-STR_AIRCRAFT_AUTORENEW_FAILED                                   :{WHITE}Õhusõiduki automaatne uuendus ebaõnnestus{COMMA} (money limit)
+STR_TRAIN_AUTORENEW_FAILED                                      :{WHITE}Rongi automaatne uuendamine {COMMA} ebaõnnestus (rahalimiit)
+STR_ROADVEHICLE_AUTORENEW_FAILED                                :{WHITE}Maanteesõiduki automaatne uuendus ebaõnnestus {COMMA} (rahalimiit)
+STR_SHIP_AUTORENEW_FAILED                                       :{WHITE}Laeva automaatne uuendus ebaõnnestus {COMMA} (rahalimiit)
+STR_AIRCRAFT_AUTORENEW_FAILED                                   :{WHITE}Õhusõiduki automaatne uuendus ebaõnnestus{COMMA} (rahalimiit)
 STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT                            :{WHITE}Rong {COMMA} on peale asendust liiga pikk
 
 STR_CONFIG_PATCHES                                              :{BLACK}Paranduste seaded
@@ -1174,7 +1175,7 @@
 STR_CONFIG_PATCHES_HEIGHTMAP_ROTATION_CLOCKWISE                 :Päevapidi
 STR_CONFIG_PATCHES_SE_FLAT_WORLD_HEIGHT                         :{LTBLUE}Kõrguse level kui kõrgele lapik kaart läheb: {ORANGE}{STRING}
 
-STR_CONFIG_PATCHES_STATION_SPREAD                               :{LTBLUE}Maksimaalne jaama ala: {ORANGE}{STRING} {RED}Hoiatus: Kõrged seaded aeglustavad mängu
+STR_CONFIG_PATCHES_STATION_SPREAD                               :{LTBLUE}Maksimaalne jaama ala: {ORANGE}{STRING} {RED}Hoiatus: kõrged seaded aeglustavad mängu
 STR_CONFIG_PATCHES_SERVICEATHELIPAD                             :{LTBLUE}Kopteri jaamades helikopterite automaatne teenindus: {ORANGE}{STRING}
 STR_CONFIG_PATCHES_LINK_TERRAFORM_TOOLBAR                       :{LTBLUE}Lingi maastiku riba raudtee/tee/vee/lennujaama tööriistaribaga: {ORANGE}{STRING}
 STR_CONFIG_PATCHES_REVERSE_SCROLLING                            :{LTBLUE}Kui kerid hiirega, liiguta vaade vastassuunda: {ORANGE}{STRING}
@@ -1247,7 +1248,7 @@
 
 STR_CHEATS                                                      :{WHITE}Petmine
 STR_CHEATS_TIP                                                  :{BLACK}Märgistatud kastid näitavad et, kas sa oled varem seda pettust kasutanud
-STR_CHEATS_WARNING                                              :{BLACK}Hoiatus! Sa kavatsed oma konkurente reeta. Pea meeles, et sellest häbist ei saa sa enam kunagi lahti.
+STR_CHEATS_WARNING                                              :{BLACK}Hoiatus! Sa kavatsed oma konkurente reeta. Pea meeles, et sellisest häbist ei saa sa enam kunagi lahti.
 STR_CHEAT_MONEY                                                 :{LTBLUE}Suurenda raha hulka {CURRENCY64} võrra
 STR_CHEAT_CHANGE_PLAYER                                         :{LTBLUE}Mängi, kui mängija: {ORANGE}{COMMA}
 STR_CHEAT_EXTRA_DYNAMITE                                        :{LTBLUE}Maagiline buldooser(eemaldamatute objektide eemaldamine): {ORANGE}{STRING}
@@ -1365,7 +1366,7 @@
 STR_CONFIG_GAME_PRODUCTION                                      :{WHITE}Tootlikuse muutmine
 
 TEMP_AI_IN_PROGRESS                                             :{WHITE}Tervitused uuele TI'le(AI). Töö selle kallal veel käib. Peaksite eeldama, et esineb probleeme. Kui juhtud tegema kuvatõmmise, siis postita see ka foorumisse. Edu!
-TEMP_AI_ACTIVATED                                               :{WHITE}Hoiatus: uus TI(AI) on veel alfa staadiumis! Ainult maanteesõidukid töötavad!
+TEMP_AI_ACTIVATED                                               :{WHITE}Hoiatus: uus tehisintelligents on veel katsetamisel! Hetkel töötavad ainult maanteesõidukid!
 TEMP_AI_MULTIPLAYER                                             :{WHITE}TÄHELEPANU! Seda funksiooni veel teistitakse. Palun teata kõik probleemid sellega truelight@openttd.org.
 
 ############ network gui strings
@@ -1629,7 +1630,7 @@
 STR_1011_CAN_T_BUILD_RAILROAD_TRACK                             :{WHITE}Siia ei saa raudteed ehitada...
 STR_1012_CAN_T_REMOVE_RAILROAD_TRACK                            :{WHITE}Siit ei saa raudteed eemaldada...
 STR_1013_CAN_T_REMOVE_SIGNALS_FROM                              :{WHITE}Siit ei saa signaaltulesid eemaldada...
-STR_1014_TRAIN_DEPOT_ORIENTATION                                :{WHITE}Depoo orientatsioon
+STR_1014_TRAIN_DEPOT_ORIENTATION                                :{WHITE}Depoo suuna
 STR_1015_RAILROAD_CONSTRUCTION                                  :Raudtee ehitus
 STR_TOOLB_ELRAIL_CONSTRUCTION                                   :Elektriraudtee ehitus
 STR_1016_MONORAIL_CONSTRUCTION                                  :Monorelsi ehitus
@@ -1642,7 +1643,7 @@
 STR_101D_BUILD_RAILROAD_TUNNEL                                  :{BLACK}Ehita rongitunnel
 STR_101E_TOGGLE_BUILD_REMOVE_FOR                                :{BLACK}Rööbaste ja signaaltulede ehitamine/eemaldamine
 STR_101F_BRIDGE_SELECTION_CLICK                                 :{BLACK}Silla valik - klõpsa sobivale sillale, et seda ehitada
-STR_1020_SELECT_RAILROAD_DEPOT_ORIENTATIO                       :{BLACK}Depoo orientatsiooni valimine
+STR_1020_SELECT_RAILROAD_DEPOT_ORIENTATIO                       :{BLACK}Depoole suuna valimine
 STR_1021_RAILROAD_TRACK                                         :Raudtee
 STR_1023_RAILROAD_TRAIN_DEPOT                                   :Rongidepoo
 STR_1024_AREA_IS_OWNED_BY_ANOTHER                               :{WHITE}...ala kuulub teisele ettevõttele
@@ -1660,7 +1661,7 @@
 STR_1803_SELECT_ROAD_BRIDGE                                     :{WHITE}Vali sillatüüp
 STR_1804_CAN_T_BUILD_ROAD_HERE                                  :{WHITE}Siia ei saa maanteed ehitada...
 STR_1805_CAN_T_REMOVE_ROAD_FROM                                 :{WHITE}Siit ei saa maanteed eemaldada...
-STR_1806_ROAD_DEPOT_ORIENTATION                                 :{WHITE}Depoo orientatsioon
+STR_1806_ROAD_DEPOT_ORIENTATION                                 :{WHITE}Depoo suund
 STR_1807_CAN_T_BUILD_ROAD_VEHICLE                               :{WHITE}Siia ei saa depood ehitada...
 STR_1808_CAN_T_BUILD_BUS_STATION                                :{WHITE}Siia ei saa bussijaama ehitada...
 STR_1809_CAN_T_BUILD_TRUCK_STATION                              :{WHITE}Siia ei saa laadimisplatsi ehitada...
@@ -1672,7 +1673,7 @@
 STR_180F_BUILD_ROAD_BRIDGE                                      :{BLACK}Ehita sild
 STR_1810_BUILD_ROAD_TUNNEL                                      :{BLACK}Ehita tunnel
 STR_1811_TOGGLE_BUILD_REMOVE_FOR                                :{BLACK}Teeehituse ja -eemaldamise vahetamine
-STR_1813_SELECT_ROAD_VEHICLE_DEPOT                              :{BLACK}Vali depoo orientatsioon
+STR_1813_SELECT_ROAD_VEHICLE_DEPOT                              :{BLACK}Vali depoole suund
 STR_1814_ROAD                                                   :Maantee
 STR_1815_ROAD_WITH_STREETLIGHTS                                 :Valgustatud maantee
 STR_1816_TREE_LINED_ROAD                                        :Kolmerajaline tee
@@ -1840,8 +1841,8 @@
 STR_303F_NO_LONGER_ACCEPTS_OR                                   :{WHITE}Jaam {STATION} ei võta enam vastu veoseid {STRING}, ega {STRING}
 STR_3040_NOW_ACCEPTS                                            :{WHITE}Jaam {STATION} võtab nüüd vastu veost {STRING}
 STR_3041_NOW_ACCEPTS_AND                                        :{WHITE}Jaam {STATION} võtab nüüd vastu veoseid {STRING} ja {STRING}
-STR_3042_BUS_STATION_ORIENTATION                                :{WHITE}Bussijaama orientatsioon
-STR_3043_TRUCK_STATION_ORIENT                                   :{WHITE}Laadimisplatsi orientatsioon
+STR_3042_BUS_STATION_ORIENTATION                                :{WHITE}Bussijaama suund
+STR_3043_TRUCK_STATION_ORIENT                                   :{WHITE}Laadimisplatsi suund
 STR_3046_MUST_DEMOLISH_BUS_STATION                              :{WHITE}Bussijaam tuleb enne hävitada
 STR_3047_MUST_DEMOLISH_TRUCK_STATION                            :{WHITE}Enne pead laadimisplatsi hävitama
 STR_3048_STATIONS                                               :{WHITE}{COMPANY} - {COMMA} Jaam{P "" ad}
@@ -1850,11 +1851,11 @@
 STR_304B_SITE_UNSUITABLE                                        :{WHITE}...ebasobiv koht
 STR_304C_TOO_CLOSE_TO_ANOTHER_DOCK                              :{WHITE}Liiga lähedal teisele sadamale
 STR_304D_MUST_DEMOLISH_DOCK_FIRST                               :{WHITE}Enne pead sadama hävitama
-STR_304E_SELECT_RAILROAD_STATION                                :{BLACK}Raudteejaama orientatsiooni valimine
+STR_304E_SELECT_RAILROAD_STATION                                :{BLACK}Raudteejaamale suuna valimine
 STR_304F_SELECT_NUMBER_OF_PLATFORMS                             :{BLACK}Vali raudteejaama platvormide arv
 STR_3050_SELECT_LENGTH_OF_RAILROAD                              :{BLACK}Vali raudteejaama pikkus
-STR_3051_SELECT_BUS_STATION_ORIENTATION                         :{BLACK}Vali bussijaama orientatsioon
-STR_3052_SELECT_TRUCK_LOADING_BAY                               :{BLACK}Vali laadimisplatsi orientatsioon
+STR_3051_SELECT_BUS_STATION_ORIENTATION                         :{BLACK}Vali bussijaamale suund
+STR_3052_SELECT_TRUCK_LOADING_BAY                               :{BLACK}Vali laadimisplatsile suund
 STR_3053_CENTER_MAIN_VIEW_ON_STATION                            :{BLACK}Vaate viimine jaama juurde
 STR_3054_SHOW_STATION_RATINGS                                   :{BLACK}Näita jaama reitinguid
 STR_3055_CHANGE_NAME_OF_STATION                                 :{BLACK}Muuda jaama nime
@@ -1887,7 +1888,7 @@
 STR_3800_SHIP_DEPOT_ORIENTATION                                 :{WHITE}Paadikuuri Orientatsioon
 STR_3801_MUST_BE_BUILT_ON_WATER                                 :{WHITE}...peab ehitama vette
 STR_3802_CAN_T_BUILD_SHIP_DEPOT                                 :{WHITE}Siia ei saa laevaangaari ehitada...
-STR_3803_SELECT_SHIP_DEPOT_ORIENTATION                          :{BLACK}Laevaangaari orientatsiooni valimine
+STR_3803_SELECT_SHIP_DEPOT_ORIENTATION                          :{BLACK}Laevaangaarile suuna valimine
 STR_3804_WATER                                                  :Vesi
 STR_3805_COAST_OR_RIVERBANK                                     :Kallas
 STR_3806_SHIP_DEPOT                                             :Laevaangaar
@@ -1911,7 +1912,7 @@
 STR_400E_SELECT_NEW_GAME_TYPE                                   :{WHITE}Vali uue mängu tüüp
 STR_400F_SELECT_SCENARIO_GREEN_PRE                              :{BLACK}Vali valmis kaart (roheline), eelseadistatud mäng (sinine), või juhusliku kaardiga uus mäng
 STR_4010_GENERATE_RANDOM_NEW_GAME                               :Tekita juhuslik kaart
-STR_4011_LOAD_HEIGHTMAP                                         :{WHITE}Lae kõrgustekaart
+STR_4011_LOAD_HEIGHTMAP                                         :{WHITE}Laadi kõrguskaart
 
 ##id 0x4800
 STR_4800_IN_THE_WAY                                             :{WHITE}{STRING} on ees
@@ -2037,43 +2038,43 @@
 STR_SV_EMPTY                                                    :
 STR_SV_UNNAMED                                                  :Nimetu
 STR_SV_TRAIN_NAME                                               :Rong {COMMA}
-STR_SV_ROADVEH_NAME                                             :Maantee sõiduk {COMMA}
+STR_SV_ROADVEH_NAME                                             :Maanteesõiduk {COMMA}
 STR_SV_SHIP_NAME                                                :Laev {COMMA}
 STR_SV_AIRCRAFT_NAME                                            :Õhusõiduk {COMMA}
 
 STR_SV_STNAME                                                   :{STRING}
-STR_SV_STNAME_NORTH                                             :{STRING} Põhi
-STR_SV_STNAME_SOUTH                                             :{STRING} Lõuna
-STR_SV_STNAME_EAST                                              :{STRING} Ida
-STR_SV_STNAME_WEST                                              :{STRING} Lääs
-STR_SV_STNAME_CENTRAL                                           :{STRING} Keskus
-STR_SV_STNAME_TRANSFER                                          :{STRING} Transport
-STR_SV_STNAME_HALT                                              :{STRING} Peatus
-STR_SV_STNAME_VALLEY                                            :{STRING} Org
-STR_SV_STNAME_HEIGHTS                                           :{STRING} Kõrgendikud
-STR_SV_STNAME_WOODS                                             :{STRING} Metsad
-STR_SV_STNAME_LAKESIDE                                          :{STRING} Järveäärne
-STR_SV_STNAME_EXCHANGE                                          :{STRING} Vahetus
-STR_SV_STNAME_AIRPORT                                           :{STRING} Lennujaam
-STR_SV_STNAME_OILFIELD                                          :{STRING} Naftaväli
-STR_SV_STNAME_MINES                                             :{STRING} Kaevandus
-STR_SV_STNAME_DOCKS                                             :{STRING} Sadam
-STR_SV_STNAME_BUOY_1                                            :{STRING} Poi 1
-STR_SV_STNAME_BUOY_2                                            :{STRING} Poi 2
-STR_SV_STNAME_BUOY_3                                            :{STRING} Poi 3
-STR_SV_STNAME_BUOY_4                                            :{STRING} Poi 4
-STR_SV_STNAME_BUOY_5                                            :{STRING} Poi 5
-STR_SV_STNAME_BUOY_6                                            :{STRING} Poi 6
-STR_SV_STNAME_BUOY_7                                            :{STRING} Poi 7
-STR_SV_STNAME_BUOY_8                                            :{STRING} Poi 8
-STR_SV_STNAME_BUOY_9                                            :{STRING} Poi 9
-STR_SV_STNAME_ANNEXE                                            :{STRING} Juurdeehitis
-STR_SV_STNAME_SIDINGS                                           :{STRING} Hargnemine
-STR_SV_STNAME_BRANCH                                            :{STRING} Filiaal
+STR_SV_STNAME_NORTH                                             :Põhja {STRING}
+STR_SV_STNAME_SOUTH                                             : Lõuna {STRING}
+STR_SV_STNAME_EAST                                              : Ida {STRING}
+STR_SV_STNAME_WEST                                              : Lääne {STRING}
+STR_SV_STNAME_CENTRAL                                           :{STRING} keskus
+STR_SV_STNAME_TRANSFER                                          :{STRING} ülekanne
+STR_SV_STNAME_HALT                                              :{STRING} peatus
+STR_SV_STNAME_VALLEY                                            :{STRING} org
+STR_SV_STNAME_HEIGHTS                                           :{STRING} kõrgendikud
+STR_SV_STNAME_WOODS                                             :{STRING} metsad
+STR_SV_STNAME_LAKESIDE                                          :{STRING} järveäärne
+STR_SV_STNAME_EXCHANGE                                          :{STRING} vahetus
+STR_SV_STNAME_AIRPORT                                           :{STRING} lennujaam
+STR_SV_STNAME_OILFIELD                                          :{STRING} naftaväli
+STR_SV_STNAME_MINES                                             :{STRING} kaevandused
+STR_SV_STNAME_DOCKS                                             :{STRING} sadam
+STR_SV_STNAME_BUOY_1                                            :{STRING} poi #1
+STR_SV_STNAME_BUOY_2                                            :{STRING} poi #2
+STR_SV_STNAME_BUOY_3                                            :{STRING} poi #3
+STR_SV_STNAME_BUOY_4                                            :{STRING} poi #4
+STR_SV_STNAME_BUOY_5                                            :{STRING} poi #5
+STR_SV_STNAME_BUOY_6                                            :{STRING} poi #6
+STR_SV_STNAME_BUOY_7                                            :{STRING} poi #7
+STR_SV_STNAME_BUOY_8                                            :{STRING} poi #8
+STR_SV_STNAME_BUOY_9                                            :{STRING} poi #9
+STR_SV_STNAME_ANNEXE                                            :{STRING} juurdeehitis
+STR_SV_STNAME_SIDINGS                                           :{STRING} hargnemine
+STR_SV_STNAME_BRANCH                                            :{STRING} filiaal
 STR_SV_STNAME_UPPER                                             :Ülemine {STRING}
 STR_SV_STNAME_LOWER                                             :Alumine {STRING}
-STR_SV_STNAME_HELIPORT                                          :{STRING} Helikopteri plats
-STR_SV_STNAME_FOREST                                            :{STRING} Mets
+STR_SV_STNAME_HELIPORT                                          :{STRING} helikopteri maandumisplats
+STR_SV_STNAME_FOREST                                            :{STRING} mets
 
 ############ end of	savegame specific region!
 
@@ -2190,7 +2191,7 @@
 STR_7025_OPERATING_PROFIT_GRAPH                                 :{WHITE}Opereerimiskasumi graafik
 STR_7026_BANK_BALANCE                                           :{WHITE}Kontojääk
 STR_7027_LOAN                                                   :{WHITE}Laen
-STR_MAX_LOAN                                                    :{WHITE}Maksimaalne laen:  {BLACK}{CURRENCY64}
+STR_MAX_LOAN                                                    :{WHITE}Suurim võimalik laen:  {BLACK}{CURRENCY64}
 STR_7028                                                        :{BLACK}{CURRENCY64}
 STR_7029_BORROW                                                 :{BLACK}Laena {SKIP}{SKIP}{SKIP}{SKIP}{CURRENCY}
 STR_702A_REPAY                                                  :{BLACK}Maksa tagasi {SKIP}{SKIP}{SKIP}{SKIP}{CURRENCY}
@@ -2276,8 +2277,8 @@
 STR_7078_SELL_25_SHARE_IN_COMPANY                               :{BLACK}Müü 25% ettevõtte aktsiatest
 STR_7079_BUY_25_SHARE_IN_THIS_COMPANY                           :{BLACK}Osta 25% ettevõtte aktsiatest
 STR_707A_SELL_25_SHARE_IN_THIS_COMPANY                          :{BLACK}Müü 25% ettevõtte aktsiatest
-STR_707B_CAN_T_BUY_25_SHARE_IN_THIS                             :{WHITE}Ei saa 25% selle ettevõtte aktsiatest osta...
-STR_707C_CAN_T_SELL_25_SHARE_IN                                 :{WHITE}Ei saa 25% selle ettevõtte aktsiatest müüa...
+STR_707B_CAN_T_BUY_25_SHARE_IN_THIS                             :{WHITE}Selle ettevõtte aktsiatest ei saa 25% osta...
+STR_707C_CAN_T_SELL_25_SHARE_IN                                 :{WHITE}Selle ettevõtte aktsiatest ei saa 25% müüa...
 STR_707D_OWNED_BY                                               :{WHITE}({COMMA}% on ettevõtte {COMPANY} käes)
 STR_707E_OWNED_BY_OWNED_BY                                      :{WHITE}({COMMA}% on ettevõtte {COMPANY} käes{}   {COMMA}% on ettevõtte {COMPANY} käes)
 STR_707F_HAS_BEEN_TAKEN_OVER_BY                                 :{BLACK}{BIGFONT}{COMPANY} võeti üle ettevõtte {COMPANY} poolt!
@@ -2313,52 +2314,52 @@
 STR_LIVERY_PANEL_TIP                                            :{BLACK}Vali värviskeem  mida muuta, või mitu tükki vajutades CTRL+Kõps. Vajuta kastil et valida värviskeemi kaustamise vahel.
 
 ##id 0x8000
-STR_8000_KIRBY_PAUL_TANK_STEAM                                  :Kirby Paul Tank (Auruvedur)
-STR_8001_MJS_250_DIESEL                                         :MJS 250 (Diisel)
+STR_8000_KIRBY_PAUL_TANK_STEAM                                  :Kirby Paul Tank (auruvedur)
+STR_8001_MJS_250_DIESEL                                         :MJS 250 (diisel)
 STR_8002_PLODDYPHUT_CHOO_CHOO                                   :Ploddyphuti tšuhh-tšuhh
 STR_8003_POWERNAUT_CHOO_CHOO                                    :Powernauti tšuhh-tšuhh
-STR_8004_MIGHTYMOVER_CHOO_CHOO                                  :Mightymover Choo-Choo
-STR_8005_PLODDYPHUT_DIESEL                                      :Ploddyphut Diesel
-STR_8006_POWERNAUT_DIESEL                                       :Powernaut Diesel
-STR_8007_WILLS_2_8_0_STEAM                                      :Wills 2-8-0 (Auruvedur)
-STR_8008_CHANEY_JUBILEE_STEAM                                   :Chaney 'Jubilee' (Auruvedur)
-STR_8009_GINZU_A4_STEAM                                         :Ginzu 'A4' (Auruvedur)
-STR_800A_SH_8P_STEAM                                            :SH '8P' (Auruvedur)
-STR_800B_MANLEY_MOREL_DMU_DIESEL                                :Manley-Morel DMU (Diisel)
-STR_800C_DASH_DIESEL                                            :'Dash' (Diisel)
-STR_800D_SH_HENDRY_25_DIESEL                                    :SH/Hendry '25' (Diisel)
-STR_800E_UU_37_DIESEL                                           :UU '37' (Diisel)
-STR_800F_FLOSS_47_DIESEL                                        :Floss '47' (Diisel)
-STR_8010_CS_4000_DIESEL                                         :CS 4000 (Diisel)
-STR_8011_CS_2400_DIESEL                                         :CS 2400 (Diisel)
-STR_8012_CENTENNIAL_DIESEL                                      :Centennial (Diisel)
-STR_8013_KELLING_3100_DIESEL                                    :Kelling 3100 (Diisel)
-STR_8014_TURNER_TURBO_DIESEL                                    :Turner Turbo (Diisel)
-STR_8015_MJS_1000_DIESEL                                        :MJS 1000 (Diisel)
-STR_8016_SH_125_DIESEL                                          :SH '125' (Diisel)
-STR_8017_SH_30_ELECTRIC                                         :SH '30' (Elektrivedur)
-STR_8018_SH_40_ELECTRIC                                         :SH '40' (Elektrivedur)
-STR_8019_T_I_M_ELECTRIC                                         :'T.I.M.' (Elektrivedur)
-STR_801A_ASIASTAR_ELECTRIC                                      :'AsiaStar' (Elektrivedur)
+STR_8004_MIGHTYMOVER_CHOO_CHOO                                  :Mightymoveri tšuhh-tšuhh
+STR_8005_PLODDYPHUT_DIESEL                                      :Ploddyphut diisel
+STR_8006_POWERNAUT_DIESEL                                       :Powernaut diisel
+STR_8007_WILLS_2_8_0_STEAM                                      :Wills 2-8-0 (auruvedur)
+STR_8008_CHANEY_JUBILEE_STEAM                                   :Chaney 'Jubilee' (auruvedur)
+STR_8009_GINZU_A4_STEAM                                         :Ginzu 'A4' (auruvedur)
+STR_800A_SH_8P_STEAM                                            :SH '8P' (auruvedur)
+STR_800B_MANLEY_MOREL_DMU_DIESEL                                :Manley-Morel DMU (diisel)
+STR_800C_DASH_DIESEL                                            :'Dash' (diisel)
+STR_800D_SH_HENDRY_25_DIESEL                                    :SH/Hendry '25' (diisel)
+STR_800E_UU_37_DIESEL                                           :UU '37' (diisel)
+STR_800F_FLOSS_47_DIESEL                                        :Floss '47' (diisel)
+STR_8010_CS_4000_DIESEL                                         :CS 4000 (diisel)
+STR_8011_CS_2400_DIESEL                                         :CS 2400 (diisel)
+STR_8012_CENTENNIAL_DIESEL                                      :Centennial (diisel)
+STR_8013_KELLING_3100_DIESEL                                    :Kelling 3100 (diisel)
+STR_8014_TURNER_TURBO_DIESEL                                    :Turner Turbo (diisel)
+STR_8015_MJS_1000_DIESEL                                        :MJS 1000 (diisel)
+STR_8016_SH_125_DIESEL                                          :SH '125' (diisel)
+STR_8017_SH_30_ELECTRIC                                         :SH '30' (elektrivedur)
+STR_8018_SH_40_ELECTRIC                                         :SH '40' (elektrivedur)
+STR_8019_T_I_M_ELECTRIC                                         :'T.I.M.' (elektrivedur)
+STR_801A_ASIASTAR_ELECTRIC                                      :'AsiaStar' (elektrivedur)
 STR_801B_PASSENGER_CAR                                          :Reisivagun
 STR_801C_MAIL_VAN                                               :Postivagun
-STR_801D_COAL_CAR                                               :Söevagun
+STR_801D_COAL_CAR                                               :Kivisöevagun
 STR_801E_OIL_TANKER                                             :Naftatanker
-STR_801F_LIVESTOCK_VAN                                          :Kariloomade veok
+STR_801F_LIVESTOCK_VAN                                          :Loomavagun
 STR_8020_GOODS_VAN                                              :Kaubavagun
 STR_8021_GRAIN_HOPPER                                           :Teraviljavagun
-STR_8022_WOOD_TRUCK                                             :Puiduveok
-STR_8023_IRON_ORE_HOPPER                                        :Rauamaagi vagun
-STR_8024_STEEL_TRUCK                                            :Teraseveok
+STR_8022_WOOD_TRUCK                                             :Palgivagun
+STR_8023_IRON_ORE_HOPPER                                        :Rauamaagivagun
+STR_8024_STEEL_TRUCK                                            :Terasevagun
 STR_8025_ARMORED_VAN                                            :Soomusvagun
 STR_8026_FOOD_VAN                                               :Toiduvagun
 STR_8027_PAPER_TRUCK                                            :Paberivagun
-STR_8028_COPPER_ORE_HOPPER                                      :Vasemaagi vagun
-STR_8029_WATER_TANKER                                           :Vee Tanker
+STR_8028_COPPER_ORE_HOPPER                                      :Vasemaagivagun
+STR_8029_WATER_TANKER                                           :Veetanker
 STR_802A_FRUIT_TRUCK                                            :Puuviljavagun
 STR_802B_RUBBER_TRUCK                                           :Kummivagun
 STR_802C_SUGAR_TRUCK                                            :Suhkruvagun
-STR_802D_COTTON_CANDY_HOPPER                                    :Suhkruvati vagun
+STR_802D_COTTON_CANDY_HOPPER                                    :Suhkruvativagun
 STR_802E_TOFFEE_HOPPER                                          :Iirisevagun
 STR_802F_BUBBLE_VAN                                             :Mullivagun
 STR_8030_COLA_TANKER                                            :Koolavagun
@@ -2366,167 +2367,167 @@
 STR_8032_TOY_VAN                                                :Mänguasjavagun
 STR_8033_BATTERY_TRUCK                                          :Patareivagun
 STR_8034_FIZZY_DRINK_TRUCK                                      :Kihisevate jookide vagun
-STR_8035_PLASTIC_TRUCK                                          :Plastiku vagun
-STR_8036_X2001_ELECTRIC                                         :'X2001' (Elektri)
-STR_8037_MILLENNIUM_Z1_ELECTRIC                                 :'Millennium Z1' (Elektri)
+STR_8035_PLASTIC_TRUCK                                          :Plastikuvagun
+STR_8036_X2001_ELECTRIC                                         :'X2001' (elektri)
+STR_8037_MILLENNIUM_Z1_ELECTRIC                                 :'Millennium Z1' (elektri)
 STR_8038_WIZZOWOW_Z99                                           :Wizzowow Z99
 STR_8039_PASSENGER_CAR                                          :Reisivagun
 STR_803A_MAIL_VAN                                               :Postivagun
-STR_803B_COAL_CAR                                               :Kivisöe vagun
+STR_803B_COAL_CAR                                               :Kivisöevagun
 STR_803C_OIL_TANKER                                             :Naftatanker
-STR_803D_LIVESTOCK_VAN                                          :Kariloomade vagun
+STR_803D_LIVESTOCK_VAN                                          :Loomavagun
 STR_803E_GOODS_VAN                                              :Kaubavagun
-STR_803F_GRAIN_HOPPER                                           :Teravilja vagun
-STR_8040_WOOD_TRUCK                                             :Puidu vagun
-STR_8041_IRON_ORE_HOPPER                                        :Rauamaagi vagun
-STR_8042_STEEL_TRUCK                                            :Terase vagun
+STR_803F_GRAIN_HOPPER                                           :Teraviljavagun
+STR_8040_WOOD_TRUCK                                             :Palgivagun
+STR_8041_IRON_ORE_HOPPER                                        :Rauamaagivagun
+STR_8042_STEEL_TRUCK                                            :Terasevagun
 STR_8043_ARMORED_VAN                                            :Soomusvagun
-STR_8044_FOOD_VAN                                               :Toidu vagun
-STR_8045_PAPER_TRUCK                                            :Paberi vagun
-STR_8046_COPPER_ORE_HOPPER                                      :Vasemaagi vagun
-STR_8047_WATER_TANKER                                           :Vee Tanker
-STR_8048_FRUIT_TRUCK                                            :Puuvilja vagun
-STR_8049_RUBBER_TRUCK                                           :Kummi vagun
+STR_8044_FOOD_VAN                                               :Toiduvagun
+STR_8045_PAPER_TRUCK                                            :Paberivagun
+STR_8046_COPPER_ORE_HOPPER                                      :Vasemaagivagun
+STR_8047_WATER_TANKER                                           :Veetanker
+STR_8048_FRUIT_TRUCK                                            :Puuviljavagun
+STR_8049_RUBBER_TRUCK                                           :Kummivagun
 STR_804A_SUGAR_TRUCK                                            :Suhkruvagun
-STR_804B_COTTON_CANDY_HOPPER                                    :Suhkruvati vagun
-STR_804C_TOFFEE_HOPPER                                          :Iirise vagun
+STR_804B_COTTON_CANDY_HOPPER                                    :Suhkruvativagun
+STR_804C_TOFFEE_HOPPER                                          :Iirisevagun
 STR_804D_BUBBLE_VAN                                             :Mullivagun
 STR_804E_COLA_TANKER                                            :Koolatanker
-STR_804F_CANDY_VAN                                              :Maiustuste vagun
-STR_8050_TOY_VAN                                                :Mänguasjade vagun
+STR_804F_CANDY_VAN                                              :Maiustustevagun
+STR_8050_TOY_VAN                                                :Mänguasjavagun
 STR_8051_BATTERY_TRUCK                                          :Patareivagun
 STR_8052_FIZZY_DRINK_TRUCK                                      :Kihisevate jookide vagun
-STR_8053_PLASTIC_TRUCK                                          :Plastiku vagun
-STR_8054_LEV1_LEVIATHAN_ELECTRIC                                :Lev1 'Leviathan' (Elektri)
-STR_8055_LEV2_CYCLOPS_ELECTRIC                                  :Lev2 'Cyclops' (Elektri)
-STR_8056_LEV3_PEGASUS_ELECTRIC                                  :Lev3 'Pegasus' (Elektri)
-STR_8057_LEV4_CHIMAERA_ELECTRIC                                 :Lev4 'Chimaera' (Elektri)
+STR_8053_PLASTIC_TRUCK                                          :Plastikuvagun
+STR_8054_LEV1_LEVIATHAN_ELECTRIC                                :Lev1 'Leviathan' (elektri)
+STR_8055_LEV2_CYCLOPS_ELECTRIC                                  :Lev2 'Cyclops' (elektri)
+STR_8056_LEV3_PEGASUS_ELECTRIC                                  :Lev3 'Pegasus' (elektri)
+STR_8057_LEV4_CHIMAERA_ELECTRIC                                 :Lev4 'Chimaera' (elektri)
 STR_8058_WIZZOWOW_ROCKETEER                                     :Wizzowow Rocketeer
 STR_8059_PASSENGER_CAR                                          :Reisivagun
 STR_805A_MAIL_VAN                                               :Postivagun
-STR_805B_COAL_CAR                                               :Kivisöe vagun
+STR_805B_COAL_CAR                                               :Kivisöevagun
 STR_805C_OIL_TANKER                                             :Naftatanker
-STR_805D_LIVESTOCK_VAN                                          :Kariloomade vagun
+STR_805D_LIVESTOCK_VAN                                          :Loomavagun
 STR_805E_GOODS_VAN                                              :Kaubavagun
-STR_805F_GRAIN_HOPPER                                           :Teravilja vagun
-STR_8060_WOOD_TRUCK                                             :Puidu vagun
-STR_8061_IRON_ORE_HOPPER                                        :Rauamaagi vagun
-STR_8062_STEEL_TRUCK                                            :Terase vagun
+STR_805F_GRAIN_HOPPER                                           :Teraviljavagun
+STR_8060_WOOD_TRUCK                                             :Palgivagun
+STR_8061_IRON_ORE_HOPPER                                        :Rauamaagivagun
+STR_8062_STEEL_TRUCK                                            :Terasevagun
 STR_8063_ARMORED_VAN                                            :Soomusvagun
 STR_8064_FOOD_VAN                                               :Toiduvagun
 STR_8065_PAPER_TRUCK                                            :Paberivagun
-STR_8066_COPPER_ORE_HOPPER                                      :Vasemaagi vagun
+STR_8066_COPPER_ORE_HOPPER                                      :Vasemaagivagun
 STR_8067_WATER_TANKER                                           :Veetanker
-STR_8068_FRUIT_TRUCK                                            :Puuvilja vagun
+STR_8068_FRUIT_TRUCK                                            :Puuviljavagun
 STR_8069_RUBBER_TRUCK                                           :Kummivagun
 STR_806A_SUGAR_TRUCK                                            :Suhkruvagun
-STR_806B_COTTON_CANDY_HOPPER                                    :Suhkruvati vagun
-STR_806C_TOFFEE_HOPPER                                          :Iirise vagun
+STR_806B_COTTON_CANDY_HOPPER                                    :Suhkruvativagun
+STR_806C_TOFFEE_HOPPER                                          :Iirisevagun
 STR_806D_BUBBLE_VAN                                             :Mullivagun
-STR_806E_COLA_TANKER                                            :Koola Tanker
-STR_806F_CANDY_VAN                                              :Maiustuste vagun
+STR_806E_COLA_TANKER                                            :Koolatanker
+STR_806F_CANDY_VAN                                              :Maiustustevagun
 STR_8070_TOY_VAN                                                :Mänguasjavagun
-STR_8071_BATTERY_TRUCK                                          :Patareide vagun
+STR_8071_BATTERY_TRUCK                                          :Patareivagun
 STR_8072_FIZZY_DRINK_TRUCK                                      :Kihisevate jookide vagun
-STR_8073_PLASTIC_TRUCK                                          :Plastiku vagun
-STR_8074_MPS_REGAL_BUS                                          :MPS Kuninglik Buss
-STR_8075_HEREFORD_LEOPARD_BUS                                   :Herefordi Leopardi Buss
-STR_8076_FOSTER_BUS                                             :Foster Buss
-STR_8077_FOSTER_MKII_SUPERBUS                                   :Foster MkII Superbuss
-STR_8078_PLODDYPHUT_MKI_BUS                                     :Ploddyphut MkI Buss
-STR_8079_PLODDYPHUT_MKII_BUS                                    :Ploddyphut MkII Buss
-STR_807A_PLODDYPHUT_MKIII_BUS                                   :Ploddyphut MkIII Buss
-STR_807B_BALOGH_COAL_TRUCK                                      :Balogh Söe Veok
-STR_807C_UHL_COAL_TRUCK                                         :Uhl Söe Veok
-STR_807D_DW_COAL_TRUCK                                          :DW Söe Veok
-STR_807E_MPS_MAIL_TRUCK                                         :MPS Postiauto
-STR_807F_REYNARD_MAIL_TRUCK                                     :Reynard Postiauto
-STR_8080_PERRY_MAIL_TRUCK                                       :Perry Postiauto
-STR_8081_MIGHTYMOVER_MAIL_TRUCK                                 :MightyMover Postiauto
-STR_8082_POWERNAUGHT_MAIL_TRUCK                                 :Powernaught Postiauto
-STR_8083_WIZZOWOW_MAIL_TRUCK                                    :Wizzowow Postiauto
+STR_8073_PLASTIC_TRUCK                                          :Plastikuvagun
+STR_8074_MPS_REGAL_BUS                                          :Kuninglik MPS buss
+STR_8075_HEREFORD_LEOPARD_BUS                                   :Hereford Leopard buss
+STR_8076_FOSTER_BUS                                             :Foster buss
+STR_8077_FOSTER_MKII_SUPERBUS                                   :Foster MkII superbuss
+STR_8078_PLODDYPHUT_MKI_BUS                                     :Ploddyphut MkI buss
+STR_8079_PLODDYPHUT_MKII_BUS                                    :Ploddyphut MkII buss
+STR_807A_PLODDYPHUT_MKIII_BUS                                   :Ploddyphut MkIII buss
+STR_807B_BALOGH_COAL_TRUCK                                      :Balogh kivisöeveok
+STR_807C_UHL_COAL_TRUCK                                         :Uhl kivisõeveok
+STR_807D_DW_COAL_TRUCK                                          :DW kivisõeveok
+STR_807E_MPS_MAIL_TRUCK                                         :MPS postiauto
+STR_807F_REYNARD_MAIL_TRUCK                                     :Reynard postiauto
+STR_8080_PERRY_MAIL_TRUCK                                       :Perry postiauto
+STR_8081_MIGHTYMOVER_MAIL_TRUCK                                 :MightyMover postiauto
+STR_8082_POWERNAUGHT_MAIL_TRUCK                                 :Powernaught postiauto
+STR_8083_WIZZOWOW_MAIL_TRUCK                                    :Wizzowow postiauto
 STR_8084_WITCOMBE_OIL_TANKER                                    :Witcombe naftaveok
 STR_8085_FOSTER_OIL_TANKER                                      :Foster naftaveok
 STR_8086_PERRY_OIL_TANKER                                       :Perry naftaveok
-STR_8087_TALBOTT_LIVESTOCK_VAN                                  :Talbott Karjaveoauto
-STR_8088_UHL_LIVESTOCK_VAN                                      :Uhl Karjaveoauto
-STR_8089_FOSTER_LIVESTOCK_VAN                                   :Foster Karjaveoauto
-STR_808A_BALOGH_GOODS_TRUCK                                     :Balogh Kaubaveoauto
-STR_808B_CRAIGHEAD_GOODS_TRUCK                                  :Craighead Kaubaveoauto
-STR_808C_GOSS_GOODS_TRUCK                                       :Goss Kaubaveoauto
-STR_808D_HEREFORD_GRAIN_TRUCK                                   :Hereford Viljaveoauto
-STR_808E_THOMAS_GRAIN_TRUCK                                     :Thomas Viljaveoauto
-STR_808F_GOSS_GRAIN_TRUCK                                       :Goss Viljaveoauto
-STR_8090_WITCOMBE_WOOD_TRUCK                                    :Witcombe Puiduveoauto
-STR_8091_FOSTER_WOOD_TRUCK                                      :Foster Puiduveoauto
-STR_8092_MORELAND_WOOD_TRUCK                                    :Moreland Puiduveoauto
-STR_8093_MPS_IRON_ORE_TRUCK                                     :MPS Rauamaagiveoauto
-STR_8094_UHL_IRON_ORE_TRUCK                                     :Uhl Rauamaagiveoauto
-STR_8095_CHIPPY_IRON_ORE_TRUCK                                  :Chippy Rauamaagiveoauto
-STR_8096_BALOGH_STEEL_TRUCK                                     :Balogh Teraseveoauto
-STR_8097_UHL_STEEL_TRUCK                                        :Uhl Teraseveoauto
-STR_8098_KELLING_STEEL_TRUCK                                    :Kelling Teraseveoauto
-STR_8099_BALOGH_ARMORED_TRUCK                                   :Balogh Soomusauto
-STR_809A_UHL_ARMORED_TRUCK                                      :Uhl Soomusauto
-STR_809B_FOSTER_ARMORED_TRUCK                                   :Foster Soomusauto
-STR_809C_FOSTER_FOOD_VAN                                        :Foster Toiduveoauto
-STR_809D_PERRY_FOOD_VAN                                         :Perry Toiduveoauto
-STR_809E_CHIPPY_FOOD_VAN                                        :Chippy Toiduveoauto
-STR_809F_UHL_PAPER_TRUCK                                        :Uhl Paberiveoauto
-STR_80A0_BALOGH_PAPER_TRUCK                                     :Balogh Paberiveoauto
-STR_80A1_MPS_PAPER_TRUCK                                        :MPS Paberiveoauto
-STR_80A2_MPS_COPPER_ORE_TRUCK                                   :MPS Vasemaagiveoauto
-STR_80A3_UHL_COPPER_ORE_TRUCK                                   :Uhl Vasemaagiveoauto
-STR_80A4_GOSS_COPPER_ORE_TRUCK                                  :Goss Vasemaagiveoauto
-STR_80A5_UHL_WATER_TANKER                                       :Uhl Veeveoauto
-STR_80A6_BALOGH_WATER_TANKER                                    :Balogh Veeveoauto
-STR_80A7_MPS_WATER_TANKER                                       :MPS Veeveoauto
-STR_80A8_BALOGH_FRUIT_TRUCK                                     :Balogh Veeveoauto
-STR_80A9_UHL_FRUIT_TRUCK                                        :Uhl Puuviljaveoauto
-STR_80AA_KELLING_FRUIT_TRUCK                                    :Kelling Puuviljaveoauto
+STR_8087_TALBOTT_LIVESTOCK_VAN                                  :Talbott loomaveok
+STR_8088_UHL_LIVESTOCK_VAN                                      :Uhl loomaveok
+STR_8089_FOSTER_LIVESTOCK_VAN                                   :Foster loomaveok
+STR_808A_BALOGH_GOODS_TRUCK                                     :Balogh kaubaveok
+STR_808B_CRAIGHEAD_GOODS_TRUCK                                  :Craighead kaubaveok
+STR_808C_GOSS_GOODS_TRUCK                                       :Goss kaubaveok
+STR_808D_HEREFORD_GRAIN_TRUCK                                   :Hereford viljaveok
+STR_808E_THOMAS_GRAIN_TRUCK                                     :Thomas viljaveok
+STR_808F_GOSS_GRAIN_TRUCK                                       :Goss viljaveok
+STR_8090_WITCOMBE_WOOD_TRUCK                                    :Witcombe palgiveok
+STR_8091_FOSTER_WOOD_TRUCK                                      :Foster palgiveok
+STR_8092_MORELAND_WOOD_TRUCK                                    :Moreland palgiveok
+STR_8093_MPS_IRON_ORE_TRUCK                                     :MPS rauamaagiveok
+STR_8094_UHL_IRON_ORE_TRUCK                                     :Uhl rauamaagiveok
+STR_8095_CHIPPY_IRON_ORE_TRUCK                                  :Chippy rauamaagiveok
+STR_8096_BALOGH_STEEL_TRUCK                                     :Balogh teraseveok
+STR_8097_UHL_STEEL_TRUCK                                        :Uhl teraseveok
+STR_8098_KELLING_STEEL_TRUCK                                    :Kelling teraseveok
+STR_8099_BALOGH_ARMORED_TRUCK                                   :Balogh soomusauto
+STR_809A_UHL_ARMORED_TRUCK                                      :Uhl soomusauto
+STR_809B_FOSTER_ARMORED_TRUCK                                   :Foster soomusauto
+STR_809C_FOSTER_FOOD_VAN                                        :Foster toiduveok
+STR_809D_PERRY_FOOD_VAN                                         :Perry toiduveok
+STR_809E_CHIPPY_FOOD_VAN                                        :Chippy toiduveok
+STR_809F_UHL_PAPER_TRUCK                                        :Uhl paberiveok
+STR_80A0_BALOGH_PAPER_TRUCK                                     :Balogh paberiveok
+STR_80A1_MPS_PAPER_TRUCK                                        :MPS paberiveok
+STR_80A2_MPS_COPPER_ORE_TRUCK                                   :MPS vasemaagiveok
+STR_80A3_UHL_COPPER_ORE_TRUCK                                   :Uhl vasemaagiveok
+STR_80A4_GOSS_COPPER_ORE_TRUCK                                  :Goss vasemaagiveok
+STR_80A5_UHL_WATER_TANKER                                       :Uhl veeveok
+STR_80A6_BALOGH_WATER_TANKER                                    :Balogh veeveok
+STR_80A7_MPS_WATER_TANKER                                       :MPS veeveok
+STR_80A8_BALOGH_FRUIT_TRUCK                                     :Balogh veeveok
+STR_80A9_UHL_FRUIT_TRUCK                                        :Uhl puuviljaveok
+STR_80AA_KELLING_FRUIT_TRUCK                                    :Kelling puuviljaveok
 STR_80AB_BALOGH_RUBBER_TRUCK                                    :Balogh kummiveok
 STR_80AC_UHL_RUBBER_TRUCK                                       :Uhl kummiveok
 STR_80AD_RMT_RUBBER_TRUCK                                       :RMT kummiveok
-STR_80AE_MIGHTYMOVER_SUGAR_TRUCK                                :MightyMover Suhkruveoauto
-STR_80AF_POWERNAUGHT_SUGAR_TRUCK                                :Powernaught Suhkruveoauto
-STR_80B0_WIZZOWOW_SUGAR_TRUCK                                   :Wizzowow Suhkruveoauto
-STR_80B1_MIGHTYMOVER_COLA_TRUCK                                 :MightyMover Koolaveoauto
-STR_80B2_POWERNAUGHT_COLA_TRUCK                                 :Powernaught Koolaveoauto
-STR_80B3_WIZZOWOW_COLA_TRUCK                                    :Wizzowow Koolaveoauto
-STR_80B4_MIGHTYMOVER_COTTON_CANDY                               :MightyMover Suhkruvativeoauto
-STR_80B5_POWERNAUGHT_COTTON_CANDY                               :Powernaught Suhkruvativeoauto
-STR_80B6_WIZZOWOW_COTTON_CANDY_TRUCK                            :Wizzowow Suhkruvativeoauto
-STR_80B7_MIGHTYMOVER_TOFFEE_TRUCK                               :MightyMover Iiriseveoauto
-STR_80B8_POWERNAUGHT_TOFFEE_TRUCK                               :Powernaught Iiriseveoauto
-STR_80B9_WIZZOWOW_TOFFEE_TRUCK                                  :Wizzowow Iiriseveoauto
-STR_80BA_MIGHTYMOVER_TOY_VAN                                    :MightyMover Mänguasjaveoauto
-STR_80BB_POWERNAUGHT_TOY_VAN                                    :Powernaught Mänguasjaveoauto
-STR_80BC_WIZZOWOW_TOY_VAN                                       :Wizzowow Mänguasjaveoauto
-STR_80BD_MIGHTYMOVER_CANDY_TRUCK                                :MightyMover Maiustusteveoauto
-STR_80BE_POWERNAUGHT_CANDY_TRUCK                                :Powernaught Maiustusteveoauto
-STR_80BF_WIZZOWOW_CANDY_TRUCK                                   :Wizzowow Maiustusteveoauto
-STR_80C0_MIGHTYMOVER_BATTERY_TRUCK                              :MightyMover Patareiveoauto
-STR_80C1_POWERNAUGHT_BATTERY_TRUCK                              :Powernaught Patareiveoauto
-STR_80C2_WIZZOWOW_BATTERY_TRUCK                                 :Wizzowow Patareiveoauto
-STR_80C3_MIGHTYMOVER_FIZZY_DRINK                                :MightyMover Limonaadiveoauto
-STR_80C4_POWERNAUGHT_FIZZY_DRINK                                :Powernaught Limonaadiveoauto
-STR_80C5_WIZZOWOW_FIZZY_DRINK_TRUCK                             :Wizzowow Limonaadiveoauto
-STR_80C6_MIGHTYMOVER_PLASTIC_TRUCK                              :MightyMover Plastikuveoauto
-STR_80C7_POWERNAUGHT_PLASTIC_TRUCK                              :Powernaught Plastikuveoauto
-STR_80C8_WIZZOWOW_PLASTIC_TRUCK                                 :Wizzowow Plastikuveoauto
-STR_80C9_MIGHTYMOVER_BUBBLE_TRUCK                               :MightyMover Mulliveoauto
-STR_80CA_POWERNAUGHT_BUBBLE_TRUCK                               :Powernaught Mulliveoauto
-STR_80CB_WIZZOWOW_BUBBLE_TRUCK                                  :Wizzowow Mulliveoauto
+STR_80AE_MIGHTYMOVER_SUGAR_TRUCK                                :MightyMover suhkruveok
+STR_80AF_POWERNAUGHT_SUGAR_TRUCK                                :Powernaught suhkruveok
+STR_80B0_WIZZOWOW_SUGAR_TRUCK                                   :Wizzowow suhkruveok
+STR_80B1_MIGHTYMOVER_COLA_TRUCK                                 :MightyMover koolaveok
+STR_80B2_POWERNAUGHT_COLA_TRUCK                                 :Powernaught koolaveok
+STR_80B3_WIZZOWOW_COLA_TRUCK                                    :Wizzowow koolaveok
+STR_80B4_MIGHTYMOVER_COTTON_CANDY                               :MightyMover suhkruvativeok
+STR_80B5_POWERNAUGHT_COTTON_CANDY                               :Powernaught suhkruvativeok
+STR_80B6_WIZZOWOW_COTTON_CANDY_TRUCK                            :Wizzowow suhkruvativeok
+STR_80B7_MIGHTYMOVER_TOFFEE_TRUCK                               :MightyMover iiriseveok
+STR_80B8_POWERNAUGHT_TOFFEE_TRUCK                               :Powernaught iiriseveok
+STR_80B9_WIZZOWOW_TOFFEE_TRUCK                                  :Wizzowow iiriseveok
+STR_80BA_MIGHTYMOVER_TOY_VAN                                    :MightyMover mänguasjaveok
+STR_80BB_POWERNAUGHT_TOY_VAN                                    :Powernaught mänguasjaveok
+STR_80BC_WIZZOWOW_TOY_VAN                                       :Wizzowow mänguasjaveok
+STR_80BD_MIGHTYMOVER_CANDY_TRUCK                                :MightyMover maiustusteveok
+STR_80BE_POWERNAUGHT_CANDY_TRUCK                                :Powernaught maiustusteveok
+STR_80BF_WIZZOWOW_CANDY_TRUCK                                   :Wizzowow maiustusteveok
+STR_80C0_MIGHTYMOVER_BATTERY_TRUCK                              :MightyMover patareiveok
+STR_80C1_POWERNAUGHT_BATTERY_TRUCK                              :Powernaught patareiveok
+STR_80C2_WIZZOWOW_BATTERY_TRUCK                                 :Wizzowow patareiveok
+STR_80C3_MIGHTYMOVER_FIZZY_DRINK                                :MightyMover limonaadiveok
+STR_80C4_POWERNAUGHT_FIZZY_DRINK                                :Powernaught limonaadiveok
+STR_80C5_WIZZOWOW_FIZZY_DRINK_TRUCK                             :Wizzowow limonaadiveok
+STR_80C6_MIGHTYMOVER_PLASTIC_TRUCK                              :MightyMover plastikuveok
+STR_80C7_POWERNAUGHT_PLASTIC_TRUCK                              :Powernaught plastikuveok
+STR_80C8_WIZZOWOW_PLASTIC_TRUCK                                 :Wizzowow plastikuveok
+STR_80C9_MIGHTYMOVER_BUBBLE_TRUCK                               :MightyMover mulliveok
+STR_80CA_POWERNAUGHT_BUBBLE_TRUCK                               :Powernaught mulliveok
+STR_80CB_WIZZOWOW_BUBBLE_TRUCK                                  :Wizzowow mulliveok
 STR_80CC_MPS_OIL_TANKER                                         :MPS naftatanker
 STR_80CD_CS_INC_OIL_TANKER                                      :CS-Inc. naftatanker
-STR_80CE_MPS_PASSENGER_FERRY                                    :MPS Praam
-STR_80CF_FFP_PASSENGER_FERRY                                    :FFP Praam
-STR_80D0_BAKEWELL_300_HOVERCRAFT                                :Bakewell 300 Hõljuk
-STR_80D1_CHUGGER_CHUG_PASSENGER                                 :Chugger-Chug Praam
-STR_80D2_SHIVERSHAKE_PASSENGER_FERRY                            :Shivershake Praam
-STR_80D3_YATE_CARGO_SHIP                                        :Yate Kaubalaev
-STR_80D4_BAKEWELL_CARGO_SHIP                                    :Bakewell Kaubalaev
-STR_80D5_MIGHTYMOVER_CARGO_SHIP                                 :Mightymover Kaubalaev
+STR_80CE_MPS_PASSENGER_FERRY                                    :MPS reisipraam
+STR_80CF_FFP_PASSENGER_FERRY                                    :FFP reisipraam
+STR_80D0_BAKEWELL_300_HOVERCRAFT                                :Bakewell 300 hõljuklaev
+STR_80D1_CHUGGER_CHUG_PASSENGER                                 :Chugger-Chug reisipraam
+STR_80D2_SHIVERSHAKE_PASSENGER_FERRY                            :Shivershake reisipraam
+STR_80D3_YATE_CARGO_SHIP                                        :Yate kaubalaev
+STR_80D4_BAKEWELL_CARGO_SHIP                                    :Bakewell kaubalaev
+STR_80D5_MIGHTYMOVER_CARGO_SHIP                                 :Mightymover kaubalaev
 STR_80D6_POWERNAUT_CARGO_SHIP                                   :Powernaut Kaubalaev
 STR_80D7_SAMPSON_U52                                            :Sampson U52
 STR_80D8_COLEMAN_COUNT                                          :Coleman Count
@@ -2580,7 +2581,7 @@
 
 ##id 0x8800
 STR_8800_TRAIN_DEPOT                                            :{WHITE}{TOWN} Rongi Depoo
-STR_8801_CITIZENS_CELEBRATE_FIRST                               :{BLACK}{BIGFONT}Rahvas rõõmustab. . .{}Esimene rong saabus {STATION} jaama!
+STR_8801_CITIZENS_CELEBRATE_FIRST                               :{BLACK}{BIGFONT}Rahvas rõõmustab. . .{}{STATION} jaama saabus esimene rong!
 STR_8802_DETAILS                                                :{WHITE}{STRING} (Detailid)
 STR_8803_TRAIN_IN_THE_WAY                                       :{WHITE}Rong on ees
 STR_8804                                                        :{SETX 10}{COMMA}: {STRING} {STRING}
@@ -2595,15 +2596,15 @@
 STR_880D_GO_TO_NON_STOP_TRANSFER                                :Sõida läbi {STATION} (Vea ja oota täislaadingut)
 STR_880E_GO_NON_STOP_TO_UNLOAD                                  :Sõida läbi {STATION} (Laadi maha)
 STR_880F_GO_TO_NON_STOP_TRANSFER_UNLOAD                         :Sõida läbi {STATION} (Vea ja jäta tühjaks)
-STR_8810_GO_NON_STOP_TO_LOAD                                    :Sõida läbi {STATION} (Lae)
+STR_8810_GO_NON_STOP_TO_LOAD                                    :Sõida läbi {STATION} (laadi)
 STR_8811_GO_TO_NON_STOP_TRANSFER_LOAD                           :Sõida läbi {STATION} (Vea ja oota täislaadingut)
-STR_GO_TO_TRAIN_DEPOT                                           :Mine {TOWN} Rongidepoosse
+STR_GO_TO_TRAIN_DEPOT                                           :Mine linna {TOWN} rongidepoosse
 STR_SERVICE_AT_TRAIN_DEPOT                                      :Hooldus linna {TOWN} rongidepoos
-STR_880F_GO_NON_STOP_TO_TRAIN_DEPOT                             :Sõida läbi {TOWN} Rongidepoo
-STR_SERVICE_NON_STOP_AT_TRAIN_DEPOT                             :Hooldus Läbisõidul läbi {TOWN} Rongidepoo
+STR_880F_GO_NON_STOP_TO_TRAIN_DEPOT                             :Sõida läbi linna {TOWN} rongidepoo
+STR_SERVICE_NON_STOP_AT_TRAIN_DEPOT                             :Hooldus Läbisõidul läbi linna {TOWN} rongidepoo
 
-STR_HEADING_FOR_TRAIN_DEPOT                                     :{ORANGE}Suundub {TOWN} Rongidepoosse
-STR_HEADING_FOR_TRAIN_DEPOT_VEL                                 :{ORANGE}Suundub {TOWN} Rongidepoosse, {VELOCITY}
+STR_HEADING_FOR_TRAIN_DEPOT                                     :{ORANGE}Suundub linna {TOWN} rongidepoosse
+STR_HEADING_FOR_TRAIN_DEPOT_VEL                                 :{ORANGE}Suundub linna {TOWN} rongidepoosse, {VELOCITY}
 STR_HEADING_FOR_TRAIN_DEPOT_SERVICE                             :{LTBLUE}Parandus{TOWN} Rongijaamas
 STR_HEADING_FOR_TRAIN_DEPOT_SERVICE_VEL                         :{LTBLUE}Parandus {TOWN} Rongijaamas, {VELOCITY}
 
@@ -2633,13 +2634,13 @@
 STR_CLONE_TRAIN                                                 :{BLACK}Klooni rong
 STR_CLONE_TRAIN_INFO                                            :{BLACK}See ehitab koopia rongist koos kõikide vagunitega. CTRL-klikk jagab sihtpunkte
 STR_CLONE_TRAIN_DEPOT_INFO                                      :{BLACK}See ehitab koopia rongist koos kõikide vagunitega. Vajuta sellele nuppule, ning seejärel rongile depoo sees või väljas. CTRL-klikk jagab sihtpunkte
-STR_8820_RENAME                                                 :{BLACK}Nimeta ümber
+STR_8820_RENAME                                                 :{BLACK}Muuda nime
 STR_8823_SKIP                                                   :{BLACK}Jäta vahele
 STR_8824_DELETE                                                 :{BLACK}Kustuta
 STR_8825_NON_STOP                                               :{BLACK}Peatuseta
 STR_8826_GO_TO                                                  :{BLACK}Mine
-STR_8827_FULL_LOAD                                              :{BLACK}Täis laadung
-STR_8828_UNLOAD                                                 :{BLACK}Lae maha
+STR_8827_FULL_LOAD                                              :{BLACK}Laadi täis
+STR_8828_UNLOAD                                                 :{BLACK}Laadi maha
 STR_REFIT                                                       :{BLACK}Taasseadista
 STR_REFIT_TIP                                                   :{BLACK}Vali, millist laadungit ümber seadistada selles järjestuses. Ümberseadistuse käsu eemaldamiseks hoia klõpsamise ajal all Control nuppu
 STR_REFIT_ORDER                                                 :(Taasseadista {STRING})
@@ -2651,8 +2652,8 @@
 STR_882C_BUILT_VALUE                                            :{LTBLUE}{STRING}{BLACK}   Ehitatud: {LTBLUE}{NUM}{BLACK} Väärtus: {LTBLUE}{CURRENCY}
 STR_882D_VALUE                                                  :{LTBLUE}{STRING}{BLACK}   Väärtus: {LTBLUE}{CURRENCY}
 STR_882E                                                        :{WHITE}{VEHICLE}
-STR_882F_LOADING_UNLOADING                                      :{LTBLUE}Laen / Laen maha
-STR_TRAIN_MUST_BE_STOPPED                                       :{WHITE}Rong peab olema depoos peatutud
+STR_882F_LOADING_UNLOADING                                      :{LTBLUE}Laadin / Laadin maha
+STR_TRAIN_MUST_BE_STOPPED                                       :{WHITE}Rong peab olema depoos peatatud
 STR_8830_CAN_T_SEND_TRAIN_TO_DEPOT                              :{WHITE}Ei saa saata rongi depoosse...
 STR_8831_NO_MORE_SPACE_FOR_ORDERS                               :{WHITE}Pole ruumi käskudeks
 STR_8832_TOO_MANY_ORDERS                                        :{WHITE}Liiga palju käske
@@ -2675,7 +2676,7 @@
 STR_8842_CENTER_MAIN_VIEW_ON_TRAIN                              :{BLACK}Keskenda põhivaade rongidepoo kohale
 STR_8843_TRAIN_VEHICLE_SELECTION                                :{BLACK}Rongivagunite nimekiri - vajuta sõidukile info jaoks
 STR_8844_BUILD_THE_HIGHLIGHTED_TRAIN                            :{BLACK}Ehita valitud rongi sõiduk
-STR_8845_RENAME_TRAIN_VEHICLE_TYPE                              :{BLACK}Nimeta ümber rongisõiduki tüüp
+STR_8845_RENAME_TRAIN_VEHICLE_TYPE                              :{BLACK}Muuda rongisõiduki tüübi nime
 STR_8846_CURRENT_TRAIN_ACTION_CLICK                             :{BLACK}Praegune rongi tegevus - vajuta siia et peatada/käivitada rong
 STR_8847_SHOW_TRAIN_S_ORDERS                                    :{BLACK}Näita rongi käske
 STR_8848_CENTER_MAIN_VIEW_ON_TRAIN                              :{BLACK}Vaate viimine rongi asukohale
@@ -2715,7 +2716,7 @@
 STR_8867_NAME_TRAIN                                             :{BLACK}Rongi nimi
 STR_8868_TRAIN_CRASH_DIE_IN_FIREBALL                            :{BLACK}{BIGFONT}RONGIKOKKUPÕRGE!{}{COMMA} surid tules peale kokkusõitmist
 STR_8869_CAN_T_REVERSE_DIRECTION                                :{WHITE}Ei saa rongi ümber pöörata.
-STR_886A_RENAME_TRAIN_VEHICLE_TYPE                              :{WHITE}Nimeta ümber rongisõiduki tüüp
+STR_886A_RENAME_TRAIN_VEHICLE_TYPE                              :{WHITE}Muuda rongisõiduki tüübi nime
 STR_886B_CAN_T_RENAME_TRAIN_VEHICLE                             :{WHITE}Ei saa nimetada ümber rongisõiduki tüüpi...
 STR_886D_MAKE_THE_HIGHLIGHTED_ORDER                             :{BLACK}Sunni valitud käsul visata maha laadung
 STR_886F_TRANSFER                                               :{BLACK}Transpordi
@@ -2730,7 +2731,7 @@
 STR_9000_ROAD_VEHICLE_IN_THE_WAY                                :{WHITE}Maanteesõiduk on ees
 STR_9001_ROAD_VEHICLES                                          :{WHITE}{COMPANY} - {COMMA} Maanteesõiduk{P "" s}
 STR_9002                                                        :{WHITE}{VEHICLE}
-STR_9003_ROAD_VEHICLE_DEPOT                                     :{WHITE}{TOWN} Maanteesõiduki depoo
+STR_9003_ROAD_VEHICLE_DEPOT                                     :{WHITE}Linna {TOWN} maanteesõidukite depoo
 STR_9004_NEW_VEHICLES                                           :{BLACK}Uued sõidukid
 STR_9006_NEW_ROAD_VEHICLES                                      :{WHITE}Uued maanteesõidukid
 STR_9007_BUILD_VEHICLE                                          :{BLACK}Ehita sõidukeid
@@ -2773,13 +2774,13 @@
 STR_902C_NAME_ROAD_VEHICLE                                      :{WHITE}Nimeta maanteeveok ümber
 STR_902D_CAN_T_NAME_ROAD_VEHICLE                                :{WHITE}Ei saa maanteveokit ümber nimetada...
 STR_902E_NAME_ROAD_VEHICLE                                      :{BLACK}Nimeta maanteeveok ümber
-STR_902F_CITIZENS_CELEBRATE_FIRST                               :{BLACK}{BIGFONT}Rahvas rõõmustab . . .{}Esimene buss saabus {STATION} jaama!
-STR_9030_CITIZENS_CELEBRATE_FIRST                               :{BLACK}{BIGFONT}Rahvas rõõmustab . . .{}Esimene maanteesõiduk saabus {STATION} jaama!
+STR_902F_CITIZENS_CELEBRATE_FIRST                               :{BLACK}{BIGFONT}Rahvas rõõmustab . . .{}{STATION} jaama saabus esimene buss!
+STR_9030_CITIZENS_CELEBRATE_FIRST                               :{BLACK}{BIGFONT}Rahvas rõõmustab . . .{}{STATION} jaama saabus esimene maanteesõiduk!
 STR_9031_ROAD_VEHICLE_CRASH_DRIVER                              :{BLACK}{BIGFONT}Rongikokkupõrge!{}Juht suri peale õnnetust tules
 STR_9032_ROAD_VEHICLE_CRASH_DIE                                 :{BLACK}{BIGFONT}Maanteesõiduki kokkupõrge rongiga!{}{COMMA} suri tules peale kokkupõrget rongiga
 STR_9033_CAN_T_MAKE_VEHICLE_TURN                                :{WHITE}Maanteesõidukit ei saa ringi pöörata...
 STR_ONLY_TURN_SINGLE_UNIT                                       :{WHITE}Sa ei saa pöörata sõidukeid millel on mitu üksust
-STR_9034_RENAME                                                 :{BLACK}Nimeta ümber
+STR_9034_RENAME                                                 :{BLACK}Muuda nime
 STR_9035_RENAME_ROAD_VEHICLE_TYPE                               :{BLACK}Nimeta maanteesõiduki tüüp ümber
 STR_9036_RENAME_ROAD_VEHICLE_TYPE                               :{WHITE}Nimeta maanteesõiduki tüüp ümber
 STR_9037_CAN_T_RENAME_ROAD_VEHICLE                              :{WHITE}Ei saa nimetada ümber maanteesõiduki tüüpi...
@@ -2787,9 +2788,9 @@
 STR_SERVICE_AT_ROADVEH_DEPOT                                    :Hoolda {TOWN} Garaaþis
 
 STR_REFIT_ROAD_VEHICLE_TO_CARRY                                 :{BLACK}Seadista maanteesõidukit kandma teist tüüpi laadungit
-STR_REFIT_ROAD_VEHICLE                                          :{BLACK}Seadista maantee sõiduk ümber
+STR_REFIT_ROAD_VEHICLE                                          :{BLACK}Muuda maanteesõiduki seadistust
 STR_REFIT_ROAD_VEHICLE_TO_CARRY_HIGHLIGHTED                     :{BLACK}Seadista maanteesõiduk kandma valitud laadungitüüpi
-STR_REFIT_ROAD_VEHICLE_CAN_T                                    :{WHITE}Ei saa seadistada maantee sõidukit ümber
+STR_REFIT_ROAD_VEHICLE_CAN_T                                    :{WHITE}Maanteesõiduki seadistust ei saa ümber muuta
 STR_ROAD_SELECT_TYPE_OF_CARGO_FOR                               :{BLACK}Vali, millist tüüpi laadungit sõiduk veab
 
 ##id 0x9800
@@ -2832,7 +2833,7 @@
 STR_9822_CENTER_MAIN_VIEW_ON_SHIP                               :{BLACK}Vii pea vaade paadikuuri juurde
 STR_9823_SHIPS_CLICK_ON_SHIP_FOR                                :{BLACK}Laevad - info saamiseks vajuta laevale
 STR_9824_BUILD_NEW_SHIPS_REQUIRES                               :{BLACK}Ehita uus laev (vajad paadikuuri)
-STR_9825_SHIP_SELECTION_LIST_CLICK                              :{BLACK}Laeva valimisnimekiri - info saamiseks vajuta laevale
+STR_9825_SHIP_SELECTION_LIST_CLICK                              :{BLACK}Laevade nimekiri - info saamiseks vajuta laevale
 STR_9826_BUILD_THE_HIGHLIGHTED_SHIP                             :{BLACK}Ehita valitud laev
 STR_9827_CURRENT_SHIP_ACTION_CLICK                              :{BLACK}Praegune laeva tegevus - vajuta siia, et peatada/käivitada laeva
 STR_9828_SHOW_SHIP_S_ORDERS                                     :{BLACK}Näita laeva sihtpunkte
@@ -2846,10 +2847,10 @@
 
 STR_9831_NAME_SHIP                                              :{WHITE}Anna laevale nimi
 STR_9832_CAN_T_NAME_SHIP                                        :{WHITE}Ei saa laeva ümber nimetada...
-STR_9833_CITIZENS_CELEBRATE_FIRST                               :{BLACK}{BIGFONT}Rahvas rõõmustab . . .{}Esimene laev saabus {STATION} sadamasse!
+STR_9833_CITIZENS_CELEBRATE_FIRST                               :{BLACK}{BIGFONT}Rahvas rõõmustab . . .{}{STATION} sadamasse saabus esimene laev!
 STR_9834_POSITION_BUOY_WHICH_CAN                                :{BLACK}Aseta teemärgisena kasutatav poi
 STR_9835_CAN_T_POSITION_BUOY_HERE                               :{WHITE}Poid ei saa siia asetada...
-STR_9836_RENAME                                                 :{BLACK}Nimeta ümber
+STR_9836_RENAME                                                 :{BLACK}Muuda nime
 STR_9837_RENAME_SHIP_TYPE                                       :{BLACK}Nimeta laeva tüüp ümber
 STR_9838_RENAME_SHIP_TYPE                                       :{WHITE}Nimeta laeva tüüp ümber
 STR_9839_CAN_T_RENAME_SHIP_TYPE                                 :{WHITE}Ei saa laeva tüüpi ümber nimetada...
@@ -2878,7 +2879,7 @@
 STR_A008_CAN_T_BUILD_AIRCRAFT                                   :{WHITE}Ei saa ehitada lennukit...
 STR_A009_AIRCRAFT                                               :{WHITE}{COMPANY} - {COMMA} Lennuk
 STR_A00A                                                        :{WHITE}{VEHICLE}
-STR_A00B_ORDERS                                                 :{WHITE}{VEHICLE} (Sihtpunktid)
+STR_A00B_ORDERS                                                 :{WHITE}{VEHICLE} (sihtpunktid)
 STR_A00C_DETAILS                                                :{WHITE}{VEHICLE} (Detailid)
 STR_A00D_AGE_RUNNING_COST_YR                                    :{BLACK}Vanus: {LTBLUE}{STRING}{BLACK}   Hoolduskulud: {LTBLUE}{CURRENCY}/aastas
 STR_A00E_MAX_SPEED                                              :{BLACK}Maks. kiirus: {LTBLUE}{VELOCITY}
@@ -2920,11 +2921,11 @@
 STR_A030_NAME_AIRCRAFT                                          :{WHITE}Anna lennukile nimi
 STR_A031_CAN_T_NAME_AIRCRAFT                                    :{WHITE}Ei saa lennukile nime anda
 STR_A032_NAME_AIRCRAFT                                          :{BLACK}Nimeta lennuk ümber
-STR_A033_CITIZENS_CELEBRATE_FIRST                               :{BLACK}{BIGFONT}Rahvas rõõmustab . . .{}Esimene lennuk saabub {STATION}i!
+STR_A033_CITIZENS_CELEBRATE_FIRST                               :{BLACK}{BIGFONT}Rahvas rõõmustab . . .{}{STATION} lennujaama saabus esimene lennuk!
 STR_A034_PLANE_CRASH_DIE_IN_FIREBALL                            :{BLACK}{BIGFONT}Lennuõnnetus!{}{COMMA} surid tules {STATION}s
 STR_PLANE_CRASH_OUT_OF_FUEL                                     :{BLACK}{BIGFONT}Lennuõnnetus!{}Lennukil lõppes kütus, {COMMA} surid tules!
 STR_A036                                                        :{TINYFONT}{BLACK}{STATION}
-STR_A037_RENAME                                                 :{BLACK}Nimeta ümber
+STR_A037_RENAME                                                 :{BLACK}Muuda nime
 STR_A038_RENAME_AIRCRAFT_TYPE                                   :{BLACK}Nimeta lennuki tüüp ümber
 STR_A039_RENAME_AIRCRAFT_TYPE                                   :{WHITE}Nimeta lennuki tüüp ümber
 STR_A03A_CAN_T_RENAME_AIRCRAFT_TYPE                             :{WHITE}Ei saa lennuki tüüpi ümber nimetada...
@@ -3090,7 +3091,7 @@
 
 STR_MASS_STOP_DEPOT_TRAIN_TIP                                   :{BLACK}Vajuta, kui tahad seisata kõiki ronge jaamas
 STR_MASS_STOP_DEPOT_ROADVEH_TIP                                 :{BLACK}Vajuta, kui tahad seisata kõiki masinaid garaažis
-STR_MASS_STOP_DEPOT_SHIP_TIP                                    :{BLACK}Vajuta, kui tahad seisata kõiki laevu sadamas
+STR_MASS_STOP_DEPOT_SHIP_TIP                                    :{BLACK}Klõpsa, et peatada kõik sadamas olevad laevad.
 STR_MASS_STOP_HANGAR_TIP                                        :{BLACK}Vajuta, kui tahad seisata kõiki lennukeid angaaris
 
 STR_MASS_START_DEPOT_TRAIN_TIP                                  :{BLACK}Klõpsa kõikide depoos asuvate rongide käivitamiseks
@@ -3120,14 +3121,14 @@
 STR_PURCHASE_INFO_COST_WEIGHT                                   :{BLACK}Maksuvus: {GOLD}{CURRENCY}{BLACK} Kaal: {GOLD}{WEIGHT_S}
 STR_PURCHASE_INFO_SPEED_POWER                                   :{BLACK}Kiirus: {GOLD}{VELOCITY}{BLACK}   Võimsus: {GOLD}{POWER}
 STR_PURCHASE_INFO_SPEED                                         :{BLACK}Kiirus: {GOLD}{VELOCITY}
-STR_PURCHASE_INFO_RUNNINGCOST                                   :{BLACK}Hoodluskulud: {GOLD}{CURRENCY}/aasta
-STR_PURCHASE_INFO_CAPACITY                                      :{BLACK}Mahutuvus: {GOLD}{CARGO} {STRING}
+STR_PURCHASE_INFO_RUNNINGCOST                                   :{BLACK}Hoolduskulud: {GOLD}{CURRENCY}/aasta
+STR_PURCHASE_INFO_CAPACITY                                      :{BLACK}Mahutavus: {GOLD}{CARGO} {STRING}
 STR_PURCHASE_INFO_DESIGNED_LIFE                                 :{BLACK}Kujundatud: {GOLD}{NUM}{BLACK} Vanus: {GOLD}{COMMA} aastat
 STR_PURCHASE_INFO_RELIABILITY                                   :{BLACK}Suurim töökindlus: {GOLD}{COMMA}%
 STR_PURCHASE_INFO_COST                                          :{BLACK}Maksuvus: {GOLD}{CURRENCY}
 STR_PURCHASE_INFO_WEIGHT_CWEIGHT                                :{BLACK}Kaal: {GOLD}{WEIGHT_S}  ({WEIGHT_S})
 STR_PURCHASE_INFO_COST_SPEED                                    :{BLACK}Maksumus: {GOLD}{CURRENCY}{BLACK} Kiirus: {GOLD}{VELOCITY}
-STR_PURCHASE_INFO_AIRCRAFT_CAPACITY                             :{BLACK}Mahutuvusy: {GOLD}{COMMA} reisjat, {COMMA} kotti kirju
+STR_PURCHASE_INFO_AIRCRAFT_CAPACITY                             :{BLACK}Mahutavus: {GOLD}{COMMA} reisijat, {COMMA} kotti kirju
 STR_PURCHASE_INFO_PWAGPOWER_PWAGWEIGHT                          :{BLACK}Kiirendavad vagunid: {GOLD}+{POWER}{BLACK} Kaal: {GOLD}+{WEIGHT_S}
 STR_PURCHASE_INFO_REFITTABLE_TO                                 :{BLACK}Ümberseadistatav: {GOLD}
 STR_PURCHASE_INFO_ALL_TYPES                                     :Kõik kaubatüübid
--- a/lang/finnish.txt	Tue Jan 02 18:40:37 2007 +0000
+++ b/lang/finnish.txt	Wed Jan 03 08:32:17 2007 +0000
@@ -154,11 +154,12 @@
 STR_00B1_GAME_OPTIONS                                           :{WHITE}Pelin asetukset
 STR_00B2_MESSAGE                                                :{YELLOW}Viesti
 STR_00B3_MESSAGE_FROM                                           :{YELLOW}Viesti: {STRING}
+STR_POPUP_CAUTION_CAPTION                                       :{WHITE}Varoitus!
 STR_00B4_CAN_T_DO_THIS                                          :{WHITE}Ei onnistu....
 STR_00B5_CAN_T_CLEAR_THIS_AREA                                  :{WHITE}Aluetta ei voi tyhjentää....
 STR_00B6_ORIGINAL_COPYRIGHT                                     :{BLACK}Alkuperäiset oikeudet {COPYRIGHT} 1995 Chris Sawyer, kaikki oikeudet pidätetään
 STR_00B7_VERSION                                                :{BLACK}OpenTTD-versio {REV}
-STR_00BA_COPYRIGHT_OPENTTD                                      :{BLACK}OpenTTD {COPYRIGHT}2002-2006 OpenTTD-yhteisö
+STR_00BA_COPYRIGHT_OPENTTD                                      :{BLACK}OpenTTD {COPYRIGHT}2002-2006 The OpenTTD team
 STR_TRANSLATED_BY                                               :{BLACK}  Kääntäjä(t) -
 
 STR_00C5                                                        :{BLACK}{CROSS}
@@ -166,7 +167,7 @@
 STR_00C7_QUIT                                                   :{WHITE}Sulje
 STR_00C8_YES                                                    :{BLACK}Kyllä
 STR_00C9_NO                                                     :{BLACK}Ei
-STR_00CA_ARE_YOU_SURE_YOU_WANT_TO                               :{YELLOW}Hylätäänkö peli ja palataan {STRING}-järjestelmään?
+STR_00CA_ARE_YOU_SURE_YOU_WANT_TO                               :{YELLOW}Lopetetaanko peli ja palataan {STRING}-järjestelmään?
 STR_00CB_1                                                      :{BLACK}1
 STR_00CC_2                                                      :{BLACK}2
 STR_00CD_3                                                      :{BLACK}3
@@ -201,21 +202,21 @@
 STR_00EA_OWNERS                                                 :Omistajat
 STR_00EB_ROADS                                                  :{BLACK}{TINYFONT}Tie
 STR_00EC_RAILROADS                                              :{BLACK}{TINYFONT}Rautatie
-STR_00ED_STATIONS_AIRPORTS_DOCKS                                :{BLACK}{TINYFONT}Asema/lentokenttä/satama
+STR_00ED_STATIONS_AIRPORTS_DOCKS                                :{BLACK}{TINYFONT}Asemat/lentokentät/satamat
 STR_00EE_BUILDINGS_INDUSTRIES                                   :{BLACK}{TINYFONT}Rakennus
-STR_00EF_VEHICLES                                               :{BLACK}{TINYFONT}Liikenneväline
+STR_00EF_VEHICLES                                               :{BLACK}{TINYFONT}Liikennevälineet
 STR_00F0_100M                                                   :{BLACK}{TINYFONT}100 m
 STR_00F1_200M                                                   :{BLACK}{TINYFONT}200 m
 STR_00F2_300M                                                   :{BLACK}{TINYFONT}300 m
 STR_00F3_400M                                                   :{BLACK}{TINYFONT}400 m
 STR_00F4_500M                                                   :{BLACK}{TINYFONT}500 m
-STR_00F5_TRAINS                                                 :{BLACK}{TINYFONT}Juna
-STR_00F6_ROAD_VEHICLES                                          :{BLACK}{TINYFONT}Ajoneuvo
-STR_00F7_SHIPS                                                  :{BLACK}{TINYFONT}Laiva
-STR_00F8_AIRCRAFT                                               :{BLACK}{TINYFONT}Lentokone
-STR_00F9_TRANSPORT_ROUTES                                       :{BLACK}{TINYFONT}Kuljetusreitti
+STR_00F5_TRAINS                                                 :{BLACK}{TINYFONT}Junat
+STR_00F6_ROAD_VEHICLES                                          :{BLACK}{TINYFONT}Ajoneuvot
+STR_00F7_SHIPS                                                  :{BLACK}{TINYFONT}Laivat
+STR_00F8_AIRCRAFT                                               :{BLACK}{TINYFONT}Lentokoneet
+STR_00F9_TRANSPORT_ROUTES                                       :{BLACK}{TINYFONT}Kuljetusreitit
 STR_00FA_COAL_MINE                                              :{BLACK}{TINYFONT}Hiilikaivos
-STR_00FB_POWER_STATION                                          :{BLACK}{TINYFONT}Sähkölaitos
+STR_00FB_POWER_STATION                                          :{BLACK}{TINYFONT}Voimala
 STR_00FC_FOREST                                                 :{BLACK}{TINYFONT}Metsä
 STR_00FD_SAWMILL                                                :{BLACK}{TINYFONT}Saha
 STR_00FE_OIL_REFINERY                                           :{BLACK}{TINYFONT}Öljynjalostamo
@@ -229,7 +230,7 @@
 STR_0106_PAPER_MILL                                             :{BLACK}{TINYFONT}Paperitehdas
 STR_0107_GOLD_MINE                                              :{BLACK}{TINYFONT}Kultakaivos
 STR_0108_FOOD_PROCESSING_PLANT                                  :{BLACK}{TINYFONT}Ruoanjalostamo
-STR_0109_DIAMOND_MINE                                           :{BLACK}{TINYFONT}timanttikaivos
+STR_0109_DIAMOND_MINE                                           :{BLACK}{TINYFONT}Timanttikaivos
 STR_010A_COPPER_ORE_MINE                                        :{BLACK}{TINYFONT}Kuparikaivos
 STR_010B_FRUIT_PLANTATION                                       :{BLACK}{TINYFONT}Hedelmäviljelmä
 STR_010C_RUBBER_PLANTATION                                      :{BLACK}{TINYFONT}Kumiviljelmä
@@ -242,7 +243,7 @@
 STR_0113_COLA_WELLS                                             :{BLACK}{TINYFONT}Limsakenttä
 STR_0114_TOY_SHOP                                               :{BLACK}{TINYFONT}Lelukauppa
 STR_0115_TOY_FACTORY                                            :{BLACK}{TINYFONT}Lelutehdas
-STR_0116_PLASTIC_FOUNTAINS                                      :{BLACK}{TINYFONT}Muovikaivo
+STR_0116_PLASTIC_FOUNTAINS                                      :{BLACK}{TINYFONT}Muovilähde
 STR_0117_FIZZY_DRINK_FACTORY                                    :{BLACK}{TINYFONT}Sihijuomatehdas
 STR_0118_BUBBLE_GENERATOR                                       :{BLACK}{TINYFONT}Kuplageneraattori
 STR_0119_TOFFEE_QUARRY                                          :{BLACK}{TINYFONT}Toffeelouhos
@@ -269,8 +270,8 @@
 STR_012E_CANCEL                                                 :{BLACK}Peruuta
 STR_012F_OK                                                     :{BLACK}OK
 STR_0130_RENAME                                                 :{BLACK}Nimeä uud.
-STR_0131_TOO_MANY_NAMES_DEFINED                                 :{WHITE}Liian monta nimeä määritelty.
-STR_0132_CHOSEN_NAME_IN_USE_ALREADY                             :{WHITE}Nimi on jo käytössä.
+STR_0131_TOO_MANY_NAMES_DEFINED                                 :{WHITE}Liian monta nimeä määritelty
+STR_0132_CHOSEN_NAME_IN_USE_ALREADY                             :{WHITE}Nimi on jo käytössä
 
 STR_0133_WINDOWS                                                :Windows
 STR_0134_UNIX                                                   :Unix
@@ -282,7 +283,7 @@
 
 STR_013B_OWNED_BY                                               :{WHITE}...omistaja: {STRING}
 STR_013C_CARGO                                                  :{BLACK}Rahti
-STR_013D_INFORMATION                                            :{BLACK}Tietoja
+STR_013D_INFORMATION                                            :{BLACK}Tietoa
 STR_013E_CAPACITIES                                             :{BLACK}Kapasiteetit
 STR_013E_TOTAL_CARGO                                            :{BLACK}Rahtia yhteensä
 STR_013F_CAPACITY                                               :{BLACK}Kapaisteetti: {LTBLUE}{CARGO}
@@ -308,7 +309,7 @@
 STR_0150_SOMEONE                                                :joku{SKIP}{SKIP}
 STR_0151_MAP_OF_WORLD                                           :Maailmankartta
 STR_0152_TOWN_DIRECTORY                                         :Kaupunkihakemisto
-STR_0153_SUBSIDIES                                              :Tukitarjoukset
+STR_0153_SUBSIDIES                                              :Tukiaiset
 
 STR_UNITS_IMPERIAL                                              :Englantilainen
 STR_UNITS_METRIC                                                :Metrinen
@@ -343,17 +344,17 @@
 STR_UNITS_FORCE_SI                                              :{COMMA} kN
 
 ############ range for menu	starts
-STR_0154_OPERATING_PROFIT_GRAPH                                 :Käyttökatekuvaaja
-STR_0155_INCOME_GRAPH                                           :Ansiotulon kuvaaja
-STR_0156_DELIVERED_CARGO_GRAPH                                  :Kuljetetun rahdin kuvaaja
-STR_0157_PERFORMANCE_HISTORY_GRAPH                              :Suoritehistoriakuvaaja
-STR_0158_COMPANY_VALUE_GRAPH                                    :Yhtiön arvon kuvaaja
+STR_0154_OPERATING_PROFIT_GRAPH                                 :Liikevoitto
+STR_0155_INCOME_GRAPH                                           :Tulot
+STR_0156_DELIVERED_CARGO_GRAPH                                  :Kuljetettu rahti
+STR_0157_PERFORMANCE_HISTORY_GRAPH                              :Suoritehistoria
+STR_0158_COMPANY_VALUE_GRAPH                                    :Yhtiön arvo
 STR_0159_CARGO_PAYMENT_RATES                                    :Rahtimaksutaksat
 STR_015A_COMPANY_LEAGUE_TABLE                                   :Yhtiökilpataulukko
 STR_PERFORMANCE_DETAIL_MENU                                     :Suoritearviointi
 ############ range for menu	ends
 
-STR_015B_OPENTTD                                                :{WHITE}Tietoja OpenTTD:stä
+STR_015B_OPENTTD                                                :{WHITE}Tietoa OpenTTD:stä
 STR_015C_SAVE_GAME                                              :Tallenna peli
 STR_015D_LOAD_GAME                                              :Lataa peli
 STR_015E_QUIT_GAME                                              :Lopeta peli
@@ -393,7 +394,14 @@
 STR_NO_WAITING_CARGO                                            :{BLACK}Minkäänlaista lastia ei ole odottamassa
 STR_SELECT_ALL_FACILITIES                                       :{BLACK}Valitse kaikki laitteet
 STR_SELECT_ALL_TYPES                                            :{BLACK}Valitse kaikki lastityypit (myös odottava lasti)
+STR_MANAGE_LIST                                                 :{BLACK}Muokkaa listaa
+STR_MANAGE_LIST_TIP                                             :{BLACK}Ohjaa kaikkia listan ajoneuvoja
 STR_REPLACE_VEHICLES                                            :Korvaa liikennevälineitä
+STR_SEND_TRAIN_TO_DEPOT                                         :Lähetä varikolle
+STR_SEND_ROAD_VEHICLE_TO_DEPOT                                  :Lähetä varikolle
+STR_SEND_SHIP_TO_DEPOT                                          :Lähetä varikolle
+STR_SEND_AIRCRAFT_TO_HANGAR                                     :Lähetä varikolle
+STR_SEND_FOR_SERVICING                                          :Lähetä huollettavaksi
 
 ############ range for months starts
 STR_0162_JAN                                                    :01.
@@ -417,7 +425,7 @@
 STR_0172_SAVE_GAME_ABANDON_GAME                                 :{BLACK}Pelin tallennus, hylkääminen ja lopetus.
 STR_0173_DISPLAY_LIST_OF_COMPANY                                :{BLACK}Näytä luettelo yhtiön asemista.
 STR_0174_DISPLAY_MAP                                            :{BLACK}Näytä kartta.
-STR_0175_DISPLAY_MAP_TOWN_DIRECTORY                             :{BLACK}Näytä kartta, kaupunkihakemisto
+STR_0175_DISPLAY_MAP_TOWN_DIRECTORY                             :{BLACK}Näytä kartta, kaupunkihakemisto.
 STR_0176_DISPLAY_TOWN_DIRECTORY                                 :{BLACK}Näytä kaupunkihakemisto.
 STR_0177_DISPLAY_COMPANY_FINANCES                               :{BLACK}Näytä yhtiön taloustiedot.
 STR_0178_DISPLAY_COMPANY_GENERAL                                :{BLACK}Näytä yhtiön yleiset tiedot.
@@ -438,7 +446,7 @@
 STR_0187_OPTIONS                                                :{BLACK}Asetukset
 STR_0188                                                        :{BLACK}{SMALLUPARROW}
 STR_0189                                                        :{BLACK}{SMALLDOWNARROW}
-STR_018A_CAN_T_CHANGE_SERVICING                                 :{WHITE}Huoltoväliä ei voi muuttaa...
+STR_018A_CAN_T_CHANGE_SERVICING                                 :{WHITE}Huoltoväliä ei voi muuttaa.
 STR_018B_CLOSE_WINDOW                                           :{BLACK}Sulje ikkuna
 STR_018C_WINDOW_TITLE_DRAG_THIS                                 :{BLACK}Ikkunan otsake - vedä tästä siirtääksesi ikkunaa
 STR_STICKY_BUTTON                                               :{BLACK}Merkitse ikkuna tahmeaksi; 'Sulje kaikki ikkunat'-nappi ei vaikuta tahmeisiin ikkunoihin.
@@ -468,11 +476,11 @@
 STR_019E_SHIP                                                   :Laiva
 STR_019F_TRAIN                                                  :Juna
 STR_01A0_IS_GETTING_OLD                                         :{WHITE}{STRING} {COMMA} vanhenee.
-STR_01A1_IS_GETTING_VERY_OLD                                    :{WHITE}{STRING} {COMMA} on kohta todella vanha.
-STR_01A2_IS_GETTING_VERY_OLD_AND                                :{WHITE}{STRING} {COMMA} on kohta todella vanha ja pitää pikaisesti korvata.
+STR_01A1_IS_GETTING_VERY_OLD                                    :{WHITE}{STRING} {COMMA} on todella vanha.
+STR_01A2_IS_GETTING_VERY_OLD_AND                                :{WHITE}{STRING} {COMMA} on todella vanha ja täytyy korvata pikaisesti.
 STR_01A3_LAND_AREA_INFORMATION                                  :{WHITE}Maa-aluetiedot
-STR_01A4_COST_TO_CLEAR_N_A                                      :{BLACK}Puhdistuksen kustannus: {LTBLUE}-
-STR_01A5_COST_TO_CLEAR                                          :{BLACK}Puhdistuksen kustannus: {LTBLUE}{CURRENCY}
+STR_01A4_COST_TO_CLEAR_N_A                                      :{BLACK}Puhdistuksen hinta: {LTBLUE}-
+STR_01A5_COST_TO_CLEAR                                          :{BLACK}Puhdistuksen hinta: {LTBLUE}{CURRENCY}
 STR_01A6_N_A                                                    :-
 STR_01A7_OWNER                                                  :{BLACK}Omistaja: {LTBLUE}{STRING}
 STR_01A8_LOCAL_AUTHORITY                                        :{BLACK}Kunta: {LTBLUE}{STRING}
@@ -521,7 +529,7 @@
 STR_01D1_8                                                      :({COMMA}/8 {STRING})
 STR_01D2_JAZZ_JUKEBOX                                           :{WHITE}Jazz-jukeboksi
 STR_01D3_SOUND_MUSIC                                            :Ääni/musiikki
-STR_01D4_SHOW_SOUND_MUSIC_WINDOW                                :{BLACK}Näytä ääniasetukset.
+STR_01D4_SHOW_SOUND_MUSIC_WINDOW                                :{BLACK}Näytä ääni- ja musiikkiasetukset
 STR_01D5_ALL                                                    :{TINYFONT}Kaikki
 STR_01D6_OLD_STYLE                                              :{TINYFONT}Vanha tyyli
 STR_01D7_NEW_STYLE                                              :{TINYFONT}Uusi tyyli
@@ -535,7 +543,7 @@
 STR_01DF_SKIP_TO_NEXT_TRACK_IN_SELECTION                        :{BLACK}Hyppää seuraavaan raitaan.
 STR_01E0_STOP_PLAYING_MUSIC                                     :{BLACK}Pysäytä musiikki.
 STR_01E1_START_PLAYING_MUSIC                                    :{BLACK}Aloita musiikki.
-STR_01E2_DRAG_SLIDERS_TO_SET_MUSIC                              :{BLACK}Aseta liukusäätimiä vetämällä sopiva äänenvoimakkuus musiikille ja äänitehosteille.
+STR_01E2_DRAG_SLIDERS_TO_SET_MUSIC                              :{BLACK}Aseta liukusäätimillä sopiva äänenvoimakkuus musiikille ja tehosteille.
 STR_01E3                                                        :{DKGREEN}{TINYFONT}--
 STR_01E4_0                                                      :{DKGREEN}{TINYFONT}0{COMMA}
 STR_01E5                                                        :{DKGREEN}{TINYFONT}{COMMA}
@@ -543,23 +551,23 @@
 STR_01E7                                                        :{DKGREEN}{TINYFONT}"{STRING}"
 STR_01E8_TRACK_XTITLE                                           :{BLACK}{TINYFONT}Raita{SETX 88}Nimi
 STR_01E9_SHUFFLE                                                :{TINYFONT}Sekoita
-STR_01EA_PROGRAM                                                :{TINYFONT}{BLACK}Ohjelmoi
+STR_01EA_PROGRAM                                                :{TINYFONT}{BLACK}Soittolista
 STR_01EB_MUSIC_PROGRAM_SELECTION                                :{WHITE}Soittolistan valinta
 STR_01EC_0                                                      :{TINYFONT}{LTBLUE}0{COMMA} "{STRING}"
 STR_01ED                                                        :{TINYFONT}{LTBLUE}{COMMA} "{STRING}"
 STR_01EE_TRACK_INDEX                                            :{TINYFONT}{BLACK}Raita
 STR_01EF_PROGRAM                                                :{TINYFONT}{BLACK}Soittolista - '{STRING}'
-STR_01F0_CLEAR                                                  :{TINYFONT}{BLACK}Tyhjää
+STR_01F0_CLEAR                                                  :{TINYFONT}{BLACK}Tyhjennä
 STR_01F1_SAVE                                                   :{TINYFONT}{BLACK}Tallenna
-STR_01F2_CURRENT_PROGRAM_OF_MUSIC                               :{BLACK}Raitojen nykyinen soittolista
+STR_01F2_CURRENT_PROGRAM_OF_MUSIC                               :{BLACK}Nykyinen soittolista
 STR_01F3_SELECT_ALL_TRACKS_PROGRAM                              :{BLACK}Valitse 'kaikki raidat'
 STR_01F4_SELECT_OLD_STYLE_MUSIC                                 :{BLACK}Valitse 'vanhan tyylin musiikki'
 STR_01F5_SELECT_NEW_STYLE_MUSIC                                 :{BLACK}Valitse 'uuden tyylin musiikki'
 STR_01F6_SELECT_CUSTOM_1_USER_DEFINED                           :{BLACK}Valitse 'oma 1' (käyttäjän määritettävissä)
 STR_01F7_SELECT_CUSTOM_2_USER_DEFINED                           :{BLACK}Valitse 'oma 2' (käyttäjän määritettävissä)
-STR_01F8_CLEAR_CURRENT_PROGRAM_CUSTOM1                          :{BLACK}Tyhjää nykyinen soittolista (vain Oma1 tai Oma2)
+STR_01F8_CLEAR_CURRENT_PROGRAM_CUSTOM1                          :{BLACK}Tyhjennä nykyinen soittolista (vain Oma1 tai Oma2)
 STR_01F9_SAVE_MUSIC_SETTINGS                                    :{BLACK}Tallenna musiikkiasetukset
-STR_01FA_CLICK_ON_MUSIC_TRACK_TO                                :{BLACK}Napsauta musiikkiraitaa lisätäksesi sen nykyiseen soittolistaan (vain Oma1 tai Oma2).
+STR_01FA_CLICK_ON_MUSIC_TRACK_TO                                :{BLACK}Valitse musiikkiraita lisätäksesi sen nykyiseen soittolistaan (vain Oma1 tai Oma2).
 STR_CLICK_ON_TRACK_TO_REMOVE                                    :{BLACK}Klikkaa raitaa poistaaksesi se nykyisestä ohjelmasta (ainoastaan Custom1 tai Custom2)
 STR_01FB_TOGGLE_PROGRAM_SHUFFLE                                 :{BLACK}Sekoittaminen päälle/pois
 STR_01FC_SHOW_MUSIC_TRACK_SELECTION                             :{BLACK}Näytä musiikkiraitojen valintaikkuna
@@ -603,14 +611,14 @@
 STR_0220_CREATE_SCENARIO                                        :{BLACK}Luo skenaario
 STR_0221_OPENTTD                                                :{YELLOW}OpenTTD
 STR_0222_SCENARIO_EDITOR                                        :{YELLOW}Skenaariomuokkain
-STR_0223_LAND_GENERATION                                        :{WHITE}Maan luominen
+STR_0223_LAND_GENERATION                                        :{WHITE}Maanrakennus
 STR_0224                                                        :{BLACK}{UPARROW}
 STR_0225                                                        :{BLACK}{DOWNARROW}
 STR_0226_RANDOM_LAND                                            :{BLACK}Satunnainen maa
 STR_0227_RESET_LAND                                             :{BLACK}Nollaa maa
 STR_0228_INCREASE_SIZE_OF_LAND_AREA                             :{BLACK}Suurenna madallettavan/korotettavan maa-alueen kokoa.
 STR_0229_DECREASE_SIZE_OF_LAND_AREA                             :{BLACK}Pienennä madallettavan/korotettavan maa-alueen kokoa.
-STR_022A_GENERATE_RANDOM_LAND                                   :{BLACK}Luo satunnainen maa.
+STR_022A_GENERATE_RANDOM_LAND                                   :{BLACK}Luo satunnainen maa
 STR_022B_RESET_LANDSCAPE                                        :{BLACK}Nollaa maasto
 STR_022C_RESET_LANDSCAPE                                        :{WHITE}Nollaa maasto
 STR_LOAD_GAME_HEIGHTMAP                                         :{WHITE}Käytä korkeuskarttaa
@@ -633,10 +641,10 @@
 STR_023B_INCREASE_SIZE_OF_TOWN                                  :{BLACK}Suurenna kaupunkia
 STR_023C_EXPAND                                                 :{BLACK}Laajenna
 STR_023D_RANDOM_TOWN                                            :{BLACK}Satunnainen kaupunki
-STR_023E_BUILD_TOWN_IN_RANDOM_LOCATION                          :{BLACK}Rakenna kaupunki satunnaiseen kohtaan
+STR_023E_BUILD_TOWN_IN_RANDOM_LOCATION                          :{BLACK}Rakenna kaupunki satunnaiseen paikkaan
 STR_023F_INDUSTRY_GENERATION                                    :{WHITE}Luo teollisuutta
 STR_0240_COAL_MINE                                              :{BLACK}Hiilikaivos
-STR_0241_POWER_STATION                                          :{BLACK}Sähkölaitos
+STR_0241_POWER_STATION                                          :{BLACK}Voimala
 STR_0242_SAWMILL                                                :{BLACK}Saha
 STR_0243_FOREST                                                 :{BLACK}Metsä
 STR_0244_OIL_REFINERY                                           :{BLACK}Öljynjalostamo
@@ -1029,6 +1037,7 @@
 STR_CONFIG_PATCHES_BRIBE                                        :{LTBLUE}Salli viranomaisten lahjominen: {ORANGE}{STRING}
 STR_CONFIG_PATCHES_NONUNIFORM_STATIONS                          :{LTBLUE}Epäyhtenäiset asemat: {ORANGE}{STRING}
 STR_CONFIG_PATCHES_NEW_PATHFINDING_ALL                          :{LTBLUE}Uusi globaali tienhakualgor. (NPF, korvaa NTP:n): {ORANGE}{STRING}
+STR_CONFIG_PATCHES_FREIGHT_TRAINS                               :{LTBLUE}Kerroin rahdin painolle raskaiden junien simuilointiin: {ORANGE}{STRING}
 
 STR_CONFIG_PATCHES_SMALL_AIRPORTS                               :{LTBLUE}Salli aina pienet lentokentät: {ORANGE}{STRING}
 
@@ -2177,7 +2186,7 @@
 STR_LIVERY_DIESEL                                               :Dieselveturi
 STR_LIVERY_ELECTRIC                                             :Sähköveturi
 STR_LIVERY_MONORAIL                                             :Yksiraiteinen veturi
-STR_LIVERY_MAGLEV                                               :Maglev veturi
+STR_LIVERY_MAGLEV                                               :Maglev-veturi
 STR_LIVERY_DMU                                                  :DMU
 STR_LIVERY_EMU                                                  :EMU
 STR_LIVERY_PASSENGER_WAGON_STEAM                                :Matkustajavaunu (höyry)
@@ -2199,7 +2208,7 @@
 STR_LIVERY_AIRCRAFT_TIP                                         :{BLACK}Näytä lentokoneiden väriteemat
 STR_LIVERY_PRIMARY_TIP                                          :{BLACK}Valitse valitulle teemalle ensisijainen väri
 STR_LIVERY_SECONDARY_TIP                                        :{BLACK}Valitse valitulle teemalle toissijainen väri
-STR_LIVERY_PANEL_TIP                                            :{BLACK}Valitse muutettava väriteema, tai valitse useita CTRL+klikkaus. Klikkaa valintalaatikkoa valitaksesi teeman
+STR_LIVERY_PANEL_TIP                                            :{BLACK}Valitse muutettava väriteema, tai valitse useita CTRL pohjassa. Paina valintalaatikkoa valitaksesi teeman
 
 ##id 0x8000
 STR_8000_KIRBY_PAUL_TANK_STEAM                                  :Kirby Paul Tank (höyry)
@@ -2878,16 +2887,30 @@
 STR_NEWGRF_FILENAME                                             :{BLACK}Tiedostonimi: {SILVER}{STRING}
 STR_NEWGRF_GRF_ID                                               :{BLACK}GRF ID: {SILVER}{STRING}
 STR_NEWGRF_MD5SUM                                               :{BLACK}MD5-summa: {SILVER}{STRING}
+STR_NEWGRF_CONFIRMATION_TEXT                                    :{YELLOW}Olet tekemässä muutoksia käynnissä olevaan peliin. OpenTTD voi kaatua.{}Oletko varma?
 
 STR_NEWGRF_ADD                                                  :{BLACK}Lisää
 STR_NEWGRF_ADD_TIP                                              :{BLACK}Lisää NewGRF-tiedosto listaan
 STR_NEWGRF_REMOVE                                               :{BLACK}Poista
 STR_NEWGRF_REMOVE_TIP                                           :{BLACK}Poista valittu NewGRF-tiedosto listalta
 STR_NEWGRF_MOVEUP                                               :{BLACK}Siirrä ylös
+STR_NEWGRF_MOVEUP_TIP                                           :{BLACK}Siirrä valittua NewGRF-tiedostoa listassa ylöspäin
 STR_NEWGRF_MOVEDOWN                                             :{BLACK}Siirrä alas
+STR_NEWGRF_MOVEDOWN_TIP                                         :{BLACK}Siirrä valittua NewGRF-tiedostoa listassa alaspäin
+STR_NEWGRF_FILE_TIP                                             :{BLACK}Lista asennetuista NewGRF-tiedostoista. Valitse tiedosto muokataksesi sen parametreja.
 STR_NEWGRF_PARAMETER                                            :{BLACK}Parametrit: {SILVER}{STRING}
+STR_NEWGRF_PARAMETER_QUERY                                      :{BLACK}Anna NewGRF-parametrit
+STR_NEWGRF_NO_INFO                                              :{BLACK}Ei tietoa
 
+STR_NEWGRF_ADD_CAPTION                                          :{WHITE}NewGRF-tiedostot
+STR_NEWGRF_ADD_FILE                                             :{BLACK}Lisää valintaan
+STR_NEWGRF_ADD_FILE_TIP                                         :{BLACK}Lisää valittu NewGRF-tiedosto peliin
+STR_NEWGRF_RESCAN_FILES                                         :{BLACK}Päivitä
+STR_NEWGRF_RESCAN_FILES_TIP                                     :{BLACK}Päivitä saatavilla olevien NewGRF-tiedostojen lista
+STR_NEWGRF_DUPLICATE_GRFID                                      :{WHITE}Ei voi lisätä tiedostoa: duplicate GRF ID
 
+STR_NEWGRF_NOT_FOUND                                            :{RED}Sopivaa tiedostoa ei löydy
+STR_NEWGRF_DISABLED                                             :{RED}Ei käytössä
 
 STR_CURRENCY_WINDOW                                             :{WHITE}Oma valuutta
 STR_CURRENCY_EXCHANGE_RATE                                      :{LTBLUE}Vaihtokurssi: {ORANGE}{CURRENCY} = £ {COMMA}
@@ -2919,6 +2942,8 @@
 STR_VEH_WITH_SHARED_ORDERS_LIST_TIP                             :{BLACK}Näytä kaikki ajoneuvot, joilla on sama aikataulu
 
 ### depot strings
+STR_DEPOT_SELL_CONFIRMATION_TEXT                                :{YELLOW}Olet myymässä kaikki varikon ajoneuvot. Oletko varma?
+
 STR_DEPOT_SELL_ALL_BUTTON_TRAIN_TIP                             :{BLACK}Myy kaikki varikolla olevat junat
 STR_DEPOT_SELL_ALL_BUTTON_ROADVEH_TIP                           :{BLACK}Myy kaikki varikolla olevat ajoneuvot
 STR_DEPOT_SELL_ALL_BUTTON_SHIP_TIP                              :{BLACK}Myy kaikki telakalla olevat laivat
@@ -2982,7 +3007,7 @@
 
 STR_RAIL_VEHICLES                                               :Rautatiejunat
 STR_ELRAIL_VEHICLES                                             :Sähköjunat
-STR_MONORAIL_VEHICLES                                           :Yksiraidejunat
+STR_MONORAIL_VEHICLES                                           :Yksiraiteiset
 STR_MAGLEV_VEHICLES                                             :Maglev-junat
 
 ############ End of list of rail types
--- a/lang/slovak.txt	Tue Jan 02 18:40:37 2007 +0000
+++ b/lang/slovak.txt	Wed Jan 03 08:32:17 2007 +0000
@@ -1936,15 +1936,15 @@
 STR_4832_ANNOUNCES_IMMINENT_CLOSURE                             :{BLACK}{BIGFONT}{INDUSTRY} oznamuje skore uzavretie!
 STR_4833_SUPPLY_PROBLEMS_CAUSE_TO                               :{BLACK}{BIGFONT}Zasobovacie problemy donutili {INDUSTRY} oznamit skore uzavretie!
 STR_4834_LACK_OF_NEARBY_TREES_CAUSES                            :{BLACK}{BIGFONT}Nedostatok dostupnej drevnej suroviny donutil {INDUSTRY} oznamit skore uzavretie!
-STR_4835_INCREASES_PRODUCTION                                   :{BLACK}{BIGFONT}{INDUSTRY} zvysuje produkciu!
+STR_4835_INCREASES_PRODUCTION                                   :{BLACK}{BIGFONT}{INDUSTRY} zvyšuje produkciu!
 STR_4836_NEW_COAL_SEAM_FOUND_AT                                 :{BLACK}{BIGFONT}Nove nalezisko uhlia sa objavilo v {INDUSTRY}!{}Ocakava sa zdvojnasobenie produkcie!
 STR_4837_NEW_OIL_RESERVES_FOUND                                 :{BLACK}{BIGFONT}Nove nalezisko ropy sa objavilo na {INDUSTRY}!{}Ocakava sa zdvojnasobenie produkcie!
 STR_4838_IMPROVED_FARMING_METHODS                               :{BLACK}{BIGFONT}Na {INDUSTRY} zlepsili pouzivane metody!Ocakava sa zdvojnasobenie produkcie!
-STR_4839_PRODUCTION_DOWN_BY_50                                  :{BLACK}{BIGFONT}{INDUSTRY} znizuje produkciu o 50%
+STR_4839_PRODUCTION_DOWN_BY_50                                  :{BLACK}{BIGFONT}{INDUSTRY} znižuje produkciu o 50%
 STR_483A_INSECT_INFESTATION_CAUSES                              :{BLACK}{BIGFONT}Premnozenie skodcov sposobilo znicenie urody na {INDUSTRY}!{}Produkcia sa znizila o 50%
 STR_483B_CAN_ONLY_BE_POSITIONED                                 :{WHITE}... moze byt umiestnene len pri okraji mapy
-STR_INDUSTRY_PROD_GOUP                                          :{BLACK}{BIGFONT}{1:INDUSTRY} zvysuje produkciu {0:STRING.g} o {2:COMMA}%!
-STR_INDUSTRY_PROD_GODOWN                                        :{BLACK}{BIGFONT}{1:INDUSTRY} znizuje produkciu {0:STRING.g} o {2:COMMA}%!
+STR_INDUSTRY_PROD_GOUP                                          :{BLACK}{BIGFONT}{1:INDUSTRY} zvyšuje produkciu {0:STRING.g} o {2:COMMA}%!
+STR_INDUSTRY_PROD_GODOWN                                        :{BLACK}{BIGFONT}{1:INDUSTRY} znižuje produkciu {0:STRING.g} o {2:COMMA}%!
 
 ##id 0x5000
 STR_5000_TRAIN_IN_TUNNEL                                        :{WHITE}Vlak v tuneli
@@ -2668,6 +2668,7 @@
 STR_885C_BROKEN_DOWN                                            :{RED}Pokazene
 STR_885D_AGE_RUNNING_COST_YR                                    :{BLACK}Vek: {LTBLUE}{STRING}{BLACK}   Naklady na prevadzku: {LTBLUE}{CURRENCY}/rok
 STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED                         :{BLACK}Nosnost: {LTBLUE}{WEIGHT_S}  {BLACK}Vykon: {LTBLUE}{POWER}{BLACK} Max. rychlost: {LTBLUE}{VELOCITY}
+STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED_MAX_TE                  :{BLACK}Hmotnost: {LTBLUE}{WEIGHT_S} {BLACK}Výkon: {LTBLUE}{POWER}{BLACK} Max. rýchlost: {LTBLUE}{VELOCITY} {BLACK}Max. T.S.: {LTBLUE}{FORCE}
 STR_885F_PROFIT_THIS_YEAR_LAST_YEAR                             :{BLACK}Zisk tento rok: {LTBLUE}{CURRENCY}  (predchadzajuci rok: {CURRENCY})
 STR_8860_RELIABILITY_BREAKDOWNS                                 :{BLACK}Spolahlivost: {LTBLUE}{COMMA}%  {BLACK}Pocet poruch od posledneho servisu: {LTBLUE}{COMMA}
 STR_8861_STOPPED                                                :{RED}Zastavene
@@ -3009,6 +3010,8 @@
 STR_VEH_WITH_SHARED_ORDERS_LIST_TIP                             :{BLACK}Zobrazit vsetky vozidla s rovnakym zoznamom prikazov
 
 ### depot strings
+STR_DEPOT_SELL_CONFIRMATION_TEXT                                :{YELLOW}Chystáte sa predat všetky vozidlá v depe. Ste si isý?
+
 STR_DEPOT_SELL_ALL_BUTTON_TRAIN_TIP                             :{BLACK}Predat všetky vlaky v depe
 STR_DEPOT_SELL_ALL_BUTTON_ROADVEH_TIP                           :{BLACK}Predat všetky vozidlá v garáži
 STR_DEPOT_SELL_ALL_BUTTON_SHIP_TIP                              :{BLACK}Predat všetky lode v lodenici
@@ -3094,6 +3097,7 @@
 STR_PURCHASE_INFO_REFITTABLE_TO                                 :{BLACK}Prestavatelne na: {GOLD}
 STR_PURCHASE_INFO_ALL_TYPES                                     :Všetky druhy nákladu
 STR_PURCHASE_INFO_ALL_BUT                                       :Všetko okrem {GOLD}
+STR_PURCHASE_INFO_MAX_TE                                        :{BLACK}Max. trakcna sila: {GOLD}{FORCE}
 
 ########### String for New Landscape Generator
 
--- a/lang/unfinished/croatian.txt	Tue Jan 02 18:40:37 2007 +0000
+++ b/lang/unfinished/croatian.txt	Wed Jan 03 08:32:17 2007 +0000
@@ -309,7 +309,6 @@
 STR_015D_LOAD_GAME                                              :Učitaj igru
 STR_015E_QUIT_GAME                                              :Napusti igru
 STR_015F_QUIT                                                   :Izlaz
-STR_0160_ARE_YOU_SURE_YOU_WANT_TO                               :{YELLOW}Sigurno želiš napustiti ovu igru?
 STR_0161_QUIT_GAME                                              :{WHITE}Napusti igru
 STR_SORT_ORDER_TIP                                              :{BLACK}Izaberi način sortiranja (silazno/uzlazno)
 STR_SORT_CRITERIA_TIP                                           :{BLACK}Izaberi kriterij za sortiranje
@@ -558,7 +557,6 @@
 STR_0298_LOAD_SCENARIO                                          :{WHITE}Učitaj scenarij
 STR_0299_SAVE_SCENARIO                                          :{WHITE}Spremi scenarij
 STR_029A_PLAY_SCENARIO                                          :{BLACK}Igraj scenarij
-STR_029B_ARE_YOU_SURE_YOU_WANT_TO                               :{YELLOW}Jesi li siguran da želiš odustati od ovog scenarija?
 STR_029E_MOVE_THE_STARTING_DATE                                 :{BLACK}Pomakni početni datum 1 godinu unatrag
 STR_029F_MOVE_THE_STARTING_DATE                                 :{BLACK}Pomakni početni datum 1 godinu unaprijed
 STR_02A0_ENDS_OF_BRIDGE_MUST_BOTH                               :{WHITE}...oba kraja mosta moraju biti na zemlji
@@ -1017,6 +1015,7 @@
 STR_100A_RAILROAD_CONSTRUCTION                                  :{WHITE}Željeznička konstrukcija
 STR_100B_MONORAIL_CONSTRUCTION                                  :{WHITE}Jednotračna konstrukcija
 STR_100C_MAGLEV_CONSTRUCTION                                    :{WHITE}MagLev konstrukcija
+STR_1010_CAN_T_BUILD_SIGNALS_HERE                               :{WHITE}Ne možeš postaviti znakove ovdje...
 STR_1011_CAN_T_BUILD_RAILROAD_TRACK                             :{WHITE}Ne možeš graditi tračnice ovdje...
 STR_1012_CAN_T_REMOVE_RAILROAD_TRACK                            :{WHITE}Ne možeš ukloniti tračnice odavdje...
 STR_1013_CAN_T_REMOVE_SIGNALS_FROM                              :{WHITE}Ne možeš maknuti signale odavdje...
@@ -1027,21 +1026,87 @@
 STR_1017_MAGLEV_CONSTRUCTION                                    :Izgradnja MagLeva
 STR_1018_BUILD_RAILROAD_TRACK                                   :{BLACK}Izgradi željezničke tračnice
 STR_1019_BUILD_TRAIN_DEPOT_FOR_BUILDING                         :{BLACK}Izgradi spremište vlakova (za gradnju i servisiranje vlakova)
+STR_101D_BUILD_RAILROAD_TUNNEL                                  :{BLACK}Izgradi željeznički tunel
+STR_1020_SELECT_RAILROAD_DEPOT_ORIENTATIO                       :{BLACK}Odaberi smjer željezničkog spremišta
+STR_1021_RAILROAD_TRACK                                         :Željezničke tračnice
+STR_1023_RAILROAD_TRAIN_DEPOT                                   :Spremište vlakova
 STR_1024_AREA_IS_OWNED_BY_ANOTHER                               :{WHITE}...područje je u vlasništvu druge tvrke
+STR_RAILROAD_TRACK_WITH_NORMAL_SIGNALS                          :Željezničke tračnice s normalnim znakovima
+STR_RAILROAD_TRACK_WITH_PRESIGNALS                              :Željezničke tračnice s prethodno postavljenim znakovima
+STR_RAILROAD_TRACK_WITH_EXITSIGNALS                             :Željezničke tračnice s izlaznim znakovima
+STR_RAILROAD_TRACK_WITH_COMBOSIGNALS                            :Željezničke tračnice s kombo znakovima
 
 
 
 ##id 0x1800
 STR_1801_MUST_REMOVE_ROAD_FIRST                                 :{WHITE}Moraš prvo ukloniti cestu
+STR_ROAD_WORKS_IN_PROGRESS                                      :{WHITE}Cestovni radovi u tijeku
+STR_1802_ROAD_CONSTRUCTION                                      :{WHITE}Rekonstrukcija ceste
+STR_1803_SELECT_ROAD_BRIDGE                                     :{WHITE}Izaberi cestovni most
 STR_1804_CAN_T_BUILD_ROAD_HERE                                  :{WHITE}Ne možeš graditi cestu ovdje...
 STR_1805_CAN_T_REMOVE_ROAD_FROM                                 :{WHITE}Ne možep maknuti cestu odavdje...
+STR_1806_ROAD_DEPOT_ORIENTATION                                 :{WHITE}Smjer cestovnog spremišta
+STR_1807_CAN_T_BUILD_ROAD_VEHICLE                               :{WHITE}Ne možeš izgraditi spremište cestovnih vozila ovdje...
+STR_1808_CAN_T_BUILD_BUS_STATION                                :{WHITE}Nije moguće izgraditi autobusnu stanicu...
+STR_1809_CAN_T_BUILD_TRUCK_STATION                              :{WHITE}Nije moguće izgraditi kamionski terminal...
+STR_180A_ROAD_CONSTRUCTION                                      :Rekonstrukcija ceste
+STR_180B_BUILD_ROAD_SECTION                                     :{BLACK}Izgradi dio ceste
+STR_180C_BUILD_ROAD_VEHICLE_DEPOT                               :{BLACK}Izgradi spremište cestovnih vozila (za izgradnju i servisiranje vozila)
+STR_180D_BUILD_BUS_STATION                                      :{BLACK}Izgradi autobusnu stanicu
+STR_180E_BUILD_TRUCK_LOADING_BAY                                :{BLACK}Izgradi pretovarni kamionski terminal
 STR_180F_BUILD_ROAD_BRIDGE                                      :{BLACK}Izgradi cestovni most
 STR_1810_BUILD_ROAD_TUNNEL                                      :{BLACK}Izgradi cestovni tunel
+STR_1813_SELECT_ROAD_VEHICLE_DEPOT                              :{BLACK}Izaberi smjer spremišta cestovnih vozila
 STR_1814_ROAD                                                   :Cesta
 STR_1815_ROAD_WITH_STREETLIGHTS                                 :Cesta sa semaforima
+STR_1817_ROAD_VEHICLE_DEPOT                                     :Spremište cestovnih vozila
 
 ##id 0x2000
 STR_2000_TOWNS                                                  :{WHITE}Gradovi
+STR_TOWN_LABEL_POP                                              :{WHITE}{TOWN} ({COMMA})
+STR_TOWN_LABEL                                                  :{WHITE}{TOWN}
+STR_TOWN_LABEL_TINY_BLACK                                       :{TINYFONT}{BLACK}{TOWN}
+STR_TOWN_LABEL_TINY_WHITE                                       :{TINYFONT}{WHITE}{TOWN}
+STR_2002                                                        :{TINYFONT}{BLACK}{STRING}
+STR_2004_BUILDING_MUST_BE_DEMOLISHED                            :{WHITE}Građevina mora prvo biti srušena
+STR_2005                                                        :{WHITE}{TOWN}
+STR_2006_POPULATION                                             :{BLACK}Stanovništvo: {ORANGE}{COMMA}{BLACK}  Kuće: {ORANGE}{COMMA}
+STR_2007_RENAME_TOWN                                            :Preimenuj grad
+STR_2008_CAN_T_RENAME_TOWN                                      :{WHITE}Grad se ne može preimenovati...
+STR_2009_LOCAL_AUTHORITY_REFUSES                                :{WHITE}{TOWN} lokalna samouprava odbija dozvoliti ovo
+STR_200A_TOWN_NAMES_CLICK_ON_NAME                               :{BLACK}Imena gradova - klikni na ime kako bi centrirao pogled na ekran
+STR_200B_CENTER_THE_MAIN_VIEW_ON                                :{BLACK}Centriraj glavni pogled na lokaciju grada
+STR_200C_CHANGE_TOWN_NAME                                       :{BLACK}Promijeni ime grada
+STR_200D_PASSENGERS_LAST_MONTH_MAX                              :{BLACK}Putnika prošli mjesec: {ORANGE}{COMMA}{BLACK}  maks: {ORANGE}{COMMA}
+STR_200E_MAIL_LAST_MONTH_MAX                                    :{BLACK}Pošte prošli mjesec: {ORANGE}{COMMA}{BLACK}  maks: {ORANGE}{COMMA}
+STR_200F_TALL_OFFICE_BLOCK                                      :Visoki uredski blok
+STR_2010_OFFICE_BLOCK                                           :Uredski blok
+STR_2011_SMALL_BLOCK_OF_FLATS                                   :Mali stambeni blok
+STR_2012_CHURCH                                                 :Crkva
+STR_2013_LARGE_OFFICE_BLOCK                                     :Veliki uredski blok
+STR_2014_TOWN_HOUSES                                            :Gradske kuće
+STR_2015_HOTEL                                                  :Hotel
+STR_2016_STATUE                                                 :Kip
+STR_2017_FOUNTAIN                                               :Fontana
+STR_2018_PARK                                                   :Park
+STR_2019_OFFICE_BLOCK                                           :Uredski blok
+STR_201A_SHOPS_AND_OFFICES                                      :Trgovine i uredi
+STR_201B_MODERN_OFFICE_BUILDING                                 :Moderne uredske zgrade
+STR_201C_WAREHOUSE                                              :Skladište
+STR_201D_OFFICE_BLOCK                                           :Uredski blok
+STR_201E_STADIUM                                                :Stadion
+STR_201F_OLD_HOUSES                                             :Stare kuće
+STR_2020_LOCAL_AUTHORITY                                        :{BLACK}Lokalna samouprava
+STR_2021_SHOW_INFORMATION_ON_LOCAL                              :{BLACK}Prikaži informacije o lokalnoj samoupravi
+STR_2022_LOCAL_AUTHORITY                                        :{WHITE}{TOWN} lokalna samouprava
+STR_2023_TRANSPORT_COMPANY_RATINGS                              :{BLACK}Ocjene prijevoznih tvrtki:
+STR_2024                                                        :{YELLOW}{COMPANY}{PLAYERNAME}: {ORANGE}{STRING}
+STR_2025_SUBSIDIES                                              :{WHITE}Subvencije
+STR_2026_SUBSIDIES_ON_OFFER_FOR                                 :{BLACK}Ponuđene subvencije za pružanje usluga:
+STR_2027_FROM_TO                                                :{ORANGE}{STRING} od {STRING} do {STRING}
+STR_2028_BY                                                     :{YELLOW} (do {DATE_SHORT})
+STR_202A_NONE                                                   :{ORANGE}Ništa
+STR_202B_SERVICES_ALREADY_SUBSIDISED                            :{BLACK}Usluge već subvencionirane:
 STR_202C_FROM_TO                                                :{ORANGE}{STRING} iz {STATION} prema {STATION}{YELLOW} ({COMPANY}
 STR_202D_UNTIL                                                  :{YELLOW}, do {DATE_SHORT})
 STR_2035_LOCAL_AUTHORITY_REFUSES                                :{WHITE}{TOWN} lokalne vlasti odbijaju dozvoliti izgradnju još jedne zračne luke u ovom gradu
@@ -1068,15 +1133,24 @@
 STR_204A_BUILD_STATUE_OF_COMPANY                                :Izgradi kip vlasnika tvrke
 STR_204B_FUND_NEW_BUILDINGS                                     :Financiraj nove građevine
 STR_204C_BUY_EXCLUSIVE_TRANSPORT                                :Kupi ekskluzivna prijevozna prava
+STR_TOWN_BRIBE_THE_LOCAL_AUTHORITY                              :Podmiti lokalnu samoupravu
 STR_204D_INITIATE_A_SMALL_LOCAL                                 :{WHITE}{STRING}{}{YELLOW} Iniciraj malu oglasnu kampanju, kako bi privukao više putnika i tereta za svoje prijevozne usluge.{}  Trošak: {CURRENCY}
 STR_204E_INITIATE_A_MEDIUM_LOCAL                                :{WHITE}{STRING}{}{YELLOW} Iniciraj srednju oglasnu kampanju, kako bi privukao više putnika i tereta za svoje prijevozne usluge.{} Trošak: {CURRENCY}
 STR_204F_INITIATE_A_LARGE_LOCAL                                 :{WHITE}{STRING}{}{YELLOW} Iniciraj veliku oglasnu kampanju, kako bi privukao više putnika i tereta za svoje prijevozne usluge.{} Trošak: {CURRENCY}
 STR_2050_FUND_THE_RECONSTRUCTION                                :{WHITE}{STRING}{}{YELLOW} Financiraj rekonstrukciju urbane mreže prometnica. Uzrokuje značajne poremećaje u cestovnom prometu do 6 mjeseci.{}  Trošak: {CURRENCY}
 STR_2051_BUILD_A_STATUE_IN_HONOR                                :{WHITE}{STRING}{}{YELLOW} Izgradi kip u čast svoje tvrke.{} Trošak: {CURRENCY}
 STR_2052_FUND_THE_CONSTRUCTION_OF                               :{WHITE}{STRING}{}{YELLOW} Financiraj izgradnju novih poslovnih prostora u gradu.{}  Trošak: {CURRENCY}
+STR_2053_BUY_1_YEAR_S_EXCLUSIVE                                 :{WHITE}{STRING}{}{YELLOW} Kupi jednogodišnje ekskluzivno prijevozno pravo u gradu. Gradska vlast će dopustiti putnicima i teretu da koriste samo stanice tvoje tvrtke.{} Trošak: {CURRENCY}
 STR_2056                                                        :{TINYFONT}{WHITE}{TOWN}
 STR_2057                                                        :{ORANGE}{TOWN}{BLACK} ({COMMA})
+STR_2058_UNDER_CONSTRUCTION                                     :{STRING} (pod rekonstrukcijom)
+STR_2059_IGLOO                                                  :Iglu
+STR_205A_TEPEES                                                 :Indijanski šator
 
+STR_INDUSTRY                                                    :{INDUSTRY}
+STR_TOWN                                                        :{TOWN}
+STR_INDUSTRY_FORMAT                                             :{TOWN} {STRING}
+STR_STATION                                                     :{STATION}
 
 ##id 0x2800
 STR_2800_PLANT_TREES                                            :Posadi drveće
@@ -1151,6 +1225,7 @@
 STR_3057_STATION_NAMES_CLICK_ON                                 :{BLACK}Imena stanica - klikni na ime kako bi centrirao glavni pogled na stanicu
 STR_3058_SELECT_SIZE_TYPE_OF_AIRPORT                            :{BLACK}Izaberi veličinu/tip zračne luke
 STR_305C_0                                                      :{STATION} {STATIONFEATURES}
+STR_STATION_SIGN_TINY                                           :{TINYFONT}{STATION}
 STR_305E_RAILROAD_STATION                                       :Željeznička stanica
 STR_305F_AIRCRAFT_HANGAR                                        :Zrakoplovni hangar
 STR_3060_AIRPORT                                                :Zračna luka
@@ -1162,6 +1237,7 @@
 STR_306A_BUOY_IN_THE_WAY                                        :{WHITE}...plutača na putu
 STR_306C_STATION_TOO_SPREAD_OUT                                 :{WHITE}...stanica previše proširena
 STR_306D_NONUNIFORM_STATIONS_DISALLOWED                         :{WHITE}...neuniformne stanice zabranjene
+STR_USE_CTRL_TO_SELECT_MORE                                     :{BLACK}Drži CTRL kako bi izabrao više od jednog itema
 
 
 ##id 0x3800
@@ -1278,6 +1354,7 @@
 STR_5012_WOODEN                                                 :Drveni
 STR_5013_CONCRETE                                               :Betonski
 STR_5014_TUBULAR_STEEL                                          :Cijevni, čelični
+STR_BRIDGE_TUBULAR_SILICON                                      :Cjevni, silikonski
 STR_5015_CAN_T_BUILD_BRIDGE_HERE                                :{WHITE}Ovdje se ne može graditi most...
 STR_5016_CAN_T_BUILD_TUNNEL_HERE                                :{WHITE}Ovdje se ne može graditi tunel...
 STR_5017_RAILROAD_TUNNEL                                        :Željeznički tunel
@@ -1311,12 +1388,52 @@
 ############ WARNING, using	range 0x6000 for strings that are stored in	the	savegame
 ############ These strings may never get a new id, or savegames	will break!
 ##id 0x6000
+STR_SV_EMPTY                                                    :
+STR_SV_UNNAMED                                                  :Neimenovan
+STR_SV_TRAIN_NAME                                               :Vlak {COMMA}
+STR_SV_ROADVEH_NAME                                             :Cestovno vozilo {COMMA}
+STR_SV_SHIP_NAME                                                :Brod {COMMA}
+STR_SV_AIRCRAFT_NAME                                            :Zrakoplov {COMMA}
 
+STR_SV_STNAME                                                   :{STRING}
+STR_SV_STNAME_NORTH                                             :{STRING} Sjever
+STR_SV_STNAME_SOUTH                                             :{STRING} Jug
+STR_SV_STNAME_EAST                                              :{STRING} Istok
+STR_SV_STNAME_WEST                                              :{STRING} Zapad
+STR_SV_STNAME_CENTRAL                                           :{STRING} Centrala
+STR_SV_STNAME_TRANSFER                                          :{STRING} Transfer
+STR_SV_STNAME_HALT                                              :{STRING} Zaustav
+STR_SV_STNAME_VALLEY                                            :{STRING} Dolina
+STR_SV_STNAME_HEIGHTS                                           :{STRING} Visine
+STR_SV_STNAME_WOODS                                             :{STRING} Šume
+STR_SV_STNAME_LAKESIDE                                          :{STRING} Jezero
+STR_SV_STNAME_EXCHANGE                                          :{STRING} Burza
+STR_SV_STNAME_AIRPORT                                           :{STRING} Zračna luka
+STR_SV_STNAME_OILFIELD                                          :{STRING} Naftno polje
+STR_SV_STNAME_MINES                                             :{STRING} Rudnici
+STR_SV_STNAME_DOCKS                                             :{STRING} Pristaništa
+STR_SV_STNAME_BUOY_1                                            :{STRING} Plutača 1
+STR_SV_STNAME_BUOY_2                                            :{STRING} Plutača 2
+STR_SV_STNAME_BUOY_3                                            :{STRING} Plutača 3
+STR_SV_STNAME_BUOY_4                                            :{STRING} Plutača 4
+STR_SV_STNAME_BUOY_5                                            :{STRING} Plutača 5
+STR_SV_STNAME_BUOY_6                                            :{STRING} Plutača 6
+STR_SV_STNAME_BUOY_7                                            :{STRING} Plutača 7
+STR_SV_STNAME_BUOY_8                                            :{STRING} Plutača 8
+STR_SV_STNAME_BUOY_9                                            :{STRING} Plutača 9
+STR_SV_STNAME_ANNEXE                                            :{STRING} Aneks
+STR_SV_STNAME_SIDINGS                                           :{STRING} Krak
+STR_SV_STNAME_BRANCH                                            :{STRING} Ogranak
+STR_SV_STNAME_UPPER                                             :Gornji {STRING}
+STR_SV_STNAME_LOWER                                             :Donji {STRING}
+STR_SV_STNAME_HELIPORT                                          :{STRING} Heliodrom
+STR_SV_STNAME_FOREST                                            :{STRING} Šuma
 
 ############ end of	savegame specific region!
 
 ##id 0x6800
 STR_6800_DIFFICULTY_LEVEL                                       :{WHITE}Težina igre
+STR_OPTIONS_SAVE_CHANGES                                        :{BLACK}Spremi
 
 ############ range for difficulty levels starts
 STR_6801_EASY                                                   :{BLACK}Lagano
@@ -1343,8 +1460,10 @@
 STR_6813_ECONOMY                                                :{LTBLUE}Ekonomija: {ORANGE}{STRING}
 STR_6814_TRAIN_REVERSING                                        :{LTBLUE}Promjena smjera vlakova: {ORANGE}{STRING}
 STR_6815_DISASTERS                                              :{LTBLUE}Prirodne katastrofe: {ORANGE}{STRING}
+STR_16816_CITY_APPROVAL                                         :{LTBLUE}Stav gradsko vijeća prema restrukturiranju područja: {ORANGE}{STRING}
 ############ range for difficulty settings ends
 
+STR_26816_NONE                                                  :Ništa
 STR_6816_LOW                                                    :Nisko
 STR_6817_NORMAL                                                 :Normalno
 STR_6818_HIGH                                                   :Visoko
@@ -1355,6 +1474,7 @@
 STR_681D_MEDIUM                                                 :Umjereno
 STR_681E_FAST                                                   :Brzo
 STR_681F_VERY_FAST                                              :Vrlo brzo
+STR_VERY_LOW                                                    :Vrlo nisko
 STR_6820_LOW                                                    :Nisko
 STR_6821_MEDIUM                                                 :Umjereno
 STR_6822_HIGH                                                   :Visoko
@@ -1419,10 +1539,12 @@
 STR_7020_TOTAL                                                  :{WHITE}Ukupno:
 STR_7021                                                        :{COMPANY}{PLAYERNAME}
 STR_7022_INCOME_GRAPH                                           :{WHITE}Graf prihoda
+STR_CURRCOMPACT                                                 :{CURRCOMPACT64}
 STR_7024                                                        :{COMMA}
 STR_7025_OPERATING_PROFIT_GRAPH                                 :{WHITE}Graf operativnih prihoda
 STR_7026_BANK_BALANCE                                           :{WHITE}Bankovna bilanca
 STR_7027_LOAN                                                   :{WHITE}Kredit
+STR_MAX_LOAN                                                    :{WHITE}Maks zajam:  {BLACK}{CURRENCY64}
 STR_7028                                                        :{BLACK}{CURRENCY64}
 STR_7029_BORROW                                                 :{BLACK}Pozajmi {SKIP}{SKIP}{SKIP}{SKIP}{CURRENCY}
 STR_702A_REPAY                                                  :{BLACK}Otplati {SKIP}{SKIP}{SKIP}{SKIP}{CURRENCY}
@@ -1431,6 +1553,7 @@
 STR_702D_LOAN_ALREADY_REPAYED                                   :{WHITE}...nemaš kredita za otplatu
 STR_702E_REQUIRED                                               :{WHITE}...{CURRENCY} potrebno
 STR_702F_CAN_T_REPAY_LOAN                                       :{WHITE}Ne možeš otplatiti kredit...
+STR_INSUFFICIENT_FUNDS                                          :{WHITE}Ne možeš dati novac koji je pozajmljen od banke...
 STR_7030_SELECT_NEW_FACE_FOR_PRESIDENT                          :{BLACK}Odaberi novo lice za direktora
 STR_7031_CHANGE_THE_COMPANY_VEHICLE                             :{BLACK}Promijeni izgled vozila tvrtke
 STR_7032_CHANGE_THE_PRESIDENT_S                                 :{BLACK}Promjeni ime direktora
@@ -1441,6 +1564,7 @@
 STR_7037_PRESIDENT                                              :{WHITE}{PLAYERNAME}{}{GOLD}(Direktor)
 STR_7038_INAUGURATED                                            :{GOLD}Na poziciji od: {WHITE}{NUM}
 STR_7039_VEHICLES                                               :{GOLD}Vozila:
+STR_AIRCRAFT                                                    :{WHITE}{COMMA} zrakoplov
 STR_7042_NONE                                                   :{WHITE}Ništa
 STR_7043_FACE_SELECTION                                         :{WHITE}Odabir lica
 STR_7044_MALE                                                   :{BLACK}Muško
@@ -1472,7 +1596,9 @@
 STR_705E_NEW_TRANSPORT_COMPANY_LAUNCHED                         :{BLACK}{BIGFONT}Osnovana je nova prijevozna tvrtka!
 STR_705F_STARTS_CONSTRUCTION_NEAR                               :{BLACK}{BIGFONT}{COMPANY} započinje gradnju blizu grada {TOWN}!
 STR_7060_CAN_T_BUY_COMPANY                                      :{WHITE}Ne možeš kupiti tvrtku...
+STR_7061_CARGO_PAYMENT_RATES                                    :{WHITE}Isplatne rate tereta
 STR_7062_DAYS_IN_TRANSIT                                        :{BLACK}{TINYFONT}Dana u tranzitu
+STR_7064_TOGGLE_GRAPH_FOR_CARGO                                 :{BLACK}Aktiviraj/deaktiviraj graf za vrstu tereta
 STR_7065                                                        :{BLACK}{TINYFONT}{STRING}
 STR_7066_ENGINEER                                               :Inženjer
 STR_7067_TRAFFIC_MANAGER                                        :Prijevozni upravitelj
@@ -1567,9 +1693,6 @@
 
 
 
-
-
-
 ############ Lists rail types
 
 
--- a/lang/unfinished/greek.txt	Tue Jan 02 18:40:37 2007 +0000
+++ b/lang/unfinished/greek.txt	Wed Jan 03 08:32:17 2007 +0000
@@ -255,7 +255,6 @@
 STR_015D_LOAD_GAME                                              :Φόρτωση παιχνιδιού
 STR_015E_QUIT_GAME                                              :Παραίτηση από το παιχνίδι
 STR_015F_QUIT                                                   :Έξοδος
-STR_0160_ARE_YOU_SURE_YOU_WANT_TO                               :{YELLOW}Είστε βέβαιοι ότι θέλετε να παραιτηθείτε από το παιχνίδι;
 STR_0161_QUIT_GAME                                              :{WHITE}Παραίτηση από το Παιχνίδι
 
 
@@ -325,9 +324,9 @@
 STR_019D_AIRCRAFT                                               :Αεροσκάφος
 STR_019E_SHIP                                                   :Πλοίο
 STR_019F_TRAIN                                                  :Τρένο
-STR_01A0_IS_GETTING_OLD                                         :{WHITE}{STRING} {COMMA} παλιώνει
-STR_01A1_IS_GETTING_VERY_OLD                                    :{WHITE}{STRING} {COMMA} παλιώνει πολύ
-STR_01A2_IS_GETTING_VERY_OLD_AND                                :{WHITE}{STRING} {COMMA} παλιώνει πολύ και χρειάζεται αντικατάσταση
+STR_01A0_IS_GETTING_OLD                                         :{WHITE}Το {STRING} {COMMA} παλιώνει
+STR_01A1_IS_GETTING_VERY_OLD                                    :{WHITE}Το {STRING} {COMMA} παλιώνει πολύ
+STR_01A2_IS_GETTING_VERY_OLD_AND                                :{WHITE}Το {STRING} {COMMA} παλιώνει πολύ και χρειάζεται επειγόντωςαντικατάσταση
 STR_01A3_LAND_AREA_INFORMATION                                  :{WHITE}Πληροφορίες Περιοχής Εδάφους
 STR_01A4_COST_TO_CLEAR_N_A                                      :{BLACK}Κόστος καθαρισμού: {LTBLUE}Μ/Δ
 STR_01A5_COST_TO_CLEAR                                          :{BLACK}Κόστος καθαρισμού: {LTBLUE}{CURRENCY}
@@ -335,41 +334,41 @@
 STR_01A7_OWNER                                                  :{BLACK}Ιδιοκτήτης: {LTBLUE}{STRING}
 STR_01A8_LOCAL_AUTHORITY                                        :{BLACK}Τοπική αρχή: {LTBLUE}{STRING}
 STR_01A9_NONE                                                   :Κανένα
-STR_01AA_NAME                                                   :{BLACK}'Ονομα
+STR_01AA_NAME                                                   :{BLACK}Όνομα
 STR_01AB                                                        :{BLACK}{TINYFONT}{STRING}
 
 ############ range for days	starts
-STR_01AC_1ST                                                    :1ος
-STR_01AD_2ND                                                    :2ος
-STR_01AE_3RD                                                    :3ος
-STR_01AF_4TH                                                    :4ος
-STR_01B0_5TH                                                    :5ος
-STR_01B1_6TH                                                    :6ος
-STR_01B2_7TH                                                    :7ος
-STR_01B3_8TH                                                    :8ος
-STR_01B4_9TH                                                    :9ος
-STR_01B5_10TH                                                   :10ος
-STR_01B6_11TH                                                   :11ος
-STR_01B7_12TH                                                   :12ος
-STR_01B8_13TH                                                   :13ος
-STR_01B9_14TH                                                   :14ος
-STR_01BA_15TH                                                   :15ος
-STR_01BB_16TH                                                   :16ος
-STR_01BC_17TH                                                   :17ος
-STR_01BD_18TH                                                   :18ος
-STR_01BE_19TH                                                   :19ος
-STR_01BF_20TH                                                   :20ος
-STR_01C0_21ST                                                   :21ος
-STR_01C1_22ND                                                   :22ος
-STR_01C2_23RD                                                   :23ος
-STR_01C3_24TH                                                   :24ος
-STR_01C4_25TH                                                   :25ος
-STR_01C5_26TH                                                   :26ος
-STR_01C6_27TH                                                   :27ος
-STR_01C7_28TH                                                   :28ος
-STR_01C8_29TH                                                   :29ος
-STR_01C9_30TH                                                   :30ος
-STR_01CA_31ST                                                   :31ος
+STR_01AC_1ST                                                    :1{G ος η ο}
+STR_01AD_2ND                                                    :2{G ος η ο}
+STR_01AE_3RD                                                    :3{G ος η ο}
+STR_01AF_4TH                                                    :4{G ος η ο}
+STR_01B0_5TH                                                    :5{G ος η ο}
+STR_01B1_6TH                                                    :6{G ος η ο}
+STR_01B2_7TH                                                    :7{G ος η ο}
+STR_01B3_8TH                                                    :8{G ος η ο}
+STR_01B4_9TH                                                    :9{G ος η ο}
+STR_01B5_10TH                                                   :10{G ος η ο}
+STR_01B6_11TH                                                   :11{G ος η ο}
+STR_01B7_12TH                                                   :12{G ος η ο}
+STR_01B8_13TH                                                   :13{G ος η ο}
+STR_01B9_14TH                                                   :14{G ος η ο}
+STR_01BA_15TH                                                   :15{G ος η ο}
+STR_01BB_16TH                                                   :16{G ος η ο}
+STR_01BC_17TH                                                   :17{G ος η ο}
+STR_01BD_18TH                                                   :18{G ος η ο}
+STR_01BE_19TH                                                   :19{G ος η ο}
+STR_01BF_20TH                                                   :20{G ος η ο}
+STR_01C0_21ST                                                   :21{G ος η ο}
+STR_01C1_22ND                                                   :22{G ος η ο}
+STR_01C2_23RD                                                   :23{G ος η ο}
+STR_01C3_24TH                                                   :24{G ος η ο}
+STR_01C4_25TH                                                   :25{G ος η ο}
+STR_01C5_26TH                                                   :26{G ος η ο}
+STR_01C6_27TH                                                   :27{G ος η ο}
+STR_01C7_28TH                                                   :28{G ος η ο}
+STR_01C8_29TH                                                   :29{G ος η ο}
+STR_01C9_30TH                                                   :30{G ος η ο}
+STR_01CA_31ST                                                   :31{G ος η ο}
 ############ range for days	ends
 
 STR_01CB                                                        :{TINYFONT}{COMMA}
@@ -388,7 +387,7 @@
 STR_01DA_CUSTOM_2                                               :{TINYFONT}Προσαρμοσμένο 2
 STR_01DB_MUSIC_VOLUME                                           :{BLACK}{TINYFONT}Ένταση Μουσικής
 STR_01DC_EFFECTS_VOLUME                                         :{BLACK}{TINYFONT}Ένταση Εφφέ
-STR_01DD_MIN_MAX                                                :{BLACK}{TINYFONT}ΕΛ  '  '  ' '  '  '  ΜΕΓ
+STR_01DD_MIN_MAX                                                :{BLACK}{TINYFONT}ΕΛΑΧ  '  '  ' '  '  '  ΜΕΓ
 STR_01DE_SKIP_TO_PREVIOUS_TRACK                                 :{BLACK}Πλοήγηση στο προηγούμενο κομμάτι της συλλογής
 STR_01DF_SKIP_TO_NEXT_TRACK_IN_SELECTION                        :{BLACK}Πλοήγηση στο επόμενο κομμάτι στη συλλογή
 STR_01E0_STOP_PLAYING_MUSIC                                     :{BLACK}Σταμάτημα αναπαραγωγής
@@ -400,7 +399,7 @@
 STR_01E6                                                        :{DKGREEN}{TINYFONT}------
 STR_01E7                                                        :{DKGREEN}{TINYFONT}"{STRING}"
 STR_01E8_TRACK_XTITLE                                           :{BLACK}{TINYFONT}Κομμάτι{SETX 88}Τίτλος
-STR_01E9_SHUFFLE                                                :{TINYFONT}Shuffle
+STR_01E9_SHUFFLE                                                :{TINYFONT}Τυχαία αναπαραγωγή
 STR_01EA_PROGRAM                                                :{TINYFONT}{BLACK}Πρόγραμμα
 STR_01EB_MUSIC_PROGRAM_SELECTION                                :{WHITE}Επιλογή Μουσικού Προγράμματος
 STR_01EC_0                                                      :{TINYFONT}{LTBLUE}0{COMMA} "{STRING}"
@@ -413,15 +412,15 @@
 STR_01F3_SELECT_ALL_TRACKS_PROGRAM                              :{BLACK}Επιλογή προγράμματος 'όλα τα κομμάτια'
 STR_01F4_SELECT_OLD_STYLE_MUSIC                                 :{BLACK}Επιλογή προγράμματος 'παλιό στυλ'
 STR_01F5_SELECT_NEW_STYLE_MUSIC                                 :{BLACK}Επιλογή προγράμματος 'νέο στυλ'
-STR_01F6_SELECT_CUSTOM_1_USER_DEFINED                           :{BLACK}Επιλογή προγράμματος 'προσαρμοσμένο 1'
-STR_01F7_SELECT_CUSTOM_2_USER_DEFINED                           :{BLACK}Επιλογή προγράμματος 'προσαρμοσμένο 2'
+STR_01F6_SELECT_CUSTOM_1_USER_DEFINED                           :{BLACK}Επιλογή προγράμματος 'Προσαρμοσμένο 1'
+STR_01F7_SELECT_CUSTOM_2_USER_DEFINED                           :{BLACK}Επιλογή προγράμματος 'Προσαρμοσμένο 2'
 STR_01F8_CLEAR_CURRENT_PROGRAM_CUSTOM1                          :{BLACK}Καθαρισμός τρέχοντος προγράμματος (Προσαρμοσμένο1 ή Προσαρμοσμένο2 μόνο)
 STR_01F9_SAVE_MUSIC_SETTINGS                                    :{BLACK}Αποθήκευση επιλογών μουσικής
 STR_01FA_CLICK_ON_MUSIC_TRACK_TO                                :{BLACK}Κάντε κλίκ στο μουσικό κομμάτι για προσθήκη στο τρέχον πρόγραμμα (Προσαρμοσμένο1 ή Προσαρμοσμένο2 μόνο)
-STR_01FB_TOGGLE_PROGRAM_SHUFFLE                                 :{BLACK}Εναλλαγή shuffle on/off στο πρόγραμμα
+STR_01FB_TOGGLE_PROGRAM_SHUFFLE                                 :{BLACK}Εναλλαγή τυχαίας αναπαραγωγής on/off στο πρόγραμμα
 STR_01FC_SHOW_MUSIC_TRACK_SELECTION                             :{BLACK}Εμφάνιση παραθύρου επιλογής μουσικού κομματιού
 STR_01FD_CLICK_ON_SERVICE_TO_CENTER                             :{BLACK}Κάντε κλίκ στην υπηρεσία για κεντράρισμα στην βιομηχανία/πόλη
-STR_01FE_DIFFICULTY                                             :{BLACK}Δυσκολία ({STRING})
+STR_01FE_DIFFICULTY                                             :{BLACK}{G=f}Δυσκολία ({STRING})
 STR_01FF                                                        :{TINYFONT}{BLACK}{DATE_LONG}
 STR_0200_LAST_MESSAGE_NEWS_REPORT                               :Τελευταίο μήνυμα/αναφορά νέων
 STR_0201_MESSAGE_SETTINGS                                       :Ρυθμίσεις μηνυμάτων
@@ -439,7 +438,7 @@
 STR_020E_SUBSIDIES                                              :{YELLOW}Επιχορηγήσεις
 STR_020F_GENERAL_INFORMATION                                    :{YELLOW}Γενικές πληροφορίες
 STR_0210_TOO_FAR_FROM_PREVIOUS_DESTINATIO                       :{WHITE}...πολύ μακριά από τον προηγούμενο προορισμό
-STR_0211_TOP_COMPANIES_WHO_REACHED                              :{BIGFONT}{BLACK}Οι καλύτερες εταιρείες που έφτασαν {NUM}{}({STRING} Επίπεδο)
+STR_0211_TOP_COMPANIES_WHO_REACHED                              :{BIGFONT}{BLACK}Οι καλύτερες εταιρείες που έφτασαν το {NUM}{}({STRING} Επίπεδο)
 STR_0212                                                        :{BIGFONT}{COMMA},
 STR_0213_BUSINESSMAN                                            :Επαγγελματίας
 STR_0214_ENTREPRENEUR                                           :Επιχειρηματίας
@@ -453,8 +452,8 @@
 STR_021F                                                        :{BLUE}{COMMA}
 STR_0220_CREATE_SCENARIO                                        :{BLACK}Δημιουργία Σεναρίου
 STR_0221_OPENTTD                                                :{YELLOW}OpenTTD
-STR_0222_SCENARIO_EDITOR                                        :{YELLOW}Συντάκτης Σεναρίου
-STR_0223_LAND_GENERATION                                        :{WHITE}Γεννήτρια Γης
+STR_0222_SCENARIO_EDITOR                                        :{YELLOW}Πρόγραμμα Επεξερτασίας Σεναρίου
+STR_0223_LAND_GENERATION                                        :{WHITE}Δημιουργία Γης
 STR_0224                                                        :{BLACK}{UPARROW}
 STR_0225                                                        :{BLACK}{DOWNARROW}
 STR_0226_RANDOM_LAND                                            :{BLACK}Τυχαία Γη
@@ -482,20 +481,20 @@
 STR_023D_RANDOM_TOWN                                            :{BLACK}Τυχαία Πόλη
 STR_023E_BUILD_TOWN_IN_RANDOM_LOCATION                          :{BLACK}Χτίσιμο πόλης σε τυχαία τοποθεσία
 STR_023F_INDUSTRY_GENERATION                                    :{WHITE}Δημιουργία Βιομηχανίας
-STR_0240_COAL_MINE                                              :{BLACK}Ορυχείο Άνθρακα
-STR_0241_POWER_STATION                                          :{BLACK}Σταθμός Παραγωγής Ηλεκτρισμού
-STR_0242_SAWMILL                                                :{BLACK}Πριονιστήριο
-STR_0243_FOREST                                                 :{BLACK}Δάσος
-STR_0244_OIL_REFINERY                                           :{BLACK}Διυλιστήριο
-STR_0245_OIL_RIG                                                :{BLACK}Πλατφόρμα Πετρελαίου
-STR_0246_FACTORY                                                :{BLACK}Εργοστάσιο
-STR_0247_STEEL_MILL                                             :{BLACK}Μύλος Χάλυβα
-STR_0248_FARM                                                   :{BLACK}Φάρμα
-STR_0249_IRON_ORE_MINE                                          :{BLACK}Ορυχείο Μεταλλεύματος Σιδήρου
+STR_0240_COAL_MINE                                              :{BLACK}{G=n}Ορυχείο Άνθρακα
+STR_0241_POWER_STATION                                          :{BLACK}{G=m}Σταθμός Παραγωγής Ηλεκτρισμού
+STR_0242_SAWMILL                                                :{BLACK}{G=n}Πριονιστήριο
+STR_0243_FOREST                                                 :{BLACK}{G=n}Δάσος
+STR_0244_OIL_REFINERY                                           :{BLACK}{G=n}Διυλιστήριο
+STR_0245_OIL_RIG                                                :{BLACK}{G=f}Πλατφόρμα Πετρελαίου
+STR_0246_FACTORY                                                :{BLACK}{G=n}Εργοστάσιο
+STR_0247_STEEL_MILL                                             :{BLACK}{G=m}Μύλος Χάλυβα
+STR_0248_FARM                                                   :{BLACK}{G=f}Φάρμα
+STR_0249_IRON_ORE_MINE                                          :{BLACK}{G=n}Ορυχείο Μεταλλεύματος Σιδήρου
 STR_024A_OIL_WELLS                                              :{BLACK}Πηγάδια Πετρελαίου
-STR_024B_BANK                                                   :{BLACK}Τράπεζα
-STR_024C_PAPER_MILL                                             :{BLACK}Μύλος Χαρτιού
-STR_024D_FOOD_PROCESSING_PLANT                                  :{BLACK}Εργοστάσιο Επεξεργασίας Τροφίμων
+STR_024B_BANK                                                   :{BLACK}{G=f}Τράπεζα
+STR_024C_PAPER_MILL                                             :{BLACK}{G=m}Μύλος Χαρτιού
+STR_024D_FOOD_PROCESSING_PLANT                                  :{BLACK}{G=n}Εργοστάσιο Επεξεργασίας Τροφίμων
 STR_024E_PRINTING_WORKS                                         :{BLACK}Εργασίες Εκτύπωσης
 STR_024F_GOLD_MINE                                              :{BLACK}Ορυχείο Χρυσού
 STR_0250_LUMBER_MILL                                            :{BLACK}Μύλος Ξυλείας
@@ -551,7 +550,7 @@
 STR_0282_CONSTRUCT_BUBBLE_GENERATOR                             :{BLACK}Κατασκευή Γεννήτριας Φυσαλίδων
 STR_0283_CONSTRUCT_TOFFEE_QUARRY                                :{BLACK}Κατασκευή Λατομείου Τόφυ
 STR_0284_CONSTRUCT_SUGAR_MINE                                   :{BLACK}Κατασκευή Ορυχείου Ζάχαρης
-STR_0285_CAN_T_BUILD_HERE                                       :{WHITE}Αδύνατο να χτιστεί {STRING} εδώ...
+STR_0285_CAN_T_BUILD_HERE                                       :{WHITE}Αδύνατο να χτιστεί {G ο η το} {STRING} εδώ...
 STR_0286_MUST_BUILD_TOWN_FIRST                                  :{WHITE}...πρέπει να χτιστεί πόλη πρώτα
 STR_0287_ONLY_ONE_ALLOWED_PER_TOWN                              :{WHITE}...επιτρέπεται μόνο μία ανά πόλη
 STR_0288_PLANT_TREES                                            :{BLACK}Φύτευση Δέντρων
@@ -566,15 +565,14 @@
 STR_0291_DELETE_THIS_TOWN_COMPLETELY                            :{BLACK}Πλήρης διαγραφή πόλεως
 STR_0292_SAVE_SCENARIO                                          :Απποθήκευση σεναρίου
 STR_0293_LOAD_SCENARIO                                          :Φόρτωση σεναρίου
-STR_0294_QUIT_EDITOR                                            :Έξοδος από το Συντάκτη
+STR_0294_QUIT_EDITOR                                            :Έξοδος από το πρόγραμμα επεξεργασίας
 STR_0295                                                        :
 STR_0296_QUIT                                                   :Έξοδος
-STR_0297_SAVE_SCENARIO_LOAD_SCENARIO                            :{BLACK}Αποθήκευση σεναρίου, φόρτωση, παραίτηση συντάκτη, έξοδος
+STR_0297_SAVE_SCENARIO_LOAD_SCENARIO                            :{BLACK}Αποθήκευση σεναρίου, φόρτωση, παραίτηση πρόγραμμα επεξεργασίας, έξοδος
 STR_0298_LOAD_SCENARIO                                          :{WHITE}Φόρτωση Σεναρίου
 STR_0299_SAVE_SCENARIO                                          :{WHITE}Αποθήκευση Σεναρίου
 STR_029A_PLAY_SCENARIO                                          :{BLACK}Παιξτε το Σενάριο
-STR_029B_ARE_YOU_SURE_YOU_WANT_TO                               :{YELLOW}Είστε σίγουρος ότι θέλετε να κάνετε έξοδο;
-STR_029C_QUIT_EDITOR                                            :{WHITE}Έξοδος από Συντάκτη
+STR_029C_QUIT_EDITOR                                            :{WHITE}Έξοδος από το Πρόγραμμα Επεξεργασίας
 STR_029D_CAN_ONLY_BE_BUILT_IN_TOWNS                             :{WHITE}...μπορεί να χτιστεί μόνο σε πόλεις με πληθυσμό άνω των 1200
 STR_029E_MOVE_THE_STARTING_DATE                                 :{BLACK}Μετακίνηση ημ/νίας εκκίνησης 1 χρόνο πίσω
 STR_029F_MOVE_THE_STARTING_DATE                                 :{BLACK}Μετακίνηση ημ/νίας εκκίνησης 1 χρόνο μπροστά
@@ -591,8 +589,8 @@
 STR_02BB_TOWN_DIRECTORY                                         :Καταλογος πόλεων
 STR_02BC_VEHICLE_DESIGN_NAMES                                   :{BLACK}Ονόματα σχεδίων οχημάτων
 STR_02BD                                                        :{BLACK}{STRING}
-STR_02BE_DEFAULT                                                :Προεπιλεγμένο
-STR_02BF_CUSTOM                                                 :Προσαρμοσμένο
+STR_02BE_DEFAULT                                                :Προεπιλεγμέν{G ος η ο}
+STR_02BF_CUSTOM                                                 :Προσαρμοσμέν{G ος η ο}
 STR_02C0_SAVE_CUSTOM_NAMES                                      :{BLACK}Αποθήκευση προσαρμοσμένων ονομάτων
 STR_02C1_VEHICLE_DESIGN_NAMES_SELECTION                         :{BLACK}Επιλογή ονομάτων σχεδίασης οχημάτων
 STR_02C2_SAVE_CUSTOMIZED_VEHICLE                                :{BLACK}Αποθήκευση προσαρμοσμένων ονομάτων σχεδίασης οχημάτων
@@ -1468,6 +1466,8 @@
 
 
 
+
+
 ##id 0x9000
 
 
@@ -1493,9 +1493,6 @@
 
 
 
-### looks odd, but trainslators requested this as depots aren't the same for all vehicles in all translations
-### we can use there whenever we want a depot mentioned in another string to avoid making 4 versions of all strings
-
 
 
 
@@ -1512,9 +1509,6 @@
 
 
 
-
-
-
 ############ Lists rail types
 
 
@@ -1528,4 +1522,8 @@
 
 ########### String for new airports
 
+
+############ Tooltip measurment
+
+
 ########
--- a/lang/unfinished/japanese.txt	Tue Jan 02 18:40:37 2007 +0000
+++ b/lang/unfinished/japanese.txt	Wed Jan 03 08:32:17 2007 +0000
@@ -1,2 +1,1436 @@
 ##name Japanese
-##ownname 日æœ
+##ownname 日本語
+##isocode ja_JP.UTF-8
+##plural 1
+
+##id 0x0000
+STR_NULL                                                        :
+STR_0001_OFF_EDGE_OF_MAP                                        :{WHITE}地図のエッジはちょっと近いです
+STR_0002_TOO_CLOSE_TO_EDGE_OF_MAP                               :{WHITE}地図のエッジはちょっと近いです
+STR_0003_NOT_ENOUGH_CASH_REQUIRES                               :{WHITE}お金はありません。{CURRENCY}がかかります
+STR_0004                                                        :{WHITE}{CURRENCY64}
+STR_0005                                                        :{RED}{CURRENCY64}
+STR_EMPTY                                                       :
+STR_0007_FLAT_LAND_REQUIRED                                     :{WHITE}平たい地面がかかります
+STR_0008_WAITING                                                :{BLACK}待っています: {WHITE}{STRING}
+STR_0009                                                        :{WHITE}{CARGO}
+STR_000B                                                        :{YELLOW}{STATION})
+STR_000C_ACCEPTS                                                :{BLACK}受け取れる事は: {WHITE}
+STR_000D_ACCEPTS                                                :{BLACK}受け取れる事は: {GOLD}
+STR_000E                                                        :
+STR_000F_PASSENGERS                                             :乗客
+STR_0010_COAL                                                   :石炭
+STR_0011_MAIL                                                   :郵便物
+STR_0012_OIL                                                    :原油
+STR_0013_LIVESTOCK                                              :家畜
+STR_0014_GOODS                                                  :商品
+STR_0015_GRAIN                                                  :穀物
+STR_0016_WOOD                                                   :木材
+STR_0017_IRON_ORE                                               :鉄鉱
+STR_0018_STEEL                                                  :鋼鉄
+STR_0019_VALUABLES                                              :貴重品
+STR_001A_COPPER_ORE                                             :銅鉱
+STR_001B_MAIZE                                                  :トウモロコシ
+STR_001C_FRUIT                                                  :果物
+STR_001D_DIAMONDS                                               :ダイヤモンド
+STR_001E_FOOD                                                   :食べ物
+STR_001F_PAPER                                                  :紙
+STR_0020_GOLD                                                   :金
+STR_0021_WATER                                                  :水
+STR_0022_WHEAT                                                  :小麦
+STR_0023_RUBBER                                                 :ゴム
+STR_0024_SUGAR                                                  :砂糖
+STR_0025_TOYS                                                   :おもちゃ
+STR_0026_CANDY                                                  :お菓子
+STR_0027_COLA                                                   :コーラ
+STR_0028_COTTON_CANDY                                           :綿あめ
+STR_0029_BUBBLES                                                :泡
+STR_002A_TOFFEE                                                 :タフィー
+STR_002B_BATTERIES                                              :乾電池
+STR_002C_PLASTIC                                                :プラスチク
+STR_002D_FIZZY_DRINKS                                           :清涼飲料水
+STR_002E                                                        :
+STR_002F_PASSENGER                                              :乗客
+STR_0030_COAL                                                   :石炭
+STR_0031_MAIL                                                   :郵便物
+STR_0032_OIL                                                    :原油
+STR_0033_LIVESTOCK                                              :家畜
+STR_0034_GOODS                                                  :商品
+STR_0035_GRAIN                                                  :穀物
+STR_0036_WOOD                                                   :木材
+STR_0037_IRON_ORE                                               :鉄鉱
+STR_0038_STEEL                                                  :鋼鉄
+STR_0039_VALUABLES                                              :貴重品
+STR_003A_COPPER_ORE                                             :銅鉱
+STR_003B_MAIZE                                                  :トウモロコシ
+STR_003C_FRUIT                                                  :果物
+STR_003D_DIAMOND                                                :ダイヤモンド
+STR_003E_FOOD                                                   :食べ物
+STR_003F_PAPER                                                  :紙
+STR_0040_GOLD                                                   :金
+STR_0041_WATER                                                  :水
+STR_0042_WHEAT                                                  :小麦
+STR_0043_RUBBER                                                 :ゴム
+STR_0044_SUGAR                                                  :砂糖
+STR_0045_TOY                                                    :おもちゃ
+STR_0046_CANDY                                                  :お菓子
+STR_0047_COLA                                                   :コーラ
+STR_0048_COTTON_CANDY                                           :綿あめ
+STR_0049_BUBBLE                                                 :泡
+STR_004A_TOFFEE                                                 :タフィー
+STR_004B_BATTERY                                                :乾電池
+STR_004C_PLASTIC                                                :プラスチク
+STR_004D_FIZZY_DRINK                                            :清涼飲料水
+STR_QUANTITY_NOTHING                                            :
+STR_00AE                                                        :{WHITE}{DATE_SHORT}
+STR_00AF                                                        :{WHITE}{DATE_LONG}
+STR_00B0_MAP                                                    :{WHITE}地図- {STRING}
+STR_00B1_GAME_OPTIONS                                           :{WHITE}ゲーム設定
+STR_00B2_MESSAGE                                                :{YELLOW}メッセージ
+STR_00B3_MESSAGE_FROM                                           :{YELLOW} {STRING}からメッセージ
+STR_00B4_CAN_T_DO_THIS                                          :{WHITE}出来ません
+STR_00B5_CAN_T_CLEAR_THIS_AREA                                  :{WHITE}その所を空けません
+STR_00B7_VERSION                                                :{BLACK}OpenTTD バージョン {REV}
+STR_00BA_COPYRIGHT_OPENTTD                                      :{BLACK}OpenTTD {COPYRIGHT}2002-2006 The OpenTTD team
+STR_TRANSLATED_BY                                               :{BLACK}  訳者-
+
+STR_00C5                                                        :{BLACK}{CROSS}
+STR_00C6                                                        :{SILVER}{CROSS}
+STR_00C8_YES                                                    :{BLACK}はい
+STR_00C9_NO                                                     :{BLACK}いいえ
+STR_00CB_1                                                      :{BLACK}1
+STR_00CC_2                                                      :{BLACK}2
+STR_00CD_3                                                      :{BLACK}3
+STR_00CE_4                                                      :{BLACK}4
+STR_00CF_5                                                      :{BLACK}5
+STR_00D0_NOTHING                                                :何も
+STR_00D1_DARK_BLUE                                              :紺青色
+STR_00D2_PALE_GREEN                                             :薄緑色
+STR_00D3_PINK                                                   :ピンク
+STR_00D4_YELLOW                                                 :黄色
+STR_00D5_RED                                                    :赤色
+STR_00D6_LIGHT_BLUE                                             :薄青色
+STR_00D7_GREEN                                                  :緑色
+STR_00D8_DARK_GREEN                                             :濃緑色
+STR_00D9_BLUE                                                   :青色
+STR_00DA_CREAM                                                  :クリーム色
+STR_00DB_MAUVE                                                  :藤色
+STR_00DC_PURPLE                                                 :紫色
+STR_00DD_ORANGE                                                 :オレンジ色
+STR_00DE_BROWN                                                  :茶色
+STR_00DF_GREY                                                   :灰色
+STR_00E0_WHITE                                                  :白色
+STR_00E1_TOO_MANY_VEHICLES_IN_GAME                              :{WHITE}ゲームのバス/トラック数の制限を超えています
+STR_00E2                                                        :{BLACK}{COMMA}
+STR_00E3                                                        :{RED}{COMMA}
+STR_00E4_LOCATION                                               :{BLACK}見付けます
+STR_00E7_INDUSTRIES                                             :産業
+STR_00E8_ROUTES                                                 :経路
+STR_00E9_VEGETATION                                             :植物
+STR_00EB_ROADS                                                  :{BLACK}{TINYFONT}道路
+STR_00EC_RAILROADS                                              :{BLACK}{TINYFONT}鉄道
+STR_00ED_STATIONS_AIRPORTS_DOCKS                                :{BLACK}{TINYFONT}駅/空港/波止場
+STR_00EE_BUILDINGS_INDUSTRIES                                   :{BLACK}{TINYFONT}建物/産業
+STR_00F0_100M                                                   :{BLACK}{TINYFONT}100m
+STR_00F1_200M                                                   :{BLACK}{TINYFONT}200m
+STR_00F2_300M                                                   :{BLACK}{TINYFONT}300m
+STR_00F3_400M                                                   :{BLACK}{TINYFONT}400m
+STR_00F4_500M                                                   :{BLACK}{TINYFONT}500m
+STR_00F5_TRAINS                                                 :{BLACK}{TINYFONT}電車
+STR_00F6_ROAD_VEHICLES                                          :{BLACK}{TINYFONT}バス/トラック
+STR_00F7_SHIPS                                                  :{BLACK}{TINYFONT}船
+STR_00F8_AIRCRAFT                                               :{BLACK}{TINYFONT}飛行機
+STR_00F9_TRANSPORT_ROUTES                                       :{BLACK}{TINYFONT}運送経路
+STR_00FA_COAL_MINE                                              :{BLACK}{TINYFONT}炭坑
+STR_00FB_POWER_STATION                                          :{BLACK}{TINYFONT}発電所
+STR_00FC_FOREST                                                 :{BLACK}{TINYFONT}森林
+STR_00FD_SAWMILL                                                :{BLACK}{TINYFONT}製材工場
+STR_00FE_OIL_REFINERY                                           :{BLACK}{TINYFONT}製油所
+STR_00FF_FARM                                                   :{BLACK}{TINYFONT} 農場
+STR_0100_FACTORY                                                :{BLACK}{TINYFONT} 工場
+STR_0101_PRINTING_WORKS                                         :{BLACK}{TINYFONT}印刷所
+STR_0102_OIL_WELLS                                              :{BLACK}{TINYFONT}油井
+STR_0103_IRON_ORE_MINE                                          :{BLACK}{TINYFONT}鉄鉱石鉱山
+STR_0104_STEEL_MILL                                             :{BLACK}{TINYFONT}製鋼所
+STR_0105_BANK                                                   :{BLACK}{TINYFONT}銀行
+STR_0106_PAPER_MILL                                             :{BLACK}{TINYFONT}製紙工場
+STR_0107_GOLD_MINE                                              :{BLACK}{TINYFONT}金鉱
+STR_0108_FOOD_PROCESSING_PLANT                                  :{BLACK}{TINYFONT}食品加工場
+STR_0109_DIAMOND_MINE                                           :{BLACK}{TINYFONT}ダイヤモンド鉱山
+STR_010A_COPPER_ORE_MINE                                        :{BLACK}{TINYFONT}銅鉱山
+STR_010B_FRUIT_PLANTATION                                       :{BLACK}{TINYFONT}果物農園
+STR_010C_RUBBER_PLANTATION                                      :{BLACK}{TINYFONT}ゴム園
+STR_010D_WATER_SUPPLY                                           :{BLACK}{TINYFONT}給水設備
+STR_010E_WATER_TOWER                                            :{BLACK}{TINYFONT}給水塔
+STR_010F_LUMBER_MILL                                            :{BLACK}{TINYFONT}製材所
+STR_0110_COTTON_CANDY_FOREST                                    :{BLACK}{TINYFONT}綿菓子
+STR_0111_CANDY_FACTORY                                          :{BLACK}{TINYFONT}お菓子工場
+STR_0112_BATTERY_FARM                                           :{BLACK}{TINYFONT}電池農園
+STR_0113_COLA_WELLS                                             :{BLACK}{TINYFONT}コーラ泉
+STR_0114_TOY_SHOP                                               :{BLACK}{TINYFONT}玩具店
+STR_0115_TOY_FACTORY                                            :{BLACK}{TINYFONT}玩具工場
+STR_0116_PLASTIC_FOUNTAINS                                      :{BLACK}{TINYFONT}プラスチック泉
+STR_0117_FIZZY_DRINK_FACTORY                                    :{BLACK}{TINYFONT}ソーダ工場
+STR_0118_BUBBLE_GENERATOR                                       :{BLACK}{TINYFONT}泡の発生器
+STR_0119_TOFFEE_QUARRY                                          :{BLACK}{TINYFONT}トッフィー採石場
+STR_011A_SUGAR_MINE                                             :{BLACK}{TINYFONT}砂糖鉱山
+STR_011B_RAILROAD_STATION                                       :{BLACK}{TINYFONT}駅
+STR_011C_TRUCK_LOADING_BAY                                      :{BLACK}{TINYFONT}トラック荷役所
+STR_011D_BUS_STATION                                            :{BLACK}{TINYFONT}バス停
+STR_011E_AIRPORT_HELIPORT                                       :{BLACK}{TINYFONT}空港/ヘリポート
+STR_011F_DOCK                                                   :{BLACK}{TINYFONT}波止場
+STR_0120_ROUGH_LAND                                             :{BLACK}{TINYFONT}でこぼこの土地
+STR_0121_GRASS_LAND                                             :{BLACK}{TINYFONT}草地
+STR_0122_BARE_LAND                                              :{BLACK}{TINYFONT}裸地
+STR_0123_FIELDS                                                 :{BLACK}{TINYFONT}田畑
+STR_0124_TREES                                                  :{BLACK}{TINYFONT}木
+STR_0125_ROCKS                                                  :{BLACK}{TINYFONT}
+STR_0126_WATER                                                  :{BLACK}{TINYFONT}水
+STR_0127_NO_OWNER                                               :{BLACK}{TINYFONT}所有者なし
+STR_0128_TOWNS                                                  :{BLACK}{TINYFONT}町
+STR_0129_INDUSTRIES                                             :{BLACK}{TINYFONT}産業
+STR_012A_DESERT                                                 :{BLACK}{TINYFONT}砂漠
+STR_012B_SNOW                                                   :{BLACK}{TINYFONT}雪
+STR_012C_MESSAGE                                                :{WHITE}メッセージ
+STR_012D                                                        :{WHITE}{STRING}
+STR_012E_CANCEL                                                 :{BLACK}キャンセル
+STR_012F_OK                                                     :{BLACK}OK
+STR_0130_RENAME                                                 :{BLACK}名称を変更
+STR_0131_TOO_MANY_NAMES_DEFINED                                 :{WHITE}名称定義数の制限を超えています
+STR_0132_CHOSEN_NAME_IN_USE_ALREADY                             :{WHITE}指定した名称は既に使用中です
+
+STR_0133_WINDOWS                                                :Windows
+STR_0134_UNIX                                                   :Unix
+STR_0135_OSX                                                    :OS X
+
+STR_013B_OWNED_BY                                               :{WHITE}...所有者は {STRING}
+STR_013C_CARGO                                                  :{BLACK}貨物
+STR_013D_INFORMATION                                            :{BLACK}情報
+STR_013E_CAPACITIES                                             :{BLACK}容量
+STR_013E_TOTAL_CARGO                                            :{BLACK}合計貨物
+STR_013F_CAPACITY                                               :{BLACK}容量:{LTBLUE}{CARGO}
+STR_013F_TOTAL_CAPACITY_TEXT                                    :{BLACK}この電車の貨物最大容量:
+STR_013F_TOTAL_CAPACITY                                         :{LTBLUE}- {CARGO} ({SHORTCARGO})
+STR_TOTAL_CAPACITY_MULT                                         :{LTBLUE}- {CARGO} ({SHORTCARGO}) (x{NUM})
+STR_0140_NEW_GAME                                               :{BLACK}新しいゲーム
+STR_0141_LOAD_GAME                                              :{BLACK}ゲームを開く
+
+STR_64                                                          :64
+STR_128                                                         :128
+STR_256                                                         :256
+STR_512                                                         :512
+STR_1024                                                        :1024
+STR_2048                                                        :2048
+STR_BY                                                          :{BLACK}*
+STR_0148_GAME_OPTIONS                                           :{BLACK}ゲームの設定
+
+STR_0150_SOMEONE                                                :誰かは{SKIP}{SKIP}
+STR_0151_MAP_OF_WORLD                                           :世界の地図
+STR_0152_TOWN_DIRECTORY                                         :町のリスト
+STR_0153_SUBSIDIES                                              :助成金
+
+STR_UNITS_METRIC                                                :メートル法
+
+
+STR_UNITS_POWER_IMPERIAL                                        :{COMMA}ホースポワー
+STR_UNITS_POWER_METRIC                                          :{COMMA}ホースポワー
+STR_UNITS_POWER_SI                                              :{COMMA}キロワット
+
+STR_UNITS_WEIGHT_SHORT_IMPERIAL                                 :{COMMA}トン
+STR_UNITS_WEIGHT_SHORT_METRIC                                   :{COMMA}トン
+STR_UNITS_WEIGHT_SHORT_SI                                       :{COMMA}キロ
+
+STR_UNITS_WEIGHT_LONG_IMPERIAL                                  :{COMMA} 英トン
+STR_UNITS_WEIGHT_LONG_METRIC                                    :{COMMA} 仏トン
+STR_UNITS_WEIGHT_LONG_SI                                        :{COMMA} キロ
+
+STR_UNITS_VOLUME_SHORT_IMPERIAL                                 :{COMMA}ガロン
+STR_UNITS_VOLUME_SHORT_METRIC                                   :{COMMA}リットル
+STR_UNITS_VOLUME_SHORT_SI                                       :{COMMA}m³
+
+STR_UNITS_VOLUME_LONG_IMPERIAL                                  :{COMMA} ガロン
+STR_UNITS_VOLUME_LONG_METRIC                                    :{COMMA} リットル
+STR_UNITS_VOLUME_LONG_SI                                        :{COMMA} m³
+
+
+############ range for menu	starts
+STR_0154_OPERATING_PROFIT_GRAPH                                 :営業利益
+STR_0155_INCOME_GRAPH                                           :所得グラフ
+STR_0156_DELIVERED_CARGO_GRAPH                                  :運送した貨物のグラフ
+STR_0157_PERFORMANCE_HISTORY_GRAPH                              :成績グラフ
+STR_0158_COMPANY_VALUE_GRAPH                                    :会社価値グラフ
+STR_0159_CARGO_PAYMENT_RATES                                    :貨物運送料
+STR_015A_COMPANY_LEAGUE_TABLE                                   :会社の成績表
+############ range for menu	ends
+
+STR_015B_OPENTTD                                                :{WHITE}OpenTTDとは?でぐち
+STR_015C_SAVE_GAME                                              :ゲームを保存
+STR_015D_LOAD_GAME                                              :ゲームを開く
+STR_015E_QUIT_GAME                                              :ゲームを断念
+STR_015F_QUIT                                                   :出口
+STR_0161_QUIT_GAME                                              :{WHITE}ゲームの断念
+
+STR_SORT_BY_POPULATION                                          :{BLACK}人口
+STR_SORT_BY_TYPE                                                :{BLACK}種類
+STR_SORT_BY_TRANSPORTED                                         :{BLACK}運びだ
+STR_SORT_BY_NAME                                                :{BLACK}名前
+STR_SORT_BY_DROPDOWN_NAME                                       :名前
+STR_SORT_BY_NUMBER                                              :番号
+STR_SORT_BY_VALUE                                               :価値
+STR_SORT_BY_WAITING                                             :待っている積荷価値
+STR_ENGINE_SORT_COST                                            :値段
+
+############ range for months starts
+STR_0162_JAN                                                    :1月
+STR_0163_FEB                                                    :2月
+STR_0164_MAR                                                    :3月
+STR_0165_APR                                                    :4月
+STR_0166_MAY                                                    :5月
+STR_0167_JUN                                                    :6月
+STR_0168_JUL                                                    :7月
+STR_0169_AUG                                                    :8月
+STR_016A_SEP                                                    :9月
+STR_016B_OCT                                                    :10月
+STR_016C_NOV                                                    :11月
+STR_016D_DEC                                                    :12月
+############ range for months ends
+
+STR_016E                                                        :{TINYFONT}{STRING}{} {STRING}
+STR_016F                                                        :{TINYFONT}{STRING}{} {STRING}{}{NUM}
+STR_0170                                                        :{TINYFONT}{STRING}-
+STR_0171_PAUSE_GAME                                             :{BLACK}ポーズ
+STR_0172_SAVE_GAME_ABANDON_GAME                                 :{BLACK}ゲームを保存、ゲームを断念、終了
+STR_0173_DISPLAY_LIST_OF_COMPANY                                :{BLACK}会社の駅を表示します
+STR_0174_DISPLAY_MAP                                            :{BLACK}地図を見せます
+STR_0175_DISPLAY_MAP_TOWN_DIRECTORY                             :{BLACK}地図、町のリストを表示します
+STR_0176_DISPLAY_TOWN_DIRECTORY                                 :{BLACK}町のリストを表示します
+STR_0177_DISPLAY_COMPANY_FINANCES                               :{BLACK}会社の財務状況を表示します
+STR_0178_DISPLAY_COMPANY_GENERAL                                :{BLACK}会社の一般情報を表示します
+STR_0179_DISPLAY_GRAPHS                                         :{BLACK}グラフを表示します
+STR_017A_DISPLAY_COMPANY_LEAGUE                                 :{BLACK}会社の成績表を表示します
+STR_017B_DISPLAY_LIST_OF_COMPANY                                :{BLACK}会社の電車のリストを表示します
+STR_017C_DISPLAY_LIST_OF_COMPANY                                :{BLACK}会社のバス/トラックのリストを表示します
+STR_017D_DISPLAY_LIST_OF_COMPANY                                :{BLACK}会社の船のリストを表示します
+STR_017E_DISPLAY_LIST_OF_COMPANY                                :{BLACK}会社の飛行機のリストを表示します
+STR_017F_ZOOM_THE_VIEW_IN                                       :{BLACK}拡大します
+STR_0180_ZOOM_THE_VIEW_OUT                                      :{BLACK}縮小します
+STR_0181_BUILD_RAILROAD_TRACK                                   :{BLACK}鉄道を建造します
+STR_0182_BUILD_ROADS                                            :{BLACK}道路を建造します
+STR_0183_BUILD_SHIP_DOCKS                                       :{BLACK}波止場を建造します
+STR_0184_BUILD_AIRPORTS                                         :{BLACK}空港を建造します
+STR_0185_PLANT_TREES_PLACE_SIGNS                                :{BLACK}木の植え、標示の置くことなど
+STR_0186_LAND_BLOCK_INFORMATION                                 :{BLACK}地域情報
+STR_0187_OPTIONS                                                :{BLACK}設定
+STR_0188                                                        :{BLACK}{SMALLUPARROW}
+STR_0189                                                        :{BLACK}{SMALLDOWNARROW}
+STR_018A_CAN_T_CHANGE_SERVICING                                 :{WHITE}整備間隔が変更できません
+STR_018B_CLOSE_WINDOW                                           :{BLACK}ウィンドウを閉じます
+STR_018C_WINDOW_TITLE_DRAG_THIS                                 :{BLACK}ウィンドウのタイトル - ウィンドウを動くには、クリックしてドラッグします
+STR_018D_DEMOLISH_BUILDINGS_ETC                                 :{BLACK}土地上の建物などを破壊します
+STR_018E_LOWER_A_CORNER_OF_LAND                                 :{BLACK}土地の角を下げます
+STR_018F_RAISE_A_CORNER_OF_LAND                                 :{BLACK}土地の角を上げます
+STR_0190_SCROLL_BAR_SCROLLS_LIST                                :{BLACK}スクロールバー
+STR_0191_SHOW_LAND_CONTOURS_ON_MAP                              :{BLACK}地図に土地の形勢を表示します
+STR_0192_SHOW_VEHICLES_ON_MAP                                   :{BLACK}地図に乗り物を表示します
+STR_0193_SHOW_INDUSTRIES_ON_MAP                                 :{BLACK}地図に産業を表示します
+STR_0194_SHOW_TRANSPORT_ROUTES_ON                               :{BLACK}地図に運送経路を表示します
+STR_0195_SHOW_VEGETATION_ON_MAP                                 :{BLACK}地図に植物を表示します
+STR_0196_SHOW_LAND_OWNERS_ON_MAP                                :{BLACK}地図に土地の所有者を表示します
+STR_0197_TOGGLE_TOWN_NAMES_ON_OFF                               :{BLACK}地図に町名の表示を入/切にします
+STR_0198_PROFIT_THIS_YEAR_LAST_YEAR                             :{TINYFONT}{BLACK}今年の利益:{CURRENCY} (去年:{CURRENCY})
+
+############ range for service numbers starts
+############ range for service numbers ends
+
+STR_019C_ROAD_VEHICLE                                           :バス/トラック
+STR_019D_AIRCRAFT                                               :飛行機
+STR_019E_SHIP                                                   :船
+STR_019F_TRAIN                                                  :電車
+STR_01A0_IS_GETTING_OLD                                         :{WHITE}{STRING} {COMMA} は古くなっています
+STR_01A1_IS_GETTING_VERY_OLD                                    :{WHITE}{STRING} {COMMA} はかねて古くなっています
+STR_01A2_IS_GETTING_VERY_OLD_AND                                :{WHITE}{STRING} {COMMA} はかねて古くなっていて、緊急に取り替えられなければなりません
+STR_01A3_LAND_AREA_INFORMATION                                  :{WHITE}地域情報
+STR_01A4_COST_TO_CLEAR_N_A                                      :{BLACK}破壊の価格:{LTBLUE}破壊不可
+STR_01A5_COST_TO_CLEAR                                          :{BLACK}破壊の価格:{LTBLUE}{CURRENCY}
+STR_01A6_N_A                                                    :N/A
+STR_01A7_OWNER                                                  :{BLACK}所有者:{LTBLUE}{STRING}
+STR_01A8_LOCAL_AUTHORITY                                        :{BLACK} 地方官庁:{LTBLUE}{STRING}
+STR_01A9_NONE                                                   :何も
+STR_01AA_NAME                                                   :{BLACK}名前
+STR_01AB                                                        :{BLACK}{TINYFONT}{STRING}
+
+############ range for days	starts
+STR_01AC_1ST                                                    :1日
+STR_01AD_2ND                                                    :2日
+STR_01AE_3RD                                                    :3日
+STR_01AF_4TH                                                    :4日
+STR_01B0_5TH                                                    :5日
+STR_01B1_6TH                                                    :6日
+STR_01B2_7TH                                                    :7日
+STR_01B3_8TH                                                    :8日
+STR_01B4_9TH                                                    :9日
+STR_01B5_10TH                                                   :10日
+STR_01B6_11TH                                                   :11日
+STR_01B7_12TH                                                   :12日
+STR_01B8_13TH                                                   :13日
+STR_01B9_14TH                                                   :14日
+STR_01BA_15TH                                                   :15日
+STR_01BB_16TH                                                   :16日
+STR_01BC_17TH                                                   :17日
+STR_01BD_18TH                                                   :18日
+STR_01BE_19TH                                                   :19日
+STR_01BF_20TH                                                   :20日
+STR_01C0_21ST                                                   :21日
+STR_01C1_22ND                                                   :22日
+STR_01C2_23RD                                                   :23日
+STR_01C3_24TH                                                   :24日
+STR_01C4_25TH                                                   :25日
+STR_01C5_26TH                                                   :26日
+STR_01C6_27TH                                                   :27日
+STR_01C7_28TH                                                   :28日
+STR_01C8_29TH                                                   :29日
+STR_01C9_30TH                                                   :30日
+STR_01CA_31ST                                                   :31日
+############ range for days	ends
+
+STR_01CB                                                        :{TINYFONT}{COMMA}
+
+STR_01CE_CARGO_ACCEPTED                                         :{BLACK}受け取る集荷: {LTBLUE}
+
+STR_01D1_8                                                      :({COMMA}/8 {STRING})
+STR_01D2_JAZZ_JUKEBOX                                           :{WHITE}ジャズジュークボックス
+STR_01D3_SOUND_MUSIC                                            :エフェクト/音楽
+STR_01D4_SHOW_SOUND_MUSIC_WINDOW                                :{BLACK}エフェクト/音楽のウィンドウを表示します
+STR_01D5_ALL                                                    :{TINYFONT}すべて
+STR_01D6_OLD_STYLE                                              :{TINYFONT}旧式
+STR_01D7_NEW_STYLE                                              :{TINYFONT}新式
+STR_01D8_EZY_STREET                                             :{TINYFONT}Ezy Street
+STR_01D9_CUSTOM_1                                               :{TINYFONT}カスタム 1
+STR_01DA_CUSTOM_2                                               :{TINYFONT}カスタム 2
+STR_01DB_MUSIC_VOLUME                                           :{BLACK}{TINYFONT}音楽の音量
+STR_01DC_EFFECTS_VOLUME                                         :{BLACK}{TINYFONT}エフェクトの音量
+STR_01DD_MIN_MAX                                                :{BLACK}{TINYFONT}MIN  '  '  ' '  '  '  MAX
+STR_01DE_SKIP_TO_PREVIOUS_TRACK                                 :{BLACK}選択部分の前の曲へジャンプ
+STR_01DF_SKIP_TO_NEXT_TRACK_IN_SELECTION                        :{BLACK}選択部分の次の曲へジャンプ
+STR_01E0_STOP_PLAYING_MUSIC                                     :{BLACK}音楽の再生を停止
+STR_01E1_START_PLAYING_MUSIC                                    :{BLACK}音楽の再生を開始
+STR_01E2_DRAG_SLIDERS_TO_SET_MUSIC                              :{BLACK}音楽とエフェクトの音量を設定するには、スライダーをドラッグします
+STR_01E3                                                        :{DKGREEN}{TINYFONT}--
+STR_01E4_0                                                      :{DKGREEN}{TINYFONT}0{COMMA}
+STR_01E5                                                        :{DKGREEN}{TINYFONT}{COMMA}
+STR_01E6                                                        :{DKGREEN}{TINYFONT}------
+STR_01E7                                                        :{DKGREEN}{TINYFONT}"{STRING}"
+STR_01E8_TRACK_XTITLE                                           :{BLACK}{TINYFONT}曲{SETX 88}タイトル
+STR_01E9_SHUFFLE                                                :{TINYFONT}シャッフル
+STR_01EA_PROGRAM                                                :{TINYFONT}{BLACK}プレイリスト
+STR_01EB_MUSIC_PROGRAM_SELECTION                                :{WHITE}プレイリストの選択
+STR_01EC_0                                                      :{TINYFONT}{LTBLUE}0{COMMA} "{STRING}"
+STR_01ED                                                        :{TINYFONT}{LTBLUE}{COMMA} "{STRING}"
+STR_01EE_TRACK_INDEX                                            :{TINYFONT}{BLACK}曲のリスト
+STR_01EF_PROGRAM                                                :{TINYFONT}{BLACK}プレイリスト - '{STRING}'
+STR_01F0_CLEAR                                                  :{TINYFONT}{BLACK}消去
+STR_01F1_SAVE                                                   :{TINYFONT}{BLACK}保存
+STR_01F2_CURRENT_PROGRAM_OF_MUSIC                               :{BLACK}再生中のプレイリスト
+STR_01F3_SELECT_ALL_TRACKS_PROGRAM                              :{BLACK}プレイリスト「すべての曲」を選択します
+STR_01F4_SELECT_OLD_STYLE_MUSIC                                 :{BLACK}プレイリスト「旧式音楽」を選択します
+STR_01F5_SELECT_NEW_STYLE_MUSIC                                 :{BLACK}プレイリスト「新式音楽」を選択します
+STR_01F6_SELECT_CUSTOM_1_USER_DEFINED                           :{BLACK}プレイリスト「カスタム 1」を選択します
+STR_01F7_SELECT_CUSTOM_2_USER_DEFINED                           :{BLACK}プレイリスト「カスタム 2」を選択します
+STR_01F8_CLEAR_CURRENT_PROGRAM_CUSTOM1                          :{BLACK}選択したプレイリストの内容を消去します(カスタム 1/2 のみ)。
+STR_01F9_SAVE_MUSIC_SETTINGS                                    :{BLACK}音楽の設定を保存
+STR_01FA_CLICK_ON_MUSIC_TRACK_TO                                :{BLACK}選択したプレイリストへ追加するには、曲をクリックします(カスタム 1/2 のみ)。
+STR_01FB_TOGGLE_PROGRAM_SHUFFLE                                 :{BLACK}プレイリストのシャッフルを入/切にします
+STR_01FC_SHOW_MUSIC_TRACK_SELECTION                             :{BLACK}曲の選択のウィンドウ表示します
+STR_01FE_DIFFICULTY                                             :{BLACK}難しさ({STRING})
+STR_01FF                                                        :{TINYFONT}{BLACK}{DATE_LONG}
+STR_0200_LAST_MESSAGE_NEWS_REPORT                               :最後メッセージ
+STR_0201_MESSAGE_SETTINGS                                       :メッセージ設定
+STR_0203_SHOW_LAST_MESSAGE_NEWS                                 :{BLACK}最後メッセージそれとも、メッセージ設定を見せます
+STR_0204_MESSAGE_OPTIONS                                        :{WHITE}メッセージ設定
+STR_0205_MESSAGE_TYPES                                          :{BLACK}メッセージタイプ:
+STR_0206_ARRIVAL_OF_FIRST_VEHICLE                               :{YELLOW}プレヤーのバス停/駅などへ乗り物の初めての到着
+STR_0207_ARRIVAL_OF_FIRST_VEHICLE                               :{YELLOW}競争者のバス停/駅などへ乗り物の初めての到着
+STR_0208_ACCIDENTS_DISASTERS                                    :{YELLOW}事件/災害
+STR_0209_COMPANY_INFORMATION                                    :{YELLOW}会社情報
+STR_020A_ECONOMY_CHANGES                                        :{YELLOW}経済の変化
+STR_020B_ADVICE_INFORMATION_ON_PLAYER                           :{YELLOW}プレヤーの乗り物についての情報
+STR_020C_NEW_VEHICLES                                           :{YELLOW}乗り物の新登場
+STR_020D_CHANGES_OF_CARGO_ACCEPTANCE                            :{YELLOW}貨物の受け取りの変化
+STR_020E_SUBSIDIES                                              :{YELLOW}助成金
+STR_020F_GENERAL_INFORMATION                                    :{YELLOW}一般情報
+STR_0210_TOO_FAR_FROM_PREVIOUS_DESTINATIO                       :{WHITE}...前の行き先から遠すぎます
+STR_0211_TOP_COMPANIES_WHO_REACHED                              :{BIGFONT}{BLACK}{NUM}{}({STRING} レベル) に当たった最高の会社
+STR_TOP_COMPANIES_NETWORK_GAME                                  :{BIGFONT}{BLACK}{NUM}の会社リーグ表
+STR_0212                                                        :{BIGFONT}{COMMA}.
+STR_0213_BUSINESSMAN                                            :ビジネスマン
+STR_0214_ENTREPRENEUR                                           :企業家
+STR_0215_INDUSTRIALIST                                          :産業主義者
+STR_0216_CAPITALIST                                             :資本家
+STR_0217_MAGNATE                                                :大立者
+STR_0218_MOGUL                                                  :大御所
+STR_0219_TYCOON_OF_THE_CENTURY                                  :大将軍
+STR_HIGHSCORE_NAME                                              :{BIGFONT}{PLAYERNAME}、 {COMPANY}
+STR_021B_ACHIEVES_STATUS                                        :{BLACK}{BIGFONT}{COMPANY} は「{STRING}」に当たった!
+STR_021C_OF_ACHIEVES_STATUS                                     :{WHITE}{BIGFONT}{PLAYERNAME}({COMPANY})は「{STRING}」に当たった!
+STR_021F                                                        :{BLUE}{COMMA}
+STR_0220_CREATE_SCENARIO                                        :{BLACK}シナリオを作成
+STR_0221_OPENTTD                                                :{YELLOW}OpenTTD
+STR_0222_SCENARIO_EDITOR                                        :{YELLOW}シナリオエディタ
+STR_0223_LAND_GENERATION                                        :{WHITE}地勢の生成
+STR_0224                                                        :{BLACK}{UPARROW}
+STR_0225                                                        :{BLACK}{DOWNARROW}
+STR_0226_RANDOM_LAND                                            :{BLACK}ランダムな地勢
+STR_0227_RESET_LAND                                             :{BLACK}地勢をリセット
+STR_0228_INCREASE_SIZE_OF_LAND_AREA                             :{BLACK}あげる/下げる地域のサイズを拡大します
+STR_0229_DECREASE_SIZE_OF_LAND_AREA                             :{BLACK}あげる/下げる地域のサイズを縮小します
+STR_022A_GENERATE_RANDOM_LAND                                   :{BLACK}ランダムな地勢を生成します
+STR_022B_RESET_LANDSCAPE                                        :{BLACK}地勢をリセットします
+STR_022C_RESET_LANDSCAPE                                        :{WHITE}地勢のリセット
+STR_022D_ARE_YOU_SURE_YOU_WANT_TO                               :{WHITE}地勢をリセットしてもよろしいですか?
+STR_022E_LANDSCAPE_GENERATION                                   :{BLACK}地勢の生成
+STR_022F_TOWN_GENERATION                                        :{BLACK}市町村の生成
+STR_0230_INDUSTRY_GENERATION                                    :{BLACK}産業の生成
+STR_0231_ROAD_CONSTRUCTION                                      :{BLACK}道路の生成
+STR_0233_TOWN_GENERATION                                        :{WHITE}市町村の生成
+STR_0234_NEW_TOWN                                               :{BLACK}新規町
+STR_0235_CONSTRUCT_NEW_TOWN                                     :{BLACK}新規町を建造します
+STR_0236_CAN_T_BUILD_TOWN_HERE                                  :{WHITE}ここで町が建造できません...
+STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN                              :{WHITE}...他の町の近すぎます
+STR_0239_SITE_UNSUITABLE                                        :{WHITE}...地域が不適当です
+STR_023A_TOO_MANY_TOWNS                                         :{WHITE}...市町村数の制限を超えています
+STR_023B_INCREASE_SIZE_OF_TOWN                                  :{BLACK}町のサイズをあげます
+STR_023C_EXPAND                                                 :{BLACK}拡大
+STR_023D_RANDOM_TOWN                                            :{BLACK}ランダムな町
+STR_023E_BUILD_TOWN_IN_RANDOM_LOCATION                          :{BLACK}ランダムなところに町を建造します
+STR_023F_INDUSTRY_GENERATION                                    :{WHITE}産業の生成
+STR_0240_COAL_MINE                                              :{BLACK}炭坑
+STR_0241_POWER_STATION                                          :{BLACK}発電所
+STR_0242_SAWMILL                                                :{BLACK}製材工場
+STR_0243_FOREST                                                 :{BLACK}森林
+STR_0244_OIL_REFINERY                                           :{BLACK}製油所
+STR_0246_FACTORY                                                :{BLACK}工場
+STR_0247_STEEL_MILL                                             :{BLACK}製鋼所
+STR_0248_FARM                                                   :{BLACK}農場
+STR_0249_IRON_ORE_MINE                                          :{BLACK}鉄鉱石鉱山
+STR_024A_OIL_WELLS                                              :{BLACK}油井
+STR_024B_BANK                                                   :{BLACK}銀行
+STR_024C_PAPER_MILL                                             :{BLACK}製紙工場
+STR_024D_FOOD_PROCESSING_PLANT                                  :{BLACK}食品加工場
+STR_024E_PRINTING_WORKS                                         :{BLACK}印刷所
+STR_024F_GOLD_MINE                                              :{BLACK}金鉱
+STR_0250_LUMBER_MILL                                            :{BLACK}製材所
+STR_0251_FRUIT_PLANTATION                                       :{BLACK}果物農園
+STR_0252_RUBBER_PLANTATION                                      :{BLACK}ゴム園
+STR_0253_WATER_SUPPLY                                           :{BLACK}給水設備
+STR_0254_WATER_TOWER                                            :{BLACK}給水塔
+STR_0255_DIAMOND_MINE                                           :{BLACK}ダイヤモンド鉱山
+STR_0256_COPPER_ORE_MINE                                        :{BLACK}銅鉱石鉱山
+STR_0285_CAN_T_BUILD_HERE                                       :{WHITE}そこに {STRING} を建てられません
+STR_0286_MUST_BUILD_TOWN_FIRST                                  :{WHITE}...まずは町を建造しなければなりません
+STR_0287_ONLY_ONE_ALLOWED_PER_TOWN                              :{WHITE}...一町内に一つしか建造できません
+STR_0296_QUIT                                                   :出口
+STR_0298_LOAD_SCENARIO                                          :{WHITE}シナリオを開く
+STR_0299_SAVE_SCENARIO                                          :{WHITE}シナリオを保存
+STR_029A_PLAY_SCENARIO                                          :{BLACK}シナリオをプレイ
+STR_029C_QUIT_EDITOR                                            :{WHITE}エディタの終了
+STR_029D_CAN_ONLY_BE_BUILT_IN_TOWNS                             :{WHITE}...人口が1200人以上の市町のみに建造できます
+STR_029E_MOVE_THE_STARTING_DATE                                 :{BLACK}開始日を1年間減らします
+STR_029F_MOVE_THE_STARTING_DATE                                 :{BLACK}開始日を1年間増やします
+STR_02A0_ENDS_OF_BRIDGE_MUST_BOTH                               :{WHITE}...橋の端は両方土地上に建造しなければなりません
+STR_02A1_SMALL                                                  :{BLACK}小さい
+STR_02A2_MEDIUM                                                 :{BLACK}町
+STR_02A3_LARGE                                                  :{BLACK}大きい
+STR_02A4_SELECT_TOWN_SIZE                                       :{BLACK}町のサイズを選択します
+STR_02A5_TOWN_SIZE                                              :{YELLOW}町のサイズ:
+
+STR_02B7_SHOW_LAST_MESSAGE_OR_NEWS                              :{BLACK}最後のメッセージ/報道を表示します
+STR_SUMMARY                                                     :粗筋
+STR_02BA                                                        :{SILVER}- -  {COMPANY}  - -
+STR_02BB_TOWN_DIRECTORY                                         :市町村のリスト
+STR_02BC_VEHICLE_DESIGN_NAMES                                   :{BLACK}乗り物の名称
+STR_02BD                                                        :{BLACK}{STRING}
+STR_02BE_DEFAULT                                                :デフォルト
+STR_02BF_CUSTOM                                                 :カスタム
+STR_02C0_SAVE_CUSTOM_NAMES                                      :{BLACK}カスタム名称を保存
+STR_02C1_VEHICLE_DESIGN_NAMES_SELECTION                         :{BLACK}乗り物の名称の選択
+STR_02C2_SAVE_CUSTOMIZED_VEHICLE                                :{BLACK}カスタマイズした乗り物の名称を保存します
+
+STR_CHECKMARK                                                   :{CHECKMARK}
+############ range for menu	starts
+STR_02C3_GAME_OPTIONS                                           :ゲーム設定
+STR_02C5_DIFFICULTY_SETTINGS                                    :難しさ設定
+STR_02C7_CONFIG_PATCHES                                         :パッチの設定
+STR_GAMEOPTMENU_0A                                              :
+STR_02CA_TOWN_NAMES_DISPLAYED                                   :{SETX 12}市町村名の表示
+STR_02CC_STATION_NAMES_DISPLAYED                                :{SETX 12}駅/バス停名の表示
+STR_02CE_SIGNS_DISPLAYED                                        :{SETX 12}標示の表示
+STR_02D0_FULL_ANIMATION                                         :{SETX 12}高級のアニメーション
+STR_02D2_FULL_DETAIL                                            :{SETX 12}高級の画像
+STR_02D4_TRANSPARENT_BUILDINGS                                  :{SETX 12}透明な建物
+STR_TRANSPARENT_SIGNS                                           :{SETX 12}澄む駅看板
+############ range ends	here
+
+############ range for menu	starts
+STR_02D5_LAND_BLOCK_INFO                                        :地域情報
+STR_02D6                                                        :
+STR_02D7_SCREENSHOT_CTRL_S                                      :スクリーンショット(Ctrl-S)
+STR_02D8_GIANT_SCREENSHOT_CTRL_G                                :大型スクリーンショット(Ctrl-G)
+STR_02D9_ABOUT_OPENTTD                                          :'OpenTTD'とは?
+############ range ends	here
+
+STR_02DB_OFF                                                    :{BLACK}切
+STR_02DA_ON                                                     :{BLACK}入
+STR_02DC_DISPLAY_SUBSIDIES                                      :{BLACK}助成金を表示
+STR_02DD_SUBSIDIES                                              :助成金
+STR_02DE_MAP_OF_WORLD                                           :世界の地図
+STR_02DF_TOWN_DIRECTORY                                         :市町村のリスト
+STR_TOWN_POPULATION                                             :{BLACK}世界人口:{COMMA}
+
+STR_02E0_CURRENCY_UNITS                                         :{BLACK}通貨単位
+STR_02E1                                                        :{BLACK}{SKIP}{STRING}
+STR_02E2_CURRENCY_UNITS_SELECTION                               :{BLACK}通貨単位の選択
+STR_02E4                                                        :{BLACK}{SKIP}{SKIP}{STRING}
+STR_02E6_ROAD_VEHICLES                                          :{BLACK}バス/トラック
+STR_02E7                                                        :{BLACK}{SKIP}{SKIP}{SKIP}{STRING}
+STR_02E9_DRIVE_ON_LEFT                                          :左に運転します
+STR_02EA_DRIVE_ON_RIGHT                                         :右に運転します
+STR_02EB_TOWN_NAMES                                             :{BLACK}市町村名
+STR_02EC                                                        :{BLACK}{SKIP}{SKIP}{SKIP}{SKIP}{STRING}
+STR_02ED_SELECT_STYLE_OF_TOWN_NAMES                             :{BLACK}市町村名の種類の選択
+
+STR_02F4_AUTOSAVE                                               :{BLACK}自動保存
+STR_02F5                                                        :{BLACK}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{STRING}
+STR_02F6_SELECT_INTERVAL_BETWEEN                                :{BLACK}自動保存の間隔を選択します
+STR_02F7_OFF                                                    :切
+STR_02F8_EVERY_3_MONTHS                                         :毎3月
+STR_02F9_EVERY_6_MONTHS                                         :毎6月
+STR_02FA_EVERY_12_MONTHS                                        :毎12月
+STR_02FB_START_A_NEW_GAME                                       :{BLACK}新しいゲームを始めます
+STR_02FC_LOAD_A_SAVED_GAME                                      :{BLACK}ゲームを開きます
+STR_02FE_CREATE_A_CUSTOMIZED_GAME                               :{BLACK}カスタムシナリオを作成します
+STR_02FF_SELECT_SINGLE_PLAYER_GAME                              :{BLACK}一人プレイを選択します
+STR_0300_SELECT_MULTIPLAYER_GAME                                :{BLACK}多人数プレイ(2〜8人)を選択します
+STR_0301_DISPLAY_GAME_OPTIONS                                   :{BLACK}ゲーム設定を見せます
+STR_0302_DISPLAY_DIFFICULTY_OPTIONS                             :{BLACK}難しさ設定を見せます
+STR_0303_START_A_NEW_GAME_USING                                 :{BLACK}カスタムシナリオを使用して新規ゲームを開始します
+STR_0304_QUIT                                                   :{BLACK}出口
+STR_0305_QUIT_OPENTTD                                           :{BLACK}'OpenTTD'を止めます
+STR_0307_OPENTTD                                                :{WHITE}OpenTTD {REV}
+STR_030D_CAN_ONLY_BE_BUILT_IN_TOWNS                             :{WHITE}…町の外に建てません
+STR_030E_SELECT_TEMPERATE_LANDSCAPE                             :{BLACK}温帯地域を選択します
+STR_030F_SELECT_SUB_ARCTIC_LANDSCAPE                            :{BLACK}亜寒帯地域を選択します
+STR_0310_SELECT_SUB_TROPICAL_LANDSCAPE                          :{BLACK}亜熱帯地域を選択します
+STR_0311_SELECT_TOYLAND_LANDSCAPE                               :{BLACK}おもちゃの国を選択します
+STR_0312_FUND_CONSTRUCTION_OF_NEW                               :{BLACK}新規産業の建造に資金を供給します
+
+############ range for menu	starts
+STR_0313_FUND_NEW_INDUSTRY                                      :新規産業の建造に資金を出す
+############ range ends here
+
+STR_0314_FUND_NEW_INDUSTRY                                      :{WHITE}新規産業の建造に資金の供給
+STR_0316_CAN_ONLY_BE_BUILT_IN_TOWNS                             :{WHITE}…町の外に建てません
+STR_0317_CAN_ONLY_BE_BUILT_IN_RAINFOREST                        :{WHITE}...雨林地域のみに建造できます
+STR_0318_CAN_ONLY_BE_BUILT_IN_DESERT                            :{WHITE}...砂漠地域のみに建造できます
+STR_0319_PAUSED                                                 :{YELLOW}**ポーズ**
+
+STR_031B_SCREENSHOT_SUCCESSFULLY                                :{WHITE}スクリーンショットを '{STRING}' に正常に保存しました
+STR_031C_SCREENSHOT_FAILED                                      :{WHITE}スクリーンショットが失敗しました!
+
+STR_0329_PURCHASE_LAND_FOR_FUTURE                               :{BLACK}将来用に土地を購入
+STR_032F_AUTOSAVE                                               :{RED}自動保存
+STR_0330_SELECT_EZY_STREET_STYLE                                :{BLACK}'Ezy Street 式の音楽'のプレイリストを選択します
+
+STR_0335_6                                                      :{BLACK}6
+STR_0336_7                                                      :{BLACK}7
+
+############ start of townname region
+STR_TOWNNAME_ORIGINAL_ENGLISH                                   :イギリス
+STR_TOWNNAME_FRENCH                                             :フランス
+STR_TOWNNAME_GERMAN                                             :ドイツ
+STR_TOWNNAME_ADDITIONAL_ENGLISH                                 :イギリス(おまけ)
+STR_TOWNNAME_LATIN_AMERICAN                                     :ラテンアメリカ
+STR_TOWNNAME_SILLY                                              :愚
+STR_TOWNNAME_SWEDISH                                            :スウェーデン
+STR_TOWNNAME_POLISH                                             :ポーランド
+STR_TOWNNAME_SLOVAKISH                                          :スロバキア
+STR_TOWNNAME_NORWEGIAN                                          :ノルウェー
+STR_TOWNNAME_HUNGARIAN                                          :洪牙利
+STR_TOWNNAME_AUSTRIAN                                           :オーストリア
+STR_TOWNNAME_ROMANIAN                                           :ルーマニア
+STR_TOWNNAME_CZECH                                              :チェコ
+STR_TOWNNAME_SWISS                                              :瑞西
+STR_TOWNNAME_DANISH                                             :デーン
+STR_TOWNNAME_TURKISH                                            :土国
+STR_TOWNNAME_ITALIAN                                            :イタリ
+STR_TOWNNAME_CATALAN                                            :カタラン
+############ end of	townname region
+
+STR_CURR_YEN                                                    :日本の円(¥)
+
+
+STR_OPTIONS_LANG_CBO                                            :{BLACK}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{STRING}
+
+
+STR_OPTIONS_RES_CBO                                             :{BLACK}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{STRING}
+
+STR_OPTIONS_SCREENSHOT_FORMAT_CBO                               :{BLACK}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{STRING}
+
+STR_AUTOSAVE_1_MONTH                                            :毎月
+
+STR_MONTH_JAN                                                   :1月
+STR_MONTH_FEB                                                   :2月
+STR_MONTH_MAR                                                   :3月
+STR_MONTH_APR                                                   :4月
+STR_MONTH_MAY                                                   :5月
+STR_MONTH_JUN                                                   :6月
+STR_MONTH_JUL                                                   :7月
+STR_MONTH_AUG                                                   :8月
+STR_MONTH_SEP                                                   :9月
+STR_MONTH_OCT                                                   :10月
+STR_MONTH_NOV                                                   :11月
+STR_MONTH_DEC                                                   :12月
+
+
+STR_TONS                                                        :トン
+
+STR_SMALL_RIGHT_ARROW                                           :{TINYFONT}{RIGHTARROW}
+
+
+STR_TRAIN_IS_LOST                                               :{WHITE}電車{COMMA}は迷います
+STR_TRAIN_IS_UNPROFITABLE                                       :{WHITE}去年、電車{COMMA}の取り柄は{CURRENCY}
+
+# Start of order review system.
+# DON'T ADD OR REMOVE LINES HERE
+STR_TRAIN_HAS_TOO_FEW_ORDERS                                    :{WHITE}電車{COMMA}のルートは過小駅があります
+STR_TRAIN_HAS_VOID_ORDER                                        :{WHITE}電車{COMMA}は 空々予定があります
+STR_TRAIN_HAS_DUPLICATE_ENTRY                                   :{WHITE}電車{COMMA}のルートはデュープリケート 駅があります
+STR_TRAIN_HAS_INVALID_ENTRY                                     :{WHITE}電車{COMMA} のルートは無効な駅があります
+# end of order system
+
+STR_TRAIN_AUTORENEW_FAILED                                      :{WHITE}電車{COMMA} のオート取り替えられません (お金のかぎり)
+STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT                            :{WHITE}付け替えの後で、電車{COMMA}は ちょっと長いです
+
+
+
+
+
+
+STR_CONFIG_PATCHES_LIVERIES_NONE                                :何も
+
+
+
+
+
+
+
+STR_CONFIG_PATCHES_INT32                                        :{NUM}
+STR_CONFIG_PATCHES_CURRENCY                                     :{CURRENCY}
+
+
+STR_TEMPERATE_LANDSCAPE                                         :温帯国
+STR_SUB_ARCTIC_LANDSCAPE                                        :北極国
+STR_SUB_TROPICAL_LANDSCAPE                                      :亜熱帯国
+STR_TOYLAND_LANDSCAPE                                           :おまちゃ国
+
+
+
+
+
+
+STR_WAYPOINT_VIEWPORT                                           :{WHITE}{WAYPOINT}
+STR_WAYPOINT_VIEWPORT_TINY                                      :{TINYFONT}{WHITE}{WAYPOINT}
+STR_WAYPOINT_RAW                                                :{WAYPOINT}
+
+
+
+
+
+
+
+STR_TREES_RANDOM_TYPE                                           :{BLACK}ランドム種類の木
+STR_TREES_RANDOM_TYPE_TIP                                       :{BLACK}ランドム種類の木を植えます
+
+
+
+
+
+
+
+
+
+
+STR_INDUSTRYDIR_ITEM_NOPROD                                     :{ORANGE}{INDUSTRY}
+
+
+
+TEMP_AI_IN_PROGRESS                                             :{WHITE}いらっしゃいませ!このAIは発展中です。問題があったら、スクリーンショットを取って、フォーラムに送ってください
+TEMP_AI_ACTIVATED                                               :{WHITE}注意:AIはまだアルファです!今、貨物自動車とバスだけ疲われます!
+TEMP_AI_MULTIPLAYER                                             :{WHITE}注意:AIはまだ実験段階です!問題があったら、英語でtruelight@openttd.orgをメールしてください。
+
+############ network gui strings
+
+
+
+
+STR_NETWORK_GAME_NAME                                           :{BLACK}名前
+
+
+STR_NETWORK_GENERAL_ONLINE                                      :{BLACK}{COMMA}/{COMMA} - {COMMA}/{COMMA}
+STR_ORANGE                                                      :{ORANGE}{STRING}
+STR_NETWORK_LANGUAGE                                            :{SILVER}国語:  {WHITE}{STRING}
+
+
+
+
+STR_NETWORK_INTERNET                                            :インターネット
+STR_NETWORK_COMBO2                                              :{BLACK}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{STRING}
+STR_NETWORK_COMBO3                                              :{BLACK}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{STRING}
+STR_NETWORK_COMBO4                                              :{BLACK}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{STRING}
+STR_NETWORK_COMBO5                                              :{BLACK}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{STRING}
+
+############ Leave those lines in this order!!
+STR_NETWORK_LANG_ENGLISH                                        :英語
+STR_NETWORK_LANG_GERMAN                                         :ドイツ語
+STR_NETWORK_LANG_FRENCH                                         :フランス語
+############ End of leave-in-this-order
+
+
+
+
+
+
+
+############ Leave those lines in this order!!
+
+############ End of leave-in-this-order
+
+
+
+
+############ Leave those lines in this order!!
+############ End of leave-in-this-order
+
+
+
+
+
+############ end network gui strings
+
+
+
+
+##### PNG-MAP-Loader
+
+
+
+##id 0x0800
+STR_0800_COST                                                   :{TINYFONT}{RED}値段:{CURRENCY}
+STR_0801_COST                                                   :{RED}値段: {CURRENCY}
+STR_0802_INCOME                                                 :{TINYFONT}{GREEN}所得:{CURRENCY}
+STR_0803_INCOME                                                 :{GREEN}所得:{CURRENCY}
+STR_0805_ESTIMATED_COST                                         :{WHITE}評価の価値:{CURRENCY}
+STR_0807_ESTIMATED_INCOME                                       :{WHITE}評価の所得:{CURRENCY}
+STR_0808_CAN_T_RAISE_LAND_HERE                                  :{WHITE}ここに土地が上げられません
+STR_0809_CAN_T_LOWER_LAND_HERE                                  :{WHITE}ここに土地が下げられません
+STR_080A_ROCKS                                                  :岩石
+STR_080B_ROUGH_LAND                                             :でこぼこの土地
+STR_080C_BARE_LAND                                              :裸地
+STR_080D_GRASS                                                  :草地
+STR_080E_FIELDS                                                 :田畑
+STR_080F_SNOW_COVERED_LAND                                      :積雪地域
+STR_0810_DESERT                                                 :砂漠
+
+##id 0x1000
+STR_1004_TOO_HIGH                                               :{WHITE}ちょっと高いです
+STR_1007_ALREADY_BUILT                                          :{WHITE}…もう建てました
+STR_100A_RAILROAD_CONSTRUCTION                                  :{WHITE}鉄道の建造
+STR_TITLE_ELRAIL_CONSTRUCTION                                   :{WHITE}電鉄建造
+STR_100B_MONORAIL_CONSTRUCTION                                  :{WHITE}モノレールの建造
+STR_100C_MAGLEV_CONSTRUCTION                                    :{WHITE}マグレブの建造
+STR_100D_SELECT_RAIL_BRIDGE                                     :{WHITE}鉄道の橋の選択
+STR_100E_CAN_T_BUILD_TRAIN_DEPOT                                :{WHITE}ここに電車庫が建造できません
+STR_100F_CAN_T_BUILD_RAILROAD_STATION                           :{WHITE}ここに駅が建造できません
+STR_1010_CAN_T_BUILD_SIGNALS_HERE                               :{WHITE}ここに信号が建造できません
+STR_1011_CAN_T_BUILD_RAILROAD_TRACK                             :{WHITE}ここに線路が建造できません
+STR_1012_CAN_T_REMOVE_RAILROAD_TRACK                            :{WHITE}ここから線路が廃止できません
+STR_1013_CAN_T_REMOVE_SIGNALS_FROM                              :{WHITE}ここから信号が廃止できません
+STR_1014_TRAIN_DEPOT_ORIENTATION                                :{WHITE}電車庫の配置
+STR_1015_RAILROAD_CONSTRUCTION                                  :鉄道の建造
+STR_TOOLB_ELRAIL_CONSTRUCTION                                   :電鉄建造
+STR_1016_MONORAIL_CONSTRUCTION                                  :モノレールの建造
+STR_1017_MAGLEV_CONSTRUCTION                                    :マグレブの建造
+STR_1018_BUILD_RAILROAD_TRACK                                   :{BLACK}線路を建造します
+STR_1019_BUILD_TRAIN_DEPOT_FOR_BUILDING                         :{BLACK}(電車の建造や整備のための)電車庫を建造します
+STR_101A_BUILD_RAILROAD_STATION                                 :{BLACK}駅を建造します
+STR_101B_BUILD_RAILROAD_SIGNALS                                 :{BLACK}鉄道の信号を建造します
+STR_101C_BUILD_RAILROAD_BRIDGE                                  :{BLACK}鉄道の橋を建造します
+STR_101D_BUILD_RAILROAD_TUNNEL                                  :{BLACK}鉄道のトンネルを建造します
+STR_101E_TOGGLE_BUILD_REMOVE_FOR                                :{BLACK}線路と信号の建造/廃止を切り替えます
+STR_101F_BRIDGE_SELECTION_CLICK                                 :{BLACK}橋の選択 - お好きな橋を建造するにはクリックします
+STR_1020_SELECT_RAILROAD_DEPOT_ORIENTATIO                       :{BLACK}電車庫の配置を選択します
+STR_1021_RAILROAD_TRACK                                         :線路
+STR_1023_RAILROAD_TRAIN_DEPOT                                   :電車庫
+STR_1024_AREA_IS_OWNED_BY_ANOTHER                               :{WHITE}...この土地は他の会社に所有されています
+
+
+
+##id 0x1800
+STR_1805_CAN_T_REMOVE_ROAD_FROM                                 :{WHITE}ここから道路が廃止できません...
+STR_1806_ROAD_DEPOT_ORIENTATION                                 :{WHITE}車庫の配置
+STR_1807_CAN_T_BUILD_ROAD_VEHICLE                               :{WHITE}ここに車庫が建造できません...
+STR_1808_CAN_T_BUILD_BUS_STATION                                :{WHITE}バス停が建造できません...
+STR_1809_CAN_T_BUILD_TRUCK_STATION                              :{WHITE}荷役所が建造できません...
+STR_180A_ROAD_CONSTRUCTION                                      :道路の建造
+STR_180B_BUILD_ROAD_SECTION                                     :{BLACK}道路の部分を建造します
+STR_180C_BUILD_ROAD_VEHICLE_DEPOT                               :{BLACK}(バス、トラックの建造、整備のための)車庫を建造します
+STR_180D_BUILD_BUS_STATION                                      :{BLACK}バス停を建造します
+STR_180E_BUILD_TRUCK_LOADING_BAY                                :{BLACK}荷役所を建造します
+STR_180F_BUILD_ROAD_BRIDGE                                      :{BLACK}道路の端を建造します
+STR_1810_BUILD_ROAD_TUNNEL                                      :{BLACK}道路のトンネルを建造します
+STR_1811_TOGGLE_BUILD_REMOVE_FOR                                :{BLACK}道路の建造/廃止を切り替えます
+STR_1813_SELECT_ROAD_VEHICLE_DEPOT                              :{BLACK}車庫の配置の選択
+STR_1814_ROAD                                                   :道路
+STR_1815_ROAD_WITH_STREETLIGHTS                                 :街路照明のある道路
+STR_1816_TREE_LINED_ROAD                                        :並木道
+STR_1817_ROAD_VEHICLE_DEPOT                                     :車庫
+STR_1818_ROAD_RAIL_LEVEL_CROSSING                               :踏切
+
+##id 0x2000
+STR_2000_TOWNS                                                  :{WHITE}町
+STR_TOWN_LABEL_POP                                              :{WHITE}{TOWN} ({COMMA})
+STR_TOWN_LABEL                                                  :{WHITE}{TOWN}
+STR_TOWN_LABEL_TINY_BLACK                                       :{TINYFONT}{BLACK}{TOWN}
+STR_TOWN_LABEL_TINY_WHITE                                       :{TINYFONT}{WHITE}{TOWN}
+STR_2002                                                        :{TINYFONT}{BLACK}{STRING}
+STR_2004_BUILDING_MUST_BE_DEMOLISHED                            :{WHITE}まずは建物を破壊しなければなりません
+STR_2005                                                        :{WHITE}{TOWN}
+STR_2006_POPULATION                                             :{BLACK}人口:{ORANGE}{COMMA}人{BLACK} 建物:{ORANGE}{COMMA}戸
+STR_2007_RENAME_TOWN                                            :町名を変更
+STR_2008_CAN_T_RENAME_TOWN                                      :{WHITE}町名が変更できません...
+STR_2009_LOCAL_AUTHORITY_REFUSES                                :{WHITE}{TOWN}の町議会は許可しません
+STR_200A_TOWN_NAMES_CLICK_ON_NAME                               :{BLACK}町名 - 画面をその町に集中するには、クリックします
+STR_200B_CENTER_THE_MAIN_VIEW_ON                                :{BLACK}画面を町に集中します
+STR_200C_CHANGE_TOWN_NAME                                       :{BLACK}町名を変更します
+STR_200D_PASSENGERS_LAST_MONTH_MAX                              :{BLACK}先月の乗客:{ORANGE}{COMMA}人{BLACK} 最大:{ORANGE}{COMMA}人
+STR_200E_MAIL_LAST_MONTH_MAX                                    :{BLACK}先月の郵便物:{ORANGE}{COMMA}個{BLACK} 最大:{ORANGE}{COMMA}個
+STR_200F_TALL_OFFICE_BLOCK                                      :超高層ビル
+STR_2010_OFFICE_BLOCK                                           :オフィスビル
+STR_2011_SMALL_BLOCK_OF_FLATS                                   :アパート
+STR_2012_CHURCH                                                 :チャーチ
+STR_2013_LARGE_OFFICE_BLOCK                                     :大型オフィスビル
+STR_2014_TOWN_HOUSES                                            :マンション
+STR_2015_HOTEL                                                  :ホテル
+STR_2016_STATUE                                                 :彫像
+STR_2017_FOUNTAIN                                               :噴水
+STR_2018_PARK                                                   :公園
+STR_2019_OFFICE_BLOCK                                           :オフィスビル
+STR_201A_SHOPS_AND_OFFICES                                      :雑居ビル
+STR_201B_MODERN_OFFICE_BUILDING                                 :近代のオフィスビル
+STR_201C_WAREHOUSE                                              :倉庫
+STR_201D_OFFICE_BLOCK                                           :オフィスビル
+STR_201E_STADIUM                                                :スタジアム
+STR_201F_OLD_HOUSES                                             :老舗
+STR_2020_LOCAL_AUTHORITY                                        :{BLACK}町議会
+STR_2021_SHOW_INFORMATION_ON_LOCAL                              :{BLACK}町議会の情報を表示します
+STR_2022_LOCAL_AUTHORITY                                        :{WHITE}{TOWN}の町議会
+STR_2023_TRANSPORT_COMPANY_RATINGS                              :{BLACK}会社の町内の世評:
+STR_2024                                                        :{YELLOW}{COMPANY}{PLAYERNAME}: {ORANGE}{STRING}
+STR_2025_SUBSIDIES                                              :{WHITE}助成金
+STR_2026_SUBSIDIES_ON_OFFER_FOR                                 :{BLACK}次の運送経路に助成金を提案します:
+STR_2027_FROM_TO                                                :{ORANGE}{STRING}を{STRING}から{STRING}へ
+STR_2028_BY                                                     :{YELLOW} ({DATE_SHORT}の前)
+STR_202A_NONE                                                   :{ORANGE}何も
+STR_202B_SERVICES_ALREADY_SUBSIDISED                            :{BLACK}既に助成金を受けている運送経路:
+STR_202C_FROM_TO                                                :{ORANGE}{STRING}{STATION}から{STATION}まで{YELLOW} ({COMPANY}
+STR_202D_UNTIL                                                  :{YELLOW}、{DATE_SHORT}まで)
+STR_202E_OFFER_OF_SUBSIDY_EXPIRED                               :{BLACK}{BIGFONT}助成金の提案の有効期限が切られた:{}{}{STRING}を{STRING}から{STRING}への運送経路は今から助成金を受けない。
+STR_2036_COTTAGES                                               :小屋
+STR_2037_HOUSES                                                 :家
+STR_2038_FLATS                                                  :アパート
+STR_2039_TALL_OFFICE_BLOCK                                      :大型オフィスビル
+STR_203A_SHOPS_AND_OFFICES                                      :雑居
+STR_203B_SHOPS_AND_OFFICES                                      :雑居
+STR_203C_THEATER                                                :劇場
+STR_203D_STADIUM                                                :スタジアム
+STR_203E_OFFICES                                                :オフィスビル
+STR_203F_HOUSES                                                 :家
+STR_2040_CINEMA                                                 :映画館
+STR_2041_SHOPPING_MALL                                          :デパート
+STR_2043_LIST_OF_THINGS_TO_DO_AT                                :{BLACK}この町の起こせる動作 - 詳しくは項目をクリックします
+STR_2044_CARRY_OUT_THE_HIGHLIGHTED                              :{BLACK}上記のリストの洗濯中の動作を起こします。
+STR_2045_ACTIONS_AVAILABLE                                      :{BLACK}起こせる動作:
+STR_2046_SMALL_ADVERTISING_CAMPAIGN                             :小型広告キャンペーン
+STR_2047_MEDIUM_ADVERTISING_CAMPAIGN                            :中型広告キャンペーン
+STR_2048_LARGE_ADVERTISING_CAMPAIGN                             :大型広告キャンペーン
+STR_2049_FUND_LOCAL_ROAD_RECONSTRUCTION                         :道路再建を出資
+STR_204A_BUILD_STATUE_OF_COMPANY                                :会社長の彫像を建造
+STR_204B_FUND_NEW_BUILDINGS                                     :市街地開発を出資
+STR_TOWN_BRIBE_THE_LOCAL_AUTHORITY                              :地方自治体を買収します
+STR_204D_INITIATE_A_SMALL_LOCAL                                 :{WHITE}{STRING}{}{YELLOW} あなたの運送経路の利用率を増やすには、町内の小型広告キャンペーンを行います。{}  価値:{CURRENCY}
+STR_204E_INITIATE_A_MEDIUM_LOCAL                                :{WHITE}{STRING}{}{YELLOW} あなたの運送経路の利用率を増やすには、町内の中型広告キャンペーンを行います。{}  価値:{CURRENCY}
+STR_204F_INITIATE_A_LARGE_LOCAL                                 :{WHITE}{STRING}{}{YELLOW} あなたの運送経路の利用率を増やすには、町内の大型広告キャンペーンを行います。{}  価値:{CURRENCY}
+STR_2050_FUND_THE_RECONSTRUCTION                                :{WHITE}{STRING}{}{YELLOW} 町内の道路の再建を出資します。最高 6 ヶ月間まで、道路交通に途絶を与えます。{}  価値:{CURRENCY}
+STR_TOWN_BRIBE_THE_LOCAL_AUTHORITY_DESC                         :{WHITE}{STRING}{}{YELLOW} 名声を増殖します地方自治体を買収します。けれども、あぶないです!{}  値段: {CURRENCY}
+STR_2056                                                        :{TINYFONT}{WHITE}{TOWN}
+STR_2057                                                        :{ORANGE}{TOWN}{BLACK} ({COMMA})
+
+STR_INDUSTRY                                                    :{INDUSTRY}
+STR_TOWN                                                        :{TOWN}
+STR_INDUSTRY_FORMAT                                             :{TOWN} {STRING}
+STR_STATION                                                     :{STATION}
+
+##id 0x2800
+STR_2802_TREES                                                  :{WHITE}木
+STR_2803_TREE_ALREADY_HERE                                      :{WHITE}...木はもうあります
+STR_2806                                                        :{WHITE}{STRING}
+STR_280E_TREES                                                  :木
+
+##id 0x3000
+STR_3003_NUMBER_OF_TRACKS                                       :{BLACK}線路数
+STR_3004_PLATFORM_LENGTH                                        :{BLACK}ホームの長さ
+STR_3005_TOO_CLOSE_TO_ANOTHER_RAILROAD                          :{WHITE}他の駅に近すぎます
+STR_3007_TOO_MANY_STATIONS_LOADING                              :{WHITE}町内に駅/バス停/荷役所が多すぎます
+STR_3008_TOO_MANY_STATIONS_LOADING                              :{WHITE}駅/荷役所が多すぎます
+STR_3008A_TOO_MANY_BUS_STOPS                                    :{WHITE}バス停が多すぎます
+STR_3008B_TOO_MANY_TRUCK_STOPS                                  :{WHITE}荷役所が多すぎます
+STR_3009_TOO_CLOSE_TO_ANOTHER_STATION                           :{WHITE}他の駅/荷役所に近すぎます
+STR_300A_0                                                      :{WHITE}{STATION} {STATIONFEATURES}
+STR_300B_MUST_DEMOLISH_RAILROAD                                 :{WHITE}まずは駅を破壊しなければなりません
+STR_300D_TOO_CLOSE_TO_ANOTHER_AIRPORT                           :{WHITE}他の空港に近すぎます
+STR_300E_MUST_DEMOLISH_AIRPORT_FIRST                            :{WHITE}まずは空港を破壊しなければなりません
+
+STR_3030_RENAME_STATION_LOADING                                 :駅/荷役所の名称の変更
+STR_3031_CAN_T_RENAME_STATION                                   :{WHITE}駅名が変更できません...
+
+############ range for rating starts
+STR_3035_APPALLING                                              :最低
+STR_3036_VERY_POOR                                              :とても悪い
+STR_3037_POOR                                                   :悪い
+STR_3038_MEDIOCRE                                               :平凡
+STR_3039_GOOD                                                   :良い
+STR_303A_VERY_GOOD                                              :とても良い
+STR_303B_EXCELLENT                                              :すばらしい
+STR_303C_OUTSTANDING                                            :最高
+############ range for rating ends
+
+STR_303D                                                        :{WHITE}{STRING}: {YELLOW}{STRING} ({COMMA}%)
+STR_3049_0                                                      :{YELLOW}{STATION} {STATIONFEATURES}
+STR_304A_NONE                                                   :{YELLOW}- 何も-
+STR_304F_SELECT_NUMBER_OF_PLATFORMS                             :{BLACK}駅の線路数を選択します
+STR_3050_SELECT_LENGTH_OF_RAILROAD                              :{BLACK}駅のホームの長さを選択します
+STR_3051_SELECT_BUS_STATION_ORIENTATION                         :{BLACK}バス停の配置を選択します
+STR_3052_SELECT_TRUCK_LOADING_BAY                               :{BLACK}荷役所の配置を選択します
+STR_3054_SHOW_STATION_RATINGS                                   :{BLACK}駅の評価を表示します
+STR_3055_CHANGE_NAME_OF_STATION                                 :{BLACK}駅名を変更します
+STR_3056_SHOW_LIST_OF_ACCEPTED_CARGO                            :{BLACK}受け取る貨物のリストを表示します
+STR_3058_SELECT_SIZE_TYPE_OF_AIRPORT                            :{BLACK}空港のサイズ/種類を選択します
+STR_305C_0                                                      :{STATION} {STATIONFEATURES}
+STR_STATION_SIGN_TINY                                           :{TINYFONT}{STATION}
+STR_305E_RAILROAD_STATION                                       :駅
+STR_305F_AIRCRAFT_HANGAR                                        :格納庫
+STR_3060_AIRPORT                                                :空港
+STR_3061_TRUCK_LOADING_AREA                                     :荷役所
+STR_3062_BUS_STATION                                            :バス停
+STR_3063_SHIP_DOCK                                              :波止場
+STR_3068_DOCK                                                   :{WHITE}波止場
+STR_3069_BUOY                                                   :ブイ
+STR_306C_STATION_TOO_SPREAD_OUT                                 :{WHITE}...駅が広すぎます
+STR_USE_CTRL_TO_SELECT_MORE                                     :{BLACK}もっと事を選ぶために、CTRLをプッシュ
+
+STR_UNDEFINED                                                   :(ハンナ・ストリング)
+STR_STAT_CLASS_DFLT                                             :デフォルト駅
+STR_STAT_CLASS_WAYP                                             :通過点
+
+##id 0x3800
+STR_3800_SHIP_DEPOT_ORIENTATION                                 :{WHITE}造船所の配置
+STR_3803_SELECT_SHIP_DEPOT_ORIENTATION                          :{BLACK}造船所の配置を選択します
+STR_3804_WATER                                                  :水
+STR_3806_SHIP_DEPOT                                             :造船所
+
+##id 0x4000
+STR_4000_SAVE_GAME                                              :{WHITE}ゲームを保存
+STR_4001_LOAD_GAME                                              :{WHITE}ゲームを開く
+STR_4002_SAVE                                                   :{BLACK}保存
+STR_4003_DELETE                                                 :{BLACK}削除
+STR_4004                                                        :{COMPANY}、 {DATE_LONG}
+STR_4005_BYTES_FREE                                             :{BLACK}{COMMA} MB 使用可能
+STR_4007_GAME_SAVE_FAILED                                       :{WHITE}ゲームの保存が失敗しました
+STR_4008_UNABLE_TO_DELETE_FILE                                  :{WHITE}ファイルを削除できません
+STR_4009_GAME_LOAD_FAILED                                       :{WHITE}ゲームの読み込むが失敗しました
+STR_400A_LIST_OF_DRIVES_DIRECTORIES                             :{BLACK}ドライブ、フォルダ、ゲームファイルのリスト
+STR_400B_CURRENTLY_SELECTED_NAME                                :{BLACK}ゲームのファイル名
+STR_400C_DELETE_THE_CURRENTLY_SELECTED                          :{BLACK}選択したゲームを削除します
+STR_400D_SAVE_THE_CURRENT_GAME_USING                            :{BLACK}指定したファイル名に現在のゲームを保存します
+STR_400E_SELECT_NEW_GAME_TYPE                                   :{WHITE}新規ゲーム種類の選択
+STR_400F_SELECT_SCENARIO_GREEN_PRE                              :{BLACK}シナリオ(緑)、プリセットゲーム(青)もしくは新規ランダムゲームを選択します
+STR_4010_GENERATE_RANDOM_NEW_GAME                               :新規ランダムゲームを作成
+
+##id 0x4800
+STR_4801                                                        :{WHITE}{INDUSTRY}
+STR_4802_COAL_MINE                                              :炭坑
+STR_4803_POWER_STATION                                          :発電所
+STR_4804_SAWMILL                                                :製材工場
+STR_4805_FOREST                                                 :森林
+STR_4806_OIL_REFINERY                                           :石油精製所
+STR_4808_FACTORY                                                :工場
+STR_4809_PRINTING_WORKS                                         :印刷所
+STR_480A_STEEL_MILL                                             :製鋼所
+STR_480B_FARM                                                   :農場
+STR_480C_COPPER_ORE_MINE                                        :銅鉱石鉱山
+STR_480D_OIL_WELLS                                              :油井
+STR_480E_BANK                                                   :銀行
+STR_480F_FOOD_PROCESSING_PLANT                                  :食品加工場
+STR_4810_PAPER_MILL                                             :製紙工場
+STR_4811_GOLD_MINE                                              :金山
+STR_4812_BANK                                                   :銀行
+STR_4813_DIAMOND_MINE                                           :ダイヤモンド鉱山
+STR_4814_IRON_ORE_MINE                                          :鉄鉱石鉱山
+STR_4815_FRUIT_PLANTATION                                       :果物農園
+STR_4816_RUBBER_PLANTATION                                      :ゴム園
+STR_4817_WATER_SUPPLY                                           :給水設備
+STR_4818_WATER_TOWER                                            :給水塔
+STR_4819_FACTORY                                                :工場
+STR_481A_FARM                                                   :農場
+STR_481B_LUMBER_MILL                                            :製材所
+STR_481E_BATTERY_FARM                                           :電池園
+STR_4826_SUGAR_MINE                                             :砂糖鉱山
+
+############ range for requires	starts
+############ range for requires	ends
+
+STR_482F_COST                                                   :{BLACK}値段: {YELLOW}{CURRENCY}
+STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY                          :{WHITE}この産業がここに建造できません...
+
+##id 0x5000
+STR_500D                                                        :{GOLD}{STRING}、{} {VELOCITY} {WHITE}{CURRENCY}
+STR_500E_SUSPENSION_STEEL                                       :つり橋、鋼鉄製
+STR_500F_GIRDER_STEEL                                           :けた橋、鋼鉄製
+STR_5010_CANTILEVER_STEEL                                       :カンチレバー橋、鋼鉄製
+STR_5011_SUSPENSION_CONCRETE                                    :つり橋、コンクリート製
+STR_5012_WOODEN                                                 :木製
+STR_5013_CONCRETE                                               :コンクリート製
+STR_5014_TUBULAR_STEEL                                          :鋼管橋、鋼鉄製
+STR_5015_CAN_T_BUILD_BRIDGE_HERE                                :{WHITE}橋がここに建造できません...
+STR_5016_CAN_T_BUILD_TUNNEL_HERE                                :{WHITE}トンネルがここに建造できません...
+STR_5017_RAILROAD_TUNNEL                                        :鉄道トンネル
+STR_5018_ROAD_TUNNEL                                            :道路トンネル
+
+##id 0x5800
+STR_5801_TRANSMITTER                                            :送信機
+STR_5802_LIGHTHOUSE                                             :灯台
+STR_5803_COMPANY_HEADQUARTERS                                   :交通会社本部ビル
+STR_5804_COMPANY_HEADQUARTERS_IN                                :{WHITE}...交通会社本部ビルがあります
+
+
+############ WARNING, using	range 0x6000 for strings that are stored in	the	savegame
+############ These strings may never get a new id, or savegames	will break!
+##id 0x6000
+STR_SV_EMPTY                                                    :
+STR_SV_UNNAMED                                                  :名前無し
+STR_SV_TRAIN_NAME                                               :電車{COMMA}
+STR_SV_ROADVEH_NAME                                             :車{COMMA}
+STR_SV_SHIP_NAME                                                :シップ{COMMA}
+STR_SV_AIRCRAFT_NAME                                            :飛行機{COMMA}
+
+STR_SV_STNAME                                                   :{STRING}
+STR_SV_STNAME_NORTH                                             :{STRING} 北
+STR_SV_STNAME_SOUTH                                             :{STRING} 南
+STR_SV_STNAME_EAST                                              :{STRING} 東
+STR_SV_STNAME_WEST                                              :{STRING} 西
+STR_SV_STNAME_CENTRAL                                           :{STRING}中
+STR_SV_STNAME_TRANSFER                                          :{STRING}乗り換え
+STR_SV_STNAME_HALT                                              :{STRING} 停留
+STR_SV_STNAME_VALLEY                                            :{STRING} 谷
+STR_SV_STNAME_HEIGHTS                                           :{STRING}高地
+STR_SV_STNAME_WOODS                                             :{STRING} 森
+STR_SV_STNAME_LAKESIDE                                          :{STRING} 池側
+STR_SV_STNAME_EXCHANGE                                          :{STRING}更代
+STR_SV_STNAME_AIRPORT                                           :{STRING}空港
+STR_SV_STNAME_OILFIELD                                          :{STRING}油田
+STR_SV_STNAME_MINES                                             :{STRING} 鉱区
+STR_SV_STNAME_DOCKS                                             :{STRING} 船渠
+STR_SV_STNAME_BUOY_1                                            :{STRING} ボイ1
+STR_SV_STNAME_BUOY_2                                            :{STRING} ボイ2
+STR_SV_STNAME_BUOY_3                                            :{STRING} ボイ3
+STR_SV_STNAME_BUOY_4                                            :{STRING} ボイ4
+STR_SV_STNAME_BUOY_5                                            :{STRING} ボイ5
+STR_SV_STNAME_BUOY_6                                            :{STRING} ボイ6
+STR_SV_STNAME_BUOY_7                                            :{STRING} ボイ7
+STR_SV_STNAME_BUOY_8                                            :{STRING} ボイ8
+STR_SV_STNAME_BUOY_9                                            :{STRING} ボイ9
+STR_SV_STNAME_ANNEXE                                            :{STRING}新館
+STR_SV_STNAME_SIDINGS                                           :{STRING} 側線
+STR_SV_STNAME_BRANCH                                            :{STRING}支所
+STR_SV_STNAME_UPPER                                             :{STRING}上
+STR_SV_STNAME_LOWER                                             :{STRING}下
+STR_SV_STNAME_HELIPORT                                          :{STRING}ヘリポート
+STR_SV_STNAME_FOREST                                            :{STRING} 森林
+
+############ end of	savegame specific region!
+
+##id 0x6800
+STR_6800_DIFFICULTY_LEVEL                                       :{WHITE}難易度
+
+############ range for difficulty levels starts
+STR_6801_EASY                                                   :{BLACK}安い
+STR_6802_MEDIUM                                                 :{BLACK}中位
+STR_6803_HARD                                                   :{BLACK}難しい
+STR_6804_CUSTOM                                                 :{BLACK}カスタム
+############ range for difficulty levels ends
+
+############ range for difficulty settings starts
+STR_6805_MAXIMUM_NO_COMPETITORS                                 :{LTBLUE}競争者数の上限:{ORANGE}{COMMA}
+STR_6806_COMPETITOR_START_TIME                                  :{LTBLUE}競争者の開始遅延:{ORANGE}{STRING}
+STR_6807_NO_OF_TOWNS                                            :{LTBLUE}市町村数:{ORANGE}{STRING}
+STR_6808_NO_OF_INDUSTRIES                                       :{LTBLUE}工業数:{ORANGE}{STRING}
+STR_6809_MAXIMUM_INITIAL_LOAN_000                               :{LTBLUE}初期の最高貸付金:{ORANGE}{CURRENCY}
+STR_680A_INITIAL_INTEREST_RATE                                  :{LTBLUE}初期の金利:{ORANGE}{COMMA}%
+STR_680B_VEHICLE_RUNNING_COSTS                                  :{LTBLUE}乗り物の運転費:{ORANGE}{STRING}
+STR_680C_CONSTRUCTION_SPEED_OF_COMPETITOR                       :{LTBLUE}競争者の建造速度:{ORANGE}{STRING}
+STR_680D_INTELLIGENCE_OF_COMPETITORS                            :{LTBLUE}競争者の能力レベル:{ORANGE}{STRING}
+STR_680E_VEHICLE_BREAKDOWNS                                     :{LTBLUE}乗り物の機能停止:{ORANGE}{STRING}
+STR_680F_SUBSIDY_MULTIPLIER                                     :{LTBLUE}助成金の乗数:{ORANGE}{STRING}
+STR_6810_COST_OF_CONSTRUCTION                                   :{LTBLUE}建造の価値:{ORANGE}{STRING}
+STR_6813_ECONOMY                                                :{LTBLUE}経済の傾向:{ORANGE}{STRING}
+STR_6814_TRAIN_REVERSING                                        :{LTBLUE}電車の反転:{ORANGE}{STRING}
+STR_6815_DISASTERS                                              :{LTBLUE}災害:{ORANGE}{STRING}
+STR_16816_CITY_APPROVAL                                         :{LTBLUE}町議会の地域の再構築に関わる姿勢:{ORANGE}{STRING}
+############ range for difficulty settings ends
+
+STR_26816_NONE                                                  :何も
+STR_6816_LOW                                                    :低い
+STR_6817_NORMAL                                                 :通常
+STR_6818_HIGH                                                   :高い
+STR_6819                                                        :{BLACK}{SMALLLEFTARROW}
+STR_681A                                                        :{BLACK}{SMALLRIGHTARROW}
+STR_681B_VERY_SLOW                                              :特に遅い
+STR_681C_SLOW                                                   :遅い
+STR_681D_MEDIUM                                                 :中位
+STR_681E_FAST                                                   :速い
+STR_681F_VERY_FAST                                              :特に速い
+STR_6820_LOW                                                    :低い
+STR_6821_MEDIUM                                                 :中位
+STR_6822_HIGH                                                   :高い
+STR_6823_NONE                                                   :なし
+STR_6824_REDUCED                                                :軽減
+STR_6825_NORMAL                                                 :通常
+STR_6826_X1_5                                                   :x1.5
+STR_6827_X2                                                     :x2
+STR_6828_X3                                                     :x3
+STR_6829_X4                                                     :x4
+STR_682A_VERY_FLAT                                              :特に平たい
+STR_682B_FLAT                                                   :平たい
+STR_682C_HILLY                                                  :丘陵地
+STR_682D_MOUNTAINOUS                                            :山岳地
+STR_682E_STEADY                                                 :安定的
+STR_682F_FLUCTUATING                                            :変動的
+STR_6830_IMMEDIATE                                              :すぐに
+STR_6831_3_MONTHS_AFTER_PLAYER                                  :開始から 3 ヶ月
+STR_6832_6_MONTHS_AFTER_PLAYER                                  :開始から 6 ヶ月
+STR_6833_9_MONTHS_AFTER_PLAYER                                  :開始から 9 ヶ月
+STR_6834_AT_END_OF_LINE_AND_AT_STATIONS                         :線路終点と駅
+STR_6835_AT_END_OF_LINE_ONLY                                    :線路終点のみ
+STR_6836_OFF                                                    :切
+STR_6837_ON                                                     :入
+STR_6838_SHOW_HI_SCORE_CHART                                    :{BLACK}ハイスコアを表示
+
+##id 0x7000
+STR_7000                                                        :
+STR_7001                                                        :{WHITE}{COMPANY} {BLACK}{PLAYERNAME}
+STR_7008_COMPANY_NAME                                           :{BLACK}会社名
+STR_7009_PRESIDENT_NAME                                         :{BLACK}社長の名前
+STR_700A_COMPANY_NAME                                           :会社名
+STR_700B_PRESIDENT_S_NAME                                       :社長の名前
+STR_700C_CAN_T_CHANGE_COMPANY_NAME                              :{WHITE}会社名が変更できません...
+STR_700D_CAN_T_CHANGE_PRESIDENT                                 :{WHITE}社長の名前が変更できません...
+STR_7010                                                        :{WHITE}{NUM}
+STR_701E                                                        :{BLACK}-{CURRENCY64}
+STR_701F                                                        :{BLACK}+{CURRENCY64}
+STR_7021                                                        :{COMPANY}{PLAYERNAME}
+STR_CURRCOMPACT                                                 :{CURRCOMPACT64}
+STR_7024                                                        :{COMMA}
+STR_7028                                                        :{BLACK}{CURRENCY64}
+STR_TRAINS                                                      :{WHITE}{COMMA} 電車
+STR_AIRCRAFT                                                    :{WHITE}{COMMA} 飛行機
+STR_7042_NONE                                                   :{WHITE}何も
+STR_7065                                                        :{BLACK}{TINYFONT}{STRING}
+
+STR_LIVERY_BUS                                                  :バス
+
+
+##id 0x8000
+STR_8104_AIRCRAFT                                               :飛行機
+
+##id 0x8800
+
+
+
+STR_UNKNOWN_DESTINATION                                         :不明行き先
+STR_8816                                                        :{BLACK}-
+
+
+STR_881F_BUILD_VEHICLE                                          :{BLACK}車両を購入
+STR_8820_RENAME                                                 :{BLACK}名称を変更
+STR_8823_SKIP                                                   :{BLACK}スキップ
+STR_8824_DELETE                                                 :{BLACK}削除
+STR_8825_NON_STOP                                               :{BLACK}直行便
+STR_8826_GO_TO                                                  :{BLACK}駅を選択
+STR_8827_FULL_LOAD                                              :{BLACK}全負荷
+STR_8828_UNLOAD                                                 :{BLACK}降ろす
+STR_8829_ORDERS                                                 :{WHITE}{VEHICLE}(指令)
+STR_882A_END_OF_ORDERS                                          :{SETX 10}- - 指名終了 - -
+STR_FULLLOAD_OR_SERVICE                                         :{SKIP}{SKIP}{STRING}
+STR_882B_CAN_T_BUILD_RAILROAD_VEHICLE                           :{WHITE}鉄道車両が購入できません...
+STR_882C_BUILT_VALUE                                            :{LTBLUE}{STRING}{BLACK} 購入日付:{LTBLUE}{NUM}{BLACK} 価値:{LTBLUE}{CURRENCY}
+STR_882D_VALUE                                                  :{LTBLUE}{STRING}{BLACK} 価値:{LTBLUE}{CURRENCY}
+STR_882E                                                        :{WHITE}{VEHICLE}
+STR_882F_LOADING_UNLOADING                                      :{LTBLUE}積み降ろし中
+STR_TRAIN_MUST_BE_STOPPED                                       :{WHITE}電車は車庫に止めなければ成らないんです
+STR_8830_CAN_T_SEND_TRAIN_TO_DEPOT                              :{WHITE}電車が電車庫へ回送できません...
+STR_8831_NO_MORE_SPACE_FOR_ORDERS                               :{WHITE}これ以上の指令が追加できません
+STR_8832_TOO_MANY_ORDERS                                        :{WHITE}指令が多すぎます
+STR_8833_CAN_T_INSERT_NEW_ORDER                                 :{WHITE}新規指令が挿入できません...
+STR_8834_CAN_T_DELETE_THIS_ORDER                                :{WHITE}この指令が削除できません...
+STR_8835_CAN_T_MODIFY_THIS_ORDER                                :{WHITE}この指令が変更できません...
+STR_8837_CAN_T_MOVE_VEHICLE                                     :{WHITE}この車輌が移動できません...
+STR_8838_N_A                                                    :N/A{SKIP}
+STR_8839_CAN_T_SELL_RAILROAD_VEHICLE                            :{WHITE}車両が販売できません...
+STR_883A_UNABLE_TO_FIND_ROUTE_TO                                :{WHITE}電車庫への経路が見つけられません
+STR_883B_CAN_T_STOP_START_TRAIN                                 :{WHITE}電車が開始/停止できません...
+STR_883C_SERVICING_INTERVAL_DAYS                                :{BLACK}補修間隔:{LTBLUE}{COMMA}日間{BLACK}  最新の補修:{LTBLUE}{DATE_LONG}
+STR_883D_TRAINS_CLICK_ON_TRAIN_FOR                              :{BLACK}電車 - 情報を見るには電車をクリックします
+STR_883E_BUILD_NEW_TRAINS_REQUIRES                              :{BLACK}新規電車を購入(電車庫が必要)
+STR_883F_TRAINS_CLICK_ON_TRAIN_FOR                              :{BLACK}電車 - 情報を見るには電車をクリックします。車両を追加/取り除くにはドラッグします。
+STR_8840_BUILD_NEW_TRAIN_VEHICLE                                :{BLACK}新規電車車両を購入
+STR_8841_DRAG_TRAIN_VEHICLE_TO_HERE                             :{BLACK}車両を販売するには、ここへドラッグします
+STR_8843_TRAIN_VEHICLE_SELECTION                                :{BLACK}電車車両のリスト - 情報を見るには車両をクリックします
+STR_8844_BUILD_THE_HIGHLIGHTED_TRAIN                            :{BLACK}選択した車両を購入
+STR_8845_RENAME_TRAIN_VEHICLE_TYPE                              :{BLACK}車両名を変更
+STR_8846_CURRENT_TRAIN_ACTION_CLICK                             :{BLACK}電車の現在の動作 - 開始/停止するにはここにクリックします
+STR_8847_SHOW_TRAIN_S_ORDERS                                    :{BLACK}電車の指令を表示します
+STR_8849_SEND_TRAIN_TO_DEPOT                                    :{BLACK}電車を電車庫へ回送します。Control+クリックすすると、補修のみします。
+STR_884A_FORCE_TRAIN_TO_PROCEED                                 :{BLACK}信号が青になるまで待たずに電車の続行を強制します
+STR_884B_REVERSE_DIRECTION_OF_TRAIN                             :{BLACK}電車を逆転します
+STR_884C_SHOW_TRAIN_DETAILS                                     :{BLACK}電車の情報を表示します
+STR_884D_INCREASE_SERVICING_INTERVAL                            :{BLACK}補修間隔を増やす
+STR_884E_DECREASE_SERVICING_INTERVAL                            :{BLACK}補修間隔を減らす
+STR_884F_SHOW_DETAILS_OF_CARGO_CARRIED                          :{BLACK}積んだ貨物の情報を表示します
+STR_8850_SHOW_DETAILS_OF_TRAIN_VEHICLES                         :{BLACK}電車車両の情報を表示します
+STR_8851_SHOW_CAPACITIES_OF_EACH                                :{BLACK}各車両の容量を表示します
+STR_8852_SHOW_TOTAL_CARGO                                       :{BLACK}貨物種類に並べ替えて電車の合計容量を表示します
+STR_8852_ORDERS_LIST_CLICK_ON_ORDER                             :{BLACK}指令リスト - 指令を選択するにはクリックします。
+STR_8853_SKIP_THE_CURRENT_ORDER                                 :{BLACK}現在の指令をスキップして、次へ移動します
+STR_8854_DELETE_THE_HIGHLIGHTED                                 :{BLACK}選択した指令を削除します
+STR_8855_MAKE_THE_HIGHLIGHTED_ORDER                             :{BLACK}選択した指令を「直行便」にします
+STR_8856_INSERT_A_NEW_ORDER_BEFORE                              :{BLACK}選択した指令の前/リストの終わりに新規指令を挿入します
+STR_8857_MAKE_THE_HIGHLIGHTED_ORDER                             :{BLACK}選択した指令に全負荷まで待つことを強制します
+STR_8858_MAKE_THE_HIGHLIGHTED_ORDER                             :{BLACK}選択した指令に降ろすことを強制します
+STR_8859_NEW_NOW_AVAILABLE                                      :{BLACK}{BIGFONT}{STRING} が新登場!
+STR_885A                                                        :{BLACK}{BIGFONT}{STRING}
+STR_VEHICLE_INFO_COST_WEIGHT_SPEED_POWER                        :{BLACK}値段: {CURRENCY}重さ: {WEIGHT_S}{}スピード: {VELOCITY}  力: {POWER}{}運転費:{CURRENCY}/年{}体積: {CARGO}
+STR_885C_BROKEN_DOWN                                            :{RED}故障
+STR_885D_AGE_RUNNING_COST_YR                                    :{BLACK}年齢:{LTBLUE}{STRING}{BLACK} 運転費:{LTBLUE}1 年間に{CURRENCY}
+STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED                         :{BLACK}重さ: {LTBLUE}{WEIGHT_S}  {BLACK}力: {LTBLUE}{POWER}{BLACK} 最大スピード: {LTBLUE}{VELOCITY}
+STR_885F_PROFIT_THIS_YEAR_LAST_YEAR                             :{BLACK}今年の利益:{LTBLUE}{CURRENCY}(去年:{CURRENCY})
+STR_8860_RELIABILITY_BREAKDOWNS                                 :{BLACK}信頼度:{LTBLUE}{COMMA}% {BLACK}最新補修後の故障:{LTBLUE}{COMMA}
+STR_8861_STOPPED                                                :{RED}停止中
+
+STR_8868_TRAIN_CRASH_DIE_IN_FIREBALL                            :{BLACK}{BIGFONT}電車事件!{}{COMMA} 人が死亡
+STR_8869_CAN_T_REVERSE_DIRECTION                                :{WHITE}電車が逆転できません...
+STR_886A_RENAME_TRAIN_VEHICLE_TYPE                              :{WHITE}電車車両名を変更
+STR_886B_CAN_T_RENAME_TRAIN_VEHICLE                             :{WHITE}車両名が変更できません...
+
+STR_TRAIN_STOPPING                                              :{RED}止まっています
+STR_TRAIN_STOPPING_VEL                                          :{RED}止まっています、 {VELOCITY}
+STR_TRAIN_NO_POWER                                              :{RED}電源はありません
+STR_TRAIN_START_NO_CATENARY                                     :電車はけん垂線がありませんから、電車は動き出せません。
+
+##id 0x9000
+STR_9002                                                        :{WHITE}{VEHICLE}
+STR_9029                                                        :{BLACK}{BIGFONT}{STRING}
+
+
+
+##id 0x9800
+STR_980F                                                        :{WHITE}{VEHICLE}
+
+
+##id 0xA000
+STR_A00A                                                        :{WHITE}{VEHICLE}
+STR_A02D                                                        :{BLACK}{BIGFONT}{STRING}
+
+STR_A036                                                        :{TINYFONT}{BLACK}{STATION}
+
+##id 0xB000
+
+
+STR_PERFORMANCE_DETAIL_AMOUNT_CURRENCY                          :{BLACK}({CURRCOMPACT}/{CURRCOMPACT})
+STR_PERFORMANCE_DETAIL_AMOUNT_INT                               :{BLACK}({COMMA}/{COMMA})
+SET_PERFORMANCE_DETAIL_INT                                      :{BLACK}{NUM}
+############ Those following lines need to be in this order!!
+############ End of order list
+
+
+
+
+
+
+STR_TRAIN                                                       :{BLACK}{TRAIN}
+STR_BUS                                                         :{BLACK}{BUS}
+STR_LORRY                                                       :{BLACK}{LORRY}
+STR_SHIP                                                        :{BLACK}{SHIP}
+
+STR_SCHEDULED_AIRCRAFT                                          :{WHITE}{STATION} - {COMMA} 飛行機
+
+
+STR_VEH_WITH_SHARED_ORDERS_LIST                                 :{WHITE}シェアード ・ルート{COMMA} 車
+STR_VEH_WITH_SHARED_ORDERS_LIST_TIP                             :{BLACK}このスケジュールの車全部を見せます
+
+### depot strings
+
+
+
+
+STR_VEHICLE_LIST_TRAIN_DEPOT                                    :{BLACK}{STRING} - {COMMA} 電車
+STR_VEHICLE_LIST_ROADVEH_DEPOT                                  :{BLACK}{STRING} - {COMMA} 車
+STR_VEHICLE_LIST_SHIP_DEPOT                                     :{BLACK}{STRING} - {COMMA} シップ
+STR_VEHICLE_LIST_AIRCRAFT_DEPOT                                 :{BLACK}{STRING} - {COMMA} 飛行機
+
+
+
+
+
+
+STR_SHORT_DATE                                                  :{WHITE}{DATE_TINY}
+
+
+############ Lists rail types
+
+
+############ End of list of rail types
+
+STR_TINY_BLACK                                                  :{BLACK}{TINYFONT}{COMMA}
+
+
+########### String for New Landscape Generator
+
+STR_WORLD_GENERATION_CAPTION                                    :{WHITE}世界発電
+STR_TREE_PLACER                                                 :{BLACK}木アルゴリズム:
+STR_TERRAIN_TYPE                                                :{BLACK}地形種類:
+STR_GENERATE_DATE                                               :{BLACK}{DATE_LONG}
+STR_START_DATE_QUERY_CAPT                                       :{WHITE}始める年を変えます
+STR_SNOW_LINE_HEIGHT_NUM                                        :{NUM}
+STR_GENERATION_PROGRESS                                         :{BLACK}{NUM} / {NUM}
+STR_WORLD_GENERATION                                            :{BLACK}世界発電
+STR_TREE_GENERATION                                             :{BLACK}木発電
+STR_UNMOVABLE_GENERATION                                        :{BLACK}可動ない 発電
+STR_FLAT_WORLD_HEIGHT_NUM                                       :{NUM}
+
+
+########### String for new airports
+
+
+############ Tooltip measurment
+
+
+########
--- a/lang/unfinished/lithuanian.txt	Tue Jan 02 18:40:37 2007 +0000
+++ b/lang/unfinished/lithuanian.txt	Wed Jan 03 08:32:17 2007 +0000
@@ -1,87 +1,89 @@
 ##name Lithuanian
-##ownname Lietuviu
+##ownname Lietuvių
 ##isocode lt_LT.UTF-8
 ##plural 5
+##case kas ko kam ka kuo kur kreip
+##gender vyr mot
 
 ##id 0x0000
 STR_NULL                                                        :
-STR_0001_OFF_EDGE_OF_MAP                                        :{WHITE}Uz zemelapio krasto
-STR_0002_TOO_CLOSE_TO_EDGE_OF_MAP                               :{WHITE}Per arti zemelapio krasto
-STR_0003_NOT_ENOUGH_CASH_REQUIRES                               :{WHITE}Neuztenka lesu - reikia {CURRENCY}
+STR_0001_OFF_EDGE_OF_MAP                                        :{WHITE}Už žemelapio kraštų
+STR_0002_TOO_CLOSE_TO_EDGE_OF_MAP                               :{WHITE}Per arti žemėlapio krašto
+STR_0003_NOT_ENOUGH_CASH_REQUIRES                               :{WHITE}Neužtenka lėšų: reikia {CURRENCY}
 STR_0004                                                        :{WHITE}{CURRENCY64}
 STR_0005                                                        :{RED}{CURRENCY64}
 STR_EMPTY                                                       :
-STR_0007_FLAT_LAND_REQUIRED                                     :{WHITE}Reikia lygaus paviršiaus
+STR_0007_FLAT_LAND_REQUIRED                                     :{WHITE}Paviršius turi būti lygus
 STR_0008_WAITING                                                :{BLACK}Laukia: {WHITE}{STRING}
 STR_0009                                                        :{WHITE}{CARGO}
-STR_000A_EN_ROUTE_FROM                                          :{WHITE}{CARGO}{YELLOW}  (marsrutas is
+STR_000A_EN_ROUTE_FROM                                          :{WHITE}{CARGO}{YELLOW}  (maršrutas iš
 STR_000B                                                        :{YELLOW}{STATION})
-STR_000C_ACCEPTS                                                :{BLACK}Laukia: {WHITE}
-STR_000D_ACCEPTS                                                :{BLACK}Laukia: {GOLD}
+STR_000C_ACCEPTS                                                :{BLACK}Priima: {WHITE}
+STR_000D_ACCEPTS                                                :{BLACK}Priima: {GOLD}
 STR_000E                                                        :
-STR_000F_PASSENGERS                                             :Keleiviu
+STR_000F_PASSENGERS                                             :
 STR_0010_COAL                                                   :Anglis
-STR_0011_MAIL                                                   :Pasto
+STR_0011_MAIL                                                   :Pašto
 STR_0012_OIL                                                    :Naftos
-STR_0013_LIVESTOCK                                              :Galviju
-STR_0014_GOODS                                                  :Prekiu
-STR_0015_GRAIN                                                  :Grudu
+STR_0013_LIVESTOCK                                              :Galvijų
+STR_0014_GOODS                                                  :Prekių
+STR_0015_GRAIN                                                  :Grūdų
 STR_0016_WOOD                                                   :Medienos
-STR_0017_IRON_ORE                                               :Gelezies rudos
+STR_0017_IRON_ORE                                               :Geležies rūdos
 STR_0018_STEEL                                                  :Plieno
-STR_0019_VALUABLES                                              :Brangenybiu
-STR_001A_COPPER_ORE                                             :Vario rudos
-STR_001B_MAIZE                                                  :Kukuruzu
-STR_001C_FRUIT                                                  :Vaisiu
-STR_001D_DIAMONDS                                               :Deimantu
+STR_0019_VALUABLES                                              :Brangenybių
+STR_001A_COPPER_ORE                                             :Vario rūdos
+STR_001B_MAIZE                                                  :Kukurūzų
+STR_001C_FRUIT                                                  :Vaisių
+STR_001D_DIAMONDS                                               :Deimantų
 STR_001E_FOOD                                                   :Maisto
 STR_001F_PAPER                                                  :Popieriaus
 STR_0020_GOLD                                                   :Aukso
 STR_0021_WATER                                                  :Vandens
-STR_0022_WHEAT                                                  :Kvieciu
+STR_0022_WHEAT                                                  :Kviečių
 STR_0023_RUBBER                                                 :Gumos
 STR_0024_SUGAR                                                  :Cukraus
-STR_0025_TOYS                                                   :Zaislu
-STR_0026_CANDY                                                  :Saldumynu
+STR_0025_TOYS                                                   :Žaislų
+STR_0026_CANDY                                                  :Saldumynų
 STR_0027_COLA                                                   :Kolos
 STR_0028_COTTON_CANDY                                           :Cukraus vatos
-STR_0029_BUBBLES                                                :Burbulu
-STR_002A_TOFFEE                                                 :Karameles
-STR_002B_BATTERIES                                              :Bateriju
-STR_002C_PLASTIC                                                :Plastmases
-STR_002D_FIZZY_DRINKS                                           :Gaiviuju gerimu
+STR_0029_BUBBLES                                                :Burbulų
+STR_002A_TOFFEE                                                 :Karamelės
+STR_002B_BATTERIES                                              :Baterijų
+STR_002C_PLASTIC                                                :Plastmasės
+STR_002D_FIZZY_DRINKS                                           :Gaiviųjų gėrimų
 STR_002E                                                        :
-STR_002F_PASSENGER                                              :Keleiviu
+STR_002F_PASSENGER                                              :Keleivių
 STR_0030_COAL                                                   :Anglies
-STR_0031_MAIL                                                   :Pasto
+STR_0031_MAIL                                                   :Pašto
 STR_0032_OIL                                                    :Naftos
-STR_0033_LIVESTOCK                                              :Galviju
-STR_0034_GOODS                                                  :Prekiu
-STR_0035_GRAIN                                                  :Grudu
+STR_0033_LIVESTOCK                                              :Galvijų
+STR_0034_GOODS                                                  :Prekių
+STR_0035_GRAIN                                                  :Grūdų
 STR_0036_WOOD                                                   :Medienos
-STR_0037_IRON_ORE                                               :Gelezies rudos
+STR_0037_IRON_ORE                                               :Geležies rūdos
 STR_0038_STEEL                                                  :Plieno
-STR_0039_VALUABLES                                              :Brangenybiu
-STR_003A_COPPER_ORE                                             :Vario rudos
-STR_003B_MAIZE                                                  :Kukuruzu
-STR_003C_FRUIT                                                  :Vaisiu
-STR_003D_DIAMOND                                                :Deimantu
+STR_0039_VALUABLES                                              :Brangenybių
+STR_003A_COPPER_ORE                                             :Vario rūdos
+STR_003B_MAIZE                                                  :Kukurūzų
+STR_003C_FRUIT                                                  :Vaisių
+STR_003D_DIAMOND                                                :Deimantų
 STR_003E_FOOD                                                   :Maisto
 STR_003F_PAPER                                                  :Popieriaus
 STR_0040_GOLD                                                   :Aukso
 STR_0041_WATER                                                  :Vandens
-STR_0042_WHEAT                                                  :Kvieciu
-STR_0043_RUBBER                                                 :Kauciuko
+STR_0042_WHEAT                                                  :Kviečių
+STR_0043_RUBBER                                                 :Kaučiuko
 STR_0044_SUGAR                                                  :Cukraus
-STR_0045_TOY                                                    :Zaislu
-STR_0046_CANDY                                                  :Saldumynu
+STR_0045_TOY                                                    :Žaislų
+STR_0046_CANDY                                                  :Saldumynų
 STR_0047_COLA                                                   :Kolos
 STR_0048_COTTON_CANDY                                           :Cukraus vatos
-STR_0049_BUBBLE                                                 :Burbulu
-STR_004A_TOFFEE                                                 :Karameles
-STR_004B_BATTERY                                                :Bateriju
-STR_004C_PLASTIC                                                :Plastic
-STR_004D_FIZZY_DRINK                                            :Gaiviuju gerimu
+STR_0049_BUBBLE                                                 :Burbulų
+STR_004A_TOFFEE                                                 :Karamelės
+STR_004B_BATTERY                                                :Baterijų
+STR_004C_PLASTIC                                                :Plastmasės
+STR_004D_FIZZY_DRINK                                            :Gaiviųjų gėrimų
 STR_QUANTITY_NOTHING                                            :
 STR_QUANTITY_PASSENGERS                                         :{COMMA} keleiviai
 STR_QUANTITY_COAL                                               :{WEIGHT} tonu anglies
@@ -93,6 +95,7 @@
 STR_QUANTITY_WOOD                                               :{WEIGHT} tonu medienos
 STR_QUANTITY_IRON_ORE                                           :{WEIGHT} tonu gelezies rudos
 STR_QUANTITY_STEEL                                              :{WEIGHT} tonu plieno
+STR_QUANTITY_VALUABLES                                          :{COMMA} maiš{P as ai ų} brangenybių
 STR_QUANTITY_COPPER_ORE                                         :{WEIGHT} tonu vario rudos
 STR_QUANTITY_MAIZE                                              :{WEIGHT} tonu kukuruzu
 STR_QUANTITY_FRUIT                                              :{WEIGHT} tonu vaisiu
@@ -149,13 +152,14 @@
 STR_ABBREV_ALL                                                  :{TINYFONT}VISI
 STR_00AE                                                        :{WHITE}{DATE_SHORT}
 STR_00AF                                                        :{WHITE}{DATE_LONG}
-STR_00B0_MAP                                                    :{WHITE}Zemelapis - {STRING}
-STR_00B1_GAME_OPTIONS                                           :{WHITE}Zaidimo nustatymai
-STR_00B2_MESSAGE                                                :{YELLOW}Zinute
-STR_00B3_MESSAGE_FROM                                           :{YELLOW}Zinute nuo {STRING}
+STR_00B0_MAP                                                    :{WHITE}Žemėlapis - {STRING}
+STR_00B1_GAME_OPTIONS                                           :{WHITE}Žaidimo nustatymai
+STR_00B2_MESSAGE                                                :{YELLOW}Žinutė
+STR_00B3_MESSAGE_FROM                                           :{YELLOW}Žinutė nuo {STRING}
+STR_POPUP_CAUTION_CAPTION                                       :{WHITE}Įspėjimas!
 STR_00B4_CAN_T_DO_THIS                                          :{WHITE}To daryti negalima....
-STR_00B5_CAN_T_CLEAR_THIS_AREA                                  :{WHITE}Negalima griauti sios teritorijos....
-STR_00B6_ORIGINAL_COPYRIGHT                                     :{BLACK}Orginalo teises priklauso {COPYRIGHT} 1995 Chris Sawyer, Visos teises saugomos
+STR_00B5_CAN_T_CLEAR_THIS_AREA                                  :{WHITE}Negalima griauti šios teritorijos....
+STR_00B6_ORIGINAL_COPYRIGHT                                     :{BLACK}Pradinės versijos teisės priklauso {COPYRIGHT} 1995 Chris Sawyer, Visos teisės saugomos
 STR_00B7_VERSION                                                :{BLACK}OpenTTD versija {REV}
 STR_00BA_COPYRIGHT_OPENTTD                                      :{BLACK}OpenTTD {COPYRIGHT}2002-2006 OpenTTD komanda
 STR_TRANSLATED_BY                                               :{BLACK}  Vertejai: Mindaugas Surdokas (L781), Vytautas Liuolia
@@ -165,44 +169,44 @@
 STR_00C7_QUIT                                                   :{WHITE}Baigti
 STR_00C8_YES                                                    :{BLACK}Taip
 STR_00C9_NO                                                     :{BLACK}Ne
-STR_00CA_ARE_YOU_SURE_YOU_WANT_TO                               :{YELLOW}Ar jus tikrai norite nutraukti zaidima ir grizti i {STRING}?
+STR_00CA_ARE_YOU_SURE_YOU_WANT_TO                               :{YELLOW}Ar jūs tikrai norite nutraukti žaidimą ir grižti į {STRING}?
 STR_00CB_1                                                      :{BLACK}1
 STR_00CC_2                                                      :{BLACK}2
 STR_00CD_3                                                      :{BLACK}3
 STR_00CE_4                                                      :{BLACK}4
 STR_00CF_5                                                      :{BLACK}5
-STR_00D0_NOTHING                                                :Tuscia
-STR_00D1_DARK_BLUE                                              :Tamsiai melyna
-STR_00D2_PALE_GREEN                                             :Pilksvai zalia
-STR_00D3_PINK                                                   :Ruzava
+STR_00D0_NOTHING                                                :Tuščia
+STR_00D1_DARK_BLUE                                              :Tamsiai mėlyna
+STR_00D2_PALE_GREEN                                             :Pilkšvai žalia
+STR_00D3_PINK                                                   :Rausva
 STR_00D4_YELLOW                                                 :Geltona
 STR_00D5_RED                                                    :Raudona
-STR_00D6_LIGHT_BLUE                                             :Zydra
-STR_00D7_GREEN                                                  :Zalia
-STR_00D8_DARK_GREEN                                             :Tamsiai zalia
-STR_00D9_BLUE                                                   :Melyna
-STR_00DA_CREAM                                                  :Kremine
-STR_00DB_MAUVE                                                  :Pilksvai melyna
-STR_00DC_PURPLE                                                 :Violetine
-STR_00DD_ORANGE                                                 :Oranzine
+STR_00D6_LIGHT_BLUE                                             :Žydra
+STR_00D7_GREEN                                                  :Žalia
+STR_00D8_DARK_GREEN                                             :Tamsiai žalia
+STR_00D9_BLUE                                                   :Mėlyna
+STR_00DA_CREAM                                                  :Kreminė
+STR_00DB_MAUVE                                                  :Pilkšvai mėlyna
+STR_00DC_PURPLE                                                 :Violetinė
+STR_00DD_ORANGE                                                 :Oranžinė
 STR_00DE_BROWN                                                  :Ruda
 STR_00DF_GREY                                                   :Pilka
 STR_00E0_WHITE                                                  :Balta
-STR_00E1_TOO_MANY_VEHICLES_IN_GAME                              :{WHITE}Per daug transporto priemoniu zaidime
+STR_00E1_TOO_MANY_VEHICLES_IN_GAME                              :{WHITE}Per daug transporto priemonių žaidime
 STR_00E2                                                        :{BLACK}{COMMA}
 STR_00E3                                                        :{RED}{COMMA}
 STR_00E4_LOCATION                                               :{BLACK}Vieta
-STR_00E5_CONTOURS                                               :Konturai
-STR_00E6_VEHICLES                                               :Transporto priemones
-STR_00E7_INDUSTRIES                                             :Pramones imones
+STR_00E5_CONTOURS                                               :Kontūrai
+STR_00E6_VEHICLES                                               :Transporto priemonės
+STR_00E7_INDUSTRIES                                             :Pramonės įmonės
 STR_00E8_ROUTES                                                 :Keliai
 STR_00E9_VEGETATION                                             :Augalija
 STR_00EA_OWNERS                                                 :Savininkai
 STR_00EB_ROADS                                                  :{BLACK}{TINYFONT}Keliai
-STR_00EC_RAILROADS                                              :{BLACK}{TINYFONT}Gelezinkeliai
-STR_00ED_STATIONS_AIRPORTS_DOCKS                                :{BLACK}{TINYFONT}Stoteles/Oro uostai/Prieplaukos
-STR_00EE_BUILDINGS_INDUSTRIES                                   :{BLACK}{TINYFONT}Pastatai/Pramones imones
-STR_00EF_VEHICLES                                               :{BLACK}{TINYFONT}Transporto priemones
+STR_00EC_RAILROADS                                              :{BLACK}{TINYFONT}Geležinkeliai
+STR_00ED_STATIONS_AIRPORTS_DOCKS                                :{BLACK}{TINYFONT}Stotelės/Oro uostai/Prieplaukos
+STR_00EE_BUILDINGS_INDUSTRIES                                   :{BLACK}{TINYFONT}Pastatai/Pramonės įmonės
+STR_00EF_VEHICLES                                               :{BLACK}{TINYFONT}Transporto priemonės
 STR_00F0_100M                                                   :{BLACK}{TINYFONT}100m
 STR_00F1_200M                                                   :{BLACK}{TINYFONT}200m
 STR_00F2_300M                                                   :{BLACK}{TINYFONT}300m
@@ -211,64 +215,64 @@
 STR_00F5_TRAINS                                                 :{BLACK}{TINYFONT}Traukiniai
 STR_00F6_ROAD_VEHICLES                                          :{BLACK}{TINYFONT}Automobiliai
 STR_00F7_SHIPS                                                  :{BLACK}{TINYFONT}Laivai
-STR_00F8_AIRCRAFT                                               :{BLACK}{TINYFONT}Lektuvai
+STR_00F8_AIRCRAFT                                               :{BLACK}{TINYFONT}Lėktuvai
 STR_00F9_TRANSPORT_ROUTES                                       :{BLACK}{TINYFONT}Keliai
 STR_00FA_COAL_MINE                                              :{BLACK}{TINYFONT}Anglies kasykla
-STR_00FB_POWER_STATION                                          :{BLACK}{TINYFONT}Elektrine
-STR_00FC_FOREST                                                 :{BLACK}{TINYFONT}Miskas
-STR_00FD_SAWMILL                                                :{BLACK}{TINYFONT}Lentpjuve
-STR_00FE_OIL_REFINERY                                           :{BLACK}{TINYFONT}Naftos perdirbimo imone
+STR_00FB_POWER_STATION                                          :{BLACK}{TINYFONT}Elektrinė
+STR_00FC_FOREST                                                 :{BLACK}{TINYFONT}Miškas
+STR_00FD_SAWMILL                                                :{BLACK}{TINYFONT}Lentpjūvė
+STR_00FE_OIL_REFINERY                                           :{BLACK}{TINYFONT}Naftos perdirbimo įmonė
 STR_00FF_FARM                                                   :{BLACK}{TINYFONT}Ferma
 STR_0100_FACTORY                                                :{BLACK}{TINYFONT}Gamykla
-STR_0101_PRINTING_WORKS                                         :{BLACK}{TINYFONT}Spaustuve
-STR_0102_OIL_WELLS                                              :{BLACK}{TINYFONT}Naftos grezinys
-STR_0103_IRON_ORE_MINE                                          :{BLACK}{TINYFONT}Gelezies rudos kasykla
+STR_0101_PRINTING_WORKS                                         :{BLACK}{TINYFONT}Spaustuvė
+STR_0102_OIL_WELLS                                              :{BLACK}{TINYFONT}Naftos gręžinys
+STR_0103_IRON_ORE_MINE                                          :{BLACK}{TINYFONT}Geležies rūdos kasykla
 STR_0104_STEEL_MILL                                             :{BLACK}{TINYFONT}Plieno liejykla
 STR_0105_BANK                                                   :{BLACK}{TINYFONT}Bankas
-STR_0106_PAPER_MILL                                             :{BLACK}{TINYFONT}Popieriaus fabrikas
+STR_0106_PAPER_MILL                                             :{BLACK}{TINYFONT}Popieriaus gamykla
 STR_0107_GOLD_MINE                                              :{BLACK}{TINYFONT}Aukso kasykla
-STR_0108_FOOD_PROCESSING_PLANT                                  :{BLACK}{TINYFONT}Maisto paruosimo fabrikas
-STR_0109_DIAMOND_MINE                                           :{BLACK}{TINYFONT}Deimantu kasykla
-STR_010A_COPPER_ORE_MINE                                        :{BLACK}{TINYFONT}Vario rudos kasykla
-STR_010B_FRUIT_PLANTATION                                       :{BLACK}{TINYFONT}Vaisiu plantacija
-STR_010C_RUBBER_PLANTATION                                      :{BLACK}{TINYFONT}Kauciuko plantacija
-STR_010D_WATER_SUPPLY                                           :{BLACK}{TINYFONT}Vandens grezinys
-STR_010E_WATER_TOWER                                            :{BLACK}{TINYFONT}Vandentiekio bokstas
-STR_010F_LUMBER_MILL                                            :{BLACK}{TINYFONT}Lentpjuve
+STR_0108_FOOD_PROCESSING_PLANT                                  :{BLACK}{TINYFONT}Maisto perdirbimo įmonė
+STR_0109_DIAMOND_MINE                                           :{BLACK}{TINYFONT}Deimantų kasykla
+STR_010A_COPPER_ORE_MINE                                        :{BLACK}{TINYFONT}Vario rūdos kasykla
+STR_010B_FRUIT_PLANTATION                                       :{BLACK}{TINYFONT}Vaismedžių plantacija
+STR_010C_RUBBER_PLANTATION                                      :{BLACK}{TINYFONT}Kaučiukmedžių plantacija
+STR_010D_WATER_SUPPLY                                           :{BLACK}{TINYFONT}Vandens grežinys
+STR_010E_WATER_TOWER                                            :{BLACK}{TINYFONT}Vandentiekio bokštas
+STR_010F_LUMBER_MILL                                            :{BLACK}{TINYFONT}Lentpjūvė
 STR_0110_COTTON_CANDY_FOREST                                    :{BLACK}{TINYFONT}Cukraus vatos krumynai
-STR_0111_CANDY_FACTORY                                          :{BLACK}{TINYFONT}Saldainiu fabrikas
-STR_0112_BATTERY_FARM                                           :{BLACK}{TINYFONT}Bateriju ferma
-STR_0113_COLA_WELLS                                             :{BLACK}{TINYFONT}Kolos greziniai
-STR_0114_TOY_SHOP                                               :{BLACK}{TINYFONT}Zaislu parduotuve
-STR_0115_TOY_FACTORY                                            :{BLACK}{TINYFONT}Zaislu fabrikas
-STR_0116_PLASTIC_FOUNTAINS                                      :{BLACK}{TINYFONT}Plastmases versmes
-STR_0117_FIZZY_DRINK_FACTORY                                    :{BLACK}{TINYFONT}Gaiviuju gerimu fabrikas
-STR_0118_BUBBLE_GENERATOR                                       :{BLACK}{TINYFONT}Burbulu leistuvas
-STR_0119_TOFFEE_QUARRY                                          :{BLACK}{TINYFONT}Karameles telkinys
+STR_0111_CANDY_FACTORY                                          :{BLACK}{TINYFONT}Saldumynų gamykla
+STR_0112_BATTERY_FARM                                           :{BLACK}{TINYFONT}Baterijų ūkis
+STR_0113_COLA_WELLS                                             :{BLACK}{TINYFONT}Kolos gręžiniai
+STR_0114_TOY_SHOP                                               :{BLACK}{TINYFONT}Žaislų parduotuvė
+STR_0115_TOY_FACTORY                                            :{BLACK}{TINYFONT}Žaislų gamykla
+STR_0116_PLASTIC_FOUNTAINS                                      :{BLACK}{TINYFONT}Plastmasės versmės
+STR_0117_FIZZY_DRINK_FACTORY                                    :{BLACK}{TINYFONT}Gaiviųjų gėrimų gamykla
+STR_0118_BUBBLE_GENERATOR                                       :{BLACK}{TINYFONT}Burbulų leistuvas
+STR_0119_TOFFEE_QUARRY                                          :{BLACK}{TINYFONT}Karamelės telkinys
 STR_011A_SUGAR_MINE                                             :{BLACK}{TINYFONT}Cukraus kasykla
-STR_011B_RAILROAD_STATION                                       :{BLACK}{TINYFONT}Gelezinkelio stotis
-STR_011C_TRUCK_LOADING_BAY                                      :{BLACK}{TINYFONT}Sunkvezimiu pakrovimo aikstele
-STR_011D_BUS_STATION                                            :{BLACK}{TINYFONT}Autobusu stotele
-STR_011E_AIRPORT_HELIPORT                                       :{BLACK}{TINYFONT}Oro uostas/Malunsparniu aikstele
+STR_011B_RAILROAD_STATION                                       :{BLACK}{TINYFONT}Geležinkelio stotis
+STR_011C_TRUCK_LOADING_BAY                                      :{BLACK}{TINYFONT}Sunkvežimių pakrovimo aikštelė
+STR_011D_BUS_STATION                                            :{BLACK}{TINYFONT}Autobusų stotis
+STR_011E_AIRPORT_HELIPORT                                       :{BLACK}{TINYFONT}Oro uostas/Sraigtasparnių aikštelė
 STR_011F_DOCK                                                   :{BLACK}{TINYFONT}Prieplauka
-STR_0120_ROUGH_LAND                                             :{BLACK}{TINYFONT}Kalnuotas krastas
+STR_0120_ROUGH_LAND                                             :{BLACK}{TINYFONT}Kalnuotas kraštas
 STR_0121_GRASS_LAND                                             :{BLACK}{TINYFONT}Ganykla
 STR_0122_BARE_LAND                                              :{BLACK}{TINYFONT}Lygumos
 STR_0123_FIELDS                                                 :{BLACK}{TINYFONT}Laukai
-STR_0124_TREES                                                  :{BLACK}{TINYFONT}Medziai
+STR_0124_TREES                                                  :{BLACK}{TINYFONT}Medžiai
 STR_0125_ROCKS                                                  :{BLACK}{TINYFONT}Uolos
 STR_0126_WATER                                                  :{BLACK}{TINYFONT}Vanduo
-STR_0127_NO_OWNER                                               :{BLACK}{TINYFONT}Nera savininko
+STR_0127_NO_OWNER                                               :{BLACK}{TINYFONT}Nėra savininko
 STR_0128_TOWNS                                                  :{BLACK}{TINYFONT}Miestai
-STR_0129_INDUSTRIES                                             :{BLACK}{TINYFONT}Pramones imones
+STR_0129_INDUSTRIES                                             :{BLACK}{TINYFONT}Pramonės įmonės
 STR_012A_DESERT                                                 :{BLACK}{TINYFONT}Dykuma
 STR_012B_SNOW                                                   :{BLACK}{TINYFONT}Sniegas
-STR_012C_MESSAGE                                                :{WHITE}Pranesimas
+STR_012C_MESSAGE                                                :{WHITE}Pranešimas
 STR_012D                                                        :{WHITE}{STRING}
-STR_012E_CANCEL                                                 :{BLACK}Atsaukti
+STR_012E_CANCEL                                                 :{BLACK}Atšaukti
 STR_012F_OK                                                     :{BLACK}Gerai
 STR_0130_RENAME                                                 :{BLACK}Pervardinti
-STR_0131_TOO_MANY_NAMES_DEFINED                                 :{WHITE}Per daug vardu
+STR_0131_TOO_MANY_NAMES_DEFINED                                 :{WHITE}Per daug vardų
 STR_0132_CHOSEN_NAME_IN_USE_ALREADY                             :{WHITE}Pasirinktas vardas jau naudojamas
 
 STR_0133_WINDOWS                                                :Windows
@@ -285,12 +289,14 @@
 STR_013E_CAPACITIES                                             :{BLACK}Talpumas
 STR_013E_TOTAL_CARGO                                            :{BLACK}Visa keliamoji galia
 STR_013F_CAPACITY                                               :{BLACK}Talpa: {LTBLUE}{CARGO}
+STR_CAPACITY_MULT                                               :{BLACK}Talpa: {LTBLUE}{CARGO} (x{NUM})
 STR_013F_TOTAL_CAPACITY_TEXT                                    :{BLACK}Visa traukinio keliamoji galia:
 STR_013F_TOTAL_CAPACITY                                         :{LTBLUE}- {CARGO} ({SHORTCARGO})
-STR_0140_NEW_GAME                                               :{BLACK}Naujas zaidimas
-STR_0141_LOAD_GAME                                              :{BLACK}Atverti zaidima
+STR_TOTAL_CAPACITY_MULT                                         :{LTBLUE}- {CARGO} ({SHORTCARGO}) (x{NUM})
+STR_0140_NEW_GAME                                               :{BLACK}Naujas žaidimas
+STR_0141_LOAD_GAME                                              :{BLACK}Atverti žaidimą
 STR_SINGLE_PLAYER                                               :{BLACK}Vienas zaidejas
-STR_MULTIPLAYER                                                 :{BLACK}Keli zaidejai
+STR_MULTIPLAYER                                                 :{BLACK}Komandinis žaidimas
 
 STR_64                                                          :64
 STR_128                                                         :128
@@ -300,11 +306,11 @@
 STR_2048                                                        :2048
 STR_MAPSIZE                                                     :{BLACK}Zemelapio dydis:
 STR_BY                                                          :{BLACK}*
-STR_0148_GAME_OPTIONS                                           :{BLACK}Zaidimo nustatymai
+STR_0148_GAME_OPTIONS                                           :{BLACK}Žaidimo nustatymai
 
-STR_0150_SOMEONE                                                :kazkas{SKIP}{SKIP}
-STR_0151_MAP_OF_WORLD                                           :Zemelapis
-STR_0152_TOWN_DIRECTORY                                         :Miestu sarasas
+STR_0150_SOMEONE                                                :kažkas{SKIP}{SKIP}
+STR_0151_MAP_OF_WORLD                                           :Žemėlapis
+STR_0152_TOWN_DIRECTORY                                         :Miestų sąrašas
 STR_0153_SUBSIDIES                                              :Subsidijos
 
 STR_UNITS_IMPERIAL                                              :Imperines
@@ -319,34 +325,44 @@
 STR_UNITS_POWER_METRIC                                          :{COMMA}AG
 STR_UNITS_POWER_SI                                              :{COMMA}kW
 
+STR_UNITS_WEIGHT_SHORT_IMPERIAL                                 :{COMMA}t
+STR_UNITS_WEIGHT_SHORT_METRIC                                   :{COMMA}t
+STR_UNITS_WEIGHT_SHORT_SI                                       :{COMMA}kg
 
+STR_UNITS_WEIGHT_LONG_IMPERIAL                                  :{COMMA} ton{P a os ų}
+STR_UNITS_WEIGHT_LONG_METRIC                                    :{COMMA} ton{P a os ų}
+STR_UNITS_WEIGHT_LONG_SI                                        :{COMMA} kg
 
 STR_UNITS_VOLUME_SHORT_IMPERIAL                                 :{COMMA}gal
 STR_UNITS_VOLUME_SHORT_METRIC                                   :{COMMA}l
 STR_UNITS_VOLUME_SHORT_SI                                       :{COMMA}m?
 
+STR_UNITS_VOLUME_LONG_IMPERIAL                                  :{COMMA} galon{P as ai ų}
+STR_UNITS_VOLUME_LONG_METRIC                                    :{COMMA} litr{P as ai ų}
 STR_UNITS_VOLUME_LONG_SI                                        :{COMMA} m?
 
+STR_UNITS_FORCE_IMPERIAL                                        :{COMMA}x10³ svar{P o ų ų} jėga (lbf)
+STR_UNITS_FORCE_METRIC                                          :{COMMA} ton{P os ų ų} jėga
 STR_UNITS_FORCE_SI                                              :{COMMA} kN
 
 ############ range for menu	starts
-STR_0154_OPERATING_PROFIT_GRAPH                                 :Dirbancio pelno grafikas
-STR_0155_INCOME_GRAPH                                           :Iplauku diagrama
-STR_0156_DELIVERED_CARGO_GRAPH                                  :Pristatytu kroviniu diagrama
-STR_0157_PERFORMANCE_HISTORY_GRAPH                              :Spartos istorinis grafikas
-STR_0158_COMPANY_VALUE_GRAPH                                    :Kompanijos vertes kitimas
-STR_0159_CARGO_PAYMENT_RATES                                    :Kroviniu apmokejimo lygis
-STR_015A_COMPANY_LEAGUE_TABLE                                   :Kompanijos uzimama vieta
+STR_0154_OPERATING_PROFIT_GRAPH                                 :Įprastinės veiklos pelno diagrama
+STR_0155_INCOME_GRAPH                                           :Pajamų diagrama
+STR_0156_DELIVERED_CARGO_GRAPH                                  :Krovinių pristatymo diagrama
+STR_0157_PERFORMANCE_HISTORY_GRAPH                              :Našumo diagrama
+STR_0158_COMPANY_VALUE_GRAPH                                    :Kompanijos vertės diagrama
+STR_0159_CARGO_PAYMENT_RATES                                    :Krovinių apmokėjimo lygis
+STR_015A_COMPANY_LEAGUE_TABLE                                   :Kompanijos užimama vieta
 STR_PERFORMANCE_DETAIL_MENU                                     :Issamus veiklos ivertinimas
 ############ range for menu	ends
 
 STR_015B_OPENTTD                                                :{WHITE}Apie OpenTTD
-STR_015C_SAVE_GAME                                              :Issaugoti zaidima
-STR_015D_LOAD_GAME                                              :Atverti zaidima
-STR_015E_QUIT_GAME                                              :Nutraukti zaidima
-STR_015F_QUIT                                                   :Iseiti
-STR_0160_ARE_YOU_SURE_YOU_WANT_TO                               :{YELLOW}Ar tu tikrai nori nutraukti zaidima?
-STR_0161_QUIT_GAME                                              :{WHITE}Nutraukti zaidima
+STR_015C_SAVE_GAME                                              :Išsaugoti žaidimą
+STR_015D_LOAD_GAME                                              :Atverti žaidimą
+STR_015E_QUIT_GAME                                              :Nutraukti žaidimą
+STR_015F_QUIT                                                   :Išeiti
+STR_ABANDON_GAME_QUERY                                          :{YELLOW}Ar tikrai norite išeiti iš žaidimo?
+STR_0161_QUIT_GAME                                              :{WHITE}Nutraukti žaidima
 STR_SORT_ORDER_TIP                                              :{BLACK}Pasirink rikiavimo tvarka (mazejimo/didejimo)
 STR_SORT_CRITERIA_TIP                                           :{BLACK}Pasirink rikiavimo kriteriju
 STR_SORT_BY                                                     :{BLACK}Rikiuoti pagal
@@ -370,10 +386,25 @@
 STR_SORT_BY_FACILITY                                            :Stoties tipas
 STR_SORT_BY_WAITING                                             :Laukiancio krovinio verte
 STR_SORT_BY_RATING_MAX                                          :Kroviniu reitingavimas
+STR_ENGINE_SORT_ENGINE_ID                                       :VariklioID (klasikinis rūšiavimas)
+STR_ENGINE_SORT_COST                                            :Kaina
+STR_ENGINE_SORT_POWER                                           :Galia
+STR_ENGINE_SORT_INTRO_DATE                                      :Atsiradimo data
+STR_ENGINE_SORT_RUNNING_COST                                    :Eksplotacijos išlaidos
+STR_ENGINE_SORT_POWER_VS_RUNNING_COST                           :Galia/Eksplotacijos išlaidos
+STR_ENGINE_SORT_CARGO_CAPACITY                                  :Vagono talpa
 STR_NO_WAITING_CARGO                                            :{BLACK}Jokiu kroviniu nera pakrovimui
 STR_SELECT_ALL_FACILITIES                                       :{BLACK}Pazymeti visus pastatus
 STR_SELECT_ALL_TYPES                                            :{BLACK}Pazymeti visus krovinio tipus (iskaitant nelaukiancius kroviniu)
-STR_REPLACE_VEHICLES                                            :{BLACK}Keisti tr. priemones
+STR_AVAILABLE_ENGINES_TIP                                       :{BLACK}Peržiūrėti galimų variklių sąrašą tinkamų šiai transporto priemonei.
+STR_MANAGE_LIST                                                 :{BLACK}Tvarkyti sąrašą
+STR_MANAGE_LIST_TIP                                             :{BLACK}Siųsti nurodymus visoms šio sąrašo tr. priemonėms
+STR_REPLACE_VEHICLES                                            :Keisti tr. priemones
+STR_SEND_TRAIN_TO_DEPOT                                         :Siųsti į depą
+STR_SEND_ROAD_VEHICLE_TO_DEPOT                                  :Siųsti į depą
+STR_SEND_SHIP_TO_DEPOT                                          :Siųsti į depą
+STR_SEND_AIRCRAFT_TO_HANGAR                                     :Siųsti į angarą
+STR_SEND_FOR_SERVICING                                          :Siųsti techninės apžiūros
 
 ############ range for months starts
 STR_0162_JAN                                                    :Sau
@@ -393,50 +424,50 @@
 STR_016E                                                        :{TINYFONT}{STRING}{} {STRING}
 STR_016F                                                        :{TINYFONT}{STRING}{} {STRING}{}{NUM}
 STR_0170                                                        :{TINYFONT}{STRING}-
-STR_0171_PAUSE_GAME                                             :{BLACK}Sustabdyti zaidima
-STR_0172_SAVE_GAME_ABANDON_GAME                                 :{BLACK}Issaugoti, nutraukti, iseiti is zaidimo
-STR_0173_DISPLAY_LIST_OF_COMPANY                                :{BLACK}Parodyti stoteliu sarasa
-STR_0174_DISPLAY_MAP                                            :{BLACK}Parodyti zemelapi
-STR_0175_DISPLAY_MAP_TOWN_DIRECTORY                             :{BLACK}Parodyti zemelapi, miestus
-STR_0176_DISPLAY_TOWN_DIRECTORY                                 :{BLACK}Parodyti miestu sarasa
-STR_0177_DISPLAY_COMPANY_FINANCES                               :{BLACK}Parodyti kompanijos finansine informacija
-STR_0178_DISPLAY_COMPANY_GENERAL                                :{BLACK}Parodyti pagrindine kompanijos informacija
+STR_0171_PAUSE_GAME                                             :{BLACK}Sustabdyti žaidimą
+STR_0172_SAVE_GAME_ABANDON_GAME                                 :{BLACK}Išsaugoti, nutraukti, išeiti iš žaidimo
+STR_0173_DISPLAY_LIST_OF_COMPANY                                :{BLACK}Rodyti stotelių sąrašą
+STR_0174_DISPLAY_MAP                                            :{BLACK}Rodyti žemėlapį
+STR_0175_DISPLAY_MAP_TOWN_DIRECTORY                             :{BLACK}Rodyti žemėlapį, miestų sąrašą
+STR_0176_DISPLAY_TOWN_DIRECTORY                                 :{BLACK}Rodyti miestų sąrašą
+STR_0177_DISPLAY_COMPANY_FINANCES                               :{BLACK}Rodyti kompanijos finansinę informaciją
+STR_0178_DISPLAY_COMPANY_GENERAL                                :{BLACK}Rodyti pagrindinę kompanijos informaciją
 STR_0179_DISPLAY_GRAPHS                                         :{BLACK}Rodyti diagramas
-STR_017A_DISPLAY_COMPANY_LEAGUE                                 :{BLACK}Transporto kompaniju vertinimas
-STR_017B_DISPLAY_LIST_OF_COMPANY                                :{BLACK}Rodyti traukiniu sarasa
-STR_017C_DISPLAY_LIST_OF_COMPANY                                :{BLACK}Rodyti automobiliu sarasa
-STR_017D_DISPLAY_LIST_OF_COMPANY                                :{BLACK}Rodyti laivu sarasa
-STR_017E_DISPLAY_LIST_OF_COMPANY                                :{BLACK}Rodyti lektuvu sarasa
-STR_017F_ZOOM_THE_VIEW_IN                                       :{BLACK}Priartinti vaizda
-STR_0180_ZOOM_THE_VIEW_OUT                                      :{BLACK}Atitolinti vaizda
-STR_0181_BUILD_RAILROAD_TRACK                                   :{BLACK}Statyti gelezinkeli
+STR_017A_DISPLAY_COMPANY_LEAGUE                                 :{BLACK}Transporto kompanijų vertinimas
+STR_017B_DISPLAY_LIST_OF_COMPANY                                :{BLACK}Rodyti traukinių sąrašą
+STR_017C_DISPLAY_LIST_OF_COMPANY                                :{BLACK}Rodyti automobilių sąrašą
+STR_017D_DISPLAY_LIST_OF_COMPANY                                :{BLACK}Rodyti laivų sąrašą
+STR_017E_DISPLAY_LIST_OF_COMPANY                                :{BLACK}Rodyti lektuvų sąrašą
+STR_017F_ZOOM_THE_VIEW_IN                                       :{BLACK}Priartinti vaizdą
+STR_0180_ZOOM_THE_VIEW_OUT                                      :{BLACK}Nutolinti vaizdą
+STR_0181_BUILD_RAILROAD_TRACK                                   :{BLACK}Tiesti geležinkelius
 STR_0182_BUILD_ROADS                                            :{BLACK}Tiesti kelius
-STR_0183_BUILD_SHIP_DOCKS                                       :{BLACK}Statyti prieplauka
-STR_0184_BUILD_AIRPORTS                                         :{BLACK}Statyti oro uosta
-STR_0185_PLANT_TREES_PLACE_SIGNS                                :{BLACK}Statyti medzius, zenklus ir kt.
-STR_0186_LAND_BLOCK_INFORMATION                                 :{BLACK}Langelio informacija
-STR_0187_OPTIONS                                                :{BLACK}Nustatymai
+STR_0183_BUILD_SHIP_DOCKS                                       :{BLACK}Statyti prieplaukas
+STR_0184_BUILD_AIRPORTS                                         :{BLACK}Statyti oro uostus
+STR_0185_PLANT_TREES_PLACE_SIGNS                                :{BLACK}Sodinti medžius, statyti ženklus ir kt.
+STR_0186_LAND_BLOCK_INFORMATION                                 :{BLACK}Žemės ploto informacija
+STR_0187_OPTIONS                                                :{BLACK}Parinktys
 STR_0188                                                        :{BLACK}{SMALLUPARROW}
 STR_0189                                                        :{BLACK}{SMALLDOWNARROW}
 STR_018A_CAN_T_CHANGE_SERVICING                                 :{WHITE}Aptarnavimo intervalo keisti negalima...
-STR_018B_CLOSE_WINDOW                                           :{BLACK}Uzdaryti langa
-STR_018C_WINDOW_TITLE_DRAG_THIS                                 :{BLACK}Lango pavadinimas - tempk uz jo, jei nori langa perkelti
+STR_018B_CLOSE_WINDOW                                           :{BLACK}Uždaryti langą
+STR_018C_WINDOW_TITLE_DRAG_THIS                                 :{BLACK}Lango pavadinimas - už jo tempiant galima judinti langą
 STR_STICKY_BUTTON                                               :{BLACK}Pazymeti si langa kaip neuzdaroma komandos 'Uzdaryti visus langus' pagalba (arba 'Delete' klavisas)
 STR_RESIZE_BUTTON                                               :{BLACK}Spragtelk ir trauk, jei nori pakeisti lango dydi
 STR_SAVELOAD_HOME_BUTTON                                        :{BLACK}Spausti cia persokimui i numatytaja saugojimo/ikrovimo direktorija
-STR_018D_DEMOLISH_BUILDINGS_ETC                                 :{BLACK}Sprogdinti pastatus ir kita
-STR_018E_LOWER_A_CORNER_OF_LAND                                 :{BLACK}Nuzeminti zemes lygi
-STR_018F_RAISE_A_CORNER_OF_LAND                                 :{BLACK}Paaukstinti zemes lygi
-STR_0190_SCROLL_BAR_SCROLLS_LIST                                :{BLACK}Prasukimo juosta - prasuka sarasa aukstyn/zemyn
+STR_018D_DEMOLISH_BUILDINGS_ETC                                 :{BLACK}Nugriauti pastatus ir kita pasirinktam žemės plote
+STR_018E_LOWER_A_CORNER_OF_LAND                                 :{BLACK}Pažeminti žemės lygį
+STR_018F_RAISE_A_CORNER_OF_LAND                                 :{BLACK}Paaukštinti žemės lygį
+STR_0190_SCROLL_BAR_SCROLLS_LIST                                :{BLACK}Slinkties juosta - paslenka sąrašą aukštyn/žemyn
 STR_HSCROLL_BAR_SCROLLS_LIST                                    :{BLACK}Prasukimo juosta - prasuka sarasa i kaire/desine
-STR_0191_SHOW_LAND_CONTOURS_ON_MAP                              :{BLACK}Rodyti zemes konturus zemelapyje
-STR_0192_SHOW_VEHICLES_ON_MAP                                   :{BLACK}Rodyti transporto priemones zemelapyje
-STR_0193_SHOW_INDUSTRIES_ON_MAP                                 :{BLACK}Rodyti gamyklas zemelapyje
-STR_0194_SHOW_TRANSPORT_ROUTES_ON                               :{BLACK}Rodyti transporto kelius zemelapyje
-STR_0195_SHOW_VEGETATION_ON_MAP                                 :{BLACK}Rodyti augmenija zemelapyje
-STR_0196_SHOW_LAND_OWNERS_ON_MAP                                :{BLACK}Rodyti zemes savininkus zemelapyje
-STR_0197_TOGGLE_TOWN_NAMES_ON_OFF                               :{BLACK}Rodyti/paslepti miestu pavadinimus zemelapyje
-STR_0198_PROFIT_THIS_YEAR_LAST_YEAR                             :{TINYFONT}{BLACK}Pelnas siais metais: {CURRENCY} (praeitais metais: {CURRENCY})
+STR_0191_SHOW_LAND_CONTOURS_ON_MAP                              :{BLACK}Rodyti žemės kontūrus žemėlapyje
+STR_0192_SHOW_VEHICLES_ON_MAP                                   :{BLACK}Rodyti transporto priemones žemėlapyje
+STR_0193_SHOW_INDUSTRIES_ON_MAP                                 :{BLACK}Rodyti gamyklas žemėlapyje
+STR_0194_SHOW_TRANSPORT_ROUTES_ON                               :{BLACK}Rodyti transporto kelius žemėlapyje
+STR_0195_SHOW_VEGETATION_ON_MAP                                 :{BLACK}Rodyti augmeniją žemėlapyje
+STR_0196_SHOW_LAND_OWNERS_ON_MAP                                :{BLACK}Rodyti žemės savininkus žemėlapyje
+STR_0197_TOGGLE_TOWN_NAMES_ON_OFF                               :{BLACK}Rodyti/paslepti miestų pavadinimus žemėlapyje
+STR_0198_PROFIT_THIS_YEAR_LAST_YEAR                             :{TINYFONT}{BLACK}Šių metų pelnas: {CURRENCY} (praėjusių metų: {CURRENCY})
 
 ############ range for service numbers starts
 STR_AGE                                                         :{COMMA} metai ({COMMA})
@@ -444,306 +475,308 @@
 ############ range for service numbers ends
 
 STR_019C_ROAD_VEHICLE                                           :Automobilis
-STR_019D_AIRCRAFT                                               :Lektuvas
+STR_019D_AIRCRAFT                                               :Lėktuvas
 STR_019E_SHIP                                                   :Laivas
 STR_019F_TRAIN                                                  :Traukinys
 STR_01A0_IS_GETTING_OLD                                         :{WHITE}{STRING} {COMMA} sensta
-STR_01A1_IS_GETTING_VERY_OLD                                    :{WHITE}{STRING} {COMMA} labai suseno
-STR_01A2_IS_GETTING_VERY_OLD_AND                                :{WHITE}{STRING} {COMMA} labai suseno ir butinai turi buti pakeistas
-STR_01A3_LAND_AREA_INFORMATION                                  :{WHITE}Informacija apie zemes plota
-STR_01A4_COST_TO_CLEAR_N_A                                      :{BLACK}Kaina isvalyti: {LTBLUE}N/A
-STR_01A5_COST_TO_CLEAR                                          :{BLACK}Kaina isvalyti: {LTBLUE}{CURRENCY}
-STR_01A6_N_A                                                    :N/A
+STR_01A1_IS_GETTING_VERY_OLD                                    :{WHITE}{STRING} {COMMA} labai paseno
+STR_01A2_IS_GETTING_VERY_OLD_AND                                :{WHITE}{STRING} {COMMA} labai paseno ir būtinai turi būti pakeistas
+STR_01A3_LAND_AREA_INFORMATION                                  :{WHITE}Informacija apie žemės plotą
+STR_01A4_COST_TO_CLEAR_N_A                                      :{BLACK}Išvalymo kaina: {LTBLUE}NĖRA
+STR_01A5_COST_TO_CLEAR                                          :{BLACK}Išvalymo kaina: {LTBLUE}{CURRENCY}
+STR_01A6_N_A                                                    :NĖRA
 STR_01A7_OWNER                                                  :{BLACK}Savininkas: {LTBLUE}{STRING}
-STR_01A8_LOCAL_AUTHORITY                                        :{BLACK}Valdzia: {LTBLUE}{STRING}
-STR_01A9_NONE                                                   :Nieko
+STR_01A8_LOCAL_AUTHORITY                                        :{BLACK}Vietos valdžia: {LTBLUE}{STRING}
+STR_01A9_NONE                                                   :Nėra
 STR_01AA_NAME                                                   :{BLACK}Vardas
 STR_01AB                                                        :{BLACK}{TINYFONT}{STRING}
 
 ############ range for days	starts
-STR_01AC_1ST                                                    :1-a
-STR_01AD_2ND                                                    :2-a
-STR_01AE_3RD                                                    :3-ias
-STR_01AF_4TH                                                    :4-a
-STR_01B0_5TH                                                    :5-a
-STR_01B1_6TH                                                    :6-a
-STR_01B2_7TH                                                    :7-a
-STR_01B3_8TH                                                    :8-a
-STR_01B4_9TH                                                    :9-a
-STR_01B5_10TH                                                   :10-a
-STR_01B6_11TH                                                   :11-a
-STR_01B7_12TH                                                   :12-a
-STR_01B8_13TH                                                   :13-a
-STR_01B9_14TH                                                   :14-a
-STR_01BA_15TH                                                   :15-a
-STR_01BB_16TH                                                   :16-a
-STR_01BC_17TH                                                   :17-a
-STR_01BD_18TH                                                   :18-a
-STR_01BE_19TH                                                   :19-a
-STR_01BF_20TH                                                   :20-a
-STR_01C0_21ST                                                   :21-a
-STR_01C1_22ND                                                   :22-a
-STR_01C2_23RD                                                   :23-ia
-STR_01C3_24TH                                                   :24-a
-STR_01C4_25TH                                                   :25-a
-STR_01C5_26TH                                                   :26-a
-STR_01C6_27TH                                                   :27-a
-STR_01C7_28TH                                                   :28-a
-STR_01C8_29TH                                                   :29-a
-STR_01C9_30TH                                                   :30-a
-STR_01CA_31ST                                                   :31-a
+STR_01AC_1ST                                                    :1-ma(s)
+STR_01AD_2ND                                                    :2-ra(s)
+STR_01AE_3RD                                                    :3-čia(s)
+STR_01AF_4TH                                                    :4-ta(s)
+STR_01B0_5TH                                                    :5-ta(s)
+STR_01B1_6TH                                                    :6-ta(s)
+STR_01B2_7TH                                                    :7-ta(s)
+STR_01B3_8TH                                                    :8-ta(s)
+STR_01B4_9TH                                                    :9-ta(s)
+STR_01B5_10TH                                                   :10-ta(s)
+STR_01B6_11TH                                                   :11-ta(s)
+STR_01B7_12TH                                                   :12-ta(s)
+STR_01B8_13TH                                                   :13-ta(s)
+STR_01B9_14TH                                                   :14-ta(s)
+STR_01BA_15TH                                                   :15-ta(s)
+STR_01BB_16TH                                                   :16-ta(s)
+STR_01BC_17TH                                                   :17-ta(s)
+STR_01BD_18TH                                                   :18-ta(s)
+STR_01BE_19TH                                                   :19-ta(s)
+STR_01BF_20TH                                                   :20-ta(s)
+STR_01C0_21ST                                                   :21-ma(s)
+STR_01C1_22ND                                                   :22-ra(s)
+STR_01C2_23RD                                                   :23-čia(s)
+STR_01C3_24TH                                                   :24-ta(s)
+STR_01C4_25TH                                                   :25-ta(s)
+STR_01C5_26TH                                                   :26-ta(s)
+STR_01C6_27TH                                                   :27-ta(s)
+STR_01C7_28TH                                                   :28-ta(s)
+STR_01C8_29TH                                                   :29-ta(s)
+STR_01C9_30TH                                                   :30-ta(s)
+STR_01CA_31ST                                                   :31-ma(s)
 ############ range for days	ends
 
 STR_01CB                                                        :{TINYFONT}{COMMA}
 
-STR_01CE_CARGO_ACCEPTED                                         :{BLACK}Krovinys priimamas: {LTBLUE}
+STR_01CE_CARGO_ACCEPTED                                         :{BLACK}Krovinys priimtas: {LTBLUE}
 
 STR_01D1_8                                                      :({COMMA}/8 {STRING})
 STR_01D2_JAZZ_JUKEBOX                                           :{WHITE}Jazz Jukebox
 STR_01D3_SOUND_MUSIC                                            :Garsas/muzika
-STR_01D4_SHOW_SOUND_MUSIC_WINDOW                                :{BLACK}Rodyti garso/muzikos nustatymu langa
-STR_01D5_ALL                                                    :{TINYFONT}Viskas
+STR_01D4_SHOW_SOUND_MUSIC_WINDOW                                :{BLACK}Rodyti garso/muzikos nustatymus
+STR_01D5_ALL                                                    :{TINYFONT}Visi
 STR_01D6_OLD_STYLE                                              :{TINYFONT}Senas stilius
 STR_01D7_NEW_STYLE                                              :{TINYFONT}Naujas stilius
 STR_01D8_EZY_STREET                                             :{TINYFONT}Ezy Street
-STR_01D9_CUSTOM_1                                               :{TINYFONT}Pasirinktas 1
-STR_01DA_CUSTOM_2                                               :{TINYFONT}Pasirinktas 2
+STR_01D9_CUSTOM_1                                               :{TINYFONT}Speciali 1
+STR_01DA_CUSTOM_2                                               :{TINYFONT}Speciali 2
 STR_01DB_MUSIC_VOLUME                                           :{BLACK}{TINYFONT}Muzikos garsas
-STR_01DC_EFFECTS_VOLUME                                         :{BLACK}{TINYFONT}Efektu garsas
-STR_01DD_MIN_MAX                                                :{BLACK}{TINYFONT}MIN  '  '  ' '  '  '  MAKS
+STR_01DC_EFFECTS_VOLUME                                         :{BLACK}{TINYFONT}Efektų garsas
+STR_01DD_MIN_MAX                                                :{BLACK}{TINYFONT}TYLU  '  '  ' '  '  '  GARSU
 STR_01DE_SKIP_TO_PREVIOUS_TRACK                                 :{BLACK}Pereiti prie buvusio garso takelio
-STR_01DF_SKIP_TO_NEXT_TRACK_IN_SELECTION                        :{BLACK}Pereiti prie kito pazymeto takelio
-STR_01E0_STOP_PLAYING_MUSIC                                     :{BLACK}Sustabdyti muzikos grojima
-STR_01E1_START_PLAYING_MUSIC                                    :{BLACK}Groti muzika
-STR_01E2_DRAG_SLIDERS_TO_SET_MUSIC                              :{BLACK}Tempk uz slankiklio, jei nori nustatyti muzikos ir efektu garsuma
+STR_01DF_SKIP_TO_NEXT_TRACK_IN_SELECTION                        :{BLACK}Pereiti prie kito pažymėto takelio
+STR_01E0_STOP_PLAYING_MUSIC                                     :{BLACK}Sustabdyti muzikos grojimą
+STR_01E1_START_PLAYING_MUSIC                                    :{BLACK}Groti muziką
+STR_01E2_DRAG_SLIDERS_TO_SET_MUSIC                              :{BLACK}Muzikos ir efektų garsumą galima keisti stumdant slankiklius
 STR_01E3                                                        :{DKGREEN}{TINYFONT}--
 STR_01E4_0                                                      :{DKGREEN}{TINYFONT}0{COMMA}
 STR_01E5                                                        :{DKGREEN}{TINYFONT}{COMMA}
 STR_01E6                                                        :{DKGREEN}{TINYFONT}------
-STR_01E7                                                        :{DKGREEN}{TINYFONT}"{STRING}"
+STR_01E7                                                        :{DKGREEN}{TINYFONT}„{STRING}“
 STR_01E8_TRACK_XTITLE                                           :{BLACK}{TINYFONT}Takelis{SETX 88}Pavadinimas
 STR_01E9_SHUFFLE                                                :{TINYFONT}Atsitiktinis
 STR_01EA_PROGRAM                                                :{TINYFONT}{BLACK}Programa
 STR_01EB_MUSIC_PROGRAM_SELECTION                                :{WHITE}Muzikos programos pasirinkimas
-STR_01EC_0                                                      :{TINYFONT}{LTBLUE}0{COMMA} "{STRING}"
-STR_01ED                                                        :{TINYFONT}{LTBLUE}{COMMA} "{STRING}"
+STR_01EC_0                                                      :{TINYFONT}{LTBLUE}0{COMMA} „{STRING}“
+STR_01ED                                                        :{TINYFONT}{LTBLUE}{COMMA} „{STRING}“
 STR_01EE_TRACK_INDEX                                            :{TINYFONT}{BLACK}Takelio numeris
-STR_01EF_PROGRAM                                                :{TINYFONT}{BLACK}Programa - '{STRING}'
-STR_01F0_CLEAR                                                  :{TINYFONT}{BLACK}Isvalyti
-STR_01F1_SAVE                                                   :{TINYFONT}{BLACK}Issaugoti
-STR_01F2_CURRENT_PROGRAM_OF_MUSIC                               :{BLACK}Dabartine garso takeliu programa
-STR_01F3_SELECT_ALL_TRACKS_PROGRAM                              :{BLACK}Pazymeti 'visi takeliai' programa
-STR_01F4_SELECT_OLD_STYLE_MUSIC                                 :{BLACK}Pazymeti 'seno stiliaus muzika' programa
-STR_01F5_SELECT_NEW_STYLE_MUSIC                                 :{BLACK}Pazymeti 'naujo stiliaus muzika' programa
-STR_01F6_SELECT_CUSTOM_1_USER_DEFINED                           :{BLACK}Pazymeti 'Speciali 1' (vartotojo sukurta) programa
-STR_01F7_SELECT_CUSTOM_2_USER_DEFINED                           :{BLACK}Pazymeti 'Speciali 2' (vartotojo sukurta) programa
-STR_01F8_CLEAR_CURRENT_PROGRAM_CUSTOM1                          :{BLACK}Panaikinti esama programa (tik Speciali1 arba Speciali2)
-STR_01F9_SAVE_MUSIC_SETTINGS                                    :{BLACK}Issaugoti muzikos nustatymus
-STR_01FA_CLICK_ON_MUSIC_TRACK_TO                                :{BLACK}Paspauskite ant garso takelio, kad itrauktumete i sarasa (tik Speciali1 arba Speciali2)
-STR_01FB_TOGGLE_PROGRAM_SHUFFLE                                 :{BLACK}Programos masyti ij./isj.
-STR_01FC_SHOW_MUSIC_TRACK_SELECTION                             :{BLACK}Rodyti muzikos takeliu pasirinkimo langa
-STR_01FD_CLICK_ON_SERVICE_TO_CENTER                             :{BLACK}Paspausk ant paslaugos, kad pamatytum? centre
+STR_01EF_PROGRAM                                                :{TINYFONT}{BLACK}Programa - „{STRING}“
+STR_01F0_CLEAR                                                  :{TINYFONT}{BLACK}Išvalyti
+STR_01F1_SAVE                                                   :{TINYFONT}{BLACK}Išsaugoti
+STR_01F2_CURRENT_PROGRAM_OF_MUSIC                               :{BLACK}Dabartinė garso takelių programa
+STR_01F3_SELECT_ALL_TRACKS_PROGRAM                              :{BLACK}Parinkti „visi takeliai“ programą
+STR_01F4_SELECT_OLD_STYLE_MUSIC                                 :{BLACK}Parinkti „seno stiliaus muzika“ programą
+STR_01F5_SELECT_NEW_STYLE_MUSIC                                 :{BLACK}Parinkti „naujo stiliaus muzika“ programą
+STR_01F6_SELECT_CUSTOM_1_USER_DEFINED                           :{BLACK}Parinkti „Speciali 1“ (vartotojo sukurtą) programą
+STR_01F7_SELECT_CUSTOM_2_USER_DEFINED                           :{BLACK}Parinkti „Speciali 2“ (vartotojo sukurtą) programą
+STR_01F8_CLEAR_CURRENT_PROGRAM_CUSTOM1                          :{BLACK}Panaikinti esama programa (tik „Speciali 1“ arba „Speciali 2“)
+STR_01F9_SAVE_MUSIC_SETTINGS                                    :{BLACK}Išsaugoti muzikos nustatymus
+STR_01FA_CLICK_ON_MUSIC_TRACK_TO                                :{BLACK}Paspauskite ant garso takelio, norėdami įtraukti į sąrašą (tik „Speciali 1“ arba „Speciali 2“)
+STR_CLICK_ON_TRACK_TO_REMOVE                                    :{BLACK}Spragtelėjus takelį, jis pašalinamas iš dabartinės programos (tik „Speciali 1“ ir „Speciali 2“)
+STR_01FB_TOGGLE_PROGRAM_SHUFFLE                                 :{BLACK}Programos „Atsitiktiniai takeliai“ įj./išj.
+STR_01FC_SHOW_MUSIC_TRACK_SELECTION                             :{BLACK}Rodyti muzikos takelių pasirinkimo langą
+STR_01FD_CLICK_ON_SERVICE_TO_CENTER                             :{BLACK}Paspauskite ant paslaugos, norėdami pamatyti įmonę/miestą
 STR_01FE_DIFFICULTY                                             :{BLACK}Sunkumo lygis ({STRING})
 STR_01FF                                                        :{TINYFONT}{BLACK}{DATE_LONG}
-STR_0200_LAST_MESSAGE_NEWS_REPORT                               :Paskutine zinute/naujiena
-STR_0201_MESSAGE_SETTINGS                                       :Zinuciu nustatymai
+STR_0200_LAST_MESSAGE_NEWS_REPORT                               :Paskutinė žinutė/naujiena
+STR_0201_MESSAGE_SETTINGS                                       :Žinučių nustatymai
 STR_MESSAGE_HISTORY_MENU                                        :Zinuciu istorija
-STR_0203_SHOW_LAST_MESSAGE_NEWS                                 :{BLACK}Parodyti paskutine zinute/naujiena, rodyti zinuciu nustatymus
-STR_0204_MESSAGE_OPTIONS                                        :{WHITE}Zinuciu nustatymai
-STR_0205_MESSAGE_TYPES                                          :{BLACK}Zinuciu tipai:
-STR_0206_ARRIVAL_OF_FIRST_VEHICLE                               :{YELLOW}Pirmos transporto priemones atvykimas i zaidejo stotele
-STR_0207_ARRIVAL_OF_FIRST_VEHICLE                               :{YELLOW}Pirmos transporto priemones atvykimas i konkurento stotele
-STR_0208_ACCIDENTS_DISASTERS                                    :{YELLOW}Incidentai / nelaimes
+STR_0203_SHOW_LAST_MESSAGE_NEWS                                 :{BLACK}Rodyti paskutinę žinute/naujieną, rodyti žinučių nustatymus
+STR_0204_MESSAGE_OPTIONS                                        :{WHITE}Žinučių nustatymai
+STR_0205_MESSAGE_TYPES                                          :{BLACK}Žinučių tipai:
+STR_0206_ARRIVAL_OF_FIRST_VEHICLE                               :{YELLOW}Pirmosios transporto priemonės atvykimas į žaidėjo stotelę
+STR_0207_ARRIVAL_OF_FIRST_VEHICLE                               :{YELLOW}Pirmosios transporto priemonės atvykimas į konkurento stotelę
+STR_0208_ACCIDENTS_DISASTERS                                    :{YELLOW}Avarijos / nelaimės
 STR_0209_COMPANY_INFORMATION                                    :{YELLOW}Kompanijos informacija
-STR_020A_ECONOMY_CHANGES                                        :{YELLOW}Ekonomikos pasikeitimai
-STR_020B_ADVICE_INFORMATION_ON_PLAYER                           :{YELLOW}Patarimai / informacija apie zaidejo transporto priemones
-STR_020C_NEW_VEHICLES                                           :{YELLOW}Naujas transporto priemones
-STR_020D_CHANGES_OF_CARGO_ACCEPTANCE                            :{YELLOW}Prekiu supirkimo stotelese pokycius
-STR_020E_SUBSIDIES                                              :{YELLOW}Subsidijas
-STR_020F_GENERAL_INFORMATION                                    :{YELLOW}Bendraja informacija
+STR_020A_ECONOMY_CHANGES                                        :{YELLOW}Ekonomikos pokyčiai
+STR_020B_ADVICE_INFORMATION_ON_PLAYER                           :{YELLOW}Patarimai / informacija apie žaidėjo transporto priemones
+STR_020C_NEW_VEHICLES                                           :{YELLOW}Naujos transporto priemonės
+STR_020D_CHANGES_OF_CARGO_ACCEPTANCE                            :{YELLOW}Prekių supirkimo pokyčiai
+STR_020E_SUBSIDIES                                              :{YELLOW}Subsidijos
+STR_020F_GENERAL_INFORMATION                                    :{YELLOW}Bendroji informacija
 STR_MESSAGES_ALL                                                :{YELLOW}Pranesimu nustatymai (ijungta/isjungta/santrauka)
 STR_MESSAGE_SOUND                                               :{YELLOW}Groti garsus pasirodzius naujienu santraukoms
-STR_0210_TOO_FAR_FROM_PREVIOUS_DESTINATIO                       :{WHITE}...per toli nuo pries tai buvusio keliones tikslo
-STR_0211_TOP_COMPANIES_WHO_REACHED                              :{BIGFONT}{BLACK}Geriausios kompanijos, kurios pasieke {NUM}{}({STRING} lygi)
+STR_0210_TOO_FAR_FROM_PREVIOUS_DESTINATIO                       :{WHITE}...per toli buvusio keliones tikslo
+STR_0211_TOP_COMPANIES_WHO_REACHED                              :{BIGFONT}{BLACK}Geriausios kompanijos, kurios pasieke {NUM}{}({STRING} lygį)
 STR_TOP_COMPANIES_NETWORK_GAME                                  :{BIGFONT}{BLACK}Kompaniju Lygos lentele {NUM}
 STR_0212                                                        :{BIGFONT}{COMMA}.
 STR_0213_BUSINESSMAN                                            :Biznierius
 STR_0214_ENTREPRENEUR                                           :Verslininkas
-STR_0215_INDUSTRIALIST                                          :Fabrikantas
+STR_0215_INDUSTRIALIST                                          :Pramonininkas
 STR_0216_CAPITALIST                                             :Kapitalistas
 STR_0217_MAGNATE                                                :Magnatas
 STR_0218_MOGUL                                                  :Didziausias magnatas
-STR_0219_TYCOON_OF_THE_CENTURY                                  :Amziaus magnatas
+STR_0219_TYCOON_OF_THE_CENTURY                                  :Amžiaus magnatas
 STR_HIGHSCORE_NAME                                              :{BIGFONT}{PLAYERNAME}, {COMPANY}
 STR_HIGHSCORE_STATS                                             :{BIGFONT}'{STRING}'   ({COMMA})
-STR_021B_ACHIEVES_STATUS                                        :{BLACK}{BIGFONT}{COMPANY} pasieke '{STRING}' statusa!
-STR_021C_OF_ACHIEVES_STATUS                                     :{WHITE}{BIGFONT}Zaidejas{PLAYERNAME}{COMPANY} pasieke '{STRING}' statusa!
+STR_021B_ACHIEVES_STATUS                                        :{BLACK}{BIGFONT}{COMPANY} pasiekė „{STRING}“ statusą!
+STR_021C_OF_ACHIEVES_STATUS                                     :{WHITE}{BIGFONT}{PLAYERNAME} iš {COMPANY} pasiekė „{STRING}“ statusą!
 STR_021F                                                        :{BLUE}{COMMA}
-STR_0220_CREATE_SCENARIO                                        :{BLACK}Sukurti scenariju
+STR_0220_CREATE_SCENARIO                                        :{BLACK}Sukurti scenarijų
 STR_0221_OPENTTD                                                :{YELLOW}OpenTTD
-STR_0222_SCENARIO_EDITOR                                        :{YELLOW}Scenarijaus Redaktorius
-STR_0223_LAND_GENERATION                                        :{WHITE}Sausumos generatorius
+STR_0222_SCENARIO_EDITOR                                        :{YELLOW}Scenarijaus redaktorius
+STR_0223_LAND_GENERATION                                        :{WHITE}Kraštovaidžio kūrimas
 STR_0224                                                        :{BLACK}{UPARROW}
 STR_0225                                                        :{BLACK}{DOWNARROW}
-STR_0226_RANDOM_LAND                                            :{BLACK}Atsitiktine sausuma
-STR_0227_RESET_LAND                                             :{BLACK}Generuoti isnaujo sausuma
-STR_0228_INCREASE_SIZE_OF_LAND_AREA                             :{BLACK}Padidinkite plota zemes aukstinimui/zeminimui
-STR_0229_DECREASE_SIZE_OF_LAND_AREA                             :{BLACK}Sumazinkite plota zemes aukstinimui/zeminimui
-STR_022A_GENERATE_RANDOM_LAND                                   :{BLACK}Generuoti atsitiktine sausuma
-STR_022B_RESET_LANDSCAPE                                        :{BLACK}Perkrauti landsafta
-STR_022C_RESET_LANDSCAPE                                        :{WHITE}Perkrauti landsafta
+STR_0226_RANDOM_LAND                                            :{BLACK}Atsitiktinis reljefas
+STR_0227_RESET_LAND                                             :{BLACK}Anuliuoti reljefą
+STR_0228_INCREASE_SIZE_OF_LAND_AREA                             :{BLACK}Padidinkite sausumos plotą norėdami paaukštinti/pažeminti
+STR_0229_DECREASE_SIZE_OF_LAND_AREA                             :{BLACK}Sumažinkite sausumos plotą norėdami paaukštinti/pažeminti
+STR_022A_GENERATE_RANDOM_LAND                                   :{BLACK}Kurti atsitiktinę sausumą
+STR_022B_RESET_LANDSCAPE                                        :{BLACK}Anuliuoti kraštovaizdį
+STR_022C_RESET_LANDSCAPE                                        :{WHITE}Anuliuoti kraštovaizdį
 STR_LOAD_GAME_HEIGHTMAP                                         :{WHITE}Naudoti Papildoma Zemelapi
 STR_LOAD_SCEN_HEIGHTMAP                                         :{BLACK}Naudoti Papildoma Zemelapi
-STR_022D_ARE_YOU_SURE_YOU_WANT_TO                               :{WHITE}Ar tikrai nori perkrauti landsafta?
-STR_022E_LANDSCAPE_GENERATION                                   :{BLACK}Landsafto generavimas
-STR_022F_TOWN_GENERATION                                        :{BLACK}Miestu generavimas
-STR_0230_INDUSTRY_GENERATION                                    :{BLACK}Pramones generavimas
-STR_0231_ROAD_CONSTRUCTION                                      :{BLACK}Kelio konstrukcijos
-STR_0233_TOWN_GENERATION                                        :{WHITE}Miesto generavimas
+STR_022D_ARE_YOU_SURE_YOU_WANT_TO                               :{WHITE}Ar tikrai norite anuliuoti kraštovaiždį?
+STR_022E_LANDSCAPE_GENERATION                                   :{BLACK}Kraštovaizdžio kūrimas
+STR_022F_TOWN_GENERATION                                        :{BLACK}Miesto įkūrimas
+STR_0230_INDUSTRY_GENERATION                                    :{BLACK}Pramonės kūrimas
+STR_0231_ROAD_CONSTRUCTION                                      :{BLACK}Kelio tiesimas
+STR_0233_TOWN_GENERATION                                        :{WHITE}Miesto įkūrimas
 STR_0234_NEW_TOWN                                               :{BLACK}Naujas miestas
-STR_0235_CONSTRUCT_NEW_TOWN                                     :{BLACK}Ikurti nauja miesta
-STR_0236_CAN_T_BUILD_TOWN_HERE                                  :{WHITE}Miesto cia statyti negalima...
-STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP                               :{WHITE}...per arti zemelapio krasto
+STR_0235_CONSTRUCT_NEW_TOWN                                     :{BLACK}Įkurti naują miestą
+STR_0236_CAN_T_BUILD_TOWN_HERE                                  :{WHITE}Negalima įkurti miesto...
+STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP                               :{WHITE}...per arti žemėlapio krašto
 STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN                              :{WHITE}...per arti kito miesto
 STR_0239_SITE_UNSUITABLE                                        :{WHITE}...netinkamas sklypas
-STR_023A_TOO_MANY_TOWNS                                         :{WHITE}...per daug miestu
+STR_023A_TOO_MANY_TOWNS                                         :{WHITE}...per daug miestų
 STR_CANNOT_GENERATE_TOWN                                        :{WHITE}Neimanoma statyti jokiu miestu
 STR_NO_SPACE_FOR_TOWN                                           :{WHITE}...daugiau nera vietos zemelapyje
-STR_023B_INCREASE_SIZE_OF_TOWN                                  :{BLACK}Padidinti miesto dydi
-STR_023C_EXPAND                                                 :{BLACK}Isplesti
+STR_023B_INCREASE_SIZE_OF_TOWN                                  :{BLACK}Padidinti miesto dydį
+STR_023C_EXPAND                                                 :{BLACK}Išplėsti
 STR_023D_RANDOM_TOWN                                            :{BLACK}Atsitiktinis miestas
-STR_023E_BUILD_TOWN_IN_RANDOM_LOCATION                          :{BLACK}Pastatyti miesta atsitiktineje vietoje
-STR_023F_INDUSTRY_GENERATION                                    :{WHITE}Pramones generavimas
+STR_023E_BUILD_TOWN_IN_RANDOM_LOCATION                          :{BLACK}Pastatyti miestą atsitiktinėję vietoje
+STR_023F_INDUSTRY_GENERATION                                    :{WHITE}Pramonės kūrimas
 STR_0240_COAL_MINE                                              :{BLACK}Anglies kasykla
-STR_0241_POWER_STATION                                          :{BLACK}Elektrine
-STR_0242_SAWMILL                                                :{BLACK}Lentpjuve
-STR_0243_FOREST                                                 :{BLACK}Miskas
-STR_0244_OIL_REFINERY                                           :{BLACK}Naftos perdirbimo imone
-STR_0245_OIL_RIG                                                :{BLACK}Naftos bokstas
-STR_0246_FACTORY                                                :{BLACK}Fabrikas
+STR_0241_POWER_STATION                                          :{BLACK}Elektrinė
+STR_0242_SAWMILL                                                :{BLACK}Lentpjūvė
+STR_0243_FOREST                                                 :{BLACK}Miškas
+STR_0244_OIL_REFINERY                                           :{BLACK}Naftos perdirbimo įmone
+STR_0245_OIL_RIG                                                :{BLACK}Naftos bokštas
+STR_0246_FACTORY                                                :{BLACK}Gamykla
 STR_0247_STEEL_MILL                                             :{BLACK}Plieno liejykla
 STR_0248_FARM                                                   :{BLACK}Ferma
-STR_0249_IRON_ORE_MINE                                          :{BLACK}Gelezies rudos kasykla
-STR_024A_OIL_WELLS                                              :{BLACK}Naftos greziniai
+STR_0249_IRON_ORE_MINE                                          :{BLACK}Geležies rūdos kasykla
+STR_024A_OIL_WELLS                                              :{BLACK}Naftos gręžiniai
 STR_024B_BANK                                                   :{BLACK}Bankas
-STR_024C_PAPER_MILL                                             :{BLACK}Popieriaus fabrikas
-STR_024D_FOOD_PROCESSING_PLANT                                  :{BLACK}Maisto perdirbimo imone
-STR_024E_PRINTING_WORKS                                         :{BLACK}Spaustuve
+STR_024C_PAPER_MILL                                             :{BLACK}Popieriaus gamykla
+STR_024D_FOOD_PROCESSING_PLANT                                  :{BLACK}Maisto perdirbimo įmonė
+STR_024E_PRINTING_WORKS                                         :{BLACK}Spaustuvė
 STR_024F_GOLD_MINE                                              :{BLACK}Aukso kasykla
-STR_0250_LUMBER_MILL                                            :{BLACK}Lentpjuve
-STR_0251_FRUIT_PLANTATION                                       :{BLACK}Vaisiu plantacija
-STR_0252_RUBBER_PLANTATION                                      :{BLACK}Kauciuko plantacija
-STR_0253_WATER_SUPPLY                                           :{BLACK}Vandens grezinys
-STR_0254_WATER_TOWER                                            :{BLACK}Vandentiekio bokstas
-STR_0255_DIAMOND_MINE                                           :{BLACK}Deimantu kasykla
-STR_0256_COPPER_ORE_MINE                                        :{BLACK}Vario rudos kasykla
-STR_0257_COTTON_CANDY_FOREST                                    :{BLACK}Cukraus vatos krumynai
-STR_0258_CANDY_FACTORY                                          :{BLACK}Saldainiu fabrikas
-STR_0259_BATTERY_FARM                                           :{BLACK}Bateriju ferma
-STR_025A_COLA_WELLS                                             :{BLACK}Kolos greziniai
-STR_025B_TOY_SHOP                                               :{BLACK}Zaislu parduotuve
-STR_025C_TOY_FACTORY                                            :{BLACK}Zaislu fabrikas
-STR_025D_PLASTIC_FOUNTAINS                                      :{BLACK}Plastmases versmes
-STR_025E_FIZZY_DRINK_FACTORY                                    :{BLACK}Gaiviuju gerimu fabrikas
-STR_025F_BUBBLE_GENERATOR                                       :{BLACK}Burbulu leistuvas
-STR_0260_TOFFEE_QUARRY                                          :{BLACK}Karameles telkinys
+STR_0250_LUMBER_MILL                                            :{BLACK}Lentpjuvė
+STR_0251_FRUIT_PLANTATION                                       :{BLACK}Vaismedžių plantacija
+STR_0252_RUBBER_PLANTATION                                      :{BLACK}Kaučiukmedių plantacija
+STR_0253_WATER_SUPPLY                                           :{BLACK}Vandens gręžinys
+STR_0254_WATER_TOWER                                            :{BLACK}Vandentiekio bokštas
+STR_0255_DIAMOND_MINE                                           :{BLACK}Deimantų kasykla
+STR_0256_COPPER_ORE_MINE                                        :{BLACK}Vario rūdos kasykla
+STR_0257_COTTON_CANDY_FOREST                                    :{BLACK}Cukraus vatos krūmynai
+STR_0258_CANDY_FACTORY                                          :{BLACK}Saldumynų gamykla
+STR_0259_BATTERY_FARM                                           :{BLACK}Baterijų ūkis
+STR_025A_COLA_WELLS                                             :{BLACK}Kolos gręžiniai
+STR_025B_TOY_SHOP                                               :{BLACK}Žaislų parduotuvė
+STR_025C_TOY_FACTORY                                            :{BLACK}Žaislų gamykla
+STR_025D_PLASTIC_FOUNTAINS                                      :{BLACK}Plastmasės versmės
+STR_025E_FIZZY_DRINK_FACTORY                                    :{BLACK}Gaiviųjų gėrimų gamykla
+STR_025F_BUBBLE_GENERATOR                                       :{BLACK}Burbulų leistuvas
+STR_0260_TOFFEE_QUARRY                                          :{BLACK}Karamelės telkinys
 STR_0261_SUGAR_MINE                                             :{BLACK}Cukraus kasykla
-STR_0262_CONSTRUCT_COAL_MINE                                    :{BLACK}Statyti anglies kasykla
-STR_0263_CONSTRUCT_POWER_STATION                                :{BLACK}Statyti elektrine
-STR_0264_CONSTRUCT_SAWMILL                                      :{BLACK}Statyti lentpjuve
-STR_0265_PLANT_FOREST                                           :{BLACK}Uzsodinti miska
-STR_0266_CONSTRUCT_OIL_REFINERY                                 :{BLACK}Statyti naftos perdirbimo imone
-STR_0267_CONSTRUCT_OIL_RIG_CAN_ONLY                             :{BLACK}Statyti naftos grezini juroje (Tik netoli zemelapio krastu)
-STR_0268_CONSTRUCT_FACTORY                                      :{BLACK}Statyti fabrika
-STR_0269_CONSTRUCT_STEEL_MILL                                   :{BLACK}Statyti plieno liejykla
-STR_026A_CONSTRUCT_FARM                                         :{BLACK}Statyti ferma
-STR_026B_CONSTRUCT_IRON_ORE_MINE                                :{BLACK}Statyti gelezies rudos kasykla
-STR_026C_CONSTRUCT_OIL_WELLS                                    :{BLACK}Grezti naftos grezinius
-STR_026D_CONSTRUCT_BANK_CAN_ONLY                                :{BLACK}Statyti banka (Tik miestuose su bent 1200 gyventoju)
-STR_026E_CONSTRUCT_PAPER_MILL                                   :{BLACK}Statyti popieriaus fabrika
-STR_026F_CONSTRUCT_FOOD_PROCESSING                              :{BLACK}Statyti maisto perdirbimo imone
-STR_0270_CONSTRUCT_PRINTING_WORKS                               :{BLACK}Statyti spaustuve
-STR_0271_CONSTRUCT_GOLD_MINE                                    :{BLACK}Statyti aukso kasykla
-STR_0272_CONSTRUCT_BANK_CAN_ONLY                                :{BLACK}Statyti banka (statyti galima tiktai miestuose)
-STR_0273_CONSTRUCT_LUMBER_MILL_TO                               :{BLACK}Pastatykite lentpjuve (nukirstos medienos perdirbimui)
-STR_0274_PLANT_FRUIT_PLANTATION                                 :{BLACK}Uzsodinti vaisiu plantacija
-STR_0275_PLANT_RUBBER_PLANTATION                                :{BLACK}Uzsodinti kauciuko plantacija
-STR_0276_CONSTRUCT_WATER_SUPPLY                                 :{BLACK}Grezti artezini grezini
-STR_0277_CONSTRUCT_WATER_TOWER_CAN                              :{BLACK}Statyti vandentiekio boksta (tik miestuose)
-STR_0278_CONSTRUCT_DIAMOND_MINE                                 :{BLACK}Statyti deimantu kasykla
-STR_0279_CONSTRUCT_COPPER_ORE_MINE                              :{BLACK}Statyti vario rudos kasykla
-STR_027A_PLANT_COTTON_CANDY_FOREST                              :{BLACK}Uzveisti cukraus vatos krumynus
-STR_027B_CONSTRUCT_CANDY_FACTORY                                :{BLACK}Statyti saldainiu fabrika
-STR_027C_CONSTRUCT_BATTERY_FARM                                 :{BLACK}Uzsodinti bateriju ferma
-STR_027D_CONSTRUCT_COLA_WELLS                                   :{BLACK}Statyti kolos grezinius
-STR_027E_CONSTRUCT_TOY_SHOP                                     :{BLACK}Statyti zaislu parduotuve
-STR_027F_CONSTRUCT_TOY_FACTORY                                  :{BLACK}Statyti zaislu fabrika
-STR_0280_CONSTRUCT_PLASTIC_FOUNTAINS                            :{BLACK}Statyti plastmases versmes
-STR_0281_CONSTRUCT_FIZZY_DRINK_FACTORY                          :{BLACK}Statyti gaiviuju gerimu fabrika
-STR_0282_CONSTRUCT_BUBBLE_GENERATOR                             :{BLACK}Statyti burbulu generatoriu
-STR_0283_CONSTRUCT_TOFFEE_QUARRY                                :{BLACK}Statyti karameles telkini
-STR_0284_CONSTRUCT_SUGAR_MINE                                   :{BLACK}Statyti cukraus kasykla
-STR_0285_CAN_T_BUILD_HERE                                       :{WHITE}Cia statyti neimanoma {STRING} ...
-STR_0286_MUST_BUILD_TOWN_FIRST                                  :{WHITE}...pirma reikia pastatyti miesta
+STR_0262_CONSTRUCT_COAL_MINE                                    :{BLACK}Statyti anglies kasyklą
+STR_0263_CONSTRUCT_POWER_STATION                                :{BLACK}Statyti elektrinę
+STR_0264_CONSTRUCT_SAWMILL                                      :{BLACK}Statyti lentpjuvę
+STR_0265_PLANT_FOREST                                           :{BLACK}Užsodinti mišką
+STR_0266_CONSTRUCT_OIL_REFINERY                                 :{BLACK}Statyti naftos perdirbimo įmone
+STR_0267_CONSTRUCT_OIL_RIG_CAN_ONLY                             :{BLACK}Statyti naftos grežinį jūroje (tik prie žemelapio kraštų)
+STR_0268_CONSTRUCT_FACTORY                                      :{BLACK}Statyti gamyklą
+STR_0269_CONSTRUCT_STEEL_MILL                                   :{BLACK}Statyti plieno liejyklą
+STR_026A_CONSTRUCT_FARM                                         :{BLACK}Statyti ūkį
+STR_026B_CONSTRUCT_IRON_ORE_MINE                                :{BLACK}Statyti geležies rūdos kasyklą
+STR_026C_CONSTRUCT_OIL_WELLS                                    :{BLACK}Gręžti naftos gręžinius
+STR_026D_CONSTRUCT_BANK_CAN_ONLY                                :{BLACK}Statyti banką (tik miestuose, kuriuose yra bent 1200 gyventojų)
+STR_026E_CONSTRUCT_PAPER_MILL                                   :{BLACK}Statyti popieriaus gamyklą
+STR_026F_CONSTRUCT_FOOD_PROCESSING                              :{BLACK}Statyti maisto perdirbimo imonę
+STR_0270_CONSTRUCT_PRINTING_WORKS                               :{BLACK}Statyti spaustuvę
+STR_0271_CONSTRUCT_GOLD_MINE                                    :{BLACK}Statyti aukso kasyklą
+STR_0272_CONSTRUCT_BANK_CAN_ONLY                                :{BLACK}Statyti banką (tik miestuose)
+STR_0273_CONSTRUCT_LUMBER_MILL_TO                               :{BLACK}Pastatykite lentpjūvę (perdirbama nukirsta mediena)
+STR_0274_PLANT_FRUIT_PLANTATION                                 :{BLACK}Užsodinti vaismedžių plantaciją
+STR_0275_PLANT_RUBBER_PLANTATION                                :{BLACK}Užsodinti kaučiukmedžių plantaciją
+STR_0276_CONSTRUCT_WATER_SUPPLY                                 :{BLACK}Statyti vandentiekį
+STR_0277_CONSTRUCT_WATER_TOWER_CAN                              :{BLACK}Statyti vandentiekio bokštą (tik miestuose)
+STR_0278_CONSTRUCT_DIAMOND_MINE                                 :{BLACK}Statyti deimantų kasyklą
+STR_0279_CONSTRUCT_COPPER_ORE_MINE                              :{BLACK}Statyti vario rūdos kasyklą
+STR_027A_PLANT_COTTON_CANDY_FOREST                              :{BLACK}Užsodinti cukraus vatos krūmynus
+STR_027B_CONSTRUCT_CANDY_FACTORY                                :{BLACK}Statyti saldumynų gamyklą
+STR_027C_CONSTRUCT_BATTERY_FARM                                 :{BLACK}Statyti baterijų ūkį
+STR_027D_CONSTRUCT_COLA_WELLS                                   :{BLACK}Statyti kolos šulinius
+STR_027E_CONSTRUCT_TOY_SHOP                                     :{BLACK}Statyti žaislų parduotuvę
+STR_027F_CONSTRUCT_TOY_FACTORY                                  :{BLACK}Statyti žaislų gamyklą
+STR_0280_CONSTRUCT_PLASTIC_FOUNTAINS                            :{BLACK}Statyti plastmasės versmes
+STR_0281_CONSTRUCT_FIZZY_DRINK_FACTORY                          :{BLACK}Statyti gaiviųjų gėrimų gamyklą
+STR_0282_CONSTRUCT_BUBBLE_GENERATOR                             :{BLACK}Statyti burbulų pūstuvą
+STR_0283_CONSTRUCT_TOFFEE_QUARRY                                :{BLACK}Statyti karamelės telkinį
+STR_0284_CONSTRUCT_SUGAR_MINE                                   :{BLACK}Statyti cukraus kasyklą
+STR_0285_CAN_T_BUILD_HERE                                       :{WHITE}{STRING} čia negali būti pastatytas...
+STR_0286_MUST_BUILD_TOWN_FIRST                                  :{WHITE}...pirma reikia pastatyti miestą
 STR_0287_ONLY_ONE_ALLOWED_PER_TOWN                              :{WHITE}...mieste gali buti tik vienas
-STR_0288_PLANT_TREES                                            :{BLACK}Sodinti medzius
-STR_0289_PLACE_SIGN                                             :{BLACK}Statyti zenkla
-STR_028A_RANDOM_TREES                                           :{BLACK}Atsitiktiniai medziai
-STR_028B_PLANT_TREES_RANDOMLY_OVER                              :{BLACK}Atsitiktinai apsodinti sausuma medziais
-STR_028C_PLACE_ROCKY_AREAS_ON_LANDSCAPE                         :{BLACK}Sukurti uoletas vietas
-STR_028D_PLACE_LIGHTHOUSE                                       :{BLACK}Statyti svyturi
-STR_028E_PLACE_TRANSMITTER                                      :{BLACK}Statyti retransliatoriu
-STR_028F_DEFINE_DESERT_AREA                                     :{BLACK}Pazymeti kaip dykuma
+STR_0288_PLANT_TREES                                            :{BLACK}Sodinti medžius
+STR_0289_PLACE_SIGN                                             :{BLACK}Statyti ženklą
+STR_028A_RANDOM_TREES                                           :{BLACK}Atsitiktiniai medžiai
+STR_028B_PLANT_TREES_RANDOMLY_OVER                              :{BLACK}Atsitiktinai apsodinti sausumą medziais
+STR_028C_PLACE_ROCKY_AREAS_ON_LANDSCAPE                         :{BLACK}Sukurti uolėtas vietas
+STR_028D_PLACE_LIGHTHOUSE                                       :{BLACK}Statyti švyturį
+STR_028E_PLACE_TRANSMITTER                                      :{BLACK}Statyti siųstuvą
+STR_028F_DEFINE_DESERT_AREA                                     :{BLACK}Nurodyti dykumos plotus{}Laikant nuspaustą VALD (CTRL) galima ją pašalinti
 STR_CREATE_LAKE                                                 :{BLACK}Pazymeti kaip vandeni, aplinkines zemes bus uztvindytos, jei bus juros lygyje
-STR_0290_DELETE                                                 :{BLACK}Salinti
-STR_0291_DELETE_THIS_TOWN_COMPLETELY                            :{BLACK}Salinti si miesta
-STR_0292_SAVE_SCENARIO                                          :Issaugoti scenariju
-STR_0293_LOAD_SCENARIO                                          :Atverti scenariju
-STR_0294_QUIT_EDITOR                                            :Uzdaryti Redaktoriu
+STR_0290_DELETE                                                 :{BLACK}Šalinti
+STR_0291_DELETE_THIS_TOWN_COMPLETELY                            :{BLACK}Šalinti šį miestą
+STR_0292_SAVE_SCENARIO                                          :Išsaugoti scenarijų
+STR_0293_LOAD_SCENARIO                                          :Atverti scenarijų
+STR_0294_QUIT_EDITOR                                            :Uždaryti redaktoriu
 STR_0295                                                        :
-STR_0296_QUIT                                                   :Iseiti
-STR_0297_SAVE_SCENARIO_LOAD_SCENARIO                            :{BLACK}Issaugoti, atverti scenariju, iseiti
-STR_0298_LOAD_SCENARIO                                          :{WHITE}Atverti scenariju
-STR_0299_SAVE_SCENARIO                                          :{WHITE}Issaugoti scenariju
-STR_029A_PLAY_SCENARIO                                          :{BLACK}Isbandyti scenariju (zaisti)
+STR_0296_QUIT                                                   :Išeiti
+STR_0297_SAVE_SCENARIO_LOAD_SCENARIO                            :{BLACK}Išsaugoti scenarijų, atverti scenarijų, išjungti scenarijų redaktorių, išeiti
+STR_0298_LOAD_SCENARIO                                          :{WHITE}Atverti scenarijų
+STR_0299_SAVE_SCENARIO                                          :{WHITE}Išsaugoti scenarijų
+STR_029A_PLAY_SCENARIO                                          :{BLACK}Išbandyti scenarijų (žaisti)
 STR_PLAY_HEIGHTMAP                                              :{BLACK}Zaisti Papildomam zemelapyje
 STR_PLAY_HEIGHTMAP_HINT                                         :{BLACK}Pradeti zaidima naudojant papildoma zemelapi ir zemtvraka
-STR_029B_ARE_YOU_SURE_YOU_WANT_TO                               :{YELLOW}Ar tikrai nori iseiti is sio scenarijaus?
-STR_029C_QUIT_EDITOR                                            :{WHITE}Iseiti is Redaktoriaus
-STR_029D_CAN_ONLY_BE_BUILT_IN_TOWNS                             :{WHITE}...gali buti pastatyta tik miestuose, kuriuose yra bent 1200 gyventoju
-STR_029E_MOVE_THE_STARTING_DATE                                 :{BLACK}Zaidimo pradzios data sumazinti 1 metais
-STR_029F_MOVE_THE_STARTING_DATE                                 :{BLACK}Zaidimo pradzios data padidinti 1 metais
-STR_02A0_ENDS_OF_BRIDGE_MUST_BOTH                               :{WHITE}...abu tilto galai turi buti ant zemes
-STR_02A1_SMALL                                                  :{BLACK}Mazas
+STR_QUIT_SCENARIO_QUERY                                         :{YELLOW}Ar tikrai norite išeiti iš šio scenarijaus?
+STR_029C_QUIT_EDITOR                                            :{WHITE}Išeiti iš redaktoriaus
+STR_029D_CAN_ONLY_BE_BUILT_IN_TOWNS                             :{WHITE}...gali buti pastatyta tik miestuose, kuriuose yra bent 1200 gyventojų
+STR_029E_MOVE_THE_STARTING_DATE                                 :{BLACK}Žaidimo pradžios datą sumažinti 1 metais
+STR_029F_MOVE_THE_STARTING_DATE                                 :{BLACK}Žaidimo pradžios datą padidinti 1 metais
+STR_02A0_ENDS_OF_BRIDGE_MUST_BOTH                               :{WHITE}...abu tilto galai turi buti ant zemės
+STR_02A1_SMALL                                                  :{BLACK}Mažas
 STR_02A2_MEDIUM                                                 :{BLACK}Vidutinis
 STR_02A3_LARGE                                                  :{BLACK}Didelis
-STR_02A4_SELECT_TOWN_SIZE                                       :{BLACK}Issirinkite miesto dydi
+STR_02A4_SELECT_TOWN_SIZE                                       :{BLACK}Išsirinkite miesto dydį
 STR_02A5_TOWN_SIZE                                              :{YELLOW}Miesto dydis:
 
 STR_02B6                                                        :{STRING}  -  {STRING}
-STR_02B7_SHOW_LAST_MESSAGE_OR_NEWS                              :{BLACK}Parodyti paskutine zinute ar spaudos pranesima
+STR_02B7_SHOW_LAST_MESSAGE_OR_NEWS                              :{BLACK}Parodyti paskutinę žinutę ar spaudos pranešimą
 STR_OFF                                                         :Isjungta
 STR_SUMMARY                                                     :Santrauka
 STR_FULL                                                        :Pilnas
 STR_02BA                                                        :{SILVER}- -  {COMPANY}  - -
-STR_02BB_TOWN_DIRECTORY                                         :Miestai
-STR_02BC_VEHICLE_DESIGN_NAMES                                   :{BLACK}Tr. priemoniu pavadinimai
+STR_02BB_TOWN_DIRECTORY                                         :Miestų sąrašas
+STR_02BC_VEHICLE_DESIGN_NAMES                                   :{BLACK}Tr. priemonių pavadinimai
 STR_02BD                                                        :{BLACK}{STRING}
 STR_02BE_DEFAULT                                                :Standartinis
-STR_02BF_CUSTOM                                                 :Tinkintas :)
-STR_02C0_SAVE_CUSTOM_NAMES                                      :{BLACK}Issaugoti tinkintus vardus
-STR_02C1_VEHICLE_DESIGN_NAMES_SELECTION                         :{BLACK}Transporto priemoniu pavadinimu pasirinkimo laukas
-STR_02C2_SAVE_CUSTOMIZED_VEHICLE                                :{BLACK}Issaugoti transporto priemoniu pavadinimus
+STR_02BF_CUSTOM                                                 :Tinkintas
+STR_02C0_SAVE_CUSTOM_NAMES                                      :{BLACK}Išsaugoti tinkintus vardus
+STR_02C1_VEHICLE_DESIGN_NAMES_SELECTION                         :{BLACK}Transporto priemonių pavadinimų pasirinkimo laukas
+STR_02C2_SAVE_CUSTOMIZED_VEHICLE                                :{BLACK}Išsaugoti transporto priemonių pavadinimus
 
+STR_CHECKMARK                                                   :{CHECKMARK}
 ############ range for menu	starts
-STR_02C3_GAME_OPTIONS                                           :Zaidimo nustatymai
+STR_02C3_GAME_OPTIONS                                           :Žaidimo parinktys
 STR_02C5_DIFFICULTY_SETTINGS                                    :Sunkumo nustatymai
 STR_02C7_CONFIG_PATCHES                                         :Nustatymai
 STR_NEWGRF_SETTINGS                                             :Papild. grafikos nustatymai
 STR_GAMEOPTMENU_0A                                              :
-STR_02CA_TOWN_NAMES_DISPLAYED                                   :{SETX 12}Rodyti miestu pavadinimus
-STR_02CC_STATION_NAMES_DISPLAYED                                :{SETX 12}Rodyti stoteliu pavadinimus
-STR_02CE_SIGNS_DISPLAYED                                        :{SETX 12}Rodyti zenklus
+STR_02CA_TOWN_NAMES_DISPLAYED                                   :{SETX 12}Rodyti miestų pavadinimus
+STR_02CC_STATION_NAMES_DISPLAYED                                :{SETX 12}Rodyti stotelių pavadinimus
+STR_02CE_SIGNS_DISPLAYED                                        :{SETX 12}Rodyti ženklus
 STR_WAYPOINTS_DISPLAYED2                                        :{SETX 12}Rodyti tarpines stoteles
 STR_02D0_FULL_ANIMATION                                         :{SETX 12}Pilna animacija
 STR_02D2_FULL_DETAIL                                            :{SETX 12}Pilna detalizacija
@@ -757,7 +790,7 @@
 STR_CONSOLE_SETTING                                             :Konsole
 STR_02D7_SCREENSHOT_CTRL_S                                      :Fotografuoti ekrano vaizda (Ctrl-S)
 STR_02D8_GIANT_SCREENSHOT_CTRL_G                                :Fotografuoti viso ekrano vaizda (Ctrl-G)
-STR_02D9_ABOUT_OPENTTD                                          :Apie 'OpenTTD'
+STR_02D9_ABOUT_OPENTTD                                          :Apie „OpenTTD“
 ############ range ends	here
 
 STR_02DB_OFF                                                    :{BLACK}Isjungta
@@ -801,7 +834,7 @@
 STR_02FC_LOAD_A_SAVED_GAME                                      :{BLACK}Atverti issaugota zaidima
 STR_02FE_CREATE_A_CUSTOMIZED_GAME                               :{BLACK}Sukurk savo zaidimo zemelapi/scenariju
 STR_02FF_SELECT_SINGLE_PLAYER_GAME                              :{BLACK}Pasirink 1 zaidejo zaidima
-STR_0300_SELECT_MULTIPLAYER_GAME                                :{BLACK}Pasirink keliu zaideju (2-8) zaidima tinkle
+STR_0300_SELECT_MULTIPLAYER_GAME                                :{BLACK}Pasirinkite komandinį žaidima skirtą 2-8 žaidėjams
 STR_0301_DISPLAY_GAME_OPTIONS                                   :{BLACK}Rodyti zaidimo nustatymus
 STR_0302_DISPLAY_DIFFICULTY_OPTIONS                             :{BLACK}Rodyti sudetingumo nustatymus
 STR_0303_START_A_NEW_GAME_USING                                 :{BLACK}Naujas zaidimas naudojantis scenarijumi
@@ -840,25 +873,27 @@
 STR_0336_7                                                      :{BLACK}7
 
 ############ start of townname region
-STR_TOWNNAME_ORIGINAL_ENGLISH                                   :Anglu (Oginalus)
-STR_TOWNNAME_FRENCH                                             :Prancuzu
-STR_TOWNNAME_GERMAN                                             :Vokieciu
-STR_TOWNNAME_ADDITIONAL_ENGLISH                                 :Anglu (Papildomas)
-STR_TOWNNAME_LATIN_AMERICAN                                     :Lotynu-Amerikos
+STR_TOWNNAME_ORIGINAL_ENGLISH                                   :Anglų (Oginalus)
+STR_TOWNNAME_FRENCH                                             :Prancūzų
+STR_TOWNNAME_GERMAN                                             :Vokiečių
+STR_TOWNNAME_ADDITIONAL_ENGLISH                                 :Anglų (Papildomas)
+STR_TOWNNAME_LATIN_AMERICAN                                     :Lotynų-Amerikos
 STR_TOWNNAME_SILLY                                              :Kvaili
-STR_TOWNNAME_SWEDISH                                            :Svedu
-STR_TOWNNAME_DUTCH                                              :Olandu
-STR_TOWNNAME_FINNISH                                            :Suomiu
-STR_TOWNNAME_POLISH                                             :Lenku
-STR_TOWNNAME_SLOVAKISH                                          :Slovaku
-STR_TOWNNAME_NORWEGIAN                                          :Norvegu
-STR_TOWNNAME_HUNGARIAN                                          :Vengru
-STR_TOWNNAME_AUSTRIAN                                           :Austru
-STR_TOWNNAME_ROMANIAN                                           :Rumunu
-STR_TOWNNAME_CZECH                                              :Ceku
-STR_TOWNNAME_SWISS                                              :Sveicaru
-STR_TOWNNAME_DANISH                                             :Daniski
-STR_TOWNNAME_TURKISH                                            :Turkiski
+STR_TOWNNAME_SWEDISH                                            :Švedų
+STR_TOWNNAME_DUTCH                                              :Olandų
+STR_TOWNNAME_FINNISH                                            :Suomių
+STR_TOWNNAME_POLISH                                             :Lenkų
+STR_TOWNNAME_SLOVAKISH                                          :Slovakų
+STR_TOWNNAME_NORWEGIAN                                          :Norvegų
+STR_TOWNNAME_HUNGARIAN                                          :Vengrų
+STR_TOWNNAME_AUSTRIAN                                           :Austrų
+STR_TOWNNAME_ROMANIAN                                           :Rumunų
+STR_TOWNNAME_CZECH                                              :Čekų
+STR_TOWNNAME_SWISS                                              :Šveicarų
+STR_TOWNNAME_DANISH                                             :Danų
+STR_TOWNNAME_TURKISH                                            :Turkiški
+STR_TOWNNAME_ITALIAN                                            :Italų
+STR_TOWNNAME_CATALAN                                            :Katalonų
 ############ end of	townname region
 
 STR_CURR_GBP                                                    :Svarai sterlingai (£)
@@ -883,7 +918,11 @@
 STR_CURR_PLN                                                    :Lenkijos zlotai (PLN)
 STR_CURR_ROL                                                    :Rumunijos lejos (ROL)
 STR_CURR_RUR                                                    :Rusijos rubliai (RUR)
+STR_CURR_SIT                                                    :Slovėnijos tolarai (SIT)
 STR_CURR_SEK                                                    :Svedijos kronos (SEK)
+STR_CURR_YTL                                                    :Turkijos liros (YTL)
+STR_CURR_SKK                                                    :Slovakijos kronos (SKK)
+STR_CURR_BRR                                                    :Brazilijos realai (BRL)
 
 STR_CURR_CUSTOM                                                 :Kita...
 
@@ -984,6 +1023,7 @@
 STR_CONFIG_PATCHES_JOINSTATIONS                                 :{LTBLUE}Leisti sujungti greta pastatytas stoteles: {ORANGE}{STRING}
 STR_CONFIG_PATCHES_FULLLOADANY                                  :{LTBLUE}Palikti stotele, jei nors 1 krovinys pilnai pakrautas: {ORANGE}{STRING}
 STR_CONFIG_PATCHES_IMPROVEDLOAD                                 :{LTBLUE}Naudoti patobulinta krovimo algoritma: {ORANGE}{STRING}
+STR_CONFIG_PATCHES_GRADUAL_LOADING                              :{LTBLUE}Pakrauti tr. priemones paeiliui: {ORANGE}{STRING}
 STR_CONFIG_PATCHES_INFLATION                                    :{LTBLUE}Infliacija: {ORANGE}{STRING}
 STR_CONFIG_PATCHES_SELECTGOODS                                  :{LTBLUE}Pristatyti krovini stotelei tiktai tuomet, kai yra poreikis: {ORANGE}{STRING}
 STR_CONFIG_PATCHES_LONGBRIDGES                                  :{LTBLUE}Leisti statyti labai ilgus tiltus: {ORANGE}{STRING}
@@ -1000,9 +1040,11 @@
 STR_CONFIG_PATCHES_BRIBE                                        :{LTBLUE}Leisti papirkineti miesto valdzia: {ORANGE}{STRING}
 STR_CONFIG_PATCHES_NONUNIFORM_STATIONS                          :{LTBLUE}Nestandartines stoteles: {ORANGE}{STRING}
 STR_CONFIG_PATCHES_NEW_PATHFINDING_ALL                          :{LTBLUE}Globalus kelio radimo algoritmas (NPF, panaikina NTP): {ORANGE}{STRING}
+STR_CONFIG_PATCHES_FREIGHT_TRAINS                               :{LTBLUE}Krovinių svorio daugiklis skirtas imituoti prikrautus traukinius: {ORANGE}{STRING}
 
 STR_CONFIG_PATCHES_SMALL_AIRPORTS                               :{LTBLUE}Visada leisti statyti mazus oro uotus: {ORANGE}{STRING}
 
+STR_CONFIG_PATCHES_WARN_LOST_TRAIN                              :{LTBLUE}Perspėti apie traukinio praradimą: {ORANGE}{STRING}
 STR_CONFIG_PATCHES_ORDER_REVIEW                                 :{LTBLUE}Perziureti tr. pr. uzduotis: {ORANGE}{STRING}
 STR_CONFIG_PATCHES_ORDER_REVIEW_OFF                             :ne
 STR_CONFIG_PATCHES_ORDER_REVIEW_EXDEPOT                         :taip, bet isskyrus sustabdytas tr. pr.
@@ -1016,10 +1058,35 @@
 STR_CONFIG_PATCHES_POPULATION_IN_LABEL                          :{LTBLUE}Rodyti miestu gyventoju skaiciu salia pavadinimo: {ORANGE}{STRING}
 STR_CONFIG_PATCHES_INVISIBLE_TREES                              :{LTBLUE}Nematomi medziai (kai ijungti permatomi pastatai): {ORANGE}{STRING}
 
+STR_CONFIG_PATCHES_LAND_GENERATOR                               :{LTBLUE}Sausumos kūrimas: {ORANGE}{STRING}
+STR_CONFIG_PATCHES_LAND_GENERATOR_ORIGINAL                      :Originalus
+STR_CONFIG_PATCHES_LAND_GENERATOR_TERRA_GENESIS                 :TerraGenesis
+STR_CONFIG_PATCHES_OIL_REF_EDGE_DISTANCE                        :{LTBLUE}Didžiausias atstumas nuo kraštų naftos perdirbimo įmonėms  {ORANGE}{STRING}
 STR_CONFIG_PATCHES_SNOWLINE_HEIGHT                              :{LTBLUE}Sniego linijos aukstis: {ORANGE}{STRING}
+STR_CONFIG_PATCHES_ROUGHNESS_OF_TERRAIN                         :{LTBLUE}Paviršiaus nelygumas (tik TerraGenesis) : {ORANGE}{STRING}
+STR_CONFIG_PATCHES_ROUGHNESS_OF_TERRAIN_VERY_SMOOTH             :Labai lygus
+STR_CONFIG_PATCHES_ROUGHNESS_OF_TERRAIN_SMOOTH                  :Lygus
+STR_CONFIG_PATCHES_ROUGHNESS_OF_TERRAIN_ROUGH                   :Kalnuotas
+STR_CONFIG_PATCHES_ROUGHNESS_OF_TERRAIN_VERY_ROUGH              :Labai kalnuotas
+STR_CONFIG_PATCHES_TREE_PLACER                                  :{LTBLUE}Medžių sodinimo algoritmas: {ORANGE}{STRING}
+STR_CONFIG_PATCHES_TREE_PLACER_NONE                             :Jokio
+STR_CONFIG_PATCHES_TREE_PLACER_ORIGINAL                         :Standartinis
+STR_CONFIG_PATCHES_TREE_PLACER_IMPROVED                         :Pagerintas
+STR_CONFIG_PATCHES_HEIGHTMAP_ROTATION                           :{LTBLUE}Aukščių žemėlapio pasukimas: {ORANGE}{STRING}
+STR_CONFIG_PATCHES_HEIGHTMAP_ROTATION_COUNTER_CLOCKWISE         :Prieš laikrodžio rodyklę
+STR_CONFIG_PATCHES_HEIGHTMAP_ROTATION_CLOCKWISE                 :Pagal laikrodžio rodyklę
+STR_CONFIG_PATCHES_SE_FLAT_WORLD_HEIGHT                         :{LTBLUE}Aušktis skiriamas „lygiaus scenarijaus“ žemėlapiui: {ORANGE}{STRING}
 
 STR_CONFIG_PATCHES_STATION_SPREAD                               :{LTBLUE}Maks. soties plotis: {ORANGE}{STRING} {RED}Demesio: Auksti parametrai letina zaidima
 STR_CONFIG_PATCHES_SERVICEATHELIPAD                             :{LTBLUE}Remontuoti malunsparnius automatiskai: {ORANGE}{STRING}
+STR_CONFIG_PATCHES_LINK_TERRAFORM_TOOLBAR                       :{LTBLUE}Susieti kraštovaizdžio įrankių juostą su bėgių/kelių/vandens/orouostų įrankių juostomis: {ORANGE}{STRING}
+STR_CONFIG_PATCHES_REVERSE_SCROLLING                            :{LTBLUE}Apkeisti slinkties kryptį: {ORANGE}{STRING}
+STR_CONFIG_PATCHES_MEASURE_TOOLTIP                              :{LTBLUE}Rodyti matavimo pastabą, kai naudojami įvairūs statybų įrankiai: {ORANGE}{STRING}
+STR_CONFIG_PATCHES_LIVERIES                                     :{LTBLUE}Rodyti kompanijos ženklus: {ORANGE}{STRING}
+STR_CONFIG_PATCHES_LIVERIES_NONE                                :Jokių
+STR_CONFIG_PATCHES_LIVERIES_OWN                                 :Savo kompanijos
+STR_CONFIG_PATCHES_LIVERIES_ALL                                 :Visų kompanijų
+STR_CONFIG_PATCHES_PREFER_TEAMCHAT                              :{LTBLUE}Rašyti komandai naudojant <ĮVESTI> (ENTER): {ORANGE}{STRING}
 
 STR_CONFIG_PATCHES_MAX_TRAINS                                   :{LTBLUE}Maks. traukiniu vienam zaidejui: {ORANGE}{STRING}
 STR_CONFIG_PATCHES_MAX_ROADVEH                                  :{LTBLUE}Maks. automobiliu zaidejui: {ORANGE}{STRING}
@@ -1032,6 +1099,7 @@
 STR_CONFIG_PATCHES_AI_BUILDS_SHIPS                              :{LTBLUE}Atjungti laivus kompiuteriui: {ORANGE}{STRING}
 
 STR_CONFIG_PATCHES_AINEW_ACTIVE                                 :{LTBLUE}Naujas dirbtinio intelekto algoritmas AI (testuojamas): {ORANGE}{STRING}
+STR_CONFIG_PATCHES_AI_IN_MULTIPLAYER                            :{LTBLUE}Naudoti DI (dirbtinį intelektą) komandiniame žaidime (eksperimentinis): {ORANGE}{STRING}
 
 STR_CONFIG_PATCHES_SERVINT_TRAINS                               :{LTBLUE}Traukiniu remonto intervalas: {ORANGE}{STRING} (d. ar %)
 STR_CONFIG_PATCHES_SERVINT_TRAINS_DISABLED                      :{LTBLUE}Traukiniu remonto intervalas: {ORANGE}isjungta
@@ -1043,6 +1111,7 @@
 STR_CONFIG_PATCHES_SERVINT_SHIPS_DISABLED                       :{LTBLUE}Laivu remonto intervalas: {ORANGE} isjungta
 STR_CONFIG_PATCHES_NOSERVICE                                    :{LTBLUE}Atjungti technine apziura, jei gedimai nenaudojami: {ORANGE}{STRING}
 STR_CONFIG_PATCHES_WAGONSPEEDLIMITS                             :{LTBLUE}Suaktyvinti vagonu greicio apribojima: {ORANGE}{STRING}
+STR_CONFIG_PATCHES_DISABLE_ELRAILS                              :{LTBLUE}Uždrausti elektrinius bėgius: {ORANGE}{STRING}
 
 STR_CONFIG_PATCHES_COLORED_NEWS_YEAR                            :{LTBLUE}Spalvotos naujienos atsiranda: {ORANGE}{STRING}
 STR_CONFIG_PATCHES_STARTING_YEAR                                :{LTBLUE}Zaidimo pradzia: {ORANGE}{STRING}
@@ -1055,6 +1124,7 @@
 STR_CONFIG_PATCHES_TOOLBAR_POS_CENTER                           :Centruoti
 STR_CONFIG_PATCHES_TOOLBAR_POS_RIGHT                            :Desineje
 STR_CONFIG_PATCHES_SNAP_RADIUS                                  :{LTBLUE}Langu persidengimo atstumas: {ORANGE}{STRING} px
+STR_CONFIG_PATCHES_SNAP_RADIUS_DISABLED                         :{LTBLUE}Langų kibumo atsumas: {ORANGE}disabled
 
 STR_CONFIG_PATCHES_GUI                                          :{BLACK}Vaizdas
 STR_CONFIG_PATCHES_CONSTRUCTION                                 :{BLACK}Konstrukcijos
@@ -1165,14 +1235,14 @@
 STR_CONSTRUCT_COAL_MINE_TIP                                     :{BLACK}Statyti anglies kasykla
 STR_CONSTRUCT_FOREST_TIP                                        :{BLACK}Sodinti miska
 STR_CONSTRUCT_OIL_RIG_TIP                                       :{BLACK}Statyti naftos platforma
-STR_CONSTRUCT_FARM_TIP                                          :{BLACK}Isteigti ferma
+STR_CONSTRUCT_FARM_TIP                                          :{BLACK}Įsteigti ūkį
 STR_CONSTRUCT_COPPER_ORE_MINE_TIP                               :{BLACK}Statyti vario rudos kasykla
 STR_CONSTRUCT_OIL_WELLS_TIP                                     :{BLACK}Ieskoti naftos
 STR_CONSTRUCT_GOLD_MINE_TIP                                     :{BLACK}Statyti aukso kasyklas
 STR_CONSTRUCT_DIAMOND_MINE_TIP                                  :{BLACK}Statyti deimantu kasyklas
 STR_CONSTRUCT_IRON_ORE_MINE_TIP                                 :{BLACK}Statyti anglies rudos kasykla
-STR_CONSTRUCT_FRUIT_PLANTATION_TIP                              :{BLACK}Uzsodinti vaisiu plantacija
-STR_CONSTRUCT_RUBBER_PLANTATION_TIP                             :{BLACK}Uzsodinti kauciuko plantacija
+STR_CONSTRUCT_FRUIT_PLANTATION_TIP                              :{BLACK}Užsodinti vaismedžių plantaciją
+STR_CONSTRUCT_RUBBER_PLANTATION_TIP                             :{BLACK}Užsodinti kaučiukmedžių plantaciją
 STR_CONSTRUCT_WATER_SUPPLY_TIP                                  :{BLACK}Statyti vandens siurbline
 STR_CONSTRUCT_COTTON_CANDY_TIP                                  :{BLACK}Uzsodinti ledinuku miska
 STR_CONSTRUCT_BATTERY_FARM_TIP                                  :{BLACK}Statyti saules energijos baterijas
@@ -1199,10 +1269,11 @@
 
 TEMP_AI_IN_PROGRESS                                             :{WHITE}Dirbtinio intelekto algoritmas pradeda darba. Jei iskils problemu - fotografuok ekrano vaizda ir konsultuokis forumuose. Sekmes!
 TEMP_AI_ACTIVATED                                               :{WHITE}Demesio: sis naujas dirbtinio intelekto algoritmas dar tik testuojamas! Siuo metu dirba tik su automobiliais!
+TEMP_AI_MULTIPLAYER                                             :{WHITE}Įspėjimas: realizacija dar eksperimentinė (naudojamas naujas Dirbtinis intelektas). Visas iškilusias problemas praneškite truelight@openttd.org.
 
 ############ network gui strings
 
-STR_NETWORK_MULTIPLAYER                                         :{WHITE}Tinkle
+STR_NETWORK_MULTIPLAYER                                         :{WHITE}Komandinis žaidimas
 
 STR_NETWORK_PLAYER_NAME                                         :{BLACK}Zaidejo vardas:
 STR_NETWORK_ENTER_NAME_TIP                                      :{BLACK}Tai vardas, pagal kuri kiti zaidejai tave pazins
@@ -1240,6 +1311,7 @@
 STR_NETWORK_SERVER_OFFLINE                                      :{SILVER}SERVERIS ISJUNGTAS
 STR_NETWORK_SERVER_FULL                                         :{SILVER}SERVERIS PILNAS
 STR_NETWORK_VERSION_MISMATCH                                    :{SILVER}VERSIJU NESUTAPIMAS
+STR_NETWORK_GRF_MISMATCH                                        :{SILVER}NEWGRF NEATITIKIMAS
 
 STR_NETWORK_JOIN_GAME                                           :{BLACK}Jungtis
 
@@ -1331,6 +1403,7 @@
 STR_NETWORK_CONNECTING_SPECIAL_1                                :{BLACK}Gaunama zaidimo informacija..
 STR_NETWORK_CONNECTING_SPECIAL_2                                :{BLACK}Gaunama kompanijos informacija..
 ############ End of leave-in-this-order
+STR_NETWORK_CONNECTING_WAITING                                  :{BLACK}{NUM} vartotoj{P as ai ų} prieš tave
 STR_NETWORK_CONNECTING_DOWNLOADING                              :{BLACK}{NUM} / {NUM} Kb parsiusta
 
 STR_NETWORK_DISCONNECT                                          :{BLACK}Atsijungti
@@ -1377,17 +1450,21 @@
 STR_NETWORK_CLIENT_JOINED                                       :prisijunge prie zaidimo
 STR_NETWORK_GIVE_MONEY                                          :dave tavo kompanijai siek tiek pinigu: ({CURRENCY})
 STR_NETWORK_GAVE_MONEY_AWAY                                     :tu davei {STRING} siek tiek pinigu: ({CURRENCY})
-STR_NETWORK_CHAT_COMPANY                                        :[Komanda] {STRING}:
-STR_NETWORK_CHAT_TO_COMPANY                                     :[Komanda] Kam {STRING}:
-STR_NETWORK_CHAT_CLIENT                                         :[Privaciai] {STRING}:
-STR_NETWORK_CHAT_TO_CLIENT                                      :[Privaciai] Kam {STRING}:
-STR_NETWORK_CHAT_ALL                                            :[Visiems] {STRING}:
+STR_NETWORK_CHAT_COMPANY_CAPTION                                :[Komandai] :
+STR_NETWORK_CHAT_COMPANY                                        :[Komandai] {STRING}: {GRAY}{STRING}
+STR_NETWORK_CHAT_TO_COMPANY                                     :[Komandai] {STRING}: {GRAY}{STRING}
+STR_NETWORK_CHAT_CLIENT_CAPTION                                 :[Privačiai] :
+STR_NETWORK_CHAT_CLIENT                                         :[Privačiai] {STRING}: {GRAY}{STRING}
+STR_NETWORK_CHAT_TO_CLIENT                                      :[Privačiai] {STRING}: {GRAY}{STRING}
+STR_NETWORK_CHAT_ALL_CAPTION                                    :[Visiems] :
+STR_NETWORK_CHAT_ALL                                            :[Visiems] {STRING}: {GRAY}{STRING}
 STR_NETWORK_NAME_CHANGE                                         :pakeite savo varda i
 STR_NETWORK_SERVER_SHUTDOWN                                     :{WHITE} Serveris uzsidare
 STR_NETWORK_SERVER_REBOOT                                       :{WHITE} Serveris persikrauna...{}Prasau palaukti...
 
 STR_NETWORK_SERVER                                              :Serveris
 STR_NETWORK_CLIENT                                              :Zaidejas
+STR_NETWORK_SPECTATORS                                          :Stebėtojai
 
 STR_NETWORK_CLIENTLIST_NONE                                     :(nera)
 STR_NETWORK_CLIENTLIST_KICK                                     :Ismesti (Kick)
@@ -1413,6 +1490,8 @@
 STR_PNGMAP_ERR_IMAGE_TYPE                                       :{WHITE}...Negali perversti paveiklselio. 8 arba 24-bit PNG paveikslelis reikalingas.
 STR_PNGMAP_ERR_MISC                                             :{WHITE}...kazkas buvo ne taip. Atsiprasome. (greiciausiai pazeistas failas)
 
+STR_BMPMAP_ERROR                                                :{WHITE}Negalima nuskaityti kraštovaizdžio iš BMP...
+STR_BMPMAP_ERR_IMAGE_TYPE                                       :{WHITE}...nepavyko pakeisti vaizdo failo formato.
 
 ##id 0x0800
 STR_0800_COST                                                   :{TINYFONT}{RED}Kainuoja: {CURRENCY}
@@ -1590,6 +1669,7 @@
 STR_2051_BUILD_A_STATUE_IN_HONOR                                :{WHITE}{STRING}{}{YELLOW} Statyti statula kompanijos garbei.{} Kainuos: {CURRENCY}
 STR_2052_FUND_THE_CONSTRUCTION_OF                               :{WHITE}{STRING}{}{YELLOW} Finansuoti nauju komerciniu pastatu statyba mieste.{}  Cost: {CURRENCY}
 STR_2053_BUY_1_YEAR_S_EXCLUSIVE                                 :{WHITE}{STRING}{}{YELLOW} Pirkti isskirtines transporto teises mieste 1 metams. Miesto valdzia keleivius ir krovinius leis pervezti tik tavo kompanijai.{} Kaina: {CURRENCY}
+STR_TOWN_BRIBE_THE_LOCAL_AUTHORITY_DESC                         :{WHITE}{STRING}{}{YELLOW} Paperkant vietinę valdžią pakeliamas Jūsų reitingas, tačiau, jeigu pagaus, bus taikoma sunki bausmė.{}  Kaina: {CURRENCY}
 STR_2055_TRAFFIC_CHAOS_IN_ROAD_REBUILDING                       :{BIGFONT}{BLACK}Eismo chaosas {TOWN}!{}{}Keliu rekonstrukcija, finansuojama {COMPANY}, sukels 6 menesiu chaosa keliuose!
 STR_2056                                                        :{TINYFONT}{WHITE}{TOWN}
 STR_2057                                                        :{ORANGE}{TOWN}{BLACK} ({COMMA})
@@ -1700,7 +1780,9 @@
 STR_306A_BUOY_IN_THE_WAY                                        :{WHITE}...pluduras pakeliui
 STR_306C_STATION_TOO_SPREAD_OUT                                 :{WHITE}...stotis per daug issipletusi
 STR_306D_NONUNIFORM_STATIONS_DISALLOWED                         :{WHITE}...nestandartines stoteles atjungtos
+STR_USE_CTRL_TO_SELECT_MORE                                     :{BLACK}Laikant nuspaustą VALD (CTRL) galima pažymėti daugiau nei vieną
 
+STR_UNDEFINED                                                   :(neapibrėžta eilutė)
 STR_STAT_CLASS_DFLT                                             :Numatytoji stotis
 STR_STAT_CLASS_WAYP                                             :Keliarodziai
 
@@ -1732,6 +1814,7 @@
 STR_400E_SELECT_NEW_GAME_TYPE                                   :{WHITE}Pasirink zaujo zaidimo tipa
 STR_400F_SELECT_SCENARIO_GREEN_PRE                              :{BLACK}Pasirinkite scenariju (zalia spalva), nustatyta zaidima (melyna), ar atsitiktini nauja zaidima
 STR_4010_GENERATE_RANDOM_NEW_GAME                               :Atsitiktinai generuoti nauja zaidima
+STR_4011_LOAD_HEIGHTMAP                                         :{WHITE}Atverti aukščių žemėlapį
 
 ##id 0x4800
 STR_4800_IN_THE_WAY                                             :{WHITE}{STRING} kelyje
@@ -1745,11 +1828,11 @@
 STR_4808_FACTORY                                                :gamykla
 STR_4809_PRINTING_WORKS                                         :spaustuveje
 STR_480A_STEEL_MILL                                             :plieno liejykla
-STR_480B_FARM                                                   :ferma
+STR_480B_FARM                                                   :ūkis
 STR_480C_COPPER_ORE_MINE                                        :vario rudos kasykla
 STR_480D_OIL_WELLS                                              :naftos grezinys
 STR_480E_BANK                                                   :banke
-STR_480F_FOOD_PROCESSING_PLANT                                  :maisto perdirbimo imone
+STR_480F_FOOD_PROCESSING_PLANT                                  :Maisto perdirbimo įmone
 STR_4810_PAPER_MILL                                             :popieriaus fabrike
 STR_4811_GOLD_MINE                                              :aukso kasykla
 STR_4812_BANK                                                   :bankas
@@ -1760,7 +1843,7 @@
 STR_4817_WATER_SUPPLY                                           :vandens saugykloje
 STR_4818_WATER_TOWER                                            :vandentiekio bokste
 STR_4819_FACTORY                                                :gamykloje
-STR_481A_FARM                                                   :ferma
+STR_481A_FARM                                                   :ūkis
 STR_481B_LUMBER_MILL                                            :Lentpjuve
 STR_481C_COTTON_CANDY_FOREST                                    :ledinuku miskas
 STR_481D_CANDY_FACTORY                                          :saldumynu fabrike
@@ -2030,10 +2113,10 @@
 STR_7037_PRESIDENT                                              :{WHITE}{PLAYERNAME}{}{GOLD}(Direktorius)
 STR_7038_INAUGURATED                                            :{GOLD}Eina pareigas nuo: {WHITE}{NUM}
 STR_7039_VEHICLES                                               :{GOLD}Transporto priemones:
-STR_TRAINS                                                      :{WHITE}{COMMA} traukin{P ys iai}
-STR_ROAD_VEHICLES                                               :{WHITE}{COMMA} automobili{P s ai}
+STR_TRAINS                                                      :{WHITE}{COMMA} traukin{P ys iai ių}
+STR_ROAD_VEHICLES                                               :{WHITE}{COMMA} automobili{P s ai ų}
 STR_AIRCRAFT                                                    :{WHITE}{COMMA} lektuvai
-STR_SHIPS                                                       :{WHITE}{COMMA} laiva{P s i}
+STR_SHIPS                                                       :{WHITE}{COMMA} laiv{P as ai ų}
 STR_7042_NONE                                                   :{WHITE}Neturi
 STR_7043_FACE_SELECTION                                         :{WHITE}Veido pasirinkimas
 STR_7044_MALE                                                   :{BLACK}Vyras
@@ -2403,8 +2486,8 @@
 STR_8801_CITIZENS_CELEBRATE_FIRST                               :{BLACK}{BIGFONT}Gyventojai svencia . . .{}Pirmas traukinys atvaziavo i {STATION}!
 STR_8802_DETAILS                                                :{WHITE}{STRING} (Detales)
 STR_8803_TRAIN_IN_THE_WAY                                       :{WHITE}Traukinys kelyje
-STR_8804                                                        :{SETX 10}{COMMA}: {STRING}
-STR_8805                                                        :{RIGHTARROW}{SETX 10}{COMMA}: {STRING}
+STR_8804                                                        :{SETX 10}{COMMA}: {STRING} {STRING}
+STR_8805                                                        :{RIGHTARROW}{SETX 10}{COMMA}: {STRING} {STRING}
 STR_8806_GO_TO                                                  :Vaziuoja i {STATION}
 STR_8807_GO_TO_TRANSFER                                         :Vykti i {STATION} (Perkelti ir pakrauti krovinius)
 STR_8808_GO_TO_UNLOAD                                           :Vykti i {STATION} (Issikrauti)
@@ -2432,6 +2515,7 @@
 STR_UNKNOWN_DESTINATION                                         :nezinomas tikslas
 STR_8812_EMPTY                                                  :{LTBLUE}Tuscias
 STR_8813_FROM                                                   :{LTBLUE}{CARGO} is {STATION}
+STR_FROM_MULT                                                   :{LTBLUE}{CARGO} iš {STATION} (x{NUM})
 STR_8814_TRAIN_IS_WAITING_IN_DEPOT                              :{WHITE}Traukinys {COMMA} laukia depe
 STR_8815_NEW_VEHICLES                                           :{BLACK}Naujos tr. priemones
 STR_8816                                                        :{BLACK}-
@@ -2443,10 +2527,15 @@
 STR_NEW_ELRAIL_VEHICLES                                         :{WHITE}Nauji Elektriniai Traukiniai
 STR_881D_NEW_MONORAIL_VEHICLES                                  :{WHITE}Nauji Vienbegiai Traukiniai
 STR_881E_NEW_MAGLEV_VEHICLES                                    :{WHITE}Nauji Maglev Traukiniai
+STR_ALL_AVAIL_RAIL_VEHICLES                                     :{WHITE}Traukiniai
 
 STR_881F_BUILD_VEHICLE                                          :{BLACK}Pirkti
-STR_CLONE_ROAD_VEHICLE                                          :{BLACK}Klonuoti Masina
-STR_CLONE_TRAIN                                                 :{BLACK}Klonuoti Traukini
+STR_CLONE_ROAD_VEHICLE                                          :{BLACK}Kopijuoti automobilį
+STR_CLONE_ROAD_VEHICLE_INFO                                     :{BLACK}Tai pagamins automobilio kopiją. Spragtelėjus laikant VALD (CTRL) nukopijuojami nurodymai
+STR_CLONE_ROAD_VEHICLE_DEPOT_INFO                               :{BLACK}Tai pagamins automobilio kopiją. Spragtelkite šį mygtuką, o tada automobilį esantį depe arba už jo ribų. Spragtelėjus laikant VALD (CTRL) nukopijuojami nurodymai
+STR_CLONE_TRAIN                                                 :{BLACK}Kopijuoti traukinį
+STR_CLONE_TRAIN_INFO                                            :{BLACK}Tai pagamins traukinio kopiją su visais vagonais. Spragtelėjus laikant VALD (CTRL) nukopijuojami nurodymai
+STR_CLONE_TRAIN_DEPOT_INFO                                      :{BLACK}Tai pagamins traukinio kopiją su visais vagonais. Spragtelkite šį mygtuką, o tada traukinį esantį depe arba už jo ribų. Spragtelėjus laikant VALD (CTRL) nukopijuojami nurodymai
 STR_8820_RENAME                                                 :{BLACK}Pervardinti
 STR_8823_SKIP                                                   :{BLACK}Praleisti
 STR_8824_DELETE                                                 :{BLACK}Istrinti
@@ -2454,6 +2543,9 @@
 STR_8826_GO_TO                                                  :{BLACK}Vaziuoti
 STR_8827_FULL_LOAD                                              :{BLACK}Pakrauti
 STR_8828_UNLOAD                                                 :{BLACK}Iskrauti
+STR_REFIT                                                       :{BLACK}Naujinti
+STR_REFIT_TIP                                                   :{BLACK}Pasirinkite kurį vagonų tipą kuriuo tipu pakeisti (eilės tvarka). Spragtelėjus laikant VALD (CTRL) nurodymas pašalinamas
+STR_REFIT_ORDER                                                 :(Keisti į {STRING})
 STR_8829_ORDERS                                                 :{WHITE}{VEHICLE} (Uzduotys)
 STR_882A_END_OF_ORDERS                                          :{SETX 10}- - Uzduociu pabaiga- -
 STR_FULLLOAD_OR_SERVICE                                         :{SKIP}{SKIP}{STRING}
@@ -2500,6 +2592,7 @@
 STR_8850_SHOW_DETAILS_OF_TRAIN_VEHICLES                         :{BLACK}Rodyti detalia vagonu informacija
 STR_8851_SHOW_CAPACITIES_OF_EACH                                :{BLACK}Rodyti detalia vagonu talpos informacija
 STR_8852_SHOW_TOTAL_CARGO                                       :{BLACK}Rodyti bendra traukinio talpos informacija pagal kroviniu tipa
+STR_8852_ORDERS_LIST_CLICK_ON_ORDER                             :{BLACK}Nurodymų sąrašas - nurodymas pažymimas ant jo spragtelėjus. Spregtelėjimas laikant VALD (CTRL) nukelia į stotį
 STR_8853_SKIP_THE_CURRENT_ORDER                                 :{BLACK}Praleisti esama uzduoti, vygdyti sekancia
 STR_8854_DELETE_THE_HIGHLIGHTED                                 :{BLACK}Istrinti pazymeta uzduoti
 STR_8855_MAKE_THE_HIGHLIGHTED_ORDER                             :{BLACK}Nestoti pazymetoje stoteleje
@@ -2509,8 +2602,11 @@
 STR_SERVICE_HINT                                                :{BLACK}Nevykdyti sios uzduoties iki tol, kol nereikes remonto
 STR_8859_NEW_NOW_AVAILABLE                                      :{BLACK}{BIGFONT}Naujas {STRING} atsirado!
 STR_885A                                                        :{BLACK}{BIGFONT}{STRING}
+STR_VEHICLE_INFO_COST_WEIGHT_SPEED_POWER                        :{BLACK}Kaina: {CURRENCY} Svoris: {WEIGHT_S}{}Greitis: {VELOCITY}  Galia: {POWER}{}Eksplotacijos išlaidos: {CURRENCY}/metus{}Talpa: {CARGO}
 STR_885C_BROKEN_DOWN                                            :{RED}Sugedo
 STR_885D_AGE_RUNNING_COST_YR                                    :{BLACK}Amzius: {LTBLUE}{STRING}{BLACK}   Eksploatacijos islaidos: {LTBLUE}{CURRENCY}/met
+STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED                         :{BLACK}Svoris: {LTBLUE}{WEIGHT_S}  {BLACK}Galia: {LTBLUE}{POWER}{BLACK} Did. greitis: {LTBLUE}{VELOCITY}
+STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED_MAX_TE                  :{BLACK}Svoris: {LTBLUE}{WEIGHT_S} {BLACK}Galia: {LTBLUE}{POWER}{BLACK} Did. greitis {LTBLUE}{VELOCITY} {BLACK}Did. K.G.: {LTBLUE}{FORCE}
 STR_885F_PROFIT_THIS_YEAR_LAST_YEAR                             :{BLACK}Siu metu pelnas : {LTBLUE}{CURRENCY}  (praeitu metu: {CURRENCY})
 STR_8860_RELIABILITY_BREAKDOWNS                                 :{BLACK}Patikimumas: {LTBLUE}{COMMA}%  {BLACK}Gedimai nuo praeito remonto: {LTBLUE}{COMMA}
 STR_8861_STOPPED                                                :{RED}Sustabdyta
@@ -2524,11 +2620,14 @@
 STR_8869_CAN_T_REVERSE_DIRECTION                                :{WHITE}Traukinio vaziavimo krypties pakeisti negalima...
 STR_886A_RENAME_TRAIN_VEHICLE_TYPE                              :{WHITE}Pervardinti traukinio tipa
 STR_886B_CAN_T_RENAME_TRAIN_VEHICLE                             :{WHITE}Neimanoma pervardinti traukinio tipo...
+STR_886D_MAKE_THE_HIGHLIGHTED_ORDER                             :{BLACK}Priversti iškrauti krovinius pažymėta tvarka
 STR_886F_TRANSFER                                               :{BLACK}Perkelti
 
 STR_TRAIN_STOPPING                                              :{RED}Stabdoma
 STR_TRAIN_STOPPING_VEL                                          :{RED}Stabdomas, {VELOCITY}
 STR_INCOMPATIBLE_RAIL_TYPES                                     :Nesuderinami begiai
+STR_TRAIN_NO_POWER                                              :{RED}Nėra energijos
+STR_TRAIN_START_NO_CATENARY                                     :Šiuose bėgiuose trūkta grandies, taigi traukiniai negali judėti
 
 ##id 0x9000
 STR_9000_ROAD_VEHICLE_IN_THE_WAY                                :{WHITE}Automobilis kelyje
@@ -2594,6 +2693,7 @@
 STR_REFIT_ROAD_VEHICLE                                          :{BLACK}Perkomplektuoti
 STR_REFIT_ROAD_VEHICLE_TO_CARRY_HIGHLIGHTED                     :{BLACK}Perkomplektuoti transporto priemone kad galetu vezti pazymeta krovinio tipa
 STR_REFIT_ROAD_VEHICLE_CAN_T                                    :{WHITE}Neimanoma perkomplektuoti...
+STR_ROAD_SELECT_TYPE_OF_CARGO_FOR                               :{BLACK}Nurodykite šios transporto priemonės pervežamą krovinių tipą
 
 ##id 0x9800
 STR_9800_DOCK_CONSTRUCTION                                      :Doku konstrukcija
@@ -2604,7 +2704,9 @@
 STR_9805_SHIPS                                                  :{WHITE}{COMPANY} - {COMMA} Laivai
 STR_9808_NEW_SHIPS                                              :{WHITE}Nauji laivai
 STR_9809_BUILD_SHIP                                             :{BLACK}Nupirkti Laiva
-STR_CLONE_SHIP                                                  :{BLACK}Klonuoti Laiva
+STR_CLONE_SHIP                                                  :{BLACK}Kopijuoti laivą
+STR_CLONE_SHIP_INFO                                             :{BLACK}Tai pagamins laivo kopiją. Spragtelėjus laikant VALD (CTRL) nukopijuojami nurodymai
+STR_CLONE_SHIP_DEPOT_INFO                                       :{BLACK}Tai pagamins laivo kopiją. Spragtelkite šį mygtuką, o tada traukinį esantį depe arba už jo ribų. Spragtelėjus laikant VALD (CTRL) nukopijuojami nurodymai
 STR_980B_SHIP_MUST_BE_STOPPED_IN                                :{WHITE}Laivas turi buti sustabdytas garaze
 STR_980C_CAN_T_SELL_SHIP                                        :{WHITE}Laivo parduoti negalima...
 STR_980D_CAN_T_BUILD_SHIP                                       :{WHITE}Laivo isigyti negalima...
@@ -2664,15 +2766,16 @@
 STR_9841_CAN_T_REFIT_SHIP                                       :{WHITE}Negalima perorientuotilaivo...
 STR_9842_REFITTABLE                                             :(perorientuotinas)
 STR_GO_TO_SHIP_DEPOT                                            :Uzduotis: laivu depas {TOWN}
-SERVICE_AT_SHIP_DEPOT                                           :Remontas laivu depe {TOWN}
+SERVICE_AT_SHIP_DEPOT                                           :Remontas {TOWN} miesto laivų depe
 
 ##id 0xA000
 STR_A000_AIRPORTS                                               :{WHITE}Oro uostai
 STR_A001_CAN_T_BUILD_AIRPORT_HERE                               :{WHITE}Negalima cia statyti oro uosto...
 STR_A002_AIRCRAFT_HANGAR                                        :{WHITE}{STATION} Lektuvu angaras
 STR_A003_NEW_AIRCRAFT                                           :{BLACK}Naujas lektuvas
-STR_CLONE_AIRCRAFT                                              :{BLACK}Klonuoti lektuva
-STR_CLONE_AIRCRAFT_INFO                                         :{BLACK}Tai pagamins lektuvo kopija ir nustatys marsrutus.
+STR_CLONE_AIRCRAFT                                              :{BLACK}Kopijuoti lėktuvą
+STR_CLONE_AIRCRAFT_INFO                                         :{BLACK}Tai pagamins lėktuvo kopiją. Spragtelėjus laikant VALD (CTRL) nukopijuojami nurodymai
+STR_CLONE_AIRCRAFT_INFO_HANGAR_WINDOW                           :{BLACK}Tai pagamins lėktuvo kopiją. Spragtelkite šį mygtuką, o tada traukinį esantį angare arba už jo ribų. Spragtelėjus laikant VALD (CTRL) nukopijuojami nurodymai
 STR_A005_NEW_AIRCRAFT                                           :{WHITE}Naujas lektuvas
 STR_A006_BUILD_AIRCRAFT                                         :{BLACK}Isigyti lektuva
 STR_A008_CAN_T_BUILD_AIRCRAFT                                   :{WHITE}Negalima isigyti lektuvo...
@@ -2737,13 +2840,13 @@
 STR_A041_NEW_CAPACITY_COST_OF_REFIT                             :{BLACK}Nauja talpa: {GOLD}{STRING}{}{BLACK}Pakeitimo kaina: {GOLD}{CURRENCY}
 STR_A042_CAN_T_REFIT_AIRCRAFT                                   :{WHITE}Negalima pakeisti krovinio tipo...
 STR_GO_TO_AIRPORT_HANGAR                                        :Kursas: {STATION} angaras
-SERVICE_AT_AIRPORT_HANGAR                                       :Remontas angare: {STATION}
+SERVICE_AT_AIRPORT_HANGAR                                       :Remontas {STATION} angare
 
 ##id 0xB000
 STR_B000_ZEPPELIN_DISASTER_AT                                   :{BLACK}{BIGFONT} Dirizablio katastrofa {STATION}!
 STR_B001_ROAD_VEHICLE_DESTROYED                                 :{BLACK}{BIGFONT}Automobilis sunaikintas ateiviu!
 STR_B002_OIL_REFINERY_EXPLOSION                                 :{BLACK}{BIGFONT}Naftos perdirbimo fabriko sprogimas salia {TOWN}!
-STR_B003_FACTORY_DESTROYED_IN_SUSPICIOUS                        :{BLACK}{BIGFONT} Del neaiskiu aplinkybiu sunaikinta ferma salia {TOWN}!
+STR_B003_FACTORY_DESTROYED_IN_SUSPICIOUS                        :{BLACK}{BIGFONT} Įtartinomis aplinkybėmis sunaikintas ūkis, esantis prie {TOWN}!
 STR_B004_UFO_LANDS_NEAR                                         :{BLACK}{BIGFONT}Ateiviai nusileido salia {TOWN}!
 STR_B005_COAL_MINE_SUBSIDENCE_LEAVES                            :{BLACK}{BIGFONT}Anglies kasyklose salia {TOWN} sedantis gruntas sukele katastrofa - kasykla nenaudojama!
 STR_B006_FLOOD_VEHICLE_DESTROYED                                :{BLACK}{BIGFONT}Potvynis!{}Automobilio {COMMA} buvo pasigesta, kaip spejama, tai susije su potvyniu!
@@ -2781,6 +2884,7 @@
 STR_PERFORMANCE_DETAIL_LOAN_TIP                                 :{BLACK}Kompanijos pasiskolintu pinigu kiekis
 STR_PERFORMANCE_DETAIL_TOTAL_TIP                                :{BLACK}Viso tasku (is visu galimu)
 
+STR_NEWGRF_SETTINGS_BUTTON                                      :{BLACK}NewGRF Nustatymai
 STR_NEWGRF_SETTINGS_CAPTION                                     :{WHITE}Newgrf settings
 STR_NEWGRF_APPLY_CHANGES                                        :{BLACK}Pakeitimai isigalioja
 STR_NEWGRF_SET_PARAMETERS                                       :{BLACK}Nustatyti parametrus
@@ -2788,9 +2892,31 @@
 STR_NEWGRF_NO_FILES_INSTALLED                                   :{BLACK}Nera instaliuota NewGRF failu! Prasau skaityti vartotojo vadove apie tai, kaip instaliuoti naujus grafinus elementus (NewGRF)
 STR_NEWGRF_FILENAME                                             :{BLACK}Failo vardas: {SILVER}{STRING}
 STR_NEWGRF_GRF_ID                                               :{BLACK}GRF ID: {SILVER}{STRING}
+STR_NEWGRF_MD5SUM                                               :{BLACK}MD5suma: {SILVER}{STRING}
+STR_NEWGRF_CONFIRMATION_TEXT                                    :{YELLOW}Jūs norite atlikti pakeitimus veikiančiam žaidimui: OpenTTD gali pakibti.{}Ar jūs tikrai norite tai atlikti?
 
+STR_NEWGRF_ADD                                                  :{BLACK}Pridėti
+STR_NEWGRF_ADD_TIP                                              :{BLACK}Pridėti NewGRF failą į sąrašą
+STR_NEWGRF_REMOVE                                               :{BLACK}Pašalinti
+STR_NEWGRF_REMOVE_TIP                                           :{BLACK}Pašalinti pažymėtą NewGRF filą iš sąrašo
+STR_NEWGRF_MOVEUP                                               :{BLACK}Perkelti aukštyn
+STR_NEWGRF_MOVEUP_TIP                                           :{BLACK}Perkelti pažymėtus NewGRF failus sąraše aukštyn
+STR_NEWGRF_MOVEDOWN                                             :{BLACK}Perkelti žemyn
+STR_NEWGRF_MOVEDOWN_TIP                                         :{BLACK}Perkelti pažymėtus NewGRF failus sąraše žemyn
+STR_NEWGRF_FILE_TIP                                             :{BLACK}Įdiegtų NewGRF filų sąrašas. Sragtelėjus failą galima keisti jo parametrus
+STR_NEWGRF_PARAMETER                                            :{BLACK}Parametrai: {SILVER}{STRING}
+STR_NEWGRF_PARAMETER_QUERY                                      :{BLACK}Įveskite NewGRF parametrus
+STR_NEWGRF_NO_INFO                                              :{BLACK}Informacija neprieinama
 
+STR_NEWGRF_ADD_CAPTION                                          :{WHITE}Prieinami NewGRF filai
+STR_NEWGRF_ADD_FILE                                             :{BLACK}Pridėti prie pažymėjimo
+STR_NEWGRF_ADD_FILE_TIP                                         :{BLACK}Įtraukti pažymėtus NewGRF failus į jūsų nustatymus
+STR_NEWGRF_RESCAN_FILES                                         :{BLACK}Atnaujinti sąrašą
+STR_NEWGRF_RESCAN_FILES_TIP                                     :{BLACK}Atnaujinti prieinamų NewGRF filų sąrašą
+STR_NEWGRF_DUPLICATE_GRFID                                      :{WHITE}Negalima pridėti failo: pasikartojantis GRF ID
 
+STR_NEWGRF_NOT_FOUND                                            :{RED}Atitinkamas failas nerastas
+STR_NEWGRF_DISABLED                                             :{RED}Uždrausta
 
 STR_CURRENCY_WINDOW                                             :{WHITE}Pasirinkti valiuta
 STR_CURRENCY_EXCHANGE_RATE                                      :{LTBLUE}Keitimo santykis: {ORANGE}{CURRENCY} = £ {COMMA}
@@ -2818,20 +2944,35 @@
 STR_SCHEDULED_AIRCRAFT_TIP                                      :{BLACK}Rodyti visus lektuvus, kuriu uzduotyse yra pamineta si stotele
 STR_SCHEDULED_SHIPS_TIP                                         :{BLACK}Rodyti visus laivus, kuriu uzduotyse yra pamineta si stotele
 
+STR_VEH_WITH_SHARED_ORDERS_LIST                                 :{WHITE}Nurodymais dalijasi {COMMA} tr. priemon{P ė ės ių}
+STR_VEH_WITH_SHARED_ORDERS_LIST_TIP                             :{BLACK}Parodyti visas tr. priemones, kurios dalijasi šiais nurodymais
 
 ### depot strings
-
-STR_SELL                                                        :{BLACK}Parduoti
-
+STR_DEPOT_SELL_CONFIRMATION_TEXT                                :{YELLOW}Ar tikrai norite parduoti visas tr. priemones esančias šiame depe?
 
-
+STR_DEPOT_SELL_ALL_BUTTON_TRAIN_TIP                             :{BLACK}Parduoti visus traukinius šiame depe
+STR_DEPOT_SELL_ALL_BUTTON_ROADVEH_TIP                           :{BLACK}Parduoti visus automobilius šiame depe
+STR_DEPOT_SELL_ALL_BUTTON_SHIP_TIP                              :{BLACK}Parduoti visus laivus šiame depe
+STR_DEPOT_SELL_ALL_BUTTON_AIRCRAFT_TIP                          :{BLACK}Parduoti visus lėktuvus šiame angare
 
+STR_DEPOT_VEHICLE_ORDER_LIST_TRAIN_TIP                          :{BLACK}Gauti sąrašą visų traukinių turiunčių nurodymuose šį depą
+STR_DEPOT_VEHICLE_ORDER_LIST_ROADVEH_TIP                        :{BLACK}Gauti sąrašą visų automobilių turiunčių nurodymuose šį depą
+STR_DEPOT_VEHICLE_ORDER_LIST_SHIP_TIP                           :{BLACK}Gauti sąrašą visų laivų turiunčių nurodymuose šį depą
+STR_DEPOT_VEHICLE_ORDER_LIST_AIRCRAFT_TIP                       :{BLACK}Gauti sąrašą visų lėktuvų turiunčių nurodymuose šį angarą
 
+STR_DEPOT_AUTOREPLACE_TRAIN_TIP                                 :{BLACK}Pakeisti visus traukinius depe
+STR_DEPOT_AUTOREPLACE_ROADVEH_TIP                               :{BLACK}Pakeisti automobilius traukinius depe
+STR_DEPOT_AUTOREPLACE_SHIP_TIP                                  :{BLACK}Pakeisti visus laivus depe
+STR_DEPOT_AUTOREPLACE_AIRCRAFT_TIP                              :{BLACK}Pakeisti visus lėktuvus angare
 
+STR_VEHICLE_LIST_TRAIN_DEPOT                                    :{BLACK}{STRING} - {COMMA} traukin{P ys iai ių}
+STR_VEHICLE_LIST_ROADVEH_DEPOT                                  :{BLACK}{STRING} - {COMMA} automobil{P is iai ių}
+STR_VEHICLE_LIST_SHIP_DEPOT                                     :{BLACK}{STRING} - {COMMA} laiv{P as ai ų}
+STR_VEHICLE_LIST_AIRCRAFT_DEPOT                                 :{BLACK}{STRING} - {COMMA} lėktuv{P as ai ų}
 
 STR_REPLACE_VEHICLES_WHITE                                      :{WHITE}Keisti tr. priemones {STRING}
-STR_REPLACE_VEHICLES_START                                      :{BLACK}Pradeti keitima
-STR_REPLACE_VEHICLES_STOP                                       :{BLACK}Sustabdyti keitima
+STR_REPLACE_VEHICLES_START                                      :{BLACK}Pradeti tr. priemonių keitimą
+STR_REPLACE_VEHICLES_STOP                                       :{BLACK}Stabdyti tr. priemonių keitimą
 STR_NOT_REPLACING                                               :{BLACK}Nekeiciama
 STR_NOT_REPLACING_VEHICLE_SELECTED                              :{BLACK}Nera pazymeta nei viena tr. priemone
 STR_REPLACE_HELP_LEFT_ARRAY                                     :{BLACK}Pasirink tr. priemones tipa, kuriuo reikes keisti
@@ -2842,12 +2983,23 @@
 STR_REPLACE_HELP_REPLACE_INFO_TAB                               :{BLACK}Kaireje lango dalyje pazymeta tr. priemone bus pakeista tr. priemone, kuri yra pazymeta desineje lango puseje
 STR_REPLACE_HELP                                                :{BLACK}Tai leidzia tau keisti viena tr. priemoniu tipa kitu, kai pirmojo tipo traukinys uzsuka i depa
 STR_REPLACE_REMOVE_WAGON                                        :{BLACK}Vagono pasalinimas: {ORANGE}{SKIP}{STRING}
+STR_REPLACE_REMOVE_WAGON_HELP                                   :{BLACK}Pakeitimo metu išlaikyti traukinio ilgį atjungiant vagonus (pradedant juo priekio), jeigu pakeitus garvežį traukinys pailgėtų.
 STR_REPLACE_ENGINE_WAGON_SELECT                                 :{BLACK}Keicima: {ORANGE}{SKIP}{SKIP}{STRING}
+STR_REPLACE_ENGINE_WAGON_SELECT_HELP                            :{BLACK} EKSPERIMENTINĖ GALIMYBĖ {}Pereidinėti tarp garvežių ir vagonų pakeitimo langų.{}Vagonai bus pakeičiami tik tada, jeigu naujasis vagonas galės gabenti tą patį krovinio tipą kaip ir senasis. Tai atliekama patikrinant kiekvieną vagoną jo keitimo metu.
 STR_ENGINE_NOT_BUILDABLE                                        :{WHITE}Variklio neimanoma pagaminti
 
 STR_ENGINES                                                     :Varikliai
+STR_WAGONS                                                      :Vagonai
 
+STR_MASS_STOP_DEPOT_TRAIN_TIP                                   :{BLACK}Spragtelėkite norėdami sustabdyti visus traukinius esančius depe
+STR_MASS_STOP_DEPOT_ROADVEH_TIP                                 :{BLACK}Spragtelėkite norėdami sustabdyti visus automobilius esančius depe
+STR_MASS_STOP_DEPOT_SHIP_TIP                                    :{BLACK}Spragtelėkite norėdami sustabdyti visus laivus esančius depe
+STR_MASS_STOP_HANGAR_TIP                                        :{BLACK}Spragtelėkite norėdami sustabdyti visus lėktuvus esančius angare
 
+STR_MASS_START_DEPOT_TRAIN_TIP                                  :{BLACK}Spragtelėkite norėdami paleisti visus traukinius esančius depe
+STR_MASS_START_DEPOT_ROADVEH_TIP                                :{BLACK}Spragtelėkite norėdami paleisti visus automobilius esančius depe
+STR_MASS_START_DEPOT_SHIP_TIP                                   :{BLACK}Spragtelėkite norėdami paleisti visus laivus esančius depe
+STR_MASS_START_HANGAR_TIP                                       :{BLACK}Spragtelėkite norėdami paleisti visus lėktuvus esančius angare
 
 STR_MASS_STOP_LIST_TIP                                          :{BLACK}Paspauskite noredami sustabdyti automobilius is saraso
 STR_MASS_START_LIST_TIP                                         :{BLACK}Paspauskite noredami paleisti automobilius is saraso
@@ -2855,6 +3007,7 @@
 STR_SHORT_DATE                                                  :{WHITE}{DATE_TINY}
 STR_SIGN_LIST_CAPTION                                           :{WHITE}Zenklu sarasas - {COMMA} Zenklai
 
+STR_ORDER_REFIT_FAILED                                          :{WHITE}Klaida pakeitimo metu {STRING} {COMMA}
 
 ############ Lists rail types
 
@@ -2879,16 +3032,23 @@
 STR_PURCHASE_INFO_COST_SPEED                                    :{BLACK}Kaina: {GOLD}{CURRENCY}{BLACK} Greitis: {GOLD}{VELOCITY}
 STR_PURCHASE_INFO_AIRCRAFT_CAPACITY                             :{BLACK}Talpa: {GOLD}{COMMA} keleiviu, {COMMA} pasto maisu
 STR_PURCHASE_INFO_PWAGPOWER_PWAGWEIGHT                          :{BLACK}Pajungta vagonu: {GOLD}+{POWER}{BLACK} Svoris: {GOLD}+{WEIGHT_S}
+STR_PURCHASE_INFO_REFITTABLE_TO                                 :{BLACK}Pakeičiami į: {GOLD}
+STR_PURCHASE_INFO_ALL_TYPES                                     :Visus krovinių tipus
+STR_PURCHASE_INFO_ALL_BUT                                       :Visus, išskyrus {GOLD}
+STR_PURCHASE_INFO_MAX_TE                                        :{BLACK}Did. traukiamoji galia: {GOLD}{FORCE}
 
 ########### String for New Landscape Generator
 
 STR_GENERATE                                                    :{WHITE}Generuoti
 STR_RANDOM                                                      :{BLACK}Bet kaip
 STR_RANDOM_HELP                                                 :{BLACK}Pakeisti i bet koki Pasaulio Generavima
+STR_WORLD_GENERATION_CAPTION                                    :{WHITE}Pasaulio kūrimas
 STR_RANDOM_SEED                                                 :{BLACK}Bet koks:
 STR_RANDOM_SEED_HELP                                            :{BLACK}Paspauskite noredami ivesti bet koki seed
 STR_LAND_GENERATOR                                              :{BLACK}Pasaulio generatorius:
+STR_TREE_PLACER                                                 :{BLACK}Medžių algoritmas:
 STR_HEIGHTMAP_ROTATION                                          :{BLACK}Zemelapio rotacija:
+STR_TERRAIN_TYPE                                                :{BLACK}Vietovės tipas:
 STR_QUANTITY_OF_SEA_LAKES                                       :{BLACK}Juros lygis:
 STR_SMOOTHNESS                                                  :{BLACK}Jautrumas:
 STR_SNOW_LINE_HEIGHT                                            :{BLACK}Sniego linijos aukstis:
@@ -2928,13 +3088,16 @@
 STR_FLAT_WORLD_HEIGHT_UP                                        :{BLACK}Pakelti lygios zemes lygi vienu lygiu
 STR_FLAT_WORLD_HEIGHT_QUERY_CAPT                                :{WHITE}Keisti lygumos auksti
 STR_FLAT_WORLD_HEIGHT                                           :{BLACK}Lygumos aukstis:
+STR_FLAT_WORLD_HEIGHT_NUM                                       :{NUM}
 
 STR_SMALLMAP_CENTER                                             :{BLACK}Centruoti maza zemelapi i sita vieta
 
 ########### String for new airports
 STR_SMALL_AIRPORT                                               :{BLACK}Mazas
+STR_CITY_AIRPORT                                                :{BLACK}Miestas
 STR_METRO_AIRPORT                                               :{BLACK}Metropoliteno orouostas
 STR_INTERNATIONAL_AIRPORT                                       :{BLACK}Internacionalinis orouostas
+STR_COMMUTER_AIRPORT                                            :{BLACK}Rajonas
 STR_INTERCONTINENTAL_AIRPORT                                    :{BLACK}Tarpkontinentinis
 STR_HELIPORT                                                    :{BLACK}Heliportas
 STR_HELIDEPOT                                                   :{BLACK}Helidepas
@@ -2947,5 +3110,9 @@
 
 ############ Tooltip measurment
 
+STR_MEASURE_LENGTH                                              :{BLACK}Atstumas: {NUM}
+STR_MEASURE_AREA                                                :{BLACK}Sritis: {NUM} x {NUM}
+STR_MEASURE_LENGTH_HEIGHTDIFF                                   :{BLACK}Atstumas: {NUM}{}Aukščių skirtumas: {NUM} m
+STR_MEASURE_AREA_HEIGHTDIFF                                     :{BLACK}Sritis: {NUM} x {NUM}{}Aukščių skirtumas: {NUM} m
 
 ########
--- a/lang/unfinished/slovenian.txt	Tue Jan 02 18:40:37 2007 +0000
+++ b/lang/unfinished/slovenian.txt	Wed Jan 03 08:32:17 2007 +0000
@@ -21,16 +21,16 @@
 STR_000E                                                        :
 STR_000F_PASSENGERS                                             :Potniki
 STR_0010_COAL                                                   :Premog
-STR_0011_MAIL                                                   :Posta
+STR_0011_MAIL                                                   :Pošta
 STR_0012_OIL                                                    :Nafta
-STR_0013_LIVESTOCK                                              :Zivina
+STR_0013_LIVESTOCK                                              :Živina
 STR_0014_GOODS                                                  :Dobrine
-STR_0015_GRAIN                                                  :Zito
+STR_0015_GRAIN                                                  :Žito
 STR_0016_WOOD                                                   :Les
-STR_0017_IRON_ORE                                               :Zelezova ruda
+STR_0017_IRON_ORE                                               :Železova ruda
 STR_0018_STEEL                                                  :Jeklo
 STR_0019_VALUABLES                                              :Dragocenosti
-STR_001A_COPPER_ORE                                             :Bakrena ruda
+STR_001A_COPPER_ORE                                             :Bakrova ruda
 STR_001B_MAIZE                                                  :Koruza
 STR_001C_FRUIT                                                  :Sadje
 STR_001D_DIAMONDS                                               :Diamanti
@@ -38,31 +38,31 @@
 STR_001F_PAPER                                                  :Papir
 STR_0020_GOLD                                                   :Zlato
 STR_0021_WATER                                                  :Voda
-STR_0022_WHEAT                                                  :Psenica
+STR_0022_WHEAT                                                  :Pšenica
 STR_0023_RUBBER                                                 :Guma
 STR_0024_SUGAR                                                  :Sladkor
-STR_0025_TOYS                                                   :Igrace
+STR_0025_TOYS                                                   :Igrače
 STR_0026_CANDY                                                  :Bonboni
 STR_0027_COLA                                                   :Cockta
 STR_0028_COTTON_CANDY                                           :Sladkorna pena
-STR_0029_BUBBLES                                                :Mehurcki
-STR_002A_TOFFEE                                                 :Karamele
+STR_0029_BUBBLES                                                :Mehurčki
+STR_002A_TOFFEE                                                 :Karamela
 STR_002B_BATTERIES                                              :Baterije
 STR_002C_PLASTIC                                                :Plastika
-STR_002D_FIZZY_DRINKS                                           :Gazirane pijace
+STR_002D_FIZZY_DRINKS                                           :Gazirane pijače
 STR_002E                                                        :
 STR_002F_PASSENGER                                              :Potnik
 STR_0030_COAL                                                   :Premog
-STR_0031_MAIL                                                   :Posta
+STR_0031_MAIL                                                   :Pošta
 STR_0032_OIL                                                    :Nafta
-STR_0033_LIVESTOCK                                              :Zivina
-STR_0034_GOODS                                                  :Izdelki
-STR_0035_GRAIN                                                  :Zito
+STR_0033_LIVESTOCK                                              :Živina
+STR_0034_GOODS                                                  :Dobrine
+STR_0035_GRAIN                                                  :Žito
 STR_0036_WOOD                                                   :Les
-STR_0037_IRON_ORE                                               :Zelezova ruda
+STR_0037_IRON_ORE                                               :Železova ruda
 STR_0038_STEEL                                                  :Jeklo
 STR_0039_VALUABLES                                              :Dragocenosti
-STR_003A_COPPER_ORE                                             :Bakrena ruda
+STR_003A_COPPER_ORE                                             :Bakrova ruda
 STR_003B_MAIZE                                                  :Koruza
 STR_003C_FRUIT                                                  :Sadje
 STR_003D_DIAMOND                                                :Diamanti
@@ -70,18 +70,18 @@
 STR_003F_PAPER                                                  :Papir
 STR_0040_GOLD                                                   :Zlato
 STR_0041_WATER                                                  :Voda
-STR_0042_WHEAT                                                  :psenica
+STR_0042_WHEAT                                                  :Pšenica
 STR_0043_RUBBER                                                 :Guma
 STR_0044_SUGAR                                                  :Sladkor
-STR_0045_TOY                                                    :Igrace
+STR_0045_TOY                                                    :Igrače
 STR_0046_CANDY                                                  :Bombon
 STR_0047_COLA                                                   :Cockta
 STR_0048_COTTON_CANDY                                           :Sladkorna pena
-STR_0049_BUBBLE                                                 :Mehurcki
+STR_0049_BUBBLE                                                 :Mehurčki
 STR_004A_TOFFEE                                                 :Karamela
 STR_004B_BATTERY                                                :Baterija
 STR_004C_PLASTIC                                                :Plastika
-STR_004D_FIZZY_DRINK                                            :Gazirana pijaca
+STR_004D_FIZZY_DRINK                                            :Gazirana pijača
 STR_QUANTITY_NOTHING                                            :
 STR_QUANTITY_PASSENGERS                                         :{COMMA} potnikov
 STR_QUANTITY_COAL                                               :{WEIGHT} ton premoga
@@ -90,6 +90,7 @@
 STR_QUANTITY_LIVESTOCK                                          :{COMMA} glav zivine
 STR_QUANTITY_GOODS                                              :{COMMA} paketov dobrin
 STR_QUANTITY_GRAIN                                              :{WEIGHT} ton zita
+STR_QUANTITY_WOOD                                               :{WEIGHT} lesa
 STR_QUANTITY_IRON_ORE                                           :{WEIGHT} ton zelezove rude
 STR_QUANTITY_STEEL                                              :{WEIGHT} ton jekla
 STR_QUANTITY_VALUABLES                                          :{COMMA} vrec dragocenosti
@@ -119,17 +120,17 @@
 STR_ABBREV_MAIL                                                 :{TINYFONT}PS
 STR_ABBREV_OIL                                                  :{TINYFONT}NF
 STR_ABBREV_LIVESTOCK                                            :{TINYFONT}ZV
-STR_ABBREV_GOODS                                                :{TINYFONT}TO
+STR_ABBREV_GOODS                                                :{TINYFONT}DO
 STR_ABBREV_GRAIN                                                :{TINYFONT}ZT
 STR_ABBREV_WOOD                                                 :{TINYFONT}LS
-STR_ABBREV_IRON_ORE                                             :{TINYFONT}ZZ
+STR_ABBREV_IRON_ORE                                             :{TINYFONT}ZR
 STR_ABBREV_STEEL                                                :{TINYFONT}JK
 STR_ABBREV_VALUABLES                                            :{TINYFONT}DR
 STR_ABBREV_COPPER_ORE                                           :{TINYFONT}BK
 STR_ABBREV_MAIZE                                                :{TINYFONT}KZ
 STR_ABBREV_FRUIT                                                :{TINYFONT}SJ
 STR_ABBREV_DIAMONDS                                             :{TINYFONT}DM
-STR_ABBREV_FOOD                                                 :{TINYFONT}HR
+STR_ABBREV_FOOD                                                 :{TINYFONT}ZI
 STR_ABBREV_PAPER                                                :{TINYFONT}PR
 STR_ABBREV_GOLD                                                 :{TINYFONT}ZL
 STR_ABBREV_WATER                                                :{TINYFONT}VO
@@ -137,25 +138,28 @@
 STR_ABBREV_RUBBER                                               :{TINYFONT}GU
 STR_ABBREV_SUGAR                                                :{TINYFONT}SK
 STR_ABBREV_TOYS                                                 :{TINYFONT}IG
-STR_ABBREV_SWEETS                                               :{TINYFONT}BB
-STR_ABBREV_COLA                                                 :{TINYFONT}CL
+STR_ABBREV_SWEETS                                               :{TINYFONT}SL
+STR_ABBREV_COLA                                                 :{TINYFONT}CK
 STR_ABBREV_CANDYFLOSS                                           :{TINYFONT}SP
-STR_ABBREV_BUBBLES                                              :{TINYFONT}BL
-STR_ABBREV_TOFFEE                                               :{TINYFONT}KA
+STR_ABBREV_BUBBLES                                              :{TINYFONT}MH
+STR_ABBREV_TOFFEE                                               :{TINYFONT}TF
 STR_ABBREV_BATTERIES                                            :{TINYFONT}BA
 STR_ABBREV_PLASTIC                                              :{TINYFONT}PL
 STR_ABBREV_FIZZY_DRINKS                                         :{TINYFONT}GP
+STR_ABBREV_NONE                                                 :{TINYFONT}NO
+STR_ABBREV_ALL                                                  :{TINYFONT}VSE
 STR_00AE                                                        :{WHITE}{DATE_SHORT}
 STR_00AF                                                        :{WHITE}{DATE_LONG}
-STR_00B0_MAP                                                    :{WHITE}Mapa - {STRING}
-STR_00B1_GAME_OPTIONS                                           :{WHITE}Moznosti Igre
-STR_00B2_MESSAGE                                                :{YELLOW}Sporocilo
-STR_00B3_MESSAGE_FROM                                           :{YELLOW}Sporocilo od {STRING}
-STR_00B4_CAN_T_DO_THIS                                          :{WHITE}Ne mores narediti tega...
-STR_00B5_CAN_T_CLEAR_THIS_AREA                                  :{WHITE}Ne mores ocistit tega podrocje...
-STR_00B6_ORIGINAL_COPYRIGHT                                     :{BLACK}Prvotne avtorske pravice {COPYRIGHT} 1995 Chris Sawyer, Vse pravice pridrzane
-STR_00B7_VERSION                                                :{BLACK}OpenTTD verzija {REV}
-STR_00BA_COPYRIGHT_OPENTTD                                      :{BLACK}OpenTTD {COPYRIGHT}2002-2005 OpenTTD ekipa
+STR_00B0_MAP                                                    :{WHITE}Zemljevid - {STRING}
+STR_00B1_GAME_OPTIONS                                           :{WHITE}Možnosti Igre
+STR_00B2_MESSAGE                                                :{YELLOW}Sporočilo
+STR_00B3_MESSAGE_FROM                                           :{YELLOW}Sporočilo od {STRING}
+STR_POPUP_CAUTION_CAPTION                                       :{WHITE}Pozor!
+STR_00B4_CAN_T_DO_THIS                                          :{WHITE}Ne morem narediti tega ...
+STR_00B5_CAN_T_CLEAR_THIS_AREA                                  :{WHITE}Ne morem očistiti tega področja ...
+STR_00B6_ORIGINAL_COPYRIGHT                                     :{BLACK}Prvotne avtorske pravice {COPYRIGHT} 1995 Chris Sawyer, Vse pravice pridržane
+STR_00B7_VERSION                                                :{BLACK}OpenTTD različica {REV}
+STR_00BA_COPYRIGHT_OPENTTD                                      :{BLACK}OpenTTD {COPYRIGHT}2002-2006 ekipa OpenTTD
 STR_TRANSLATED_BY                                               :{BLACK}  Prevod - seba
 
 STR_00C5                                                        :{BLACK}{CROSS}
@@ -163,42 +167,42 @@
 STR_00C7_QUIT                                                   :{WHITE}Izhod
 STR_00C8_YES                                                    :{BLACK}Da
 STR_00C9_NO                                                     :{BLACK}Ne
-STR_00CA_ARE_YOU_SURE_YOU_WANT_TO                               :{YELLOW}Ali ste prepricani, da zelite zapustiti to igro in se vrniti v {STRING}?
+STR_00CA_ARE_YOU_SURE_YOU_WANT_TO                               :{YELLOW}Ali ste prepričani, da želite zapustiti igro in se vrniti v {STRING}?
 STR_00CB_1                                                      :{BLACK}1
 STR_00CC_2                                                      :{BLACK}2
 STR_00CD_3                                                      :{BLACK}3
 STR_00CE_4                                                      :{BLACK}4
 STR_00CF_5                                                      :{BLACK}5
-STR_00D0_NOTHING                                                :Nic
+STR_00D0_NOTHING                                                :Nič
 STR_00D1_DARK_BLUE                                              :Temno modra
 STR_00D2_PALE_GREEN                                             :Svetlo zelena
-STR_00D3_PINK                                                   :Roza
+STR_00D3_PINK                                                   :Rožnata
 STR_00D4_YELLOW                                                 :Rumena
-STR_00D5_RED                                                    :Rdeca
+STR_00D5_RED                                                    :Rdeča
 STR_00D6_LIGHT_BLUE                                             :Svetlo modra
 STR_00D7_GREEN                                                  :Zelena
 STR_00D8_DARK_GREEN                                             :Temno zelena
 STR_00D9_BLUE                                                   :Modra
 STR_00DA_CREAM                                                  :Kremna
 STR_00DB_MAUVE                                                  :Slezenasta
-STR_00DC_PURPLE                                                 :Vijola
-STR_00DD_ORANGE                                                 :Oranzna
+STR_00DC_PURPLE                                                 :Vijolična
+STR_00DD_ORANGE                                                 :Oranžna
 STR_00DE_BROWN                                                  :Rjava
 STR_00DF_GREY                                                   :Siva
 STR_00E0_WHITE                                                  :Bela
-STR_00E1_TOO_MANY_VEHICLES_IN_GAME                              :{WHITE}Prevec vozil v igri
+STR_00E1_TOO_MANY_VEHICLES_IN_GAME                              :{WHITE}Preveč vozil v igri
 STR_00E2                                                        :{BLACK}{COMMA}
 STR_00E3                                                        :{RED}{COMMA}
 STR_00E4_LOCATION                                               :{BLACK}Lokacija
-STR_00E5_CONTOURS                                               :Nacrt
+STR_00E5_CONTOURS                                               :Načrt
 STR_00E6_VEHICLES                                               :Vozila
 STR_00E7_INDUSTRIES                                             :Industrije
 STR_00E8_ROUTES                                                 :Poti
 STR_00E9_VEGETATION                                             :Vegetacija
 STR_00EA_OWNERS                                                 :Lastniki
 STR_00EB_ROADS                                                  :{BLACK}{TINYFONT}Ceste
-STR_00EC_RAILROADS                                              :{BLACK}{TINYFONT}Zeleznice
-STR_00ED_STATIONS_AIRPORTS_DOCKS                                :{BLACK}{TINYFONT}Postaje/Letalisca/Pristanisca
+STR_00EC_RAILROADS                                              :{BLACK}{TINYFONT}Železnice
+STR_00ED_STATIONS_AIRPORTS_DOCKS                                :{BLACK}{TINYFONT}Postaje/Letališča/Pristanišča
 STR_00EE_BUILDINGS_INDUSTRIES                                   :{BLACK}{TINYFONT}Stavbe/Industrije
 STR_00EF_VEHICLES                                               :{BLACK}{TINYFONT}Vozila
 STR_00F0_100M                                                   :{BLACK}{TINYFONT}100m
@@ -214,42 +218,42 @@
 STR_00FA_COAL_MINE                                              :{BLACK}{TINYFONT}Rudnik premoga
 STR_00FB_POWER_STATION                                          :{BLACK}{TINYFONT}Termoelektrarna
 STR_00FC_FOREST                                                 :{BLACK}{TINYFONT}Gozd
-STR_00FD_SAWMILL                                                :{BLACK}{TINYFONT}Zaga
+STR_00FD_SAWMILL                                                :{BLACK}{TINYFONT}Žaga
 STR_00FE_OIL_REFINERY                                           :{BLACK}{TINYFONT}Naftna rafinerija
 STR_00FF_FARM                                                   :{BLACK}{TINYFONT}Kmetija
 STR_0100_FACTORY                                                :{BLACK}{TINYFONT}Tovarna
 STR_0101_PRINTING_WORKS                                         :{BLACK}{TINYFONT}Tiskarna
-STR_0102_OIL_WELLS                                              :{BLACK}{TINYFONT}Naftni izvir
-STR_0103_IRON_ORE_MINE                                          :{BLACK}{TINYFONT}Rudnik zeleza
+STR_0102_OIL_WELLS                                              :{BLACK}{TINYFONT}Naftno polje
+STR_0103_IRON_ORE_MINE                                          :{BLACK}{TINYFONT}Rudnik železa
 STR_0104_STEEL_MILL                                             :{BLACK}{TINYFONT}Jeklarna
 STR_0105_BANK                                                   :{BLACK}{TINYFONT}Banka
 STR_0106_PAPER_MILL                                             :{BLACK}{TINYFONT}Papirnica
 STR_0107_GOLD_MINE                                              :{BLACK}{TINYFONT}Rudnik zlata
-STR_0108_FOOD_PROCESSING_PLANT                                  :{BLACK}{TINYFONT}Zivilska tovarna
+STR_0108_FOOD_PROCESSING_PLANT                                  :{BLACK}{TINYFONT}Predelava hrane
 STR_0109_DIAMOND_MINE                                           :{BLACK}{TINYFONT}Rudnik diamantov
 STR_010A_COPPER_ORE_MINE                                        :{BLACK}{TINYFONT}Rudnik bakra
 STR_010B_FRUIT_PLANTATION                                       :{BLACK}{TINYFONT}Sadovnjak
-STR_010C_RUBBER_PLANTATION                                      :{BLACK}{TINYFONT}Plantaza gume
+STR_010C_RUBBER_PLANTATION                                      :{BLACK}{TINYFONT}Plantaža gume
 STR_010D_WATER_SUPPLY                                           :{BLACK}{TINYFONT}Vodni izvir
 STR_010E_WATER_TOWER                                            :{BLACK}{TINYFONT}Vodni stolp
-STR_010F_LUMBER_MILL                                            :{BLACK}{TINYFONT}Zaga
+STR_010F_LUMBER_MILL                                            :{BLACK}{TINYFONT}Žaga
 STR_0110_COTTON_CANDY_FOREST                                    :{BLACK}{TINYFONT}Gozd sladkorne pene
-STR_0111_CANDY_FACTORY                                          :{BLACK}{TINYFONT}Tovarna slascic
+STR_0111_CANDY_FACTORY                                          :{BLACK}{TINYFONT}Tovarna slaščic
 STR_0112_BATTERY_FARM                                           :{BLACK}{TINYFONT}Farma baterij
-STR_0113_COLA_WELLS                                             :{BLACK}{TINYFONT}Izvir cockte
-STR_0114_TOY_SHOP                                               :{BLACK}{TINYFONT}Trgovina z igracami
-STR_0115_TOY_FACTORY                                            :{BLACK}{TINYFONT}Tovarna igrac
+STR_0113_COLA_WELLS                                             :{BLACK}{TINYFONT}Izvir Cockte
+STR_0114_TOY_SHOP                                               :{BLACK}{TINYFONT}Trgovina z igračami
+STR_0115_TOY_FACTORY                                            :{BLACK}{TINYFONT}Tovarna igrač
 STR_0116_PLASTIC_FOUNTAINS                                      :{BLACK}{TINYFONT}Vodnjaki plastike
-STR_0117_FIZZY_DRINK_FACTORY                                    :{BLACK}{TINYFONT}Tovarna gaziranih pijac
-STR_0118_BUBBLE_GENERATOR                                       :{BLACK}{TINYFONT}Generator balonckov
+STR_0117_FIZZY_DRINK_FACTORY                                    :{BLACK}{TINYFONT}Tovarna gaziranih pijač
+STR_0118_BUBBLE_GENERATOR                                       :{BLACK}{TINYFONT}Generator balončkov
 STR_0119_TOFFEE_QUARRY                                          :{BLACK}{TINYFONT}Jama karamele
 STR_011A_SUGAR_MINE                                             :{BLACK}{TINYFONT}Rudnik sladkorja
-STR_011B_RAILROAD_STATION                                       :{BLACK}{TINYFONT}Zelezniska postaja
-STR_011C_TRUCK_LOADING_BAY                                      :{BLACK}{TINYFONT}Distribucijsko obmocje za tovornjake
+STR_011B_RAILROAD_STATION                                       :{BLACK}{TINYFONT}Železniška postaja
+STR_011C_TRUCK_LOADING_BAY                                      :{BLACK}{TINYFONT}Distribucijsko območje za tovornjake
 STR_011D_BUS_STATION                                            :{BLACK}{TINYFONT}Avtobusna postaja
-STR_011E_AIRPORT_HELIPORT                                       :{BLACK}{TINYFONT}Letalisce/Heliport
-STR_011F_DOCK                                                   :{BLACK}{TINYFONT}Pristanisce
-STR_0120_ROUGH_LAND                                             :{BLACK}{TINYFONT}Neravna tla
+STR_011E_AIRPORT_HELIPORT                                       :{BLACK}{TINYFONT}Letališče/Heliport
+STR_011F_DOCK                                                   :{BLACK}{TINYFONT}Pristanišče
+STR_0120_ROUGH_LAND                                             :{BLACK}{TINYFONT}Groba tla
 STR_0121_GRASS_LAND                                             :{BLACK}{TINYFONT}Travnata tla
 STR_0122_BARE_LAND                                              :{BLACK}{TINYFONT}Gola tla
 STR_0123_FIELDS                                                 :{BLACK}{TINYFONT}Polja
@@ -259,15 +263,15 @@
 STR_0127_NO_OWNER                                               :{BLACK}{TINYFONT}Brez lastnika
 STR_0128_TOWNS                                                  :{BLACK}{TINYFONT}Mesta
 STR_0129_INDUSTRIES                                             :{BLACK}{TINYFONT}Industrije
-STR_012A_DESERT                                                 :{BLACK}{TINYFONT}Puscava
+STR_012A_DESERT                                                 :{BLACK}{TINYFONT}Puščava
 STR_012B_SNOW                                                   :{BLACK}{TINYFONT}Sneg
-STR_012C_MESSAGE                                                :{WHITE}Sporocilo
+STR_012C_MESSAGE                                                :{WHITE}Sporočilo
 STR_012D                                                        :{WHITE}{STRING}
-STR_012E_CANCEL                                                 :{BLACK}Preklici
+STR_012E_CANCEL                                                 :{BLACK}Prekliči
 STR_012F_OK                                                     :{BLACK}Potrdi
 STR_0130_RENAME                                                 :{BLACK}Preimenuj
-STR_0131_TOO_MANY_NAMES_DEFINED                                 :{WHITE}Prevec definiranih imen
-STR_0132_CHOSEN_NAME_IN_USE_ALREADY                             :{WHITE}Izbrano ime je ze v uporabi
+STR_0131_TOO_MANY_NAMES_DEFINED                                 :{WHITE}Preveč definiranih imen
+STR_0132_CHOSEN_NAME_IN_USE_ALREADY                             :{WHITE}Izbrano ime je že v uporabi
 
 STR_0133_WINDOWS                                                :Windows
 STR_0134_UNIX                                                   :Unix
@@ -277,16 +281,18 @@
 STR_OSNAME_AMIGAOS                                              :AmigaOS
 STR_OSNAME_OS2                                                  :OS/2
 
-STR_013B_OWNED_BY                                               :{WHITE}...pripada {STRING}
+STR_013B_OWNED_BY                                               :{WHITE} ... pripada {STRING}
 STR_013C_CARGO                                                  :{BLACK}Tovor
 STR_013D_INFORMATION                                            :{BLACK}Informacije
-STR_013E_CAPACITIES                                             :{BLACK}Sposobnost
+STR_013E_CAPACITIES                                             :{BLACK}Kapacitete
 STR_013E_TOTAL_CARGO                                            :{BLACK}Skupni tovor
-STR_013F_CAPACITY                                               :{BLACK}Sposobnost: {LTBLUE}{CARGO}
-STR_013F_TOTAL_CAPACITY_TEXT                                    :{BLACK}Skupna tovorna sposobnost tega vlaka:
+STR_013F_CAPACITY                                               :{BLACK}Kapaciteta: {LTBLUE}{CARGO}
+STR_CAPACITY_MULT                                               :{BLACK}Kapaciteta: {LTBLUE}{CARGO} (x{NUM})
+STR_013F_TOTAL_CAPACITY_TEXT                                    :{BLACK}Skupna tovorna kapaciteta tega vlaka:
 STR_013F_TOTAL_CAPACITY                                         :{LTBLUE}- {CARGO} ({SHORTCARGO})
+STR_TOTAL_CAPACITY_MULT                                         :{LTBLUE}- {CARGO} ({SHORTCARGO}) (x{NUM})
 STR_0140_NEW_GAME                                               :{BLACK}Nova igra
-STR_0141_LOAD_GAME                                              :{BLACK}Nalozi igro
+STR_0141_LOAD_GAME                                              :{BLACK}Naloži igro
 STR_SINGLE_PLAYER                                               :{BLACK}En igralec
 STR_MULTIPLAYER                                                 :{BLACK}Vec igralcev
 
@@ -298,10 +304,10 @@
 STR_2048                                                        :2048
 STR_MAPSIZE                                                     :{BLACK}Velikost mape:
 STR_BY                                                          :{BLACK}*
-STR_0148_GAME_OPTIONS                                           :{BLACK}Moznosti
+STR_0148_GAME_OPTIONS                                           :{BLACK}Možnosti
 
 STR_0150_SOMEONE                                                :nekdo{SKIP}{SKIP}
-STR_0151_MAP_OF_WORLD                                           :Mapa sveta
+STR_0151_MAP_OF_WORLD                                           :Zemljevid sveta
 STR_0152_TOWN_DIRECTORY                                         :Imenik mest
 STR_0153_SUBSIDIES                                              :Subvencije
 
@@ -321,36 +327,39 @@
 STR_UNITS_WEIGHT_SHORT_METRIC                                   :{COMMA}t
 STR_UNITS_WEIGHT_SHORT_SI                                       :{COMMA}kg
 
-STR_UNITS_WEIGHT_LONG_IMPERIAL                                  :{COMMA} ton{P "" s}
-STR_UNITS_WEIGHT_LONG_METRIC                                    :{COMMA} ton{P "" s}
+STR_UNITS_WEIGHT_LONG_IMPERIAL                                  :{COMMA} ton
+STR_UNITS_WEIGHT_LONG_METRIC                                    :{COMMA} ton
 STR_UNITS_WEIGHT_LONG_SI                                        :{COMMA} kg
 
 STR_UNITS_VOLUME_SHORT_IMPERIAL                                 :{COMMA}gal
 STR_UNITS_VOLUME_SHORT_METRIC                                   :{COMMA}l
 STR_UNITS_VOLUME_SHORT_SI                                       :{COMMA}m³
 
-STR_UNITS_VOLUME_LONG_IMPERIAL                                  :{COMMA} galon{P "" s}
-STR_UNITS_VOLUME_LONG_METRIC                                    :{COMMA} litrov{P "" s}
+STR_UNITS_VOLUME_LONG_IMPERIAL                                  :{COMMA} galonov
+STR_UNITS_VOLUME_LONG_METRIC                                    :{COMMA} litrov
 STR_UNITS_VOLUME_LONG_SI                                        :{COMMA} m³
 
+STR_UNITS_FORCE_IMPERIAL                                        :{COMMA}x10³ lbf
+STR_UNITS_FORCE_METRIC                                          :{COMMA} ton sile
+STR_UNITS_FORCE_SI                                              :{COMMA} kN
 
 ############ range for menu	starts
-STR_0154_OPERATING_PROFIT_GRAPH                                 :Graf dobicka
+STR_0154_OPERATING_PROFIT_GRAPH                                 :Graf dobička
 STR_0155_INCOME_GRAPH                                           :Graf prihodkov
 STR_0156_DELIVERED_CARGO_GRAPH                                  :Graf dostavljenega tovora
 STR_0157_PERFORMANCE_HISTORY_GRAPH                              :Graf zgodovine dela
 STR_0158_COMPANY_VALUE_GRAPH                                    :Graf vrednosti podjetja
-STR_0159_CARGO_PAYMENT_RATES                                    :Graf placila tovora
+STR_0159_CARGO_PAYMENT_RATES                                    :Graf plačila za tovor
 STR_015A_COMPANY_LEAGUE_TABLE                                   :Tabela lige podjetij
 STR_PERFORMANCE_DETAIL_MENU                                     :Podrobna delavna ocena
 ############ range for menu	ends
 
 STR_015B_OPENTTD                                                :{WHITE}O OpenTTD
 STR_015C_SAVE_GAME                                              :Shrani igro
-STR_015D_LOAD_GAME                                              :Nalozi igro
+STR_015D_LOAD_GAME                                              :Naloži igro
 STR_015E_QUIT_GAME                                              :Zapusti igro
 STR_015F_QUIT                                                   :Izhod
-STR_0160_ARE_YOU_SURE_YOU_WANT_TO                               :{YELLOW}Ali ste prepricani, da hocete zapustiti to igro?
+STR_ABANDON_GAME_QUERY                                          :{YELLOW}Ali ste prepričani, da želite zapustiti igro?
 STR_0161_QUIT_GAME                                              :{WHITE}Zapusti igro
 STR_SORT_ORDER_TIP                                              :{BLACK}Izberi nacin sortiranja (padajoce/narascujoce)
 STR_SORT_CRITERIA_TIP                                           :{BLACK}Izberi kriterij za sortiranje
@@ -370,6 +379,22 @@
 STR_SORT_BY_RELIABILITY                                         :Zanesljivost
 STR_SORT_BY_TOTAL_CAPACITY_PER_CARGOTYPE                        :Skupna sposobnost po tipu tovora
 STR_SORT_BY_MAX_SPEED                                           :Najvecja hitrost
+STR_SORT_BY_MODEL                                               :Model
+STR_SORT_BY_VALUE                                               :Vrednost
+STR_SORT_BY_FACILITY                                            :Tip postaje
+STR_SORT_BY_WAITING                                             :Čakanje vrednosti tovora
+STR_SORT_BY_RATING_MAX                                          :Ocene tovora
+STR_ENGINE_SORT_ENGINE_ID                                       :ID motorja (klasično urejanje)
+STR_ENGINE_SORT_COST                                            :Cena
+STR_ENGINE_SORT_POWER                                           :Moč
+STR_ENGINE_SORT_INTRO_DATE                                      :Datum vstopa
+STR_ENGINE_SORT_RUNNING_COST                                    :Stroški obratovanja
+STR_ENGINE_SORT_POWER_VS_RUNNING_COST                           :Moč/Stroški obratovanja
+STR_ENGINE_SORT_CARGO_CAPACITY                                  :Kapaciteta tovora
+STR_NO_WAITING_CARGO                                            :{BLACK}Noben tovor ne čaka
+STR_SELECT_ALL_FACILITIES                                       :{BLACK}Izberi vse pripomočke
+STR_SELECT_ALL_TYPES                                            :{BLACK}Izberi vse vrste tovora (vključno z nobenega čakanja)
+STR_AVAILABLE_ENGINES_TIP                                       :{BLACK}Prikaži seznam motorjev na voljo za ta tip vozila.
 
 ############ range for months starts
 STR_0162_JAN                                                    :Jan
@@ -391,48 +416,48 @@
 STR_0170                                                        :{TINYFONT}{STRING}-
 STR_0171_PAUSE_GAME                                             :{BLACK}Pavza
 STR_0172_SAVE_GAME_ABANDON_GAME                                 :{BLACK}Shrani igro, zapusti igro, izhod
-STR_0173_DISPLAY_LIST_OF_COMPANY                                :{BLACK}Prikazi seznam postaj podjetja
-STR_0174_DISPLAY_MAP                                            :{BLACK}Prikazi mapo
-STR_0175_DISPLAY_MAP_TOWN_DIRECTORY                             :{BLACK}Prikazi mapo, imenik mest
-STR_0176_DISPLAY_TOWN_DIRECTORY                                 :{BLACK}Prikazi imenik mest
-STR_0177_DISPLAY_COMPANY_FINANCES                               :{BLACK}Prikazi financne podatke podjetja
-STR_0178_DISPLAY_COMPANY_GENERAL                                :{BLACK}Prikazi splosne podatke podjetja
-STR_0179_DISPLAY_GRAPHS                                         :{BLACK}Prikazi grafe
-STR_017A_DISPLAY_COMPANY_LEAGUE                                 :{BLACK}Prikazi tabelo lige podjetij
-STR_017B_DISPLAY_LIST_OF_COMPANY                                :{BLACK}Prikazi seznam vlakov podjetja
-STR_017C_DISPLAY_LIST_OF_COMPANY                                :{BLACK}Prikazi seznam cestnih vozil podjetja
-STR_017D_DISPLAY_LIST_OF_COMPANY                                :{BLACK}Prikazi seznam ladij podjetja
-STR_017E_DISPLAY_LIST_OF_COMPANY                                :{BLACK}Prikazi seznam letal podjetja
-STR_017F_ZOOM_THE_VIEW_IN                                       :{BLACK}Priblizaj pogled
+STR_0173_DISPLAY_LIST_OF_COMPANY                                :{BLACK}Prikaži seznam postaj podjetja
+STR_0174_DISPLAY_MAP                                            :{BLACK}Prikaži zemljevid
+STR_0175_DISPLAY_MAP_TOWN_DIRECTORY                             :{BLACK}Prikaži zemljevid, imenik mest
+STR_0176_DISPLAY_TOWN_DIRECTORY                                 :{BLACK}Prikaži imenik mest
+STR_0177_DISPLAY_COMPANY_FINANCES                               :{BLACK}Prikaži finančne podatke podjetja
+STR_0178_DISPLAY_COMPANY_GENERAL                                :{BLACK}Prikaži splošne podatke podjetja
+STR_0179_DISPLAY_GRAPHS                                         :{BLACK}Prikaži grafe
+STR_017A_DISPLAY_COMPANY_LEAGUE                                 :{BLACK}Prikaži tabelo lige podjetij
+STR_017B_DISPLAY_LIST_OF_COMPANY                                :{BLACK}Prikaži seznam vlakov podjetja
+STR_017C_DISPLAY_LIST_OF_COMPANY                                :{BLACK}Prikaži seznam cestnih vozil podjetja
+STR_017D_DISPLAY_LIST_OF_COMPANY                                :{BLACK}Prikaži seznam ladij podjetja
+STR_017E_DISPLAY_LIST_OF_COMPANY                                :{BLACK}Prikaži seznam letal podjetja
+STR_017F_ZOOM_THE_VIEW_IN                                       :{BLACK}Približaj pogled
 STR_0180_ZOOM_THE_VIEW_OUT                                      :{BLACK}Oddalji pogled
-STR_0181_BUILD_RAILROAD_TRACK                                   :{BLACK}Postavi zelezniske tire
+STR_0181_BUILD_RAILROAD_TRACK                                   :{BLACK}Postavi železniške tire
 STR_0182_BUILD_ROADS                                            :{BLACK}Zgradi ceste
-STR_0183_BUILD_SHIP_DOCKS                                       :{BLACK}Zgradi pristanisca
-STR_0184_BUILD_AIRPORTS                                         :{BLACK}Zgradi letalisca
+STR_0183_BUILD_SHIP_DOCKS                                       :{BLACK}Zgradi pristanišča
+STR_0184_BUILD_AIRPORTS                                         :{BLACK}Zgradi letališča
 STR_0185_PLANT_TREES_PLACE_SIGNS                                :{BLACK}Posadi drevesa, postavi znake ipd.
 STR_0186_LAND_BLOCK_INFORMATION                                 :{BLACK}Informacije o terenu
-STR_0187_OPTIONS                                                :{BLACK}Moznosti
+STR_0187_OPTIONS                                                :{BLACK}Možnosti
 STR_0188                                                        :{BLACK}{SMALLUPARROW}
 STR_0189                                                        :{BLACK}{SMALLDOWNARROW}
-STR_018A_CAN_T_CHANGE_SERVICING                                 :{WHITE}Ne morem spremeniti interval servisiranja...
+STR_018A_CAN_T_CHANGE_SERVICING                                 :{WHITE}Ne morem spremeniti intervala servisiranja ...
 STR_018B_CLOSE_WINDOW                                           :{BLACK}Zapri okno
-STR_018C_WINDOW_TITLE_DRAG_THIS                                 :{BLACK}Naslov okna - premakni to, da premaknes okno
+STR_018C_WINDOW_TITLE_DRAG_THIS                                 :{BLACK}Naslov okna - primi in vleci, da premakneš okno
 STR_STICKY_BUTTON                                               :{BLACK}Oznaci to okno za nezapirljivo z 'Zapri vsa okna' tipko
 STR_RESIZE_BUTTON                                               :{BLACK}Klikni in dragaj to, da zmanjsas okno
 STR_SAVELOAD_HOME_BUTTON                                        :{BLACK}Klikni tukaj za skok na mapo shrani/naloži
-STR_018D_DEMOLISH_BUILDINGS_ETC                                 :{BLACK}Podri zgradbe itd. na kvadratu zemlje
-STR_018E_LOWER_A_CORNER_OF_LAND                                 :{BLACK}Znizaj rob teren
-STR_018F_RAISE_A_CORNER_OF_LAND                                 :{BLACK}Zvisaj rob teren
+STR_018D_DEMOLISH_BUILDINGS_ETC                                 :{BLACK}Podri zgradbe itd. na kvadratku zemlje
+STR_018E_LOWER_A_CORNER_OF_LAND                                 :{BLACK}Znižaj rob terena
+STR_018F_RAISE_A_CORNER_OF_LAND                                 :{BLACK}Zvišaj rob terena
 STR_0190_SCROLL_BAR_SCROLLS_LIST                                :{BLACK}Drsnik - premakne seznam gor/dol
 STR_HSCROLL_BAR_SCROLLS_LIST                                    :{BLACK}Skrol-bar - skrolaj seznam levo/desno
-STR_0191_SHOW_LAND_CONTOURS_ON_MAP                              :{BLACK}Pokazi nacrt terena na zemljevidu
-STR_0192_SHOW_VEHICLES_ON_MAP                                   :{BLACK}Pokazi vozila na zemljevidu
-STR_0193_SHOW_INDUSTRIES_ON_MAP                                 :{BLACK}Pokazi industrije na zemljevidu
-STR_0194_SHOW_TRANSPORT_ROUTES_ON                               :{BLACK}Pokazi transportne poti na zemljevidu
-STR_0195_SHOW_VEGETATION_ON_MAP                                 :{BLACK}Pokazi vegetacijo na zemljevidu
-STR_0196_SHOW_LAND_OWNERS_ON_MAP                                :{BLACK}Pokazi lastnike terena na zemljevidu
-STR_0197_TOGGLE_TOWN_NAMES_ON_OFF                               :{BLACK}Vkljuci/izkljuci imena mest na zemljevidu
-STR_0198_PROFIT_THIS_YEAR_LAST_YEAR                             :{TINYFONT}{BLACK}Prihodek to leto: {CURRENCY} (prejsnje leto: {CURRENCY})
+STR_0191_SHOW_LAND_CONTOURS_ON_MAP                              :{BLACK}Pokaži načrt terena na zemljevidu
+STR_0192_SHOW_VEHICLES_ON_MAP                                   :{BLACK}Pokaži vozila na zemljevidu
+STR_0193_SHOW_INDUSTRIES_ON_MAP                                 :{BLACK}Pokaži industrije na zemljevidu
+STR_0194_SHOW_TRANSPORT_ROUTES_ON                               :{BLACK}Pokaži transportne poti na zemljevidu
+STR_0195_SHOW_VEGETATION_ON_MAP                                 :{BLACK}Pokaži vegetacijo na zemljevidu
+STR_0196_SHOW_LAND_OWNERS_ON_MAP                                :{BLACK}Pokaži lastnike terena na zemljevidu
+STR_0197_TOGGLE_TOWN_NAMES_ON_OFF                               :{BLACK}Vključi/izključi imena mest na zemljevidu
+STR_0198_PROFIT_THIS_YEAR_LAST_YEAR                             :{TINYFONT}{BLACK}Prihodki to leto: {CURRENCY} (prejšnje leto: {CURRENCY})
 
 ############ range for service numbers starts
 STR_AGE                                                         :{COMMA} let{P o ""} ({COMMA})
@@ -445,14 +470,14 @@
 STR_019F_TRAIN                                                  :Vlak
 STR_01A0_IS_GETTING_OLD                                         :{WHITE}{STRING} {COMMA} postaja staro
 STR_01A1_IS_GETTING_VERY_OLD                                    :{WHITE}{STRING} {COMMA} postaja zelo staro
-STR_01A2_IS_GETTING_VERY_OLD_AND                                :{WHITE}{STRING} {COMMA} postaja zelo star in nujno rabi zamenjavo
-STR_01A3_LAND_AREA_INFORMATION                                  :{WHITE}Informacije o zemlji
-STR_01A4_COST_TO_CLEAR_N_A                                      :{BLACK}Cena za ocistit: {LTBLUE}N/A
-STR_01A5_COST_TO_CLEAR                                          :{BLACK}Cena za ocistit: {LTBLUE}{CURRENCY}
-STR_01A6_N_A                                                    :N/A
+STR_01A2_IS_GETTING_VERY_OLD_AND                                :{WHITE}{STRING} {COMMA} postaja zelo staro in nujno potrebuje zamenjavo
+STR_01A3_LAND_AREA_INFORMATION                                  :{WHITE}Informacije o zemljišču
+STR_01A4_COST_TO_CLEAR_N_A                                      :{BLACK}Cena za čiščenje: {LTBLUE}N/A
+STR_01A5_COST_TO_CLEAR                                          :{BLACK}Cena za čiščenje: {LTBLUE}{CURRENCY}
+STR_01A6_N_A                                                    :Ni na voljo
 STR_01A7_OWNER                                                  :{BLACK}Lastnik: {LTBLUE}{STRING}
 STR_01A8_LOCAL_AUTHORITY                                        :{BLACK}Lokalna oblast: {LTBLUE}{STRING}
-STR_01A9_NONE                                                   :Noben
+STR_01A9_NONE                                                   :Nihče
 STR_01AA_NAME                                                   :{BLACK}Ime
 STR_01AB                                                        :{BLACK}{TINYFONT}{STRING}
 
@@ -497,7 +522,7 @@
 STR_01D1_8                                                      :({COMMA}/8 {STRING})
 STR_01D2_JAZZ_JUKEBOX                                           :{WHITE}Jazz Jukebox
 STR_01D3_SOUND_MUSIC                                            :Zvok/glasba
-STR_01D4_SHOW_SOUND_MUSIC_WINDOW                                :{BLACK}Pokaži okno za zvok/glasbo
+STR_01D4_SHOW_SOUND_MUSIC_WINDOW                                :{BLACK}Prikaži okno za zvok/glasbo
 STR_01D5_ALL                                                    :{TINYFONT}Vsi
 STR_01D6_OLD_STYLE                                              :{TINYFONT}Star stil
 STR_01D7_NEW_STYLE                                              :{TINYFONT}Novi stil
@@ -507,23 +532,23 @@
 STR_01DB_MUSIC_VOLUME                                           :{BLACK}{TINYFONT}Glasnost glasbe
 STR_01DC_EFFECTS_VOLUME                                         :{BLACK}{TINYFONT}Glasnost zvokov
 STR_01DD_MIN_MAX                                                :{BLACK}{TINYFONT}MIN  '  '  ' '  '  '  MAX
-STR_01DE_SKIP_TO_PREVIOUS_TRACK                                 :{BLACK}Skoci na prejsno skladbo v izboru
-STR_01DF_SKIP_TO_NEXT_TRACK_IN_SELECTION                        :{BLACK}Presckoci na naslednjo skladbo v izboru
+STR_01DE_SKIP_TO_PREVIOUS_TRACK                                 :{BLACK}Skoči na prejšnjo skladbo v izboru
+STR_01DF_SKIP_TO_NEXT_TRACK_IN_SELECTION                        :{BLACK}Preskoči na naslednjo skladbo v izboru
 STR_01E0_STOP_PLAYING_MUSIC                                     :{BLACK}Ustavi glasbo
 STR_01E1_START_PLAYING_MUSIC                                    :{BLACK}Predvajaj glasbo
-STR_01E2_DRAG_SLIDERS_TO_SET_MUSIC                              :{BLACK}Povleci drsnike za nastavitev glasnosti glasbe in zvokov
+STR_01E2_DRAG_SLIDERS_TO_SET_MUSIC                              :{BLACK}Premikaj drsnike za nastavitev glasnosti glasbe in zvokov
 STR_01E3                                                        :{DKGREEN}{TINYFONT}--
 STR_01E4_0                                                      :{DKGREEN}{TINYFONT}0{COMMA}
 STR_01E5                                                        :{DKGREEN}{TINYFONT}{COMMA}
 STR_01E6                                                        :{DKGREEN}{TINYFONT}------
 STR_01E7                                                        :{DKGREEN}{TINYFONT}"{STRING}"
-STR_01E8_TRACK_XTITLE                                           :{BLACK}{TINYFONT}Skladba{SETX 88}Title
-STR_01E9_SHUFFLE                                                :{TINYFONT}Mesaj
+STR_01E8_TRACK_XTITLE                                           :{BLACK}{TINYFONT}Skladba{SETX 88}Naslov
+STR_01E9_SHUFFLE                                                :{TINYFONT}Zmešaj
 STR_01EA_PROGRAM                                                :{TINYFONT}{BLACK}Program
 STR_01EB_MUSIC_PROGRAM_SELECTION                                :{WHITE}Izbor glasbenega programa
 STR_01EC_0                                                      :{TINYFONT}{LTBLUE}0{COMMA} "{STRING}"
 STR_01ED                                                        :{TINYFONT}{LTBLUE}{COMMA} "{STRING}"
-STR_01EE_TRACK_INDEX                                            :{TINYFONT}{BLACK}Spisek skladb
+STR_01EE_TRACK_INDEX                                            :{TINYFONT}{BLACK}Seznam skladb
 STR_01EF_PROGRAM                                                :{TINYFONT}{BLACK}Program - '{STRING}'
 STR_01F0_CLEAR                                                  :{TINYFONT}{BLACK}Zbriši
 STR_01F1_SAVE                                                   :{TINYFONT}{BLACK}Shrani
@@ -533,39 +558,48 @@
 STR_01F5_SELECT_NEW_STYLE_MUSIC                                 :{BLACK}Izberi glasbeni program 'novi stil'
 STR_01F6_SELECT_CUSTOM_1_USER_DEFINED                           :{BLACK}Izberi glasbeni program 'po meri 1'
 STR_01F7_SELECT_CUSTOM_2_USER_DEFINED                           :{BLACK}Izberi glasbeni program 'po meri 2'
-STR_01F8_CLEAR_CURRENT_PROGRAM_CUSTOM1                          :{BLACK}Zbriši trenuten glasbeni program (samo po meri 1 in 2)
+STR_01F8_CLEAR_CURRENT_PROGRAM_CUSTOM1                          :{BLACK}Zbriši trenutni glasbeni program (samo po meri 1 in 2)
 STR_01F9_SAVE_MUSIC_SETTINGS                                    :{BLACK}Shrani glasbene nastavitve
-STR_01FA_CLICK_ON_MUSIC_TRACK_TO                                :{BLACK}Klikni na skladbo da jo dodats na trenutni program (samo po meri 1 in 2)
-STR_01FB_TOGGLE_PROGRAM_SHUFFLE                                 :{BLACK}Preklapljaj Mesaj on/off
+STR_01FA_CLICK_ON_MUSIC_TRACK_TO                                :{BLACK}Kliknite na skladbo, če jo želite dodati na trenutni program (samo po meri 1 in 2)
+STR_CLICK_ON_TRACK_TO_REMOVE                                    :{BLACK}Kliknite na skladbo, če jo želite odstraniti iz programa (samo Poljubno1 ali Poljubno2)
+STR_01FB_TOGGLE_PROGRAM_SHUFFLE                                 :{BLACK}Preklapljaj zmešan program vključeno/izključeno
 STR_01FC_SHOW_MUSIC_TRACK_SELECTION                             :{BLACK}Pokaži okno z izborom glasbe
-STR_01FD_CLICK_ON_SERVICE_TO_CENTER                             :{BLACK}Klikni na servis za centrirat pogled na industrijo/mesto
+STR_01FD_CLICK_ON_SERVICE_TO_CENTER                             :{BLACK}Kliknite na storitev za pogled na industrijo/mesto
 STR_01FE_DIFFICULTY                                             :{BLACK}Težavnost ({STRING})
 STR_01FF                                                        :{TINYFONT}{BLACK}{DATE_LONG}
-STR_0200_LAST_MESSAGE_NEWS_REPORT                               :Zadnje sporocilo/novica
-STR_0201_MESSAGE_SETTINGS                                       :Nastavitve sporocil
-STR_0203_SHOW_LAST_MESSAGE_NEWS                                 :{BLACK}Prikazi zadnje sporocilo/novico, prikazi moznosti sporocil
-STR_0204_MESSAGE_OPTIONS                                        :{WHITE}Moznosti Sporocil
-STR_0205_MESSAGE_TYPES                                          :{BLACK}
-STR_0206_ARRIVAL_OF_FIRST_VEHICLE                               :{YELLOW}Prihod prvega vozila na igralcevo postajo
+STR_0200_LAST_MESSAGE_NEWS_REPORT                               :Zadnje sporočilo/novica
+STR_0201_MESSAGE_SETTINGS                                       :Nastavitve sporočil
+STR_MESSAGE_HISTORY_MENU                                        :Zgodovina sporočil
+STR_0203_SHOW_LAST_MESSAGE_NEWS                                 :{BLACK}Prikaži zadnje sporočilo/novico, prikaži možnosti sporočil
+STR_0204_MESSAGE_OPTIONS                                        :{WHITE}Možnosti Sporočil
+STR_0205_MESSAGE_TYPES                                          :{BLACK}Tipi sporočil:
+STR_0206_ARRIVAL_OF_FIRST_VEHICLE                               :{YELLOW}Prihod prvega vozila na igralčevo postajo
 STR_0207_ARRIVAL_OF_FIRST_VEHICLE                               :{YELLOW}Prihod prvega vozila na nasprotnikovo postajo
+STR_0208_ACCIDENTS_DISASTERS                                    :{YELLOW}Nesreče / katastrofe
 STR_0209_COMPANY_INFORMATION                                    :{YELLOW}Informacije o podjetju
 STR_020A_ECONOMY_CHANGES                                        :{YELLOW}Ekonomske spremembe
-STR_020B_ADVICE_INFORMATION_ON_PLAYER                           :{YELLOW}Nasvet / informacija o igralcevem vozilu
-STR_020C_NEW_VEHICLES                                           :{YELLOW}Novo vozilo
-STR_020D_CHANGES_OF_CARGO_ACCEPTANCE                            :{YELLOW}Spremebe sprejemanja tovora
+STR_020B_ADVICE_INFORMATION_ON_PLAYER                           :{YELLOW}Nasveti / informacije o igralčevem vozilu
+STR_020C_NEW_VEHICLES                                           :{YELLOW}Odkrito novo vozilo
+STR_020D_CHANGES_OF_CARGO_ACCEPTANCE                            :{YELLOW}Spremebe v sprejemanju tovora
 STR_020E_SUBSIDIES                                              :{YELLOW}Subvencije
-STR_020F_GENERAL_INFORMATION                                    :{YELLOW}Glavne Informacije
-STR_0210_TOO_FAR_FROM_PREVIOUS_DESTINATIO                       :{WHITE}...predalec od prejsne destinacije
-STR_0211_TOP_COMPANIES_WHO_REACHED                              :{BIGFONT}{BLACK}Najboljsa podjetja, ki so dosegla {NUM}{}({STRING} stopnjo)
+STR_020F_GENERAL_INFORMATION                                    :{YELLOW}Splošne Informacije
+STR_MESSAGES_ALL                                                :{YELLOW}Nastavi prikaz vseh sporočil na: Izključen / Povzetek / Poln
+STR_MESSAGE_SOUND                                               :{YELLOW}Zaigraj zvok ob povzetku novega sporočila
+STR_0210_TOO_FAR_FROM_PREVIOUS_DESTINATIO                       :{WHITE} ... predaleč od prejšnjega cilja
+STR_0211_TOP_COMPANIES_WHO_REACHED                              :{BIGFONT}{BLACK}Najboljša podjetja, ki so dosegla {NUM}{}({STRING} stopnjo)
+STR_TOP_COMPANIES_NETWORK_GAME                                  :{BIGFONT}{BLACK}Seznam najboljših podjetij v {NUM}
 STR_0212                                                        :{BIGFONT}{COMMA}.
-STR_0213_BUSINESSMAN                                            :Poslovnez
+STR_0213_BUSINESSMAN                                            :Poslovnež
 STR_0214_ENTREPRENEUR                                           :Podjetnik
-STR_0215_INDUSTRIALIST                                          :Industrijalist
+STR_0215_INDUSTRIALIST                                          :Industrijalec
 STR_0216_CAPITALIST                                             :Kapitalist
 STR_0217_MAGNATE                                                :Magnat
 STR_0218_MOGUL                                                  :Vladar
-STR_021B_ACHIEVES_STATUS                                        :{BLACK}{BIGFONT}{COMPANY} doseze '{STRING}' status!
-STR_021C_OF_ACHIEVES_STATUS                                     :{WHITE}{BIGFONT}{PLAYERNAME} iz {COMPANY} je dosegel '{STRING}' status!
+STR_0219_TYCOON_OF_THE_CENTURY                                  :Velekapitalist stoletja
+STR_HIGHSCORE_NAME                                              :{BIGFONT}{PLAYERNAME}, {COMPANY}
+STR_HIGHSCORE_STATS                                             :{BIGFONT}'{STRING}'   ({COMMA})
+STR_021B_ACHIEVES_STATUS                                        :{BLACK}{BIGFONT}{COMPANY} doseže naslov '{STRING}'!
+STR_021C_OF_ACHIEVES_STATUS                                     :{WHITE}{BIGFONT}{PLAYERNAME} iz podjetja {COMPANY} je dosegel naslov '{STRING}'!
 STR_021F                                                        :{BLUE}{COMMA}
 STR_0220_CREATE_SCENARIO                                        :{BLACK}Ustvari Scenarij
 STR_0221_OPENTTD                                                :{YELLOW}OpenTTD
@@ -573,211 +607,247 @@
 STR_0223_LAND_GENERATION                                        :{WHITE}Generator terena
 STR_0224                                                        :{BLACK}{UPARROW}
 STR_0225                                                        :{BLACK}{DOWNARROW}
-STR_0226_RANDOM_LAND                                            :{BLACK}Nakljucna zemlja
+STR_0226_RANDOM_LAND                                            :{BLACK}Naključni teren
 STR_0227_RESET_LAND                                             :{BLACK}Ponastavi teren
-STR_0228_INCREASE_SIZE_OF_LAND_AREA                             :{BLACK}Povecaj obmocje za nizanje/visanje terena
-STR_0229_DECREASE_SIZE_OF_LAND_AREA                             :{BLACK}Zmanjsaj obmocje za nizanje/visanje terena
-STR_022A_GENERATE_RANDOM_LAND                                   :{BLACK}Zgeneriraj nakljucni teren
+STR_0228_INCREASE_SIZE_OF_LAND_AREA                             :{BLACK}Povečaj območje za nižanje/višanje terena
+STR_0229_DECREASE_SIZE_OF_LAND_AREA                             :{BLACK}Zmanjšaj območje za nižanje/višanje terena
+STR_022A_GENERATE_RANDOM_LAND                                   :{BLACK}Zgeneriraj naključni teren
 STR_022B_RESET_LANDSCAPE                                        :{BLACK}Ponastavi pokrajino
 STR_022C_RESET_LANDSCAPE                                        :{WHITE}Ponastavi pokrajino
-STR_022D_ARE_YOU_SURE_YOU_WANT_TO                               :{WHITE}Ali si preprican, da hoces ponastaviti pokrajino
+STR_LOAD_GAME_HEIGHTMAP                                         :{WHITE}Uporabi višinsko karto
+STR_LOAD_SCEN_HEIGHTMAP                                         :{BLACK}Uporabi višinsko karto
+STR_022D_ARE_YOU_SURE_YOU_WANT_TO                               :{WHITE}Ali ste prepričani, da želite ponastaviti pokrajino?
 STR_022E_LANDSCAPE_GENERATION                                   :{BLACK}Generator pokrajine
 STR_022F_TOWN_GENERATION                                        :{BLACK}Generator mest
 STR_0230_INDUSTRY_GENERATION                                    :{BLACK}Generator industrije
-STR_0231_ROAD_CONSTRUCTION                                      :{BLACK}Grajenje cest
+STR_0231_ROAD_CONSTRUCTION                                      :{BLACK}Gradnja cest
 STR_0233_TOWN_GENERATION                                        :{WHITE}Generator mest
 STR_0234_NEW_TOWN                                               :{BLACK}Novo mesto
 STR_0235_CONSTRUCT_NEW_TOWN                                     :{BLACK}Zgradi novo mesto
-STR_0236_CAN_T_BUILD_TOWN_HERE                                  :{WHITE}Nemores graditi mesta tukaj...
-STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP                               :{WHITE}...preblizu robu mape
-STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN                              :{WHITE}...preblizu drugemu mestu
-STR_023A_TOO_MANY_TOWNS                                         :{WHITE}...preveliko stevilo mest
-STR_023B_INCREASE_SIZE_OF_TOWN                                  :{BLACK}Povecaj velikost mesta
-STR_023C_EXPAND                                                 :{BLACK}Povecaj
-STR_023D_RANDOM_TOWN                                            :{BLACK}Nakljucno mesto
-STR_023E_BUILD_TOWN_IN_RANDOM_LOCATION                          :{BLACK}Zgradi mesto na nakljucni lokaciji
+STR_0236_CAN_T_BUILD_TOWN_HERE                                  :{WHITE}Ne morete zgraditi mesta tukaj ...
+STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP                               :{WHITE} ... preblizu roba zemljevida
+STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN                              :{WHITE} ... preblizu drugemu mestu
+STR_0239_SITE_UNSUITABLE                                        :{WHITE} ... neprimerna lokacija
+STR_023A_TOO_MANY_TOWNS                                         :{WHITE} ... preveliko število mest
+STR_CANNOT_GENERATE_TOWN                                        :{WHITE}Ni mogoče zgraditi mest
+STR_NO_SPACE_FOR_TOWN                                           :{WHITE} ... ni več prostora na zemljevidu
+STR_023B_INCREASE_SIZE_OF_TOWN                                  :{BLACK}Povečaj velikost mesta
+STR_023C_EXPAND                                                 :{BLACK}Razširi
+STR_023D_RANDOM_TOWN                                            :{BLACK}Naključno mesto
+STR_023E_BUILD_TOWN_IN_RANDOM_LOCATION                          :{BLACK}Zgradi mesto na naključni lokaciji
 STR_023F_INDUSTRY_GENERATION                                    :{WHITE}Generator indrustrij
 STR_0240_COAL_MINE                                              :{BLACK}Rudnik Premoga
 STR_0241_POWER_STATION                                          :{BLACK}Termoelektrarna
-STR_0242_SAWMILL                                                :{BLACK}Zaga
+STR_0242_SAWMILL                                                :{BLACK}Žaga
 STR_0243_FOREST                                                 :{BLACK}Gozd
 STR_0244_OIL_REFINERY                                           :{BLACK}Naftna rafinerija
 STR_0245_OIL_RIG                                                :{BLACK}Naftne vrtine
 STR_0246_FACTORY                                                :{BLACK}Tovarna
 STR_0247_STEEL_MILL                                             :{BLACK}Jeklarna
 STR_0248_FARM                                                   :{BLACK}Kmetija
-STR_0249_IRON_ORE_MINE                                          :{BLACK}Rudnik zeleza
+STR_0249_IRON_ORE_MINE                                          :{BLACK}Rudnik železa
 STR_024A_OIL_WELLS                                              :{BLACK}Naftni Vrelci
 STR_024B_BANK                                                   :{BLACK}Banka
 STR_024C_PAPER_MILL                                             :{BLACK}Papirnica
-STR_024D_FOOD_PROCESSING_PLANT                                  :{BLACK}Zivilska tovarna
+STR_024D_FOOD_PROCESSING_PLANT                                  :{BLACK}Predelava živil
 STR_024E_PRINTING_WORKS                                         :{BLACK}Tiskarna
 STR_024F_GOLD_MINE                                              :{BLACK}Rudnik Zlata
-STR_0250_LUMBER_MILL                                            :{BLACK}Zaga
+STR_0250_LUMBER_MILL                                            :{BLACK}Žaga
 STR_0251_FRUIT_PLANTATION                                       :{BLACK}Sadovnjak
-STR_0252_RUBBER_PLANTATION                                      :{BLACK}Plantaza kavcuka
+STR_0252_RUBBER_PLANTATION                                      :{BLACK}Plantaža kavčuka
 STR_0253_WATER_SUPPLY                                           :{BLACK}Vodni izvir
-STR_0254_WATER_TOWER                                            :{BLACK}Vodni Stolp
+STR_0254_WATER_TOWER                                            :{BLACK}Vodovodni Stolp
 STR_0255_DIAMOND_MINE                                           :{BLACK}Rudnik Diamantov
 STR_0256_COPPER_ORE_MINE                                        :{BLACK}Rudnik bakra
 STR_0257_COTTON_CANDY_FOREST                                    :{BLACK}Gozd sladkorne pene
-STR_0258_CANDY_FACTORY                                          :{BLACK}Tovarna slascic
+STR_0258_CANDY_FACTORY                                          :{BLACK}Tovarna slaščic
 STR_0259_BATTERY_FARM                                           :{BLACK}Farma baterij
-STR_025A_COLA_WELLS                                             :{BLACK}Vrelci cocte
-STR_025B_TOY_SHOP                                               :{BLACK}Trgovina z igracami
-STR_025C_TOY_FACTORY                                            :{BLACK}Tovarna Igrac
+STR_025A_COLA_WELLS                                             :{BLACK}Vrelci Cockte
+STR_025B_TOY_SHOP                                               :{BLACK}Trgovina z igračami
+STR_025C_TOY_FACTORY                                            :{BLACK}Tovarna Igrač
 STR_025D_PLASTIC_FOUNTAINS                                      :{BLACK}Vodnjaki plastike
-STR_025E_FIZZY_DRINK_FACTORY                                    :{BLACK}Tovarna gaziranih pijac
-STR_025F_BUBBLE_GENERATOR                                       :{BLACK}Generator mehurckov
+STR_025E_FIZZY_DRINK_FACTORY                                    :{BLACK}Tovarna gaziranih pijač
+STR_025F_BUBBLE_GENERATOR                                       :{BLACK}Generator mehurčkov
 STR_0260_TOFFEE_QUARRY                                          :{BLACK}Jama karamele
-STR_0261_SUGAR_MINE                                             :{BLACK}Rudnik Sladkorja
-STR_0262_CONSTRUCT_COAL_MINE                                    :{BLACK}Zgradi Rudnik Premoga
+STR_0261_SUGAR_MINE                                             :{BLACK}Rudnik sladkorja
+STR_0262_CONSTRUCT_COAL_MINE                                    :{BLACK}Zgradi rudnik premoga
 STR_0263_CONSTRUCT_POWER_STATION                                :{BLACK}Zgradi termoelektrarno
-STR_0264_CONSTRUCT_SAWMILL                                      :{BLACK}Zgradi zago
+STR_0264_CONSTRUCT_SAWMILL                                      :{BLACK}Zgradi žago
 STR_0265_PLANT_FOREST                                           :{BLACK}Posadi gozd
 STR_0266_CONSTRUCT_OIL_REFINERY                                 :{BLACK}Zgradi naftno rafinerijo
-STR_0267_CONSTRUCT_OIL_RIG_CAN_ONLY                             :{BLACK}Zgradi naftno ploscad (Lahko je zgrajena samo blizu robu zemljevida)
+STR_0267_CONSTRUCT_OIL_RIG_CAN_ONLY                             :{BLACK}Zgradi naftno ploščad (Lahko je zgrajena samo blizu robu zemljevida)
 STR_0268_CONSTRUCT_FACTORY                                      :{BLACK}Zgradi tovarno
 STR_0269_CONSTRUCT_STEEL_MILL                                   :{BLACK}Zgradi jeklarno
 STR_026A_CONSTRUCT_FARM                                         :{BLACK}Zgradi kmetijo
-STR_026B_CONSTRUCT_IRON_ORE_MINE                                :{BLACK}Zgradi rudnik zeleza
+STR_026B_CONSTRUCT_IRON_ORE_MINE                                :{BLACK}Zgradi rudnik železa
 STR_026C_CONSTRUCT_OIL_WELLS                                    :{BLACK}Zgradi naftne vrelce
-STR_026D_CONSTRUCT_BANK_CAN_ONLY                                :{BLACK}Zgradi banko (Lahko je zgrajena samo mestih s populacijo vecjo od 1200)
+STR_026D_CONSTRUCT_BANK_CAN_ONLY                                :{BLACK}Zgradi banko (Lahko je zgrajena samo v mestih s populacijo večjo od 1200 ljudi)
 STR_026E_CONSTRUCT_PAPER_MILL                                   :{BLACK}Zgradi papirnico
-STR_026F_CONSTRUCT_FOOD_PROCESSING                              :{BLACK}Zgradi zivilsko tovarno
+STR_026F_CONSTRUCT_FOOD_PROCESSING                              :{BLACK}Zgradi tovarno predelave hrane
 STR_0270_CONSTRUCT_PRINTING_WORKS                               :{BLACK}Zgradi tiskarno
 STR_0271_CONSTRUCT_GOLD_MINE                                    :{BLACK}Zgradi rudnik zlata
 STR_0272_CONSTRUCT_BANK_CAN_ONLY                                :{BLACK}Zgradi banko (Samo v mestih)
-STR_0273_CONSTRUCT_LUMBER_MILL_TO                               :{BLACK}Zgradi zago (za izrabo dezevnega gozda in predelovanja lesa)
+STR_0273_CONSTRUCT_LUMBER_MILL_TO                               :{BLACK}Zgradi žago (za zmanjševanje deževnega gozda in predelavo lesa)
 STR_0274_PLANT_FRUIT_PLANTATION                                 :{BLACK}Zgradi sadovnjak
-STR_0275_PLANT_RUBBER_PLANTATION                                :{BLACK}Zgradi plantazo kavcuka
+STR_0275_PLANT_RUBBER_PLANTATION                                :{BLACK}Zgradi plantažo kavčuka
 STR_0276_CONSTRUCT_WATER_SUPPLY                                 :{BLACK}Zgradi vodno zajetje
-STR_0277_CONSTRUCT_WATER_TOWER_CAN                              :{BLACK}Zgradi vodni stolp (Samo v mestih)
+STR_0277_CONSTRUCT_WATER_TOWER_CAN                              :{BLACK}Zgradi vodovodni stolp (Samo v mestih)
 STR_0278_CONSTRUCT_DIAMOND_MINE                                 :{BLACK}Zgradi rudnik diamantov
 STR_0279_CONSTRUCT_COPPER_ORE_MINE                              :{BLACK}Zgradi rudnik bakra
 STR_027A_PLANT_COTTON_CANDY_FOREST                              :{BLACK}Posadi gozd sladkorne pene
-STR_027B_CONSTRUCT_CANDY_FACTORY                                :{BLACK}Zgradi tovarno slascic
+STR_027B_CONSTRUCT_CANDY_FACTORY                                :{BLACK}Zgradi tovarno slaščic
 STR_027C_CONSTRUCT_BATTERY_FARM                                 :{BLACK}Zgradi farmo baterij
-STR_027D_CONSTRUCT_COLA_WELLS                                   :{BLACK}Zgradi vrelce cocte
-STR_027E_CONSTRUCT_TOY_SHOP                                     :{BLACK}Zgradi prodajalno z igracami
-STR_027F_CONSTRUCT_TOY_FACTORY                                  :{BLACK}Zgradi tovarno Igrac
+STR_027D_CONSTRUCT_COLA_WELLS                                   :{BLACK}Zgradi vrelce Cockte
+STR_027E_CONSTRUCT_TOY_SHOP                                     :{BLACK}Zgradi trgovino z igračami
+STR_027F_CONSTRUCT_TOY_FACTORY                                  :{BLACK}Zgradi tovarno igrač
 STR_0280_CONSTRUCT_PLASTIC_FOUNTAINS                            :{BLACK}Zgradi vodnjake plastike
-STR_0281_CONSTRUCT_FIZZY_DRINK_FACTORY                          :{BLACK}Zgradi tovarno gaziranih pijac
-STR_0282_CONSTRUCT_BUBBLE_GENERATOR                             :{BLACK}Zgradi generator mehurckov
+STR_0281_CONSTRUCT_FIZZY_DRINK_FACTORY                          :{BLACK}Zgradi tovarno gaziranih pijač
+STR_0282_CONSTRUCT_BUBBLE_GENERATOR                             :{BLACK}Zgradi generator mehurčkov
 STR_0283_CONSTRUCT_TOFFEE_QUARRY                                :{BLACK}Zgradi jamo karamele
-STR_0284_CONSTRUCT_SUGAR_MINE                                   :{BLACK} Zgradi rudnik sladkorja
-STR_0285_CAN_T_BUILD_HERE                                       :{WHITE}Tukaj ni mozno zgraditi {STRING}
-STR_0286_MUST_BUILD_TOWN_FIRST                                  :{WHITE}...najprej je potrebno zgraditi mesto
-STR_0287_ONLY_ONE_ALLOWED_PER_TOWN                              :{WHITE}...samo en dovoljen v mestu
+STR_0284_CONSTRUCT_SUGAR_MINE                                   :{BLACK}Zgradi rudnik sladkorja
+STR_0285_CAN_T_BUILD_HERE                                       :{WHITE}Tukaj ni možno zgraditi {STRING}
+STR_0286_MUST_BUILD_TOWN_FIRST                                  :{WHITE} ... najprej je potrebno zgraditi mesto
+STR_0287_ONLY_ONE_ALLOWED_PER_TOWN                              :{WHITE} ... samo ena dovoljena v mestu
 STR_0288_PLANT_TREES                                            :{BLACK}Posadi drevesa
 STR_0289_PLACE_SIGN                                             :{BLACK}Postavi znak
-STR_028A_RANDOM_TREES                                           :{BLACK}Nakljucna drevesa
-STR_028D_PLACE_LIGHTHOUSE                                       :{BLACK}Zgradi svetilnik
-STR_0290_DELETE                                                 :{BLACK}Izbrisi
-STR_0291_DELETE_THIS_TOWN_COMPLETELY                            :{BLACK}Popolnoma izbrisi mesto
+STR_028A_RANDOM_TREES                                           :{BLACK}Naključna drevesa
+STR_028B_PLANT_TREES_RANDOMLY_OVER                              :{BLACK}Posadi drevesa naključno po ozemlju
+STR_028C_PLACE_ROCKY_AREAS_ON_LANDSCAPE                         :{BLACK}Ustvari kamnita območja naključno po ozemlju
+STR_028D_PLACE_LIGHTHOUSE                                       :{BLACK}Postavi svetilnik
+STR_028E_PLACE_TRANSMITTER                                      :{BLACK}Postavi oddajnik
+STR_028F_DEFINE_DESERT_AREA                                     :{BLACK}Določi območja puščave.{}Pritisnite in držite CTRL za odstranitev
+STR_CREATE_LAKE                                                 :{BLACK}Določi vodno območje.{}Voda bo poplavila okolico, če bo na višini morja
+STR_0290_DELETE                                                 :{BLACK}Izbriši
+STR_0291_DELETE_THIS_TOWN_COMPLETELY                            :{BLACK}Popolnoma izbriši mesto
 STR_0292_SAVE_SCENARIO                                          :Shrani scenarij
-STR_0293_LOAD_SCENARIO                                          :Nalozi scenarij
+STR_0293_LOAD_SCENARIO                                          :Naloži scenarij
 STR_0294_QUIT_EDITOR                                            :Izhod iz urejevalnika
 STR_0295                                                        :
 STR_0296_QUIT                                                   :Izhod
-STR_0298_LOAD_SCENARIO                                          :{WHITE}Nalozi scenarij
+STR_0297_SAVE_SCENARIO_LOAD_SCENARIO                            :{BLACK}Shrani, naloži scenarij, zapusti urejevalnik scenarijev, izhod
+STR_0298_LOAD_SCENARIO                                          :{WHITE}Naloži scenarij
 STR_0299_SAVE_SCENARIO                                          :{WHITE}Shrani scenarij
 STR_029A_PLAY_SCENARIO                                          :{BLACK}Igraj scenarij
+STR_PLAY_HEIGHTMAP                                              :{BLACK}Igraj višinsko karto
+STR_PLAY_HEIGHTMAP_HINT                                         :{BLACK}Začni novo igro z uporabo višinske karte za pokrajino
+STR_QUIT_SCENARIO_QUERY                                         :{YELLOW}Ali ste prepričani, da želite zapustiti ta scenarij?
 STR_029C_QUIT_EDITOR                                            :{WHITE}Izhod iz urejevalnika
-STR_029E_MOVE_THE_STARTING_DATE                                 :{BLACK}Premakni zacetni datum za 1. leto nazaj
-STR_029F_MOVE_THE_STARTING_DATE                                 :{BLACK}Premakni zacetni datum za 1. leto naprej
-STR_02A0_ENDS_OF_BRIDGE_MUST_BOTH                               :{WHITE}...oba prikljucka mosta morata biti na kopnem
+STR_029D_CAN_ONLY_BE_BUILT_IN_TOWNS                             :{WHITE} ... lahko zgrajen samo v mestih s populacijo 1200 ali več ljudi
+STR_029E_MOVE_THE_STARTING_DATE                                 :{BLACK}Premakni začetni datum za 1 leto nazaj
+STR_029F_MOVE_THE_STARTING_DATE                                 :{BLACK}Premakni začetni datum za 1 leto naprej
+STR_02A0_ENDS_OF_BRIDGE_MUST_BOTH                               :{WHITE} ... oba priključka mostu morata biti na kopnem
 STR_02A1_SMALL                                                  :{BLACK}Majhno
 STR_02A2_MEDIUM                                                 :{BLACK}Srednje
 STR_02A3_LARGE                                                  :{BLACK}Veliko
-STR_02A4_SELECT_TOWN_SIZE                                       :{BLACK}Izberi velikost mesta
+STR_02A4_SELECT_TOWN_SIZE                                       :{BLACK}Izberite velikost mesta
 STR_02A5_TOWN_SIZE                                              :{YELLOW}Velikost mesta:
 
 STR_02B6                                                        :{STRING}  -  {STRING}
-STR_02B7_SHOW_LAST_MESSAGE_OR_NEWS                              :{BLACK}Prikazi zadnje sporocilo oziroma porocilo novice
+STR_02B7_SHOW_LAST_MESSAGE_OR_NEWS                              :{BLACK}Prikaži zadnje sporočilo oziroma novico
+STR_OFF                                                         :Izključeno
+STR_SUMMARY                                                     :Povzetek
+STR_FULL                                                        :Polno
 STR_02BA                                                        :{SILVER}- -  {COMPANY}  - -
+STR_02BB_TOWN_DIRECTORY                                         :Imenik mest
+STR_02BC_VEHICLE_DESIGN_NAMES                                   :{BLACK}Imena oblike vozil
 STR_02BD                                                        :{BLACK}{STRING}
 STR_02BE_DEFAULT                                                :Privzeto
 STR_02BF_CUSTOM                                                 :Po meri
-STR_02C0_SAVE_CUSTOM_NAMES                                      :{BLACK}Shrani
+STR_02C0_SAVE_CUSTOM_NAMES                                      :{BLACK}Shrani poljubna imena
+STR_02C1_VEHICLE_DESIGN_NAMES_SELECTION                         :{BLACK}Izbira imen oblik vozil
+STR_02C2_SAVE_CUSTOMIZED_VEHICLE                                :{BLACK}Shrani poljubna imena oblik vozil
 
+STR_CHECKMARK                                                   :{CHECKMARK}
 ############ range for menu	starts
-STR_02C3_GAME_OPTIONS                                           :Moznosti igre
-STR_02C5_DIFFICULTY_SETTINGS                                    :Nastavitve tezavnosti
-STR_02C7_CONFIG_PATCHES                                         :Urejevanje popravkov
+STR_02C3_GAME_OPTIONS                                           :Možnosti igre
+STR_02C5_DIFFICULTY_SETTINGS                                    :Nastavitve težavnosti
+STR_02C7_CONFIG_PATCHES                                         :Urejanje popravkov
+STR_NEWGRF_SETTINGS                                             :NewGRF nastavitve
 STR_02CA_TOWN_NAMES_DISPLAYED                                   :{SETX 12}Imena mest prikazana
 STR_02CC_STATION_NAMES_DISPLAYED                                :{SETX 12}Imena postaj prikazana
-STR_02CE_SIGNS_DISPLAYED                                        :{SETX 12}Sporocila prikazana
+STR_02CE_SIGNS_DISPLAYED                                        :{SETX 12}Sporočila prikazana
 STR_WAYPOINTS_DISPLAYED2                                        :{SETX 12}Smerokazi prikazani
-STR_02D0_FULL_ANIMATION                                         :{SETX 12}Polna animacija
-STR_02D2_FULL_DETAIL                                            :{SETX 12}Vse podrobnisti
-STR_02D4_TRANSPARENT_BUILDINGS                                  :{SETX 12}Prozorne stavbe
+STR_02D0_FULL_ANIMATION                                         :{SETX 12}Polne animacije
+STR_02D2_FULL_DETAIL                                            :{SETX 12}Vse podrobnosti
+STR_02D4_TRANSPARENT_BUILDINGS                                  :{SETX 12}Prosojne stavbe
+STR_TRANSPARENT_SIGNS                                           :{SETX 12}Prosojni napisi postaj
 ############ range ends	here
 
 ############ range for menu	starts
-STR_02D5_LAND_BLOCK_INFO                                        :Informacija o terenu
+STR_02D5_LAND_BLOCK_INFO                                        :Informacije o terenu
 STR_02D6                                                        :
-STR_02D7_SCREENSHOT_CTRL_S                                      :Zaslonska slika (Ctrl-S)
-STR_02D8_GIANT_SCREENSHOT_CTRL_G                                :Ogromna zaslonska slika (Ctrl-G)
+STR_CONSOLE_SETTING                                             :Vklopi/Izklopi konzolo
+STR_02D7_SCREENSHOT_CTRL_S                                      :Zajemi sliko (Ctrl-S)
+STR_02D8_GIANT_SCREENSHOT_CTRL_G                                :Zajemi celostno slika (Ctrl-G)
 STR_02D9_ABOUT_OPENTTD                                          :O 'OpenTTD'
 ############ range ends	here
 
-STR_02DB_OFF                                                    :{BLACK}Izklopljeno
-STR_02DA_ON                                                     :{BLACK}Vklopljeno
-STR_02DC_DISPLAY_SUBSIDIES                                      :{BLACK}Prikazi subvencije
+STR_02DB_OFF                                                    :{BLACK}Izključeno
+STR_02DA_ON                                                     :{BLACK}Vključeno
+STR_02DC_DISPLAY_SUBSIDIES                                      :{BLACK}Prikaži subvencije
 STR_02DD_SUBSIDIES                                              :Subvencije
 STR_02DE_MAP_OF_WORLD                                           :Zemljevid sveta
-STR_02DF_TOWN_DIRECTORY                                         :Direktorij mest
+STR_EXTRA_VIEW_PORT                                             :Dodaten pogled
+STR_SIGN_LIST                                                   :Seznam napisov
+STR_02DF_TOWN_DIRECTORY                                         :Imenik mest
 STR_TOWN_POPULATION                                             :{BLACK}Svetovna populacija: {COMMA}
+STR_EXTRA_VIEW_PORT_TITLE                                       :{WHITE}Pogled {COMMA}
+STR_EXTRA_VIEW_MOVE_VIEW_TO_MAIN                                :{BLACK}Kopiraj na pogled
 
-STR_02E0_CURRENCY_UNITS                                         :{BLACK}Denarne valute
+STR_02E0_CURRENCY_UNITS                                         :{BLACK}Valute
 STR_02E1                                                        :{BLACK}{SKIP}{STRING}
-STR_02E2_CURRENCY_UNITS_SELECTION                               :{BLACK}Izbira denarnih valut
+STR_02E2_CURRENCY_UNITS_SELECTION                               :{BLACK}Izbira valut
+STR_MEASURING_UNITS                                             :{BLACK}Merske enote
 STR_02E4                                                        :{BLACK}{SKIP}{SKIP}{STRING}
 STR_02E6_ROAD_VEHICLES                                          :{BLACK}Cestna vozila
 STR_02E7                                                        :{BLACK}{SKIP}{SKIP}{SKIP}{STRING}
-STR_02E8_SELECT_SIDE_OF_ROAD_FOR                                :{BLACK}Izberi stran ceste na kateri vozijo cestna vozila
-STR_02E9_DRIVE_ON_LEFT                                          :Voznja po levi
-STR_02EA_DRIVE_ON_RIGHT                                         :Voznja po desni
+STR_02E8_SELECT_SIDE_OF_ROAD_FOR                                :{BLACK}Izberite smer vožnje cestnih vozil
+STR_02E9_DRIVE_ON_LEFT                                          :Vožnja po levi
+STR_02EA_DRIVE_ON_RIGHT                                         :Vožnja po desni
 STR_02EB_TOWN_NAMES                                             :{BLACK}Imena mest
 STR_02EC                                                        :{BLACK}{SKIP}{SKIP}{SKIP}{SKIP}{STRING}
-STR_02ED_SELECT_STYLE_OF_TOWN_NAMES                             :{BLACK}Izberi stil imena mest
+STR_02ED_SELECT_STYLE_OF_TOWN_NAMES                             :{BLACK}Izberite slog imena mest
 
 STR_02F4_AUTOSAVE                                               :{BLACK}Shrani
 STR_02F5                                                        :{BLACK}{SKIP}{SKIP}{SKIP}{SKIP}{SKIP}{STRING}
-STR_02F6_SELECT_INTERVAL_BETWEEN                                :{BLACK}Izberi interval med samodejnim shranjevanjem igre
+STR_02F6_SELECT_INTERVAL_BETWEEN                                :{BLACK}Izberite časovni interval samodejnega shranjevanja igre
 STR_02F7_OFF                                                    :Izklopljeno
-STR_02F8_EVERY_3_MONTHS                                         :vsake 3 mesece
-STR_02F9_EVERY_6_MONTHS                                         :vsakih 6 mesecev
-STR_02FA_EVERY_12_MONTHS                                        :vsakih 12 mesecev
-STR_02FB_START_A_NEW_GAME                                       :{BLACK}Zacni novo igro
-STR_02FC_LOAD_A_SAVED_GAME                                      :{BLACK}Nalozi shranjeno igro
+STR_02F8_EVERY_3_MONTHS                                         :Vsake 3 mesece
+STR_02F9_EVERY_6_MONTHS                                         :Vsakih 6 mesecev
+STR_02FA_EVERY_12_MONTHS                                        :Vsakih 12 mesecev
+STR_02FB_START_A_NEW_GAME                                       :{BLACK}Začni novo igro
+STR_02FC_LOAD_A_SAVED_GAME                                      :{BLACK}Naloži shranjeno igro
 STR_02FE_CREATE_A_CUSTOMIZED_GAME                               :{BLACK}Ustvari poljubni svet/scenarij
 STR_02FF_SELECT_SINGLE_PLAYER_GAME                              :{BLACK}Izberi igro za enega igralca
-STR_0300_SELECT_MULTIPLAYER_GAME                                :{BLACK}Izberi igro za vec igralcev 2-8
-STR_0301_DISPLAY_GAME_OPTIONS                                   :{BLACK}Prikazi moznosti igre
-STR_0302_DISPLAY_DIFFICULTY_OPTIONS                             :{BLACK}Prikazi nastavitve tezavnosti
-STR_0303_START_A_NEW_GAME_USING                                 :{BLACK}Zacni novo igro z uporabo scenarija
+STR_0300_SELECT_MULTIPLAYER_GAME                                :{BLACK}Izberi igro za 2-8 igralcev
+STR_0301_DISPLAY_GAME_OPTIONS                                   :{BLACK}Prikaži možnosti igre
+STR_0302_DISPLAY_DIFFICULTY_OPTIONS                             :{BLACK}Prikaži nastavitve težavnosti
+STR_0303_START_A_NEW_GAME_USING                                 :{BLACK}Začni novo igro po scenariju
 STR_0304_QUIT                                                   :{BLACK}Izhod
 STR_0305_QUIT_OPENTTD                                           :{BLACK}Izhod iz 'OpenTTD'
 STR_0307_OPENTTD                                                :{WHITE}OpenTTD {REV}
-STR_030D_CAN_ONLY_BE_BUILT_IN_TOWNS                             :{WHITE}...samo v mestih
-STR_0312_FUND_CONSTRUCTION_OF_NEW                               :{BLACK}Podpri izgradnjo nove industrije
+STR_030D_CAN_ONLY_BE_BUILT_IN_TOWNS                             :{WHITE} ... samo v mestih
+STR_030E_SELECT_TEMPERATE_LANDSCAPE                             :{BLACK}Izberi običajen slog ozemlja
+STR_030F_SELECT_SUB_ARCTIC_LANDSCAPE                            :{BLACK}Izberi stepski slog ozemlja
+STR_0310_SELECT_SUB_TROPICAL_LANDSCAPE                          :{BLACK}Izberi subtropski slog ozemlja
+STR_0311_SELECT_TOYLAND_LANDSCAPE                               :{BLACK}Izberi ozemlje sveta igrač
+STR_0312_FUND_CONSTRUCTION_OF_NEW                               :{BLACK}Financiraj izgradnjo nove industrije
 
 ############ range for menu	starts
+STR_INDUSTRY_DIR                                                :Imenik tovarn
 STR_0313_FUND_NEW_INDUSTRY                                      :Odpri novo industrijo
 ############ range ends here
 
 STR_0314_FUND_NEW_INDUSTRY                                      :{WHITE}Odpri novo industrijo
-STR_0316_CAN_ONLY_BE_BUILT_IN_TOWNS                             :{WHITE}...gradnja mogoca samo v mestih
-STR_0317_CAN_ONLY_BE_BUILT_IN_RAINFOREST                        :{WHITE}...gradnja mogoca samo v dezevnem gozdu
-STR_0318_CAN_ONLY_BE_BUILT_IN_DESERT                            :{WHITE}...gradnja mogoca samo v puscavi
+STR_0316_CAN_ONLY_BE_BUILT_IN_TOWNS                             :{WHITE} ... gradnja mogoča samo v mestih
+STR_0317_CAN_ONLY_BE_BUILT_IN_RAINFOREST                        :{WHITE} ... gradnja mogoča samo v območju deževnega gozda
+STR_0318_CAN_ONLY_BE_BUILT_IN_DESERT                            :{WHITE} ... gradnja mogoča samo v puščavi
 STR_0319_PAUSED                                                 :{YELLOW}* *  ZAUSTAVLJENO  *  *
 
-STR_031B_SCREENSHOT_SUCCESSFULLY                                :{WHITE}Zaslonska slika je uspesno shranjena kot {} '{STRING}'
-STR_031C_SCREENSHOT_FAILED                                      :{WHITE}Jemanje zaslonske slike je {}SPODLETELO!!!
+STR_031B_SCREENSHOT_SUCCESSFULLY                                :{WHITE}Slika je uspešno zajeta kot {} '{STRING}'
+STR_031C_SCREENSHOT_FAILED                                      :{WHITE}Zajemanje slike je {}SPODLETELO!!!
 
-STR_0329_PURCHASE_LAND_FOR_FUTURE                               :{BLACK}Kupi zemljisce za prihodnjo rabo
+STR_0329_PURCHASE_LAND_FOR_FUTURE                               :{BLACK}Kupi zemljišče za prihodnjo rabo
 STR_032F_AUTOSAVE                                               :{RED}Samodejno shranjevanje
 STR_0330_SELECT_EZY_STREET_STYLE                                :{BLACK}Izberi 'Ezy Street' glasbeni program
 
@@ -836,6 +906,7 @@
 
 
 STR_AUTOSAVE_1_MONTH                                            :Vsak mesec
+STR_AUTOSAVE_FAILED                                             :{WHITE}Samodejno shranjevanje spodletelo
 
 STR_MONTH_JAN                                                   :Januar
 STR_MONTH_FEB                                                   :Februar
@@ -851,9 +922,12 @@
 STR_MONTH_DEC                                                   :December
 
 
+STR_BAGS                                                        :vreč
 STR_TONS                                                        :tone
 
 
+STR_CANT_SHARE_ORDER_LIST                                       :{WHITE}Ni mogoče deliti navodil ...
+STR_CANT_COPY_ORDER_LIST                                        :{WHITE}Ni mogoče skopirati navodil ...
 
 STR_TRAIN_IS_LOST                                               :{WHITE}Vlak {COMMA} se je izgubil
 STR_TRAIN_IS_UNPROFITABLE                                       :{WHITE}Vlak {COMMA} je imel {CURRENCY} lansko leto
@@ -863,11 +937,17 @@
 STR_TRAIN_HAS_TOO_FEW_ORDERS                                    :{WHITE}Vlak {COMMA} ima premalo narocil na svojem seznamu
 STR_TRAIN_HAS_DUPLICATE_ENTRY                                   :{WHITE}Vlak {COMMA} ima podvojena narocila
 STR_TRAIN_HAS_INVALID_ENTRY                                     :{WHITE}Vlak {COMMA} ima nepravilno zaporedje narocil
+STR_AIRCRAFT_HAS_TOO_FEW_ORDERS                                 :{WHITE}Letalo {COMMA} ima premalo ukazov v navodilih
+STR_AIRCRAFT_HAS_VOID_ORDER                                     :{WHITE}Letalo {COMMA} ima ničen ukaz
+STR_AIRCRAFT_HAS_DUPLICATE_ENTRY                                :{WHITE}Letalo {COMMA} ima podvojene ukaze
+STR_AIRCRAFT_HAS_INVALID_ENTRY                                  :{WHITE}Letalo {COMMA} ima neveljavne postaje v navodilih
 # end of order system
 
 STR_TRAIN_AUTORENEW_FAILED                                      :{WHITE}Avtomatska zamenjava je spodletela na vlaku {COMMA} (denarni problemi)
+STR_AIRCRAFT_AUTORENEW_FAILED                                   :{WHITE}Samoprenova neuspela na letalu {COMMA} (omejitev z denarjem)
 STR_TRAIN_TOO_LONG_AFTER_REPLACEMENT                            :{WHITE}Vlak {COMMA} je predolg po zamenjavi
 
+STR_CONFIG_PATCHES                                              :{BLACK}Nastavitve popravkov
 
 STR_CONFIG_PATCHES_OFF                                          :Izklopi
 STR_CONFIG_PATCHES_ON                                           :Vklopi
@@ -880,6 +960,9 @@
 
 
 
+
+STR_CONFIG_PATCHES_AI                                           :{BLACK}Tekmeci
+
 STR_CONFIG_PATCHES_DISABLED                                     :dizejblano
 STR_CONFIG_PATCHES_INT32                                        :{NUM}
 STR_CONFIG_PATCHES_CURRENCY                                     :{CURRENCY}
@@ -888,6 +971,18 @@
 STR_TEMPERATE_LANDSCAPE                                         :Zmerno podnebje
 STR_TOYLAND_LANDSCAPE                                           :Igracarsko pokrajina
 
+STR_CHEATS                                                      :{WHITE}Goljufije
+STR_CHEATS_TIP                                                  :{BLACK}Kljukice kažejo, če so bile goljufije že kdaj uporabljene
+STR_CHEATS_WARNING                                              :{BLACK}Pozor! Nameravate izdati svoje tekmece. Tako sramotno dejanje bo zapomnjeno za vselej.
+STR_CHEAT_MONEY                                                 :{LTBLUE}Povečaj denar za {CURRENCY64}
+STR_CHEAT_CHANGE_PLAYER                                         :{LTBLUE}Igra se kot igralec: {ORANGE}{COMMA}
+STR_CHEAT_EXTRA_DYNAMITE                                        :{LTBLUE}Čarobni buldožer (odstrani tovarne, neodstranljive objekte): {ORANGE}{STRING}
+STR_CHEAT_CROSSINGTUNNELS                                       :{LTBLUE}Tuneli se lahko križajo pod zemljo: {ORANGE}{STRING}
+STR_CHEAT_BUILD_IN_PAUSE                                        :{LTBLUE}Zgrajeno med pavzo: {ORANGE}{STRING}
+STR_CHEAT_NO_JETCRASH                                           :{LTBLUE}Reaktivci ne bodo strmoglavili (pogostokrat) na malih letališčih: {ORANGE} {STRING}
+STR_CHEAT_SWITCH_CLIMATE                                        :{LTBLUE}Spreminjanje klime: {ORANGE} {STRING}
+STR_CHEAT_CHANGE_DATE                                           :{LTBLUE}Spremeni datum: {ORANGE} {DATE_SHORT}
+STR_CHEAT_SETUP_PROD                                            :{LTBLUE}Omogoči spreminjanje vrednosti produktov: {ORANGE}{STRING}
 
 
 
@@ -901,8 +996,29 @@
 STR_WAYPOINT_VIEWPORT_TINY                                      :{TINYFONT}{WHITE}{WAYPOINT}
 STR_WAYPOINT_RAW                                                :{WAYPOINT}
 
+STR_CANT_CHANGE_WAYPOINT_NAME                                   :{WHITE}Ni mogoče preimenovati kažipota ...
+STR_CANT_BUILD_TRAIN_WAYPOINT                                   :{WHITE}Ni mogoče postaviti kažipotov tukaj ...
+STR_CANT_REMOVE_TRAIN_WAYPOINT                                  :{WHITE}Ni mogoče odstraniti kažipota tukaj ...
+
+STR_BUILD_AUTORAIL_TIP                                          :{BLACK}Gradi železnico s pomočjo Samodejne gradnje
 
 
+STR_CAN_T_GENERATE_INDUSTRIES                                   :{WHITE}Ni mogoče zgraditi industrij ...
+
+
+
+
+STR_CANT_BUILD_CANALS                                           :{WHITE}Ni mogoče zgraditi kanalov tukaj ...
+STR_BUILD_CANALS_TIP                                            :{BLACK}Gradnja kanalov. CTRL+klik za postavitev morskih kvadratkov (samo na nadmorski višini morja)
+
+STR_CANT_BUILD_LOCKS                                            :{WHITE}Ni mogoče zgraditi zapornic tukaj ...
+STR_BUILD_LOCKS_TIP                                             :{BLACK}Gradnja zapornic
+
+STR_BUOY_IS_IN_USE                                              :{WHITE} ... boja v uporabi!
+
+
+STR_CANT_REMOVE_PART_OF_STATION                                 :{WHITE}Ni mogoče odstraniti dela postaje ...
+STR_CANT_CONVERT_RAIL                                           :{WHITE}Ni mogoče spremeniti železnice tukaj ...
 
 
 
@@ -910,15 +1026,7 @@
 
 
 
-
-
-
-
-
-
-
-
-
+STR_CONFIG_GAME_PRODUCTION                                      :{WHITE}Spremeni produkcijo
 
 TEMP_AI_IN_PROGRESS                                             :{WHITE}Dobrodosli v UI v razvoju. Ce boste prisli do problemov, posnamite zaslonsko sliko in jo prilepite na forum.
 TEMP_AI_ACTIVATED                                               :{WHITE}Opozorilo: Nova UI je se vedno alfa razlicica! Zaenkrat, samo tovornjaki in avtobusi delujejo!
@@ -963,69 +1071,94 @@
 
 
 
+
+##### PNG-MAP-Loader
+
+
+STR_BMPMAP_ERROR                                                :{WHITE}Ni mogoče naložiti pokrajine iz formata BMP ...
+STR_BMPMAP_ERR_IMAGE_TYPE                                       :{WHITE} ... ni mogoče spremeniti tipa slike.
+
 ##id 0x0800
-STR_0800_COST                                                   :{TINYFONT}{RED}Stroski: {CURRENCY}
-STR_0801_COST                                                   :{RED}Stroski: {CURRENCY}
-STR_0802_INCOME                                                 :{TINYFONT}{GREEN}Prihodek: {CURRENCY}
-STR_0803_INCOME                                                 :{GREEN}Prihodek: {CURRENCY}
-STR_0805_ESTIMATED_COST                                         :{WHITE}Ocenjeni strosek: {CURRENCY}
-STR_0807_ESTIMATED_INCOME                                       :{WHITE}Predviden prihodek: {CURRENCY}
-STR_0808_CAN_T_RAISE_LAND_HERE                                  :{WHITE}Tukaj nemore?dvigniti terena...
-STR_0809_CAN_T_LOWER_LAND_HERE                                  :{WHITE}Tukaj nemore?znizati terena...
+STR_0800_COST                                                   :{TINYFONT}{RED}Stroški: {CURRENCY}
+STR_0801_COST                                                   :{RED}Stroški: {CURRENCY}
+STR_0802_INCOME                                                 :{TINYFONT}{GREEN}Prihodki: {CURRENCY}
+STR_0803_INCOME                                                 :{GREEN}Prihodki: {CURRENCY}
+STR_0805_ESTIMATED_COST                                         :{WHITE}Ocenjeni stroški: {CURRENCY}
+STR_0807_ESTIMATED_INCOME                                       :{WHITE}Predvideni prihodki: {CURRENCY}
+STR_0808_CAN_T_RAISE_LAND_HERE                                  :{WHITE}Tukaj ne morete dvigniti terena ...
+STR_0809_CAN_T_LOWER_LAND_HERE                                  :{WHITE}Tukaj ne morete znižati terena ...
 STR_080A_ROCKS                                                  :Kamenje
-STR_080C_BARE_LAND                                              :Gol teren
+STR_080B_ROUGH_LAND                                             :Groba tla
+STR_080C_BARE_LAND                                              :Gola tla
 STR_080D_GRASS                                                  :Trava
 STR_080E_FIELDS                                                 :Polja
-STR_080F_SNOW_COVERED_LAND                                      :S snegom pokrit teren
-STR_0810_DESERT                                                 :Puscava
+STR_080F_SNOW_COVERED_LAND                                      :Zasnežen teren
+STR_0810_DESERT                                                 :Puščava
 
 ##id 0x1000
-STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION                         :{WHITE}Teren nagnjen v napacno smer
-STR_1001_IMPOSSIBLE_TRACK_COMBINATION                           :{WHITE}Nemogoca kombinacija tracnic
-STR_1002_EXCAVATION_WOULD_DAMAGE                                :{WHITE}Premikanje bi lahko poskodovalo tunel
-STR_1003_ALREADY_AT_SEA_LEVEL                                   :{WHITE}Ze na nadmorski visini
+STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION                         :{WHITE}Teren nagnjen v napačno smer
+STR_1001_IMPOSSIBLE_TRACK_COMBINATION                           :{WHITE}Nemogoča kombinacija tirnic
+STR_1002_EXCAVATION_WOULD_DAMAGE                                :{WHITE}Premikanje bi lahko poškodovalo tunel
+STR_1003_ALREADY_AT_SEA_LEVEL                                   :{WHITE}Že na nadmorski višini
 STR_1004_TOO_HIGH                                               :{WHITE}Previsoko
-STR_1005_NO_SUITABLE_RAILROAD_TRACK                             :{WHITE}Nobene uporabne tracnice
-STR_1007_ALREADY_BUILT                                          :{WHITE}...ze zgrajeno
-STR_1008_MUST_REMOVE_RAILROAD_TRACK                             :{WHITE}Najprej moras odstraniti tracnice
+STR_1005_NO_SUITABLE_RAILROAD_TRACK                             :{WHITE}Nobene uporabne tračnice
+STR_1007_ALREADY_BUILT                                          :{WHITE} ... že zgrajeno
+STR_1008_MUST_REMOVE_RAILROAD_TRACK                             :{WHITE}Najprej morate odstraniti tračnice
 STR_100A_RAILROAD_CONSTRUCTION                                  :{WHITE}Gradnja železnice
 STR_TITLE_ELRAIL_CONSTRUCTION                                   :{WHITE}Elektrificirana Zeleznica
-STR_100D_SELECT_RAIL_BRIDGE                                     :{WHITE}Izberi zelezniski most
-STR_100E_CAN_T_BUILD_TRAIN_DEPOT                                :{WHITE}Tu ne morete zgraditi zelezniskega skladisca...
-STR_100F_CAN_T_BUILD_RAILROAD_STATION                           :{WHITE}Tu ne morete zgraditi zelezniske postaje...
-STR_1010_CAN_T_BUILD_SIGNALS_HERE                               :{WHITE}Tu ne morete zgraditi signalov...
-STR_1011_CAN_T_BUILD_RAILROAD_TRACK                             :{WHITE}Tu ne morete zgraditi zelezniskih tirov...
-STR_1012_CAN_T_REMOVE_RAILROAD_TRACK                            :{WHITE}Tu ne morete odstraniti zelezniskih tirov...
-STR_1013_CAN_T_REMOVE_SIGNALS_FROM                              :{WHITE}Tu ne morete odstraniti signalov...
-STR_1015_RAILROAD_CONSTRUCTION                                  :Gradnja zeleznice
+STR_100B_MONORAIL_CONSTRUCTION                                  :{WHITE}Gradnja enotirne železnice
+STR_100C_MAGLEV_CONSTRUCTION                                    :{WHITE}Gradnja magnetne železnice
+STR_100D_SELECT_RAIL_BRIDGE                                     :{WHITE}Izberi železniški most
+STR_100E_CAN_T_BUILD_TRAIN_DEPOT                                :{WHITE}Tu ne morete zgraditi železniškega skladišča ...
+STR_100F_CAN_T_BUILD_RAILROAD_STATION                           :{WHITE}Tu ne morete zgraditi železniške postaje ...
+STR_1010_CAN_T_BUILD_SIGNALS_HERE                               :{WHITE}Tu ne morete zgraditi semaforjev ...
+STR_1011_CAN_T_BUILD_RAILROAD_TRACK                             :{WHITE}Tu ne morete zgraditi železniških tirov ...
+STR_1012_CAN_T_REMOVE_RAILROAD_TRACK                            :{WHITE}Tu ne morete odstraniti železniških tirov ...
+STR_1013_CAN_T_REMOVE_SIGNALS_FROM                              :{WHITE}Tu ne morete odstraniti semaforjev ...
+STR_1014_TRAIN_DEPOT_ORIENTATION                                :{WHITE}Smer železniškega skladišča
+STR_1015_RAILROAD_CONSTRUCTION                                  :Gradnja železnice
 STR_TOOLB_ELRAIL_CONSTRUCTION                                   :Elektrificirana zeleznica
-STR_1016_MONORAIL_CONSTRUCTION                                  :Enotirna zeleznica
-STR_1017_MAGLEV_CONSTRUCTION                                    :Magnetna zeleznica
-STR_1018_BUILD_RAILROAD_TRACK                                   :{BLACK}Zgradi tracnice
-STR_101A_BUILD_RAILROAD_STATION                                 :{BLACK}Zgradi zelezznisko postajo
-STR_101B_BUILD_RAILROAD_SIGNALS                                 :{BLACK}Zgradi zelezniske semaforje
-STR_101C_BUILD_RAILROAD_BRIDGE                                  :{BLACK}Zgradi zelezniski most
-STR_101D_BUILD_RAILROAD_TUNNEL                                  :{BLACK}Zgradi zelezniski tunel
-STR_101E_TOGGLE_BUILD_REMOVE_FOR                                :{BLACK}Preklopi gradi/rusi za zelezniske semaforje
-STR_1021_RAILROAD_TRACK                                         :Zelezniska proga
-STR_1024_AREA_IS_OWNED_BY_ANOTHER                               :{WHITE}...zemljisce je last neke druge druzbe
+STR_1016_MONORAIL_CONSTRUCTION                                  :Enotirna železnica
+STR_1017_MAGLEV_CONSTRUCTION                                    :Magnetna železnica
+STR_1018_BUILD_RAILROAD_TRACK                                   :{BLACK}Zgradi tračnice
+STR_1019_BUILD_TRAIN_DEPOT_FOR_BUILDING                         :{BLACK}Zgradi železniško skladišče (za izgradnjo in servis vlakov)
+STR_101A_BUILD_RAILROAD_STATION                                 :{BLACK}Zgradi železniško postajo
+STR_101B_BUILD_RAILROAD_SIGNALS                                 :{BLACK}Zgradi železniške semaforje
+STR_101C_BUILD_RAILROAD_BRIDGE                                  :{BLACK}Zgradi železniški most
+STR_101D_BUILD_RAILROAD_TUNNEL                                  :{BLACK}Zgradi železniški tunel
+STR_101E_TOGGLE_BUILD_REMOVE_FOR                                :{BLACK}Preklopi gradnjo/rušenje železniških semaforjev
+STR_101F_BRIDGE_SELECTION_CLICK                                 :{BLACK}Izbira mostu - kliknite na željeni most za izgradnjo
+STR_1020_SELECT_RAILROAD_DEPOT_ORIENTATIO                       :{BLACK}Izberi smer železniškega skladišča
+STR_1021_RAILROAD_TRACK                                         :Železniška proga
+STR_1023_RAILROAD_TRAIN_DEPOT                                   :Železniško skladišče
+STR_1024_AREA_IS_OWNED_BY_ANOTHER                               :{WHITE} ... zemljišče je last nekega drugega podjetja
 
 
 
 ##id 0x1800
-STR_1801_MUST_REMOVE_ROAD_FIRST                                 :{WHITE}Najprej zgradi cesto
+STR_1801_MUST_REMOVE_ROAD_FIRST                                 :{WHITE}Najprej odstrani cesto
 STR_1802_ROAD_CONSTRUCTION                                      :{WHITE}Cestne gradnje
 STR_1803_SELECT_ROAD_BRIDGE                                     :{WHITE}Izberi cestni most
-STR_1804_CAN_T_BUILD_ROAD_HERE                                  :{WHITE}Tu ne mores zgraditi ceste...
-STR_1805_CAN_T_REMOVE_ROAD_FROM                                 :{WHITE}Tu ne mores odstraniti ceste...
-STR_1808_CAN_T_BUILD_BUS_STATION                                :{WHITE}Ne mores zgraditi avtobusne postaje...
+STR_1804_CAN_T_BUILD_ROAD_HERE                                  :{WHITE}Tu ne morete zgraditi ceste ...
+STR_1805_CAN_T_REMOVE_ROAD_FROM                                 :{WHITE}Tu ne morete odstraniti ceste ...
+STR_1806_ROAD_DEPOT_ORIENTATION                                 :{WHITE}Smer garaže
+STR_1807_CAN_T_BUILD_ROAD_VEHICLE                               :{WHITE}Ne morete zgraditi garaže tukaj ...
+STR_1808_CAN_T_BUILD_BUS_STATION                                :{WHITE}Ne morete zgraditi avtobusne postaje ...
+STR_1809_CAN_T_BUILD_TRUCK_STATION                              :{WHITE}Ne morete zgraditi tovorne postaje tukaj ...
+STR_180A_ROAD_CONSTRUCTION                                      :Gradnja ceste
+STR_180B_BUILD_ROAD_SECTION                                     :{BLACK}Zgradi cestni odsek
+STR_180C_BUILD_ROAD_VEHICLE_DEPOT                               :{BLACK}Zgradi garažo (za izgradnjo in servis vozil)
 STR_180D_BUILD_BUS_STATION                                      :{BLACK}Zgradi avtobusno postajo
+STR_180E_BUILD_TRUCK_LOADING_BAY                                :{BLACK}Zgradi tovorno postajo
 STR_180F_BUILD_ROAD_BRIDGE                                      :{BLACK}Zgradi cestni most
 STR_1810_BUILD_ROAD_TUNNEL                                      :{BLACK}Zgradi cestni predor
+STR_1811_TOGGLE_BUILD_REMOVE_FOR                                :{BLACK}Preklapljaj gradnjo/rušenje cestnih konstrukcij
+STR_1813_SELECT_ROAD_VEHICLE_DEPOT                              :{BLACK}Izberi smer garaže
 STR_1814_ROAD                                                   :Cesta
-STR_1815_ROAD_WITH_STREETLIGHTS                                 :Cesta s cestnimi lucmi
+STR_1815_ROAD_WITH_STREETLIGHTS                                 :Cesta s cestnimi lučmi
 STR_1816_TREE_LINED_ROAD                                        :Cesta z drevoredom
-STR_1818_ROAD_RAIL_LEVEL_CROSSING                               :Cestno/zeleznisko krizisce
+STR_1817_ROAD_VEHICLE_DEPOT                                     :Garaža
+STR_1818_ROAD_RAIL_LEVEL_CROSSING                               :Cestno/železniško križišče
 
 ##id 0x2000
 STR_2000_TOWNS                                                  :{WHITE}Mesta
@@ -1034,181 +1167,221 @@
 STR_TOWN_LABEL_TINY_BLACK                                       :{TINYFONT}{BLACK}{TOWN}
 STR_TOWN_LABEL_TINY_WHITE                                       :{TINYFONT}{WHITE}{TOWN}
 STR_2002                                                        :{TINYFONT}{BLACK}{STRING}
-STR_2004_BUILDING_MUST_BE_DEMOLISHED                            :{WHITE}Najprej mora bit porusena stavba
+STR_2004_BUILDING_MUST_BE_DEMOLISHED                            :{WHITE}Najprej mora biti stavba porušena
 STR_2005                                                        :{WHITE}{TOWN}
-STR_2006_POPULATION                                             :{BLACK}Populacija: {ORANGE}{COMMA}{BLACK}  His: {ORANGE}{COMMA}
+STR_2006_POPULATION                                             :{BLACK}Populacija: {ORANGE}{COMMA}{BLACK}  Število stavb: {ORANGE}{COMMA}
 STR_2007_RENAME_TOWN                                            :Preimenuj mesto
-STR_2008_CAN_T_RENAME_TOWN                                      :{WHITE}Nemores preimenovati mesta...
+STR_2008_CAN_T_RENAME_TOWN                                      :{WHITE}Ne morete preimenovati mesta ...
 STR_2009_LOCAL_AUTHORITY_REFUSES                                :{WHITE}{TOWN} lokalna oblast tega ne dovoli
+STR_200A_TOWN_NAMES_CLICK_ON_NAME                               :{BLACK}Imena mest - kliknite na ime za pogled na mesto
+STR_200B_CENTER_THE_MAIN_VIEW_ON                                :{BLACK}Premakni celotni pogled na mesto
 STR_200C_CHANGE_TOWN_NAME                                       :{BLACK}Spremeni ime mesta
-STR_200D_PASSENGERS_LAST_MONTH_MAX                              :{BLACK}Potnikov prejsni mesec: {ORANGE}{COMMA}{BLACK}  max: {ORANGE}{COMMA}
-STR_200E_MAIL_LAST_MONTH_MAX                                    :{BLACK}Poste prejsni mesec: {ORANGE}{COMMA}{BLACK}  max: {ORANGE}{COMMA}
-STR_200F_TALL_OFFICE_BLOCK                                      :Visoka pisarniska hisa
-STR_2010_OFFICE_BLOCK                                           :Pisarniska hisa
+STR_200D_PASSENGERS_LAST_MONTH_MAX                              :{BLACK}Potnikov prejšnji mesec: {ORANGE}{COMMA}{BLACK}  max: {ORANGE}{COMMA}
+STR_200E_MAIL_LAST_MONTH_MAX                                    :{BLACK}Pošte prejšnji mesec: {ORANGE}{COMMA}{BLACK}  max: {ORANGE}{COMMA}
+STR_200F_TALL_OFFICE_BLOCK                                      :Visok pisarniški blok
+STR_2010_OFFICE_BLOCK                                           :Pisarniški blok
 STR_2011_SMALL_BLOCK_OF_FLATS                                   :Majhen blok
 STR_2012_CHURCH                                                 :Cerkev
-STR_2013_LARGE_OFFICE_BLOCK                                     :Velika pisarniska hisa
-STR_2014_TOWN_HOUSES                                            :Mestna hisa
+STR_2013_LARGE_OFFICE_BLOCK                                     :Velik pisarniški blok
+STR_2014_TOWN_HOUSES                                            :Meščanske hiše
 STR_2015_HOTEL                                                  :Hotel
-STR_2016_STATUE                                                 :Kip
+STR_2016_STATUE                                                 :Spomenik
 STR_2017_FOUNTAIN                                               :Vodnjak
 STR_2018_PARK                                                   :Park
-STR_2019_OFFICE_BLOCK                                           :Pisarniska hisa
+STR_2019_OFFICE_BLOCK                                           :Pisarniški blok
 STR_201A_SHOPS_AND_OFFICES                                      :Trgovine in pisarne
-STR_201B_MODERN_OFFICE_BUILDING                                 :Moderna pisarniska hisa
-STR_201C_WAREHOUSE                                              :Skladisce
-STR_201D_OFFICE_BLOCK                                           :Pisarniska hisa
+STR_201B_MODERN_OFFICE_BUILDING                                 :Moderna pisarniška hiša
+STR_201C_WAREHOUSE                                              :Skladišče
+STR_201D_OFFICE_BLOCK                                           :Pisarniška hiša
 STR_201E_STADIUM                                                :Stadion
-STR_201F_OLD_HOUSES                                             :Stare hise
+STR_201F_OLD_HOUSES                                             :Stare hiše
 STR_2020_LOCAL_AUTHORITY                                        :{BLACK}Mestni svet
-STR_2021_SHOW_INFORMATION_ON_LOCAL                              :{BLACK}Pokazi informacije o lokalni oblasti
-STR_2022_LOCAL_AUTHORITY                                        :{WHITE}{TOWN} Mestni svet
-STR_2023_TRANSPORT_COMPANY_RATINGS                              :{BLACK}
+STR_2021_SHOW_INFORMATION_ON_LOCAL                              :{BLACK}Pokaži informacije o lokalni oblasti
+STR_2022_LOCAL_AUTHORITY                                        :{WHITE}{TOWN} mestni svet
+STR_2023_TRANSPORT_COMPANY_RATINGS                              :{BLACK}Ocene podjetja:
 STR_2024                                                        :{YELLOW}{COMPANY}{PLAYERNAME}: {ORANGE}{STRING}
 STR_2025_SUBSIDIES                                              :{WHITE}Subvencije
-STR_2026_SUBSIDIES_ON_OFFER_FOR                                 :{BLACK}Ponudba subvencij:
+STR_2026_SUBSIDIES_ON_OFFER_FOR                                 :{BLACK}Ponudba subvencije za storitev:
 STR_2027_FROM_TO                                                :{ORANGE}{STRING} iz {STRING} v {STRING}
 STR_2028_BY                                                     :{YELLOW} (do {DATE_SHORT})
-STR_202A_NONE                                                   :{ORANGE}Noben
-STR_202B_SERVICES_ALREADY_SUBSIDISED                            :{BLACK}Subvencionirane storitve
+STR_202A_NONE                                                   :{ORANGE}Nihče
+STR_202B_SERVICES_ALREADY_SUBSIDISED                            :{BLACK}Že subvencionirane storitve:
 STR_202C_FROM_TO                                                :{ORANGE}{STRING} od {STATION} do {STATION}{YELLOW} ({COMPANY}
-STR_202D_UNTIL                                                  :{YELLOW},do {DATE_SHORT})
-STR_202E_OFFER_OF_SUBSIDY_EXPIRED                               :{BLACK}{BIGFONT}Ponudba za subvencijo umaknjena:{}{}{STRING} od {STRING} do {STRING} od sedaj ne bo prinesla subvencije.
-STR_202F_SUBSIDY_WITHDRAWN_SERVICE                              :{BLACK}{BIGFONT}Subvencija je potekla:{}{}{STRING} storitev od {STATION} do {STATION} ni vec subvencionirana is no longer subsidised.
-STR_2030_SERVICE_SUBSIDY_OFFERED                                :{BLACK}{BIGFONT}Ponudena subvencija:{}{}Prva {STRING} storitev od {STRING} do {STRING} bo subvencionirana s strani mestnega sveta!
-STR_2031_SERVICE_SUBSIDY_AWARDED                                :{BLACK}{BIGFONT}Subvencija podeljena {COMPANY}!{}{}{STRING} storitev od {STATION} do {STATION} bo prinesla 50% vecji prihodek za naslednje leto!
+STR_202D_UNTIL                                                  :{YELLOW}, do {DATE_SHORT})
+STR_202E_OFFER_OF_SUBSIDY_EXPIRED                               :{BLACK}{BIGFONT}Subvencioniranje zaključeno: storitev {}{}{STRING} od {STRING} do {STRING} ne bo subvencionirana.
+STR_202F_SUBSIDY_WITHDRAWN_SERVICE                              :{BLACK}{BIGFONT}Subvencija je potekla:{}{}{STRING} storitev od {STATION} do {STATION} ni več subvencionirana.
+STR_2030_SERVICE_SUBSIDY_OFFERED                                :{BLACK}{BIGFONT}Nova subvencija:{}{}Prva {STRING} storitev od {STRING} do {STRING} bo subvencionirana s strani mestnega sveta!
+STR_2031_SERVICE_SUBSIDY_AWARDED                                :{BLACK}{BIGFONT}Subvencija podeljena {COMPANY}!{}{}{STRING} storitev od {STATION} do {STATION} bo prinesla 50% večji prihodek za naslednje leto!
 STR_2032_SERVICE_SUBSIDY_AWARDED                                :{BLACK}{BIGFONT}Subvencija podeljena {COMPANY}!{}{}{STRING} storitev od {STATION} do {STATION} bo prinesla dvakratni prihodek
 STR_2033_SERVICE_SUBSIDY_AWARDED                                :{BLACK}{BIGFONT}Subvencija podeljena {COMPANY}!{}{}{STRING} storitev od {STATION} do {STATION} bo prinesla trikratni prihodek za naslednje leto!
-STR_2034_SERVICE_SUBSIDY_AWARDED                                :{BLACK}{BIGFONT}Subvencija podeljena {COMPANY}!{}{}{STRING} storitev od {STATION} do {STATION} bo prinesla stirikratni prihodek za naslednje leto!
-STR_2035_LOCAL_AUTHORITY_REFUSES                                :{WHITE}{TOWN} mestni svet prepoveduje granjo se enega letalisca v tem mestu
-STR_2036_COTTAGES                                               :Koce
-STR_2037_HOUSES                                                 :Hise
+STR_2034_SERVICE_SUBSIDY_AWARDED                                :{BLACK}{BIGFONT}Subvencija podeljena {COMPANY}!{}{}{STRING} storitev od {STATION} do {STATION} bo prinesla štirikratni prihodek za naslednje leto!
+STR_2035_LOCAL_AUTHORITY_REFUSES                                :{WHITE}{TOWN} mestni svet prepoveduje gradnjo še enega letališča v tem mestu
+STR_2036_COTTAGES                                               :Koče
+STR_2037_HOUSES                                                 :Hiše
 STR_2038_FLATS                                                  :Stanovanja
-STR_2039_TALL_OFFICE_BLOCK                                      :Visoka poslovna hisa
-STR_203A_SHOPS_AND_OFFICES                                      :Trgovince in pisarne
-STR_203B_SHOPS_AND_OFFICES                                      :Trgovince in pisarne
-STR_203C_THEATER                                                :Gledalisce
+STR_2039_TALL_OFFICE_BLOCK                                      :Visoka poslovna hiša
+STR_203A_SHOPS_AND_OFFICES                                      :Trgovine in pisarne
+STR_203B_SHOPS_AND_OFFICES                                      :Trgovine in pisarne
+STR_203C_THEATER                                                :Gledališče
 STR_203D_STADIUM                                                :Stadion
 STR_203E_OFFICES                                                :Pisarne
-STR_203F_HOUSES                                                 :Hise
+STR_203F_HOUSES                                                 :Hiše
 STR_2040_CINEMA                                                 :Kino
 STR_2041_SHOPPING_MALL                                          :Trgovski center
 STR_2042_DO_IT                                                  :{BLACK}Stori to
-STR_2043_LIST_OF_THINGS_TO_DO_AT                                :{BLACK}Seznam stvari, ki jih lahko naredis v tem mestu - klikni stvar za vec podrobnosti
-STR_2046_SMALL_ADVERTISING_CAMPAIGN                             :Majhna reklamna kampanja
-STR_2047_MEDIUM_ADVERTISING_CAMPAIGN                            :Srednja reklamna kampanja
-STR_2048_LARGE_ADVERTISING_CAMPAIGN                             :Velik reklamna kampanja
-STR_2049_FUND_LOCAL_ROAD_RECONSTRUCTION                         :Podpri obnovo cest
-STR_204A_BUILD_STATUE_OF_COMPANY                                :Zgradi kip lastnikafirme
+STR_2043_LIST_OF_THINGS_TO_DO_AT                                :{BLACK}Seznam stvari, ki jih lahko naredite v tem mestu - kliknite na predmet za podrobnosti
+STR_2044_CARRY_OUT_THE_HIGHLIGHTED                              :{BLACK}Izvrši izbrano storitev na zgornjem seznamu
+STR_2045_ACTIONS_AVAILABLE                                      :{BLACK}Storitve na voljo:
+STR_2046_SMALL_ADVERTISING_CAMPAIGN                             :Majhna reklamna kampanija
+STR_2047_MEDIUM_ADVERTISING_CAMPAIGN                            :Srednje velika reklamna kampanija
+STR_2048_LARGE_ADVERTISING_CAMPAIGN                             :Velika reklamna kampanija
+STR_2049_FUND_LOCAL_ROAD_RECONSTRUCTION                         :Financiraj obnovo cest
+STR_204A_BUILD_STATUE_OF_COMPANY                                :Zgradi spomenik lastniku podjetja
 STR_204B_FUND_NEW_BUILDINGS                                     :Sponzoriraj nove stavbe
-STR_204C_BUY_EXCLUSIVE_TRANSPORT                                :Kupi eksluzivne transportne novice
+STR_204C_BUY_EXCLUSIVE_TRANSPORT                                :Kupi eksluzivne transportne pravice
 STR_TOWN_BRIBE_THE_LOCAL_AUTHORITY                              :Podkupi lokalno oblast
+STR_204D_INITIATE_A_SMALL_LOCAL                                 :{WHITE}{STRING}{}{YELLOW} Izvrši majhno reklamno kampanijo z namenom privabiti več potnikov in tovora podjetju.{} Cena: {CURRENCY}
+STR_204E_INITIATE_A_MEDIUM_LOCAL                                :{WHITE}{STRING}{}{YELLOW} Izvrši srednje-veliko reklamno kampanijo z namenom privabiti več potnikov in tovora podjetju.{} Cena: {CURRENCY}
+STR_204F_INITIATE_A_LARGE_LOCAL                                 :{WHITE}{STRING}{}{YELLOW} Izvrši veliko reklamno kampanijo z namenom privabiti več potnikov in tovora podjetju.{} Cena: {CURRENCY}
+STR_2050_FUND_THE_RECONSTRUCTION                                :{WHITE}{STRING}{}{YELLOW} Financiraj obnovo cest z namenom motnje cestnega prometa tudi do 6 mesecev.{} Cena: {CURRENCY}
+STR_2051_BUILD_A_STATUE_IN_HONOR                                :{WHITE}{STRING}{}{YELLOW} Zgradi spomenik v čast podjetju.{} Cena: {CURRENCY}
+STR_2052_FUND_THE_CONSTRUCTION_OF                               :{WHITE}{STRING}{}{YELLOW} Financiraj izgradnjo novih poslovnih stavb v mestu.{}  Cena: {CURRENCY}
+STR_2053_BUY_1_YEAR_S_EXCLUSIVE                                 :{WHITE}{STRING}{}{YELLOW} Kupi enoletno izključno pravico do transporta v mestu. Lokalne oblasti bodo dovolile potnikom in tovoru do izključno vaše uporabe transportnih storitev.{} Cena: {CURRENCY}
 STR_TOWN_BRIBE_THE_LOCAL_AUTHORITY_DESC                         :{WHITE}{STRING}{}{YELLOW} Podkupi lokalno oblast za izboljsavo svojih  rating ob tveganju resnih kazni ob caught.{}  Stane: {CURRENCY}
+STR_2055_TRAFFIC_CHAOS_IN_ROAD_REBUILDING                       :{BIGFONT}{BLACK}Prometni kaos v mestu {TOWN}!{}{}Obnovitvena dela, ki jih financira podjetje {COMPANY}, bodo prinesla 6 mesecev nočnih mor voznikom motornih vozil!
 STR_2056                                                        :{TINYFONT}{WHITE}{TOWN}
 STR_2057                                                        :{ORANGE}{TOWN}{BLACK} ({COMMA})
-STR_2058_UNDER_CONSTRUCTION                                     :{STRING} (v gradnji)
+STR_2058_UNDER_CONSTRUCTION                                     :{STRING} (v izgradnji)
 STR_2059_IGLOO                                                  :Iglu
+STR_205B_TEAPOT_HOUSE                                           :Čajna hiša
+STR_205C_PIGGY_BANK                                             :Prašičkova banka
 
 
 ##id 0x2800
 STR_2800_PLANT_TREES                                            :Posadi drevesa
 STR_2801_PLACE_SIGN                                             :Postavi znak
 STR_2802_TREES                                                  :{WHITE}Drevesa
-STR_2803_TREE_ALREADY_HERE                                      :{WHITE}...drevo ze posajeno
-STR_2804_SITE_UNSUITABLE                                        :{WHITE}...sajenje nemogoce
-STR_2805_CAN_T_PLANT_TREE_HERE                                  :{WHITE}Nemores posaditi drevesa tukaj...
+STR_2803_TREE_ALREADY_HERE                                      :{WHITE} ... drevo že posajeno
+STR_2804_SITE_UNSUITABLE                                        :{WHITE} ... sajenje nemogoče
+STR_2805_CAN_T_PLANT_TREE_HERE                                  :{WHITE}Ne morete posaditi drevesa tukaj ...
 STR_2806                                                        :{WHITE}{STRING}
-STR_2808_TOO_MANY_SIGNS                                         :{WHITE}...prevec znakov
-STR_2809_CAN_T_PLACE_SIGN_HERE                                  :{WHITE}Nemores postaviti znaka tukaj
+STR_2808_TOO_MANY_SIGNS                                         :{WHITE} ... preveč znakov
+STR_2809_CAN_T_PLACE_SIGN_HERE                                  :{WHITE}Ne morete postaviti znaka tukaj
 STR_280A_SIGN                                                   :Znak
 STR_280B_EDIT_SIGN_TEXT                                         :{WHITE}Uredi znak
-STR_280C_CAN_T_CHANGE_SIGN_NAME                                 :{WHITE}Nemores spremeniti ime znaka...
-STR_280D_SELECT_TREE_TYPE_TO_PLANT                              :{BLACK}Izberi vrsto drevesa za posaditev
+STR_280C_CAN_T_CHANGE_SIGN_NAME                                 :{WHITE}Ne morete spremeniti imena znaka ...
+STR_280D_SELECT_TREE_TYPE_TO_PLANT                              :{BLACK}Izberite vrsto drevesa za posaditev
 STR_280E_TREES                                                  :Drevesa
-STR_280F_RAINFOREST                                             :Dezevni gozd
+STR_280F_RAINFOREST                                             :Deževni gozd
 STR_2810_CACTUS_PLANTS                                          :Kaktusi
 
 ##id 0x3000
-STR_3000_RAIL_STATION_SELECTION                                 :{WHITE}Izbira zelezniske postaje
-STR_3001_AIRPORT_SELECTION                                      :{WHITE}Izbira letalisca
+STR_3000_RAIL_STATION_SELECTION                                 :{WHITE}Izbira železniške postaje
+STR_3001_AIRPORT_SELECTION                                      :{WHITE}Izbira letališča
 STR_3002_ORIENTATION                                            :{BLACK}Orientacija
-STR_3003_NUMBER_OF_TRACKS                                       :{BLACK}Stevilo peronov
-STR_3004_PLATFORM_LENGTH                                        :{BLACK}Dolzina perona
-STR_3005_TOO_CLOSE_TO_ANOTHER_RAILROAD                          :{WHITE}Preblizu druge zelezniske postaje
-STR_3006_ADJOINS_MORE_THAN_ONE_EXISTING                         :{WHITE}Zdruzi dve postaji
-STR_3007_TOO_MANY_STATIONS_LOADING                              :{WHITE}Prevec postaj v tem mestu
-STR_3008_TOO_MANY_STATIONS_LOADING                              :{WHITE}Prevec postaj na zemljevidu
-STR_3008A_TOO_MANY_BUS_STOPS                                    :{WHITE}Prevec avtobusnih postaj
-STR_3008B_TOO_MANY_TRUCK_STOPS                                  :{WHITE}Prevec tovornih postaj
+STR_3003_NUMBER_OF_TRACKS                                       :{BLACK}Število peronov
+STR_3004_PLATFORM_LENGTH                                        :{BLACK}Dolžina perona
+STR_3005_TOO_CLOSE_TO_ANOTHER_RAILROAD                          :{WHITE}Preblizu druge železniške postaje
+STR_3006_ADJOINS_MORE_THAN_ONE_EXISTING                         :{WHITE}Združi dve postaji
+STR_3007_TOO_MANY_STATIONS_LOADING                              :{WHITE}Preveč postaj v tem mestu
+STR_3008_TOO_MANY_STATIONS_LOADING                              :{WHITE}Preveč postaj na zemljevidu
+STR_3008A_TOO_MANY_BUS_STOPS                                    :{WHITE}Preveč avtobusnih postaj
+STR_3008B_TOO_MANY_TRUCK_STOPS                                  :{WHITE}Preveč tovornih postaj
 STR_3009_TOO_CLOSE_TO_ANOTHER_STATION                           :{WHITE}Preblizu druge postaje
 STR_300A_0                                                      :{WHITE}{STATION} {STATIONFEATURES}
-STR_300B_MUST_DEMOLISH_RAILROAD                                 :{WHITE}Najprej je potrebno zrusiti postajo
-STR_300D_TOO_CLOSE_TO_ANOTHER_AIRPORT                           :{WHITE}Preblizu sosednjemu letaliscu
-STR_300E_MUST_DEMOLISH_AIRPORT_FIRST                            :{WHITE}Najprej je potrebno zrusiti letalisce
+STR_300B_MUST_DEMOLISH_RAILROAD                                 :{WHITE}Najprej je potrebno porušiti postajo
+STR_300D_TOO_CLOSE_TO_ANOTHER_AIRPORT                           :{WHITE}Preblizu sosednjemu letališču
+STR_300E_MUST_DEMOLISH_AIRPORT_FIRST                            :{WHITE}Najprej je potrebno porušiti letališče
 
 STR_3030_RENAME_STATION_LOADING                                 :Preimenuj postajo
-STR_3031_CAN_T_RENAME_STATION                                   :{WHITE}Ni mozno preimenovati postaje
-STR_3032_RATINGS                                                :{BLACK}Ugled
+STR_3031_CAN_T_RENAME_STATION                                   :{WHITE}Ni mogoče preimenovati postaje
+STR_3032_RATINGS                                                :{BLACK}Ocene
 STR_3033_ACCEPTS                                                :{BLACK}Sprejema
+STR_3034_LOCAL_RATING_OF_TRANSPORT                              :{BLACK}Lokalne ocene transportne storitve:
 
 ############ range for rating starts
-STR_3035_APPALLING                                              :Strasen
+STR_3035_APPALLING                                              :Strašen
 STR_3036_VERY_POOR                                              :Zelo slab
 STR_3037_POOR                                                   :Slab
-STR_3038_MEDIOCRE                                               :Sreden
+STR_3038_MEDIOCRE                                               :Srednji
 STR_3039_GOOD                                                   :Dober
 STR_303A_VERY_GOOD                                              :Zelo dober
 STR_303B_EXCELLENT                                              :Izvrsten
-STR_303C_OUTSTANDING                                            :Sijajno
+STR_303C_OUTSTANDING                                            :Sijajen
 ############ range for rating ends
 
 STR_303D                                                        :{WHITE}{STRING}: {YELLOW}{STRING} ({COMMA}%)
-STR_303E_NO_LONGER_ACCEPTS                                      :{WHITE}{STATION} ne sprejema vec {STRING}
-STR_303F_NO_LONGER_ACCEPTS_OR                                   :{WHITE}{STATION} ne sprejema vec {STRING} in {STRING}
-STR_3040_NOW_ACCEPTS                                            :{WHITE}{STATION} sprejema {STRING}
-STR_3041_NOW_ACCEPTS_AND                                        :{WHITE}{STATION} sprejema {STRING} in {STRING}
+STR_303E_NO_LONGER_ACCEPTS                                      :{WHITE}{STATION} ne sprejema več {STRING}
+STR_303F_NO_LONGER_ACCEPTS_OR                                   :{WHITE}{STATION} ne sprejema več {STRING} in {STRING}
+STR_3040_NOW_ACCEPTS                                            :{WHITE}{STATION} sedaj sprejema {STRING}
+STR_3041_NOW_ACCEPTS_AND                                        :{WHITE}{STATION} sedaj sprejema {STRING} in {STRING}
+STR_3042_BUS_STATION_ORIENTATION                                :{WHITE}Orientacija avtobusne postaje
+STR_3043_TRUCK_STATION_ORIENT                                   :{WHITE}Orientacija tovorne postaje.
+STR_3046_MUST_DEMOLISH_BUS_STATION                              :{WHITE}Najprej morate porušiti avtobusno postajo
+STR_3047_MUST_DEMOLISH_TRUCK_STATION                            :{WHITE}Najprej morate porušiti tovorno postajo
 STR_3048_STATIONS                                               :{WHITE}{COMPANY} - {COMMA} Postaja{P "" s}
 STR_3049_0                                                      :{YELLOW}{STATION} {STATIONFEATURES}
 STR_304A_NONE                                                   :{YELLOW}- Nobeno -
-STR_304C_TOO_CLOSE_TO_ANOTHER_DOCK                              :{WHITE}Preblizu drugemu pristaniscu
-STR_304D_MUST_DEMOLISH_DOCK_FIRST                               :{WHITE}Najprej moras porusiti pristanisce
-STR_3054_SHOW_STATION_RATINGS                                   :{BLACK}Prikaz rangov postaje
+STR_304B_SITE_UNSUITABLE                                        :{WHITE} ... neprimerna lokacija
+STR_304C_TOO_CLOSE_TO_ANOTHER_DOCK                              :{WHITE}Preblizu drugemu pristanišču
+STR_304D_MUST_DEMOLISH_DOCK_FIRST                               :{WHITE}Najprej morate porušiti pristanišče
+STR_304E_SELECT_RAILROAD_STATION                                :{BLACK}Izberite orientacijo železniške postaje
+STR_304F_SELECT_NUMBER_OF_PLATFORMS                             :{BLACK}Izberite število peronov železniške postaje
+STR_3050_SELECT_LENGTH_OF_RAILROAD                              :{BLACK}Izberite dolžino železniške postaje
+STR_3051_SELECT_BUS_STATION_ORIENTATION                         :{BLACK}Izberite orientacijo železniške postaje
+STR_3052_SELECT_TRUCK_LOADING_BAY                               :{BLACK}Izberite orientacijo tovorne postaje
+STR_3053_CENTER_MAIN_VIEW_ON_STATION                            :{BLACK}Pogled na postajo
+STR_3054_SHOW_STATION_RATINGS                                   :{BLACK}Prikaz ocen postaje
 STR_3055_CHANGE_NAME_OF_STATION                                 :{BLACK}Spremeni ime postaje
+STR_3056_SHOW_LIST_OF_ACCEPTED_CARGO                            :{BLACK}Prikaži seznam sprejetega tovora
+STR_3057_STATION_NAMES_CLICK_ON                                 :{BLACK}Imena postaj - kliknite na ime za pogled na postajo
+STR_3058_SELECT_SIZE_TYPE_OF_AIRPORT                            :{BLACK}Izbira velikosti/tipa letališča
 STR_305C_0                                                      :{STATION} {STATIONFEATURES}
-STR_305E_RAILROAD_STATION                                       :Zelezniska postaja
+STR_305E_RAILROAD_STATION                                       :Železniška postaja
 STR_305F_AIRCRAFT_HANGAR                                        :Hangar
-STR_3060_AIRPORT                                                :Letalisce
+STR_3060_AIRPORT                                                :Letališče
 STR_3061_TRUCK_LOADING_AREA                                     :Tovorna postaja
 STR_3062_BUS_STATION                                            :Avtobusna postaja
-STR_3063_SHIP_DOCK                                              :Pristanisce
-STR_3068_DOCK                                                   :{WHITE}Pristanisce
+STR_3063_SHIP_DOCK                                              :Pristanišče
+STR_3064_HIGHLIGHT_COVERAGE_AREA                                :{BLACK}Osvetli pokritost območja
+STR_3065_DON_T_HIGHLIGHT_COVERAGE                               :{BLACK}Ne osvetli pokritosti območja
+STR_3066_COVERAGE_AREA_HIGHLIGHT                                :{BLACK}Osvetlitev pokritosti območja
+STR_3068_DOCK                                                   :{WHITE}Pristanišče
 STR_3069_BUOY                                                   :Boja
-STR_306A_BUOY_IN_THE_WAY                                        :{WHITE}...boja na poti
+STR_306A_BUOY_IN_THE_WAY                                        :{WHITE} ... boja na poti
+STR_306C_STATION_TOO_SPREAD_OUT                                 :{WHITE} ... postaja preveč razširjena
+STR_306D_NONUNIFORM_STATIONS_DISALLOWED                         :{WHITE} ... nehomogene postaje izklopljene
 
 
 ##id 0x3800
-STR_3801_MUST_BE_BUILT_ON_WATER                                 :{WHITE}...potrebno je zgraditi na vodi
+STR_3800_SHIP_DEPOT_ORIENTATION                                 :{WHITE}Orientacija ladjedelnice
+STR_3801_MUST_BE_BUILT_ON_WATER                                 :{WHITE} ... zgrajeno mora biti na vodi
+STR_3802_CAN_T_BUILD_SHIP_DEPOT                                 :{WHITE}Ne morem zgraditi ladjedelnice tukaj ...
+STR_3803_SELECT_SHIP_DEPOT_ORIENTATION                          :{BLACK}Izberite orientacijo ladjedelnice
 STR_3804_WATER                                                  :Voda
-STR_3805_COAST_OR_RIVERBANK                                     :Obala ali recni breg
-STR_3807_CAN_T_BUILD_ON_WATER                                   :{WHITE}...Ni mozno graditi na vodi
+STR_3805_COAST_OR_RIVERBANK                                     :Obala ali nabrežje
+STR_3806_SHIP_DEPOT                                             :Ladjedelnica
+STR_3807_CAN_T_BUILD_ON_WATER                                   :{WHITE} ... Ni mogoče graditi na vodi
 
 ##id 0x4000
 STR_4000_SAVE_GAME                                              :{WHITE}Shrani igro
-STR_4001_LOAD_GAME                                              :{WHITE}Nalozi igro
+STR_4001_LOAD_GAME                                              :{WHITE}Naloži igro
 STR_4002_SAVE                                                   :{BLACK}Shrani
-STR_4003_DELETE                                                 :{BLACK}Izbrisi
+STR_4003_DELETE                                                 :{BLACK}Izbriši
 STR_4004                                                        :{COMPANY}, {DATE_LONG}
 STR_4005_BYTES_FREE                                             :{BLACK}{COMMA} megabajtov{P "" s} prosto
-STR_4006_UNABLE_TO_READ_DRIVE                                   :{BLACK}Ni mozno brati diska
+STR_4006_UNABLE_TO_READ_DRIVE                                   :{BLACK}Ni mogoče brati pogona
 STR_4007_GAME_SAVE_FAILED                                       :{WHITE}Shranjevanje igre ni uspelo
-STR_4008_UNABLE_TO_DELETE_FILE                                  :{WHITE}Ni mozno izbrisati datoteko
+STR_4008_UNABLE_TO_DELETE_FILE                                  :{WHITE}Ni mogoče izbrisati datoteke
 STR_4009_GAME_LOAD_FAILED                                       :{WHITE}Nalaganje igre ni uspelo
-STR_400A_LIST_OF_DRIVES_DIRECTORIES                             :{BLACK}Seznam diskov, map in shranjenih iger
+STR_400A_LIST_OF_DRIVES_DIRECTORIES                             :{BLACK}Seznam pogonov, zemljevidov in shranjenih iger
 STR_400B_CURRENTLY_SELECTED_NAME                                :{BLACK}Trenutno izbrano ime za shranjevanje
-STR_400C_DELETE_THE_CURRENTLY_SELECTED                          :{BLACK}Izbrisi trenutno izbrano shranjeno igro
-STR_400D_SAVE_THE_CURRENT_GAME_USING                            :{BLACK}Shrani trenutno igro, z izbranim imenom
+STR_400C_DELETE_THE_CURRENTLY_SELECTED                          :{BLACK}Izbriši trenutno izbrano shranjeno igro
+STR_400D_SAVE_THE_CURRENT_GAME_USING                            :{BLACK}Shrani trenutno igro z izbranim imenom
 STR_400E_SELECT_NEW_GAME_TYPE                                   :{WHITE}Izberi tip nove igre
-STR_4010_GENERATE_RANDOM_NEW_GAME                               :Ustvari nakljucno novo igro
+STR_400F_SELECT_SCENARIO_GREEN_PRE                              :{BLACK}Izberite scenarij (zeleno), prednastavljeno igro (modro) ali naključno novo igro
+STR_4010_GENERATE_RANDOM_NEW_GAME                               :Ustvari naključno novo igro
+STR_4011_LOAD_HEIGHTMAP                                         :{WHITE}Naloži višinsko karto
 
 ##id 0x4800
 STR_4800_IN_THE_WAY                                             :{WHITE}{STRING} na poti
@@ -1218,36 +1391,36 @@
 STR_4804_SAWMILL                                                :Žaga
 STR_4805_FOREST                                                 :Gozd
 STR_4806_OIL_REFINERY                                           :Naftna rafinerija
-STR_4807_OIL_RIG                                                :Naftna ploscad
+STR_4807_OIL_RIG                                                :Naftna ploščad
 STR_4808_FACTORY                                                :Tovarna
 STR_4809_PRINTING_WORKS                                         :Tiskarna
-STR_480A_STEEL_MILL                                             :Zelezarna
+STR_480A_STEEL_MILL                                             :Železarna
 STR_480B_FARM                                                   :Kmetija
 STR_480C_COPPER_ORE_MINE                                        :Rudnik bakra
 STR_480D_OIL_WELLS                                              :Naftni izviri
 STR_480E_BANK                                                   :Banka
-STR_480F_FOOD_PROCESSING_PLANT                                  :Zivilska tovarna
+STR_480F_FOOD_PROCESSING_PLANT                                  :Predelava živil
 STR_4810_PAPER_MILL                                             :Papirnica
 STR_4811_GOLD_MINE                                              :Rudnik zlata
 STR_4812_BANK                                                   :Banka
 STR_4813_DIAMOND_MINE                                           :Rudnik diamantov
-STR_4814_IRON_ORE_MINE                                          :Rudnik zeleza
+STR_4814_IRON_ORE_MINE                                          :Rudnik železa
 STR_4815_FRUIT_PLANTATION                                       :Sadovnjak
-STR_4816_RUBBER_PLANTATION                                      :Plantaza kavcuka
+STR_4816_RUBBER_PLANTATION                                      :Plantaža kavčuka
 STR_4817_WATER_SUPPLY                                           :Vodno zajetje
-STR_4818_WATER_TOWER                                            :Vodni stolp
+STR_4818_WATER_TOWER                                            :Vodovodni stolp
 STR_4819_FACTORY                                                :Tovarna
 STR_481A_FARM                                                   :Kmetija
-STR_481B_LUMBER_MILL                                            :Zaga
+STR_481B_LUMBER_MILL                                            :Žaga
 STR_481C_COTTON_CANDY_FOREST                                    :Gozd sladkorne pene
-STR_481D_CANDY_FACTORY                                          :Tovarna slascic
+STR_481D_CANDY_FACTORY                                          :Tovarna slaščic
 STR_481E_BATTERY_FARM                                           :Farma baterij
-STR_481F_COLA_WELLS                                             :Izviri cockte
-STR_4820_TOY_SHOP                                               :Trgovina z igracami
-STR_4821_TOY_FACTORY                                            :Tovarna igrac
+STR_481F_COLA_WELLS                                             :Izvir Cockte
+STR_4820_TOY_SHOP                                               :Trgovina z igračami
+STR_4821_TOY_FACTORY                                            :Tovarna igrač
 STR_4822_PLASTIC_FOUNTAINS                                      :Vodnjaki plastike
-STR_4823_FIZZY_DRINK_FACTORY                                    :Tovarna gaziranih pijac
-STR_4824_BUBBLE_GENERATOR                                       :Generator mehurckov
+STR_4823_FIZZY_DRINK_FACTORY                                    :Tovarna gaziranih pijač
+STR_4824_BUBBLE_GENERATOR                                       :Generator mehurčkov
 STR_4825_TOFFEE_QUARRY                                          :Jama karamele
 STR_4826_SUGAR_MINE                                             :Rudnik sladkorja
 
@@ -1257,52 +1430,73 @@
 STR_4829_REQUIRES                                               :{BLACK}Potrebuje:: {YELLOW}{STRING}, {STRING}, {STRING}
 ############ range for requires	ends
 
-STR_482A_PRODUCTION_LAST_MONTH                                  :{BLACK}Proizvodnja prejsnega meseca:
-STR_482B_TRANSPORTED                                            :{YELLOW}{CARGO}{BLACK} ({COMMA}% transportirano)
+STR_482A_PRODUCTION_LAST_MONTH                                  :{BLACK}Proizvodnja prejšnjega meseca:
+STR_482B_TRANSPORTED                                            :{YELLOW}{CARGO}{BLACK} ({COMMA}% oddano)
+STR_482C_CENTER_THE_MAIN_VIEW_ON                                :{BLACK}Pogled na industrijo
+STR_482D_NEW_UNDER_CONSTRUCTION                                 :{BLACK}{BIGFONT}Nov {STRING} v izgradnji blizu mesta {TOWN}!
+STR_482E_NEW_BEING_PLANTED_NEAR                                 :{BLACK}{BIGFONT}Nov {STRING} v izgradnji blizu mesta {TOWN}!
 STR_482F_COST                                                   :{BLACK}Cena: {YELLOW}{CURRENCY}
-STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY                          :{WHITE}Tukaj ni mozno zgraditi tega tipa industrije...
-STR_4831_FOREST_CAN_ONLY_BE_PLANTED                             :{WHITE}... gozd je mozno nasaditi samo nad snezno mejo
-STR_483B_CAN_ONLY_BE_POSITIONED                                 :{WHITE}...mozno je samo zgraditi ob robu zemljevida
+STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY                          :{WHITE}Tukaj ni mogoče zgraditi tega tipa industrije ...
+STR_4831_FOREST_CAN_ONLY_BE_PLANTED                             :{WHITE} ... gozd je mogoče posaditi samo nad snežno mejo
+STR_4832_ANNOUNCES_IMMINENT_CLOSURE                             :{BLACK}{BIGFONT}{INDUSTRY} napoveduje takojšnje zaprtje!
+STR_4833_SUPPLY_PROBLEMS_CAUSE_TO                               :{BLACK}{BIGFONT}Zaradi težav z zalogami {INDUSTRY} napoveduje takojšnje zaprtje!
+STR_4834_LACK_OF_NEARBY_TREES_CAUSES                            :{BLACK}{BIGFONT}Zaradi pomanjkanja bližnjih dreves {INDUSTRY} napoveduje takojšnje zaprtje!
+STR_4835_INCREASES_PRODUCTION                                   :{BLACK}{BIGFONT}{INDUSTRY} povečuje proizvodnjo!
+STR_4836_NEW_COAL_SEAM_FOUND_AT                                 :{BLACK}{BIGFONT}Nova žila premoga najdena v {INDUSTRY}!{}Proizvodnja se bo podvojila!
+STR_4837_NEW_OIL_RESERVES_FOUND                                 :{BLACK}{BIGFONT}Nove rezerve nafte odkrite v {INDUSTRY}!{}Proizvodnja se bo podvojila!
+STR_4838_IMPROVED_FARMING_METHODS                               :{BLACK}{BIGFONT}Izboljšane metode pridelovanja v {INDUSTRY} bodo podvojile proizvodnjo!
+STR_4839_PRODUCTION_DOWN_BY_50                                  :{BLACK}{BIGFONT}{INDUSTRY} proizvodnja zmanjšana za 50%
+STR_483A_INSECT_INFESTATION_CAUSES                              :{BLACK}{BIGFONT}Insekti povzročili opustošenje v {INDUSTRY}!{}Proizvodnja zmanjšana za 50%
+STR_483B_CAN_ONLY_BE_POSITIONED                                 :{WHITE} ... mogoče zgraditi samo ob robu zemljevida
 
 ##id 0x5000
 STR_5000_TRAIN_IN_TUNNEL                                        :{WHITE}Vlak v tunelu
 STR_5001_ROAD_VEHICLE_IN_TUNNEL                                 :{WHITE}Cestno vozilo v tunelu
-STR_5006_MUST_DEMOLISH_TUNNEL_FIRST                             :{WHITE}Potrebno je najprej zakopati drugi tunel
-STR_5007_MUST_DEMOLISH_BRIDGE_FIRST                             :{WHITE}Potebno je najprej porusiti most
-STR_5008_CANNOT_START_AND_END_ON                                :{WHITE}Ni mozno zaceti in koncati v isti tocki
-STR_5009_LEVEL_LAND_OR_WATER_REQUIRED                           :{WHITE}Potrebno je izravnati teren ali vodo pod mostom
-STR_500A_START_AND_END_MUST_BE_IN                               :{WHITE}Zacetek in konec morata biti na enaki visini
+STR_5003_ANOTHER_TUNNEL_IN_THE_WAY                              :{WHITE}Obstoječi tunel v napoto
+STR_5005_UNABLE_TO_EXCAVATE_LAND                                :{WHITE}Ni mogoče izkopati zaključka tunela na drugem koncu
+STR_5006_MUST_DEMOLISH_TUNNEL_FIRST                             :{WHITE}Potrebno je najprej podreti drugi tunel
+STR_5007_MUST_DEMOLISH_BRIDGE_FIRST                             :{WHITE}Potebno je najprej porušiti most
+STR_5008_CANNOT_START_AND_END_ON                                :{WHITE}Ni mogoče začeti in končati v isti točki
+STR_5009_LEVEL_LAND_OR_WATER_REQUIRED                           :{WHITE}Raven teren ali vodovje zahtevano pod mostom
+STR_500A_START_AND_END_MUST_BE_IN                               :{WHITE}Začetek in konec morata biti na isti višini
+STR_500B_SITE_UNSUITABLE_FOR_TUNNEL                             :{WHITE}Lokacija neprimerna za vhod v tunel
 STR_500D                                                        :{GOLD}{STRING},{} {VELOCITY} {WHITE}{CURRENCY}
-STR_500E_SUSPENSION_STEEL                                       :Viseci, Zelezni
-STR_500F_GIRDER_STEEL                                           :Nosilni, Zelezni
-STR_5010_CANTILEVER_STEEL                                       :Nosilni, Zelezni
-STR_5011_SUSPENSION_CONCRETE                                    :Viseci, Betonski
+STR_500E_SUSPENSION_STEEL                                       :Viseči, Jekleni
+STR_500F_GIRDER_STEEL                                           :Nosilni, Jekleni
+STR_5010_CANTILEVER_STEEL                                       :Nosilen, Jeklen
+STR_5011_SUSPENSION_CONCRETE                                    :Viseč, Betonski
 STR_5012_WOODEN                                                 :Lesen
 STR_5013_CONCRETE                                               :Betonski
-STR_5014_TUBULAR_STEEL                                          :Cevast, Zelezen
-STR_5015_CAN_T_BUILD_BRIDGE_HERE                                :{WHITE}Tukaj ni mozno zgraditi most...
-STR_5016_CAN_T_BUILD_TUNNEL_HERE                                :{WHITE}Tukaj ni mozno zgraditi tunel
-STR_5017_RAILROAD_TUNNEL                                        :Zelezniski tunel
-STR_5018_ROAD_TUNNEL                                            :Cestni tunel
-STR_501B_STEEL_SUSPENSION_RAIL_BRIDGE                           :Obeseni zelezni zelezniski most
-STR_501C_STEEL_GIRDER_RAIL_BRIDGE                               :Nosilni zelezni zelezniski most
-STR_501D_STEEL_CANTILEVER_RAIL_BRIDGE                           :Nosilni zelezni zelezniski most
-STR_501E_REINFORCED_CONCRETE_SUSPENSION                         :Obeseni betonsko okrepljeni zelezniski most
-STR_501F_WOODEN_RAIL_BRIDGE                                     :Lesen zelezniski most
-STR_5020_CONCRETE_RAIL_BRIDGE                                   :Betonski zelezniski most
-STR_5021_STEEL_SUSPENSION_ROAD_BRIDGE                           :Obeseni zelezni cestni most
-STR_5022_STEEL_GIRDER_ROAD_BRIDGE                               :Nosilni zelezni cestni most
-STR_5023_STEEL_CANTILEVER_ROAD_BRIDGE                           :Nosilni zelezni cestni most
-STR_5024_REINFORCED_CONCRETE_SUSPENSION                         :Obeseni betonsko okrepljeni cestni most
+STR_5014_TUBULAR_STEEL                                          :Cevast, Jeklen
+STR_BRIDGE_TUBULAR_SILICON                                      :Cevast, Silicijev
+STR_5015_CAN_T_BUILD_BRIDGE_HERE                                :{WHITE}Tukaj ni mogoče zgraditi mostu ...
+STR_5016_CAN_T_BUILD_TUNNEL_HERE                                :{WHITE}Tukaj ni mogoče zgraditi tunela ...
+STR_5017_RAILROAD_TUNNEL                                        :Železniški predor
+STR_5018_ROAD_TUNNEL                                            :Cestni predor
+STR_501B_STEEL_SUSPENSION_RAIL_BRIDGE                           :Viseč jekleni železniški most
+STR_501C_STEEL_GIRDER_RAIL_BRIDGE                               :Nosilen jeklen železniški most
+STR_501D_STEEL_CANTILEVER_RAIL_BRIDGE                           :Nosilen jeklen železniški most
+STR_501E_REINFORCED_CONCRETE_SUSPENSION                         :Ojačan viseč betonski železniški most
+STR_501F_WOODEN_RAIL_BRIDGE                                     :Lesen železniški most
+STR_5020_CONCRETE_RAIL_BRIDGE                                   :Betonski železniški most
+STR_5021_STEEL_SUSPENSION_ROAD_BRIDGE                           :Viseč jeklen cestni most
+STR_5022_STEEL_GIRDER_ROAD_BRIDGE                               :Nosilen jeklen cestni most
+STR_5023_STEEL_CANTILEVER_ROAD_BRIDGE                           :Jeklen cestni most na nosilcih
+STR_5024_REINFORCED_CONCRETE_SUSPENSION                         :Ojačan viseč betonski cestni most
 STR_5025_WOODEN_ROAD_BRIDGE                                     :Lesen cestni most
 STR_5026_CONCRETE_ROAD_BRIDGE                                   :Betonski cestni most
-STR_5027_TUBULAR_RAIL_BRIDGE                                    :Cevni zelezniski most
-STR_5028_TUBULAR_ROAD_BRIDGE                                    :Cevni cestni most
+STR_5027_TUBULAR_RAIL_BRIDGE                                    :Cevast železniški most
+STR_5028_TUBULAR_ROAD_BRIDGE                                    :Cevast cestni most
 
 ##id 0x5800
 STR_5800_OBJECT_IN_THE_WAY                                      :{WHITE}Objekt na poti
 STR_5801_TRANSMITTER                                            :Oddajnik
 STR_5802_LIGHTHOUSE                                             :Svetilnik
+STR_5803_COMPANY_HEADQUARTERS                                   :Sedež podjetja
+STR_5804_COMPANY_HEADQUARTERS_IN                                :{WHITE} ... sedež podjetja na poti
+STR_5805_COMPANY_OWNED_LAND                                     :Ozemlje v lasti podjetja
+STR_5806_CAN_T_PURCHASE_THIS_LAND                               :{WHITE}Ni mogoče kupiti tega zemljišča ...
+STR_5807_YOU_ALREADY_OWN_IT                                     :{WHITE} ... ste že lastnik!
 
 
 ############ WARNING, using	range 0x6000 for strings that are stored in	the	savegame
@@ -1319,43 +1513,44 @@
 ############ end of	savegame specific region!
 
 ##id 0x6800
-STR_6800_DIFFICULTY_LEVEL                                       :{WHITE}Tezavnostna stopnja
+STR_6800_DIFFICULTY_LEVEL                                       :{WHITE}Težavnostna stopnja
 
 ############ range for difficulty levels starts
 STR_6801_EASY                                                   :{BLACK}Preprosto
 STR_6802_MEDIUM                                                 :{BLACK}Srednje
-STR_6803_HARD                                                   :{BLACK}Tezko
+STR_6803_HARD                                                   :{BLACK}Težko
 STR_6804_CUSTOM                                                 :{BLACK}Po meri
 ############ range for difficulty levels ends
 
 ############ range for difficulty settings starts
-STR_6805_MAXIMUM_NO_COMPETITORS                                 :{LTBLUE}Najvecje stevilo nasprotnikov: {ORANGE}{COMMA}
-STR_6806_COMPETITOR_START_TIME                                  :{LTBLUE}Nasportnikov zacetni cas: {ORANGE}{STRING}
-STR_6807_NO_OF_TOWNS                                            :{LTBLUE}St. mest: {ORANGE}{STRING}
-STR_6808_NO_OF_INDUSTRIES                                       :{LTBLUE}St. industrije: {ORANGE}{STRING}
-STR_6809_MAXIMUM_INITIAL_LOAN_000                               :{LTBLUE}Najvisje mozno posojilo: {ORANGE}{CURRENCY}
+STR_6805_MAXIMUM_NO_COMPETITORS                                 :{LTBLUE}Največje število nasprotnikov: {ORANGE}{COMMA}
+STR_6806_COMPETITOR_START_TIME                                  :{LTBLUE}Nasportnikov začetni čas: {ORANGE}{STRING}
+STR_6807_NO_OF_TOWNS                                            :{LTBLUE}Št. mest: {ORANGE}{STRING}
+STR_6808_NO_OF_INDUSTRIES                                       :{LTBLUE}Št. industrij: {ORANGE}{STRING}
+STR_6809_MAXIMUM_INITIAL_LOAN_000                               :{LTBLUE}Najvišje možno posojilo: {ORANGE}{CURRENCY}
 STR_680A_INITIAL_INTEREST_RATE                                  :{LTBLUE}Obrestna mera: {ORANGE}{COMMA}%
-STR_680B_VEHICLE_RUNNING_COSTS                                  :{LTBLUE}Cena vzdrzevanja vozil: {ORANGE}{STRING}
-STR_680C_CONSTRUCTION_SPEED_OF_COMPETITOR                       :{LTBLUE}Hitrost grajenja nasportnikov: {ORANGE}{STRING}
-STR_680D_INTELLIGENCE_OF_COMPETITORS                            :{LTBLUE}Intiligenca naspornikov: {ORANGE}{STRING}
+STR_680B_VEHICLE_RUNNING_COSTS                                  :{LTBLUE}Cena vzdrževanja vozil: {ORANGE}{STRING}
+STR_680C_CONSTRUCTION_SPEED_OF_COMPETITOR                       :{LTBLUE}Nasprotnikova hitrost gradnje: {ORANGE}{STRING}
+STR_680D_INTELLIGENCE_OF_COMPETITORS                            :{LTBLUE}Inteligenca nasprotnikov: {ORANGE}{STRING}
 STR_680E_VEHICLE_BREAKDOWNS                                     :{LTBLUE}Okvare vozil: {ORANGE}{STRING}
+STR_680F_SUBSIDY_MULTIPLIER                                     :{LTBLUE}Večkratnik subvencij: {ORANGE}{STRING}
 STR_6810_COST_OF_CONSTRUCTION                                   :{LTBLUE}Cena gradnje: {ORANGE}{STRING}
 STR_6811_TERRAIN_TYPE                                           :{LTBLUE}Tip terena: {ORANGE}{STRING}
-STR_6812_QUANTITY_OF_SEA_LAKES                                  :{LTBLUE}Kolicina vode in morij: {ORANGE}{STRING}
+STR_6812_QUANTITY_OF_SEA_LAKES                                  :{LTBLUE}Količina vodovij: {ORANGE}{STRING}
 STR_6813_ECONOMY                                                :{LTBLUE}Ekonomija: {ORANGE}{STRING}
-STR_6814_TRAIN_REVERSING                                        :{LTBLUE}Obracanje vlakov: {ORANGE}{STRING}
+STR_6814_TRAIN_REVERSING                                        :{LTBLUE}Obračanje vlakov: {ORANGE}{STRING}
 STR_6815_DISASTERS                                              :{LTBLUE}Katastrofe: {ORANGE}{STRING}
-STR_16816_CITY_APPROVAL                                         :{LTBLUE}Odnos mestnega sveta glede restrukturiranja: {ORANGE}{STRING}
+STR_16816_CITY_APPROVAL                                         :{LTBLUE}Odnos mestnega sveta do rekonstrukcije: {ORANGE}{STRING}
 ############ range for difficulty settings ends
 
-STR_26816_NONE                                                  :Noben
+STR_26816_NONE                                                  :Nič
 STR_6816_LOW                                                    :Nizko
 STR_6817_NORMAL                                                 :Normalno
 STR_6818_HIGH                                                   :Visoko
 STR_6819                                                        :{BLACK}{SMALLLEFTARROW}
 STR_681A                                                        :{BLACK}{SMALLRIGHTARROW}
-STR_681B_VERY_SLOW                                              :Zelo pocasno
-STR_681C_SLOW                                                   :Pocasno
+STR_681B_VERY_SLOW                                              :Zelo počasno
+STR_681C_SLOW                                                   :Počasno
 STR_681D_MEDIUM                                                 :Srednje
 STR_681E_FAST                                                   :Hitro
 STR_681F_VERY_FAST                                              :Zelo hitro
@@ -1364,141 +1559,337 @@
 STR_6821_MEDIUM                                                 :Srednje
 STR_6822_HIGH                                                   :Visoko
 STR_6823_NONE                                                   :Nobeno
-STR_6824_REDUCED                                                :Zmanjsano
+STR_6824_REDUCED                                                :Zmanjšano
 STR_6825_NORMAL                                                 :Normalno
 STR_6826_X1_5                                                   :x1,5
 STR_6827_X2                                                     :x2
 STR_6828_X3                                                     :x3
 STR_6829_X4                                                     :x4
-STR_682A_VERY_FLAT                                              :Zelo polozno
-STR_682B_FLAT                                                   :Polozno
+STR_682A_VERY_FLAT                                              :Zelo položno
+STR_682B_FLAT                                                   :Položno
 STR_682C_HILLY                                                  :Hribovito
 STR_682D_MOUNTAINOUS                                            :Gorato
 STR_682E_STEADY                                                 :Stalno
-STR_682F_FLUCTUATING                                            :Fluktacija
-STR_6830_IMMEDIATE                                              :Takojsno
+STR_682F_FLUCTUATING                                            :Fluktuacija
+STR_6830_IMMEDIATE                                              :Takojšnje
 STR_6831_3_MONTHS_AFTER_PLAYER                                  :3 mesece za igralcem
 STR_6832_6_MONTHS_AFTER_PLAYER                                  :6 mesecev za igralcem
 STR_6833_9_MONTHS_AFTER_PLAYER                                  :9 mesecev za igralcem
-STR_6834_AT_END_OF_LINE_AND_AT_STATIONS                         :Na koncu linije, in na postajah
+STR_6834_AT_END_OF_LINE_AND_AT_STATIONS                         :Na koncu linije in na postajah
 STR_6835_AT_END_OF_LINE_ONLY                                    :Samo na koncu linije
 STR_6836_OFF                                                    :Izklopljeno
 STR_6837_ON                                                     :Vklopljeno
-STR_6838_SHOW_HI_SCORE_CHART                                    :{BLACK}Pokazi tabelo najboljsih
+STR_6838_SHOW_HI_SCORE_CHART                                    :{BLACK}Pokaži tabelo najboljših
 STR_6839_PERMISSIVE                                             :Dopustno
 STR_683A_TOLERANT                                               :Tolerantno
-STR_683B_HOSTILE                                                :Sovrazno
+STR_683B_HOSTILE                                                :Sovražno
 
 ##id 0x7000
 STR_7000                                                        :
 STR_7001                                                        :{WHITE}{COMPANY} {BLACK}{PLAYERNAME}
-STR_7002_PLAYER                                                 :(Igralce {COMMA})
+STR_7002_PLAYER                                                 :(Igralec {COMMA})
 STR_7004_NEW_FACE                                               :{BLACK}Nov obraz
+STR_7005_COLOR_SCHEME                                           :{BLACK}Barva
+STR_7006_COLOR_SCHEME                                           :{GOLD}Barva:
+STR_7007_NEW_COLOR_SCHEME                                       :{WHITE}Nova barva
+STR_7008_COMPANY_NAME                                           :{BLACK}Ime podjetja
+STR_7009_PRESIDENT_NAME                                         :{BLACK}Ime lastnika
+STR_700A_COMPANY_NAME                                           :Ime podjetja
+STR_700B_PRESIDENT_S_NAME                                       :Ime lastnika
+STR_700C_CAN_T_CHANGE_COMPANY_NAME                              :{WHITE}Ni mogoče spremeniti imena podjetja ...
+STR_700D_CAN_T_CHANGE_PRESIDENT                                 :{WHITE}Ni mogoče spremeniti imena lastnika ...
+STR_700E_FINANCES                                               :{WHITE}{COMPANY} Finance {BLACK}{PLAYERNAME}
+STR_700F_EXPENDITURE_INCOME                                     :{WHITE}Izdatki/Prilivi
+STR_7011_CONSTRUCTION                                           :{GOLD}Konstrukcija
+STR_7012_NEW_VEHICLES                                           :{GOLD}Nova vozila
+STR_7013_TRAIN_RUNNING_COSTS                                    :{GOLD}Cena delovanja vlakov
+STR_7014_ROAD_VEH_RUNNING_COSTS                                 :{GOLD}Cena delovanja cestnih vozil
+STR_7015_AIRCRAFT_RUNNING_COSTS                                 :{GOLD}Cena delovanja letal
+STR_7016_SHIP_RUNNING_COSTS                                     :{GOLD}Cena delovanja ladij
+STR_7017_PROPERTY_MAINTENANCE                                   :{GOLD}Vzdrževanje
+STR_7018_TRAIN_INCOME                                           :{GOLD}Priliv vlakov
+STR_7019_ROAD_VEHICLES_INCOME                                   :{GOLD}Priliv cestnih vozil
+STR_701A_AIRCRAFT_INCOME                                        :{GOLD}Priliv letal
+STR_701B_SHIP_INCOME                                            :{GOLD}Priliv ladij
+STR_701C_LOAN_INTEREST                                          :{GOLD}Obresti posojila
+STR_701D_OTHER                                                  :{GOLD}Drugo
+STR_7020_TOTAL                                                  :{WHITE}Skupaj:
+STR_7022_INCOME_GRAPH                                           :{WHITE}Graf priliva
+STR_7025_OPERATING_PROFIT_GRAPH                                 :{WHITE}Graf čistega dobička
+STR_7026_BANK_BALANCE                                           :{WHITE}Stanje na banki
+STR_7027_LOAN                                                   :{WHITE}Posojilo
+STR_7029_BORROW                                                 :{BLACK}Sposodi {SKIP}{SKIP}{SKIP}{SKIP}{CURRENCY}
+STR_702A_REPAY                                                  :{BLACK}Odplačaj {SKIP}{SKIP}{SKIP}{SKIP}{CURRENCY}
+STR_702B_MAXIMUM_PERMITTED_LOAN                                 :{WHITE} ... najvišje posojilo je {CURRENCY}
+STR_702C_CAN_T_BORROW_ANY_MORE_MONEY                            :{WHITE}Ni si mogoče izposoditi več denarja ...
+STR_702D_LOAN_ALREADY_REPAYED                                   :{WHITE} ... ni posojila za odplačati
+STR_702E_REQUIRED                                               :{WHITE}...{CURRENCY} potrebno
+STR_702F_CAN_T_REPAY_LOAN                                       :{WHITE}Ni mogoče odplačati posojila ...
+STR_7030_SELECT_NEW_FACE_FOR_PRESIDENT                          :{BLACK}Izberi nov obraz za lastnika
+STR_7031_CHANGE_THE_COMPANY_VEHICLE                             :{BLACK}Spremeni barvo vozil podjetja
+STR_7032_CHANGE_THE_PRESIDENT_S                                 :{BLACK}Spremeni ime lastnika
+STR_7033_CHANGE_THE_COMPANY_NAME                                :{BLACK}Spremeni ime podjetja
+STR_7034_CLICK_ON_SELECTED_NEW_COLOR                            :{BLACK}Kliknite na željeno barvo
+STR_7035_INCREASE_SIZE_OF_LOAN                                  :{BLACK}Povečaj višino posojila
+STR_7036_REPAY_PART_OF_LOAN                                     :{BLACK}Odplačaj del posojila
+STR_7037_PRESIDENT                                              :{WHITE}{PLAYERNAME}{}{GOLD}(Lastnik)
+STR_7038_INAUGURATED                                            :{GOLD}Postavljen spomenik: {WHITE}{NUM}
+STR_7039_VEHICLES                                               :{GOLD}Vozila:
 STR_TRAINS                                                      :{WHITE}{COMMA} vlak{P "" s}
-STR_7049_SELECT_MALE_FACES                                      :{BLACK}Izberi mosko sliko
-STR_704A_SELECT_FEMALE_FACES                                    :{BLACK}Izberi zensko sliko
-STR_704B_GENERATE_RANDOM_NEW_FACE                               :{BLACK}Naredi nakljucno novo sliko
-STR_704C_KEY                                                    :{BLACK}Kljuc
-STR_705C_BANKRUPT                                               :{BLACK}{BIGFONT}Bankrotiral si!
-STR_7060_CAN_T_BUY_COMPANY                                      :{WHITE}Ne mores kupiti podjetja...
+STR_AIRCRAFT                                                    :{WHITE}{COMMA} letalo
+STR_7042_NONE                                                   :{WHITE}Nič
+STR_7043_FACE_SELECTION                                         :{WHITE}Izbira obraza
+STR_7044_MALE                                                   :{BLACK}Moški
+STR_7045_FEMALE                                                 :{BLACK}Ženska
+STR_7046_NEW_FACE                                               :{BLACK}Nov obraz
+STR_7047_CANCEL_NEW_FACE_SELECTION                              :{BLACK}Prekliči izbiro novega obraza
+STR_7048_ACCEPT_NEW_FACE_SELECTION                              :{BLACK}Sprejmi nov obraz
+STR_7049_SELECT_MALE_FACES                                      :{BLACK}Izberi moške slike
+STR_704A_SELECT_FEMALE_FACES                                    :{BLACK}Izberi ženske slike
+STR_704B_GENERATE_RANDOM_NEW_FACE                               :{BLACK}Naredi naključno novo sliko
+STR_704C_KEY                                                    :{BLACK}Ključ
+STR_704D_SHOW_KEY_TO_GRAPHS                                     :{BLACK}Prikaži ključe grafov
+STR_704E_KEY_TO_COMPANY_GRAPHS                                  :{WHITE}Ključi grafov podjetij
+STR_704F_CLICK_HERE_TO_TOGGLE_COMPANY                           :{BLACK}Kliknite sem za napise podjetja na grafu vključeno/izključeno
+STR_7050_UNITS_OF_CARGO_DELIVERED                               :{WHITE}Enot tovora dostavljenega
+STR_7051_COMPANY_PERFORMANCE_RATINGS                            :{WHITE}Ocene podjetja (max=1000)
+STR_7052_COMPANY_VALUES                                         :{WHITE}Vrednosti podjetij
+STR_7053_COMPANY_LEAGUE_TABLE                                   :{WHITE}Seznam najboljših podjetij
+STR_7056_TRANSPORT_COMPANY_IN_TROUBLE                           :{BLACK}{BIGFONT}Podjetje v težavah!
+STR_7057_WILL_BE_SOLD_OFF_OR_DECLARED                           :Podjetje {BLACK}{BIGFONT}{COMPANY} bo prodano ali prisiljeno v stečajni postopek, če se stanje kmalu ne izboljša!
+STR_7058_PRESIDENT                                              :{BLACK}{PLAYERNAME}{}(Lastnik)
+STR_7059_TRANSPORT_COMPANY_MERGER                               :{BLACK}{BIGFONT}Združevalec podjetij!
+STR_705A_HAS_BEEN_SOLD_TO_FOR                                   :Podjetje {BLACK}{BIGFONT}{COMPANY} je bilo prodano podejtju {COMPANY} za {CURRENCY}!
+STR_705B_WE_ARE_LOOKING_FOR_A_TRANSPORT                         :{WHITE}Iščemo novega lastnika, ki bi prevzel naše podjetje.{}{}Ali bi želeli kupiti podjetje {COMPANY} za {CURRENCY}?
+STR_705C_BANKRUPT                                               :{BLACK}{BIGFONT}Bankrotirali ste!
+STR_705D_HAS_BEEN_CLOSED_DOWN_BY                                :Investitorji so zaprli podjetje {BLACK}{BIGFONT}{COMPANY} in prodali vse imetje!
+STR_705E_NEW_TRANSPORT_COMPANY_LAUNCHED                         :{BLACK}{BIGFONT}Ustanoveljno novo podjetje!
+STR_705F_STARTS_CONSTRUCTION_NEAR                               :Podjetje {BLACK}{BIGFONT}{COMPANY} začenja gradnjo blizu mesta {TOWN}!
+STR_7060_CAN_T_BUY_COMPANY                                      :{WHITE}Ne morete kupiti podjetja ...
+STR_7061_CARGO_PAYMENT_RATES                                    :{WHITE}Ocene plačevanja tovora
+STR_7062_DAYS_IN_TRANSIT                                        :{BLACK}{TINYFONT}Dni v prevozu
+STR_7063_PAYMENT_FOR_DELIVERING                                 :{BLACK}{TINYFONT}Plačilo za dostavo 10 enot (ali 10.000 litrov) tovora za razdaljo 20 kvadratkov
+STR_7064_TOGGLE_GRAPH_FOR_CARGO                                 :{BLACK}Prikaži graf za tip tovora vključen/izključen
 STR_7065                                                        :{BLACK}{TINYFONT}{STRING}
-STR_7066_ENGINEER                                               :Inzenir
-STR_7067_TRAFFIC_MANAGER                                        :Upravnik prometa
+STR_7066_ENGINEER                                               :Inženir
+STR_7067_TRAFFIC_MANAGER                                        :Vodja prometa
+STR_7068_TRANSPORT_COORDINATOR                                  :Koordinator transporta
+STR_7069_ROUTE_SUPERVISOR                                       :Nadzornik dostave
 STR_706A_DIRECTOR                                               :Direktor
+STR_706B_CHIEF_EXECUTIVE                                        :Vrhovni direktor
 STR_706C_CHAIRMAN                                               :Minister
 STR_706D_PRESIDENT                                              :Predsednik
 STR_706E_TYCOON                                                 :Velekapitalist
-STR_706F_BUILD_HQ                                               :{BLACK}Izgradi sedež podjetja
+STR_706F_BUILD_HQ                                               :{BLACK}Zgradi sedež podjetja
+STR_7070_BUILD_COMPANY_HEADQUARTERS                             :{BLACK}Zgradi sedež podjetja / poglej sedež podjetja
+STR_7071_CAN_T_BUILD_COMPANY_HEADQUARTERS                       :{WHITE}Ne morem zgraditi sedeža podjetja
 STR_7072_VIEW_HQ                                                :{BLACK}Poglej sedež podjetja
+STR_COMPANY_PASSWORD                                            :{BLACK}Geslo
+STR_COMPANY_PASSWORD_TOOLTIP                                    :{BLACK}Zaščitite svoje podjetje z geslom, da preprečite priključitev drugih uporabnikov k podjetju.
+STR_7073_WORLD_RECESSION_FINANCIAL                              :{BIGFONT}{BLACK}Svetovna recesija!{}{}Ekonomisti se bojijo najhujšega ob trenutnem poteku dogodkov!
+STR_7074_RECESSION_OVER_UPTURN_IN                               :{BIGFONT}{BLACK}Konec recesije!{}{}Izboljšanje trgovanja povečuje zaupanje domače industrije, gospodarstvo napreduje!
+STR_7075_TOGGLE_LARGE_SMALL_WINDOW                              :{BLACK}Menjaj veliko/majhno velikost okna
+STR_7076_COMPANY_VALUE                                          :{GOLD}Vrednost podjetja: {WHITE}{CURRENCY64}
+STR_7077_BUY_25_SHARE_IN_COMPANY                                :{BLACK}Kupi 25% delnic podjetja
+STR_7078_SELL_25_SHARE_IN_COMPANY                               :{BLACK}Prodaj 25% delnic podjetja
+STR_7079_BUY_25_SHARE_IN_THIS_COMPANY                           :{BLACK}Kupi 25% delnic tega podjetja
+STR_707A_SELL_25_SHARE_IN_THIS_COMPANY                          :{BLACK}Prodaj 25% delnic tega podjetja
+STR_707B_CAN_T_BUY_25_SHARE_IN_THIS                             :{WHITE}Ni mogoče kupiti 25% tržnega deleža tega podjetja ...
+STR_707C_CAN_T_SELL_25_SHARE_IN                                 :{WHITE}Ni mogoče prodati 25% tržnega deleža tega podjetja ...
+STR_707D_OWNED_BY                                               :{WHITE}({COMMA}% last podjetja {COMPANY})
+STR_707E_OWNED_BY_OWNED_BY                                      :{WHITE}({COMMA}% last podjetja {COMPANY}{}   {COMMA}% last podjetja {COMPANY})
+STR_707F_HAS_BEEN_TAKEN_OVER_BY                                 :Podjetje {BLACK}{BIGFONT}{COMPANY} je bilo prevzeto iz strani podjetja {COMPANY}!
+STR_7080_PROTECTED                                              :{WHITE}Podjetje še ni dovolj staro, da bi lahko trgovalo z lastnimi delnicami ...
+
+
 
 ##id 0x8000
-STR_804F_CANDY_VAN                                              :Tovornjak slascic
-STR_8050_TOY_VAN                                                :Tovornjak igrac
+STR_8017_SH_30_ELECTRIC                                         :SH '30' (Električen)
+STR_8018_SH_40_ELECTRIC                                         :SH '40' (Električen)
+STR_8019_T_I_M_ELECTRIC                                         :'T.I.M.' (Električen)
+STR_801A_ASIASTAR_ELECTRIC                                      :'AsiaStar' (Električen)
+STR_801B_PASSENGER_CAR                                          :Potniški prevoz
+STR_801C_MAIL_VAN                                               :Kamion s pošto
+STR_801D_COAL_CAR                                               :Kamion s premogom
+STR_801E_OIL_TANKER                                             :Naftni tanker
+STR_801F_LIVESTOCK_VAN                                          :Kamion z živino
+STR_8020_GOODS_VAN                                              :Kamion z dobrinami
+STR_8021_GRAIN_HOPPER                                           :Kamion z žitom
+STR_8022_WOOD_TRUCK                                             :Kamion z lesom
+STR_8023_IRON_ORE_HOPPER                                        :Kamion z železovo rudo
+STR_8024_STEEL_TRUCK                                            :Kamion z jeklom
+STR_8025_ARMORED_VAN                                            :Oklepen kamion
+STR_8026_FOOD_VAN                                               :Kamion s hrano
+STR_8027_PAPER_TRUCK                                            :Kamion s papirjem
+STR_8028_COPPER_ORE_HOPPER                                      :Kamion z bakrovo rudo
+STR_8029_WATER_TANKER                                           :Cisterna z vodo
+STR_802A_FRUIT_TRUCK                                            :Kamion s sadjem
+STR_802B_RUBBER_TRUCK                                           :Kamion z gumo
+STR_802C_SUGAR_TRUCK                                            :Kamion s sladkorjem
+STR_802D_COTTON_CANDY_HOPPER                                    :Kamion s sladkorno peno
+STR_802E_TOFFEE_HOPPER                                          :Kamion s toffee
+STR_802F_BUBBLE_VAN                                             :Kamion z mehurčki
+STR_8030_COLA_TANKER                                            :Kamion s Cockto
+STR_8031_CANDY_VAN                                              :Kamion s sladkarijami
+STR_8032_TOY_VAN                                                :Kamion z igračami
+STR_8033_BATTERY_TRUCK                                          :Kamion z baterijami
+STR_8034_FIZZY_DRINK_TRUCK                                      :Kamion z gaziranimi pijačami
+STR_8035_PLASTIC_TRUCK                                          :Kamion s plastiko
+STR_8036_X2001_ELECTRIC                                         :'X2001' (Električen)
+STR_8037_MILLENNIUM_Z1_ELECTRIC                                 :'Millennium Z1' (Električen)
+STR_8039_PASSENGER_CAR                                          :Prevoz potnikov
+STR_803A_MAIL_VAN                                               :Tovornjak pošte
+STR_803B_COAL_CAR                                               :Tovornjak premoga
+STR_803C_OIL_TANKER                                             :Cisterna z nafto
+STR_803D_LIVESTOCK_VAN                                          :Tovornjak živine
+STR_803E_GOODS_VAN                                              :Tovornjak dobrin
+STR_803F_GRAIN_HOPPER                                           :Tovornjak žita
+STR_8040_WOOD_TRUCK                                             :Tovornjak lesa
+STR_8041_IRON_ORE_HOPPER                                        :Tovornjak železove rude
+STR_8042_STEEL_TRUCK                                            :Tovornjak jekla
+STR_8043_ARMORED_VAN                                            :Oklepen tovornjak
+STR_8044_FOOD_VAN                                               :Tovornjak hrane
+STR_8045_PAPER_TRUCK                                            :Tovornjak papirja
+STR_8046_COPPER_ORE_HOPPER                                      :Tovornjak bakrove rude
+STR_8047_WATER_TANKER                                           :Cisterna z vodo
+STR_8048_FRUIT_TRUCK                                            :Tovornjak sadja
+STR_8049_RUBBER_TRUCK                                           :Tovornjak gume
+STR_804A_SUGAR_TRUCK                                            :Tovornjak sladkorja
+STR_804B_COTTON_CANDY_HOPPER                                    :Tovornjak sladkorne pene
+STR_804C_TOFFEE_HOPPER                                          :Tovornjak toffee
+STR_804D_BUBBLE_VAN                                             :Tovornjak mehurčkov
+STR_804E_COLA_TANKER                                            :Tovornjak Cockte
+STR_804F_CANDY_VAN                                              :Tovornjak slaščic
+STR_8050_TOY_VAN                                                :Tovornjak igrač
 STR_8051_BATTERY_TRUCK                                          :Tovornjak baterij
-STR_8052_FIZZY_DRINK_TRUCK                                      :Tovornjak gaziranih pijac
+STR_8052_FIZZY_DRINK_TRUCK                                      :Tovornjak gaziranih pijač
 STR_8053_PLASTIC_TRUCK                                          :Tovornjak plastike
-STR_8059_PASSENGER_CAR                                          :Potniski vagon
-STR_805A_MAIL_VAN                                               :Postni vagon
+STR_8054_LEV1_LEVIATHAN_ELECTRIC                                :Lev1 'Leviathan' (Električen)
+STR_8055_LEV2_CYCLOPS_ELECTRIC                                  :Lev2 'Cyclops' (Električen)
+STR_8056_LEV3_PEGASUS_ELECTRIC                                  :Lev3 'Pegasus' (Električen)
+STR_8057_LEV4_CHIMAERA_ELECTRIC                                 :Lev4 'Chimaera' (Električen)
+STR_8059_PASSENGER_CAR                                          :Potniški vagon
+STR_805A_MAIL_VAN                                               :Poštni vagon
 STR_805B_COAL_CAR                                               :Vagon za premog
 STR_805C_OIL_TANKER                                             :Vagon za nafto
-STR_805D_LIVESTOCK_VAN                                          :Vagon za zivino
+STR_805D_LIVESTOCK_VAN                                          :Vagon za živino
 STR_805E_GOODS_VAN                                              :Vagon za dobrine
-STR_805F_GRAIN_HOPPER                                           :Vagon za zito
+STR_805F_GRAIN_HOPPER                                           :Vagon za žito
 STR_8060_WOOD_TRUCK                                             :Vagon za les
-STR_8061_IRON_ORE_HOPPER                                        :Vagon za zelezovo rudo
+STR_8061_IRON_ORE_HOPPER                                        :Vagon za železovo rudo
 STR_8062_STEEL_TRUCK                                            :Vagon za jeklo
 STR_8063_ARMORED_VAN                                            :Oklepni vagon
 STR_8064_FOOD_VAN                                               :Vagon za hrano
 STR_8065_PAPER_TRUCK                                            :Vagon za papir
-STR_8066_COPPER_ORE_HOPPER                                      :Vagon za bakreno rudo
-STR_8067_WATER_TANKER                                           :Vodni tanker
+STR_8066_COPPER_ORE_HOPPER                                      :Vagon za bakrovo rudo
+STR_8067_WATER_TANKER                                           :Vodna cisterna
 STR_8068_FRUIT_TRUCK                                            :Vagon za sadje
-STR_8069_RUBBER_TRUCK                                           :Vagon za kavcuk
+STR_8069_RUBBER_TRUCK                                           :Vagon za gumo
 STR_806A_SUGAR_TRUCK                                            :Vagon za sladkor
 STR_806B_COTTON_CANDY_HOPPER                                    :Vagon za sladkorno peno
 STR_806C_TOFFEE_HOPPER                                          :Vagon za karamelo
-STR_806D_BUBBLE_VAN                                             :Vagon za mehurcke
-STR_806E_COLA_TANKER                                            :Tank za cockto
-STR_806F_CANDY_VAN                                              :Vagon za slascice
-STR_8070_TOY_VAN                                                :Vagon za igrace
+STR_806D_BUBBLE_VAN                                             :Vagon za mehurčke
+STR_806E_COLA_TANKER                                            :Cisterna za Cockto
+STR_806F_CANDY_VAN                                              :Vagon za slaščice
+STR_8070_TOY_VAN                                                :Vagon za igrače
 STR_8071_BATTERY_TRUCK                                          :Tovornjak za baterije
-STR_8072_FIZZY_DRINK_TRUCK                                      :Tovornjak za gazirane pijace
+STR_8072_FIZZY_DRINK_TRUCK                                      :Tovornjak za gazirane pijače
 STR_8073_PLASTIC_TRUCK                                          :Tovornjak za plastiko
-STR_807B_BALOGH_COAL_TRUCK                                      :Balogh kamion premoga
-STR_807C_UHL_COAL_TRUCK                                         :Uhl kamion premoga
-STR_807D_DW_COAL_TRUCK                                          :DW kamion premoga
-STR_8084_WITCOMBE_OIL_TANKER                                    :Witcombe naftni tanker
-STR_8085_FOSTER_OIL_TANKER                                      :Foster naftni tanker
-STR_8086_PERRY_OIL_TANKER                                       :Perry naftni tanker
-STR_808A_BALOGH_GOODS_TRUCK                                     :Balogh kamion blaga
-STR_808B_CRAIGHEAD_GOODS_TRUCK                                  :Craighead kamion blaga
-STR_808C_GOSS_GOODS_TRUCK                                       :Goss kamion blaga
-STR_808D_HEREFORD_GRAIN_TRUCK                                   :Hereford kamion zita
-STR_808E_THOMAS_GRAIN_TRUCK                                     :Thomas kamion zita
-STR_808F_GOSS_GRAIN_TRUCK                                       :Goss kamion zita
-STR_8090_WITCOMBE_WOOD_TRUCK                                    :Witcombe kamion lesa
-STR_8091_FOSTER_WOOD_TRUCK                                      :Fooster kamion lesa
-STR_8092_MORELAND_WOOD_TRUCK                                    :Moreland kamion lesa
-STR_8093_MPS_IRON_ORE_TRUCK                                     :MPS kamion zelezne rude
-STR_8094_UHL_IRON_ORE_TRUCK                                     :Uhl kamion zelezne rude
-STR_8095_CHIPPY_IRON_ORE_TRUCK                                  :Chippy kamion zelezne rude
-STR_8096_BALOGH_STEEL_TRUCK                                     :Balogh kamion jekla
-STR_8097_UHL_STEEL_TRUCK                                        :Uhl kamion jekla
-STR_8098_KELLING_STEEL_TRUCK                                    :Kelling kamion jekla
-STR_8099_BALOGH_ARMORED_TRUCK                                   :Balogh oklepni kamion
-STR_809A_UHL_ARMORED_TRUCK                                      :Uhl oklepni kamion
-STR_809B_FOSTER_ARMORED_TRUCK                                   :Foster oklepni kamion
-STR_809C_FOSTER_FOOD_VAN                                        :Foster kamion živil
-STR_809D_PERRY_FOOD_VAN                                         :Perry kamion živil
-STR_809E_CHIPPY_FOOD_VAN                                        :Chippy kamion živil
-STR_809F_UHL_PAPER_TRUCK                                        :Uhl kamion papirja
-STR_80A0_BALOGH_PAPER_TRUCK                                     :Balogh kamion papirja
-STR_80A1_MPS_PAPER_TRUCK                                        :MPS kamion papirja
-STR_80A2_MPS_COPPER_ORE_TRUCK                                   :MPS kamion bakrove rude
-STR_80A3_UHL_COPPER_ORE_TRUCK                                   :Uhl kamion bakrove rude
-STR_80A4_GOSS_COPPER_ORE_TRUCK                                  :Goss kamion bakrove rude
-STR_80A5_UHL_WATER_TANKER                                       :Uhl tanker mineralne vode
-STR_80A6_BALOGH_WATER_TANKER                                    :Balogh tanker mineralne vode
-STR_80A7_MPS_WATER_TANKER                                       :MPS tanker mineralne vode
-STR_80A8_BALOGH_FRUIT_TRUCK                                     :Balogh kamion sadja
-STR_80A9_UHL_FRUIT_TRUCK                                        :Uhl kamion sadja
-STR_80AA_KELLING_FRUIT_TRUCK                                    :Kelling kamion sadja
-STR_80AB_BALOGH_RUBBER_TRUCK                                    :Balogh kamion kavcuka
-STR_80AC_UHL_RUBBER_TRUCK                                       :Uhl kamion kavcuka
-STR_80AD_RMT_RUBBER_TRUCK                                       :RMT kamion kavcuka
-STR_80AE_MIGHTYMOVER_SUGAR_TRUCK                                :MightyMover kamion sladkorja
-STR_80AF_POWERNAUGHT_SUGAR_TRUCK                                :Powernaught kamion sladkorja
-STR_80B0_WIZZOWOW_SUGAR_TRUCK                                   :Wizzowow kamion sladkorja
-STR_80B1_MIGHTYMOVER_COLA_TRUCK                                 :MightyMover kamion Cockte
-STR_80B2_POWERNAUGHT_COLA_TRUCK                                 :Powernaught kamion Cockte
-STR_80B3_WIZZOWOW_COLA_TRUCK                                    :Wizzowow kamion Cockte
+STR_8074_MPS_REGAL_BUS                                          :MPS regionalni avtobus
+STR_8075_HEREFORD_LEOPARD_BUS                                   :Hereford Leopard avtobus
+STR_8076_FOSTER_BUS                                             :Foster avtobus
+STR_8077_FOSTER_MKII_SUPERBUS                                   :Foster MkII Superbus
+STR_8078_PLODDYPHUT_MKI_BUS                                     :Ploddyphut MkI avtobus
+STR_8079_PLODDYPHUT_MKII_BUS                                    :Ploddyphut MkII avtobus
+STR_807A_PLODDYPHUT_MKIII_BUS                                   :Ploddyphut MkIII avtobus
+STR_807B_BALOGH_COAL_TRUCK                                      :Balogh tovornjak za premog
+STR_807C_UHL_COAL_TRUCK                                         :Uhl tovornjak za premog
+STR_807D_DW_COAL_TRUCK                                          :DW tovornjak za premog
+STR_807E_MPS_MAIL_TRUCK                                         :MPS tovornjak za pošto
+STR_807F_REYNARD_MAIL_TRUCK                                     :Reynard tovornjak za pošto
+STR_8080_PERRY_MAIL_TRUCK                                       :Perry tovornjak za pošto
+STR_8081_MIGHTYMOVER_MAIL_TRUCK                                 :MightyMover tovornjak za pošto
+STR_8082_POWERNAUGHT_MAIL_TRUCK                                 :Powernaught tovornjak za pošto
+STR_8083_WIZZOWOW_MAIL_TRUCK                                    :Wizzowow tovornjak za pošto
+STR_8084_WITCOMBE_OIL_TANKER                                    :Witcombe cisterna za nafto
+STR_8085_FOSTER_OIL_TANKER                                      :Foster cisterna za nafto
+STR_8086_PERRY_OIL_TANKER                                       :Perry cisterna za nafto
+STR_8087_TALBOTT_LIVESTOCK_VAN                                  :Talbott tovornjak za živino
+STR_8088_UHL_LIVESTOCK_VAN                                      :Uhl tovornjak za živino
+STR_8089_FOSTER_LIVESTOCK_VAN                                   :Foster tovornjak za živino
+STR_808A_BALOGH_GOODS_TRUCK                                     :Balogh tovornjak za dobrine
+STR_808B_CRAIGHEAD_GOODS_TRUCK                                  :Craighead tovornjak za dobrine
+STR_808C_GOSS_GOODS_TRUCK                                       :Goss tovornjak za dobrine
+STR_808D_HEREFORD_GRAIN_TRUCK                                   :Hereford tovornjak za žito
+STR_808E_THOMAS_GRAIN_TRUCK                                     :Thomas tovornjak za žito
+STR_808F_GOSS_GRAIN_TRUCK                                       :Goss tovornjak za žito
+STR_8090_WITCOMBE_WOOD_TRUCK                                    :Witcombe tovornjak za les
+STR_8091_FOSTER_WOOD_TRUCK                                      :Fooster tovornjak za les
+STR_8092_MORELAND_WOOD_TRUCK                                    :Moreland tovornjak za les
+STR_8093_MPS_IRON_ORE_TRUCK                                     :MPS tovornjak za železovo rudo
+STR_8094_UHL_IRON_ORE_TRUCK                                     :Uhl tovornjak za železovo rudo
+STR_8095_CHIPPY_IRON_ORE_TRUCK                                  :Chippy tovornjak za železovo rudo
+STR_8096_BALOGH_STEEL_TRUCK                                     :Balogh tovornjak za jeklo
+STR_8097_UHL_STEEL_TRUCK                                        :Uhl tovornjak za jeklo
+STR_8098_KELLING_STEEL_TRUCK                                    :Kelling tovornjak za jeklo
+STR_8099_BALOGH_ARMORED_TRUCK                                   :Balogh oklepni tovornjak
+STR_809A_UHL_ARMORED_TRUCK                                      :Uhl oklepni tovornjak
+STR_809B_FOSTER_ARMORED_TRUCK                                   :Foster oklepni tovornjak
+STR_809C_FOSTER_FOOD_VAN                                        :Foster tovornjak za živila
+STR_809D_PERRY_FOOD_VAN                                         :Perry tovornjak za živila
+STR_809E_CHIPPY_FOOD_VAN                                        :Chippy tovornjak za živila
+STR_809F_UHL_PAPER_TRUCK                                        :Uhl tovornjak za papir
+STR_80A0_BALOGH_PAPER_TRUCK                                     :Balogh tovornjak za papir
+STR_80A1_MPS_PAPER_TRUCK                                        :MPS tovornjak za papir
+STR_80A2_MPS_COPPER_ORE_TRUCK                                   :MPS tovornjak za bakrovo rudo
+STR_80A3_UHL_COPPER_ORE_TRUCK                                   :Uhl tovornjak za bakrovo rudo
+STR_80A4_GOSS_COPPER_ORE_TRUCK                                  :Goss tovornjak za bakrovo rudo
+STR_80A5_UHL_WATER_TANKER                                       :Uhl cisterna za vodo
+STR_80A6_BALOGH_WATER_TANKER                                    :Balogh cisterna za vodo
+STR_80A7_MPS_WATER_TANKER                                       :MPS cisterna za vodo
+STR_80A8_BALOGH_FRUIT_TRUCK                                     :Balogh tovornjak za sadje
+STR_80A9_UHL_FRUIT_TRUCK                                        :Uhl tovornjak za sadje
+STR_80AA_KELLING_FRUIT_TRUCK                                    :Kelling tovornjak za sadje
+STR_80AB_BALOGH_RUBBER_TRUCK                                    :Balogh tovornjak za gumo
+STR_80AC_UHL_RUBBER_TRUCK                                       :Uhl tovornjak za gumo
+STR_80AD_RMT_RUBBER_TRUCK                                       :RMT tovornjak za gumo
+STR_80AE_MIGHTYMOVER_SUGAR_TRUCK                                :MightyMover tovornjak za sladkor
+STR_80AF_POWERNAUGHT_SUGAR_TRUCK                                :Powernaught tovornjak za sladkor
+STR_80B0_WIZZOWOW_SUGAR_TRUCK                                   :Wizzowow tovornjak za sladkor
+STR_80B1_MIGHTYMOVER_COLA_TRUCK                                 :MightyMover cisterna za Cockto
+STR_80B2_POWERNAUGHT_COLA_TRUCK                                 :Powernaught cisterna za Cockto
+STR_80B3_WIZZOWOW_COLA_TRUCK                                    :Wizzowow cisterna za Cockto
+STR_80B4_MIGHTYMOVER_COTTON_CANDY                               :MightyMover tovornjak za sladkorno peno
+STR_80B5_POWERNAUGHT_COTTON_CANDY                               :Powernaught tovornjak za sladkorno peno
+STR_80B6_WIZZOWOW_COTTON_CANDY_TRUCK                            :Wizzowow tovornjak za sladkorno peno
+STR_80B7_MIGHTYMOVER_TOFFEE_TRUCK                               :MightyMover tovornjak za toffee
+STR_80B8_POWERNAUGHT_TOFFEE_TRUCK                               :Powernaught tovornjak za toffee
+STR_80B9_WIZZOWOW_TOFFEE_TRUCK                                  :Wizzowow tovornjak za toffee
+STR_80BA_MIGHTYMOVER_TOY_VAN                                    :MightyMover tovornjak za igrače
+STR_80BB_POWERNAUGHT_TOY_VAN                                    :Powernaught tovornjak za igrače
+STR_80BC_WIZZOWOW_TOY_VAN                                       :Wizzowow tovornjak za igrače
+STR_80BD_MIGHTYMOVER_CANDY_TRUCK                                :MightyMover tovornjak za sladkarije
+STR_80BE_POWERNAUGHT_CANDY_TRUCK                                :Powernaught tovornjak za sladkarije
+STR_80BF_WIZZOWOW_CANDY_TRUCK                                   :Wizzowow tovornjak za sladkarije
+STR_80C0_MIGHTYMOVER_BATTERY_TRUCK                              :MightyMover tovornjak za baterije
+STR_80C1_POWERNAUGHT_BATTERY_TRUCK                              :Powernaught tovornjak za baterije
+STR_80C2_WIZZOWOW_BATTERY_TRUCK                                 :Wizzowow tovornjak za baterije
+STR_80C3_MIGHTYMOVER_FIZZY_DRINK                                :MightyMover tovornjak za gazirane pijače
+STR_80C4_POWERNAUGHT_FIZZY_DRINK                                :Powernaught tovornjak za gazirane pijače
+STR_80C5_WIZZOWOW_FIZZY_DRINK_TRUCK                             :Wizzowow tovornjak za gazirane pijače
+STR_80C6_MIGHTYMOVER_PLASTIC_TRUCK                              :MightyMover tovornjak za plastiko
+STR_80C7_POWERNAUGHT_PLASTIC_TRUCK                              :Powernaught tovornjak za plastiko
+STR_80C8_WIZZOWOW_PLASTIC_TRUCK                                 :Wizzowow tovornjak za plastiko
+STR_80C9_MIGHTYMOVER_BUBBLE_TRUCK                               :MightyMover tovornjak za mehurčke
+STR_80CA_POWERNAUGHT_BUBBLE_TRUCK                               :Powernaught tovornjak za mehurčke
+STR_80CB_WIZZOWOW_BUBBLE_TRUCK                                  :Wizzowow tovornjak za mehurčke
 STR_80CC_MPS_OIL_TANKER                                         :MPS naftni tanker
 STR_80CD_CS_INC_OIL_TANKER                                      :CS-Inc. naftni tanker
-STR_80CE_MPS_PASSENGER_FERRY                                    :MPS potniski trajekt
-STR_80CF_FFP_PASSENGER_FERRY                                    :FFP potniski trajekt
+STR_80CE_MPS_PASSENGER_FERRY                                    :MPS potniški trajekt
+STR_80CF_FFP_PASSENGER_FERRY                                    :FFP potniški trajekt
 STR_80D0_BAKEWELL_300_HOVERCRAFT                                :Bakewell 300 Hovercraft
-STR_80D1_CHUGGER_CHUG_PASSENGER                                 :Chugger-Chug potniski trajekt
-STR_80D2_SHIVERSHAKE_PASSENGER_FERRY                            :Shivershake potniski trajekt
+STR_80D1_CHUGGER_CHUG_PASSENGER                                 :Chugger-Chug potniški trajekt
+STR_80D2_SHIVERSHAKE_PASSENGER_FERRY                            :Shivershake potniški trajekt
 STR_80D3_YATE_CARGO_SHIP                                        :Yate tovorna ladja
 STR_80D4_BAKEWELL_CARGO_SHIP                                    :Bakewell tovorna ladja
 STR_80D5_MIGHTYMOVER_CARGO_SHIP                                 :Mightymover tovorna ladja
@@ -1544,118 +1935,336 @@
 STR_80FD_TRICARIO_HELICOPTER                                    :Tricario helikopter
 STR_80FE_GURU_X2_HELICOPTER                                     :Guru X2 helikopter
 STR_80FF_POWERNAUT_HELICOPTER                                   :Powernaut helikopter
-STR_8100_MESSAGE_FROM_VEHICLE_MANUFACTURE                       :{WHITE}Sporocilo od proizvajalca vozila
-STR_8101_WE_HAVE_JUST_DESIGNED_A                                :{GOLD}Pravkar smo izdelali novi {STRING} - ali te zanima enoletna ekskluzivna pravica do uporabe tega vozila, preden ga ponudimo na trgu?
-STR_8102_RAILROAD_LOCOMOTIVE                                    :lokomotiva
+STR_8100_MESSAGE_FROM_VEHICLE_MANUFACTURE                       :{WHITE}Sporočilo od proizvajalca vozila
+STR_8101_WE_HAVE_JUST_DESIGNED_A                                :{GOLD}Pravkar smo izdelali novi {STRING} - ali vas zanima enoletna ekskluzivna pravica do uporabe tega vozila, preden ga ponudimo na trgu?
+STR_8102_RAILROAD_LOCOMOTIVE                                    :železniška lokomotiva
 STR_8103_ROAD_VEHICLE                                           :cestno vozilo
 STR_8104_AIRCRAFT                                               :letalo
 STR_8105_SHIP                                                   :ladja
-STR_8106_MONORAIL_LOCOMOTIVE                                    :enotirni vlak
-STR_8107_MAGLEV_LOCOMOTIVE                                      :magnetni vlak
+STR_8106_MONORAIL_LOCOMOTIVE                                    :enotirna lokomotiva
+STR_8107_MAGLEV_LOCOMOTIVE                                      :magnetna lokomotiva
 
 ##id 0x8800
-STR_8800_TRAIN_DEPOT                                            :{WHITE}{TOWN} Zelezniska garaza
-STR_8801_CITIZENS_CELEBRATE_FIRST                               :{BLACK}{BIGFONT}Prebivalci praznujejo . . .{}Prvi vlak je pripeljal v {STATION}!
+STR_8800_TRAIN_DEPOT                                            :{WHITE}{TOWN} Železniška garaža
+STR_8801_CITIZENS_CELEBRATE_FIRST                               :{BLACK}{BIGFONT}Prebivalci praznujejo . . .{}Prvi vlak je pripeljal na postajo {STATION}!
 STR_8802_DETAILS                                                :{WHITE}{STRING} (Podrobnosti)
 STR_8803_TRAIN_IN_THE_WAY                                       :{WHITE}Vlak na poti
 STR_8804                                                        :{SETX 10}{COMMA}: {STRING}
 STR_8805                                                        :{RIGHTARROW}{SETX 10}{COMMA}: {STRING}
-STR_8806_GO_TO                                                  :Pojdi do {STATION}
-STR_8807_GO_TO_TRANSFER                                         :Pojdi do {STATION} (Prenesi in vzemi tovor)
-STR_8808_GO_TO_UNLOAD                                           :Pojdi do {STATION} (Raztovori)
-STR_8809_GO_TO_TRANSFER_UNLOAD                                  :Pojdi do {STATION} (Prenesi in pusti prazno)
-STR_880A_GO_TO_LOAD                                             :Pojdi do {STATION} (Nalozi)
-STR_880B_GO_TO_TRANSFER_LOAD                                    :Pojdi do {STATION} (Prenesi in pocakaj na polno nalozitev)
-STR_880C_GO_NON_STOP_TO                                         :Pojdi brez postanka do {STATION}
-STR_880D_GO_TO_NON_STOP_TRANSFER                                :Pojdi brez postanka do {STATION} (Prenesi in vzemi tovor)
-STR_880E_GO_NON_STOP_TO_UNLOAD                                  :Pojdi brez postanka do {STATION} (Raztovori)
-STR_880F_GO_TO_NON_STOP_TRANSFER_UNLOAD                         :Pojdi brez postanka do {STATION} (Prenesi in pusti prazno)
-STR_8810_GO_NON_STOP_TO_LOAD                                    :Pojdi brez postanka do {STATION} (Nalozi)
-STR_880F_GO_NON_STOP_TO_TRAIN_DEPOT                             :Pojdi brez postanka do {TOWN} zelezniske garaze
+STR_8806_GO_TO                                                  :Pojdi do postaje {STATION}
+STR_8807_GO_TO_TRANSFER                                         :Pojdi do postaje {STATION} (Prenesi in vzemi tovor)
+STR_8808_GO_TO_UNLOAD                                           :Pojdi do postaje {STATION} (Raztovori)
+STR_8809_GO_TO_TRANSFER_UNLOAD                                  :Pojdi do postaje {STATION} (Prenesi in pusti prazno)
+STR_880A_GO_TO_LOAD                                             :Pojdi do postaje {STATION} (Naloži)
+STR_880B_GO_TO_TRANSFER_LOAD                                    :Pojdi do postaje {STATION} (Prenesi in počakaj na polno breme)
+STR_880C_GO_NON_STOP_TO                                         :Pojdi brez postanka do postaje {STATION}
+STR_880D_GO_TO_NON_STOP_TRANSFER                                :Pojdi brez postanka do postaje {STATION} (Prenesi in vzemi tovor)
+STR_880E_GO_NON_STOP_TO_UNLOAD                                  :Pojdi brez postanka do postaje {STATION} (Raztovori)
+STR_880F_GO_TO_NON_STOP_TRANSFER_UNLOAD                         :Pojdi brez postanka do postaje {STATION} (Prenesi in pusti prazno)
+STR_8810_GO_NON_STOP_TO_LOAD                                    :Pojdi brez postanka do postaje {STATION} (Nalozi)
+STR_8811_GO_TO_NON_STOP_TRANSFER_LOAD                           :Pojdi brez postanka do postaje {STATION} (Prenesi in počakaj na polno breme)
+STR_880F_GO_NON_STOP_TO_TRAIN_DEPOT                             :Pojdi brez postanka do garaže {TOWN}
 
 
 
 STR_UNKNOWN_DESTINATION                                         :neznana lokacija
 STR_8812_EMPTY                                                  :{LTBLUE}Prazen
-STR_8813_FROM                                                   :{LTBLUE}{CARGO} iz {STATION}
-STR_8814_TRAIN_IS_WAITING_IN_DEPOT                              :{WHITE}Vlak {COMMA} caka v garazi
+STR_8813_FROM                                                   :Tovor {LTBLUE}{CARGO} iz postaje {STATION}
+STR_8814_TRAIN_IS_WAITING_IN_DEPOT                              :{WHITE}Vlak {COMMA} čaka v garaži
 STR_8815_NEW_VEHICLES                                           :{BLACK}Nova vozila
 STR_8816                                                        :{BLACK}-
 STR_8819_TRAIN_TOO_LONG                                         :{WHITE}Vlak je predolg
-STR_881C_NEW_RAIL_VEHICLES                                      :{WHITE}Nova zelezniska vozila
-STR_881D_NEW_MONORAIL_VEHICLES                                  :{WHITE}Nov enotirni vlak
-STR_881E_NEW_MAGLEV_VEHICLES                                    :{WHITE}Nov magnetni vlak
+STR_881A_TRAINS_CAN_ONLY_BE_ALTERED                             :{WHITE}Vlaki so lahko spremenjeni šele, ko stojijo v garaži
+
+STR_881C_NEW_RAIL_VEHICLES                                      :{WHITE}Nova železniška vozila
+STR_881D_NEW_MONORAIL_VEHICLES                                  :{WHITE}Nova enotirna vozila
+STR_881E_NEW_MAGLEV_VEHICLES                                    :{WHITE}Nova magnetna vozila
+STR_ALL_AVAIL_RAIL_VEHICLES                                     :{WHITE}Železniška vozila
+
 STR_881F_BUILD_VEHICLE                                          :{BLACK}Zgradi vozilo
+STR_CLONE_ROAD_VEHICLE                                          :{BLACK}Kloniraj vozilo
+STR_CLONE_ROAD_VEHICLE_INFO                                     :{BLACK}To bo zgradilo kopijo vozila. CTRL+klik skopira tudi navodila
+STR_CLONE_ROAD_VEHICLE_DEPOT_INFO                               :{BLACK}To bo zgradilo kopijo vozila. Kliknite na ta gumb in nato na vozilo v ali zunaj garaže. CTRL+klik skopira tudi navodila
+STR_CLONE_TRAIN                                                 :{BLACK}Kloniraj vlak
+STR_CLONE_TRAIN_INFO                                            :{BLACK}To bo zgradilo kopijo vlaka vključno z vsemi vagoni. CTRL+klik skopira tudi navodila
+STR_CLONE_TRAIN_DEPOT_INFO                                      :{BLACK}To bo zgradilo kopijo vlaka vključno z vsemi vagoni. Kliknite na ta gumb in nato na vlak v ali zunaj garaže. CTRL+klik skopira tudi navodila
 STR_8820_RENAME                                                 :{BLACK}Preimenuj
-STR_8823_SKIP                                                   :{BLACK}Preskoci
-STR_8824_DELETE                                                 :{BLACK}Izbrisi
+STR_8823_SKIP                                                   :{BLACK}Preskoči
+STR_8824_DELETE                                                 :{BLACK}Izbriši
 STR_8825_NON_STOP                                               :{BLACK}Brez prestanka
 STR_8826_GO_TO                                                  :{BLACK}Pojdi do
-STR_8827_FULL_LOAD                                              :{BLACK}Polno natovorjenje
+STR_8827_FULL_LOAD                                              :{BLACK}Naloži polno
 STR_8828_UNLOAD                                                 :{BLACK}Raztovori
 STR_8829_ORDERS                                                 :{WHITE}{VEHICLE} (Navodila)
 STR_882A_END_OF_ORDERS                                          :{SETX 10}- - Konec navodil - -
-STR_882B_CAN_T_BUILD_RAILROAD_VEHICLE                           :{WHITE}Ne mores kupiti vozila...
+STR_882B_CAN_T_BUILD_RAILROAD_VEHICLE                           :{WHITE}Ni mogoče kupiti vozila ...
 STR_882C_BUILT_VALUE                                            :{LTBLUE}{STRING}{BLACK}   Zgrajen: {LTBLUE}{NUM}{BLACK} Vrednost: {LTBLUE}{CURRENCY}
 STR_882D_VALUE                                                  :{LTBLUE}{STRING}{BLACK}   Vrednost: {LTBLUE}{CURRENCY}
 STR_882E                                                        :{WHITE}{VEHICLE}
-STR_882F_LOADING_UNLOADING                                      :{LTBLUE}Natovorjenje / Raztovorjenje
-STR_8830_CAN_T_SEND_TRAIN_TO_DEPOT                              :{WHITE}Vlaka ne mores poslati v garazo...
-STR_8831_NO_MORE_SPACE_FOR_ORDERS                               :{WHITE}Ni vec prostora za ukaze
-STR_8832_TOO_MANY_ORDERS                                        :{WHITE}Prevec ukazov
-STR_8833_CAN_T_INSERT_NEW_ORDER                                 :{WHITE}Ni mozno vstaviti nov ukaz...
-STR_8834_CAN_T_DELETE_THIS_ORDER                                :{WHITE}Ni mozno izbrisati ta ukaz...
-STR_8835_CAN_T_MODIFY_THIS_ORDER                                :{WHITE}Ni mozno spreminjati ta ukaz
-STR_8837_CAN_T_MOVE_VEHICLE                                     :{WHITE}Ni mozno premakniti vozilo...
-STR_8838_N_A                                                    :Ni razpolozljiv{SKIP}
-STR_8839_CAN_T_SELL_RAILROAD_VEHICLE                            :{WHITE}Vlaka ne mores prodati...
-STR_883D_TRAINS_CLICK_ON_TRAIN_FOR                              :{BLACK}Vlaki - klikni na vlak za informacije
-STR_884B_REVERSE_DIRECTION_OF_TRAIN                             :{BLACK}Obrni smer vlakov
-STR_884C_SHOW_TRAIN_DETAILS                                     :{BLACK}Pokazi podrobnosti vlaka
-STR_884D_INCREASE_SERVICING_INTERVAL                            :{BLACK}Zvisaj cas med servisirjanji
-STR_884E_DECREASE_SERVICING_INTERVAL                            :{BLACK}Zmanjsaj cas med servisirjanji
-STR_884F_SHOW_DETAILS_OF_CARGO_CARRIED                          :{BLACK}Pokazi podrobnosti vagonov na vlaku
-STR_8850_SHOW_DETAILS_OF_TRAIN_VEHICLES                         :{BLACK}Pokazi podrobnosti o vagonih
-STR_8859_NEW_NOW_AVAILABLE                                      :{BLACK}{BIGFONT}Nov {STRING} je zdaj navoljo!
+STR_882F_LOADING_UNLOADING                                      :{LTBLUE}Natovarjanje / Raztovarjanje
+STR_8830_CAN_T_SEND_TRAIN_TO_DEPOT                              :{WHITE}Vlaka ni mogoče poslati v garažo ...
+STR_8831_NO_MORE_SPACE_FOR_ORDERS                               :{WHITE}Ni več prostora za navodila
+STR_8832_TOO_MANY_ORDERS                                        :{WHITE}Preveč navodil
+STR_8833_CAN_T_INSERT_NEW_ORDER                                 :{WHITE}Ni moogče vstaviti nov ukaz ...
+STR_8834_CAN_T_DELETE_THIS_ORDER                                :{WHITE}Ni mogoče izbrisati ukaza ...
+STR_8835_CAN_T_MODIFY_THIS_ORDER                                :{WHITE}Ni mogoče spreminjati ukaza ...
+STR_8837_CAN_T_MOVE_VEHICLE                                     :{WHITE}Ni mogoče premakniti vozila ...
+STR_8838_N_A                                                    :Ni na voljo{SKIP}
+STR_8839_CAN_T_SELL_RAILROAD_VEHICLE                            :{WHITE}Vlaka ni mogoče prodati ...
+STR_883A_UNABLE_TO_FIND_ROUTE_TO                                :{WHITE}Ni mogoče najti poti do najbližje garaže
+STR_883B_CAN_T_STOP_START_TRAIN                                 :{WHITE}Ni mogoče ustaviti/zagnati vlaka ...
+STR_883C_SERVICING_INTERVAL_DAYS                                :{BLACK}Interval servisiranja: {LTBLUE}{COMMA}dni{BLACK}   Zadnji servis: {LTBLUE}{DATE_LONG}
+STR_883D_TRAINS_CLICK_ON_TRAIN_FOR                              :{BLACK}Vlaki - kliknite na vlak za informacije
+STR_883E_BUILD_NEW_TRAINS_REQUIRES                              :{BLACK}Zgradi nove vlake (zahteva železniško garažo)
+STR_883F_TRAINS_CLICK_ON_TRAIN_FOR                              :{BLACK}Vlaki - kliknite na vlak za informacije, povlecite vozilo za dodajanje/odstranjevanje iz vlaka
+STR_8840_BUILD_NEW_TRAIN_VEHICLE                                :{BLACK}Zgradi novo železniško vozilo
+STR_8841_DRAG_TRAIN_VEHICLE_TO_HERE                             :{BLACK}Povlecite železniško vozilo sem, če ga želite prodati
+STR_8842_CENTER_MAIN_VIEW_ON_TRAIN                              :{BLACK}Pogled na železniško garažo
+STR_8843_TRAIN_VEHICLE_SELECTION                                :{BLACK}Seznam železniških vozil - kliknite na vozilo za informacije
+STR_8844_BUILD_THE_HIGHLIGHTED_TRAIN                            :{BLACK}Zgradi izbrano železniško vozilo
+STR_8845_RENAME_TRAIN_VEHICLE_TYPE                              :{BLACK}Preimenuj železniško vozilo
+STR_8846_CURRENT_TRAIN_ACTION_CLICK                             :{BLACK}Trenutno železniško vozilo - kliknite sem za izklop/zagon vozila
+STR_8847_SHOW_TRAIN_S_ORDERS                                    :{BLACK}Pokaži navodila železniškega vozila
+STR_8848_CENTER_MAIN_VIEW_ON_TRAIN                              :{BLACK}Pogled na železniško vozilo
+STR_8849_SEND_TRAIN_TO_DEPOT                                    :{BLACK}Pošlji vlak v železniško garažo. CTRL+klik samo na servis
+STR_884A_FORCE_TRAIN_TO_PROCEED                                 :{BLACK}Prisili vlak, naj nadaljuje brez čakanja semaforjev
+STR_884B_REVERSE_DIRECTION_OF_TRAIN                             :{BLACK}Obrni smer vlaka
+STR_884C_SHOW_TRAIN_DETAILS                                     :{BLACK}Pokaži podrobnosti vlaka
+STR_884D_INCREASE_SERVICING_INTERVAL                            :{BLACK}Podaljšaj čas med servisi
+STR_884E_DECREASE_SERVICING_INTERVAL                            :{BLACK}Skrajšaj čas med servisi
+STR_884F_SHOW_DETAILS_OF_CARGO_CARRIED                          :{BLACK}Pokaži podrobnosti tovora na vlaku
+STR_8850_SHOW_DETAILS_OF_TRAIN_VEHICLES                         :{BLACK}Pokaži podrobnosti o vagonih
+STR_8851_SHOW_CAPACITIES_OF_EACH                                :{BLACK}Prikaži kapacitete vsakega vagona
+STR_8852_SHOW_TOTAL_CARGO                                       :{BLACK}Prikaži polno kapaciteto vlaka, razdeli glede na tip tovora
+STR_8852_ORDERS_LIST_CLICK_ON_ORDER                             :{BLACK}Seznam navodil - kliknite na ukaz, da ga izberete. CTRL+klik prikaže postajo
+STR_8853_SKIP_THE_CURRENT_ORDER                                 :{BLACK}Preskoči trenuten ukaz in izvrši naslednjega
+STR_8854_DELETE_THE_HIGHLIGHTED                                 :{BLACK}Zbriši izbran ukaz
+STR_8855_MAKE_THE_HIGHLIGHTED_ORDER                             :{BLACK}Označi izbran ukaz kot brez-postanka
+STR_8856_INSERT_A_NEW_ORDER_BEFORE                              :{BLACK}Vstavi nov ukaz pred izbranega ali pa ga dodaj na koncu seznama
+STR_8857_MAKE_THE_HIGHLIGHTED_ORDER                             :{BLACK}Označi izbran ukaz, naj vozilo čaka na polno obremenitev
+STR_8858_MAKE_THE_HIGHLIGHTED_ORDER                             :{BLACK}Označi izbran ukaz, naj se vozilo v celoti raztovori
+STR_8859_NEW_NOW_AVAILABLE                                      :{BLACK}{BIGFONT}Nov {STRING} je sedaj na voljo!
 STR_885A                                                        :{BLACK}{BIGFONT}{STRING}
 STR_885C_BROKEN_DOWN                                            :{RED}Pokvarjen
+STR_885D_AGE_RUNNING_COST_YR                                    :{BLACK}Starost: {LTBLUE}{STRING}{BLACK}   Stroški obratovanja: {LTBLUE}{CURRENCY}/leto
 STR_VEHICLE_INFO_WEIGHT_POWER_MAX_SPEED                         :{BLACK}Teza: {LTBLUE}{WEIGHT_S}  {BLACK}Moc: {LTBLUE}{POWER}{BLACK} Max. hitrost: {LTBLUE}{VELOCITY}
-STR_885F_PROFIT_THIS_YEAR_LAST_YEAR                             :{BLACK}Letosnji profit: {LTBLUE}{CURRENCY}  (lansko leto: {CURRENCY})
-STR_8861_STOPPED                                                :{RED}Ustavljen
+STR_885F_PROFIT_THIS_YEAR_LAST_YEAR                             :{BLACK}Letošnji profit: {LTBLUE}{CURRENCY}  (lansko leto: {CURRENCY})
+STR_8860_RELIABILITY_BREAKDOWNS                                 :{BLACK}Zanseljivost: {LTBLUE}{COMMA}%  {BLACK}Št. okvar od zadnjega servisa: {LTBLUE}{COMMA}
+STR_8861_STOPPED                                                :{RED}Ustavljeno
+STR_8862_CAN_T_MAKE_TRAIN_PASS_SIGNAL                           :{WHITE}Ni mogoče, da vlak v nevarnosti pelje mimo semaforjev ...
+STR_8863_CRASHED                                                :{RED}Nesreča!
 
 STR_8865_NAME_TRAIN                                             :{WHITE}Poimenuj vlak
-STR_8866_CAN_T_NAME_TRAIN                                       :{WHITE}Ni mozno poimenovati vlaka
+STR_8866_CAN_T_NAME_TRAIN                                       :{WHITE}Ni mogoče poimenovati vlaka ...
 STR_8867_NAME_TRAIN                                             :{BLACK}Poimenuj vlak
-STR_8869_CAN_T_REVERSE_DIRECTION                                :{WHITE}Ni mozno spremeniti smeri vlaka...
-STR_886A_RENAME_TRAIN_VEHICLE_TYPE                              :{WHITE}Preimenuj tip vozila
+STR_8868_TRAIN_CRASH_DIE_IN_FIREBALL                            :{BLACK}{BIGFONT}Železniška nesreča!{}{COMMA} je umrlo v plamenih ob trku
+STR_8869_CAN_T_REVERSE_DIRECTION                                :{WHITE}Ni mogoče spremeniti smeri vlaka ...
+STR_886A_RENAME_TRAIN_VEHICLE_TYPE                              :{WHITE}Preimenuj železniško vozilo
+STR_886B_CAN_T_RENAME_TRAIN_VEHICLE                             :{WHITE}Ni mogoče preimenovati železniškega vozila ...
+STR_886D_MAKE_THE_HIGHLIGHTED_ORDER                             :{BLACK}Nastavi ukaz, naj prisili vozilo, da se raztovori
+STR_886F_TRANSFER                                               :{BLACK}Prenos
 
 STR_TRAIN_STOPPING                                              :{RED}Ustavljam
 STR_TRAIN_STOPPING_VEL                                          :{RED}Ustavljam, {VELOCITY}
 
 ##id 0x9000
 STR_9000_ROAD_VEHICLE_IN_THE_WAY                                :{WHITE}Cestno vozilo na poti
+STR_9001_ROAD_VEHICLES                                          :{WHITE}{COMPANY} - {COMMA} Cestna vozila
 STR_9002                                                        :{WHITE}{VEHICLE}
-STR_9006_NEW_ROAD_VEHICLES                                      :{WHITE}Nova vozila
+STR_9003_ROAD_VEHICLE_DEPOT                                     :{WHITE}{TOWN} Garaža za cestna vozila
+STR_9004_NEW_VEHICLES                                           :{BLACK}Nova vozila
+STR_9006_NEW_ROAD_VEHICLES                                      :{WHITE}Nova cestna vozila
 STR_9007_BUILD_VEHICLE                                          :{BLACK}Zgradi vozilo
+STR_9009_CAN_T_BUILD_ROAD_VEHICLE                               :{WHITE}Ni mogoče zgraditi cestnega vozila ...
 STR_900C_DETAILS                                                :{WHITE}{VEHICLE} (Podrobnosti)
-STR_900D_AGE_RUNNING_COST_YR                                    :{BLACK}Starost: {LTBLUE}{STRING}{BLACK}   Stroski vzdrzevanja: {LTBLUE}{CURRENCY}/ na leto
-STR_900E_MAX_SPEED                                              :{BLACK}Najvecja hitrost: {LTBLUE}{VELOCITY}
-STR_900F_PROFIT_THIS_YEAR_LAST_YEAR                             :{BLACK}Letosnji profit: {LTBLUE}{CURRENCY}  (lansko leto: {CURRENCY})
-STR_9011_BUILT_VALUE                                            :{LTBLUE}{STRING}{BLACK}   Zgrajent: {LTBLUE}{NUM}{BLACK} Vrednost: {LTBLUE}{CURRENCY}
-STR_9014_CAN_T_SELL_ROAD_VEHICLE                                :{WHITE}Ni mozno prodati cestno vozilo...
+STR_900D_AGE_RUNNING_COST_YR                                    :{BLACK}Starost: {LTBLUE}{STRING}{BLACK}   Stroški obratovanja: {LTBLUE}{CURRENCY}/leto
+STR_900E_MAX_SPEED                                              :{BLACK}Max. hitrost: {LTBLUE}{VELOCITY}
+STR_900F_PROFIT_THIS_YEAR_LAST_YEAR                             :{BLACK}Letošnji profit: {LTBLUE}{CURRENCY}  (lansko leto: {CURRENCY})
+STR_9010_RELIABILITY_BREAKDOWNS                                 :{BLACK}Zanesljivost: {LTBLUE}{COMMA}%  {BLACK}Št. okvar od zadnjega servisa: {LTBLUE}{COMMA}
+STR_9011_BUILT_VALUE                                            :{LTBLUE}{STRING}{BLACK}   Zgrajen: {LTBLUE}{NUM}{BLACK} Vrednost: {LTBLUE}{CURRENCY}
+STR_9012_CAPACITY                                               :{BLACK}Kapaciteta: {LTBLUE}{CARGO}
+STR_9013_MUST_BE_STOPPED_INSIDE                                 :{WHITE} ... mora biti ustavljen v garaži
+STR_9014_CAN_T_SELL_ROAD_VEHICLE                                :{WHITE}Ni mogoče prodati cestnega vozila ...
+STR_9015_CAN_T_STOP_START_ROAD_VEHICLE                          :{WHITE}Ni mogoče ustaviti/zagnati cestnega vozila ...
+STR_9016_ROAD_VEHICLE_IS_WAITING                                :{WHITE}Cestno vozilo {COMMA} čaka v garaži
+STR_9018_CAN_T_SEND_VEHICLE_TO_DEPOT                            :{WHITE}Ni mogoče poslati vozila v garažo ...
+STR_9019_UNABLE_TO_FIND_LOCAL_DEPOT                             :{WHITE}Ni mogoče najti najbližje garaže
+STR_901A_ROAD_VEHICLES_CLICK_ON                                 :{BLACK}Cestna vozila - kliknite na vozilo za informacije
+STR_901B_BUILD_NEW_ROAD_VEHICLES                                :{BLACK}Zgradi nova cestna vozila (zahteva garažo)
+STR_901C_CURRENT_VEHICLE_ACTION                                 :{BLACK}Dejanja trenutnega vozila - kliknite za ustavitev/zagon vozila
+STR_901D_SHOW_VEHICLE_S_ORDERS                                  :{BLACK}Pokaži navodila vozila
+STR_901E_CENTER_MAIN_VIEW_ON_VEHICLE                            :{BLACK}Pogled na vozilo
+STR_901F_SEND_VEHICLE_TO_DEPOT                                  :{BLACK}Pošlji vozilo v garažo. CTRL+klik samo na servis
+STR_9020_FORCE_VEHICLE_TO_TURN_AROUND                           :{BLACK}Prisili vozilo, da se obrne okoli
+STR_9021_SHOW_ROAD_VEHICLE_DETAILS                              :{BLACK}Prikaži podrobnosti cestnega vozila
+STR_9022_VEHICLES_CLICK_ON_VEHICLE                              :{BLACK}Vozila - kliknite na vozilo za informacije
+STR_9023_BUILD_NEW_ROAD_VEHICLE                                 :{BLACK}Zgradi novo cestno vozilo
+STR_9024_DRAG_ROAD_VEHICLE_TO_HERE                              :{BLACK}Povlecite cestno vozilo sem, če ga želite prodati
+STR_9025_CENTER_MAIN_VIEW_ON_ROAD                               :{BLACK}Pogled na garažo
+STR_9026_ROAD_VEHICLE_SELECTION                                 :{BLACK}Seznam cestnih vozil - kliknite na vozilo za informacije
+STR_9027_BUILD_THE_HIGHLIGHTED_ROAD                             :{BLACK}Zgradi izbrano cestno vozilo
+STR_9028_NEW_ROAD_VEHICLE_NOW_AVAILABLE                         :{BLACK}{BIGFONT}Novo cestno vozilo sedaj na voljo!
+STR_9029                                                        :{BLACK}{BIGFONT}{STRING}
+STR_902A_COST_SPEED_RUNNING_COST                                :{BLACK}Cena: {CURRENCY}{}Hitrost: {VELOCITY}{}Stroški obratovanja: {CURRENCY}/leto{}Kapaciteta: {CARGO}
 
+STR_902C_NAME_ROAD_VEHICLE                                      :{WHITE}Poimenuj cestno vozilo
+STR_902D_CAN_T_NAME_ROAD_VEHICLE                                :{WHITE}Ni mogoče poimenovati cestnega vozila ...
+STR_902E_NAME_ROAD_VEHICLE                                      :{BLACK}Poimenuj cestno vozilo
+STR_902F_CITIZENS_CELEBRATE_FIRST                               :{BLACK}{BIGFONT}Prebivalci praznujejo . . .{}Prihod prvega avtobusa na postajo {STATION}!
+STR_9030_CITIZENS_CELEBRATE_FIRST                               :{BLACK}{BIGFONT}Prebivalci praznujejo . . .{}Prihod prvega tovornjaka na postajo {STATION}!
+STR_9031_ROAD_VEHICLE_CRASH_DRIVER                              :{BLACK}{BIGFONT}Prometna nesreča!{}Voznik umrl v plamenih ob trku z vlakom
+STR_9032_ROAD_VEHICLE_CRASH_DIE                                 :{BLACK}{BIGFONT}Prometna nesreča!{}{COMMA} umrlo v plamenih ob trku z vlakom
+STR_9033_CAN_T_MAKE_VEHICLE_TURN                                :{WHITE}Ni mogoče okoli obrniti vozila ...
+STR_9034_RENAME                                                 :{BLACK}Preimenuj
+STR_9035_RENAME_ROAD_VEHICLE_TYPE                               :{BLACK}Preimenuj cestno vozilo
+STR_9036_RENAME_ROAD_VEHICLE_TYPE                               :{WHITE}Preimenuj cestno vozilo
+STR_9037_CAN_T_RENAME_ROAD_VEHICLE                              :{WHITE}Ni mogoče preimenovati cestnega vozila ...
+STR_9038_GO_TO_ROADVEH_DEPOT                                    :Pojdi v garažo v mestu {TOWN}
 
 
 ##id 0x9800
+STR_9800_DOCK_CONSTRUCTION                                      :Gradnja pomola
+STR_9801_DOCK_CONSTRUCTION                                      :{WHITE}Gradnja pomola
+STR_9802_CAN_T_BUILD_DOCK_HERE                                  :{WHITE}Ni mogoče zgraditi pomola tukaj ...
+STR_9803_SHIP_DEPOT                                             :{WHITE}{TOWN} Ladjedelnica
+STR_9804_NEW_SHIPS                                              :{BLACK}Nove ladje
+STR_9805_SHIPS                                                  :{WHITE}{COMPANY} - {COMMA} Ladje
+STR_9808_NEW_SHIPS                                              :{WHITE}Nove ladje
+STR_9809_BUILD_SHIP                                             :{BLACK}Zgradi ladjo
+STR_CLONE_SHIP                                                  :{BLACK}Kloniraj ladjo
+STR_CLONE_SHIP_INFO                                             :{BLACK}To bo zgradilo kopijo ladje. CTRL+klik skopira tudi navodila
+STR_CLONE_SHIP_DEPOT_INFO                                       :{BLACK}To bo zgradilo kopijo ladje. Kliknite na ta gumb in nato na ladjo v ali zunaj ladjedelnice. CTRL+klik skopira tudi navodila
+STR_980B_SHIP_MUST_BE_STOPPED_IN                                :{WHITE}Ladja mora biti ustavljena in v ladjedelnici
+STR_980C_CAN_T_SELL_SHIP                                        :{WHITE}Ni mogoče prodati ladje ...
+STR_980D_CAN_T_BUILD_SHIP                                       :{WHITE}Ni mogoče zgraditi ladje ...
+STR_980E_SHIP_IN_THE_WAY                                        :{WHITE}Ladja v napoto
+STR_980F                                                        :{WHITE}{VEHICLE}
+STR_9811_DETAILS                                                :{WHITE}{VEHICLE} (Podrobnosti)
+STR_9812_AGE_RUNNING_COST_YR                                    :{BLACK}Starost: {LTBLUE}{STRING}{BLACK}   Stroški obratovanja: {LTBLUE}{CURRENCY}/leto
+STR_9813_MAX_SPEED                                              :{BLACK}Max. hitrost: {LTBLUE}{VELOCITY}
+STR_9814_PROFIT_THIS_YEAR_LAST_YEAR                             :{BLACK}Profit letos: {LTBLUE}{CURRENCY}  (lansko leto: {CURRENCY})
+STR_9815_RELIABILITY_BREAKDOWNS                                 :{BLACK}Zanesljivost: {LTBLUE}{COMMA}%  {BLACK}Št. okvar od zadnjegea servisa: {LTBLUE}{COMMA}
+STR_9816_BUILT_VALUE                                            :{LTBLUE}{STRING}{BLACK}   Zgrajen: {LTBLUE}{NUM}{BLACK} Vrednost: {LTBLUE}{CURRENCY}
+STR_9817_CAPACITY                                               :{BLACK}Kapaciteta: {LTBLUE}{CARGO}
+STR_981E_BUILD_SHIP_DEPOT_FOR_BUILDING                          :{BLACK}Zgradi ladjedelnico (za izgradnjo in servisiranje ladij)
+STR_981F_SHIPS_CLICK_ON_SHIP_FOR                                :{BLACK}Ladje - kliknite na ladjo za informacije
+STR_9820_BUILD_NEW_SHIP                                         :{BLACK}Zgradi novo ladjo
+STR_9821_DRAG_SHIP_TO_HERE_TO_SELL                              :{BLACK}Povlecite novo ladjo sem, če jo želite prodati
+STR_9822_CENTER_MAIN_VIEW_ON_SHIP                               :{BLACK}Pogled na ladjedelnico
+STR_9823_SHIPS_CLICK_ON_SHIP_FOR                                :{BLACK}Ladje - kliknite na ladjo za informacije
+STR_9824_BUILD_NEW_SHIPS_REQUIRES                               :{BLACK}Zgradi nove ladje (zahteva ladjedelnico)
+STR_9825_SHIP_SELECTION_LIST_CLICK                              :{BLACK}Seznam ladij - kliknite na ladjo za informacije
+STR_9826_BUILD_THE_HIGHLIGHTED_SHIP                             :{BLACK}Zgradi izbrano ladjo
+STR_9827_CURRENT_SHIP_ACTION_CLICK                              :{BLACK}Trenutna ladja - kliknite sem za ustavitev/zagon ladje
+STR_9828_SHOW_SHIP_S_ORDERS                                     :{BLACK}Prikaži navodila ladje
+STR_9829_CENTER_MAIN_VIEW_ON_SHIP                               :{BLACK}Pogled na ladjo
+STR_982A_SEND_SHIP_TO_DEPOT                                     :{BLACK}Pošlji ladjo v ladjedelnico. CTRL+klik samo na servis
+STR_982B_SHOW_SHIP_DETAILS                                      :{BLACK}Prikaži podrobnosti ladje
+STR_982C_NEW_SHIP_NOW_AVAILABLE                                 :{BLACK}{BIGFONT}Nova ladja na voljo!
+STR_982D                                                        :{BLACK}{BIGFONT}{STRING}
+STR_982E_COST_MAX_SPEED_CAPACITY                                :{BLACK}Cena: {CURRENCY} Max. hitrost: {VELOCITY}{}Kapaciteta: {CARGO}{}Stroški obratovanja: {CURRENCY}/leto
+STR_982F_NAME_SHIP                                              :{BLACK}Poimenuj ladjo
 
+STR_9831_NAME_SHIP                                              :{WHITE}Poimenuj ladjo
+STR_9832_CAN_T_NAME_SHIP                                        :{WHITE}Ni mogoče poimenovati ladje ...
+STR_9833_CITIZENS_CELEBRATE_FIRST                               :{BLACK}{BIGFONT}Prebivalci praznujejo . . .{}Prva ladja prispela na postajo {STATION}!
+STR_9834_POSITION_BUOY_WHICH_CAN                                :{BLACK}Postavi bojo, ki je lahko uporabljena kot smerokaz
+STR_9835_CAN_T_POSITION_BUOY_HERE                               :{WHITE}Ni mogoče postaviti boje tukaj ...
+STR_9836_RENAME                                                 :{BLACK}Preimenuj
+STR_9837_RENAME_SHIP_TYPE                                       :{BLACK}Preimenuj ladjo
+STR_9838_RENAME_SHIP_TYPE                                       :{WHITE}Preimenuj ladjo
+STR_9839_CAN_T_RENAME_SHIP_TYPE                                 :{WHITE}Ni mogoče preimeonvati ladje ...
+STR_983A_REFIT_CARGO_SHIP_TO_CARRY                              :{BLACK}Preuredi tovorni prostor tako, da bo ladja lahko sprejela drug tovor
+STR_983B_REFIT                                                  :{WHITE}{VEHICLE} (Preuredi)
+STR_983C_REFIT_SHIP                                             :{BLACK}Preuredi ladjo
+STR_983D_SELECT_TYPE_OF_CARGO_FOR                               :{BLACK}Izberite tip tovora
+STR_983E_REFIT_SHIP_TO_CARRY_HIGHLIGHTED                        :{BLACK}Preuredi tovorni prostor ladje za izbrani tovor
+STR_983F_SELECT_CARGO_TYPE_TO_CARRY                             :{GOLD}Izberite tip tovora:
+STR_9840_NEW_CAPACITY_COST_OF_REFIT                             :{BLACK}Nova kapaciteta: {GOLD}{CARGO}{}{BLACK}Cena za preureditev: {GOLD}{CURRENCY}
+STR_9841_CAN_T_REFIT_SHIP                                       :{WHITE}Ni mogoče preurediti ladje ...
+STR_9842_REFITTABLE                                             :(spremenljivo)
 SERVICE_AT_SHIP_DEPOT                                           :Storitev v {TOWN} doku
 
 ##id 0xA000
+STR_A000_AIRPORTS                                               :{WHITE}Letališča
+STR_A001_CAN_T_BUILD_AIRPORT_HERE                               :{WHITE}Ni mogoče zgraditi letališča tukaj ...
+STR_A002_AIRCRAFT_HANGAR                                        :{WHITE}{STATION} Hangar
+STR_A003_NEW_AIRCRAFT                                           :{BLACK}Novo letalo
+STR_CLONE_AIRCRAFT                                              :{BLACK}Kloniraj letalo
+STR_CLONE_AIRCRAFT_INFO                                         :{BLACK}To bo zgradilo kopijo letala. CTRL+klik skopira tudi navodila
+STR_CLONE_AIRCRAFT_INFO_HANGAR_WINDOW                           :{BLACK}To bo zgradilo kopijo letala. Kliknite na ta gumb in nato na letalo v ali zunaj hangarja. CTRL+klik skopira tudi navodila
+STR_A005_NEW_AIRCRAFT                                           :{WHITE}Novo letalo
+STR_A006_BUILD_AIRCRAFT                                         :{BLACK}Zgradi letalo
+STR_A008_CAN_T_BUILD_AIRCRAFT                                   :{WHITE}Ni mogoče zgraditi letala ...
+STR_A009_AIRCRAFT                                               :{WHITE}{COMPANY} - {COMMA} Letalo
+STR_A00A                                                        :{WHITE}{VEHICLE}
+STR_A00B_ORDERS                                                 :{WHITE}{VEHICLE} (Navodila)
+STR_A00C_DETAILS                                                :{WHITE}{VEHICLE} (Podrobnosti)
+STR_A00D_AGE_RUNNING_COST_YR                                    :{BLACK}Starost: {LTBLUE}{STRING}{BLACK}   Stroški obratovanja: {LTBLUE}{CURRENCY}/leto
+STR_A00E_MAX_SPEED                                              :{BLACK}Max. hitrost: {LTBLUE}{VELOCITY}
+STR_A00F_PROFIT_THIS_YEAR_LAST_YEAR                             :{BLACK}Profit letos: {LTBLUE}{CURRENCY}  (lansko leto: {CURRENCY})
+STR_A010_RELIABILITY_BREAKDOWNS                                 :{BLACK}Zanesljivost: {LTBLUE}{COMMA}%  {BLACK}Št. okvar od zadnjega servisa: {LTBLUE}{COMMA}
+STR_A011_BUILT_VALUE                                            :{LTBLUE}{STRING}{BLACK}   Zgrajen: {LTBLUE}{NUM}{BLACK} Vrednost: {LTBLUE}{CURRENCY}
+STR_A012_CAN_T_SEND_AIRCRAFT_TO                                 :{WHITE}Ni mogoče poslati letala v hangar ...
+STR_A014_AIRCRAFT_IS_WAITING_IN                                 :{WHITE}Letalo {COMMA} čaka v hangarju
+STR_A015_AIRCRAFT_IN_THE_WAY                                    :{WHITE}Letalo v napoto
+STR_A016_CAN_T_STOP_START_AIRCRAFT                              :{WHITE}Ni mogoče ustaviti/zagnati letala ...
+STR_A017_AIRCRAFT_IS_IN_FLIGHT                                  :{WHITE}Letalo v letu
+STR_A019_CAPACITY                                               :{BLACK}Kapaciteta: {LTBLUE}{CARGO}, {CARGO}
+STR_A01A_CAPACITY                                               :{BLACK}Kapaciteta: {LTBLUE}{CARGO}
+STR_A01B_AIRCRAFT_MUST_BE_STOPPED                               :{WHITE}Letalo mora biti ustavljeno v hangarju
+STR_A01C_CAN_T_SELL_AIRCRAFT                                    :{WHITE}Ni mogoče prodati letala ...
+STR_A01D_AIRPORT_CONSTRUCTION                                   :Gradnja letališča
+STR_A01E_BUILD_AIRPORT                                          :{BLACK}Zgradi letališče
+STR_A01F_AIRCRAFT_CLICK_ON_AIRCRAFT                             :{BLACK}Letalo - kliknite na letalo za informacije
+STR_A020_BUILD_NEW_AIRCRAFT_REQUIRES                            :{BLACK}Gradnja novega letala (zahteva letališče s hangarjem)
+STR_A021_AIRCRAFT_CLICK_ON_AIRCRAFT                             :{BLACK}Letalo - kliknite na letalo za informacije
+STR_A022_BUILD_NEW_AIRCRAFT                                     :{BLACK}Zgradi novo letalo
+STR_A023_DRAG_AIRCRAFT_TO_HERE_TO                               :{BLACK}Povlecite letalo sem, če ga želite prodati
+STR_A024_CENTER_MAIN_VIEW_ON_HANGAR                             :{BLACK}Pogled na hangar
+STR_A025_AIRCRAFT_SELECTION_LIST                                :{BLACK}Seznam letal - kliknite na letalo za informacije
+STR_A026_BUILD_THE_HIGHLIGHTED_AIRCRAFT                         :{BLACK}Zgradi izbrano letalo
+STR_A027_CURRENT_AIRCRAFT_ACTION                                :{BLACK}Trenutno letalo - kliknite sem za ustavitev/zagon letala
+STR_A028_SHOW_AIRCRAFT_S_ORDERS                                 :{BLACK}Prikaži navodila letala
+STR_A029_CENTER_MAIN_VIEW_ON_AIRCRAFT                           :{BLACK}Pogled na letalo
+STR_A02A_SEND_AIRCRAFT_TO_HANGAR                                :{BLACK}Pošlji letalo v hangar. CTRL+klik samo na servis
+STR_A02B_SHOW_AIRCRAFT_DETAILS                                  :{BLACK}Prikaži podrobnosti letala
+STR_A02C_NEW_AIRCRAFT_NOW_AVAILABLE                             :{BLACK}{BIGFONT}Novo letalo na voljo!
+STR_A02D                                                        :{BLACK}{BIGFONT}{STRING}
+STR_A02E_COST_MAX_SPEED_CAPACITY                                :{BLACK}Cena: {CURRENCY} Max. hitrost: {VELOCITY}{}Kapaciteta: {COMMA} potnikov, {COMMA} vreč pošte{}Stroški obratovanja: {CURRENCY}/leto
 
+STR_A030_NAME_AIRCRAFT                                          :{WHITE}Poimenuj letalo
+STR_A031_CAN_T_NAME_AIRCRAFT                                    :{WHITE}Ni mogoče poimenovati letala ...
+STR_A032_NAME_AIRCRAFT                                          :{BLACK}Poimenuj letalo
+STR_A033_CITIZENS_CELEBRATE_FIRST                               :{BLACK}{BIGFONT}Prebivalci praznujejo . . .{}Prvo letalo pristalo na postaji {STATION}!
+STR_A034_PLANE_CRASH_DIE_IN_FIREBALL                            :{BLACK}{BIGFONT}Letalska nesreča!{}{COMMA} umrlo v plamenih na letališču {STATION}
+STR_A036                                                        :{TINYFONT}{BLACK}{STATION}
+STR_A037_RENAME                                                 :{BLACK}Preimenuj
+STR_A038_RENAME_AIRCRAFT_TYPE                                   :{BLACK}Preimenuj letalo
+STR_A039_RENAME_AIRCRAFT_TYPE                                   :{WHITE}Preimenuj letalo
+STR_A03A_CAN_T_RENAME_AIRCRAFT_TYPE                             :{WHITE}Ni mogoče preimenovati letala ...
+STR_A03B_REFIT_AIRCRAFT_TO_CARRY                                :{BLACK}Preuredi tovorni prostor letala, da lahko nosi drugačen tovor
+STR_A03C_REFIT                                                  :{WHITE}{VEHICLE} (Preuredi)
+STR_A03D_REFIT_AIRCRAFT                                         :{BLACK}Preuredi letalo
+STR_A03E_SELECT_TYPE_OF_CARGO_FOR                               :{BLACK}Izberite tip tovora
+STR_A03F_REFIT_AIRCRAFT_TO_CARRY                                :{BLACK}Preuredi letalo, da lahko nosi izbran tovor
+STR_A040_SELECT_CARGO_TYPE_TO_CARRY                             :{GOLD}Izberite tip tovora:
+STR_A041_NEW_CAPACITY_COST_OF_REFIT                             :{BLACK}Nova kapaciteta: {GOLD}{STRING}{}{BLACK}Cena za preureditev: {GOLD}{CURRENCY}
+STR_A042_CAN_T_REFIT_AIRCRAFT                                   :{WHITE}Ni mogoče preurediti letala ...
 SERVICE_AT_AIRPORT_HANGAR                                       :Storitev v {STATION} Hangarju
 
 ##id 0xB000
+STR_B000_ZEPPELIN_DISASTER_AT                                   :{BLACK}{BIGFONT}Nesreča cepelina na postaji {STATION}!
+STR_B001_ROAD_VEHICLE_DESTROYED                                 :{BLACK}{BIGFONT}Cestno vozilo uničeno v trku z 'NLP'!
+STR_B002_OIL_REFINERY_EXPLOSION                                 :{BLACK}{BIGFONT}Eksplozija naftne rafinerije blizu mesta {TOWN}!
+STR_B003_FACTORY_DESTROYED_IN_SUSPICIOUS                        :{BLACK}{BIGFONT}Tovarna uničena v sumljivih okoliščinah blizu mesta {TOWN}!
+STR_B004_UFO_LANDS_NEAR                                         :{BLACK}{BIGFONT}'NLP' pristal blizu mesta {TOWN}!
+STR_B005_COAL_MINE_SUBSIDENCE_LEAVES                            :{BLACK}{BIGFONT}Rudnik premoga pušča opustošenje v okolici mesta {TOWN}!
+STR_B006_FLOOD_VEHICLE_DESTROYED                                :{BLACK}{BIGFONT}Poplave!{}Vsaj {COMMA} pogrešanih, najverjetneje mrtvih ob močnih neurjih!
 
+STR_BRIBE_FAILED                                                :{WHITE}Vaša podkupnina je bila
+STR_BRIBE_FAILED_2                                              :{WHITE}odkrita s strani lokalnih preiskovalcev
+STR_BUILD_DATE                                                  :{BLACK}Zgrajeno: {LTBLUE}{DATE_LONG}
 
 SET_PERFORMANCE_DETAIL_INT                                      :{BLACK}{NUM}
 ############ Those following lines need to be in this order!!
@@ -1663,7 +2272,18 @@
 
 
 
+
+
+
 STR_TRAIN                                                       :{BLACK}{TRAIN}
+STR_BUS                                                         :{BLACK}{BUS}
+
+
+
+
+### depot strings
+
+
 
 
 
@@ -1671,6 +2291,10 @@
 STR_WAGONS                                                      :Vagoni
 
 
+
+
+
+
 ############ Lists rail types
 
 
@@ -1678,6 +2302,17 @@
 
 
 
+########### String for New Landscape Generator
+
+STR_CLEARING_TILES                                              :{BLACK}Generiranje grobih in skalnatih tal
+
+
 ########### String for new airports
+STR_CITY_AIRPORT                                                :{BLACK}Mestno
+STR_COMMUTER_AIRPORT                                            :{BLACK}Vozač
+
+
+############ Tooltip measurment
+
 
 ########
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/lang/unfinished/traditional_chinese.txt	Wed Jan 03 08:32:17 2007 +0000
@@ -0,0 +1,2 @@
+##name Chinese (Simplified)
+##isocode zh_TW.UTF-8
--- a/main_gui.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/main_gui.c	Wed Jan 03 08:32:17 2007 +0000
@@ -23,7 +23,7 @@
 #include "vehicle.h"
 #include "console.h"
 #include "sound.h"
-#include "network.h"
+#include "network/network.h"
 #include "signs.h"
 #include "waypoint.h"
 #include "variables.h"
@@ -37,10 +37,10 @@
 #include "vehicle_gui.h"
 #include "newgrf_config.h"
 
-#include "network_data.h"
-#include "network_client.h"
-#include "network_server.h"
-#include "network_gui.h"
+#include "network/network_data.h"
+#include "network/network_client.h"
+#include "network/network_server.h"
+#include "network/network_gui.h"
 #include "industry.h"
 
 static int _rename_id = 1;
--- a/misc.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/misc.c	Wed Jan 03 08:32:17 2007 +0000
@@ -24,7 +24,7 @@
 #ifndef MERSENNE_TWISTER
 
 #ifdef RANDOM_DEBUG
-#include "network_data.h"
+#include "network/network_data.h"
 uint32 DoRandom(int line, const char *file)
 #else // RANDOM_DEBUG
 uint32 Random(void)
--- a/misc_cmd.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/misc_cmd.c	Wed Jan 03 08:32:17 2007 +0000
@@ -11,7 +11,7 @@
 #include "window.h"
 #include "gui.h"
 #include "economy.h"
-#include "network.h"
+#include "network/network.h"
 #include "variables.h"
 #include "livery.h"
 
--- a/misc_gui.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/misc_gui.c	Wed Jan 03 08:32:17 2007 +0000
@@ -22,7 +22,7 @@
 #include "player.h"
 #include "town.h"
 #include "sound.h"
-#include "network.h"
+#include "network/network.h"
 #include "string.h"
 #include "variables.h"
 #include "vehicle.h"
--- a/network.c	Tue Jan 02 18:40:37 2007 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,1448 +0,0 @@
-/* $Id$ */
-
-#include "stdafx.h"
-#include "network_data.h"
-
-#if defined(WITH_REV)
-	extern const char _openttd_revision[];
-#elif defined(WITH_REV_HACK)
-	#define WITH_REV
-	const char _openttd_revision[] = WITH_REV_HACK;
-#else
-	const char _openttd_revision[] = NOREV_STRING;
-#endif
-
-
-#ifdef ENABLE_NETWORK
-
-#include "openttd.h"
-#include "debug.h"
-#include "functions.h"
-#include "string.h"
-#include "strings.h"
-#include "map.h"
-#include "command.h"
-#include "variables.h"
-#include "date.h"
-#include "table/strings.h"
-#include "network_client.h"
-#include "network_server.h"
-#include "network_udp.h"
-#include "network_gamelist.h"
-#include "network_gui.h"
-#include "console.h" /* IConsoleCmdExec */
-#include <stdarg.h> /* va_list */
-#include "md5.h"
-
-#ifdef __MORPHOS__
-// the library base is required here
-struct Library *SocketBase = NULL;
-#endif
-
-// The listen socket for the server
-static SOCKET _listensocket;
-
-// The amount of clients connected
-static byte _network_clients_connected = 0;
-// The index counter for new clients (is never decreased)
-static uint16 _network_client_index = NETWORK_SERVER_INDEX + 1;
-
-/* Some externs / forwards */
-extern void StateGameLoop(void);
-
-// Function that looks up the CI for a given client-index
-NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index)
-{
-	NetworkClientInfo *ci;
-
-	for (ci = _network_client_info; ci != endof(_network_client_info); ci++) {
-		if (ci->client_index == client_index) return ci;
-	}
-
-	return NULL;
-}
-
-/** Return the CI for a given IP
- * @param ip IP of the client we are looking for. This must be in string-format
- * @return return a pointer to the corresponding NetworkClientInfo struct or NULL on failure */
-NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip)
-{
-	NetworkClientInfo *ci;
-	uint32 ip_number = inet_addr(ip);
-
-	for (ci = _network_client_info; ci != endof(_network_client_info); ci++) {
-		if (ci->client_ip == ip_number) return ci;
-	}
-
-	return NULL;
-}
-
-// Function that looks up the CS for a given client-index
-NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index)
-{
-	NetworkClientState *cs;
-
-	for (cs = _clients; cs != &_clients[MAX_CLIENT_INFO]; cs++) {
-		if (cs->index == client_index) return cs;
-	}
-
-	return NULL;
-}
-
-// NetworkGetClientName is a server-safe function to get the name of the client
-//  if the user did not send it yet, Client #<no> is used.
-void NetworkGetClientName(char *client_name, size_t size, const NetworkClientState *cs)
-{
-	const NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
-
-	if (ci->client_name[0] == '\0') {
-		snprintf(client_name, size, "Client #%4d", cs->index);
-	} else {
-		ttd_strlcpy(client_name, ci->client_name, size);
-	}
-}
-
-byte NetworkSpectatorCount(void)
-{
-	const NetworkClientState *cs;
-	byte count = 0;
-
-	FOR_ALL_CLIENTS(cs) {
-		if (DEREF_CLIENT_INFO(cs)->client_playas == PLAYER_SPECTATOR) count++;
-	}
-
-	return count;
-}
-
-// This puts a text-message to the console, or in the future, the chat-box,
-//  (to keep it all a bit more general)
-// If 'self_send' is true, this is the client who is sending the message
-void CDECL NetworkTextMessage(NetworkAction action, uint16 color, bool self_send, const char *name, const char *str, ...)
-{
-	char buf[1024];
-	va_list va;
-	const int duration = 10; // Game days the messages stay visible
-	char message[1024];
-	char temp[1024];
-
-	va_start(va, str);
-	vsnprintf(buf, lengthof(buf), str, va);
-	va_end(va);
-
-	switch (action) {
-		case NETWORK_ACTION_SERVER_MESSAGE:
-			color = 1;
-			snprintf(message, sizeof(message), "*** %s", buf);
-			break;
-		case NETWORK_ACTION_JOIN:
-			color = 1;
-			GetString(temp, STR_NETWORK_CLIENT_JOINED, lastof(temp));
-			snprintf(message, sizeof(message), "*** %s %s", name, temp);
-			break;
-		case NETWORK_ACTION_LEAVE:
-			color = 1;
-			GetString(temp, STR_NETWORK_ERR_LEFT, lastof(temp));
-			snprintf(message, sizeof(message), "*** %s %s (%s)", name, temp, buf);
-			break;
-		case NETWORK_ACTION_GIVE_MONEY:
-			if (self_send) {
-				SetDParamStr(0, name);
-				SetDParam(1, atoi(buf));
-				GetString(temp, STR_NETWORK_GAVE_MONEY_AWAY, lastof(temp));
-				snprintf(message, sizeof(message), "*** %s", temp);
-			} else {
-				SetDParam(0, atoi(buf));
-				GetString(temp, STR_NETWORK_GIVE_MONEY, lastof(temp));
-				snprintf(message, sizeof(message), "*** %s %s", name, temp);
-			}
-			break;
-		case NETWORK_ACTION_NAME_CHANGE:
-			GetString(temp, STR_NETWORK_NAME_CHANGE, lastof(temp));
-			snprintf(message, sizeof(message), "*** %s %s %s", name, temp, buf);
-			break;
-		case NETWORK_ACTION_CHAT_COMPANY:
-			SetDParamStr(0, name);
-			SetDParamStr(1, buf);
-			GetString(temp, self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY, lastof(temp));
-			ttd_strlcpy(message, temp, sizeof(message));
-			break;
-		case NETWORK_ACTION_CHAT_CLIENT:
-			SetDParamStr(0, name);
-			SetDParamStr(1, buf);
-			GetString(temp, self_send ? STR_NETWORK_CHAT_TO_CLIENT : STR_NETWORK_CHAT_CLIENT, lastof(temp));
-			ttd_strlcpy(message, temp, sizeof(message));
-			break;
-		default:
-			SetDParamStr(0, name);
-			SetDParamStr(1, buf);
-			GetString(temp, STR_NETWORK_CHAT_ALL, lastof(temp));
-			ttd_strlcpy(message, temp, sizeof(message));
-			break;
-	}
-
-	IConsolePrintF(color, "%s", message);
-	AddTextMessage(color, duration, "%s", message);
-}
-
-// Calculate the frame-lag of a client
-uint NetworkCalculateLag(const NetworkClientState *cs)
-{
-	int lag = cs->last_frame_server - cs->last_frame;
-	// This client has missed his ACK packet after 1 DAY_TICKS..
-	//  so we increase his lag for every frame that passes!
-	// The packet can be out by a max of _net_frame_freq
-	if (cs->last_frame_server + DAY_TICKS + _network_frame_freq < _frame_counter)
-		lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _network_frame_freq);
-
-	return lag;
-}
-
-
-// There was a non-recoverable error, drop back to the main menu with a nice
-//  error
-static void NetworkError(StringID error_string)
-{
-	_switch_mode = SM_MENU;
-	_switch_mode_errorstr = error_string;
-}
-
-static void ClientStartError(const char *error)
-{
-	DEBUG(net, 0, "[client] could not start network: %s",error);
-	NetworkError(STR_NETWORK_ERR_CLIENT_START);
-}
-
-static void ServerStartError(const char *error)
-{
-	DEBUG(net, 0, "[server] could not start network: %s",error);
-	NetworkError(STR_NETWORK_ERR_SERVER_START);
-}
-
-static void NetworkClientError(NetworkRecvStatus res, NetworkClientState* cs)
-{
-	// First, send a CLIENT_ERROR to the server, so he knows we are
-	//  disconnection (and why!)
-	NetworkErrorCode errorno;
-
-	// We just want to close the connection..
-	if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
-		cs->has_quit = true;
-		NetworkCloseClient(cs);
-		_networking = false;
-
-		DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
-		return;
-	}
-
-	switch (res) {
-		case NETWORK_RECV_STATUS_DESYNC:   errorno = NETWORK_ERROR_DESYNC; break;
-		case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
-		default:                           errorno = NETWORK_ERROR_GENERAL; break;
-	}
-	// This means we fucked up and the server closed the connection
-	if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
-			res != NETWORK_RECV_STATUS_SERVER_BANNED) {
-		SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno);
-
-		// Dequeue all commands before closing the socket
-		NetworkSend_Packets(DEREF_CLIENT(0));
-	}
-
-	_switch_mode = SM_MENU;
-	NetworkCloseClient(cs);
-	_networking = false;
-}
-
-/** Retrieve a string representation of an internal error number
- * @param buf buffer where the error message will be stored
- * @param err NetworkErrorCode
- * @return returns a pointer to the error message (buf) */
-char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last)
-{
-	/* List of possible network errors, used by
-	 * PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
-	static const StringID network_error_strings[] = {
-		STR_NETWORK_ERR_CLIENT_GENERAL,
-		STR_NETWORK_ERR_CLIENT_DESYNC,
-		STR_NETWORK_ERR_CLIENT_SAVEGAME,
-		STR_NETWORK_ERR_CLIENT_CONNECTION_LOST,
-		STR_NETWORK_ERR_CLIENT_PROTOCOL_ERROR,
-		STR_NETWORK_ERR_CLIENT_NOT_AUTHORIZED,
-		STR_NETWORK_ERR_CLIENT_NOT_EXPECTED,
-		STR_NETWORK_ERR_CLIENT_WRONG_REVISION,
-		STR_NETWORK_ERR_CLIENT_NAME_IN_USE,
-		STR_NETWORK_ERR_CLIENT_WRONG_PASSWORD,
-		STR_NETWORK_ERR_CLIENT_PLAYER_MISMATCH,
-		STR_NETWORK_ERR_CLIENT_KICKED,
-		STR_NETWORK_ERR_CLIENT_CHEATER,
-		STR_NETWORK_ERR_CLIENT_SERVER_FULL
-	};
-
-	if (err >= lengthof(network_error_strings)) err = 0;
-
-	return GetString(buf, network_error_strings[err], last);
-}
-
-/* Count the number of active clients connected */
-static uint NetworkCountPlayers(void)
-{
-	const NetworkClientState *cs;
-	uint count = 0;
-
-	FOR_ALL_CLIENTS(cs) {
-		const NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
-		if (IsValidPlayer(ci->client_playas)) count++;
-	}
-
-	return count;
-}
-
-static bool _min_players_paused = false;
-
-/* Check if the minimum number of players has been reached and pause or unpause the game as appropriate */
-void CheckMinPlayers(void)
-{
-	if (!_network_dedicated) return;
-
-	if (NetworkCountPlayers() < _network_min_players) {
-		if (_min_players_paused) return;
-
-		_min_players_paused = true;
-		DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
-		NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (not enough players)", NETWORK_SERVER_INDEX);
-	} else {
-		if (!_min_players_paused) return;
-
-		_min_players_paused = false;
-		DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
-		NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (enough players)", NETWORK_SERVER_INDEX);
-	}
-}
-
-// Find all IP-aliases for this host
-static void NetworkFindIPs(void)
-{
-	int i;
-
-#if defined(BEOS_NET_SERVER) /* doesn't have neither getifaddrs or net/if.h */
-	/* Based on Andrew Bachmann's netstat+.c. Big thanks to him! */
-	int _netstat(int fd, char **output, int verbose);
-
-	int seek_past_header(char **pos, const char *header) {
-		char *new_pos = strstr(*pos, header);
-		if (new_pos == 0) {
-			return B_ERROR;
-		}
-		*pos += strlen(header) + new_pos - *pos + 1;
-		return B_OK;
-	}
-
-	int output_length;
-	char *output_pointer = NULL;
-	char **output;
-	int sock = socket(AF_INET, SOCK_DGRAM, 0);
-	i = 0;
-
-	// If something fails, make sure the list is empty
-	_broadcast_list[0] = 0;
-
-	if (sock < 0) {
-		DEBUG(net, 0, "[core] error creating socket");
-		return;
-	}
-
-	output_length = _netstat(sock, &output_pointer, 1);
-	if (output_length < 0) {
-		DEBUG(net, 0, "[core] error running _netstat");
-		return;
-	}
-
-	output = &output_pointer;
-	if (seek_past_header(output, "IP Interfaces:") == B_OK) {
-		for (;;) {
-			uint32 n, fields, read;
-			uint8 i1, i2, i3, i4, j1, j2, j3, j4;
-			struct in_addr inaddr;
-			uint32 ip;
-			uint32 netmask;
-
-			fields = sscanf(*output, "%u: %hhu.%hhu.%hhu.%hhu, netmask %hhu.%hhu.%hhu.%hhu%n",
-												&n, &i1,&i2,&i3,&i4, &j1,&j2,&j3,&j4, &read);
-			read += 1;
-			if (fields != 9) {
-				break;
-			}
-
-			ip      = (uint32)i1 << 24 | (uint32)i2 << 16 | (uint32)i3 << 8 | (uint32)i4;
-			netmask = (uint32)j1 << 24 | (uint32)j2 << 16 | (uint32)j3 << 8 | (uint32)j4;
-
-			if (ip != INADDR_LOOPBACK && ip != INADDR_ANY) {
-				inaddr.s_addr = htonl(ip | ~netmask);
-				_broadcast_list[i] = inaddr.s_addr;
-				i++;
-			}
-			if (read < 0) {
-				break;
-			}
-			*output += read;
-		}
-		/* XXX - Using either one of these crashes openttd heavily? - wber */
-		/*free(output_pointer);*/
-		/*free(output);*/
-		closesocket(sock);
-	}
-#elif defined(HAVE_GETIFADDRS)
-	struct ifaddrs *ifap, *ifa;
-
-	// If something fails, make sure the list is empty
-	_broadcast_list[0] = 0;
-
-	if (getifaddrs(&ifap) != 0)
-		return;
-
-	i = 0;
-	for (ifa = ifap; ifa != NULL; ifa = ifa->ifa_next) {
-		if (!(ifa->ifa_flags & IFF_BROADCAST)) continue;
-		if (ifa->ifa_broadaddr == NULL) continue;
-		if (ifa->ifa_broadaddr->sa_family != AF_INET) continue;
-		_broadcast_list[i] = ((struct sockaddr_in*)ifa->ifa_broadaddr)->sin_addr.s_addr;
-		i++;
-	}
-	freeifaddrs(ifap);
-
-#else /* not HAVE_GETIFADDRS */
-	SOCKET sock;
-#ifdef WIN32
-	DWORD len = 0;
-	INTERFACE_INFO ifo[MAX_INTERFACES];
-	uint j;
-#else
-	char buf[4 * 1024]; // Arbitrary buffer size
-	struct ifconf ifconf;
-	const char* buf_end;
-	const char* p;
-#endif
-
-	// If something fails, make sure the list is empty
-	_broadcast_list[0] = 0;
-
-	sock = socket(AF_INET, SOCK_DGRAM, 0);
-	if (sock == INVALID_SOCKET) return;
-
-#ifdef WIN32
-	memset(&ifo[0], 0, sizeof(ifo));
-	if ((WSAIoctl(sock, SIO_GET_INTERFACE_LIST, NULL, 0, &ifo[0], sizeof(ifo), &len, NULL, NULL)) != 0) {
-		closesocket(sock);
-		return;
-	}
-
-	i = 0;
-	for (j = 0; j < len / sizeof(*ifo); j++) {
-		if (ifo[j].iiFlags & IFF_LOOPBACK) continue;
-		if (!(ifo[j].iiFlags & IFF_BROADCAST)) continue;
-		/* iiBroadcast is unusable, because it always seems to be set to
-		 * 255.255.255.255.
-		 */
-		_broadcast_list[i++] =
-			 ifo[j].iiAddress.AddressIn.sin_addr.s_addr |
-			~ifo[j].iiNetmask.AddressIn.sin_addr.s_addr;
-	}
-#else
-	ifconf.ifc_len = sizeof(buf);
-	ifconf.ifc_buf = buf;
-	if (ioctl(sock, SIOCGIFCONF, &ifconf) == -1) {
-		closesocket(sock);
-		return;
-	}
-
-	i = 0;
-	buf_end = buf + ifconf.ifc_len;
-	for (p = buf; p < buf_end;) {
-		const struct ifreq* req = (const struct ifreq*)p;
-
-		if (req->ifr_addr.sa_family == AF_INET) {
-			struct ifreq r;
-
-			strncpy(r.ifr_name, req->ifr_name, lengthof(r.ifr_name));
-			if (ioctl(sock, SIOCGIFFLAGS, &r) != -1 &&
-					r.ifr_flags & IFF_BROADCAST &&
-					ioctl(sock, SIOCGIFBRDADDR, &r) != -1) {
-				_broadcast_list[i++] =
-					((struct sockaddr_in*)&r.ifr_broadaddr)->sin_addr.s_addr;
-			}
-		}
-
-		p += sizeof(struct ifreq);
-#ifdef AF_LINK
-		p += req->ifr_addr.sa_len - sizeof(struct sockaddr);
-#endif
-	}
-#endif
-
-	closesocket(sock);
-#endif /* not HAVE_GETIFADDRS */
-
-	_broadcast_list[i] = 0;
-
-	DEBUG(net, 3, "Detected broadcast addresses:");
-	// Now display to the debug all the detected ips
-	for (i = 0; _broadcast_list[i] != 0; i++) {
-		DEBUG(net, 3, "%d) %s", i, inet_ntoa(*(struct in_addr *)&_broadcast_list[i]));//inet_ntoa(inaddr));
-	}
-}
-
-// Resolve a hostname to a inet_addr
-unsigned long NetworkResolveHost(const char *hostname)
-{
-	in_addr_t ip;
-
-	// First try: is it an ip address?
-	ip = inet_addr(hostname);
-
-	// If not try to resolve the name
-	if (ip == INADDR_NONE) {
-		struct hostent *he = gethostbyname(hostname);
-		if (he == NULL) {
-			DEBUG(net, 0, "Cannot resolve '%s'", hostname);
-		} else {
-			struct in_addr addr = *(struct in_addr *)he->h_addr_list[0];
-			DEBUG(net, 1, "Resolved '%s' to %s", hostname, inet_ntoa(addr));
-			ip = addr.s_addr;
-		}
-	}
-	return ip;
-}
-
-// Converts a string to ip/port/player
-//  Format: IP#player:port
-//
-// connection_string will be re-terminated to seperate out the hostname, and player and port will
-// be set to the player and port strings given by the user, inside the memory area originally
-// occupied by connection_string.
-void ParseConnectionString(const char **player, const char **port, char *connection_string)
-{
-	char *p;
-	for (p = connection_string; *p != '\0'; p++) {
-		if (*p == '#') {
-			*p = '\0';
-			*player = ++p;
-			while (IsValidChar(*p, CS_NUMERAL)) p++;
-			if (*p == '\0') break;
-		} else if (*p == ':') {
-			*port = p + 1;
-			*p = '\0';
-		}
-	}
-}
-
-// Creates a new client from a socket
-//   Used both by the server and the client
-static NetworkClientState *NetworkAllocClient(SOCKET s)
-{
-	NetworkClientState *cs;
-	byte client_no = 0;
-
-	if (_network_server) {
-		// Can we handle a new client?
-		if (_network_clients_connected >= MAX_CLIENTS) return NULL;
-		if (_network_game_info.clients_on >= _network_game_info.clients_max) return NULL;
-
-		// Register the login
-		client_no = _network_clients_connected++;
-	}
-
-	cs = DEREF_CLIENT(client_no);
-	memset(cs, 0, sizeof(*cs));
-	cs->socket = s;
-	cs->last_frame = 0;
-	cs->has_quit = false;
-
-	cs->last_frame = _frame_counter;
-	cs->last_frame_server = _frame_counter;
-
-	if (_network_server) {
-		NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
-		memset(ci, 0, sizeof(*ci));
-
-		cs->index = _network_client_index++;
-		ci->client_index = cs->index;
-		ci->client_playas = PLAYER_INACTIVE_CLIENT;
-		ci->join_date = _date;
-
-		InvalidateWindow(WC_CLIENT_LIST, 0);
-	}
-
-	return cs;
-}
-
-// Close a connection
-void NetworkCloseClient(NetworkClientState *cs)
-{
-	NetworkClientInfo *ci;
-	// Socket is already dead
-	if (cs->socket == INVALID_SOCKET) {
-		cs->has_quit = true;
-		return;
-	}
-
-	DEBUG(net, 1, "Closed client connection %d", cs->index);
-
-	if (!cs->has_quit && _network_server && cs->status > STATUS_INACTIVE) {
-		// We did not receive a leave message from this client...
-		NetworkErrorCode errorno = NETWORK_ERROR_CONNECTION_LOST;
-		char str[100];
-		char client_name[NETWORK_CLIENT_NAME_LENGTH];
-		NetworkClientState *new_cs;
-
-		NetworkGetClientName(client_name, sizeof(client_name), cs);
-
-		GetNetworkErrorMsg(str, errorno, lastof(str));
-
-		NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
-
-		// Inform other clients of this... strange leaving ;)
-		FOR_ALL_CLIENTS(new_cs) {
-			if (new_cs->status > STATUS_AUTH && cs != new_cs) {
-				SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, errorno);
-			}
-		}
-	}
-
-	/* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
-	if (cs->status == STATUS_PRE_ACTIVE && _network_pause_on_join) {
-		DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
-		NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
-	}
-
-	closesocket(cs->socket);
-	cs->writable = false;
-	cs->has_quit = true;
-
-	// Free all pending and partially received packets
-	while (cs->packet_queue != NULL) {
-		Packet *p = cs->packet_queue->next;
-		free(cs->packet_queue);
-		cs->packet_queue = p;
-	}
-	free(cs->packet_recv);
-	cs->packet_recv = NULL;
-
-	while (cs->command_queue != NULL) {
-		CommandPacket *p = cs->command_queue->next;
-		free(cs->command_queue);
-		cs->command_queue = p;
-	}
-
-	// Close the gap in the client-list
-	ci = DEREF_CLIENT_INFO(cs);
-
-	if (_network_server) {
-		// We just lost one client :(
-		if (cs->status > STATUS_INACTIVE) _network_game_info.clients_on--;
-		_network_clients_connected--;
-
-		while ((cs + 1) != DEREF_CLIENT(MAX_CLIENTS) && (cs + 1)->socket != INVALID_SOCKET) {
-			*cs = *(cs + 1);
-			*ci = *(ci + 1);
-			cs++;
-			ci++;
-		}
-
-		InvalidateWindow(WC_CLIENT_LIST, 0);
-	}
-
-	// Reset the status of the last socket
-	cs->socket = INVALID_SOCKET;
-	cs->status = STATUS_INACTIVE;
-	cs->index = NETWORK_EMPTY_INDEX;
-	ci->client_index = NETWORK_EMPTY_INDEX;
-
-	CheckMinPlayers();
-}
-
-// A client wants to connect to a server
-static bool NetworkConnect(const char *hostname, int port)
-{
-	SOCKET s;
-	struct sockaddr_in sin;
-
-	DEBUG(net, 1, "Connecting to %s %d", hostname, port);
-
-	s = socket(AF_INET, SOCK_STREAM, 0);
-	if (s == INVALID_SOCKET) {
-		ClientStartError("socket() failed");
-		return false;
-	}
-
-	if (!SetNoDelay(s)) DEBUG(net, 1, "Setting TCP_NODELAY failed");
-
-	sin.sin_family = AF_INET;
-	sin.sin_addr.s_addr = NetworkResolveHost(hostname);
-	sin.sin_port = htons(port);
-	_network_last_host_ip = sin.sin_addr.s_addr;
-
-	/* We failed to connect for which reason what so ever */
-	if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0) return false;
-
-	if (!SetNonBlocking(s)) DEBUG(net, 0, "Setting non-blocking mode failed"); // XXX should this be an error?
-
-	// in client mode, only the first client field is used. it's pointing to the server.
-	NetworkAllocClient(s);
-
-	_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
-	ShowJoinStatusWindow();
-
-	return true;
-}
-
-// For the server, to accept new clients
-static void NetworkAcceptClients(void)
-{
-	struct sockaddr_in sin;
-	NetworkClientState *cs;
-	uint i;
-	bool banned;
-
-	// Should never ever happen.. is it possible??
-	assert(_listensocket != INVALID_SOCKET);
-
-	for (;;) {
-		socklen_t sin_len = sizeof(sin);
-		SOCKET s = accept(_listensocket, (struct sockaddr*)&sin, &sin_len);
-		if (s == INVALID_SOCKET) return;
-
-		SetNonBlocking(s); // XXX error handling?
-
-		DEBUG(net, 1, "Client connected from %s on frame %d", inet_ntoa(sin.sin_addr), _frame_counter);
-
-		SetNoDelay(s); // XXX error handling?
-
-		/* Check if the client is banned */
-		banned = false;
-		for (i = 0; i < lengthof(_network_ban_list); i++) {
-			if (_network_ban_list[i] == NULL) continue;
-
-			if (sin.sin_addr.s_addr == inet_addr(_network_ban_list[i])) {
-				Packet *p = NetworkSend_Init(PACKET_SERVER_BANNED);
-
-				DEBUG(net, 1, "Banned ip tried to join (%s), refused", _network_ban_list[i]);
-
-				p->buffer[0] = p->size & 0xFF;
-				p->buffer[1] = p->size >> 8;
-
-				send(s, p->buffer, p->size, 0);
-				closesocket(s);
-
-				free(p);
-
-				banned = true;
-				break;
-			}
-		}
-		/* If this client is banned, continue with next client */
-		if (banned) continue;
-
-		cs = NetworkAllocClient(s);
-		if (cs == NULL) {
-			// no more clients allowed?
-			// Send to the client that we are full!
-			Packet *p = NetworkSend_Init(PACKET_SERVER_FULL);
-
-			p->buffer[0] = p->size & 0xFF;
-			p->buffer[1] = p->size >> 8;
-
-			send(s, p->buffer, p->size, 0);
-			closesocket(s);
-
-			free(p);
-
-			continue;
-		}
-
-		// a new client has connected. We set him at inactive for now
-		//  maybe he is only requesting server-info. Till he has sent a PACKET_CLIENT_MAP_OK
-		//  the client stays inactive
-		cs->status = STATUS_INACTIVE;
-
-		DEREF_CLIENT_INFO(cs)->client_ip = sin.sin_addr.s_addr; // Save the IP of the client
-	}
-}
-
-// Set up the listen socket for the server
-static bool NetworkListen(void)
-{
-	SOCKET ls;
-	struct sockaddr_in sin;
-
-	DEBUG(net, 1, "Listening on %s:%d", _network_server_bind_ip_host, _network_server_port);
-
-	ls = socket(AF_INET, SOCK_STREAM, 0);
-	if (ls == INVALID_SOCKET) {
-		ServerStartError("socket() on listen socket failed");
-		return false;
-	}
-
-	{ // reuse the socket
-		int reuse = 1;
-		// The (const char*) cast is needed for windows!!
-		if (setsockopt(ls, SOL_SOCKET, SO_REUSEADDR, (const char*)&reuse, sizeof(reuse)) == -1) {
-			ServerStartError("setsockopt() on listen socket failed");
-			return false;
-		}
-	}
-
-	if (!SetNonBlocking(ls)) DEBUG(net, 0, "Setting non-blocking mode failed"); // XXX should this be an error?
-
-	sin.sin_family = AF_INET;
-	sin.sin_addr.s_addr = _network_server_bind_ip;
-	sin.sin_port = htons(_network_server_port);
-
-	if (bind(ls, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
-		ServerStartError("bind() failed");
-		return false;
-	}
-
-	if (listen(ls, 1) != 0) {
-		ServerStartError("listen() failed");
-		return false;
-	}
-
-	_listensocket = ls;
-
-	return true;
-}
-
-// Close all current connections
-static void NetworkClose(void)
-{
-	NetworkClientState *cs;
-
-	FOR_ALL_CLIENTS(cs) {
-		if (!_network_server) {
-			SEND_COMMAND(PACKET_CLIENT_QUIT)("leaving");
-			NetworkSend_Packets(cs);
-		}
-		NetworkCloseClient(cs);
-	}
-
-	if (_network_server) {
-		// We are a server, also close the listensocket
-		closesocket(_listensocket);
-		_listensocket = INVALID_SOCKET;
-		DEBUG(net, 1, "Closed listener");
-		NetworkUDPClose();
-	}
-}
-
-// Inits the network (cleans sockets and stuff)
-static void NetworkInitialize(void)
-{
-	NetworkClientState *cs;
-
-	_local_command_queue = NULL;
-
-	// Clean all client-sockets
-	memset(_clients, 0, sizeof(_clients));
-	for (cs = _clients; cs != &_clients[MAX_CLIENTS]; cs++) {
-		cs->socket = INVALID_SOCKET;
-		cs->status = STATUS_INACTIVE;
-		cs->command_queue = NULL;
-	}
-
-	// Clean the client_info memory
-	memset(&_network_client_info, 0, sizeof(_network_client_info));
-	memset(&_network_player_info, 0, sizeof(_network_player_info));
-
-	_sync_frame = 0;
-	_network_first_time = true;
-
-	_network_reconnect = 0;
-
-	NetworkUDPInitialize();
-}
-
-// Query a server to fetch his game-info
-//  If game_info is true, only the gameinfo is fetched,
-//   else only the client_info is fetched
-NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info)
-{
-	if (!_network_available) return NULL;
-
-	NetworkDisconnect();
-
-	if (game_info) return NetworkUDPQueryServer(host, port);
-
-	NetworkInitialize();
-
-	_network_server = false;
-
-	// Try to connect
-	_networking = NetworkConnect(host, port);
-
-	// We are connected
-	if (_networking) {
-		SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)();
-	} else { // No networking, close everything down again
-		NetworkDisconnect();
-	}
-
-	return NULL;
-}
-
-/* Validates an address entered as a string and adds the server to
- * the list. If you use this function, the games will be marked
- * as manually added. */
-void NetworkAddServer(const char *b)
-{
-	if (*b != '\0') {
-		NetworkGameList *item;
-		const char *port = NULL;
-		const char *player = NULL;
-		char host[NETWORK_HOSTNAME_LENGTH];
-		uint16 rport;
-
-		ttd_strlcpy(host, b, lengthof(host));
-
-		ttd_strlcpy(_network_default_ip, b, lengthof(_network_default_ip));
-		rport = NETWORK_DEFAULT_PORT;
-
-		ParseConnectionString(&player, &port, host);
-		if (port != NULL) rport = atoi(port);
-
-		item = NetworkQueryServer(host, rport, true);
-		item->manually = true;
-	}
-}
-
-/* Generates the list of manually added hosts from NetworkGameList and
- * dumps them into the array _network_host_list. This array is needed
- * by the function that generates the config file. */
-void NetworkRebuildHostList(void)
-{
-	uint i = 0;
-	const NetworkGameList *item = _network_game_list;
-	while (item != NULL && i != lengthof(_network_host_list)) {
-		if (item->manually) {
-			free(_network_host_list[i]);
-			_network_host_list[i++] = str_fmt("%s:%i", item->info.hostname, item->port);
-		}
-		item = item->next;
-	}
-
-	for (; i < lengthof(_network_host_list); i++) {
-		free(_network_host_list[i]);
-		_network_host_list[i] = NULL;
-	}
-}
-
-// Used by clients, to connect to a server
-bool NetworkClientConnectGame(const char *host, uint16 port)
-{
-	if (!_network_available) return false;
-
-	if (port == 0) return false;
-
-	ttd_strlcpy(_network_last_host, host, sizeof(_network_last_host));
-	_network_last_port = port;
-
-	NetworkDisconnect();
-	NetworkUDPClose();
-	NetworkInitialize();
-
-	// Try to connect
-	_networking = NetworkConnect(host, port);
-
-	// We are connected
-	if (_networking) {
-		IConsoleCmdExec("exec scripts/on_client.scr 0");
-		NetworkClient_Connected();
-	} else {
-		// Connecting failed
-		NetworkError(STR_NETWORK_ERR_NOCONNECTION);
-	}
-
-	return _networking;
-}
-
-static void NetworkInitGameInfo(void)
-{
-	NetworkClientInfo *ci;
-
-	ttd_strlcpy(_network_game_info.server_name, _network_server_name, sizeof(_network_game_info.server_name));
-	ttd_strlcpy(_network_game_info.server_password, _network_server_password, sizeof(_network_server_password));
-	ttd_strlcpy(_network_game_info.rcon_password, _network_rcon_password, sizeof(_network_rcon_password));
-	if (_network_game_info.server_name[0] == '\0')
-		snprintf(_network_game_info.server_name, sizeof(_network_game_info.server_name), "Unnamed Server");
-
-	ttd_strlcpy(_network_game_info.server_revision, _openttd_revision, sizeof(_network_game_info.server_revision));
-
-	// The server is a client too ;)
-	if (_network_dedicated) {
-		_network_game_info.clients_on = 0;
-		_network_game_info.companies_on = 0;
-		_network_game_info.dedicated = true;
-	} else {
-		_network_game_info.clients_on = 1;
-		_network_game_info.companies_on = 1;
-		_network_game_info.dedicated = false;
-	}
-
-	_network_game_info.spectators_on = 0;
-
-	_network_game_info.game_date = _date;
-	_network_game_info.start_date = ConvertYMDToDate(_patches.starting_year, 0, 1);
-	_network_game_info.map_width = MapSizeX();
-	_network_game_info.map_height = MapSizeY();
-	_network_game_info.map_set = _opt.landscape;
-
-	_network_game_info.use_password = (_network_server_password[0] != '\0');
-
-	// We use _network_client_info[MAX_CLIENT_INFO - 1] to store the server-data in it
-	//  The index is NETWORK_SERVER_INDEX ( = 1)
-	ci = &_network_client_info[MAX_CLIENT_INFO - 1];
-	memset(ci, 0, sizeof(*ci));
-
-	ci->client_index = NETWORK_SERVER_INDEX;
-	ci->client_playas = _network_dedicated ? PLAYER_SPECTATOR : _local_player;
-
-	ttd_strlcpy(ci->client_name, _network_player_name, sizeof(ci->client_name));
-	ttd_strlcpy(ci->unique_id, _network_unique_id, sizeof(ci->unique_id));
-}
-
-bool NetworkServerStart(void)
-{
-	if (!_network_available) return false;
-
-	/* Call the pre-scripts */
-	IConsoleCmdExec("exec scripts/pre_server.scr 0");
-	if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
-
-	NetworkInitialize();
-	if (!NetworkListen()) return false;
-
-	// Try to start UDP-server
-	_network_udp_server = true;
-	_network_udp_server = NetworkUDPListen(&_udp_server_socket, _network_server_bind_ip, _network_server_port, false);
-
-	_network_server = true;
-	_networking = true;
-	_frame_counter = 0;
-	_frame_counter_server = 0;
-	_frame_counter_max = 0;
-	_last_sync_frame = 0;
-	_network_own_client_index = NETWORK_SERVER_INDEX;
-
-	/* Non-dedicated server will always be player #1 */
-	if (!_network_dedicated) _network_playas = 0;
-
-	_network_clients_connected = 0;
-
-	NetworkInitGameInfo();
-
-	// execute server initialization script
-	IConsoleCmdExec("exec scripts/on_server.scr 0");
-	// if the server is dedicated ... add some other script
-	if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
-
-	_min_players_paused = false;
-	CheckMinPlayers();
-
-	/* Try to register us to the master server */
-	_network_last_advertise_frame = 0;
-	_network_need_advertise = true;
-	NetworkUDPAdvertise();
-	return true;
-}
-
-// The server is rebooting...
-// The only difference with NetworkDisconnect, is the packets that is sent
-void NetworkReboot(void)
-{
-	if (_network_server) {
-		NetworkClientState *cs;
-		FOR_ALL_CLIENTS(cs) {
-			SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs);
-			NetworkSend_Packets(cs);
-		}
-	}
-
-	NetworkClose();
-
-	// Free all queued commands
-	while (_local_command_queue != NULL) {
-		CommandPacket *p = _local_command_queue;
-		_local_command_queue = _local_command_queue->next;
-		free(p);
-	}
-
-	_networking = false;
-	_network_server = false;
-}
-
-// We want to disconnect from the host/clients
-void NetworkDisconnect(void)
-{
-	if (_network_server) {
-		NetworkClientState *cs;
-		FOR_ALL_CLIENTS(cs) {
-			SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs);
-			NetworkSend_Packets(cs);
-		}
-	}
-
-	if (_network_advertise) NetworkUDPRemoveAdvertise();
-
-	DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
-
-	NetworkClose();
-
-	// Free all queued commands
-	while (_local_command_queue != NULL) {
-		CommandPacket *p = _local_command_queue;
-		_local_command_queue = _local_command_queue->next;
-		free(p);
-	}
-
-	_networking = false;
-	_network_server = false;
-}
-
-// Receives something from the network
-static bool NetworkReceive(void)
-{
-	NetworkClientState *cs;
-	int n;
-	fd_set read_fd, write_fd;
-	struct timeval tv;
-
-	FD_ZERO(&read_fd);
-	FD_ZERO(&write_fd);
-
-	FOR_ALL_CLIENTS(cs) {
-		FD_SET(cs->socket, &read_fd);
-		FD_SET(cs->socket, &write_fd);
-	}
-
-	// take care of listener port
-	if (_network_server) FD_SET(_listensocket, &read_fd);
-
-	tv.tv_sec = tv.tv_usec = 0; // don't block at all.
-#if !defined(__MORPHOS__) && !defined(__AMIGA__)
-	n = select(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv);
-#else
-	n = WaitSelect(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv, NULL);
-#endif
-	if (n == -1 && !_network_server) NetworkError(STR_NETWORK_ERR_LOSTCONNECTION);
-
-	// accept clients..
-	if (_network_server && FD_ISSET(_listensocket, &read_fd)) NetworkAcceptClients();
-
-	// read stuff from clients
-	FOR_ALL_CLIENTS(cs) {
-		cs->writable = !!FD_ISSET(cs->socket, &write_fd);
-		if (FD_ISSET(cs->socket, &read_fd)) {
-			if (_network_server) {
-				NetworkServer_ReadPackets(cs);
-			} else {
-				NetworkRecvStatus res;
-
-				// The client already was quiting!
-				if (cs->has_quit) return false;
-
-				res = NetworkClient_ReadPackets(cs);
-				if (res != NETWORK_RECV_STATUS_OKAY) {
-					// The client made an error of which we can not recover
-					//   close the client and drop back to main menu
-					NetworkClientError(res, cs);
-					return false;
-				}
-			}
-		}
-	}
-	return true;
-}
-
-// This sends all buffered commands (if possible)
-static void NetworkSend(void)
-{
-	NetworkClientState *cs;
-	FOR_ALL_CLIENTS(cs) {
-		if (cs->writable) {
-			NetworkSend_Packets(cs);
-
-			if (cs->status == STATUS_MAP) {
-				// This client is in the middle of a map-send, call the function for that
-				SEND_COMMAND(PACKET_SERVER_MAP)(cs);
-			}
-		}
-	}
-}
-
-// Handle the local-command-queue
-static void NetworkHandleLocalQueue(void)
-{
-	CommandPacket *cp, **cp_prev;
-
-	cp_prev = &_local_command_queue;
-
-	while ( (cp = *cp_prev) != NULL) {
-
-		// The queue is always in order, which means
-		// that the first element will be executed first.
-		if (_frame_counter < cp->frame) break;
-
-		if (_frame_counter > cp->frame) {
-			// If we reach here, it means for whatever reason, we've already executed
-			// past the command we need to execute.
-			DEBUG(net, 0, "Trying to execute a packet in the past!");
-			assert(0);
-		}
-
-		// We can execute this command
-		NetworkExecuteCommand(cp);
-
-		*cp_prev = cp->next;
-		free(cp);
-	}
-
-	// Just a safety check, to be removed in the future.
-	// Make sure that no older command appears towards the end of the queue
-	// In that case we missed executing it. This will never happen.
-	for (cp = _local_command_queue; cp; cp = cp->next) {
-		assert(_frame_counter < cp->frame);
-	}
-
-}
-
-static bool NetworkDoClientLoop(void)
-{
-	_frame_counter++;
-
-	NetworkHandleLocalQueue();
-
-	StateGameLoop();
-
-	// Check if we are in sync!
-	if (_sync_frame != 0) {
-		if (_sync_frame == _frame_counter) {
-#ifdef NETWORK_SEND_DOUBLE_SEED
-			if (_sync_seed_1 != _random_seeds[0][0] || _sync_seed_2 != _random_seeds[0][1]) {
-#else
-			if (_sync_seed_1 != _random_seeds[0][0]) {
-#endif
-				NetworkError(STR_NETWORK_ERR_DESYNC);
-				DEBUG(net, 0, "Sync error detected!");
-				NetworkClientError(NETWORK_RECV_STATUS_DESYNC, DEREF_CLIENT(0));
-				return false;
-			}
-
-			// If this is the first time we have a sync-frame, we
-			//   need to let the server know that we are ready and at the same
-			//   frame as he is.. so we can start playing!
-			if (_network_first_time) {
-				_network_first_time = false;
-				SEND_COMMAND(PACKET_CLIENT_ACK)();
-			}
-
-			_sync_frame = 0;
-		} else if (_sync_frame < _frame_counter) {
-			DEBUG(net, 1, "Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
-			_sync_frame = 0;
-		}
-	}
-
-	return true;
-}
-
-// We have to do some UDP checking
-void NetworkUDPGameLoop(void)
-{
-	if (_network_udp_server) {
-		NetworkUDPReceive(_udp_server_socket);
-		if (_udp_master_socket != INVALID_SOCKET) {
-			NetworkUDPReceive(_udp_master_socket);
-		}
-	} else if (_udp_client_socket != INVALID_SOCKET) {
-		NetworkUDPReceive(_udp_client_socket);
-		if (_network_udp_broadcast > 0) _network_udp_broadcast--;
-	}
-}
-
-// The main loop called from ttd.c
-//  Here we also have to do StateGameLoop if needed!
-void NetworkGameLoop(void)
-{
-	if (!_networking) return;
-
-	if (!NetworkReceive()) return;
-
-	if (_network_server) {
-		bool send_frame = false;
-
-		// We first increase the _frame_counter
-		_frame_counter++;
-		// Update max-frame-counter
-		if (_frame_counter > _frame_counter_max) {
-			_frame_counter_max = _frame_counter + _network_frame_freq;
-			send_frame = true;
-		}
-
-		NetworkHandleLocalQueue();
-
-		// Then we make the frame
-		StateGameLoop();
-
-		_sync_seed_1 = _random_seeds[0][0];
-#ifdef NETWORK_SEND_DOUBLE_SEED
-		_sync_seed_2 = _random_seeds[0][1];
-#endif
-
-		NetworkServer_Tick(send_frame);
-	} else {
-		// Client
-
-		// Make sure we are at the frame were the server is (quick-frames)
-		if (_frame_counter_server > _frame_counter) {
-			while (_frame_counter_server > _frame_counter) {
-				if (!NetworkDoClientLoop()) break;
-			}
-		} else {
-			// Else, keep on going till _frame_counter_max
-			if (_frame_counter_max > _frame_counter) NetworkDoClientLoop();
-		}
-	}
-
-	NetworkSend();
-}
-
-static void NetworkGenerateUniqueId(void)
-{
-	md5_state_t state;
-	md5_byte_t digest[16];
-	char hex_output[16*2 + 1];
-	char coding_string[NETWORK_NAME_LENGTH];
-	int di;
-
-	snprintf(coding_string, sizeof(coding_string), "%d%s", (uint)Random(), "OpenTTD Unique ID");
-
-	/* Generate the MD5 hash */
-	md5_init(&state);
-	md5_append(&state, (const md5_byte_t*)coding_string, strlen(coding_string));
-	md5_finish(&state, digest);
-
-	for (di = 0; di < 16; ++di)
-		sprintf(hex_output + di * 2, "%02x", digest[di]);
-
-	/* _network_unique_id is our id */
-	snprintf(_network_unique_id, sizeof(_network_unique_id), "%s", hex_output);
-}
-
-// This tries to launch the network for a given OS
-void NetworkStartUp(void)
-{
-	DEBUG(net, 3, "[core] starting network...");
-
-#if defined(__MORPHOS__) || defined(__AMIGA__)
-	/*
-	 *  IMPORTANT NOTE: SocketBase needs to be initialized before we use _any_
-	 *  network related function, else: crash.
-	 */
-	DEBUG(net, 3, "[core] loading bsd socket library");
-	SocketBase = OpenLibrary("bsdsocket.library", 4);
-	if (SocketBase == NULL) {
-		DEBUG(net, 0, "[core] can't open bsdsocket.library version 4, network unavailable");
-		_network_available = false;
-		return;
-	}
-
-#if defined(__AMIGA__)
-	// for usleep() implementation (only required for legacy AmigaOS builds)
-	TimerPort = CreateMsgPort();
-	if (TimerPort != NULL) {
-		TimerRequest = (struct timerequest*)CreateIORequest(TimerPort, sizeof(struct timerequest);
-		if (TimerRequest != NULL) {
-			if (OpenDevice("timer.device", UNIT_MICROHZ, (struct IORequest*)TimerRequest, 0) == 0) {
-				TimerBase = TimerRequest->tr_node.io_Device;
-				if (TimerBase == NULL) {
-					// free ressources...
-					DEBUG(net, 0, "[core] can't initialize timer, network unavailable");
-					_network_available = false;
-					return;
-				}
-			}
-		}
-	}
-#endif // __AMIGA__
-#endif // __MORPHOS__ / __AMIGA__
-
-	// Network is available
-	_network_available = true;
-	_network_dedicated = false;
-	_network_last_advertise_frame = 0;
-	_network_need_advertise = true;
-	_network_advertise_retries = 0;
-
-	/* Load the ip from the openttd.cfg */
-	_network_server_bind_ip = inet_addr(_network_server_bind_ip_host);
-	/* And put the data back in it in case it was an invalid ip */
-	snprintf(_network_server_bind_ip_host, sizeof(_network_server_bind_ip_host), "%s", inet_ntoa(*(struct in_addr *)&_network_server_bind_ip));
-
-	/* Generate an unique id when there is none yet */
-	if (_network_unique_id[0] == '\0') NetworkGenerateUniqueId();
-
-	{
-		byte cl_max = _network_game_info.clients_max;
-		byte cp_max = _network_game_info.companies_max;
-		byte sp_max = _network_game_info.spectators_max;
-
-		memset(&_network_game_info, 0, sizeof(_network_game_info));
-		_network_game_info.clients_max = cl_max;
-		_network_game_info.companies_max = cp_max;
-		_network_game_info.spectators_max = sp_max;
-	}
-
-	// Let's load the network in windows
-	#if defined(WIN32)
-	{
-		WSADATA wsa;
-		DEBUG(net, 3, "[core] loading windows socket library");
-		if (WSAStartup(MAKEWORD(2,0), &wsa) != 0) {
-			DEBUG(net, 0, "[core] WSAStartup failed, network unavailable");
-			_network_available = false;
-			return;
-		}
-	}
-	#endif // WIN32
-
-	NetworkInitialize();
-	DEBUG(net, 3, "[core] network online, multiplayer available");
-	NetworkFindIPs();
-}
-
-// This shuts the network down
-void NetworkShutDown(void)
-{
-	NetworkDisconnect();
-	NetworkUDPClose();
-
-	DEBUG(net, 3, "[core] shutting down network");
-
-	_network_available = false;
-
-#if defined(__MORPHOS__) || defined(__AMIGA__)
-	// free allocated ressources
-#if defined(__AMIGA__)
-	if (TimerBase    != NULL) CloseDevice((struct IORequest*)TimerRequest); // XXX This smells wrong
-	if (TimerRequest != NULL) DeleteIORequest(TimerRequest);
-	if (TimerPort    != NULL) DeleteMsgPort(TimerPort);
-#endif
-
-	if (SocketBase != NULL) CloseLibrary(SocketBase);
-#endif
-
-#if defined(WIN32)
-	WSACleanup();
-#endif
-}
-
-#endif /* ENABLE_NETWORK */
--- a/network.h	Tue Jan 02 18:40:37 2007 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,271 +0,0 @@
-/* $Id$ */
-
-#ifndef NETWORK_H
-#define NETWORK_H
-
-#define NOREV_STRING "norev000"
-
-#ifdef ENABLE_NETWORK
-
-#include "player.h"
-
-// If this line is enable, every frame will have a sync test
-//  this is not needed in normal games. Normal is like 1 sync in 100
-//  frames. You can enable this if you have a lot of desyncs on a certain
-//  game.
-// Remember: both client and server have to be compiled with this
-//  option enabled to make it to work. If one of the two has it disabled
-//  nothing will happen.
-//#define ENABLE_NETWORK_SYNC_EVERY_FRAME
-
-// In theory sending 1 of the 2 seeds is enough to check for desyncs
-//   so in theory, this next define can be left off.
-//#define NETWORK_SEND_DOUBLE_SEED
-
-// How many clients can we have? Like.. MAX_PLAYERS - 1 is the amount of
-//  players that can really play.. so.. a max of 4 spectators.. gives us..
-//  MAX_PLAYERS + 3
-#define MAX_CLIENTS (MAX_PLAYERS + 3)
-
-
-// Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1
-#define MAX_CLIENT_INFO (MAX_CLIENTS + 1)
-
-/* Stuff for the master-server */
-#define NETWORK_MASTER_SERVER_PORT 3978
-#define NETWORK_MASTER_SERVER_HOST "master.openttd.org"
-#define NETWORK_MASTER_SERVER_WELCOME_MESSAGE "OpenTTDRegister"
-
-#define NETWORK_DEFAULT_PORT 3979
-
-#define MAX_INTERFACES 9
-
-
-// How many vehicle/station types we put over the network
-#define NETWORK_VEHICLE_TYPES 5
-#define NETWORK_STATION_TYPES 5
-
-enum {
-	NETWORK_NAME_LENGTH        =  80,
-	NETWORK_HOSTNAME_LENGTH    =  80,
-	NETWORK_REVISION_LENGTH    =  15,
-	NETWORK_PASSWORD_LENGTH    =  20,
-	NETWORK_PLAYERS_LENGTH     = 200,
-	NETWORK_CLIENT_NAME_LENGTH =  25,
-	NETWORK_RCONCOMMAND_LENGTH = 500,
-
-	NETWORK_GRF_NAME_LENGTH    =  80, ///< Maximum length of the name of a GRF
-	/* Maximum number of GRFs that can be sent.
-	 * This value is related to number of handles (files) OpenTTD can open.
-	 * This is currently 64 and about 10 are currently used when OpenTTD loads
-	 * without any NewGRFs. Therefore one can only load about 55 NewGRFs, so
-	 * this is not a limit, but rather a way to easily check whether the limit
-	 * imposed by the handle count is reached. Secondly it isn't possible to
-	 * send much more GRF IDs + MD5sums in the PACKET_UDP_SERVER_RESPONSE, due
-	 * to the limited size of UDP packets. */
-	NETWORK_MAX_GRF_COUNT      =  55,
-
-	NETWORK_NUM_LANGUAGES      =   4,
-};
-
-// This is the struct used by both client and server
-//  some fields will be empty on the client (like game_password) by default
-//  and only filled with data a player enters.
-typedef struct NetworkGameInfo {
-	char server_name[NETWORK_NAME_LENGTH];          // Server name
-	char hostname[NETWORK_HOSTNAME_LENGTH];         // Hostname of the server (if any)
-	char server_revision[NETWORK_REVISION_LENGTH];  // The SVN version number the server is using (e.g.: 'r304')
-	                                                //  It even shows a SVN version in release-version, so
-	                                                //  it is easy to compare if a server is of the correct version
-	bool version_compatible;                        // Can we connect to this server or not? (based on server_revision)
-	bool compatible;                                // Can we connect to this server or not? (based on server_revision _and_ grf_match
-	byte server_lang;                               // Language of the server (we should make a nice table for this)
-	byte use_password;                              // Is set to != 0 if it uses a password
-	char server_password[NETWORK_PASSWORD_LENGTH];  // On the server: the game password, on the client: != "" if server has password
-	byte clients_max;                               // Max clients allowed on server
-	byte clients_on;                                // Current count of clients on server
-	byte companies_max;                             // Max companies allowed on server
-	byte companies_on;                              // How many started companies do we have (XXX - disabled for server atm, use ActivePlayerCount())
-	byte spectators_max;                            // Max spectators allowed on server
-	byte spectators_on;                             // How many spectators do we have? (XXX - disabled for server atm, use NetworkSpectatorCount())
-	Date game_date;                                 // Current date
-	Date start_date;                                // When the game started
-	char map_name[NETWORK_NAME_LENGTH];             // Map which is played ["random" for a randomized map]
-	uint16 map_width;                               // Map width
-	uint16 map_height;                              // Map height
-	byte map_set;                                   // Graphical set
-	bool dedicated;                                 // Is this a dedicated server?
-	char rcon_password[NETWORK_PASSWORD_LENGTH];    // RCon password for the server. "" if rcon is disabled
-	struct GRFConfig *grfconfig;                    // List of NewGRF files required
-} NetworkGameInfo;
-
-typedef struct NetworkPlayerInfo {
-	char company_name[NETWORK_NAME_LENGTH];         // Company name
-	char password[NETWORK_PASSWORD_LENGTH];         // The password for the player
-	Year inaugurated_year;                          // What year the company started in
-	int64 company_value;                            // The company value
-	int64 money;                                    // The amount of money the company has
-	int64 income;                                   // How much did the company earned last year
-	uint16 performance;                             // What was his performance last month?
-	byte use_password;                              // 0: No password 1: There is a password
-	uint16 num_vehicle[NETWORK_VEHICLE_TYPES];      // How many vehicles are there of this type?
-	uint16 num_station[NETWORK_STATION_TYPES];      // How many stations are there of this type?
-	char players[NETWORK_PLAYERS_LENGTH];           // The players that control this company (Name1, name2, ..)
-	uint16 months_empty;                            // How many months the company is empty
-} NetworkPlayerInfo;
-
-typedef struct NetworkClientInfo {
-	uint16 client_index;                            // Index of the client (same as ClientState->index)
-	char client_name[NETWORK_CLIENT_NAME_LENGTH];   // Name of the client
-	byte client_lang;                               // The language of the client
-	byte client_playas;                             // As which player is this client playing (PlayerID)
-	uint32 client_ip;                               // IP-address of the client (so he can be banned)
-	Date join_date;                                 // Gamedate the player has joined
-	char unique_id[NETWORK_NAME_LENGTH];            // Every play sends an unique id so we can indentify him
-} NetworkClientInfo;
-
-typedef struct NetworkGameList {
-	NetworkGameInfo info;
-	uint32 ip;
-	uint16 port;
-	bool online;                                    // False if the server did not respond (default status)
-	bool manually;                                  // True if the server was added manually
-	struct NetworkGameList *next;
-} NetworkGameList;
-
-typedef enum {
-	NETWORK_JOIN_STATUS_CONNECTING,
-	NETWORK_JOIN_STATUS_AUTHORIZING,
-	NETWORK_JOIN_STATUS_WAITING,
-	NETWORK_JOIN_STATUS_DOWNLOADING,
-	NETWORK_JOIN_STATUS_PROCESSING,
-	NETWORK_JOIN_STATUS_REGISTERING,
-
-	NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO,
-} NetworkJoinStatus;
-
-// language ids for server_lang and client_lang
-typedef enum {
-	NETLANG_ANY     = 0,
-	NETLANG_ENGLISH = 1,
-	NETLANG_GERMAN  = 2,
-	NETLANG_FRENCH  = 3,
-} NetworkLanguage;
-
-VARDEF NetworkGameList *_network_game_list;
-
-VARDEF NetworkGameInfo _network_game_info;
-VARDEF NetworkPlayerInfo _network_player_info[MAX_PLAYERS];
-VARDEF NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];
-
-VARDEF char _network_player_name[NETWORK_CLIENT_NAME_LENGTH];
-VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH];
-
-VARDEF uint16 _network_own_client_index;
-VARDEF char _network_unique_id[NETWORK_NAME_LENGTH]; // Our own unique ID
-
-VARDEF uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
-VARDEF uint32 _frame_counter_max; // To where we may go with our clients
-
-VARDEF uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.
-
-// networking settings
-VARDEF uint32 _broadcast_list[MAX_INTERFACES + 1];
-
-VARDEF uint16 _network_server_port;
-/* We use bind_ip and bind_ip_host, where bind_ip_host is the readable form of
-    bind_ip_host, and bind_ip the numeric value, because we want a nice number
-    in the openttd.cfg, but we wants to use the uint32 internally.. */
-VARDEF uint32 _network_server_bind_ip;
-VARDEF char _network_server_bind_ip_host[NETWORK_HOSTNAME_LENGTH];
-VARDEF bool _is_network_server; // Does this client wants to be a network-server?
-VARDEF char _network_server_name[NETWORK_NAME_LENGTH];
-VARDEF char _network_server_password[NETWORK_PASSWORD_LENGTH];
-VARDEF char _network_rcon_password[NETWORK_PASSWORD_LENGTH];
-
-VARDEF uint16 _network_max_join_time;             ///< Time a client can max take to join
-VARDEF bool _network_pause_on_join;               ///< Pause the game when a client tries to join (more chance of succeeding join)
-
-VARDEF uint16 _redirect_console_to_client;
-
-VARDEF uint16 _network_sync_freq;
-VARDEF uint8 _network_frame_freq;
-
-VARDEF uint32 _sync_seed_1, _sync_seed_2;
-VARDEF uint32 _sync_frame;
-VARDEF bool _network_first_time;
-// Vars needed for the join-GUI
-VARDEF NetworkJoinStatus _network_join_status;
-VARDEF uint8 _network_join_waiting;
-VARDEF uint16 _network_join_kbytes;
-VARDEF uint16 _network_join_kbytes_total;
-
-VARDEF char _network_last_host[NETWORK_HOSTNAME_LENGTH];
-VARDEF short _network_last_port;
-VARDEF uint32 _network_last_host_ip;
-VARDEF uint8 _network_reconnect;
-
-VARDEF bool _network_udp_server;
-VARDEF uint16 _network_udp_broadcast;
-
-VARDEF byte _network_lan_internet;
-
-VARDEF bool _network_need_advertise;
-VARDEF uint32 _network_last_advertise_frame;
-VARDEF uint8 _network_advertise_retries;
-
-VARDEF bool _network_autoclean_companies;
-VARDEF uint8 _network_autoclean_unprotected; // Remove a company after X months
-VARDEF uint8 _network_autoclean_protected;   // Unprotect a company after X months
-
-VARDEF Year _network_restart_game_year;      // If this year is reached, the server automaticly restarts
-VARDEF uint8 _network_min_players;           // Minimum number of players for game to unpause
-
-NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info);
-
-byte NetworkSpectatorCount(void);
-
-VARDEF char *_network_host_list[10];
-VARDEF char *_network_ban_list[25];
-
-void ParseConnectionString(const char **player, const char **port, char *connection_string);
-void NetworkUpdateClientInfo(uint16 client_index);
-void NetworkAddServer(const char *b);
-void NetworkRebuildHostList(void);
-bool NetworkChangeCompanyPassword(byte argc, char *argv[]);
-void NetworkPopulateCompanyInfo(void);
-void UpdateNetworkGameWindow(bool unselect);
-void CheckMinPlayers(void);
-
-void NetworkStartUp(void);
-void NetworkUDPClose(void);
-void NetworkShutDown(void);
-void NetworkGameLoop(void);
-void NetworkUDPGameLoop(void);
-bool NetworkServerStart(void);
-bool NetworkClientConnectGame(const char *host, uint16 port);
-void NetworkReboot(void);
-void NetworkDisconnect(void);
-
-VARDEF bool _networking;         ///< are we in networking mode?
-VARDEF bool _network_server;     ///< network-server is active
-VARDEF bool _network_available;  ///< is network mode available?
-
-#else /* ENABLE_NETWORK */
-/* Network function stubs when networking is disabled */
-
-static inline void NetworkStartUp(void) {}
-static inline void NetworkShutDown(void) {}
-
-#define _networking 0
-#define _network_server 0
-#define _network_available 0
-
-#endif /* ENABLE_NETWORK */
-
-/* These variables must always be registered! */
-VARDEF bool _network_dedicated;  ///< are we a dedicated server?
-VARDEF bool _network_advertise;  ///< is the server advertising to the master server?
-VARDEF PlayerID _network_playas; ///< an id to play as.. (see players.h:Players)
-
-#endif /* NETWORK_H */
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network/core/config.h	Wed Jan 03 08:32:17 2007 +0000
@@ -0,0 +1,49 @@
+/* $Id$ */
+
+#ifndef NETWORK_CORE_CONFIG_H
+#define NETWORK_CORE_CONFIG_H
+
+#ifdef ENABLE_NETWORK
+
+/** DNS hostname of the masterserver */
+#define NETWORK_MASTER_SERVER_HOST "master.openttd.org"
+/** Message sent to the masterserver to 'identify' this client as OpenTTD */
+#define NETWORK_MASTER_SERVER_WELCOME_MESSAGE "OpenTTDRegister"
+
+enum {
+	NETWORK_MASTER_SERVER_PORT    = 3978, ///< The default port of the master server (UDP)
+	NETWORK_DEFAULT_PORT          = 3979, ///< The default port of the game server (TCP & UDP)
+
+	SEND_MTU                      = 1460, ///< Number of bytes we can pack in a single packet
+
+	NETWORK_GAME_INFO_VERSION     =    4, ///< What version of game-info do we use?
+	NETWORK_COMPANY_INFO_VERSION  =    4, ///< What version of company info is this?
+	NETWORK_MASTER_SERVER_VERSION =    1, ///< What version of master-server-protocol do we use?
+
+	NETWORK_NAME_LENGTH           =   80, ///< The maximum length of the server name and map name, in bytes including '\0'
+	NETWORK_HOSTNAME_LENGTH       =   80, ///< The maximum length of the host name, in bytes including '\0'
+	NETWORK_REVISION_LENGTH       =   15, ///< The maximum length of the revision, in bytes including '\0'
+	NETWORK_PASSWORD_LENGTH       =   20, ///< The maximum length of the password, in bytes including '\0'
+	NETWORK_PLAYERS_LENGTH        =  200, ///< The maximum length for the list of players that controls a company, in bytes including '\0'
+	NETWORK_CLIENT_NAME_LENGTH    =   25, ///< The maximum length of a player, in bytes including '\0'
+	NETWORK_RCONCOMMAND_LENGTH    =  500, ///< The maximum length of a rconsole command, in bytes including '\0'
+
+	NETWORK_GRF_NAME_LENGTH       =   80, ///< Maximum length of the name of a GRF
+	/**
+	 * Maximum number of GRFs that can be sent.
+	 * This value is related to number of handles (files) OpenTTD can open.
+	 * This is currently 64 and about 10 are currently used when OpenTTD loads
+	 * without any NewGRFs. Therefore one can only load about 55 NewGRFs, so
+	 * this is not a limit, but rather a way to easily check whether the limit
+	 * imposed by the handle count is reached. Secondly it isn't possible to
+	 * send much more GRF IDs + MD5sums in the PACKET_UDP_SERVER_RESPONSE, due
+	 * to the limited size of UDP packets.
+	 */
+	NETWORK_MAX_GRF_COUNT         =   55,
+
+	NETWORK_NUM_LANGUAGES         =    4, ///< Number of known languages (to the network protocol) + 1 for 'any'.
+};
+
+#endif /* ENABLE_NETWORK */
+
+#endif /* NETWORK_CORE_CONFIG_H */
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network/core/game.h	Wed Jan 03 08:32:17 2007 +0000
@@ -0,0 +1,47 @@
+/* $Id$ */
+
+#ifndef NETWORK_CORE_GAME_H
+#define NETWORK_CORE_GAME_H
+
+#ifdef ENABLE_NETWORK
+
+/**
+ * @file game.h Information about a game that is sent between a
+ *              game server, game client and masterserver.
+ */
+
+/**
+ * This is the struct used by both client and server
+ * some fields will be empty on the client (like game_password) by default
+ * and only filled with data a player enters.
+ */
+typedef struct NetworkGameInfo {
+	byte game_info_version;                         ///< Version of the game info
+	char server_name[NETWORK_NAME_LENGTH];          ///< Server name
+	char hostname[NETWORK_HOSTNAME_LENGTH];         ///< Hostname of the server (if any)
+	char server_revision[NETWORK_REVISION_LENGTH];  ///< The version number the server is using (e.g.: 'r304' or 0.5.0)
+	bool version_compatible;                        ///< Can we connect to this server or not? (based on server_revision)
+	bool compatible;                                ///< Can we connect to this server or not? (based on server_revision _and_ grf_match
+	byte server_lang;                               ///< Language of the server (we should make a nice table for this)
+	byte use_password;                              ///< Is set to != 0 if it uses a password
+	char server_password[NETWORK_PASSWORD_LENGTH];  ///< On the server: the game password, on the client: != "" if server has password
+	byte clients_max;                               ///< Max clients allowed on server
+	byte clients_on;                                ///< Current count of clients on server
+	byte companies_max;                             ///< Max companies allowed on server
+	byte companies_on;                              ///< How many started companies do we have
+	byte spectators_max;                            ///< Max spectators allowed on server
+	byte spectators_on;                             ///< How many spectators do we have?
+	Date game_date;                                 ///< Current date
+	Date start_date;                                ///< When the game started
+	char map_name[NETWORK_NAME_LENGTH];             ///< Map which is played ["random" for a randomized map]
+	uint16 map_width;                               ///< Map width
+	uint16 map_height;                              ///< Map height
+	byte map_set;                                   ///< Graphical set
+	bool dedicated;                                 ///< Is this a dedicated server?
+	char rcon_password[NETWORK_PASSWORD_LENGTH];    ///< RCon password for the server. "" if rcon is disabled
+	struct GRFConfig *grfconfig;                    ///< List of NewGRF files used
+} NetworkGameInfo;
+
+#endif /* ENABLE_NETWORK */
+
+#endif /* NETWORK_CORE_GAME_H */
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network/core/os_abstraction.h	Wed Jan 03 08:32:17 2007 +0000
@@ -0,0 +1,181 @@
+/* $Id$ */
+
+#ifndef NETWORK_CORE_OS_ABSTRACTION_H
+#define NETWORK_CORE_OS_ABSTRACTION_H
+
+/**
+ * @file os_abstraction.h Network stuff has many things that needs to be
+ *                        included and/or implemented by default.
+ *                        All those things are in this file.
+ */
+
+/* Include standard stuff per OS */
+
+#ifdef ENABLE_NETWORK
+
+/* Windows stuff */
+#if defined(WIN32) || defined(WIN64)
+#include <winsock2.h>
+#include <ws2tcpip.h>
+#include <windows.h>
+
+#if !(defined(__MINGW32__) || defined(__CYGWIN__))
+	/* Windows has some different names for some types */
+	typedef SSIZE_T ssize_t;
+	typedef int socklen_t;
+#endif
+
+#define GET_LAST_ERROR() WSAGetLastError()
+#define EWOULDBLOCK WSAEWOULDBLOCK
+/* Windows has some different names for some types */
+typedef unsigned long in_addr_t;
+#endif /* WIN32 */
+
+/* UNIX stuff */
+#if defined(UNIX)
+#	define SOCKET int
+#	define INVALID_SOCKET -1
+#	if !defined(__MORPHOS__) && !defined(__AMIGA__)
+#		define ioctlsocket ioctl
+#	if !defined(BEOS_NET_SERVER)
+#		define closesocket close
+#	endif
+#		define GET_LAST_ERROR() (errno)
+#	endif
+/* Need this for FIONREAD on solaris */
+#	define BSD_COMP
+
+/* Includes needed for UNIX-like systems */
+#	include <unistd.h>
+#	include <sys/ioctl.h>
+#	if defined(__BEOS__) && defined(BEOS_NET_SERVER)
+#		include <be/net/socket.h>
+#		include <be/kernel/OS.h> // snooze()
+#		include <be/net/netdb.h>
+		typedef unsigned long in_addr_t;
+#		define INADDR_NONE INADDR_BROADCAST
+#	else
+#		include <sys/socket.h>
+#		include <netinet/in.h>
+#		include <netinet/tcp.h>
+#		include <arpa/inet.h>
+#		include <net/if.h>
+/* According to glibc/NEWS, <ifaddrs.h> appeared in glibc-2.3. */
+#		if !defined(__sgi__) && !defined(SUNOS) && !defined(__MORPHOS__) && !defined(__BEOS__) && !defined(__INNOTEK_LIBC__) \
+		   && !(defined(__GLIBC__) && (__GLIBC__ <= 2) && (__GLIBC_MINOR__ <= 2)) && !defined(__dietlibc__)
+/* If for any reason ifaddrs.h does not exist on your system, comment out
+ *   the following two lines and an alternative way will be used to fetch
+ *   the list of IPs from the system. */
+#			include <ifaddrs.h>
+#			define HAVE_GETIFADDRS
+#		endif
+#		if defined(SUNOS) || defined(__MORPHOS__) || defined(__BEOS__)
+#			define INADDR_NONE 0xffffffff
+#		endif
+#		if defined(__BEOS__) && !defined(BEOS_NET_SERVER)
+			/* needed on Zeta */
+#			include <sys/sockio.h>
+#		endif
+#	endif /* BEOS_NET_SERVER */
+
+#	if !defined(__BEOS__) && defined(__GLIBC__) && (__GLIBC__ <= 2) && (__GLIBC_MINOR__ <= 1)
+		typedef uint32_t in_addr_t;
+#	endif
+
+#	include <errno.h>
+#	include <sys/time.h>
+#	include <netdb.h>
+#endif // UNIX
+
+#ifdef __BEOS__
+	typedef int socklen_t;
+#endif
+
+/* OS/2 stuff */
+#if defined(__OS2__)
+#	define SOCKET int
+#	define INVALID_SOCKET -1
+#	define ioctlsocket ioctl
+#	define closesocket close
+#	define GET_LAST_ERROR() (sock_errno())
+
+/* Includes needed for OS/2 systems */
+#	include <types.h>
+#	include <unistd.h>
+#	include <sys/ioctl.h>
+#	include <sys/socket.h>
+#	include <netinet/in.h>
+#	include <netinet/tcp.h>
+#	include <arpa/inet.h>
+#	include <net/if.h>
+#	include <errno.h>
+#	include <sys/time.h>
+#	include <netdb.h>
+#	include <nerrno.h>
+#	define INADDR_NONE 0xffffffff
+
+typedef int socklen_t;
+#if !defined(__INNOTEK_LIBC__)
+typedef unsigned long in_addr_t;
+#endif /* __INNOTEK_LIBC__ */
+#endif /* OS/2 */
+
+/* MorphOS and Amiga stuff */
+#if defined(__MORPHOS__) || defined(__AMIGA__)
+#	include <exec/types.h>
+#	include <proto/exec.h>   // required for Open/CloseLibrary()
+#	if defined(__MORPHOS__)
+#		include <sys/filio.h>  // FIO* defines
+#		include <sys/sockio.h> // SIO* defines
+#		include <netinet/in.h>
+#	else /* __AMIGA__ */
+#		include	<proto/socket.h>
+#	endif
+
+/* Make the names compatible */
+#	define closesocket(s) CloseSocket(s)
+#	define GET_LAST_ERROR() Errno()
+#	define ioctlsocket(s,request,status) IoctlSocket((LONG)s,(ULONG)request,(char*)status)
+#	define ioctl ioctlsocket
+
+	typedef unsigned int in_addr_t;
+	typedef long         socklen_t;
+	extern struct Library *SocketBase;
+
+#	ifdef __AMIGA__
+	/* for usleep() implementation */
+	extern struct Device      *TimerBase;
+	extern struct MsgPort     *TimerPort;
+	extern struct timerequest *TimerRequest;
+#	endif
+#endif // __MORPHOS__ || __AMIGA__
+
+static inline bool SetNonBlocking(int d)
+{
+#ifdef WIN32
+	u_long nonblocking = 1;
+#else
+	int nonblocking = 1;
+#endif
+#if defined(__BEOS__) && defined(BEOS_NET_SERVER)
+	return setsockopt(d, SOL_SOCKET, SO_NONBLOCK, &nonblocking, sizeof(nonblocking)) == 0;
+#else
+	return ioctlsocket(d, FIONBIO, &nonblocking) == 0;
+#endif
+}
+
+static inline bool SetNoDelay(int d)
+{
+	/* XXX should this be done at all? */
+#if !defined(BEOS_NET_SERVER) // not implemented on BeOS net_server
+	int b = 1;
+	/* The (const char*) cast is needed for windows */
+	return setsockopt(d, IPPROTO_TCP, TCP_NODELAY, (const char*)&b, sizeof(b)) == 0;
+#else
+	return true;
+#endif
+}
+
+#endif /* ENABLE_NETWORK */
+
+#endif /* NETWORK_CORE_OS_ABSTRACTION_H */
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network/core/packet.c	Wed Jan 03 08:32:17 2007 +0000
@@ -0,0 +1,216 @@
+/* $Id$ */
+
+#ifdef ENABLE_NETWORK
+
+#include "../../stdafx.h"
+#include "../../macros.h"
+#include "../../string.h"
+
+#include "os_abstraction.h"
+#include "config.h"
+#include "packet.h"
+
+/**
+ * @file packet.h Basic functions to create, fill and read packets.
+ */
+
+
+/* Do not want to include functions.h and all required headers */
+extern void NORETURN CDECL error(const char *str, ...);
+
+
+/**
+ * Create a packet for sending
+ * @param type the of packet
+ * @return the newly created packet
+ */
+Packet *NetworkSend_Init(PacketType type)
+{
+	Packet *packet = malloc(sizeof(Packet));
+	/* An error is inplace here, because it simply means we ran out of memory. */
+	if (packet == NULL) error("Failed to allocate Packet");
+
+	/* Skip the size so we can write that in before sending the packet */
+	packet->size = sizeof(packet->size);
+	packet->buffer[packet->size++] = type;
+	packet->pos = 0;
+
+	return packet;
+}
+
+/**
+ * Writes the packet size from the raw packet from packet->size
+ * @param packet the packet to write the size of
+ */
+void NetworkSend_FillPacketSize(Packet *packet)
+{
+	packet->buffer[0] = GB(packet->size, 0, 8);
+	packet->buffer[1] = GB(packet->size, 8, 8);
+}
+
+/**
+ * The next couple of functions make sure we can send
+ *  uint8, uint16, uint32 and uint64 endian-safe
+ *  over the network. The least significant bytes are
+ *  sent first.
+ *
+ *  So 0x01234567 would be sent as 67 45 23 01.
+ */
+
+void NetworkSend_uint8(Packet *packet, uint8 data)
+{
+	assert(packet->size < sizeof(packet->buffer) - sizeof(data));
+	packet->buffer[packet->size++] = data;
+}
+
+void NetworkSend_uint16(Packet *packet, uint16 data)
+{
+	assert(packet->size < sizeof(packet->buffer) - sizeof(data));
+	packet->buffer[packet->size++] = GB(data, 0, 8);
+	packet->buffer[packet->size++] = GB(data, 8, 8);
+}
+
+void NetworkSend_uint32(Packet *packet, uint32 data)
+{
+	assert(packet->size < sizeof(packet->buffer) - sizeof(data));
+	packet->buffer[packet->size++] = GB(data,  0, 8);
+	packet->buffer[packet->size++] = GB(data,  8, 8);
+	packet->buffer[packet->size++] = GB(data, 16, 8);
+	packet->buffer[packet->size++] = GB(data, 24, 8);
+}
+
+void NetworkSend_uint64(Packet *packet, uint64 data)
+{
+	assert(packet->size < sizeof(packet->buffer) - sizeof(data));
+	packet->buffer[packet->size++] = GB(data,  0, 8);
+	packet->buffer[packet->size++] = GB(data,  8, 8);
+	packet->buffer[packet->size++] = GB(data, 16, 8);
+	packet->buffer[packet->size++] = GB(data, 24, 8);
+	packet->buffer[packet->size++] = GB(data, 32, 8);
+	packet->buffer[packet->size++] = GB(data, 40, 8);
+	packet->buffer[packet->size++] = GB(data, 48, 8);
+	packet->buffer[packet->size++] = GB(data, 56, 8);
+}
+
+/**
+ *  Sends a string over the network. It sends out
+ *  the string + '\0'. No size-byte or something.
+ */
+void NetworkSend_string(Packet *packet, const char* data)
+{
+	assert(data != NULL);
+	assert(packet->size < sizeof(packet->buffer) - strlen(data) - 1);
+	while ((packet->buffer[packet->size++] = *data++) != '\0') {}
+}
+
+
+/**
+ * Receiving commands
+ * Again, the next couple of functions are endian-safe
+ *  see the comment before NetworkSend_uint8 for more info.
+ */
+
+
+extern uint CloseConnection(NetworkClientState *cs);
+
+/** Is it safe to read from the packet, i.e. didn't we run over the buffer ? */
+static inline bool CanReadFromPacket(NetworkClientState *cs, Packet *packet, uint bytes_to_read)
+{
+	/* Don't allow reading from a closed socket */
+	if (HasClientQuit(cs)) return false;
+
+	/* Check if variable is within packet-size */
+	if (packet->pos + bytes_to_read > packet->size) {
+		CloseConnection(cs);
+		return false;
+	}
+
+	return true;
+}
+
+/**
+ * Reads the packet size from the raw packet and stores it in the packet->size
+ * @param packet the packet to read the size of
+ */
+void NetworkRecv_ReadPacketSize(Packet *packet)
+{
+	packet->size  = (uint16)packet->buffer[0];
+	packet->size += (uint16)packet->buffer[1] << 8;
+}
+
+uint8 NetworkRecv_uint8(NetworkClientState *cs, Packet *packet)
+{
+	uint8 n;
+
+	if (!CanReadFromPacket(cs, packet, sizeof(n))) return 0;
+
+	n = packet->buffer[packet->pos++];
+	return n;
+}
+
+uint16 NetworkRecv_uint16(NetworkClientState *cs, Packet *packet)
+{
+	uint16 n;
+
+	if (!CanReadFromPacket(cs, packet, sizeof(n))) return 0;
+
+	n  = (uint16)packet->buffer[packet->pos++];
+	n += (uint16)packet->buffer[packet->pos++] << 8;
+	return n;
+}
+
+uint32 NetworkRecv_uint32(NetworkClientState *cs, Packet *packet)
+{
+	uint32 n;
+
+	if (!CanReadFromPacket(cs, packet, sizeof(n))) return 0;
+
+	n  = (uint32)packet->buffer[packet->pos++];
+	n += (uint32)packet->buffer[packet->pos++] << 8;
+	n += (uint32)packet->buffer[packet->pos++] << 16;
+	n += (uint32)packet->buffer[packet->pos++] << 24;
+	return n;
+}
+
+uint64 NetworkRecv_uint64(NetworkClientState *cs, Packet *packet)
+{
+	uint64 n;
+
+	if (!CanReadFromPacket(cs, packet, sizeof(n))) return 0;
+
+	n  = (uint64)packet->buffer[packet->pos++];
+	n += (uint64)packet->buffer[packet->pos++] << 8;
+	n += (uint64)packet->buffer[packet->pos++] << 16;
+	n += (uint64)packet->buffer[packet->pos++] << 24;
+	n += (uint64)packet->buffer[packet->pos++] << 32;
+	n += (uint64)packet->buffer[packet->pos++] << 40;
+	n += (uint64)packet->buffer[packet->pos++] << 48;
+	n += (uint64)packet->buffer[packet->pos++] << 56;
+	return n;
+}
+
+/** Reads a string till it finds a '\0' in the stream */
+void NetworkRecv_string(NetworkClientState *cs, Packet *p, char *buffer, size_t size)
+{
+	PacketSize pos;
+	char *bufp = buffer;
+
+	/* Don't allow reading from a closed socket */
+	if (HasClientQuit(cs)) return;
+
+	pos = p->pos;
+	while (--size > 0 && pos < p->size && (*buffer++ = p->buffer[pos++]) != '\0') {}
+
+	if (size == 0 || pos == p->size) {
+		*buffer = '\0';
+		/* If size was sooner to zero then the string in the stream
+		 *  skip till the \0, so than packet can be read out correctly for the rest */
+		while (pos < p->size && p->buffer[pos] != '\0') pos++;
+		pos++;
+	}
+	p->pos = pos;
+
+	str_validate(bufp);
+}
+
+#endif /* ENABLE_NETWORK */
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network/core/packet.h	Wed Jan 03 08:32:17 2007 +0000
@@ -0,0 +1,67 @@
+/* $Id$ */
+
+#ifndef NETWORK_CORE_PACKET_H
+#define NETWORK_CORE_PACKET_H
+
+#ifdef ENABLE_NETWORK
+
+/**
+ * @file packet.h Basic functions to create, fill and read packets.
+ */
+
+typedef struct NetworkClientState NetworkClientState;
+
+/**
+ * Queries the network client state struct to determine whether
+ * the client has quit. It indirectly also queries whether the
+ * packet is corrupt as the connection will be closed if it is
+ * reading beyond the boundary of the received packet.
+ * @param cs the state to query
+ * @param true if the connection should be considered dropped
+ */
+bool HasClientQuit(NetworkClientState *cs);
+
+typedef uint16 PacketSize; ///< Size of the whole packet.
+typedef uint8  PacketType; ///< Identifier for the packet
+
+/**
+ * Internal entity of a packet. As everything is sent as a packet,
+ * all network communication will need to call the functions that
+ * populate the packet.
+ * Every packet can be at most SEND_MTU bytes. Overflowing this
+ * limit will give an assertion when sending (i.e. writing) the
+ * packet. Reading past the size of the packet when receiving
+ * will return all 0 values and "" in case of the string.
+ */
+typedef struct Packet {
+	/** The next packet. Used for queueing packets before sending. */
+	struct Packet *next;
+	/** The size of the whole packet for received packets. For packets
+	 * that will be sent, the value is filled in just before the
+	 * actual transmission. */
+	PacketSize size;
+	/** The current read/write position in the packet */
+	PacketSize pos;
+	/** The buffer of this packet */
+	byte buffer[SEND_MTU];
+} Packet;
+
+
+Packet *NetworkSend_Init(PacketType type);
+void NetworkSend_FillPacketSize(Packet *packet);
+void NetworkSend_uint8 (Packet *packet, uint8 data);
+void NetworkSend_uint16(Packet *packet, uint16 data);
+void NetworkSend_uint32(Packet *packet, uint32 data);
+void NetworkSend_uint64(Packet *packet, uint64 data);
+void NetworkSend_string(Packet *packet, const char* data);
+
+void NetworkRecv_ReadPacketSize(Packet *packet);
+uint8  NetworkRecv_uint8 (NetworkClientState *cs, Packet *packet);
+uint16 NetworkRecv_uint16(NetworkClientState *cs, Packet *packet);
+uint32 NetworkRecv_uint32(NetworkClientState *cs, Packet *packet);
+uint64 NetworkRecv_uint64(NetworkClientState *cs, Packet *packet);
+void   NetworkRecv_string(NetworkClientState *cs, Packet *packet, char* buffer, size_t size);
+
+#endif /* ENABLE_NETWORK */
+
+#endif /* NETWORK_CORE_PACKET_H */
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network/core/tcp.c	Wed Jan 03 08:32:17 2007 +0000
@@ -0,0 +1,227 @@
+/* $Id$ */
+
+#ifdef ENABLE_NETWORK
+
+#include "../../stdafx.h"
+#include "../../debug.h"
+#include "../../openttd.h"
+#include "../../variables.h"
+#include "../../table/strings.h"
+#include "../../functions.h"
+
+#include "os_abstraction.h"
+#include "config.h"
+#include "packet.h"
+#include "../network_data.h"
+#include "tcp.h"
+
+/**
+ * @file tcp.c Basic functions to receive and send TCP packets.
+ */
+
+/**
+ * Functions to help NetworkRecv_Packet/NetworkSend_Packet a bit
+ *  A socket can make errors. When that happens this handles what to do.
+ * For clients: close connection and drop back to main-menu
+ * For servers: close connection and that is it
+ * @param cs the client to close the connection of
+ * @return the new status
+ */
+NetworkRecvStatus CloseConnection(NetworkClientState *cs)
+{
+	NetworkCloseClient(cs);
+
+	/* Clients drop back to the main menu */
+	if (!_network_server && _networking) {
+		_switch_mode = SM_MENU;
+		_networking = false;
+		_switch_mode_errorstr = STR_NETWORK_ERR_LOSTCONNECTION;
+
+		return NETWORK_RECV_STATUS_CONN_LOST;
+	}
+
+	return NETWORK_RECV_STATUS_OKAY;
+}
+
+/**
+ * Whether the client has quit or not (used in packet.c)
+ * @param cs the client to check
+ * @return true if the client has quit
+ */
+bool HasClientQuit(NetworkClientState *cs)
+{
+	return cs->has_quit;
+}
+
+/**
+ * This function puts the packet in the send-queue and it is send as
+ * soon as possible. This is the next tick, or maybe one tick later
+ * if the OS-network-buffer is full)
+ * @param packet the packet to send
+ * @param cs     the client to send to
+ */
+void NetworkSend_Packet(Packet *packet, NetworkClientState *cs)
+{
+	Packet *p;
+	assert(packet != NULL);
+
+	packet->pos = 0;
+	packet->next = NULL;
+
+	NetworkSend_FillPacketSize(packet);
+
+	/* Locate last packet buffered for the client */
+	p = cs->packet_queue;
+	if (p == NULL) {
+		/* No packets yet */
+		cs->packet_queue = packet;
+	} else {
+		/* Skip to the last packet */
+		while (p->next != NULL) p = p->next;
+		p->next = packet;
+	}
+}
+
+/**
+ * Sends all the buffered packets out for this client. It stops when:
+ *   1) all packets are send (queue is empty)
+ *   2) the OS reports back that it can not send any more
+ *      data right now (full network-buffer, it happens ;))
+ *   3) sending took too long
+ * @param cs the client to send the packets for
+ */
+bool NetworkSend_Packets(NetworkClientState *cs)
+{
+	ssize_t res;
+	Packet *p;
+
+	/* We can not write to this socket!! */
+	if (!cs->writable) return false;
+	if (cs->socket == INVALID_SOCKET) return false;
+
+	p = cs->packet_queue;
+	while (p != NULL) {
+		res = send(cs->socket, p->buffer + p->pos, p->size - p->pos, 0);
+		if (res == -1) {
+			int err = GET_LAST_ERROR();
+			if (err != EWOULDBLOCK) {
+				/* Something went wrong.. close client! */
+				DEBUG(net, 0, "send failed with error %d", err);
+				CloseConnection(cs);
+				return false;
+			}
+			return true;
+		}
+		if (res == 0) {
+			/* Client/server has left us :( */
+			CloseConnection(cs);
+			return false;
+		}
+
+		p->pos += res;
+
+		/* Is this packet sent? */
+		if (p->pos == p->size) {
+			/* Go to the next packet */
+			cs->packet_queue = p->next;
+			free(p);
+			p = cs->packet_queue;
+		} else {
+			return true;
+		}
+	}
+
+	return true;
+}
+
+/**
+ * Receives a packet for the given client
+ * @param cs     the client to (try to) receive a packet for
+ * @param status the variable to store the status into
+ * @return the received packet (or NULL when it didn't receive one)
+ */
+Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status)
+{
+	ssize_t res;
+	Packet *p;
+
+	*status = NETWORK_RECV_STATUS_OKAY;
+
+	if (cs->socket == INVALID_SOCKET) return NULL;
+
+	if (cs->packet_recv == NULL) {
+		cs->packet_recv = malloc(sizeof(Packet));
+		if (cs->packet_recv == NULL) error("Failed to allocate packet");
+		/* Set pos to zero! */
+		cs->packet_recv->pos = 0;
+		cs->packet_recv->size = 0; // Can be ommited, just for safety reasons
+	}
+
+	p = cs->packet_recv;
+
+	/* Read packet size */
+	if (p->pos < sizeof(PacketSize)) {
+		while (p->pos < sizeof(PacketSize)) {
+			/* Read the size of the packet */
+			res = recv(cs->socket, p->buffer + p->pos, sizeof(PacketSize) - p->pos, 0);
+			if (res == -1) {
+				int err = GET_LAST_ERROR();
+				if (err != EWOULDBLOCK) {
+					/* Something went wrong... (104 is connection reset by peer) */
+					if (err != 104) DEBUG(net, 0, "recv failed with error %d", err);
+					*status = CloseConnection(cs);
+					return NULL;
+				}
+				/* Connection would block, so stop for now */
+				return NULL;
+			}
+			if (res == 0) {
+				/* Client/server has left */
+				*status = CloseConnection(cs);
+				return NULL;
+			}
+			p->pos += res;
+		}
+
+		NetworkRecv_ReadPacketSize(p);
+
+		if (p->size > SEND_MTU) {
+			*status = CloseConnection(cs);
+			return NULL;
+		}
+	}
+
+	/* Read rest of packet */
+	while (p->pos < p->size) {
+		res = recv(cs->socket, p->buffer + p->pos, p->size - p->pos, 0);
+		if (res == -1) {
+			int err = GET_LAST_ERROR();
+			if (err != EWOULDBLOCK) {
+				/* Something went wrong... (104 is connection reset by peer) */
+				if (err != 104) DEBUG(net, 0, "recv failed with error %d", err);
+				*status = CloseConnection(cs);
+				return NULL;
+			}
+			/* Connection would block */
+			return NULL;
+		}
+		if (res == 0) {
+			/* Client/server has left */
+			*status = CloseConnection(cs);
+			return NULL;
+		}
+
+		p->pos += res;
+	}
+
+	/* We have a complete packet, return it! */
+	p->pos = 2;
+	p->next = NULL; // Should not be needed, but who knows...
+
+	/* Prepare for receiving a new packet */
+	cs->packet_recv = NULL;
+
+	return p;
+}
+
+#endif /* ENABLE_NETWORK */
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network/core/tcp.h	Wed Jan 03 08:32:17 2007 +0000
@@ -0,0 +1,60 @@
+/* $Id$ */
+
+#ifndef NETWORK_CORE_TCP_H
+#define NETWORK_CORE_TCP_H
+
+#ifdef ENABLE_NETWORK
+
+/**
+ * @file tcp.h Basic functions to receive and send TCP packets.
+ */
+
+/**
+ * Enum with all types of UDP packets.
+ * The order of the first 4 packets MUST not be changed, as
+ * it protects old clients from joining newer servers
+ * (because SERVER_ERROR is the respond to a wrong revision)
+ */
+enum {
+	PACKET_SERVER_FULL,
+	PACKET_SERVER_BANNED,
+	PACKET_CLIENT_JOIN,
+	PACKET_SERVER_ERROR,
+	PACKET_CLIENT_COMPANY_INFO,
+	PACKET_SERVER_COMPANY_INFO,
+	PACKET_SERVER_CLIENT_INFO,
+	PACKET_SERVER_NEED_PASSWORD,
+	PACKET_CLIENT_PASSWORD,
+	PACKET_SERVER_WELCOME,
+	PACKET_CLIENT_GETMAP,
+	PACKET_SERVER_WAIT,
+	PACKET_SERVER_MAP,
+	PACKET_CLIENT_MAP_OK,
+	PACKET_SERVER_JOIN,
+	PACKET_SERVER_FRAME,
+	PACKET_SERVER_SYNC,
+	PACKET_CLIENT_ACK,
+	PACKET_CLIENT_COMMAND,
+	PACKET_SERVER_COMMAND,
+	PACKET_CLIENT_CHAT,
+	PACKET_SERVER_CHAT,
+	PACKET_CLIENT_SET_PASSWORD,
+	PACKET_CLIENT_SET_NAME,
+	PACKET_CLIENT_QUIT,
+	PACKET_CLIENT_ERROR,
+	PACKET_SERVER_QUIT,
+	PACKET_SERVER_ERROR_QUIT,
+	PACKET_SERVER_SHUTDOWN,
+	PACKET_SERVER_NEWGAME,
+	PACKET_SERVER_RCON,
+	PACKET_CLIENT_RCON,
+	PACKET_END                   ///< Must ALWAYS be on the end of this list!! (period)
+};
+
+void NetworkSend_Packet(Packet *packet, NetworkClientState *cs);
+Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status);
+bool NetworkSend_Packets(NetworkClientState *cs);
+
+#endif /* ENABLE_NETWORK */
+
+#endif /* NETWORK_CORE_TCP_H */
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network/core/udp.c	Wed Jan 03 08:32:17 2007 +0000
@@ -0,0 +1,277 @@
+/* $Id$ */
+
+#ifdef ENABLE_NETWORK
+
+#include "../../stdafx.h"
+#include "../../date.h"
+#include "../../debug.h"
+#include "../../macros.h"
+#include "../../newgrf_config.h"
+
+#include "os_abstraction.h"
+#include "config.h"
+#include "game.h"
+#include "packet.h"
+#include "udp.h"
+
+/**
+ * @file udp.c Basic functions to receive and send UDP packets.
+ */
+
+/**
+ * Send a packet over UDP
+ * @param udp  the socket to send over
+ * @param p    the packet to send
+ * @param recv the receiver (target) of the packet
+ */
+void NetworkSendUDP_Packet(SOCKET udp, Packet *p, struct sockaddr_in *recv)
+{
+	int res;
+
+	NetworkSend_FillPacketSize(p);
+
+	/* Send the buffer */
+	res = sendto(udp, p->buffer, p->size, 0, (struct sockaddr *)recv, sizeof(*recv));
+
+	/* Check for any errors, but ignore it otherwise */
+	if (res == -1) DEBUG(net, 1, "[udp] sendto failed with: %i", GET_LAST_ERROR());
+}
+
+/**
+ * Start listening on the given host and port.
+ * @param udp       the place where the (references to the) UDP are stored
+ * @param host      the host (ip) to listen on
+ * @param port      the port to listen on
+ * @param broadcast whether to allow broadcast sending/receiving
+ * @return true if the listening succeeded
+ */
+bool NetworkUDPListen(SOCKET *udp, uint32 host, uint16 port, bool broadcast)
+{
+	struct sockaddr_in sin;
+
+	/* Make sure socket is closed */
+	closesocket(*udp);
+
+	*udp = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
+	if (*udp == INVALID_SOCKET) {
+		DEBUG(net, 0, "[udp] failed to start UDP listener");
+		return false;
+	}
+
+	/* set nonblocking mode for socket */
+	{
+		unsigned long blocking = 1;
+#ifndef BEOS_NET_SERVER
+		ioctlsocket(*udp, FIONBIO, &blocking);
+#else
+		setsockopt(*udp, SOL_SOCKET, SO_NONBLOCK, &blocking, NULL);
+#endif
+	}
+
+	sin.sin_family = AF_INET;
+	/* Listen on all IPs */
+	sin.sin_addr.s_addr = host;
+	sin.sin_port = htons(port);
+
+	if (bind(*udp, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
+		DEBUG(net, 0, "[udp] bind failed on %s:%i", inet_ntoa(*(struct in_addr *)&host), port);
+		return false;
+	}
+
+	if (broadcast) {
+		/* Enable broadcast */
+		unsigned long val = 1;
+#ifndef BEOS_NET_SERVER // will work around this, some day; maybe.
+		setsockopt(*udp, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val));
+#endif
+	}
+
+	DEBUG(net, 1, "[udp] listening on port %s:%d", inet_ntoa(*(struct in_addr *)&host), port);
+
+	return true;
+}
+
+/**
+ * Receive a packet at UDP level
+ * @param udp the socket to receive the packet on
+ */
+void NetworkUDPReceive(SOCKET udp)
+{
+	struct sockaddr_in client_addr;
+	socklen_t client_len;
+	int nbytes;
+	Packet p;
+	int packet_len;
+
+	packet_len = sizeof(p.buffer);
+	client_len = sizeof(client_addr);
+
+	/* Try to receive anything */
+	nbytes = recvfrom(udp, p.buffer, packet_len, 0, (struct sockaddr *)&client_addr, &client_len);
+
+	/* We got some bytes for the base header of the packet.
+	 * Assume we received the whole packet. */
+	if (nbytes > 2) {
+		NetworkRecv_ReadPacketSize(&p);
+
+		/* Put the position on the right place */
+		p.pos = 2;
+		p.next = NULL;
+
+		/* Handle the packet */
+		NetworkHandleUDPPacket(&p, &client_addr);
+	}
+}
+
+
+/**
+ * Serializes the GRFIdentifier (GRF ID and MD5 checksum) to the packet
+ * @param p the packet to write the data to
+ * @param c the configuration to write the GRF ID and MD5 checksum from
+ */
+void NetworkSend_GRFIdentifier(Packet *p, const GRFConfig *c)
+{
+	uint j;
+	NetworkSend_uint32(p, c->grfid);
+	for (j = 0; j < sizeof(c->md5sum); j++) {
+		NetworkSend_uint8 (p, c->md5sum[j]);
+	}
+}
+
+/**
+ * Deserializes the GRFIdentifier (GRF ID and MD5 checksum) from the packet
+ * @param cs the client state (for closing connect on out-of-bounds reading etc)
+ * @param p  the packet to read the data from
+ * @param c  the configuration to write the GRF ID and MD5 checksum to
+ */
+void NetworkRecv_GRFIdentifier(NetworkClientState *cs, Packet *p, GRFConfig *c)
+{
+	uint j;
+	c->grfid = NetworkRecv_uint32(cs, p);
+	for (j = 0; j < sizeof(c->md5sum); j++) {
+		c->md5sum[j] = NetworkRecv_uint8(cs, p);
+	}
+}
+
+
+/**
+ * Serializes the NetworkGameInfo struct to the packet
+ * @param p    the packet to write the data to
+ * @param info the NetworkGameInfo struct to serialize
+ */
+void NetworkSend_NetworkGameInfo(Packet *p, const NetworkGameInfo *info)
+{
+	NetworkSend_uint8 (p, NETWORK_GAME_INFO_VERSION);
+
+	/*
+	 *              Please observe the order.
+	 * The parts must be read in the same order as they are sent!
+	 */
+
+
+	/* NETWORK_GAME_INFO_VERSION = 4 */
+	{
+		/* Only send the GRF Identification (GRF_ID and MD5 checksum) of
+		 * the GRFs that are needed, i.e. the ones that the server has
+		 * selected in the NewGRF GUI and not the ones that are used due
+		 * to the fact that they are in [newgrf-static] in openttd.cfg */
+		const GRFConfig *c;
+		uint count = 0;
+
+		/* Count number of GRFs to send information about */
+		for (c = info->grfconfig; c != NULL; c = c->next) {
+			if (!HASBIT(c->flags, GCF_STATIC)) count++;
+		}
+		NetworkSend_uint8 (p, count); // Send number of GRFs
+
+		/* Send actual GRF Identifications */
+		for (c = info->grfconfig; c != NULL; c = c->next) {
+			if (!HASBIT(c->flags, GCF_STATIC)) NetworkSend_GRFIdentifier(p, c);
+		}
+	}
+
+	/* NETWORK_GAME_INFO_VERSION = 3 */
+	NetworkSend_uint32(p, info->game_date);
+	NetworkSend_uint32(p, info->start_date);
+
+	/* NETWORK_GAME_INFO_VERSION = 2 */
+	NetworkSend_uint8 (p, info->companies_max);
+	NetworkSend_uint8 (p, info->companies_on);
+	NetworkSend_uint8 (p, info->spectators_max);
+
+	/* NETWORK_GAME_INFO_VERSION = 1 */
+	NetworkSend_string(p, info->server_name);
+	NetworkSend_string(p, info->server_revision);
+	NetworkSend_uint8 (p, info->server_lang);
+	NetworkSend_uint8 (p, info->use_password);
+	NetworkSend_uint8 (p, info->clients_max);
+	NetworkSend_uint8 (p, info->clients_on);
+	NetworkSend_uint8 (p, info->spectators_on);
+	NetworkSend_string(p, info->map_name);
+	NetworkSend_uint16(p, info->map_width);
+	NetworkSend_uint16(p, info->map_height);
+	NetworkSend_uint8 (p, info->map_set);
+	NetworkSend_uint8 (p, info->dedicated);
+}
+
+/**
+ * Deserializes the NetworkGameInfo struct from the packet
+ * @param cs   the client state (for closing connect on out-of-bounds reading etc)
+ * @param p    the packet to read the data from
+ * @param info the NetworkGameInfo to deserialize into
+ */
+void NetworkRecv_NetworkGameInfo(NetworkClientState *cs, Packet *p, NetworkGameInfo *info)
+{
+	info->game_info_version = NetworkRecv_uint8(cs, p);
+
+	/*
+	 *              Please observe the order.
+	 * The parts must be read in the same order as they are sent!
+	 */
+
+	switch (info->game_info_version) {
+		case 4: {
+			GRFConfig *c, **dst = &info->grfconfig;
+			uint i;
+			uint num_grfs = NetworkRecv_uint8(cs, p);
+
+			for (i = 0; i < num_grfs; i++) {
+				c = calloc(1, sizeof(*c));
+				NetworkRecv_GRFIdentifier(cs, p, c);
+				HandleIncomingNetworkGameInfoGRFConfig(c);
+
+				/* Append GRFConfig to the list */
+				*dst = c;
+				dst = &c->next;
+			}
+		} /* Fallthrough */
+		case 3:
+			info->game_date      = NetworkRecv_uint32(cs, p);
+			info->start_date     = NetworkRecv_uint32(cs, p);
+			/* Fallthrough */
+		case 2:
+			info->companies_max  = NetworkRecv_uint8 (cs, p);
+			info->companies_on   = NetworkRecv_uint8 (cs, p);
+			info->spectators_max = NetworkRecv_uint8 (cs, p);
+			/* Fallthrough */
+		case 1:
+			NetworkRecv_string(cs, p, info->server_name,     sizeof(info->server_name));
+			NetworkRecv_string(cs, p, info->server_revision, sizeof(info->server_revision));
+			info->server_lang    = NetworkRecv_uint8 (cs, p);
+			info->use_password   = NetworkRecv_uint8 (cs, p);
+			info->clients_max    = NetworkRecv_uint8 (cs, p);
+			info->clients_on     = NetworkRecv_uint8 (cs, p);
+			info->spectators_on  = NetworkRecv_uint8 (cs, p);
+			if (info->game_info_version < 3) { // 16 bits dates got scrapped and are read earlier
+				info->game_date    = NetworkRecv_uint16(cs, p) + DAYS_TILL_ORIGINAL_BASE_YEAR;
+				info->start_date   = NetworkRecv_uint16(cs, p) + DAYS_TILL_ORIGINAL_BASE_YEAR;
+			}
+			NetworkRecv_string(cs, p, info->map_name, sizeof(info->map_name));
+			info->map_width      = NetworkRecv_uint16(cs, p);
+			info->map_height     = NetworkRecv_uint16(cs, p);
+			info->map_set        = NetworkRecv_uint8 (cs, p);
+			info->dedicated      = NetworkRecv_uint8 (cs, p);
+	}
+}
+
+#endif /* ENABLE_NETWORK */
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network/core/udp.h	Wed Jan 03 08:32:17 2007 +0000
@@ -0,0 +1,62 @@
+/* $Id$ */
+
+#ifndef NETWORK_CORE_UDP_H
+#define NETWORK_CORE_UDP_H
+
+#ifdef ENABLE_NETWORK
+
+/**
+ * @file udp.h Basic functions to receive and send UDP packets.
+ */
+
+///** Sending/receiving of UDP packets **////
+
+void NetworkSendUDP_Packet(SOCKET udp, Packet *p, struct sockaddr_in *recv);
+bool NetworkUDPListen(SOCKET *udp, uint32 host, uint16 port, bool broadcast);
+void NetworkUDPReceive(SOCKET udp);
+
+/**
+ * Function that is called for every received UDP packet.
+ * @param packet      the received packet
+ * @param client_addr the address of the sender of the packet
+ */
+void NetworkHandleUDPPacket(Packet *p, struct sockaddr_in *client_addr);
+
+
+///** Sending/receiving of (large) chuncks of UDP packets **////
+
+
+/** Enum with all types of UDP packets. The order MUST not be changed **/
+enum {
+	PACKET_UDP_CLIENT_FIND_SERVER,   ///< Queries a game server for game information
+	PACKET_UDP_SERVER_RESPONSE,      ///< Reply of the game server with game information
+	PACKET_UDP_CLIENT_DETAIL_INFO,   ///< Queries a game server about details of the game, such as companies
+	PACKET_UDP_SERVER_DETAIL_INFO,   ///< Reply of the game server about details of the game, such as companies
+	PACKET_UDP_SERVER_REGISTER,      ///< Packet to register itself to the master server
+	PACKET_UDP_MASTER_ACK_REGISTER,  ///< Packet indicating registration has succedeed
+	PACKET_UDP_CLIENT_GET_LIST,      ///< Request for serverlist from master server
+	PACKET_UDP_MASTER_RESPONSE_LIST, ///< Response from master server with server ip's + port's
+	PACKET_UDP_SERVER_UNREGISTER,    ///< Request to be removed from the server-list
+	PACKET_UDP_CLIENT_GET_NEWGRFS,   ///< Requests the name for a list of GRFs (GRF_ID and MD5)
+	PACKET_UDP_SERVER_NEWGRFS,       ///< Sends the list of NewGRF's requested.
+	PACKET_UDP_END                   ///< Must ALWAYS be on the end of this list!! (period)
+};
+
+void NetworkSend_GRFIdentifier(Packet *p, const GRFConfig *c);
+void NetworkSend_NetworkGameInfo(Packet *p, const NetworkGameInfo *info);
+
+void NetworkRecv_GRFIdentifier(NetworkClientState *cs, Packet *p, GRFConfig *c);
+void NetworkRecv_NetworkGameInfo(NetworkClientState *cs, Packet *p, NetworkGameInfo *info);
+
+/**
+ * Function that is called for every GRFConfig that is read when receiving
+ * a NetworkGameInfo. Only grfid and md5sum are set, the rest is zero. This
+ * function must set all appropriate fields. This GRF is later appended to
+ * the grfconfig list of the NetworkGameInfo.
+ * @param config the GRF to handle
+ */
+void HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config);
+
+#endif /* ENABLE_NETWORK */
+
+#endif /* NETWORK_CORE_UDP_H */
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network/network.c	Wed Jan 03 08:32:17 2007 +0000
@@ -0,0 +1,1451 @@
+/* $Id$ */
+
+#include "../stdafx.h"
+#include "network_data.h"
+
+#if defined(WITH_REV)
+	extern const char _openttd_revision[];
+#elif defined(WITH_REV_HACK)
+	#define WITH_REV
+	const char _openttd_revision[] = WITH_REV_HACK;
+#else
+	const char _openttd_revision[] = NOREV_STRING;
+#endif
+
+
+#ifdef ENABLE_NETWORK
+
+#include "../openttd.h"
+#include "../debug.h"
+#include "../functions.h"
+#include "../string.h"
+#include "../strings.h"
+#include "../map.h"
+#include "../command.h"
+#include "../variables.h"
+#include "../date.h"
+#include "../newgrf_config.h"
+#include "../table/strings.h"
+#include "network_client.h"
+#include "network_server.h"
+#include "network_udp.h"
+#include "network_gamelist.h"
+#include "core/udp.h"
+#include "core/tcp.h"
+#include "network_gui.h"
+#include "../console.h" /* IConsoleCmdExec */
+#include <stdarg.h> /* va_list */
+#include "../md5.h"
+
+#ifdef __MORPHOS__
+// the library base is required here
+struct Library *SocketBase = NULL;
+#endif
+
+// The listen socket for the server
+static SOCKET _listensocket;
+
+// The amount of clients connected
+static byte _network_clients_connected = 0;
+// The index counter for new clients (is never decreased)
+static uint16 _network_client_index = NETWORK_SERVER_INDEX + 1;
+
+/* Some externs / forwards */
+extern void StateGameLoop(void);
+
+// Function that looks up the CI for a given client-index
+NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index)
+{
+	NetworkClientInfo *ci;
+
+	for (ci = _network_client_info; ci != endof(_network_client_info); ci++) {
+		if (ci->client_index == client_index) return ci;
+	}
+
+	return NULL;
+}
+
+/** Return the CI for a given IP
+ * @param ip IP of the client we are looking for. This must be in string-format
+ * @return return a pointer to the corresponding NetworkClientInfo struct or NULL on failure */
+NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip)
+{
+	NetworkClientInfo *ci;
+	uint32 ip_number = inet_addr(ip);
+
+	for (ci = _network_client_info; ci != endof(_network_client_info); ci++) {
+		if (ci->client_ip == ip_number) return ci;
+	}
+
+	return NULL;
+}
+
+// Function that looks up the CS for a given client-index
+NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index)
+{
+	NetworkClientState *cs;
+
+	for (cs = _clients; cs != &_clients[MAX_CLIENT_INFO]; cs++) {
+		if (cs->index == client_index) return cs;
+	}
+
+	return NULL;
+}
+
+// NetworkGetClientName is a server-safe function to get the name of the client
+//  if the user did not send it yet, Client #<no> is used.
+void NetworkGetClientName(char *client_name, size_t size, const NetworkClientState *cs)
+{
+	const NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
+
+	if (ci->client_name[0] == '\0') {
+		snprintf(client_name, size, "Client #%4d", cs->index);
+	} else {
+		ttd_strlcpy(client_name, ci->client_name, size);
+	}
+}
+
+byte NetworkSpectatorCount(void)
+{
+	const NetworkClientState *cs;
+	byte count = 0;
+
+	FOR_ALL_CLIENTS(cs) {
+		if (DEREF_CLIENT_INFO(cs)->client_playas == PLAYER_SPECTATOR) count++;
+	}
+
+	return count;
+}
+
+// This puts a text-message to the console, or in the future, the chat-box,
+//  (to keep it all a bit more general)
+// If 'self_send' is true, this is the client who is sending the message
+void CDECL NetworkTextMessage(NetworkAction action, uint16 color, bool self_send, const char *name, const char *str, ...)
+{
+	char buf[1024];
+	va_list va;
+	const int duration = 10; // Game days the messages stay visible
+	char message[1024];
+	char temp[1024];
+
+	va_start(va, str);
+	vsnprintf(buf, lengthof(buf), str, va);
+	va_end(va);
+
+	switch (action) {
+		case NETWORK_ACTION_SERVER_MESSAGE:
+			color = 1;
+			snprintf(message, sizeof(message), "*** %s", buf);
+			break;
+		case NETWORK_ACTION_JOIN:
+			color = 1;
+			GetString(temp, STR_NETWORK_CLIENT_JOINED, lastof(temp));
+			snprintf(message, sizeof(message), "*** %s %s", name, temp);
+			break;
+		case NETWORK_ACTION_LEAVE:
+			color = 1;
+			GetString(temp, STR_NETWORK_ERR_LEFT, lastof(temp));
+			snprintf(message, sizeof(message), "*** %s %s (%s)", name, temp, buf);
+			break;
+		case NETWORK_ACTION_GIVE_MONEY:
+			if (self_send) {
+				SetDParamStr(0, name);
+				SetDParam(1, atoi(buf));
+				GetString(temp, STR_NETWORK_GAVE_MONEY_AWAY, lastof(temp));
+				snprintf(message, sizeof(message), "*** %s", temp);
+			} else {
+				SetDParam(0, atoi(buf));
+				GetString(temp, STR_NETWORK_GIVE_MONEY, lastof(temp));
+				snprintf(message, sizeof(message), "*** %s %s", name, temp);
+			}
+			break;
+		case NETWORK_ACTION_NAME_CHANGE:
+			GetString(temp, STR_NETWORK_NAME_CHANGE, lastof(temp));
+			snprintf(message, sizeof(message), "*** %s %s %s", name, temp, buf);
+			break;
+		case NETWORK_ACTION_CHAT_COMPANY:
+			SetDParamStr(0, name);
+			SetDParamStr(1, buf);
+			GetString(temp, self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY, lastof(temp));
+			ttd_strlcpy(message, temp, sizeof(message));
+			break;
+		case NETWORK_ACTION_CHAT_CLIENT:
+			SetDParamStr(0, name);
+			SetDParamStr(1, buf);
+			GetString(temp, self_send ? STR_NETWORK_CHAT_TO_CLIENT : STR_NETWORK_CHAT_CLIENT, lastof(temp));
+			ttd_strlcpy(message, temp, sizeof(message));
+			break;
+		default:
+			SetDParamStr(0, name);
+			SetDParamStr(1, buf);
+			GetString(temp, STR_NETWORK_CHAT_ALL, lastof(temp));
+			ttd_strlcpy(message, temp, sizeof(message));
+			break;
+	}
+
+	IConsolePrintF(color, "%s", message);
+	AddTextMessage(color, duration, "%s", message);
+}
+
+// Calculate the frame-lag of a client
+uint NetworkCalculateLag(const NetworkClientState *cs)
+{
+	int lag = cs->last_frame_server - cs->last_frame;
+	// This client has missed his ACK packet after 1 DAY_TICKS..
+	//  so we increase his lag for every frame that passes!
+	// The packet can be out by a max of _net_frame_freq
+	if (cs->last_frame_server + DAY_TICKS + _network_frame_freq < _frame_counter)
+		lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _network_frame_freq);
+
+	return lag;
+}
+
+
+// There was a non-recoverable error, drop back to the main menu with a nice
+//  error
+static void NetworkError(StringID error_string)
+{
+	_switch_mode = SM_MENU;
+	_switch_mode_errorstr = error_string;
+}
+
+static void ClientStartError(const char *error)
+{
+	DEBUG(net, 0, "[client] could not start network: %s",error);
+	NetworkError(STR_NETWORK_ERR_CLIENT_START);
+}
+
+static void ServerStartError(const char *error)
+{
+	DEBUG(net, 0, "[server] could not start network: %s",error);
+	NetworkError(STR_NETWORK_ERR_SERVER_START);
+}
+
+static void NetworkClientError(NetworkRecvStatus res, NetworkClientState* cs)
+{
+	// First, send a CLIENT_ERROR to the server, so he knows we are
+	//  disconnection (and why!)
+	NetworkErrorCode errorno;
+
+	// We just want to close the connection..
+	if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
+		cs->has_quit = true;
+		NetworkCloseClient(cs);
+		_networking = false;
+
+		DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
+		return;
+	}
+
+	switch (res) {
+		case NETWORK_RECV_STATUS_DESYNC:   errorno = NETWORK_ERROR_DESYNC; break;
+		case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
+		default:                           errorno = NETWORK_ERROR_GENERAL; break;
+	}
+	// This means we fucked up and the server closed the connection
+	if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
+			res != NETWORK_RECV_STATUS_SERVER_BANNED) {
+		SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno);
+
+		// Dequeue all commands before closing the socket
+		NetworkSend_Packets(DEREF_CLIENT(0));
+	}
+
+	_switch_mode = SM_MENU;
+	NetworkCloseClient(cs);
+	_networking = false;
+}
+
+/** Retrieve a string representation of an internal error number
+ * @param buf buffer where the error message will be stored
+ * @param err NetworkErrorCode
+ * @return returns a pointer to the error message (buf) */
+char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last)
+{
+	/* List of possible network errors, used by
+	 * PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
+	static const StringID network_error_strings[] = {
+		STR_NETWORK_ERR_CLIENT_GENERAL,
+		STR_NETWORK_ERR_CLIENT_DESYNC,
+		STR_NETWORK_ERR_CLIENT_SAVEGAME,
+		STR_NETWORK_ERR_CLIENT_CONNECTION_LOST,
+		STR_NETWORK_ERR_CLIENT_PROTOCOL_ERROR,
+		STR_NETWORK_ERR_CLIENT_NOT_AUTHORIZED,
+		STR_NETWORK_ERR_CLIENT_NOT_EXPECTED,
+		STR_NETWORK_ERR_CLIENT_WRONG_REVISION,
+		STR_NETWORK_ERR_CLIENT_NAME_IN_USE,
+		STR_NETWORK_ERR_CLIENT_WRONG_PASSWORD,
+		STR_NETWORK_ERR_CLIENT_PLAYER_MISMATCH,
+		STR_NETWORK_ERR_CLIENT_KICKED,
+		STR_NETWORK_ERR_CLIENT_CHEATER,
+		STR_NETWORK_ERR_CLIENT_SERVER_FULL
+	};
+
+	if (err >= lengthof(network_error_strings)) err = 0;
+
+	return GetString(buf, network_error_strings[err], last);
+}
+
+/* Count the number of active clients connected */
+static uint NetworkCountPlayers(void)
+{
+	const NetworkClientState *cs;
+	uint count = 0;
+
+	FOR_ALL_CLIENTS(cs) {
+		const NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
+		if (IsValidPlayer(ci->client_playas)) count++;
+	}
+
+	return count;
+}
+
+static bool _min_players_paused = false;
+
+/* Check if the minimum number of players has been reached and pause or unpause the game as appropriate */
+void CheckMinPlayers(void)
+{
+	if (!_network_dedicated) return;
+
+	if (NetworkCountPlayers() < _network_min_players) {
+		if (_min_players_paused) return;
+
+		_min_players_paused = true;
+		DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
+		NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (not enough players)", NETWORK_SERVER_INDEX);
+	} else {
+		if (!_min_players_paused) return;
+
+		_min_players_paused = false;
+		DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
+		NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (enough players)", NETWORK_SERVER_INDEX);
+	}
+}
+
+// Find all IP-aliases for this host
+static void NetworkFindIPs(void)
+{
+	int i;
+
+#if defined(BEOS_NET_SERVER) /* doesn't have neither getifaddrs or net/if.h */
+	/* Based on Andrew Bachmann's netstat+.c. Big thanks to him! */
+	int _netstat(int fd, char **output, int verbose);
+
+	int seek_past_header(char **pos, const char *header) {
+		char *new_pos = strstr(*pos, header);
+		if (new_pos == 0) {
+			return B_ERROR;
+		}
+		*pos += strlen(header) + new_pos - *pos + 1;
+		return B_OK;
+	}
+
+	int output_length;
+	char *output_pointer = NULL;
+	char **output;
+	int sock = socket(AF_INET, SOCK_DGRAM, 0);
+	i = 0;
+
+	// If something fails, make sure the list is empty
+	_broadcast_list[0] = 0;
+
+	if (sock < 0) {
+		DEBUG(net, 0, "[core] error creating socket");
+		return;
+	}
+
+	output_length = _netstat(sock, &output_pointer, 1);
+	if (output_length < 0) {
+		DEBUG(net, 0, "[core] error running _netstat");
+		return;
+	}
+
+	output = &output_pointer;
+	if (seek_past_header(output, "IP Interfaces:") == B_OK) {
+		for (;;) {
+			uint32 n, fields, read;
+			uint8 i1, i2, i3, i4, j1, j2, j3, j4;
+			struct in_addr inaddr;
+			uint32 ip;
+			uint32 netmask;
+
+			fields = sscanf(*output, "%u: %hhu.%hhu.%hhu.%hhu, netmask %hhu.%hhu.%hhu.%hhu%n",
+												&n, &i1,&i2,&i3,&i4, &j1,&j2,&j3,&j4, &read);
+			read += 1;
+			if (fields != 9) {
+				break;
+			}
+
+			ip      = (uint32)i1 << 24 | (uint32)i2 << 16 | (uint32)i3 << 8 | (uint32)i4;
+			netmask = (uint32)j1 << 24 | (uint32)j2 << 16 | (uint32)j3 << 8 | (uint32)j4;
+
+			if (ip != INADDR_LOOPBACK && ip != INADDR_ANY) {
+				inaddr.s_addr = htonl(ip | ~netmask);
+				_broadcast_list[i] = inaddr.s_addr;
+				i++;
+			}
+			if (read < 0) {
+				break;
+			}
+			*output += read;
+		}
+		/* XXX - Using either one of these crashes openttd heavily? - wber */
+		/*free(output_pointer);*/
+		/*free(output);*/
+		closesocket(sock);
+	}
+#elif defined(HAVE_GETIFADDRS)
+	struct ifaddrs *ifap, *ifa;
+
+	// If something fails, make sure the list is empty
+	_broadcast_list[0] = 0;
+
+	if (getifaddrs(&ifap) != 0)
+		return;
+
+	i = 0;
+	for (ifa = ifap; ifa != NULL; ifa = ifa->ifa_next) {
+		if (!(ifa->ifa_flags & IFF_BROADCAST)) continue;
+		if (ifa->ifa_broadaddr == NULL) continue;
+		if (ifa->ifa_broadaddr->sa_family != AF_INET) continue;
+		_broadcast_list[i] = ((struct sockaddr_in*)ifa->ifa_broadaddr)->sin_addr.s_addr;
+		i++;
+	}
+	freeifaddrs(ifap);
+
+#else /* not HAVE_GETIFADDRS */
+	SOCKET sock;
+#ifdef WIN32
+	DWORD len = 0;
+	INTERFACE_INFO ifo[MAX_INTERFACES];
+	uint j;
+#else
+	char buf[4 * 1024]; // Arbitrary buffer size
+	struct ifconf ifconf;
+	const char* buf_end;
+	const char* p;
+#endif
+
+	// If something fails, make sure the list is empty
+	_broadcast_list[0] = 0;
+
+	sock = socket(AF_INET, SOCK_DGRAM, 0);
+	if (sock == INVALID_SOCKET) return;
+
+#ifdef WIN32
+	memset(&ifo[0], 0, sizeof(ifo));
+	if ((WSAIoctl(sock, SIO_GET_INTERFACE_LIST, NULL, 0, &ifo[0], sizeof(ifo), &len, NULL, NULL)) != 0) {
+		closesocket(sock);
+		return;
+	}
+
+	i = 0;
+	for (j = 0; j < len / sizeof(*ifo); j++) {
+		if (ifo[j].iiFlags & IFF_LOOPBACK) continue;
+		if (!(ifo[j].iiFlags & IFF_BROADCAST)) continue;
+		/* iiBroadcast is unusable, because it always seems to be set to
+		 * 255.255.255.255.
+		 */
+		_broadcast_list[i++] =
+			 ifo[j].iiAddress.AddressIn.sin_addr.s_addr |
+			~ifo[j].iiNetmask.AddressIn.sin_addr.s_addr;
+	}
+#else
+	ifconf.ifc_len = sizeof(buf);
+	ifconf.ifc_buf = buf;
+	if (ioctl(sock, SIOCGIFCONF, &ifconf) == -1) {
+		closesocket(sock);
+		return;
+	}
+
+	i = 0;
+	buf_end = buf + ifconf.ifc_len;
+	for (p = buf; p < buf_end;) {
+		const struct ifreq* req = (const struct ifreq*)p;
+
+		if (req->ifr_addr.sa_family == AF_INET) {
+			struct ifreq r;
+
+			strncpy(r.ifr_name, req->ifr_name, lengthof(r.ifr_name));
+			if (ioctl(sock, SIOCGIFFLAGS, &r) != -1 &&
+					r.ifr_flags & IFF_BROADCAST &&
+					ioctl(sock, SIOCGIFBRDADDR, &r) != -1) {
+				_broadcast_list[i++] =
+					((struct sockaddr_in*)&r.ifr_broadaddr)->sin_addr.s_addr;
+			}
+		}
+
+		p += sizeof(struct ifreq);
+#ifdef AF_LINK
+		p += req->ifr_addr.sa_len - sizeof(struct sockaddr);
+#endif
+	}
+#endif
+
+	closesocket(sock);
+#endif /* not HAVE_GETIFADDRS */
+
+	_broadcast_list[i] = 0;
+
+	DEBUG(net, 3, "Detected broadcast addresses:");
+	// Now display to the debug all the detected ips
+	for (i = 0; _broadcast_list[i] != 0; i++) {
+		DEBUG(net, 3, "%d) %s", i, inet_ntoa(*(struct in_addr *)&_broadcast_list[i]));//inet_ntoa(inaddr));
+	}
+}
+
+// Resolve a hostname to a inet_addr
+unsigned long NetworkResolveHost(const char *hostname)
+{
+	in_addr_t ip;
+
+	// First try: is it an ip address?
+	ip = inet_addr(hostname);
+
+	// If not try to resolve the name
+	if (ip == INADDR_NONE) {
+		struct hostent *he = gethostbyname(hostname);
+		if (he == NULL) {
+			DEBUG(net, 0, "Cannot resolve '%s'", hostname);
+		} else {
+			struct in_addr addr = *(struct in_addr *)he->h_addr_list[0];
+			DEBUG(net, 1, "Resolved '%s' to %s", hostname, inet_ntoa(addr));
+			ip = addr.s_addr;
+		}
+	}
+	return ip;
+}
+
+// Converts a string to ip/port/player
+//  Format: IP#player:port
+//
+// connection_string will be re-terminated to seperate out the hostname, and player and port will
+// be set to the player and port strings given by the user, inside the memory area originally
+// occupied by connection_string.
+void ParseConnectionString(const char **player, const char **port, char *connection_string)
+{
+	char *p;
+	for (p = connection_string; *p != '\0'; p++) {
+		if (*p == '#') {
+			*p = '\0';
+			*player = ++p;
+			while (IsValidChar(*p, CS_NUMERAL)) p++;
+			if (*p == '\0') break;
+		} else if (*p == ':') {
+			*port = p + 1;
+			*p = '\0';
+		}
+	}
+}
+
+// Creates a new client from a socket
+//   Used both by the server and the client
+static NetworkClientState *NetworkAllocClient(SOCKET s)
+{
+	NetworkClientState *cs;
+	byte client_no = 0;
+
+	if (_network_server) {
+		// Can we handle a new client?
+		if (_network_clients_connected >= MAX_CLIENTS) return NULL;
+		if (_network_game_info.clients_on >= _network_game_info.clients_max) return NULL;
+
+		// Register the login
+		client_no = _network_clients_connected++;
+	}
+
+	cs = DEREF_CLIENT(client_no);
+	memset(cs, 0, sizeof(*cs));
+	cs->socket = s;
+	cs->last_frame = 0;
+	cs->has_quit = false;
+
+	cs->last_frame = _frame_counter;
+	cs->last_frame_server = _frame_counter;
+
+	if (_network_server) {
+		NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
+		memset(ci, 0, sizeof(*ci));
+
+		cs->index = _network_client_index++;
+		ci->client_index = cs->index;
+		ci->client_playas = PLAYER_INACTIVE_CLIENT;
+		ci->join_date = _date;
+
+		InvalidateWindow(WC_CLIENT_LIST, 0);
+	}
+
+	return cs;
+}
+
+// Close a connection
+void NetworkCloseClient(NetworkClientState *cs)
+{
+	NetworkClientInfo *ci;
+	// Socket is already dead
+	if (cs->socket == INVALID_SOCKET) {
+		cs->has_quit = true;
+		return;
+	}
+
+	DEBUG(net, 1, "Closed client connection %d", cs->index);
+
+	if (!cs->has_quit && _network_server && cs->status > STATUS_INACTIVE) {
+		// We did not receive a leave message from this client...
+		NetworkErrorCode errorno = NETWORK_ERROR_CONNECTION_LOST;
+		char str[100];
+		char client_name[NETWORK_CLIENT_NAME_LENGTH];
+		NetworkClientState *new_cs;
+
+		NetworkGetClientName(client_name, sizeof(client_name), cs);
+
+		GetNetworkErrorMsg(str, errorno, lastof(str));
+
+		NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
+
+		// Inform other clients of this... strange leaving ;)
+		FOR_ALL_CLIENTS(new_cs) {
+			if (new_cs->status > STATUS_AUTH && cs != new_cs) {
+				SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, errorno);
+			}
+		}
+	}
+
+	/* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
+	if (cs->status == STATUS_PRE_ACTIVE && _network_pause_on_join) {
+		DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
+		NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
+	}
+
+	closesocket(cs->socket);
+	cs->writable = false;
+	cs->has_quit = true;
+
+	// Free all pending and partially received packets
+	while (cs->packet_queue != NULL) {
+		Packet *p = cs->packet_queue->next;
+		free(cs->packet_queue);
+		cs->packet_queue = p;
+	}
+	free(cs->packet_recv);
+	cs->packet_recv = NULL;
+
+	while (cs->command_queue != NULL) {
+		CommandPacket *p = cs->command_queue->next;
+		free(cs->command_queue);
+		cs->command_queue = p;
+	}
+
+	// Close the gap in the client-list
+	ci = DEREF_CLIENT_INFO(cs);
+
+	if (_network_server) {
+		// We just lost one client :(
+		if (cs->status > STATUS_INACTIVE) _network_game_info.clients_on--;
+		_network_clients_connected--;
+
+		while ((cs + 1) != DEREF_CLIENT(MAX_CLIENTS) && (cs + 1)->socket != INVALID_SOCKET) {
+			*cs = *(cs + 1);
+			*ci = *(ci + 1);
+			cs++;
+			ci++;
+		}
+
+		InvalidateWindow(WC_CLIENT_LIST, 0);
+	}
+
+	// Reset the status of the last socket
+	cs->socket = INVALID_SOCKET;
+	cs->status = STATUS_INACTIVE;
+	cs->index = NETWORK_EMPTY_INDEX;
+	ci->client_index = NETWORK_EMPTY_INDEX;
+
+	CheckMinPlayers();
+}
+
+// A client wants to connect to a server
+static bool NetworkConnect(const char *hostname, int port)
+{
+	SOCKET s;
+	struct sockaddr_in sin;
+
+	DEBUG(net, 1, "Connecting to %s %d", hostname, port);
+
+	s = socket(AF_INET, SOCK_STREAM, 0);
+	if (s == INVALID_SOCKET) {
+		ClientStartError("socket() failed");
+		return false;
+	}
+
+	if (!SetNoDelay(s)) DEBUG(net, 1, "Setting TCP_NODELAY failed");
+
+	sin.sin_family = AF_INET;
+	sin.sin_addr.s_addr = NetworkResolveHost(hostname);
+	sin.sin_port = htons(port);
+	_network_last_host_ip = sin.sin_addr.s_addr;
+
+	/* We failed to connect for which reason what so ever */
+	if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0) return false;
+
+	if (!SetNonBlocking(s)) DEBUG(net, 0, "Setting non-blocking mode failed"); // XXX should this be an error?
+
+	// in client mode, only the first client field is used. it's pointing to the server.
+	NetworkAllocClient(s);
+
+	_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
+	ShowJoinStatusWindow();
+
+	return true;
+}
+
+// For the server, to accept new clients
+static void NetworkAcceptClients(void)
+{
+	struct sockaddr_in sin;
+	NetworkClientState *cs;
+	uint i;
+	bool banned;
+
+	// Should never ever happen.. is it possible??
+	assert(_listensocket != INVALID_SOCKET);
+
+	for (;;) {
+		socklen_t sin_len = sizeof(sin);
+		SOCKET s = accept(_listensocket, (struct sockaddr*)&sin, &sin_len);
+		if (s == INVALID_SOCKET) return;
+
+		SetNonBlocking(s); // XXX error handling?
+
+		DEBUG(net, 1, "Client connected from %s on frame %d", inet_ntoa(sin.sin_addr), _frame_counter);
+
+		SetNoDelay(s); // XXX error handling?
+
+		/* Check if the client is banned */
+		banned = false;
+		for (i = 0; i < lengthof(_network_ban_list); i++) {
+			if (_network_ban_list[i] == NULL) continue;
+
+			if (sin.sin_addr.s_addr == inet_addr(_network_ban_list[i])) {
+				Packet *p = NetworkSend_Init(PACKET_SERVER_BANNED);
+
+				DEBUG(net, 1, "Banned ip tried to join (%s), refused", _network_ban_list[i]);
+
+				p->buffer[0] = p->size & 0xFF;
+				p->buffer[1] = p->size >> 8;
+
+				send(s, p->buffer, p->size, 0);
+				closesocket(s);
+
+				free(p);
+
+				banned = true;
+				break;
+			}
+		}
+		/* If this client is banned, continue with next client */
+		if (banned) continue;
+
+		cs = NetworkAllocClient(s);
+		if (cs == NULL) {
+			// no more clients allowed?
+			// Send to the client that we are full!
+			Packet *p = NetworkSend_Init(PACKET_SERVER_FULL);
+
+			p->buffer[0] = p->size & 0xFF;
+			p->buffer[1] = p->size >> 8;
+
+			send(s, p->buffer, p->size, 0);
+			closesocket(s);
+
+			free(p);
+
+			continue;
+		}
+
+		// a new client has connected. We set him at inactive for now
+		//  maybe he is only requesting server-info. Till he has sent a PACKET_CLIENT_MAP_OK
+		//  the client stays inactive
+		cs->status = STATUS_INACTIVE;
+
+		DEREF_CLIENT_INFO(cs)->client_ip = sin.sin_addr.s_addr; // Save the IP of the client
+	}
+}
+
+// Set up the listen socket for the server
+static bool NetworkListen(void)
+{
+	SOCKET ls;
+	struct sockaddr_in sin;
+
+	DEBUG(net, 1, "Listening on %s:%d", _network_server_bind_ip_host, _network_server_port);
+
+	ls = socket(AF_INET, SOCK_STREAM, 0);
+	if (ls == INVALID_SOCKET) {
+		ServerStartError("socket() on listen socket failed");
+		return false;
+	}
+
+	{ // reuse the socket
+		int reuse = 1;
+		// The (const char*) cast is needed for windows!!
+		if (setsockopt(ls, SOL_SOCKET, SO_REUSEADDR, (const char*)&reuse, sizeof(reuse)) == -1) {
+			ServerStartError("setsockopt() on listen socket failed");
+			return false;
+		}
+	}
+
+	if (!SetNonBlocking(ls)) DEBUG(net, 0, "Setting non-blocking mode failed"); // XXX should this be an error?
+
+	sin.sin_family = AF_INET;
+	sin.sin_addr.s_addr = _network_server_bind_ip;
+	sin.sin_port = htons(_network_server_port);
+
+	if (bind(ls, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
+		ServerStartError("bind() failed");
+		return false;
+	}
+
+	if (listen(ls, 1) != 0) {
+		ServerStartError("listen() failed");
+		return false;
+	}
+
+	_listensocket = ls;
+
+	return true;
+}
+
+// Close all current connections
+static void NetworkClose(void)
+{
+	NetworkClientState *cs;
+
+	FOR_ALL_CLIENTS(cs) {
+		if (!_network_server) {
+			SEND_COMMAND(PACKET_CLIENT_QUIT)("leaving");
+			NetworkSend_Packets(cs);
+		}
+		NetworkCloseClient(cs);
+	}
+
+	if (_network_server) {
+		// We are a server, also close the listensocket
+		closesocket(_listensocket);
+		_listensocket = INVALID_SOCKET;
+		DEBUG(net, 1, "Closed listener");
+		NetworkUDPClose();
+	}
+}
+
+// Inits the network (cleans sockets and stuff)
+static void NetworkInitialize(void)
+{
+	NetworkClientState *cs;
+
+	_local_command_queue = NULL;
+
+	// Clean all client-sockets
+	memset(_clients, 0, sizeof(_clients));
+	for (cs = _clients; cs != &_clients[MAX_CLIENTS]; cs++) {
+		cs->socket = INVALID_SOCKET;
+		cs->status = STATUS_INACTIVE;
+		cs->command_queue = NULL;
+	}
+
+	// Clean the client_info memory
+	memset(&_network_client_info, 0, sizeof(_network_client_info));
+	memset(&_network_player_info, 0, sizeof(_network_player_info));
+
+	_sync_frame = 0;
+	_network_first_time = true;
+
+	_network_reconnect = 0;
+
+	NetworkUDPInitialize();
+}
+
+// Query a server to fetch his game-info
+//  If game_info is true, only the gameinfo is fetched,
+//   else only the client_info is fetched
+NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info)
+{
+	if (!_network_available) return NULL;
+
+	NetworkDisconnect();
+
+	if (game_info) return NetworkUDPQueryServer(host, port);
+
+	NetworkInitialize();
+
+	_network_server = false;
+
+	// Try to connect
+	_networking = NetworkConnect(host, port);
+
+	// We are connected
+	if (_networking) {
+		SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)();
+	} else { // No networking, close everything down again
+		NetworkDisconnect();
+	}
+
+	return NULL;
+}
+
+/* Validates an address entered as a string and adds the server to
+ * the list. If you use this function, the games will be marked
+ * as manually added. */
+void NetworkAddServer(const char *b)
+{
+	if (*b != '\0') {
+		NetworkGameList *item;
+		const char *port = NULL;
+		const char *player = NULL;
+		char host[NETWORK_HOSTNAME_LENGTH];
+		uint16 rport;
+
+		ttd_strlcpy(host, b, lengthof(host));
+
+		ttd_strlcpy(_network_default_ip, b, lengthof(_network_default_ip));
+		rport = NETWORK_DEFAULT_PORT;
+
+		ParseConnectionString(&player, &port, host);
+		if (port != NULL) rport = atoi(port);
+
+		item = NetworkQueryServer(host, rport, true);
+		item->manually = true;
+	}
+}
+
+/* Generates the list of manually added hosts from NetworkGameList and
+ * dumps them into the array _network_host_list. This array is needed
+ * by the function that generates the config file. */
+void NetworkRebuildHostList(void)
+{
+	uint i = 0;
+	const NetworkGameList *item = _network_game_list;
+	while (item != NULL && i != lengthof(_network_host_list)) {
+		if (item->manually) {
+			free(_network_host_list[i]);
+			_network_host_list[i++] = str_fmt("%s:%i", item->info.hostname, item->port);
+		}
+		item = item->next;
+	}
+
+	for (; i < lengthof(_network_host_list); i++) {
+		free(_network_host_list[i]);
+		_network_host_list[i] = NULL;
+	}
+}
+
+// Used by clients, to connect to a server
+bool NetworkClientConnectGame(const char *host, uint16 port)
+{
+	if (!_network_available) return false;
+
+	if (port == 0) return false;
+
+	ttd_strlcpy(_network_last_host, host, sizeof(_network_last_host));
+	_network_last_port = port;
+
+	NetworkDisconnect();
+	NetworkUDPClose();
+	NetworkInitialize();
+
+	// Try to connect
+	_networking = NetworkConnect(host, port);
+
+	// We are connected
+	if (_networking) {
+		IConsoleCmdExec("exec scripts/on_client.scr 0");
+		NetworkClient_Connected();
+	} else {
+		// Connecting failed
+		NetworkError(STR_NETWORK_ERR_NOCONNECTION);
+	}
+
+	return _networking;
+}
+
+static void NetworkInitGameInfo(void)
+{
+	NetworkClientInfo *ci;
+
+	ttd_strlcpy(_network_game_info.server_name, _network_server_name, sizeof(_network_game_info.server_name));
+	ttd_strlcpy(_network_game_info.server_password, _network_server_password, sizeof(_network_server_password));
+	ttd_strlcpy(_network_game_info.rcon_password, _network_rcon_password, sizeof(_network_rcon_password));
+	if (_network_game_info.server_name[0] == '\0')
+		snprintf(_network_game_info.server_name, sizeof(_network_game_info.server_name), "Unnamed Server");
+
+	ttd_strlcpy(_network_game_info.server_revision, _openttd_revision, sizeof(_network_game_info.server_revision));
+
+	// The server is a client too ;)
+	if (_network_dedicated) {
+		_network_game_info.clients_on = 0;
+		_network_game_info.companies_on = 0;
+		_network_game_info.dedicated = true;
+	} else {
+		_network_game_info.clients_on = 1;
+		_network_game_info.companies_on = 1;
+		_network_game_info.dedicated = false;
+	}
+
+	_network_game_info.spectators_on = 0;
+
+	_network_game_info.game_date = _date;
+	_network_game_info.start_date = ConvertYMDToDate(_patches.starting_year, 0, 1);
+	_network_game_info.map_width = MapSizeX();
+	_network_game_info.map_height = MapSizeY();
+	_network_game_info.map_set = _opt.landscape;
+
+	_network_game_info.use_password = (_network_server_password[0] != '\0');
+
+	// We use _network_client_info[MAX_CLIENT_INFO - 1] to store the server-data in it
+	//  The index is NETWORK_SERVER_INDEX ( = 1)
+	ci = &_network_client_info[MAX_CLIENT_INFO - 1];
+	memset(ci, 0, sizeof(*ci));
+
+	ci->client_index = NETWORK_SERVER_INDEX;
+	ci->client_playas = _network_dedicated ? PLAYER_SPECTATOR : _local_player;
+
+	ttd_strlcpy(ci->client_name, _network_player_name, sizeof(ci->client_name));
+	ttd_strlcpy(ci->unique_id, _network_unique_id, sizeof(ci->unique_id));
+}
+
+bool NetworkServerStart(void)
+{
+	if (!_network_available) return false;
+
+	/* Call the pre-scripts */
+	IConsoleCmdExec("exec scripts/pre_server.scr 0");
+	if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
+
+	NetworkInitialize();
+	if (!NetworkListen()) return false;
+
+	// Try to start UDP-server
+	_network_udp_server = true;
+	_network_udp_server = NetworkUDPListen(&_udp_server_socket, _network_server_bind_ip, _network_server_port, false);
+
+	_network_server = true;
+	_networking = true;
+	_frame_counter = 0;
+	_frame_counter_server = 0;
+	_frame_counter_max = 0;
+	_last_sync_frame = 0;
+	_network_own_client_index = NETWORK_SERVER_INDEX;
+
+	/* Non-dedicated server will always be player #1 */
+	if (!_network_dedicated) _network_playas = 0;
+
+	_network_clients_connected = 0;
+
+	NetworkInitGameInfo();
+
+	// execute server initialization script
+	IConsoleCmdExec("exec scripts/on_server.scr 0");
+	// if the server is dedicated ... add some other script
+	if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
+
+	_min_players_paused = false;
+	CheckMinPlayers();
+
+	/* Try to register us to the master server */
+	_network_last_advertise_frame = 0;
+	_network_need_advertise = true;
+	NetworkUDPAdvertise();
+	return true;
+}
+
+// The server is rebooting...
+// The only difference with NetworkDisconnect, is the packets that is sent
+void NetworkReboot(void)
+{
+	if (_network_server) {
+		NetworkClientState *cs;
+		FOR_ALL_CLIENTS(cs) {
+			SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs);
+			NetworkSend_Packets(cs);
+		}
+	}
+
+	NetworkClose();
+
+	// Free all queued commands
+	while (_local_command_queue != NULL) {
+		CommandPacket *p = _local_command_queue;
+		_local_command_queue = _local_command_queue->next;
+		free(p);
+	}
+
+	_networking = false;
+	_network_server = false;
+}
+
+// We want to disconnect from the host/clients
+void NetworkDisconnect(void)
+{
+	if (_network_server) {
+		NetworkClientState *cs;
+		FOR_ALL_CLIENTS(cs) {
+			SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs);
+			NetworkSend_Packets(cs);
+		}
+	}
+
+	if (_network_advertise) NetworkUDPRemoveAdvertise();
+
+	DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
+
+	NetworkClose();
+
+	// Free all queued commands
+	while (_local_command_queue != NULL) {
+		CommandPacket *p = _local_command_queue;
+		_local_command_queue = _local_command_queue->next;
+		free(p);
+	}
+
+	_networking = false;
+	_network_server = false;
+}
+
+// Receives something from the network
+static bool NetworkReceive(void)
+{
+	NetworkClientState *cs;
+	int n;
+	fd_set read_fd, write_fd;
+	struct timeval tv;
+
+	FD_ZERO(&read_fd);
+	FD_ZERO(&write_fd);
+
+	FOR_ALL_CLIENTS(cs) {
+		FD_SET(cs->socket, &read_fd);
+		FD_SET(cs->socket, &write_fd);
+	}
+
+	// take care of listener port
+	if (_network_server) FD_SET(_listensocket, &read_fd);
+
+	tv.tv_sec = tv.tv_usec = 0; // don't block at all.
+#if !defined(__MORPHOS__) && !defined(__AMIGA__)
+	n = select(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv);
+#else
+	n = WaitSelect(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv, NULL);
+#endif
+	if (n == -1 && !_network_server) NetworkError(STR_NETWORK_ERR_LOSTCONNECTION);
+
+	// accept clients..
+	if (_network_server && FD_ISSET(_listensocket, &read_fd)) NetworkAcceptClients();
+
+	// read stuff from clients
+	FOR_ALL_CLIENTS(cs) {
+		cs->writable = !!FD_ISSET(cs->socket, &write_fd);
+		if (FD_ISSET(cs->socket, &read_fd)) {
+			if (_network_server) {
+				NetworkServer_ReadPackets(cs);
+			} else {
+				NetworkRecvStatus res;
+
+				// The client already was quiting!
+				if (cs->has_quit) return false;
+
+				res = NetworkClient_ReadPackets(cs);
+				if (res != NETWORK_RECV_STATUS_OKAY) {
+					// The client made an error of which we can not recover
+					//   close the client and drop back to main menu
+					NetworkClientError(res, cs);
+					return false;
+				}
+			}
+		}
+	}
+	return true;
+}
+
+// This sends all buffered commands (if possible)
+static void NetworkSend(void)
+{
+	NetworkClientState *cs;
+	FOR_ALL_CLIENTS(cs) {
+		if (cs->writable) {
+			NetworkSend_Packets(cs);
+
+			if (cs->status == STATUS_MAP) {
+				// This client is in the middle of a map-send, call the function for that
+				SEND_COMMAND(PACKET_SERVER_MAP)(cs);
+			}
+		}
+	}
+}
+
+// Handle the local-command-queue
+static void NetworkHandleLocalQueue(void)
+{
+	CommandPacket *cp, **cp_prev;
+
+	cp_prev = &_local_command_queue;
+
+	while ( (cp = *cp_prev) != NULL) {
+
+		// The queue is always in order, which means
+		// that the first element will be executed first.
+		if (_frame_counter < cp->frame) break;
+
+		if (_frame_counter > cp->frame) {
+			// If we reach here, it means for whatever reason, we've already executed
+			// past the command we need to execute.
+			DEBUG(net, 0, "Trying to execute a packet in the past!");
+			assert(0);
+		}
+
+		// We can execute this command
+		NetworkExecuteCommand(cp);
+
+		*cp_prev = cp->next;
+		free(cp);
+	}
+
+	// Just a safety check, to be removed in the future.
+	// Make sure that no older command appears towards the end of the queue
+	// In that case we missed executing it. This will never happen.
+	for (cp = _local_command_queue; cp; cp = cp->next) {
+		assert(_frame_counter < cp->frame);
+	}
+
+}
+
+static bool NetworkDoClientLoop(void)
+{
+	_frame_counter++;
+
+	NetworkHandleLocalQueue();
+
+	StateGameLoop();
+
+	// Check if we are in sync!
+	if (_sync_frame != 0) {
+		if (_sync_frame == _frame_counter) {
+#ifdef NETWORK_SEND_DOUBLE_SEED
+			if (_sync_seed_1 != _random_seeds[0][0] || _sync_seed_2 != _random_seeds[0][1]) {
+#else
+			if (_sync_seed_1 != _random_seeds[0][0]) {
+#endif
+				NetworkError(STR_NETWORK_ERR_DESYNC);
+				DEBUG(net, 0, "Sync error detected!");
+				NetworkClientError(NETWORK_RECV_STATUS_DESYNC, DEREF_CLIENT(0));
+				return false;
+			}
+
+			// If this is the first time we have a sync-frame, we
+			//   need to let the server know that we are ready and at the same
+			//   frame as he is.. so we can start playing!
+			if (_network_first_time) {
+				_network_first_time = false;
+				SEND_COMMAND(PACKET_CLIENT_ACK)();
+			}
+
+			_sync_frame = 0;
+		} else if (_sync_frame < _frame_counter) {
+			DEBUG(net, 1, "Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
+			_sync_frame = 0;
+		}
+	}
+
+	return true;
+}
+
+// We have to do some UDP checking
+void NetworkUDPGameLoop(void)
+{
+	if (_network_udp_server) {
+		NetworkUDPReceive(_udp_server_socket);
+		if (_udp_master_socket != INVALID_SOCKET) {
+			NetworkUDPReceive(_udp_master_socket);
+		}
+	} else if (_udp_client_socket != INVALID_SOCKET) {
+		NetworkUDPReceive(_udp_client_socket);
+		if (_network_udp_broadcast > 0) _network_udp_broadcast--;
+	}
+}
+
+// The main loop called from ttd.c
+//  Here we also have to do StateGameLoop if needed!
+void NetworkGameLoop(void)
+{
+	if (!_networking) return;
+
+	if (!NetworkReceive()) return;
+
+	if (_network_server) {
+		bool send_frame = false;
+
+		// We first increase the _frame_counter
+		_frame_counter++;
+		// Update max-frame-counter
+		if (_frame_counter > _frame_counter_max) {
+			_frame_counter_max = _frame_counter + _network_frame_freq;
+			send_frame = true;
+		}
+
+		NetworkHandleLocalQueue();
+
+		// Then we make the frame
+		StateGameLoop();
+
+		_sync_seed_1 = _random_seeds[0][0];
+#ifdef NETWORK_SEND_DOUBLE_SEED
+		_sync_seed_2 = _random_seeds[0][1];
+#endif
+
+		NetworkServer_Tick(send_frame);
+	} else {
+		// Client
+
+		// Make sure we are at the frame were the server is (quick-frames)
+		if (_frame_counter_server > _frame_counter) {
+			while (_frame_counter_server > _frame_counter) {
+				if (!NetworkDoClientLoop()) break;
+			}
+		} else {
+			// Else, keep on going till _frame_counter_max
+			if (_frame_counter_max > _frame_counter) NetworkDoClientLoop();
+		}
+	}
+
+	NetworkSend();
+}
+
+static void NetworkGenerateUniqueId(void)
+{
+	md5_state_t state;
+	md5_byte_t digest[16];
+	char hex_output[16*2 + 1];
+	char coding_string[NETWORK_NAME_LENGTH];
+	int di;
+
+	snprintf(coding_string, sizeof(coding_string), "%d%s", (uint)Random(), "OpenTTD Unique ID");
+
+	/* Generate the MD5 hash */
+	md5_init(&state);
+	md5_append(&state, (const md5_byte_t*)coding_string, strlen(coding_string));
+	md5_finish(&state, digest);
+
+	for (di = 0; di < 16; ++di)
+		sprintf(hex_output + di * 2, "%02x", digest[di]);
+
+	/* _network_unique_id is our id */
+	snprintf(_network_unique_id, sizeof(_network_unique_id), "%s", hex_output);
+}
+
+// This tries to launch the network for a given OS
+void NetworkStartUp(void)
+{
+	DEBUG(net, 3, "[core] starting network...");
+
+#if defined(__MORPHOS__) || defined(__AMIGA__)
+	/*
+	 *  IMPORTANT NOTE: SocketBase needs to be initialized before we use _any_
+	 *  network related function, else: crash.
+	 */
+	DEBUG(net, 3, "[core] loading bsd socket library");
+	SocketBase = OpenLibrary("bsdsocket.library", 4);
+	if (SocketBase == NULL) {
+		DEBUG(net, 0, "[core] can't open bsdsocket.library version 4, network unavailable");
+		_network_available = false;
+		return;
+	}
+
+#if defined(__AMIGA__)
+	// for usleep() implementation (only required for legacy AmigaOS builds)
+	TimerPort = CreateMsgPort();
+	if (TimerPort != NULL) {
+		TimerRequest = (struct timerequest*)CreateIORequest(TimerPort, sizeof(struct timerequest);
+		if (TimerRequest != NULL) {
+			if (OpenDevice("timer.device", UNIT_MICROHZ, (struct IORequest*)TimerRequest, 0) == 0) {
+				TimerBase = TimerRequest->tr_node.io_Device;
+				if (TimerBase == NULL) {
+					// free ressources...
+					DEBUG(net, 0, "[core] can't initialize timer, network unavailable");
+					_network_available = false;
+					return;
+				}
+			}
+		}
+	}
+#endif // __AMIGA__
+#endif // __MORPHOS__ / __AMIGA__
+
+	// Network is available
+	_network_available = true;
+	_network_dedicated = false;
+	_network_last_advertise_frame = 0;
+	_network_need_advertise = true;
+	_network_advertise_retries = 0;
+
+	/* Load the ip from the openttd.cfg */
+	_network_server_bind_ip = inet_addr(_network_server_bind_ip_host);
+	/* And put the data back in it in case it was an invalid ip */
+	snprintf(_network_server_bind_ip_host, sizeof(_network_server_bind_ip_host), "%s", inet_ntoa(*(struct in_addr *)&_network_server_bind_ip));
+
+	/* Generate an unique id when there is none yet */
+	if (_network_unique_id[0] == '\0') NetworkGenerateUniqueId();
+
+	{
+		byte cl_max = _network_game_info.clients_max;
+		byte cp_max = _network_game_info.companies_max;
+		byte sp_max = _network_game_info.spectators_max;
+
+		memset(&_network_game_info, 0, sizeof(_network_game_info));
+		_network_game_info.clients_max = cl_max;
+		_network_game_info.companies_max = cp_max;
+		_network_game_info.spectators_max = sp_max;
+	}
+
+	// Let's load the network in windows
+	#if defined(WIN32)
+	{
+		WSADATA wsa;
+		DEBUG(net, 3, "[core] loading windows socket library");
+		if (WSAStartup(MAKEWORD(2,0), &wsa) != 0) {
+			DEBUG(net, 0, "[core] WSAStartup failed, network unavailable");
+			_network_available = false;
+			return;
+		}
+	}
+	#endif // WIN32
+
+	NetworkInitialize();
+	DEBUG(net, 3, "[core] network online, multiplayer available");
+	NetworkFindIPs();
+}
+
+// This shuts the network down
+void NetworkShutDown(void)
+{
+	NetworkDisconnect();
+	NetworkUDPClose();
+
+	DEBUG(net, 3, "[core] shutting down network");
+
+	_network_available = false;
+
+#if defined(__MORPHOS__) || defined(__AMIGA__)
+	// free allocated ressources
+#if defined(__AMIGA__)
+	if (TimerBase    != NULL) CloseDevice((struct IORequest*)TimerRequest); // XXX This smells wrong
+	if (TimerRequest != NULL) DeleteIORequest(TimerRequest);
+	if (TimerPort    != NULL) DeleteMsgPort(TimerPort);
+#endif
+
+	if (SocketBase != NULL) CloseLibrary(SocketBase);
+#endif
+
+#if defined(WIN32)
+	WSACleanup();
+#endif
+}
+
+#endif /* ENABLE_NETWORK */
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network/network.h	Wed Jan 03 08:32:17 2007 +0000
@@ -0,0 +1,212 @@
+/* $Id$ */
+
+#ifndef NETWORK_H
+#define NETWORK_H
+
+#define NOREV_STRING "norev000"
+
+#ifdef ENABLE_NETWORK
+
+#include "../player.h"
+#include "core/config.h"
+#include "core/game.h"
+
+// If this line is enable, every frame will have a sync test
+//  this is not needed in normal games. Normal is like 1 sync in 100
+//  frames. You can enable this if you have a lot of desyncs on a certain
+//  game.
+// Remember: both client and server have to be compiled with this
+//  option enabled to make it to work. If one of the two has it disabled
+//  nothing will happen.
+//#define ENABLE_NETWORK_SYNC_EVERY_FRAME
+
+// In theory sending 1 of the 2 seeds is enough to check for desyncs
+//   so in theory, this next define can be left off.
+//#define NETWORK_SEND_DOUBLE_SEED
+
+// How many clients can we have? Like.. MAX_PLAYERS - 1 is the amount of
+//  players that can really play.. so.. a max of 4 spectators.. gives us..
+//  MAX_PLAYERS + 3
+#define MAX_CLIENTS (MAX_PLAYERS + 3)
+
+
+// Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1
+#define MAX_CLIENT_INFO (MAX_CLIENTS + 1)
+
+#define MAX_INTERFACES 9
+
+
+// How many vehicle/station types we put over the network
+#define NETWORK_VEHICLE_TYPES 5
+#define NETWORK_STATION_TYPES 5
+
+typedef struct NetworkPlayerInfo {
+	char company_name[NETWORK_NAME_LENGTH];         // Company name
+	char password[NETWORK_PASSWORD_LENGTH];         // The password for the player
+	Year inaugurated_year;                          // What year the company started in
+	int64 company_value;                            // The company value
+	int64 money;                                    // The amount of money the company has
+	int64 income;                                   // How much did the company earned last year
+	uint16 performance;                             // What was his performance last month?
+	byte use_password;                              // 0: No password 1: There is a password
+	uint16 num_vehicle[NETWORK_VEHICLE_TYPES];      // How many vehicles are there of this type?
+	uint16 num_station[NETWORK_STATION_TYPES];      // How many stations are there of this type?
+	char players[NETWORK_PLAYERS_LENGTH];           // The players that control this company (Name1, name2, ..)
+	uint16 months_empty;                            // How many months the company is empty
+} NetworkPlayerInfo;
+
+typedef struct NetworkClientInfo {
+	uint16 client_index;                            // Index of the client (same as ClientState->index)
+	char client_name[NETWORK_CLIENT_NAME_LENGTH];   // Name of the client
+	byte client_lang;                               // The language of the client
+	byte client_playas;                             // As which player is this client playing (PlayerID)
+	uint32 client_ip;                               // IP-address of the client (so he can be banned)
+	Date join_date;                                 // Gamedate the player has joined
+	char unique_id[NETWORK_NAME_LENGTH];            // Every play sends an unique id so we can indentify him
+} NetworkClientInfo;
+
+typedef struct NetworkGameList {
+	NetworkGameInfo info;
+	uint32 ip;
+	uint16 port;
+	bool online;                                    // False if the server did not respond (default status)
+	bool manually;                                  // True if the server was added manually
+	struct NetworkGameList *next;
+} NetworkGameList;
+
+typedef enum {
+	NETWORK_JOIN_STATUS_CONNECTING,
+	NETWORK_JOIN_STATUS_AUTHORIZING,
+	NETWORK_JOIN_STATUS_WAITING,
+	NETWORK_JOIN_STATUS_DOWNLOADING,
+	NETWORK_JOIN_STATUS_PROCESSING,
+	NETWORK_JOIN_STATUS_REGISTERING,
+
+	NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO,
+} NetworkJoinStatus;
+
+// language ids for server_lang and client_lang
+typedef enum {
+	NETLANG_ANY     = 0,
+	NETLANG_ENGLISH = 1,
+	NETLANG_GERMAN  = 2,
+	NETLANG_FRENCH  = 3,
+} NetworkLanguage;
+
+VARDEF NetworkGameList *_network_game_list;
+
+VARDEF NetworkGameInfo _network_game_info;
+VARDEF NetworkPlayerInfo _network_player_info[MAX_PLAYERS];
+VARDEF NetworkClientInfo _network_client_info[MAX_CLIENT_INFO];
+
+VARDEF char _network_player_name[NETWORK_CLIENT_NAME_LENGTH];
+VARDEF char _network_default_ip[NETWORK_HOSTNAME_LENGTH];
+
+VARDEF uint16 _network_own_client_index;
+VARDEF char _network_unique_id[NETWORK_NAME_LENGTH]; // Our own unique ID
+
+VARDEF uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
+VARDEF uint32 _frame_counter_max; // To where we may go with our clients
+
+VARDEF uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.
+
+// networking settings
+VARDEF uint32 _broadcast_list[MAX_INTERFACES + 1];
+
+VARDEF uint16 _network_server_port;
+/* We use bind_ip and bind_ip_host, where bind_ip_host is the readable form of
+    bind_ip_host, and bind_ip the numeric value, because we want a nice number
+    in the openttd.cfg, but we wants to use the uint32 internally.. */
+VARDEF uint32 _network_server_bind_ip;
+VARDEF char _network_server_bind_ip_host[NETWORK_HOSTNAME_LENGTH];
+VARDEF bool _is_network_server; // Does this client wants to be a network-server?
+VARDEF char _network_server_name[NETWORK_NAME_LENGTH];
+VARDEF char _network_server_password[NETWORK_PASSWORD_LENGTH];
+VARDEF char _network_rcon_password[NETWORK_PASSWORD_LENGTH];
+
+VARDEF uint16 _network_max_join_time;             ///< Time a client can max take to join
+VARDEF bool _network_pause_on_join;               ///< Pause the game when a client tries to join (more chance of succeeding join)
+
+VARDEF uint16 _redirect_console_to_client;
+
+VARDEF uint16 _network_sync_freq;
+VARDEF uint8 _network_frame_freq;
+
+VARDEF uint32 _sync_seed_1, _sync_seed_2;
+VARDEF uint32 _sync_frame;
+VARDEF bool _network_first_time;
+// Vars needed for the join-GUI
+VARDEF NetworkJoinStatus _network_join_status;
+VARDEF uint8 _network_join_waiting;
+VARDEF uint16 _network_join_kbytes;
+VARDEF uint16 _network_join_kbytes_total;
+
+VARDEF char _network_last_host[NETWORK_HOSTNAME_LENGTH];
+VARDEF short _network_last_port;
+VARDEF uint32 _network_last_host_ip;
+VARDEF uint8 _network_reconnect;
+
+VARDEF bool _network_udp_server;
+VARDEF uint16 _network_udp_broadcast;
+
+VARDEF byte _network_lan_internet;
+
+VARDEF bool _network_need_advertise;
+VARDEF uint32 _network_last_advertise_frame;
+VARDEF uint8 _network_advertise_retries;
+
+VARDEF bool _network_autoclean_companies;
+VARDEF uint8 _network_autoclean_unprotected; // Remove a company after X months
+VARDEF uint8 _network_autoclean_protected;   // Unprotect a company after X months
+
+VARDEF Year _network_restart_game_year;      // If this year is reached, the server automaticly restarts
+VARDEF uint8 _network_min_players;           // Minimum number of players for game to unpause
+
+NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info);
+
+byte NetworkSpectatorCount(void);
+
+VARDEF char *_network_host_list[10];
+VARDEF char *_network_ban_list[25];
+
+void ParseConnectionString(const char **player, const char **port, char *connection_string);
+void NetworkUpdateClientInfo(uint16 client_index);
+void NetworkAddServer(const char *b);
+void NetworkRebuildHostList(void);
+bool NetworkChangeCompanyPassword(byte argc, char *argv[]);
+void NetworkPopulateCompanyInfo(void);
+void UpdateNetworkGameWindow(bool unselect);
+void CheckMinPlayers(void);
+
+void NetworkStartUp(void);
+void NetworkUDPClose(void);
+void NetworkShutDown(void);
+void NetworkGameLoop(void);
+void NetworkUDPGameLoop(void);
+bool NetworkServerStart(void);
+bool NetworkClientConnectGame(const char *host, uint16 port);
+void NetworkReboot(void);
+void NetworkDisconnect(void);
+
+VARDEF bool _networking;         ///< are we in networking mode?
+VARDEF bool _network_server;     ///< network-server is active
+VARDEF bool _network_available;  ///< is network mode available?
+
+#else /* ENABLE_NETWORK */
+/* Network function stubs when networking is disabled */
+
+static inline void NetworkStartUp(void) {}
+static inline void NetworkShutDown(void) {}
+
+#define _networking 0
+#define _network_server 0
+#define _network_available 0
+
+#endif /* ENABLE_NETWORK */
+
+/* These variables must always be registered! */
+VARDEF bool _network_dedicated;  ///< are we a dedicated server?
+VARDEF bool _network_advertise;  ///< is the server advertising to the master server?
+VARDEF PlayerID _network_playas; ///< an id to play as.. (see players.h:Players)
+
+#endif /* NETWORK_H */
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network/network_client.c	Wed Jan 03 08:32:17 2007 +0000
@@ -0,0 +1,819 @@
+/* $Id$ */
+
+#ifdef ENABLE_NETWORK
+
+#include "../stdafx.h"
+#include "../debug.h"
+#include "../string.h"
+#include "../strings.h"
+#include "network_data.h"
+#include "core/tcp.h"
+#include "../date.h"
+#include "../table/strings.h"
+#include "../functions.h"
+#include "network_client.h"
+#include "network_gamelist.h"
+#include "network_gui.h"
+#include "../saveload.h"
+#include "../command.h"
+#include "../window.h"
+#include "../console.h"
+#include "../variables.h"
+#include "../ai/ai.h"
+
+
+// This file handles all the client-commands
+
+
+// So we don't make too much typos ;)
+#define MY_CLIENT DEREF_CLIENT(0)
+
+static uint32 last_ack_frame;
+
+// **********
+// Sending functions
+//   DEF_CLIENT_SEND_COMMAND has no parameters
+// **********
+
+DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)
+{
+	//
+	// Packet: CLIENT_COMPANY_INFO
+	// Function: Request company-info (in detail)
+	// Data:
+	//    <none>
+	//
+	Packet *p;
+	_network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
+	InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
+
+	p = NetworkSend_Init(PACKET_CLIENT_COMPANY_INFO);
+	NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_JOIN)
+{
+	//
+	// Packet: CLIENT_JOIN
+	// Function: Try to join the server
+	// Data:
+	//    String: OpenTTD Revision (norev000 if no revision)
+	//    String: Player Name (max NETWORK_NAME_LENGTH)
+	//    uint8:  Play as Player id (1..MAX_PLAYERS)
+	//    uint8:  Language ID
+	//    String: Unique id to find the player back in server-listing
+	//
+
+	extern const char _openttd_revision[];
+	Packet *p;
+	_network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
+	InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
+
+	p = NetworkSend_Init(PACKET_CLIENT_JOIN);
+	NetworkSend_string(p, _openttd_revision);
+	NetworkSend_string(p, _network_player_name); // Player name
+	NetworkSend_uint8(p, _network_playas); // PlayAs
+	NetworkSend_uint8(p, NETLANG_ANY); // Language
+	NetworkSend_string(p, _network_unique_id);
+	NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_PASSWORD)(NetworkPasswordType type, const char *password)
+{
+	//
+	// Packet: CLIENT_PASSWORD
+	// Function: Send a password to the server to authorize
+	// Data:
+	//    uint8:  NetworkPasswordType
+	//    String: Password
+	//
+	Packet *p = NetworkSend_Init(PACKET_CLIENT_PASSWORD);
+	NetworkSend_uint8(p, type);
+	NetworkSend_string(p, password);
+	NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GETMAP)
+{
+	//
+	// Packet: CLIENT_GETMAP
+	// Function: Request the map from the server
+	// Data:
+	//    <none>
+	//
+
+	Packet *p = NetworkSend_Init(PACKET_CLIENT_GETMAP);
+	NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_MAP_OK)
+{
+	//
+	// Packet: CLIENT_MAP_OK
+	// Function: Tell the server that we are done receiving/loading the map
+	// Data:
+	//    <none>
+	//
+
+	Packet *p = NetworkSend_Init(PACKET_CLIENT_MAP_OK);
+	NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK)
+{
+	//
+	// Packet: CLIENT_ACK
+	// Function: Tell the server we are done with this frame
+	// Data:
+	//    uint32: current FrameCounter of the client
+	//
+
+	Packet *p = NetworkSend_Init(PACKET_CLIENT_ACK);
+
+	NetworkSend_uint32(p, _frame_counter);
+	NetworkSend_Packet(p, MY_CLIENT);
+}
+
+// Send a command packet to the server
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(CommandPacket *cp)
+{
+	//
+	// Packet: CLIENT_COMMAND
+	// Function: Send a DoCommand to the Server
+	// Data:
+	//    uint8:  PlayerID (0..MAX_PLAYERS-1)
+	//    uint32: CommandID (see command.h)
+	//    uint32: P1 (free variables used in DoCommand)
+	//    uint32: P2
+	//    uint32: Tile
+	//    string: text
+	//    uint8:  CallBackID (see callback_table.c)
+	//
+
+	Packet *p = NetworkSend_Init(PACKET_CLIENT_COMMAND);
+
+	NetworkSend_uint8(p, cp->player);
+	NetworkSend_uint32(p, cp->cmd);
+	NetworkSend_uint32(p, cp->p1);
+	NetworkSend_uint32(p, cp->p2);
+	NetworkSend_uint32(p, (uint32)cp->tile);
+	NetworkSend_string(p, cp->text);
+	NetworkSend_uint8(p, cp->callback);
+
+	NetworkSend_Packet(p, MY_CLIENT);
+}
+
+// Send a chat-packet over the network
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(NetworkAction action, DestType type, int dest, const char *msg)
+{
+	//
+	// Packet: CLIENT_CHAT
+	// Function: Send a chat-packet to the serve
+	// Data:
+	//    uint8:  ActionID (see network_data.h, NetworkAction)
+	//    uint8:  Destination Type (see network_data.h, DestType);
+	//    uint8:  Destination Player (1..MAX_PLAYERS)
+	//    String: Message (max MAX_TEXT_MSG_LEN)
+	//
+
+	Packet *p = NetworkSend_Init(PACKET_CLIENT_CHAT);
+
+	NetworkSend_uint8(p, action);
+	NetworkSend_uint8(p, type);
+	NetworkSend_uint8(p, dest);
+	NetworkSend_string(p, msg);
+	NetworkSend_Packet(p, MY_CLIENT);
+}
+
+// Send an error-packet over the network
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_ERROR)(NetworkErrorCode errorno)
+{
+	//
+	// Packet: CLIENT_ERROR
+	// Function: The client made an error and is quiting the game
+	// Data:
+	//    uint8:  ErrorID (see network_data.h, NetworkErrorCode)
+	//
+	Packet *p = NetworkSend_Init(PACKET_CLIENT_ERROR);
+
+	NetworkSend_uint8(p, errorno);
+	NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password)
+{
+	//
+	// Packet: PACKET_CLIENT_SET_PASSWORD
+	// Function: Set the password for the clients current company
+	// Data:
+	//    String: Password
+	//
+	Packet *p = NetworkSend_Init(PACKET_CLIENT_SET_PASSWORD);
+
+	NetworkSend_string(p, password);
+	NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name)
+{
+	//
+	// Packet: PACKET_CLIENT_SET_NAME
+	// Function: Gives the player a new name
+	// Data:
+	//    String: Name
+	//
+	Packet *p = NetworkSend_Init(PACKET_CLIENT_SET_NAME);
+
+	NetworkSend_string(p, name);
+	NetworkSend_Packet(p, MY_CLIENT);
+}
+
+// Send an quit-packet over the network
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_QUIT)(const char *leavemsg)
+{
+	//
+	// Packet: CLIENT_QUIT
+	// Function: The client is quiting the game
+	// Data:
+	//    String: leave-message
+	//
+	Packet *p = NetworkSend_Init(PACKET_CLIENT_QUIT);
+
+	NetworkSend_string(p, leavemsg);
+	NetworkSend_Packet(p, MY_CLIENT);
+}
+
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_RCON)(const char *pass, const char *command)
+{
+	Packet *p = NetworkSend_Init(PACKET_CLIENT_RCON);
+	NetworkSend_string(p, pass);
+	NetworkSend_string(p, command);
+	NetworkSend_Packet(p, MY_CLIENT);
+}
+
+
+// **********
+// Receiving functions
+//   DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
+// **********
+
+extern bool SafeSaveOrLoad(const char *filename, int mode, int newgm);
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FULL)
+{
+	// We try to join a server which is full
+	_switch_mode_errorstr = STR_NETWORK_ERR_SERVER_FULL;
+	DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
+
+	return NETWORK_RECV_STATUS_SERVER_FULL;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_BANNED)
+{
+	// We try to join a server where we are banned
+	_switch_mode_errorstr = STR_NETWORK_ERR_SERVER_BANNED;
+	DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
+
+	return NETWORK_RECV_STATUS_SERVER_BANNED;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO)
+{
+	byte company_info_version;
+	int i;
+
+	company_info_version = NetworkRecv_uint8(MY_CLIENT, p);
+
+	if (!MY_CLIENT->has_quit && company_info_version == NETWORK_COMPANY_INFO_VERSION) {
+		byte total;
+		byte current;
+
+		total = NetworkRecv_uint8(MY_CLIENT, p);
+
+		// There is no data at all..
+		if (total == 0) return NETWORK_RECV_STATUS_CLOSE_QUERY;
+
+		current = NetworkRecv_uint8(MY_CLIENT, p);
+		if (!IsValidPlayer(current)) return NETWORK_RECV_STATUS_CLOSE_QUERY;
+
+		NetworkRecv_string(MY_CLIENT, p, _network_player_info[current].company_name, sizeof(_network_player_info[current].company_name));
+		_network_player_info[current].inaugurated_year = NetworkRecv_uint32(MY_CLIENT, p);
+		_network_player_info[current].company_value = NetworkRecv_uint64(MY_CLIENT, p);
+		_network_player_info[current].money = NetworkRecv_uint64(MY_CLIENT, p);
+		_network_player_info[current].income = NetworkRecv_uint64(MY_CLIENT, p);
+		_network_player_info[current].performance = NetworkRecv_uint16(MY_CLIENT, p);
+		_network_player_info[current].use_password = NetworkRecv_uint8(MY_CLIENT, p);
+		for (i = 0; i < NETWORK_VEHICLE_TYPES; i++)
+			_network_player_info[current].num_vehicle[i] = NetworkRecv_uint16(MY_CLIENT, p);
+		for (i = 0; i < NETWORK_STATION_TYPES; i++)
+			_network_player_info[current].num_station[i] = NetworkRecv_uint16(MY_CLIENT, p);
+
+		NetworkRecv_string(MY_CLIENT, p, _network_player_info[current].players, sizeof(_network_player_info[current].players));
+
+		InvalidateWindow(WC_NETWORK_WINDOW, 0);
+
+		return NETWORK_RECV_STATUS_OKAY;
+	}
+
+	return NETWORK_RECV_STATUS_CLOSE_QUERY;
+}
+
+// This packet contains info about the client (playas and name)
+//  as client we save this in NetworkClientInfo, linked via 'index'
+//  which is always an unique number on a server.
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
+{
+	NetworkClientInfo *ci;
+	uint16 index = NetworkRecv_uint16(MY_CLIENT, p);
+	PlayerID playas = NetworkRecv_uint8(MY_CLIENT, p);
+	char name[NETWORK_NAME_LENGTH];
+	char unique_id[NETWORK_NAME_LENGTH];
+
+	NetworkRecv_string(MY_CLIENT, p, name, sizeof(name));
+	NetworkRecv_string(MY_CLIENT, p, unique_id, sizeof(unique_id));
+
+	if (MY_CLIENT->has_quit) return NETWORK_RECV_STATUS_CONN_LOST;
+
+	/* Do we receive a change of data? Most likely we changed playas */
+	if (index == _network_own_client_index) _network_playas = playas;
+
+	ci = NetworkFindClientInfoFromIndex(index);
+	if (ci != NULL) {
+		if (playas == ci->client_playas && strcmp(name, ci->client_name) != 0) {
+			// Client name changed, display the change
+			NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, 1, false, ci->client_name, "%s", name);
+		} else if (playas != ci->client_playas) {
+			// The player changed from client-player..
+			// Do not display that for now
+		}
+
+		ci->client_playas = playas;
+		ttd_strlcpy(ci->client_name, name, sizeof(ci->client_name));
+
+		InvalidateWindow(WC_CLIENT_LIST, 0);
+
+		return NETWORK_RECV_STATUS_OKAY;
+	}
+
+	// We don't have this index yet, find an empty index, and put the data there
+	ci = NetworkFindClientInfoFromIndex(NETWORK_EMPTY_INDEX);
+	if (ci != NULL) {
+		ci->client_index = index;
+		ci->client_playas = playas;
+
+		ttd_strlcpy(ci->client_name, name, sizeof(ci->client_name));
+		ttd_strlcpy(ci->unique_id, unique_id, sizeof(ci->unique_id));
+
+		InvalidateWindow(WC_CLIENT_LIST, 0);
+
+		return NETWORK_RECV_STATUS_OKAY;
+	}
+
+	// Here the program should never ever come.....
+	return NETWORK_RECV_STATUS_MALFORMED_PACKET;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR)
+{
+	NetworkErrorCode error = NetworkRecv_uint8(MY_CLIENT, p);
+
+	switch (error) {
+		/* We made an error in the protocol, and our connection is closed.... */
+		case NETWORK_ERROR_NOT_AUTHORIZED:
+		case NETWORK_ERROR_NOT_EXPECTED:
+		case NETWORK_ERROR_PLAYER_MISMATCH:
+			_switch_mode_errorstr = STR_NETWORK_ERR_SERVER_ERROR;
+			break;
+		case NETWORK_ERROR_FULL:
+			_switch_mode_errorstr = STR_NETWORK_ERR_SERVER_FULL;
+			break;
+		case NETWORK_ERROR_WRONG_REVISION:
+			_switch_mode_errorstr = STR_NETWORK_ERR_WRONG_REVISION;
+			break;
+		case NETWORK_ERROR_WRONG_PASSWORD:
+			_switch_mode_errorstr = STR_NETWORK_ERR_WRONG_PASSWORD;
+			break;
+		case NETWORK_ERROR_KICKED:
+			_switch_mode_errorstr = STR_NETWORK_ERR_KICKED;
+			break;
+		case NETWORK_ERROR_CHEATER:
+			_switch_mode_errorstr = STR_NETWORK_ERR_CHEATER;
+			break;
+		default:
+			_switch_mode_errorstr = STR_NETWORK_ERR_LOSTCONNECTION;
+	}
+
+	DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
+
+	return NETWORK_RECV_STATUS_SERVER_ERROR;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEED_PASSWORD)
+{
+	NetworkPasswordType type = NetworkRecv_uint8(MY_CLIENT, p);
+
+	switch (type) {
+		case NETWORK_GAME_PASSWORD:
+		case NETWORK_COMPANY_PASSWORD:
+			ShowNetworkNeedPassword(type);
+			return NETWORK_RECV_STATUS_OKAY;
+
+		default: return NETWORK_RECV_STATUS_MALFORMED_PACKET;
+	}
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WELCOME)
+{
+	_network_own_client_index = NetworkRecv_uint16(MY_CLIENT, p);
+
+	// Start receiving the map
+	SEND_COMMAND(PACKET_CLIENT_GETMAP)();
+	return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WAIT)
+{
+	_network_join_status = NETWORK_JOIN_STATUS_WAITING;
+	_network_join_waiting = NetworkRecv_uint8(MY_CLIENT, p);
+	InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
+
+	// We are put on hold for receiving the map.. we need GUI for this ;)
+	DEBUG(net, 1, "The server is currently busy sending the map to someone else, please wait..." );
+	DEBUG(net, 1, "There are %d clients in front of you", _network_join_waiting);
+
+	return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
+{
+	static char filename[256];
+	static FILE *file_pointer;
+
+	byte maptype;
+
+	maptype = NetworkRecv_uint8(MY_CLIENT, p);
+
+	if (MY_CLIENT->has_quit) return NETWORK_RECV_STATUS_CONN_LOST;
+
+	// First packet, init some stuff
+	if (maptype == MAP_PACKET_START) {
+		// The name for the temp-map
+		snprintf(filename, lengthof(filename), "%s%snetwork_client.tmp",  _paths.autosave_dir, PATHSEP);
+
+		file_pointer = fopen(filename, "wb");
+		if (file_pointer == NULL) {
+			_switch_mode_errorstr = STR_NETWORK_ERR_SAVEGAMEERROR;
+			return NETWORK_RECV_STATUS_SAVEGAME;
+		}
+
+		_frame_counter = _frame_counter_server = _frame_counter_max = NetworkRecv_uint32(MY_CLIENT, p);
+
+		_network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
+		_network_join_kbytes = 0;
+		_network_join_kbytes_total = NetworkRecv_uint32(MY_CLIENT, p) / 1024;
+		InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
+
+		// The first packet does not contain any more data
+		return NETWORK_RECV_STATUS_OKAY;
+	}
+
+	if (maptype == MAP_PACKET_NORMAL) {
+		// We are still receiving data, put it to the file
+		fwrite(p->buffer + p->pos, 1, p->size - p->pos, file_pointer);
+
+		_network_join_kbytes = ftell(file_pointer) / 1024;
+		InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
+	}
+
+	// Check if this was the last packet
+	if (maptype == MAP_PACKET_END) {
+		fclose(file_pointer);
+
+		_network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
+		InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
+
+		/* The map is done downloading, load it */
+		if (!SafeSaveOrLoad(filename, SL_LOAD, GM_NORMAL)) {
+			DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
+			_switch_mode_errorstr = STR_NETWORK_ERR_SAVEGAMEERROR;
+			return NETWORK_RECV_STATUS_SAVEGAME;
+		}
+		/* If the savegame has successfully loaded, ALL windows have been removed,
+		 * only toolbar/statusbar and gamefield are visible */
+
+		_opt_ptr = &_opt; // during a network game you are always in-game
+
+		// Say we received the map and loaded it correctly!
+		SEND_COMMAND(PACKET_CLIENT_MAP_OK)();
+
+		/* New company/spectator (invalid player) or company we want to join is not active
+		 * Switch local player to spectator and await the server's judgement */
+		if (_network_playas == PLAYER_NEW_COMPANY || !IsValidPlayer(_network_playas) ||
+				!GetPlayer(_network_playas)->is_active) {
+
+			SetLocalPlayer(PLAYER_SPECTATOR);
+
+			if (_network_playas != PLAYER_SPECTATOR) {
+				/* We have arrived and ready to start playing; send a command to make a new player;
+				 * the server will give us a client-id and let us in */
+				_network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
+				ShowJoinStatusWindow();
+				NetworkSend_Command(0, 0, 0, CMD_PLAYER_CTRL, NULL);
+			}
+		} else {
+			// take control over an existing company
+			SetLocalPlayer(_network_playas);
+		}
+	}
+
+	return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FRAME)
+{
+	_frame_counter_server = NetworkRecv_uint32(MY_CLIENT, p);
+	_frame_counter_max = NetworkRecv_uint32(MY_CLIENT, p);
+#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
+	// Test if the server supports this option
+	//  and if we are at the frame the server is
+	if (p->pos < p->size) {
+		_sync_frame = _frame_counter_server;
+		_sync_seed_1 = NetworkRecv_uint32(MY_CLIENT, p);
+#ifdef NETWORK_SEND_DOUBLE_SEED
+		_sync_seed_2 = NetworkRecv_uint32(MY_CLIENT, p);
+#endif
+	}
+#endif
+	DEBUG(net, 5, "Received FRAME %d", _frame_counter_server);
+
+	// Let the server know that we received this frame correctly
+	//  We do this only once per day, to save some bandwidth ;)
+	if (!_network_first_time && last_ack_frame < _frame_counter) {
+		last_ack_frame = _frame_counter + DAY_TICKS;
+		DEBUG(net, 4, "Sent ACK at %d", _frame_counter);
+		SEND_COMMAND(PACKET_CLIENT_ACK)();
+	}
+
+	return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SYNC)
+{
+	_sync_frame = NetworkRecv_uint32(MY_CLIENT, p);
+	_sync_seed_1 = NetworkRecv_uint32(MY_CLIENT, p);
+#ifdef NETWORK_SEND_DOUBLE_SEED
+	_sync_seed_2 = NetworkRecv_uint32(MY_CLIENT, p);
+#endif
+
+	return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMMAND)
+{
+	CommandPacket *cp = malloc(sizeof(CommandPacket));
+	cp->player = NetworkRecv_uint8(MY_CLIENT, p);
+	cp->cmd = NetworkRecv_uint32(MY_CLIENT, p);
+	cp->p1 = NetworkRecv_uint32(MY_CLIENT, p);
+	cp->p2 = NetworkRecv_uint32(MY_CLIENT, p);
+	cp->tile = NetworkRecv_uint32(MY_CLIENT, p);
+	NetworkRecv_string(MY_CLIENT, p, cp->text, sizeof(cp->text));
+	cp->callback = NetworkRecv_uint8(MY_CLIENT, p);
+	cp->frame = NetworkRecv_uint32(MY_CLIENT, p);
+	cp->next = NULL;
+
+	// The server did send us this command..
+	//  queue it in our own queue, so we can handle it in the upcoming frame!
+
+	if (_local_command_queue == NULL) {
+		_local_command_queue = cp;
+	} else {
+		// Find last packet
+		CommandPacket *c = _local_command_queue;
+		while (c->next != NULL) c = c->next;
+		c->next = cp;
+	}
+
+	return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CHAT)
+{
+	char name[NETWORK_NAME_LENGTH], msg[MAX_TEXT_MSG_LEN];
+	const NetworkClientInfo *ci = NULL, *ci_to;
+
+	NetworkAction action = NetworkRecv_uint8(MY_CLIENT, p);
+	uint16 index = NetworkRecv_uint16(MY_CLIENT, p);
+	bool self_send = NetworkRecv_uint8(MY_CLIENT, p);
+	NetworkRecv_string(MY_CLIENT, p, msg, MAX_TEXT_MSG_LEN);
+
+	ci_to = NetworkFindClientInfoFromIndex(index);
+	if (ci_to == NULL) return NETWORK_RECV_STATUS_OKAY;
+
+	/* Did we initiate the action locally? */
+	if (self_send) {
+		switch (action) {
+			case NETWORK_ACTION_CHAT_CLIENT:
+				/* For speaking to client we need the client-name */
+				snprintf(name, sizeof(name), "%s", ci_to->client_name);
+				ci = NetworkFindClientInfoFromIndex(_network_own_client_index);
+				break;
+
+			/* For speaking to company or giving money, we need the player-name */
+			case NETWORK_ACTION_GIVE_MONEY:
+				if (!IsValidPlayer(ci_to->client_playas)) return NETWORK_RECV_STATUS_OKAY;
+				/* fallthrough */
+			case NETWORK_ACTION_CHAT_COMPANY: {
+				StringID str = IsValidPlayer(ci_to->client_playas) ? GetPlayer(ci_to->client_playas)->name_1 : STR_NETWORK_SPECTATORS;
+
+				GetString(name, str, lastof(name));
+				ci = NetworkFindClientInfoFromIndex(_network_own_client_index);
+			} break;
+
+			default: NOT_REACHED(); break;
+		}
+	} else {
+		/* Display message from somebody else */
+		snprintf(name, sizeof(name), "%s", ci_to->client_name);
+		ci = ci_to;
+	}
+
+	if (ci != NULL)
+		NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas), self_send, name, "%s", msg);
+	return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT)
+{
+	char str[100];
+	uint16 index;
+	NetworkClientInfo *ci;
+
+	index = NetworkRecv_uint16(MY_CLIENT, p);
+	GetNetworkErrorMsg(str, NetworkRecv_uint8(MY_CLIENT, p), lastof(str));
+
+	ci = NetworkFindClientInfoFromIndex(index);
+	if (ci != NULL) {
+		NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, ci->client_name, "%s", str);
+
+		// The client is gone, give the NetworkClientInfo free
+		ci->client_index = NETWORK_EMPTY_INDEX;
+	}
+
+	InvalidateWindow(WC_CLIENT_LIST, 0);
+
+	return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_QUIT)
+{
+	char str[100];
+	uint16 index;
+	NetworkClientInfo *ci;
+
+	index = NetworkRecv_uint16(MY_CLIENT, p);
+	NetworkRecv_string(MY_CLIENT, p, str, lengthof(str));
+
+	ci = NetworkFindClientInfoFromIndex(index);
+	if (ci != NULL) {
+		NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, ci->client_name, "%s", str);
+
+		// The client is gone, give the NetworkClientInfo free
+		ci->client_index = NETWORK_EMPTY_INDEX;
+	} else {
+		DEBUG(net, 0, "Unknown client (%d) is leaving the game", index);
+	}
+
+	InvalidateWindow(WC_CLIENT_LIST, 0);
+
+	// If we come here it means we could not locate the client.. strange :s
+	return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_JOIN)
+{
+	uint16 index;
+	NetworkClientInfo *ci;
+
+	index = NetworkRecv_uint16(MY_CLIENT, p);
+
+	ci = NetworkFindClientInfoFromIndex(index);
+	if (ci != NULL)
+		NetworkTextMessage(NETWORK_ACTION_JOIN, 1, false, ci->client_name, "");
+
+	InvalidateWindow(WC_CLIENT_LIST, 0);
+
+	return NETWORK_RECV_STATUS_OKAY;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN)
+{
+	_switch_mode_errorstr = STR_NETWORK_SERVER_SHUTDOWN;
+
+	return NETWORK_RECV_STATUS_SERVER_ERROR;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME)
+{
+	// To trottle the reconnects a bit, every clients waits
+	//  his _local_player value before reconnecting
+	// PLAYER_SPECTATOR is currently 255, so to avoid long wait periods
+	//  set the max to 10.
+	_network_reconnect = min(_local_player + 1, 10);
+	_switch_mode_errorstr = STR_NETWORK_SERVER_REBOOT;
+
+	return NETWORK_RECV_STATUS_SERVER_ERROR;
+}
+
+DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_RCON)
+{
+	char rcon_out[NETWORK_RCONCOMMAND_LENGTH];
+	uint16 color_code;
+
+	color_code = NetworkRecv_uint16(MY_CLIENT, p);
+	NetworkRecv_string(MY_CLIENT, p, rcon_out, sizeof(rcon_out));
+
+	IConsolePrint(color_code, rcon_out);
+
+	return NETWORK_RECV_STATUS_OKAY;
+}
+
+
+
+// The layout for the receive-functions by the client
+typedef NetworkRecvStatus NetworkClientPacket(Packet *p);
+
+// This array matches PacketType. At an incoming
+//  packet it is matches against this array
+//  and that way the right function to handle that
+//  packet is found.
+static NetworkClientPacket* const _network_client_packet[] = {
+	RECEIVE_COMMAND(PACKET_SERVER_FULL),
+	RECEIVE_COMMAND(PACKET_SERVER_BANNED),
+	NULL, /*PACKET_CLIENT_JOIN,*/
+	RECEIVE_COMMAND(PACKET_SERVER_ERROR),
+	NULL, /*PACKET_CLIENT_COMPANY_INFO,*/
+	RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO),
+	RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO),
+	RECEIVE_COMMAND(PACKET_SERVER_NEED_PASSWORD),
+	NULL, /*PACKET_CLIENT_PASSWORD,*/
+	RECEIVE_COMMAND(PACKET_SERVER_WELCOME),
+	NULL, /*PACKET_CLIENT_GETMAP,*/
+	RECEIVE_COMMAND(PACKET_SERVER_WAIT),
+	RECEIVE_COMMAND(PACKET_SERVER_MAP),
+	NULL, /*PACKET_CLIENT_MAP_OK,*/
+	RECEIVE_COMMAND(PACKET_SERVER_JOIN),
+	RECEIVE_COMMAND(PACKET_SERVER_FRAME),
+	RECEIVE_COMMAND(PACKET_SERVER_SYNC),
+	NULL, /*PACKET_CLIENT_ACK,*/
+	NULL, /*PACKET_CLIENT_COMMAND,*/
+	RECEIVE_COMMAND(PACKET_SERVER_COMMAND),
+	NULL, /*PACKET_CLIENT_CHAT,*/
+	RECEIVE_COMMAND(PACKET_SERVER_CHAT),
+	NULL, /*PACKET_CLIENT_SET_PASSWORD,*/
+	NULL, /*PACKET_CLIENT_SET_NAME,*/
+	NULL, /*PACKET_CLIENT_QUIT,*/
+	NULL, /*PACKET_CLIENT_ERROR,*/
+	RECEIVE_COMMAND(PACKET_SERVER_QUIT),
+	RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT),
+	RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN),
+	RECEIVE_COMMAND(PACKET_SERVER_NEWGAME),
+	RECEIVE_COMMAND(PACKET_SERVER_RCON),
+	NULL, /*PACKET_CLIENT_RCON,*/
+};
+
+// If this fails, check the array above with network_data.h
+assert_compile(lengthof(_network_client_packet) == PACKET_END);
+
+// Is called after a client is connected to the server
+void NetworkClient_Connected(void)
+{
+	// Set the frame-counter to 0 so nothing happens till we are ready
+	_frame_counter = 0;
+	_frame_counter_server = 0;
+	last_ack_frame = 0;
+	// Request the game-info
+	SEND_COMMAND(PACKET_CLIENT_JOIN)();
+}
+
+// Reads the packets from the socket-stream, if available
+NetworkRecvStatus NetworkClient_ReadPackets(NetworkClientState *cs)
+{
+	Packet *p;
+	NetworkRecvStatus res = NETWORK_RECV_STATUS_OKAY;
+
+	while (res == NETWORK_RECV_STATUS_OKAY && (p = NetworkRecv_Packet(cs, &res)) != NULL) {
+		byte type = NetworkRecv_uint8(MY_CLIENT, p);
+		if (type < PACKET_END && _network_client_packet[type] != NULL && !MY_CLIENT->has_quit) {
+			res = _network_client_packet[type](p);
+		} else {
+			res = NETWORK_RECV_STATUS_MALFORMED_PACKET;
+			DEBUG(net, 0, "[client] received invalid packet type %d", type);
+		}
+
+		free(p);
+	}
+
+	return res;
+}
+
+#endif /* ENABLE_NETWORK */
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network/network_client.h	Wed Jan 03 08:32:17 2007 +0000
@@ -0,0 +1,25 @@
+/* $Id$ */
+
+#ifndef NETWORK_CLIENT_H
+#define NETWORK_CLIENT_H
+
+#ifdef ENABLE_NETWORK
+
+DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GAME_INFO);
+DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO);
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(CommandPacket *cp);
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_ERROR)(NetworkErrorCode errorno);
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_QUIT)(const char *leavemsg);
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(NetworkAction action, DestType desttype, int dest, const char *msg);
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_PASSWORD)(NetworkPasswordType type, const char *password);
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password);
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name);
+DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK);
+DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_RCON)(const char *pass, const char *command);
+
+NetworkRecvStatus NetworkClient_ReadPackets(NetworkClientState *cs);
+void NetworkClient_Connected(void);
+
+#endif /* ENABLE_NETWORK */
+
+#endif /* NETWORK_CLIENT_H */
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network/network_data.c	Wed Jan 03 08:32:17 2007 +0000
@@ -0,0 +1,106 @@
+/* $Id$ */
+
+#ifdef ENABLE_NETWORK
+
+#include "../stdafx.h"
+#include "../debug.h"
+#include "network_data.h"
+#include "../string.h"
+#include "network_client.h"
+#include "../command.h"
+#include "../callback_table.h"
+
+// Add a command to the local command queue
+void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp)
+{
+	CommandPacket* new_cp = malloc(sizeof(*new_cp));
+
+	*new_cp = *cp;
+
+	if (cs->command_queue == NULL) {
+		cs->command_queue = new_cp;
+	} else {
+		CommandPacket *c = cs->command_queue;
+		while (c->next != NULL) c = c->next;
+		c->next = new_cp;
+	}
+}
+
+// Prepare a DoCommand to be send over the network
+void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback)
+{
+	CommandPacket *c = malloc(sizeof(CommandPacket));
+	byte temp_callback;
+
+	c->player = _local_player;
+	c->next = NULL;
+	c->tile = tile;
+	c->p1 = p1;
+	c->p2 = p2;
+	c->cmd = cmd;
+	c->callback = 0;
+
+	temp_callback = 0;
+
+	while (temp_callback < _callback_table_count && _callback_table[temp_callback] != callback)
+		temp_callback++;
+	if (temp_callback == _callback_table_count) {
+		DEBUG(net, 0, "Unknown callback. (Pointer: %p) No callback sent", callback);
+		temp_callback = 0; /* _callback_table[0] == NULL */
+	}
+
+	if (_network_server) {
+		// We are the server, so set the command to be executed next possible frame
+		c->frame = _frame_counter_max + 1;
+	} else {
+		c->frame = 0; // The client can't tell which frame, so just make it 0
+	}
+
+	ttd_strlcpy(c->text, (_cmd_text != NULL) ? _cmd_text : "", lengthof(c->text));
+
+	if (_network_server) {
+		// If we are the server, we queue the command in our 'special' queue.
+		//   In theory, we could execute the command right away, but then the
+		//   client on the server can do everything 1 tick faster than others.
+		//   So to keep the game fair, we delay the command with 1 tick
+		//   which gives about the same speed as most clients.
+		NetworkClientState *cs;
+
+		// And we queue it for delivery to the clients
+		FOR_ALL_CLIENTS(cs) {
+			if (cs->status > STATUS_AUTH) NetworkAddCommandQueue(cs, c);
+		}
+
+		// Only the server gets the callback, because clients should not get them
+		c->callback = temp_callback;
+		if (_local_command_queue == NULL) {
+			_local_command_queue = c;
+		} else {
+			// Find last packet
+			CommandPacket *cp = _local_command_queue;
+			while (cp->next != NULL) cp = cp->next;
+			cp->next = c;
+		}
+
+		return;
+	}
+
+	// Clients send their command to the server and forget all about the packet
+	c->callback = temp_callback;
+	SEND_COMMAND(PACKET_CLIENT_COMMAND)(c);
+}
+
+// Execute a DoCommand we received from the network
+void NetworkExecuteCommand(CommandPacket *cp)
+{
+	_current_player = cp->player;
+	_cmd_text = cp->text;
+	/* cp->callback is unsigned. so we don't need to do lower bounds checking. */
+	if (cp->callback > _callback_table_count) {
+		DEBUG(net, 0, "Received out-of-bounds callback (%d)", cp->callback);
+		cp->callback = 0;
+	}
+	DoCommandP(cp->tile, cp->p1, cp->p2, _callback_table[cp->callback], cp->cmd | CMD_NETWORK_COMMAND);
+}
+
+#endif /* ENABLE_NETWORK */
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network/network_data.h	Wed Jan 03 08:32:17 2007 +0000
@@ -0,0 +1,167 @@
+/* $Id$ */
+
+#ifndef NETWORK_DATA_H
+#define NETWORK_DATA_H
+
+// Is the network enabled?
+#ifdef ENABLE_NETWORK
+
+#include "../openttd.h"
+#include "network.h"
+#include "core/os_abstraction.h"
+#include "core/config.h"
+#include "core/packet.h"
+
+#define MAX_TEXT_MSG_LEN 1024 /* long long long long sentences :-) */
+
+// The client-info-server-index is always 1
+#define NETWORK_SERVER_INDEX 1
+#define NETWORK_EMPTY_INDEX 0
+
+typedef struct CommandPacket {
+	struct CommandPacket *next;
+	PlayerID player; /// player that is executing the command
+	uint32 cmd;    /// command being executed
+	uint32 p1;     /// parameter p1
+	uint32 p2;     /// parameter p2
+	TileIndex tile; /// tile command being executed on
+	char text[80];
+	uint32 frame;  /// the frame in which this packet is executed
+	byte callback; /// any callback function executed upon successful completion of the command
+} CommandPacket;
+
+typedef enum {
+	STATUS_INACTIVE,
+	STATUS_AUTH, // This means that the client is authorized
+	STATUS_MAP_WAIT, // This means that the client is put on hold because someone else is getting the map
+	STATUS_MAP,
+	STATUS_DONE_MAP,
+	STATUS_PRE_ACTIVE,
+	STATUS_ACTIVE,
+} ClientStatus;
+
+typedef enum {
+	MAP_PACKET_START,
+	MAP_PACKET_NORMAL,
+	MAP_PACKET_END,
+} MapPacket;
+
+typedef enum {
+	NETWORK_RECV_STATUS_OKAY,
+	NETWORK_RECV_STATUS_DESYNC,
+	NETWORK_RECV_STATUS_SAVEGAME,
+	NETWORK_RECV_STATUS_CONN_LOST,
+	NETWORK_RECV_STATUS_MALFORMED_PACKET,
+	NETWORK_RECV_STATUS_SERVER_ERROR, // The server told us we made an error
+	NETWORK_RECV_STATUS_SERVER_FULL,
+	NETWORK_RECV_STATUS_SERVER_BANNED,
+	NETWORK_RECV_STATUS_CLOSE_QUERY, // Done quering the server
+} NetworkRecvStatus;
+
+typedef enum {
+	NETWORK_ERROR_GENERAL, // Try to use thisone like never
+
+	// Signals from clients
+	NETWORK_ERROR_DESYNC,
+	NETWORK_ERROR_SAVEGAME_FAILED,
+	NETWORK_ERROR_CONNECTION_LOST,
+	NETWORK_ERROR_ILLEGAL_PACKET,
+
+	// Signals from servers
+	NETWORK_ERROR_NOT_AUTHORIZED,
+	NETWORK_ERROR_NOT_EXPECTED,
+	NETWORK_ERROR_WRONG_REVISION,
+	NETWORK_ERROR_NAME_IN_USE,
+	NETWORK_ERROR_WRONG_PASSWORD,
+	NETWORK_ERROR_PLAYER_MISMATCH, // Happens in CLIENT_COMMAND
+	NETWORK_ERROR_KICKED,
+	NETWORK_ERROR_CHEATER,
+	NETWORK_ERROR_FULL,
+} NetworkErrorCode;
+
+// Actions that can be used for NetworkTextMessage
+typedef enum {
+	NETWORK_ACTION_JOIN,
+	NETWORK_ACTION_LEAVE,
+	NETWORK_ACTION_SERVER_MESSAGE,
+	NETWORK_ACTION_CHAT,
+	NETWORK_ACTION_CHAT_COMPANY,
+	NETWORK_ACTION_CHAT_CLIENT,
+	NETWORK_ACTION_GIVE_MONEY,
+	NETWORK_ACTION_NAME_CHANGE,
+} NetworkAction;
+
+typedef enum {
+	NETWORK_GAME_PASSWORD,
+	NETWORK_COMPANY_PASSWORD,
+} NetworkPasswordType;
+
+// To keep the clients all together
+struct NetworkClientState { // Typedeffed in network_core/packet.h
+	SOCKET socket;
+	uint16 index;
+	uint32 last_frame;
+	uint32 last_frame_server;
+	byte lag_test; // This byte is used for lag-testing the client
+
+	ClientStatus status;
+	bool writable; // is client ready to write to?
+	bool has_quit;
+
+	Packet *packet_queue; // Packets that are awaiting delivery
+	Packet *packet_recv; // Partially received packet
+
+	CommandPacket *command_queue; // The command-queue awaiting delivery
+};
+
+typedef enum {
+	DESTTYPE_BROADCAST, ///< Send message/notice to all players (All)
+	DESTTYPE_TEAM,    ///< Send message/notice to everyone playing the same company (Team)
+	DESTTYPE_CLIENT,    ///< Send message/notice to only a certain player (Private)
+} DestType;
+
+CommandPacket *_local_command_queue;
+
+SOCKET _udp_client_socket; // udp client socket
+SOCKET _udp_server_socket; // udp server socket
+SOCKET _udp_master_socket; // udp master socket
+
+// Here we keep track of the clients
+//  (and the client uses [0] for his own communication)
+NetworkClientState _clients[MAX_CLIENTS];
+#define DEREF_CLIENT(i) (&_clients[i])
+// This returns the NetworkClientInfo from a NetworkClientState
+#define DEREF_CLIENT_INFO(cs) (&_network_client_info[cs - _clients])
+
+// Macros to make life a bit more easier
+#define DEF_CLIENT_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(Packet *p)
+#define DEF_CLIENT_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(void)
+#define DEF_CLIENT_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
+#define DEF_SERVER_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(NetworkClientState *cs, Packet *p)
+#define DEF_SERVER_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(NetworkClientState *cs)
+#define DEF_SERVER_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
+
+#define SEND_COMMAND(type) NetworkPacketSend_ ## type ## _command
+#define RECEIVE_COMMAND(type) NetworkPacketReceive_ ## type ## _command
+
+#define FOR_ALL_CLIENTS(cs) for (cs = _clients; cs != endof(_clients) && cs->socket != INVALID_SOCKET; cs++)
+#define FOR_ALL_ACTIVE_CLIENT_INFOS(ci) for (ci = _network_client_info; ci != endof(_network_client_info); ci++) if (ci->client_index != NETWORK_EMPTY_INDEX)
+
+void NetworkExecuteCommand(CommandPacket *cp);
+void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp);
+
+// from network.c
+void NetworkCloseClient(NetworkClientState *cs);
+void CDECL NetworkTextMessage(NetworkAction action, uint16 color, bool self_send, const char *name, const char *str, ...);
+void NetworkGetClientName(char *clientname, size_t size, const NetworkClientState *cs);
+uint NetworkCalculateLag(const NetworkClientState *cs);
+byte NetworkGetCurrentLanguageIndex(void);
+NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index);
+NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip);
+NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index);
+unsigned long NetworkResolveHost(const char *hostname);
+char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last);
+
+#endif /* ENABLE_NETWORK */
+
+#endif /* NETWORK_DATA_H */
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network/network_gamelist.c	Wed Jan 03 08:32:17 2007 +0000
@@ -0,0 +1,74 @@
+/* $Id$ */
+
+#ifdef ENABLE_NETWORK
+
+#include "../stdafx.h"
+#include "../debug.h"
+#include "network_data.h"
+#include "../newgrf_config.h"
+
+// This file handles the GameList
+// Also, it handles the request to a server for data about the server
+
+/** Add a new item to the linked gamelist. If the IP and Port match
+ * return the existing item instead of adding it again
+ * @param ip the IP-address (inet_addr) of the to-be added item
+ * @param port the port the server is running on
+ * @return a point to the newly added or already existing item */
+NetworkGameList *NetworkGameListAddItem(uint32 ip, uint16 port)
+{
+	NetworkGameList *item, *prev_item;
+
+	prev_item = NULL;
+	for (item = _network_game_list; item != NULL; item = item->next) {
+		if (item->ip == ip && item->port == port) return item;
+		prev_item = item;
+	}
+
+	item = malloc(sizeof(*item));
+	memset(item, 0, sizeof(*item));
+	item->next = NULL;
+	item->ip = ip;
+	item->port = port;
+
+	if (prev_item == NULL) {
+		_network_game_list = item;
+	} else {
+		prev_item->next = item;
+	}
+	DEBUG(net, 4, "[gamelist] added server to list");
+
+	UpdateNetworkGameWindow(false);
+
+	return item;
+}
+
+/** Remove an item from the gamelist linked list
+ * @param remove pointer to the item to be removed */
+void NetworkGameListRemoveItem(NetworkGameList *remove)
+{
+	NetworkGameList *item, *prev_item;
+
+	prev_item = NULL;
+	for (item = _network_game_list; item != NULL; item = item->next) {
+		if (remove == item) {
+			if (prev_item == NULL) {
+				_network_game_list = remove->next;
+			} else {
+				prev_item->next = remove->next;
+			}
+
+			/* Remove GRFConfig information */
+			ClearGRFConfigList(&remove->info.grfconfig);
+			free(remove);
+			remove = NULL;
+
+			DEBUG(net, 4, "[gamelist] removed server from list");
+			UpdateNetworkGameWindow(false);
+			return;
+		}
+		prev_item = item;
+	}
+}
+
+#endif /* ENABLE_NETWORK */
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network/network_gamelist.h	Wed Jan 03 08:32:17 2007 +0000
@@ -0,0 +1,11 @@
+/* $Id$ */
+
+#ifndef NETWORK_GAMELIST_H
+#define NETWORK_GAMELIST_H
+
+void NetworkGameListClear(void);
+NetworkGameList *NetworkGameListAddItem(uint32 ip, uint16 port);
+void NetworkGameListRemoveItem(NetworkGameList *remove);
+void NetworkGameListAddQueriedItem(const NetworkGameInfo *info, bool server_online);
+
+#endif /* NETWORK_GAMELIST_H */
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network/network_gui.c	Wed Jan 03 08:32:17 2007 +0000
@@ -0,0 +1,1706 @@
+/* $Id$ */
+
+#ifdef ENABLE_NETWORK
+#include "../stdafx.h"
+#include "../openttd.h"
+#include "../string.h"
+#include "../strings.h"
+#include "../table/sprites.h"
+#include "network.h"
+#include "../date.h"
+
+#include "../fios.h"
+#include "../table/strings.h"
+#include "../functions.h"
+#include "network_data.h"
+#include "network_client.h"
+#include "network_gui.h"
+#include "network_gamelist.h"
+#include "../window.h"
+#include "../gui.h"
+#include "../gfx.h"
+#include "../command.h"
+#include "../variables.h"
+#include "network_server.h"
+#include "network_udp.h"
+#include "../settings.h"
+#include "../string.h"
+#include "../town.h"
+#include "../newgrf.h"
+
+#define BGC 5
+#define BTC 15
+
+typedef struct network_d {
+	PlayerID company;        // select company in network lobby
+	byte field;              // select text-field in start-server and game-listing
+	NetworkGameList *server; // selected server in lobby and game-listing
+	FiosItem *map;           // selected map in start-server
+} network_d;
+assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(network_d));
+
+typedef struct network_ql_d {
+	network_d n;                 // see above; general stuff
+	querystr_d q;                // text-input in start-server and game-listing
+	NetworkGameList **sort_list; // list of games (sorted)
+	list_d l;                    // accompanying list-administration
+} network_ql_d;
+assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(network_ql_d));
+
+/* Global to remember sorting after window has been closed */
+static Listing _ng_sorting;
+
+static char _edit_str_buf[150];
+static bool _chat_tab_completion_active;
+
+static void ShowNetworkStartServerWindow(void);
+static void ShowNetworkLobbyWindow(NetworkGameList *ngl);
+extern void SwitchMode(int new_mode);
+
+static const StringID _connection_types_dropdown[] = {
+	STR_NETWORK_LAN_INTERNET,
+	STR_NETWORK_INTERNET_ADVERTISE,
+	INVALID_STRING_ID
+};
+
+static const StringID _lan_internet_types_dropdown[] = {
+	STR_NETWORK_LAN,
+	STR_NETWORK_INTERNET,
+	INVALID_STRING_ID
+};
+
+static const StringID _players_dropdown[] = {
+	STR_NETWORK_0_PLAYERS,
+	STR_NETWORK_1_PLAYERS,
+	STR_NETWORK_2_PLAYERS,
+	STR_NETWORK_3_PLAYERS,
+	STR_NETWORK_4_PLAYERS,
+	STR_NETWORK_5_PLAYERS,
+	STR_NETWORK_6_PLAYERS,
+	STR_NETWORK_7_PLAYERS,
+	STR_NETWORK_8_PLAYERS,
+	STR_NETWORK_9_PLAYERS,
+	STR_NETWORK_10_PLAYERS,
+	INVALID_STRING_ID
+};
+
+static const StringID _language_dropdown[] = {
+	STR_NETWORK_LANG_ANY,
+	STR_NETWORK_LANG_ENGLISH,
+	STR_NETWORK_LANG_GERMAN,
+	STR_NETWORK_LANG_FRENCH,
+	INVALID_STRING_ID
+};
+
+enum {
+	NET_PRC__OFFSET_TOP_WIDGET          = 54,
+	NET_PRC__OFFSET_TOP_WIDGET_COMPANY  = 52,
+	NET_PRC__SIZE_OF_ROW                = 14,
+};
+
+/** Update the network new window because a new server is
+ * found on the network.
+ * @param unselect unselect the currently selected item */
+void UpdateNetworkGameWindow(bool unselect)
+{
+	SendWindowMessage(WC_NETWORK_WINDOW, 0, unselect, 0, 0);
+}
+
+static bool _internal_sort_order; // Used for Qsort order-flipping
+typedef int CDECL NGameNameSortFunction(const void*, const void*);
+
+/** Qsort function to sort by name. */
+static int CDECL NGameNameSorter(const void *a, const void *b)
+{
+	const NetworkGameList *cmp1 = *(const NetworkGameList**)a;
+	const NetworkGameList *cmp2 = *(const NetworkGameList**)b;
+	int r = strcasecmp(cmp1->info.server_name, cmp2->info.server_name);
+
+	return _internal_sort_order ? -r : r;
+}
+
+/** Qsort function to sort by the amount of clients online on a
+ * server. If the two servers have the same amount, the one with the
+ * higher maximum is preferred. */
+static int CDECL NGameClientSorter(const void *a, const void *b)
+{
+	const NetworkGameList *cmp1 = *(const NetworkGameList**)a;
+	const NetworkGameList *cmp2 = *(const NetworkGameList**)b;
+	/* Reverse as per default we are interested in most-clients first */
+	int r = cmp1->info.clients_on - cmp2->info.clients_on;
+
+	if (r == 0) r = cmp1->info.clients_max - cmp2->info.clients_max;
+	if (r == 0) r = strcasecmp(cmp1->info.server_name, cmp2->info.server_name);
+
+	return _internal_sort_order ? -r : r;
+}
+
+/** Qsort function to sort by joinability. If both servers are the
+ * same, prefer the non-passworded server first. */
+static int CDECL NGameAllowedSorter(const void *a, const void *b)
+{
+	const NetworkGameList *cmp1 = *(const NetworkGameList**)a;
+	const NetworkGameList *cmp2 = *(const NetworkGameList**)b;
+	/* Reverse default as we are interested in compatible clients first */
+	int r = cmp2->info.compatible - cmp1->info.compatible;
+
+	if (r == 0) r = cmp1->info.use_password - cmp2->info.use_password;
+	if (r == 0) r = strcasecmp(cmp1->info.server_name, cmp2->info.server_name);
+
+	return _internal_sort_order ? -r : r;
+}
+
+/** (Re)build the network game list as its amount has changed because
+ * an item has been added or deleted for example
+ * @param ngl list_d struct that contains all necessary information for sorting */
+static void BuildNetworkGameList(network_ql_d *nqld)
+{
+	NetworkGameList *ngl_temp;
+	uint n = 0;
+
+	if (!(nqld->l.flags & VL_REBUILD)) return;
+
+	/* Count the number of games in the list */
+	for (ngl_temp = _network_game_list; ngl_temp != NULL; ngl_temp = ngl_temp->next) n++;
+	if (n == 0) return;
+
+	/* Create temporary array of games to use for listing */
+	free(nqld->sort_list);
+	nqld->sort_list = malloc(n * sizeof(nqld->sort_list[0]));
+	if (nqld->sort_list == NULL) error("Could not allocate memory for the network-game-sorting-list");
+	nqld->l.list_length = n;
+
+	for (n = 0, ngl_temp = _network_game_list; ngl_temp != NULL; ngl_temp = ngl_temp->next) {
+		nqld->sort_list[n++] = ngl_temp;
+	}
+
+	/* Force resort */
+	nqld->l.flags &= ~VL_REBUILD;
+	nqld->l.flags |= VL_RESORT;
+}
+
+static void SortNetworkGameList(network_ql_d *nqld)
+{
+	static NGameNameSortFunction * const ngame_sorter[] = {
+		&NGameNameSorter,
+		&NGameClientSorter,
+		&NGameAllowedSorter
+	};
+
+	NetworkGameList *item;
+	uint i;
+
+	if (!(nqld->l.flags & VL_RESORT)) return;
+	if (nqld->l.list_length == 0) return;
+
+	_internal_sort_order = !!(nqld->l.flags & VL_DESC);
+	qsort(nqld->sort_list, nqld->l.list_length, sizeof(nqld->sort_list[0]), ngame_sorter[nqld->l.sort_type]);
+
+	/* After sorting ngl->sort_list contains the sorted items. Put these back
+	 * into the original list. Basically nothing has changed, we are only
+	 * shuffling the ->next pointers */
+	_network_game_list = nqld->sort_list[0];
+	for (item = _network_game_list, i = 1; i != nqld->l.list_length; i++) {
+		item->next = nqld->sort_list[i];
+		item = item->next;
+	}
+	item->next = NULL;
+
+	nqld->l.flags &= ~VL_RESORT;
+}
+
+/* Uses network_ql_d (network_d, querystr_d and list_d) WP macro */
+static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
+{
+	network_d *nd = &WP(w, network_ql_d).n;
+	list_d *ld = &WP(w, network_ql_d).l;
+
+	switch (e->event) {
+	case WE_CREATE: /* Focus input box */
+		nd->field = 3;
+		nd->server = NULL;
+
+		WP(w, network_ql_d).sort_list = NULL;
+		ld->flags = VL_REBUILD | (_ng_sorting.order << (VL_DESC - 1));
+		ld->sort_type = _ng_sorting.criteria;
+		break;
+
+	case WE_PAINT: {
+		const NetworkGameList *sel = nd->server;
+		const char *arrow = (ld->flags & VL_DESC) ? DOWNARROW : UPARROW;
+
+		if (ld->flags & VL_REBUILD) {
+			BuildNetworkGameList(&WP(w, network_ql_d));
+			SetVScrollCount(w, ld->list_length);
+		}
+		if (ld->flags & VL_RESORT) SortNetworkGameList(&WP(w, network_ql_d));
+
+		SetWindowWidgetDisabledState(w, 17, sel == NULL);
+		/* Join Button disabling conditions */
+		SetWindowWidgetDisabledState(w, 16, sel == NULL || // no Selected Server
+				!sel->online || // Server offline
+				sel->info.clients_on >= sel->info.clients_max || // Server full
+				!sel->info.compatible); // Revision mismatch
+
+		SetWindowWidgetHiddenState(w, 18, sel == NULL ||
+				!sel->online ||
+				sel->info.grfconfig == NULL);
+
+		SetDParam(0, 0x00);
+		SetDParam(7, _lan_internet_types_dropdown[_network_lan_internet]);
+		DrawWindowWidgets(w);
+
+		DrawEditBox(w, &WP(w, network_ql_d).q, 3);
+
+		DrawString(9, 23, STR_NETWORK_CONNECTION, 2);
+		DrawString(210, 23, STR_NETWORK_PLAYER_NAME, 2);
+
+		/* Sort based on widgets: name, clients, compatibility */
+		switch (ld->sort_type) {
+			case 6 - 6: DoDrawString(arrow, w->widget[6].right - 10, 42, 0x10); break;
+			case 7 - 6: DoDrawString(arrow, w->widget[7].right - 10, 42, 0x10); break;
+			case 8 - 6: DoDrawString(arrow, w->widget[8].right - 10, 42, 0x10); break;
+		}
+
+		{ // draw list of games
+			uint16 y = NET_PRC__OFFSET_TOP_WIDGET + 3;
+			int32 n = 0;
+			int32 pos = w->vscroll.pos;
+			uint max_name_width = w->widget[6].right - w->widget[6].left - 5;
+			const NetworkGameList *cur_item = _network_game_list;
+
+			while (pos > 0 && cur_item != NULL) {
+				pos--;
+				cur_item = cur_item->next;
+			}
+
+			while (cur_item != NULL) {
+				// show highlighted item with a different colour
+				if (cur_item == sel) GfxFillRect(w->widget[6].left + 1, y - 2, w->widget[8].right - 1, y + 9, 10);
+
+				SetDParamStr(0, cur_item->info.server_name);
+				DrawStringTruncated(w->widget[6].left + 5, y, STR_02BD, 16, max_name_width);
+
+				SetDParam(0, cur_item->info.clients_on);
+				SetDParam(1, cur_item->info.clients_max);
+				SetDParam(2, cur_item->info.companies_on);
+				SetDParam(3, cur_item->info.companies_max);
+				DrawStringCentered(210, y, STR_NETWORK_GENERAL_ONLINE, 2);
+
+				// only draw icons if the server is online
+				if (cur_item->online) {
+					// draw a lock if the server is password protected.
+					if (cur_item->info.use_password) DrawSprite(SPR_LOCK, w->widget[8].left + 5, y - 1);
+
+					// draw red or green icon, depending on compatibility with server.
+					DrawSprite(SPR_BLOT | (cur_item->info.compatible ? PALETTE_TO_GREEN : (cur_item->info.version_compatible ? PALETTE_TO_YELLOW : PALETTE_TO_RED)), w->widget[8].left + 15, y);
+
+					// draw flag according to server language
+					DrawSprite(SPR_FLAGS_BASE + cur_item->info.server_lang, w->widget[8].left + 25, y);
+				}
+
+				cur_item = cur_item->next;
+				y += NET_PRC__SIZE_OF_ROW;
+				if (++n == w->vscroll.cap) break; // max number of games in the window
+			}
+		}
+
+		/* Draw the right menu */
+		GfxFillRect(311, 43, 539, 92, 157);
+		if (sel == NULL) {
+			DrawStringCentered(425, 58, STR_NETWORK_GAME_INFO, 0);
+		} else if (!sel->online) {
+			SetDParamStr(0, sel->info.server_name);
+			DrawStringCentered(425, 68, STR_ORANGE, 0); // game name
+
+			DrawStringCentered(425, 132, STR_NETWORK_SERVER_OFFLINE, 0); // server offline
+		} else { // show game info
+			uint16 y = 100;
+			const uint16 x = w->widget[15].left + 5;
+
+			DrawStringCentered(425, 48, STR_NETWORK_GAME_INFO, 0);
+
+
+			SetDParamStr(0, sel->info.server_name);
+			DrawStringCenteredTruncated(w->widget[15].left, w->widget[15].right, 62, STR_ORANGE, 16); // game name
+
+			SetDParamStr(0, sel->info.map_name);
+			DrawStringCenteredTruncated(w->widget[15].left, w->widget[15].right, 74, STR_02BD, 16); // map name
+
+			SetDParam(0, sel->info.clients_on);
+			SetDParam(1, sel->info.clients_max);
+			SetDParam(2, sel->info.companies_on);
+			SetDParam(3, sel->info.companies_max);
+			DrawString(x, y, STR_NETWORK_CLIENTS, 2);
+			y += 10;
+
+			SetDParam(0, _language_dropdown[sel->info.server_lang]);
+			DrawString(x, y, STR_NETWORK_LANGUAGE, 2); // server language
+			y += 10;
+
+			SetDParam(0, STR_TEMPERATE_LANDSCAPE + sel->info.map_set);
+			DrawString(x, y, STR_NETWORK_TILESET, 2); // tileset
+			y += 10;
+
+			SetDParam(0, sel->info.map_width);
+			SetDParam(1, sel->info.map_height);
+			DrawString(x, y, STR_NETWORK_MAP_SIZE, 2); // map size
+			y += 10;
+
+			SetDParamStr(0, sel->info.server_revision);
+			DrawString(x, y, STR_NETWORK_SERVER_VERSION, 2); // server version
+			y += 10;
+
+			SetDParamStr(0, sel->info.hostname);
+			SetDParam(1, sel->port);
+			DrawString(x, y, STR_NETWORK_SERVER_ADDRESS, 2); // server address
+			y += 10;
+
+			SetDParam(0, sel->info.start_date);
+			DrawString(x, y, STR_NETWORK_START_DATE, 2); // start date
+			y += 10;
+
+			SetDParam(0, sel->info.game_date);
+			DrawString(x, y, STR_NETWORK_CURRENT_DATE, 2); // current date
+			y += 10;
+
+			y += 2;
+
+			if (!sel->info.compatible) {
+				DrawStringCentered(425, y, sel->info.version_compatible ? STR_NETWORK_GRF_MISMATCH : STR_NETWORK_VERSION_MISMATCH, 0); // server mismatch
+			} else if (sel->info.clients_on == sel->info.clients_max) {
+				// Show: server full, when clients_on == clients_max
+				DrawStringCentered(425, y, STR_NETWORK_SERVER_FULL, 0); // server full
+			} else if (sel->info.use_password) {
+				DrawStringCentered(425, y, STR_NETWORK_PASSWORD, 0); // password warning
+			}
+
+			y += 10;
+		}
+	}	break;
+
+	case WE_CLICK:
+		nd->field = e->we.click.widget;
+		switch (e->we.click.widget) {
+		case 0: case 14: /* Close 'X' | Cancel button */
+			DeleteWindowById(WC_NETWORK_WINDOW, 0);
+			break;
+		case 4: case 5:
+			ShowDropDownMenu(w, _lan_internet_types_dropdown, _network_lan_internet, 5, 0, 0); // do it for widget 5
+			break;
+		case 6: /* Sort by name */
+		case 7: /* Sort by connected clients */
+		case 8: /* Connectivity (green dot) */
+			if (ld->sort_type == e->we.click.widget - 6) ld->flags ^= VL_DESC;
+			ld->flags |= VL_RESORT;
+			ld->sort_type = e->we.click.widget - 6;
+
+			_ng_sorting.order = !!(ld->flags & VL_DESC);
+			_ng_sorting.criteria = ld->sort_type;
+			SetWindowDirty(w);
+			break;
+		case 9: { /* Matrix to show networkgames */
+			NetworkGameList *cur_item;
+			uint32 id_v = (e->we.click.pt.y - NET_PRC__OFFSET_TOP_WIDGET) / NET_PRC__SIZE_OF_ROW;
+
+			if (id_v >= w->vscroll.cap) return; // click out of bounds
+			id_v += w->vscroll.pos;
+
+			cur_item = _network_game_list;
+			for (; id_v > 0 && cur_item != NULL; id_v--) cur_item = cur_item->next;
+
+			nd->server = cur_item;
+			SetWindowDirty(w);
+		} break;
+		case 11: /* Find server automatically */
+			switch (_network_lan_internet) {
+				case 0: NetworkUDPSearchGame(); break;
+				case 1: NetworkUDPQueryMasterServer(); break;
+			}
+			break;
+		case 12: { // Add a server
+				ShowQueryString(
+				BindCString(_network_default_ip),
+				STR_NETWORK_ENTER_IP,
+				31 | 0x1000,  // maximum number of characters OR
+				250, // characters up to this width pixels, whichever is satisfied first
+				w, CS_ALPHANUMERAL);
+		} break;
+		case 13: /* Start server */
+			ShowNetworkStartServerWindow();
+			break;
+		case 16: /* Join Game */
+			if (nd->server != NULL) {
+				snprintf(_network_last_host, sizeof(_network_last_host), "%s", inet_ntoa(*(struct in_addr *)&nd->server->ip));
+				_network_last_port = nd->server->port;
+				ShowNetworkLobbyWindow(nd->server);
+			}
+			break;
+		case 17: // Refresh
+			if (nd->server != NULL)
+				NetworkQueryServer(nd->server->info.hostname, nd->server->port, true);
+			break;
+		case 18: // NewGRF Settings
+			if (nd->server != NULL) ShowNewGRFSettings(false, false, false, &nd->server->info.grfconfig);
+			break;
+
+	}	break;
+
+	case WE_DROPDOWN_SELECT: /* we have selected a dropdown item in the list */
+		switch (e->we.dropdown.button) {
+			case 5:
+				_network_lan_internet = e->we.dropdown.index;
+				break;
+		}
+
+		SetWindowDirty(w);
+		break;
+
+	case WE_MOUSELOOP:
+		if (nd->field == 3) HandleEditBox(w, &WP(w, network_ql_d).q, 3);
+		break;
+
+	case WE_MESSAGE:
+		if (e->we.message.msg != 0) nd->server = NULL;
+		ld->flags |= VL_REBUILD;
+		SetWindowDirty(w);
+		break;
+
+	case WE_KEYPRESS:
+		if (nd->field != 3) {
+			if (nd->server != NULL) {
+				if (e->we.keypress.keycode == WKC_DELETE) { /* Press 'delete' to remove servers */
+					NetworkGameListRemoveItem(nd->server);
+					NetworkRebuildHostList();
+					nd->server = NULL;
+				}
+			}
+			break;
+		}
+
+		if (HandleEditBoxKey(w, &WP(w, network_ql_d).q, 3, e) == 1) break; // enter pressed
+
+		// The name is only allowed when it starts with a letter!
+		if (_edit_str_buf[0] != '\0' && _edit_str_buf[0] != ' ') {
+			ttd_strlcpy(_network_player_name, _edit_str_buf, lengthof(_network_player_name));
+		} else {
+			ttd_strlcpy(_network_player_name, "Player", lengthof(_network_player_name));
+		}
+
+		break;
+
+	case WE_ON_EDIT_TEXT:
+		NetworkAddServer(e->we.edittext.str);
+		NetworkRebuildHostList();
+		break;
+
+	case WE_DESTROY: /* Nicely clean up the sort-list */
+		free(WP(w, network_ql_d).sort_list);
+		break;
+	}
+}
+
+static const Widget _network_game_window_widgets[] = {
+{   WWT_CLOSEBOX,   RESIZE_NONE,   BGC,     0,    10,     0,    13, STR_00C5,                    STR_018B_CLOSE_WINDOW},
+{    WWT_CAPTION,   RESIZE_NONE,   BGC,    11,   549,     0,    13, STR_NETWORK_MULTIPLAYER,     STR_NULL},
+{      WWT_PANEL,   RESIZE_NONE,   BGC,     0,   549,    14,   263, 0x0,                         STR_NULL},
+
+/* LEFT SIDE */
+{      WWT_PANEL,   RESIZE_NONE,   BGC,   310,   461,    22,    33, 0x0,                         STR_NETWORK_ENTER_NAME_TIP},
+
+{      WWT_INSET,   RESIZE_NONE,   BGC,    90,   181,    22,    33, STR_NETWORK_COMBO1,          STR_NETWORK_CONNECTION_TIP},
+{    WWT_TEXTBTN,   RESIZE_NONE,   BGC,   170,   180,    23,    32, STR_0225,                    STR_NETWORK_CONNECTION_TIP},
+
+{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,    10,   170,    42,    53, STR_NETWORK_GAME_NAME,       STR_NETWORK_GAME_NAME_TIP},
+{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,   171,   250,    42,    53, STR_NETWORK_CLIENTS_CAPTION, STR_NETWORK_CLIENTS_CAPTION_TIP},
+{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,   251,   290,    42,    53, STR_EMPTY,                   STR_NETWORK_INFO_ICONS_TIP},
+
+{     WWT_MATRIX,   RESIZE_NONE,   BGC,    10,   290,    54,   236, (13 << 8) + 1,               STR_NETWORK_CLICK_GAME_TO_SELECT},
+{  WWT_SCROLLBAR,   RESIZE_NONE,   BGC,   291,   302,    42,   236, STR_NULL,                    STR_0190_SCROLL_BAR_SCROLLS_LIST},
+
+{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,    30,   130,   246,   257, STR_NETWORK_FIND_SERVER,     STR_NETWORK_FIND_SERVER_TIP},
+{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,   180,   280,   246,   257, STR_NETWORK_ADD_SERVER,      STR_NETWORK_ADD_SERVER_TIP},
+
+/* RIGHT SIDE */
+{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,   315,   415,   246,   257, STR_NETWORK_START_SERVER,    STR_NETWORK_START_SERVER_TIP},
+{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,   430,   535,   246,   257, STR_012E_CANCEL,             STR_NULL},
+
+{      WWT_PANEL,   RESIZE_NONE,   BGC,   310,   540,    42,   236, 0x0,                         STR_NULL},
+
+{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,   315,   415,   215,   226, STR_NETWORK_JOIN_GAME,       STR_NULL},
+{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,   430,   535,   215,   226, STR_NETWORK_REFRESH,         STR_NETWORK_REFRESH_TIP},
+
+{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,   430,   535,   197,   208, STR_NEWGRF_SETTINGS_BUTTON,  STR_NULL},
+
+{   WIDGETS_END},
+};
+
+static const WindowDesc _network_game_window_desc = {
+	WDP_CENTER, WDP_CENTER, 550, 264,
+	WC_NETWORK_WINDOW,0,
+	WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
+	_network_game_window_widgets,
+	NetworkGameWindowWndProc,
+};
+
+void ShowNetworkGameWindow(void)
+{
+	static bool first = true;
+	Window *w;
+	DeleteWindowById(WC_NETWORK_WINDOW, 0);
+
+	/* Only show once */
+	if (first) {
+		char* const *srv;
+
+		first = false;
+		// add all servers from the config file to our list
+		for (srv = &_network_host_list[0]; srv != endof(_network_host_list) && *srv != NULL; srv++) {
+			NetworkAddServer(*srv);
+		}
+
+		_ng_sorting.criteria = 2; // sort default by collectivity (green-dots on top)
+		_ng_sorting.order = 0;    // sort ascending by default
+	}
+
+	w = AllocateWindowDesc(&_network_game_window_desc);
+	if (w != NULL) {
+		querystr_d *querystr = &WP(w, network_ql_d).q;
+
+		ttd_strlcpy(_edit_str_buf, _network_player_name, lengthof(_edit_str_buf));
+		w->vscroll.cap = 13;
+
+		querystr->afilter = CS_ALPHANUMERAL;
+		InitializeTextBuffer(&querystr->text, _edit_str_buf, lengthof(_edit_str_buf), 120);
+
+		UpdateNetworkGameWindow(true);
+	}
+}
+
+enum {
+	NSSWND_START = 64,
+	NSSWND_ROWSIZE = 12
+};
+
+/* Uses network_ql_d (network_d, querystr_d and list_d) WP macro */
+static void NetworkStartServerWindowWndProc(Window *w, WindowEvent *e)
+{
+	network_d *nd = &WP(w, network_ql_d).n;
+
+	switch (e->event) {
+	case WE_CREATE: /* focus input box */
+		nd->field = 3;
+		_network_game_info.use_password = (_network_server_password[0] != '\0');
+		break;
+
+	case WE_PAINT: {
+		int y = NSSWND_START, pos;
+		const FiosItem *item;
+
+		SetDParam( 7, _connection_types_dropdown[_network_advertise]);
+		SetDParam( 9, _players_dropdown[_network_game_info.clients_max]);
+		SetDParam(11, _players_dropdown[_network_game_info.companies_max]);
+		SetDParam(13, _players_dropdown[_network_game_info.spectators_max]);
+		SetDParam(15, _language_dropdown[_network_game_info.server_lang]);
+		DrawWindowWidgets(w);
+
+		GfxFillRect(11, 63, 258, 215, 0xD7);
+		DrawEditBox(w, &WP(w, network_ql_d).q, 3);
+
+		DrawString(10, 22, STR_NETWORK_NEW_GAME_NAME, 2);
+
+		DrawString(10, 43, STR_NETWORK_SELECT_MAP, 2);
+
+		DrawString(280,  63, STR_NETWORK_CONNECTION, 2);
+		DrawString(280,  95, STR_NETWORK_NUMBER_OF_CLIENTS, 2);
+		DrawString(280, 127, STR_NETWORK_NUMBER_OF_COMPANIES, 2);
+		DrawString(280, 159, STR_NETWORK_NUMBER_OF_SPECTATORS, 2);
+		DrawString(280, 191, STR_NETWORK_LANGUAGE_SPOKEN, 2);
+
+		if (_network_game_info.use_password) DoDrawString("*", 408, 23, 3);
+
+		// draw list of maps
+		pos = w->vscroll.pos;
+		while (pos < _fios_num + 1) {
+			item = _fios_list + pos - 1;
+			if (item == nd->map || (pos == 0 && nd->map == NULL))
+				GfxFillRect(11, y - 1, 258, y + 10, 155); // show highlighted item with a different colour
+
+			if (pos == 0) {
+				DrawString(14, y, STR_4010_GENERATE_RANDOM_NEW_GAME, 9);
+			} else {
+				DoDrawString(item->title, 14, y, _fios_colors[item->type] );
+			}
+			pos++;
+			y += NSSWND_ROWSIZE;
+
+			if (y >= w->vscroll.cap * NSSWND_ROWSIZE + NSSWND_START) break;
+		}
+	}	break;
+
+	case WE_CLICK:
+		nd->field = e->we.click.widget;
+		switch (e->we.click.widget) {
+		case 0: /* Close 'X' */
+		case 19: /* Cancel button */
+			ShowNetworkGameWindow();
+			break;
+
+		case 4: /* Set password button */
+			ShowQueryString(BindCString(_network_server_password), STR_NETWORK_SET_PASSWORD, 20, 250, w, CS_ALPHANUMERAL);
+			break;
+
+		case 5: { /* Select map */
+			int y = (e->we.click.pt.y - NSSWND_START) / NSSWND_ROWSIZE;
+
+			y += w->vscroll.pos;
+			if (y >= w->vscroll.count) return;
+
+			nd->map = (y == 0) ? NULL : _fios_list + y - 1;
+			SetWindowDirty(w);
+			} break;
+		case 7: case 8: /* Connection type */
+			ShowDropDownMenu(w, _connection_types_dropdown, _network_advertise, 8, 0, 0); // do it for widget 8
+			break;
+		case 9: case 10: /* Number of Players (hide 0 and 1 players) */
+			ShowDropDownMenu(w, _players_dropdown, _network_game_info.clients_max, 10, 0, 3);
+			break;
+		case 11: case 12: /* Number of Companies (hide 0, 9 and 10 companies; max is 8) */
+			ShowDropDownMenu(w, _players_dropdown, _network_game_info.companies_max, 12, 0, 1537);
+			break;
+		case 13: case 14: /* Number of Spectators */
+			ShowDropDownMenu(w, _players_dropdown, _network_game_info.spectators_max, 14, 0, 0);
+			break;
+		case 15: case 16: /* Language */
+			ShowDropDownMenu(w, _language_dropdown, _network_game_info.server_lang, 16, 0, 0);
+			break;
+		case 17: /* Start game */
+			_is_network_server = true;
+
+			if (nd->map == NULL) { // start random new game
+				ShowGenerateLandscape();
+			} else { // load a scenario
+				char *name = FiosBrowseTo(nd->map);
+				if (name != NULL) {
+					SetFiosType(nd->map->type);
+					ttd_strlcpy(_file_to_saveload.name, name, sizeof(_file_to_saveload.name));
+					ttd_strlcpy(_file_to_saveload.title, nd->map->title, sizeof(_file_to_saveload.title));
+
+					DeleteWindow(w);
+					SwitchMode(SM_START_SCENARIO);
+				}
+			}
+			break;
+		case 18: /* Load game */
+			_is_network_server = true;
+			/* XXX - WC_NETWORK_WINDOW should stay, but if it stays, it gets
+			 * copied all the elements of 'load game' and upon closing that, it segfaults */
+			DeleteWindowById(WC_NETWORK_WINDOW, 0);
+			ShowSaveLoadDialog(SLD_LOAD_GAME);
+			break;
+		}
+		break;
+
+	case WE_DROPDOWN_SELECT: /* we have selected a dropdown item in the list */
+		switch (e->we.dropdown.button) {
+			case  8: _network_advertise                = (e->we.dropdown.index != 0); break;
+			case 10: _network_game_info.clients_max    = e->we.dropdown.index;        break;
+			case 12: _network_game_info.companies_max  = e->we.dropdown.index;        break;
+			case 14: _network_game_info.spectators_max = e->we.dropdown.index;        break;
+			case 16: _network_game_info.server_lang    = e->we.dropdown.index;        break;
+		}
+
+		SetWindowDirty(w);
+		break;
+
+	case WE_MOUSELOOP:
+		if (nd->field == 3) HandleEditBox(w, &WP(w, network_ql_d).q, 3);
+		break;
+
+	case WE_KEYPRESS:
+		if (nd->field == 3) {
+			if (HandleEditBoxKey(w, &WP(w, network_ql_d).q, 3, e) == 1) break; // enter pressed
+
+			ttd_strlcpy(_network_server_name, WP(w, network_ql_d).q.text.buf, sizeof(_network_server_name));
+			UpdateTextBufferSize(&WP(w, network_ql_d).q.text);
+		}
+		break;
+
+	case WE_ON_EDIT_TEXT: {
+		ttd_strlcpy(_network_server_password, e->we.edittext.str, lengthof(_network_server_password));
+		_network_game_info.use_password = (_network_server_password[0] != '\0');
+		SetWindowDirty(w);
+	} break;
+	}
+}
+
+static const Widget _network_start_server_window_widgets[] = {
+{   WWT_CLOSEBOX,   RESIZE_NONE,   BGC,     0,    10,     0,    13, STR_00C5,                      STR_018B_CLOSE_WINDOW },
+{    WWT_CAPTION,   RESIZE_NONE,   BGC,    11,   419,     0,    13, STR_NETWORK_START_GAME_WINDOW, STR_NULL},
+{      WWT_PANEL,   RESIZE_NONE,   BGC,     0,   419,    14,   243, 0x0,                           STR_NULL},
+
+{      WWT_PANEL,   RESIZE_NONE,   BGC,   100,   272,    22,    33, 0x0,                           STR_NETWORK_NEW_GAME_NAME_TIP},
+{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,   285,   405,    22,    33, STR_NETWORK_SET_PASSWORD,      STR_NETWORK_PASSWORD_TIP},
+
+{      WWT_INSET,   RESIZE_NONE,   BGC,    10,   271,    62,   216, 0x0,                           STR_NETWORK_SELECT_MAP_TIP},
+{  WWT_SCROLLBAR,   RESIZE_NONE,   BGC,   259,   270,    63,   215, 0x0,                           STR_0190_SCROLL_BAR_SCROLLS_LIST},
+/* Combo boxes to control Connection Type / Max Clients / Max Companies / Max Observers / Language */
+{      WWT_INSET,   RESIZE_NONE,   BGC,   280,   410,    77,    88, STR_NETWORK_COMBO1,            STR_NETWORK_CONNECTION_TIP},
+{    WWT_TEXTBTN,   RESIZE_NONE,   BGC,   399,   409,    78,    87, STR_0225,                      STR_NETWORK_CONNECTION_TIP},
+{      WWT_INSET,   RESIZE_NONE,   BGC,   280,   410,   109,   120, STR_NETWORK_COMBO2,            STR_NETWORK_NUMBER_OF_CLIENTS_TIP},
+{    WWT_TEXTBTN,   RESIZE_NONE,   BGC,   399,   409,   110,   119, STR_0225,                      STR_NETWORK_NUMBER_OF_CLIENTS_TIP},
+{      WWT_INSET,   RESIZE_NONE,   BGC,   280,   410,   141,   152, STR_NETWORK_COMBO3,            STR_NETWORK_NUMBER_OF_COMPANIES_TIP},
+{    WWT_TEXTBTN,   RESIZE_NONE,   BGC,   399,   409,   142,   151, STR_0225,                      STR_NETWORK_NUMBER_OF_COMPANIES_TIP},
+{      WWT_INSET,   RESIZE_NONE,   BGC,   280,   410,   173,   184, STR_NETWORK_COMBO4,            STR_NETWORK_NUMBER_OF_SPECTATORS_TIP},
+{    WWT_TEXTBTN,   RESIZE_NONE,   BGC,   399,   409,   174,   183, STR_0225,                      STR_NETWORK_NUMBER_OF_SPECTATORS_TIP},
+{      WWT_INSET,   RESIZE_NONE,   BGC,   280,   410,   205,   216, STR_NETWORK_COMBO5,            STR_NETWORK_LANGUAGE_TIP},
+{    WWT_TEXTBTN,   RESIZE_NONE,   BGC,   399,   409,   206,   215, STR_0225,                      STR_NETWORK_LANGUAGE_TIP},
+
+{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,    40,   140,   224,   235, STR_NETWORK_START_GAME,        STR_NETWORK_START_GAME_TIP},
+{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,   150,   250,   224,   235, STR_NETWORK_LOAD_GAME,         STR_NETWORK_LOAD_GAME_TIP},
+{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,   260,   360,   224,   235, STR_012E_CANCEL,               STR_NULL},
+{   WIDGETS_END},
+};
+
+static const WindowDesc _network_start_server_window_desc = {
+	WDP_CENTER, WDP_CENTER, 420, 244,
+	WC_NETWORK_WINDOW,0,
+	WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
+	_network_start_server_window_widgets,
+	NetworkStartServerWindowWndProc,
+};
+
+static void ShowNetworkStartServerWindow(void)
+{
+	Window *w;
+	DeleteWindowById(WC_NETWORK_WINDOW, 0);
+
+	w = AllocateWindowDesc(&_network_start_server_window_desc);
+	ttd_strlcpy(_edit_str_buf, _network_server_name, lengthof(_edit_str_buf));
+
+	_saveload_mode = SLD_NEW_GAME;
+	BuildFileList();
+	w->vscroll.cap = 12;
+	w->vscroll.count = _fios_num+1;
+
+	WP(w, network_ql_d).q.afilter = CS_ALPHANUMERAL;
+	InitializeTextBuffer(&WP(w, network_ql_d).q.text, _edit_str_buf, lengthof(_edit_str_buf), 160);
+}
+
+static byte NetworkLobbyFindCompanyIndex(byte pos)
+{
+	byte i;
+
+	/* Scroll through all _network_player_info and get the 'pos' item
+	    that is not empty */
+	for (i = 0; i < MAX_PLAYERS; i++) {
+		if (_network_player_info[i].company_name[0] != '\0') {
+			if (pos-- == 0) return i;
+		}
+	}
+
+	return 0;
+}
+
+/* uses network_d WP macro */
+static void NetworkLobbyWindowWndProc(Window *w, WindowEvent *e)
+{
+	network_d *nd = &WP(w, network_d);
+
+	switch (e->event) {
+	case WE_CREATE:
+		nd->company = (byte)-1;
+		break;
+
+	case WE_PAINT: {
+		const NetworkGameInfo *gi = &nd->server->info;
+		int y = NET_PRC__OFFSET_TOP_WIDGET_COMPANY, pos;
+
+		SetWindowWidgetDisabledState(w, 7, nd->company == (byte)-1);
+		SetWindowWidgetDisabledState(w, 8, gi->companies_on >= gi->companies_max);
+		/* You can not join a server as spectator when it has no companies active..
+		 * it causes some nasty crashes */
+		SetWindowWidgetDisabledState(w, 9, gi->spectators_on >= gi->spectators_max ||
+				gi->companies_on == 0);
+
+		DrawWindowWidgets(w);
+
+		SetDParamStr(0, gi->server_name);
+		DrawString(10, 22, STR_NETWORK_PREPARE_TO_JOIN, 2);
+
+		/* Draw company list */
+		pos = w->vscroll.pos;
+		while (pos < gi->companies_on) {
+			byte company = NetworkLobbyFindCompanyIndex(pos);
+			bool income = false;
+			if (nd->company == company)
+				GfxFillRect(11, y - 1, 154, y + 10, 10); // show highlighted item with a different colour
+
+			DoDrawStringTruncated(_network_player_info[company].company_name, 13, y, 16, 135 - 13);
+			if (_network_player_info[company].use_password != 0) DrawSprite(SPR_LOCK, 135, y);
+
+			/* If the company's income was positive puts a green dot else a red dot */
+			if (_network_player_info[company].income >= 0) income = true;
+			DrawSprite(SPR_BLOT | (income ? PALETTE_TO_GREEN : PALETTE_TO_RED), 145, y);
+
+			pos++;
+			y += NET_PRC__SIZE_OF_ROW;
+			if (pos >= w->vscroll.cap) break;
+		}
+
+		/* Draw info about selected company when it is selected in the left window */
+		GfxFillRect(174, 39, 403, 75, 157);
+		DrawStringCentered(290, 50, STR_NETWORK_COMPANY_INFO, 0);
+		if (nd->company != (byte)-1) {
+			const uint x = 183;
+			const uint trunc_width = w->widget[6].right - x;
+			y = 80;
+
+			SetDParam(0, nd->server->info.clients_on);
+			SetDParam(1, nd->server->info.clients_max);
+			SetDParam(2, nd->server->info.companies_on);
+			SetDParam(3, nd->server->info.companies_max);
+			DrawString(x, y, STR_NETWORK_CLIENTS, 2);
+			y += 10;
+
+			SetDParamStr(0, _network_player_info[nd->company].company_name);
+			DrawStringTruncated(x, y, STR_NETWORK_COMPANY_NAME, 2, trunc_width);
+			y += 10;
+
+			SetDParam(0, _network_player_info[nd->company].inaugurated_year);
+			DrawString(x, y, STR_NETWORK_INAUGURATION_YEAR, 2); // inauguration year
+			y += 10;
+
+			SetDParam64(0, _network_player_info[nd->company].company_value);
+			DrawString(x, y, STR_NETWORK_VALUE, 2); // company value
+			y += 10;
+
+			SetDParam64(0, _network_player_info[nd->company].money);
+			DrawString(x, y, STR_NETWORK_CURRENT_BALANCE, 2); // current balance
+			y += 10;
+
+			SetDParam64(0, _network_player_info[nd->company].income);
+			DrawString(x, y, STR_NETWORK_LAST_YEARS_INCOME, 2); // last year's income
+			y += 10;
+
+			SetDParam(0, _network_player_info[nd->company].performance);
+			DrawString(x, y, STR_NETWORK_PERFORMANCE, 2); // performance
+			y += 10;
+
+			SetDParam(0, _network_player_info[nd->company].num_vehicle[0]);
+			SetDParam(1, _network_player_info[nd->company].num_vehicle[1]);
+			SetDParam(2, _network_player_info[nd->company].num_vehicle[2]);
+			SetDParam(3, _network_player_info[nd->company].num_vehicle[3]);
+			SetDParam(4, _network_player_info[nd->company].num_vehicle[4]);
+			DrawString(x, y, STR_NETWORK_VEHICLES, 2); // vehicles
+			y += 10;
+
+			SetDParam(0, _network_player_info[nd->company].num_station[0]);
+			SetDParam(1, _network_player_info[nd->company].num_station[1]);
+			SetDParam(2, _network_player_info[nd->company].num_station[2]);
+			SetDParam(3, _network_player_info[nd->company].num_station[3]);
+			SetDParam(4, _network_player_info[nd->company].num_station[4]);
+			DrawString(x, y, STR_NETWORK_STATIONS, 2); // stations
+			y += 10;
+
+			SetDParamStr(0, _network_player_info[nd->company].players);
+			DrawStringTruncated(x, y, STR_NETWORK_PLAYERS, 2, trunc_width); // players
+		}
+	}	break;
+
+	case WE_CLICK:
+		switch (e->we.click.widget) {
+		case 0: case 11: /* Close 'X' | Cancel button */
+			ShowNetworkGameWindow();
+			break;
+		case 4: { /* Company list */
+			uint32 id_v = (e->we.click.pt.y - NET_PRC__OFFSET_TOP_WIDGET_COMPANY) / NET_PRC__SIZE_OF_ROW;
+
+			if (id_v >= w->vscroll.cap) return;
+
+			id_v += w->vscroll.pos;
+			nd->company = (id_v >= nd->server->info.companies_on) ? (byte)-1 : NetworkLobbyFindCompanyIndex(id_v);
+			SetWindowDirty(w);
+		}	break;
+		case 7: /* Join company */
+			if (nd->company != (byte)-1) {
+				_network_playas = nd->company;
+				NetworkClientConnectGame(_network_last_host, _network_last_port);
+			}
+			break;
+		case 8: /* New company */
+			_network_playas = PLAYER_NEW_COMPANY;
+			NetworkClientConnectGame(_network_last_host, _network_last_port);
+			break;
+		case 9: /* Spectate game */
+			_network_playas = PLAYER_SPECTATOR;
+			NetworkClientConnectGame(_network_last_host, _network_last_port);
+			break;
+		case 10: /* Refresh */
+			NetworkQueryServer(_network_last_host, _network_last_port, false); // company info
+			NetworkUDPQueryServer(_network_last_host, _network_last_port);     // general data
+			break;
+		}	break;
+
+	case WE_MESSAGE:
+		SetWindowDirty(w);
+		break;
+	}
+}
+
+static const Widget _network_lobby_window_widgets[] = {
+{   WWT_CLOSEBOX,   RESIZE_NONE,   BGC,     0,    10,     0,    13, STR_00C5,                  STR_018B_CLOSE_WINDOW },
+{    WWT_CAPTION,   RESIZE_NONE,   BGC,    11,   419,     0,    13, STR_NETWORK_GAME_LOBBY,    STR_NULL},
+{      WWT_PANEL,   RESIZE_NONE,   BGC,     0,   419,    14,   234, 0x0,                       STR_NULL},
+
+// company list
+{      WWT_PANEL,   RESIZE_NONE,   BTC,    10,   155,    38,    49, 0x0,                       STR_NULL},
+{     WWT_MATRIX,   RESIZE_NONE,   BGC,    10,   155,    50,   190, (10 << 8) + 1,             STR_NETWORK_COMPANY_LIST_TIP},
+{  WWT_SCROLLBAR,   RESIZE_NONE,   BGC,   156,   167,    38,   190, STR_NULL,                  STR_0190_SCROLL_BAR_SCROLLS_LIST},
+
+// company/player info
+{      WWT_PANEL,   RESIZE_NONE,   BGC,   173,   404,    38,   190, 0x0,                       STR_NULL},
+
+// buttons
+{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,    10,   151,   200,   211, STR_NETWORK_JOIN_COMPANY,  STR_NETWORK_JOIN_COMPANY_TIP},
+{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,    10,   151,   215,   226, STR_NETWORK_NEW_COMPANY,   STR_NETWORK_NEW_COMPANY_TIP},
+{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,   158,   268,   200,   211, STR_NETWORK_SPECTATE_GAME, STR_NETWORK_SPECTATE_GAME_TIP},
+{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,   158,   268,   215,   226, STR_NETWORK_REFRESH,       STR_NETWORK_REFRESH_TIP},
+{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,   278,   388,   200,   211, STR_012E_CANCEL,           STR_NULL},
+
+{   WIDGETS_END},
+};
+
+static const WindowDesc _network_lobby_window_desc = {
+	WDP_CENTER, WDP_CENTER, 420, 235,
+	WC_NETWORK_WINDOW,0,
+	WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
+	_network_lobby_window_widgets,
+	NetworkLobbyWindowWndProc,
+};
+
+/* Show the networklobbywindow with the selected server
+ * @param ngl Selected game pointer which is passed to the new window */
+static void ShowNetworkLobbyWindow(NetworkGameList *ngl)
+{
+	Window *w;
+	DeleteWindowById(WC_NETWORK_WINDOW, 0);
+
+	NetworkQueryServer(_network_last_host, _network_last_port, false); // company info
+	NetworkUDPQueryServer(_network_last_host, _network_last_port);     // general data
+
+	w = AllocateWindowDesc(&_network_lobby_window_desc);
+	if (w != NULL) {
+		WP(w, network_ql_d).n.server = ngl;
+		strcpy(_edit_str_buf, "");
+		w->vscroll.cap = 10;
+	}
+}
+
+// The window below gives information about the connected clients
+//  and also makes able to give money to them, kick them (if server)
+//  and stuff like that.
+
+extern void DrawPlayerIcon(PlayerID pid, int x, int y);
+
+// Every action must be of this form
+typedef void ClientList_Action_Proc(byte client_no);
+
+// Max 10 actions per client
+#define MAX_CLIENTLIST_ACTION 10
+
+// Some standard bullshit.. defines variables ;)
+static void ClientListWndProc(Window *w, WindowEvent *e);
+static void ClientListPopupWndProc(Window *w, WindowEvent *e);
+static byte _selected_clientlist_item = 255;
+static byte _selected_clientlist_y = 0;
+static char _clientlist_action[MAX_CLIENTLIST_ACTION][50];
+static ClientList_Action_Proc *_clientlist_proc[MAX_CLIENTLIST_ACTION];
+
+enum {
+	CLNWND_OFFSET = 16,
+	CLNWND_ROWSIZE = 10
+};
+
+static const Widget _client_list_widgets[] = {
+{   WWT_CLOSEBOX,   RESIZE_NONE,    14,     0,    10,     0,    13, STR_00C5,                 STR_018B_CLOSE_WINDOW},
+{    WWT_CAPTION,   RESIZE_NONE,    14,    11,   249,     0,    13, STR_NETWORK_CLIENT_LIST,  STR_018C_WINDOW_TITLE_DRAG_THIS},
+
+{      WWT_PANEL,   RESIZE_NONE,    14,     0,   249,    14,    14 + CLNWND_ROWSIZE + 1, 0x0, STR_NULL},
+{   WIDGETS_END},
+};
+
+static const Widget _client_list_popup_widgets[] = {
+{      WWT_PANEL,   RESIZE_NONE,    14,     0,   99,     0,     0,     0, STR_NULL},
+{   WIDGETS_END},
+};
+
+static WindowDesc _client_list_desc = {
+	WDP_AUTO, WDP_AUTO, 250, 1,
+	WC_CLIENT_LIST,0,
+	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET,
+	_client_list_widgets,
+	ClientListWndProc
+};
+
+// Finds the Xth client-info that is active
+static const NetworkClientInfo *NetworkFindClientInfo(byte client_no)
+{
+	const NetworkClientInfo *ci;
+
+	FOR_ALL_ACTIVE_CLIENT_INFOS(ci) {
+		if (client_no == 0) return ci;
+		client_no--;
+	}
+
+	return NULL;
+}
+
+// Here we start to define the options out of the menu
+static void ClientList_Kick(byte client_no)
+{
+	if (client_no < MAX_PLAYERS)
+		SEND_COMMAND(PACKET_SERVER_ERROR)(DEREF_CLIENT(client_no), NETWORK_ERROR_KICKED);
+}
+
+static void ClientList_Ban(byte client_no)
+{
+	uint i;
+	uint32 ip = NetworkFindClientInfo(client_no)->client_ip;
+
+	for (i = 0; i < lengthof(_network_ban_list); i++) {
+		if (_network_ban_list[i] == NULL) {
+			_network_ban_list[i] = strdup(inet_ntoa(*(struct in_addr *)&ip));
+			break;
+		}
+	}
+
+	if (client_no < MAX_PLAYERS)
+		SEND_COMMAND(PACKET_SERVER_ERROR)(DEREF_CLIENT(client_no), NETWORK_ERROR_KICKED);
+}
+
+static void ClientList_GiveMoney(byte client_no)
+{
+	if (NetworkFindClientInfo(client_no) != NULL)
+		ShowNetworkGiveMoneyWindow(NetworkFindClientInfo(client_no)->client_playas);
+}
+
+static void ClientList_SpeakToClient(byte client_no)
+{
+	if (NetworkFindClientInfo(client_no) != NULL)
+		ShowNetworkChatQueryWindow(DESTTYPE_CLIENT, NetworkFindClientInfo(client_no)->client_index);
+}
+
+static void ClientList_SpeakToCompany(byte client_no)
+{
+	if (NetworkFindClientInfo(client_no) != NULL)
+		ShowNetworkChatQueryWindow(DESTTYPE_TEAM, NetworkFindClientInfo(client_no)->client_playas);
+}
+
+static void ClientList_SpeakToAll(byte client_no)
+{
+	ShowNetworkChatQueryWindow(DESTTYPE_BROADCAST, 0);
+}
+
+static void ClientList_None(byte client_no)
+{
+	// No action ;)
+}
+
+
+
+// Help, a action is clicked! What do we do?
+static void HandleClientListPopupClick(byte index, byte clientno) {
+	// A click on the Popup of the ClientList.. handle the command
+	if (index < MAX_CLIENTLIST_ACTION && _clientlist_proc[index] != NULL) {
+		_clientlist_proc[index](clientno);
+	}
+}
+
+// Finds the amount of clients and set the height correct
+static bool CheckClientListHeight(Window *w)
+{
+	int num = 0;
+	const NetworkClientInfo *ci;
+
+	// Should be replaced with a loop through all clients
+	FOR_ALL_ACTIVE_CLIENT_INFOS(ci) {
+		num++;
+	}
+
+	num *= CLNWND_ROWSIZE;
+
+	// If height is changed
+	if (w->height != CLNWND_OFFSET + num + 1) {
+		// XXX - magic unfortunately; (num + 2) has to be one bigger than heigh (num + 1)
+		SetWindowDirty(w);
+		w->widget[2].bottom = w->widget[2].top + num + 2;
+		w->height = CLNWND_OFFSET + num + 1;
+		SetWindowDirty(w);
+		return false;
+	}
+	return true;
+}
+
+// Finds the amount of actions in the popup and set the height correct
+static uint ClientListPopupHeigth(void) {
+	int i, num = 0;
+
+	// Find the amount of actions
+	for (i = 0; i < MAX_CLIENTLIST_ACTION; i++) {
+		if (_clientlist_action[i][0] == '\0') continue;
+		if (_clientlist_proc[i] == NULL) continue;
+		num++;
+	}
+
+	num *= CLNWND_ROWSIZE;
+
+	return num + 1;
+}
+
+// Show the popup (action list)
+static Window *PopupClientList(Window *w, int client_no, int x, int y)
+{
+	int i, h;
+	const NetworkClientInfo *ci;
+	DeleteWindowById(WC_TOOLBAR_MENU, 0);
+
+	// Clean the current actions
+	for (i = 0; i < MAX_CLIENTLIST_ACTION; i++) {
+		_clientlist_action[i][0] = '\0';
+		_clientlist_proc[i] = NULL;
+	}
+
+	// Fill the actions this client has
+	// Watch is, max 50 chars long!
+
+	ci = NetworkFindClientInfo(client_no);
+	if (ci == NULL) return NULL;
+
+	i = 0;
+	if (_network_own_client_index != ci->client_index) {
+		GetString(_clientlist_action[i], STR_NETWORK_CLIENTLIST_SPEAK_TO_CLIENT, lastof(_clientlist_action[i]));
+		_clientlist_proc[i++] = &ClientList_SpeakToClient;
+	}
+
+	if (IsValidPlayer(ci->client_playas) || ci->client_playas == PLAYER_SPECTATOR) {
+		GetString(_clientlist_action[i], STR_NETWORK_CLIENTLIST_SPEAK_TO_COMPANY, lastof(_clientlist_action[i]));
+		_clientlist_proc[i++] = &ClientList_SpeakToCompany;
+	}
+	GetString(_clientlist_action[i], STR_NETWORK_CLIENTLIST_SPEAK_TO_ALL, lastof(_clientlist_action[i]));
+	_clientlist_proc[i++] = &ClientList_SpeakToAll;
+
+	if (_network_own_client_index != ci->client_index) {
+		/* We are no spectator and the player we want to give money to is no spectator */
+		if (IsValidPlayer(_network_playas) && IsValidPlayer(ci->client_playas)) {
+			GetString(_clientlist_action[i], STR_NETWORK_CLIENTLIST_GIVE_MONEY, lastof(_clientlist_action[i]));
+			_clientlist_proc[i++] = &ClientList_GiveMoney;
+		}
+	}
+
+	// A server can kick clients (but not himself)
+	if (_network_server && _network_own_client_index != ci->client_index) {
+		GetString(_clientlist_action[i], STR_NETWORK_CLIENTLIST_KICK, lastof(_clientlist_action[i]));
+		_clientlist_proc[i++] = &ClientList_Kick;
+
+		sprintf(_clientlist_action[i],"Ban"); // XXX GetString?
+		_clientlist_proc[i++] = &ClientList_Ban;
+	}
+
+	if (i == 0) {
+		GetString(_clientlist_action[i], STR_NETWORK_CLIENTLIST_NONE, lastof(_clientlist_action[i]));
+		_clientlist_proc[i++] = &ClientList_None;
+	}
+
+	/* Calculate the height */
+	h = ClientListPopupHeigth();
+
+	// Allocate the popup
+	w = AllocateWindow(x, y, 150, h + 1, ClientListPopupWndProc, WC_TOOLBAR_MENU, _client_list_popup_widgets);
+	w->widget[0].bottom = w->widget[0].top + h;
+	w->widget[0].right = w->widget[0].left + 150;
+
+	w->flags4 &= ~WF_WHITE_BORDER_MASK;
+	WP(w,menu_d).item_count = 0;
+	// Save our client
+	WP(w,menu_d).main_button = client_no;
+	WP(w,menu_d).sel_index = 0;
+	// We are a popup
+	_popup_menu_active = true;
+
+	return w;
+}
+
+/** Main handle for the client popup list
+ * uses menu_d WP macro */
+static void ClientListPopupWndProc(Window *w, WindowEvent *e)
+{
+	switch (e->event) {
+	case WE_PAINT: {
+		int i, y, sel;
+		byte colour;
+		DrawWindowWidgets(w);
+
+		// Draw the actions
+		sel = WP(w,menu_d).sel_index;
+		y = 1;
+		for (i = 0; i < MAX_CLIENTLIST_ACTION; i++, y += CLNWND_ROWSIZE) {
+			if (_clientlist_action[i][0] == '\0') continue;
+			if (_clientlist_proc[i] == NULL) continue;
+
+			if (sel-- == 0) { // Selected item, highlight it
+				GfxFillRect(1, y, 150 - 2, y + CLNWND_ROWSIZE - 1, 0);
+				colour = 0xC;
+			} else {
+				colour = 0x10;
+			}
+
+			DoDrawString(_clientlist_action[i], 4, y, colour);
+		}
+	}	break;
+
+	case WE_POPUPMENU_SELECT: {
+		// We selected an action
+		int index = (e->we.popupmenu.pt.y - w->top) / CLNWND_ROWSIZE;
+
+		if (index >= 0 && e->we.popupmenu.pt.y >= w->top)
+			HandleClientListPopupClick(index, WP(w,menu_d).main_button);
+
+		DeleteWindowById(WC_TOOLBAR_MENU, 0);
+	}	break;
+
+	case WE_POPUPMENU_OVER: {
+		// Our mouse hoovers over an action? Select it!
+		int index = (e->we.popupmenu.pt.y - w->top) / CLNWND_ROWSIZE;
+
+		if (index == -1 || index == WP(w,menu_d).sel_index) return;
+
+		WP(w,menu_d).sel_index = index;
+		SetWindowDirty(w);
+	} break;
+
+	}
+}
+
+// Main handle for clientlist
+static void ClientListWndProc(Window *w, WindowEvent *e)
+{
+	switch (e->event) {
+	case WE_PAINT: {
+		NetworkClientInfo *ci;
+		int y, i = 0;
+		byte colour;
+
+		// Check if we need to reset the height
+		if (!CheckClientListHeight(w)) break;
+
+		DrawWindowWidgets(w);
+
+		y = CLNWND_OFFSET;
+
+		FOR_ALL_ACTIVE_CLIENT_INFOS(ci) {
+			if (_selected_clientlist_item == i++) { // Selected item, highlight it
+				GfxFillRect(1, y, 248, y + CLNWND_ROWSIZE - 1, 0);
+				colour = 0xC;
+			} else {
+				colour = 0x10;
+			}
+
+			if (ci->client_index == NETWORK_SERVER_INDEX) {
+				DrawString(4, y, STR_NETWORK_SERVER, colour);
+			} else {
+				DrawString(4, y, STR_NETWORK_CLIENT, colour);
+			}
+
+			// Filter out spectators
+			if (IsValidPlayer(ci->client_playas)) DrawPlayerIcon(ci->client_playas, 64, y + 1);
+
+			DoDrawString(ci->client_name, 81, y, colour);
+
+			y += CLNWND_ROWSIZE;
+		}
+	}	break;
+
+	case WE_CLICK:
+		// Show the popup with option
+		if (_selected_clientlist_item != 255) {
+			PopupClientList(w, _selected_clientlist_item, e->we.click.pt.x + w->left, e->we.click.pt.y + w->top);
+		}
+
+		break;
+
+	case WE_MOUSEOVER:
+		// -1 means we left the current window
+		if (e->we.mouseover.pt.y == -1) {
+			_selected_clientlist_y = 0;
+			_selected_clientlist_item = 255;
+			SetWindowDirty(w);
+			break;
+		}
+		// It did not change.. no update!
+		if (e->we.mouseover.pt.y == _selected_clientlist_y) break;
+
+		// Find the new selected item (if any)
+		_selected_clientlist_y = e->we.mouseover.pt.y;
+		if (e->we.mouseover.pt.y > CLNWND_OFFSET) {
+			_selected_clientlist_item = (e->we.mouseover.pt.y - CLNWND_OFFSET) / CLNWND_ROWSIZE;
+		} else {
+			_selected_clientlist_item = 255;
+		}
+
+		// Repaint
+		SetWindowDirty(w);
+		break;
+
+	case WE_DESTROY: case WE_CREATE:
+		// When created or destroyed, data is reset
+		_selected_clientlist_item = 255;
+		_selected_clientlist_y = 0;
+		break;
+	}
+}
+
+void ShowClientList(void)
+{
+	AllocateWindowDescFront(&_client_list_desc, 0);
+}
+
+
+static NetworkPasswordType pw_type;
+
+
+void ShowNetworkNeedPassword(NetworkPasswordType npt)
+{
+	StringID caption;
+
+	pw_type = npt;
+	switch (npt) {
+		default: NOT_REACHED();
+		case NETWORK_GAME_PASSWORD:    caption = STR_NETWORK_NEED_GAME_PASSWORD_CAPTION; break;
+		case NETWORK_COMPANY_PASSWORD: caption = STR_NETWORK_NEED_COMPANY_PASSWORD_CAPTION; break;
+	}
+	ShowQueryString(STR_EMPTY, caption, 20, 180, FindWindowById(WC_NETWORK_STATUS_WINDOW, 0), CS_ALPHANUMERAL);
+}
+
+
+static void NetworkJoinStatusWindowWndProc(Window *w, WindowEvent *e)
+{
+	switch (e->event) {
+	case WE_PAINT: {
+		uint8 progress; // used for progress bar
+		DrawWindowWidgets(w);
+
+		DrawStringCentered(125, 35, STR_NETWORK_CONNECTING_1 + _network_join_status, 14);
+		switch (_network_join_status) {
+			case NETWORK_JOIN_STATUS_CONNECTING: case NETWORK_JOIN_STATUS_AUTHORIZING:
+			case NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO:
+				progress = 10; // first two stages 10%
+				break;
+			case NETWORK_JOIN_STATUS_WAITING:
+				SetDParam(0, _network_join_waiting);
+				DrawStringCentered(125, 46, STR_NETWORK_CONNECTING_WAITING, 14);
+				progress = 15; // third stage is 15%
+				break;
+			case NETWORK_JOIN_STATUS_DOWNLOADING:
+				SetDParam(0, _network_join_kbytes);
+				SetDParam(1, _network_join_kbytes_total);
+				DrawStringCentered(125, 46, STR_NETWORK_CONNECTING_DOWNLOADING, 14);
+				/* Fallthrough */
+			default: /* Waiting is 15%, so the resting receivement of map is maximum 70% */
+				progress = 15 + _network_join_kbytes * (100 - 15) / _network_join_kbytes_total;
+		}
+
+		/* Draw nice progress bar :) */
+		DrawFrameRect(20, 18, (int)((w->width - 20) * progress / 100), 28, 10, 0);
+	}	break;
+
+	case WE_CLICK:
+		switch (e->we.click.widget) {
+			case 2: /* Disconnect button */
+				NetworkDisconnect();
+				DeleteWindow(w);
+				SwitchMode(SM_MENU);
+				ShowNetworkGameWindow();
+				break;
+		}
+		break;
+
+		/* If the server asks for a password, we need to fill it in */
+		case WE_ON_EDIT_TEXT_CANCEL:
+			NetworkDisconnect();
+			ShowNetworkGameWindow();
+			break;
+
+		case WE_ON_EDIT_TEXT:
+			SEND_COMMAND(PACKET_CLIENT_PASSWORD)(pw_type, e->we.edittext.str);
+			break;
+	}
+}
+
+static const Widget _network_join_status_window_widget[] = {
+{    WWT_CAPTION,   RESIZE_NONE,    14,     0,   249,     0,    13, STR_NETWORK_CONNECTING, STR_018C_WINDOW_TITLE_DRAG_THIS},
+{      WWT_PANEL,   RESIZE_NONE,    14,     0,   249,    14,    84, 0x0,                    STR_NULL},
+{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,    75,   175,    69,    80, STR_NETWORK_DISCONNECT, STR_NULL},
+{   WIDGETS_END},
+};
+
+static const WindowDesc _network_join_status_window_desc = {
+	WDP_CENTER, WDP_CENTER, 250, 85,
+	WC_NETWORK_STATUS_WINDOW, 0,
+	WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_MODAL,
+	_network_join_status_window_widget,
+	NetworkJoinStatusWindowWndProc,
+};
+
+void ShowJoinStatusWindow(void)
+{
+	Window *w;
+	DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
+	w = AllocateWindowDesc(&_network_join_status_window_desc);
+	/* Parent the status window to the lobby */
+	if (w != NULL) w->parent = FindWindowById(WC_NETWORK_WINDOW, 0);
+}
+
+static void SendChat(const char *buf, DestType type, byte dest)
+{
+	if (buf[0] == '\0') return;
+	if (!_network_server) {
+		SEND_COMMAND(PACKET_CLIENT_CHAT)(NETWORK_ACTION_CHAT + type, type, dest, buf);
+	} else {
+		NetworkServer_HandleChat(NETWORK_ACTION_CHAT + type, type, dest, buf, NETWORK_SERVER_INDEX);
+	}
+}
+
+/**
+ * Find the next item of the list of things that can be auto-completed.
+ * @param item The current indexed item to return. This function can, and most
+ *     likely will, alter item, to skip empty items in the arrays.
+ * @return Returns the char that matched to the index.
+ */
+static const char *ChatTabCompletionNextItem(uint *item)
+{
+	static char chat_tab_temp_buffer[64];
+
+	/* First, try clients */
+	if (*item < MAX_CLIENT_INFO) {
+		/* Skip inactive clients */
+		while (_network_client_info[*item].client_index == NETWORK_EMPTY_INDEX && *item < MAX_CLIENT_INFO) (*item)++;
+		if (*item < MAX_CLIENT_INFO) return _network_client_info[*item].client_name;
+	}
+
+	/* Then, try townnames */
+	/* Not that the following assumes all town indices are adjacent, ie no
+	 * towns have been deleted. */
+	if (*item <= (uint)MAX_CLIENT_INFO + GetMaxTownIndex()) {
+		const Town *t;
+
+		FOR_ALL_TOWNS_FROM(t, *item - MAX_CLIENT_INFO) {
+			/* Get the town-name via the string-system */
+			SetDParam(0, t->townnameparts);
+			GetString(chat_tab_temp_buffer, t->townnametype, lastof(chat_tab_temp_buffer));
+			return &chat_tab_temp_buffer[0];
+		}
+	}
+
+	return NULL;
+}
+
+/**
+ * Find what text to complete. It scans for a space from the left and marks
+ *  the word right from that as to complete. It also writes a \0 at the
+ *  position of the space (if any). If nothing found, buf is returned.
+ */
+static char *ChatTabCompletionFindText(char *buf)
+{
+	char *p = strrchr(buf, ' ');
+	if (p == NULL) return buf;
+
+	*p = '\0';
+	return p + 1;
+}
+
+/**
+ * See if we can auto-complete the current text of the user.
+ */
+static void ChatTabCompletion(Window *w)
+{
+	static char _chat_tab_completion_buf[lengthof(_edit_str_buf)];
+	Textbuf *tb = &WP(w, querystr_d).text;
+	uint len, tb_len;
+	uint item;
+	char *tb_buf, *pre_buf;
+	const char *cur_name;
+	bool second_scan = false;
+
+	item = 0;
+
+	/* Copy the buffer so we can modify it without damaging the real data */
+	pre_buf = (_chat_tab_completion_active) ? strdup(_chat_tab_completion_buf) : strdup(tb->buf);
+
+	tb_buf  = ChatTabCompletionFindText(pre_buf);
+	tb_len  = strlen(tb_buf);
+
+	while ((cur_name = ChatTabCompletionNextItem(&item)) != NULL) {
+		item++;
+
+		if (_chat_tab_completion_active) {
+			/* We are pressing TAB again on the same name, is there an other name
+			 *  that starts with this? */
+			if (!second_scan) {
+				uint offset;
+				uint length;
+
+				/* If we are completing at the begin of the line, skip the ': ' we added */
+				if (tb_buf == pre_buf) {
+					offset = 0;
+					length = tb->length - 2;
+				} else {
+					/* Else, find the place we are completing at */
+					offset = strlen(pre_buf) + 1;
+					length = tb->length - offset;
+				}
+
+				/* Compare if we have a match */
+				if (strlen(cur_name) == length && strncmp(cur_name, tb->buf + offset, length) == 0) second_scan = true;
+
+				continue;
+			}
+
+			/* Now any match we make on _chat_tab_completion_buf after this, is perfect */
+		}
+
+		len = strlen(cur_name);
+		if (tb_len < len && strncasecmp(cur_name, tb_buf, tb_len) == 0) {
+			/* Save the data it was before completion */
+			if (!second_scan) snprintf(_chat_tab_completion_buf, lengthof(_chat_tab_completion_buf), "%s", tb->buf);
+			_chat_tab_completion_active = true;
+
+			/* Change to the found name. Add ': ' if we are at the start of the line (pretty) */
+			if (pre_buf == tb_buf) {
+				snprintf(tb->buf, lengthof(_edit_str_buf), "%s: ", cur_name);
+			} else {
+				snprintf(tb->buf, lengthof(_edit_str_buf), "%s %s", pre_buf, cur_name);
+			}
+
+			/* Update the textbuffer */
+			UpdateTextBufferSize(&WP(w, querystr_d).text);
+
+			SetWindowDirty(w);
+			free(pre_buf);
+			return;
+		}
+	}
+
+	if (second_scan) {
+		/* We walked all posibilities, and the user presses tab again.. revert to original text */
+		strcpy(tb->buf, _chat_tab_completion_buf);
+		_chat_tab_completion_active = false;
+
+		/* Update the textbuffer */
+		UpdateTextBufferSize(&WP(w, querystr_d).text);
+
+		SetWindowDirty(w);
+	}
+	free(pre_buf);
+}
+
+/* uses querystr_d WP macro
+ * uses querystr_d->caption to store
+ * - type of chat message (Private/Team/All) in bytes 0-7
+ * - destination of chat message in the case of Team/Private in bytes 8-15 */
+static void ChatWindowWndProc(Window *w, WindowEvent *e)
+{
+	switch (e->event) {
+	case WE_CREATE:
+		SendWindowMessage(WC_NEWS_WINDOW, 0, WE_CREATE, w->height, 0);
+		SETBIT(_no_scroll, SCROLL_CHAT); // do not scroll the game with the arrow-keys
+		break;
+
+	case WE_PAINT: {
+		static const StringID chat_captions[] = {
+			STR_NETWORK_CHAT_ALL_CAPTION,
+			STR_NETWORK_CHAT_COMPANY_CAPTION,
+			STR_NETWORK_CHAT_CLIENT_CAPTION
+		};
+		StringID msg;
+
+		DrawWindowWidgets(w);
+
+		assert(GB(WP(w, querystr_d).caption, 0, 8) < lengthof(chat_captions));
+		msg = chat_captions[GB(WP(w, querystr_d).caption, 0, 8)];
+		DrawStringRightAligned(w->widget[2].left - 2, w->widget[2].top + 1, msg, 16);
+		DrawEditBox(w, &WP(w, querystr_d), 2);
+	} break;
+
+	case WE_CLICK:
+		switch (e->we.click.widget) {
+			case 3: { /* Send */
+				DestType type = GB(WP(w, querystr_d).caption, 0, 8);
+				byte dest = GB(WP(w, querystr_d).caption, 8, 8);
+				SendChat(WP(w, querystr_d).text.buf, type, dest);
+			} /* FALLTHROUGH */
+			case 0: /* Cancel */ DeleteWindow(w); break;
+		}
+		break;
+
+	case WE_MOUSELOOP:
+		HandleEditBox(w, &WP(w, querystr_d), 2);
+		break;
+
+	case WE_KEYPRESS:
+		if (e->we.keypress.keycode == WKC_TAB) {
+			ChatTabCompletion(w);
+		} else {
+			_chat_tab_completion_active = false;
+			switch (HandleEditBoxKey(w, &WP(w, querystr_d), 2, e)) {
+				case 1: { /* Return */
+				DestType type = GB(WP(w, querystr_d).caption, 0, 8);
+				byte dest = GB(WP(w, querystr_d).caption, 8, 8);
+				SendChat(WP(w, querystr_d).text.buf, type, dest);
+			} /* FALLTHROUGH */
+				case 2: /* Escape */ DeleteWindow(w); break;
+			}
+		}
+		break;
+
+	case WE_DESTROY:
+		SendWindowMessage(WC_NEWS_WINDOW, 0, WE_DESTROY, 0, 0);
+		CLRBIT(_no_scroll, SCROLL_CHAT);
+		break;
+	}
+}
+
+static const Widget _chat_window_widgets[] = {
+{   WWT_CLOSEBOX, RESIZE_NONE, 14,   0,  10,  0, 13, STR_00C5,         STR_018B_CLOSE_WINDOW},
+{      WWT_PANEL, RESIZE_NONE, 14,  11, 639,  0, 13, 0x0,              STR_NULL}, // background
+{      WWT_PANEL, RESIZE_NONE, 14,  75, 577,  1, 12, 0x0,              STR_NULL}, // text box
+{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 578, 639,  1, 12, STR_NETWORK_SEND, STR_NULL}, // send button
+{   WIDGETS_END},
+};
+
+static const WindowDesc _chat_window_desc = {
+	WDP_CENTER, -26, 640, 14, // x, y, width, height
+	WC_SEND_NETWORK_MSG,0,
+	WDF_STD_TOOLTIPS | WDF_DEF_WIDGET,
+	_chat_window_widgets,
+	ChatWindowWndProc
+};
+
+void ShowNetworkChatQueryWindow(DestType type, byte dest)
+{
+	Window *w;
+
+	DeleteWindowById(WC_SEND_NETWORK_MSG, 0);
+
+	_edit_str_buf[0] = '\0';
+	_chat_tab_completion_active = false;
+
+	w = AllocateWindowDesc(&_chat_window_desc);
+
+	LowerWindowWidget(w, 2);
+	WP(w, querystr_d).caption = GB(type, 0, 8) | (dest << 8); // Misuse of caption
+	WP(w, querystr_d).afilter = CS_ALPHANUMERAL;
+	InitializeTextBuffer(&WP(w, querystr_d).text, _edit_str_buf, lengthof(_edit_str_buf), 0);
+}
+
+#endif /* ENABLE_NETWORK */
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network/network_gui.h	Wed Jan 03 08:32:17 2007 +0000
@@ -0,0 +1,26 @@
+/* $Id$ */
+
+#ifndef NETWORK_GUI_H
+#define NETWORK_GUI_H
+
+#ifdef ENABLE_NETWORK
+
+#include "network_data.h"
+
+void ShowNetworkNeedPassword(NetworkPasswordType npt);
+void ShowNetworkGiveMoneyWindow(byte player); // PlayerID
+void ShowNetworkChatQueryWindow(DestType type, byte dest);
+void ShowJoinStatusWindow(void);
+void ShowNetworkGameWindow(void);
+void ShowClientList(void);
+
+#else /* ENABLE_NETWORK */
+/* Network function stubs when networking is disabled */
+
+static inline void ShowNetworkChatQueryWindow(byte desttype, byte dest) {}
+static inline void ShowClientList(void) {}
+static inline void ShowNetworkGameWindow(void) {}
+
+#endif /* ENABLE_NETWORK */
+
+#endif /* NETWORK_GUI_H */
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network/network_server.c	Wed Jan 03 08:32:17 2007 +0000
@@ -0,0 +1,1528 @@
+/* $Id$ */
+
+#ifdef ENABLE_NETWORK
+
+#include "../stdafx.h"
+#include "../openttd.h" // XXX StringID
+#include "../debug.h"
+#include "../string.h"
+#include "../strings.h"
+#include "network_data.h"
+#include "core/tcp.h"
+#include "../train.h"
+#include "../date.h"
+#include "../table/strings.h"
+#include "../functions.h"
+#include "network_server.h"
+#include "network_udp.h"
+#include "../console.h"
+#include "../command.h"
+#include "../saveload.h"
+#include "../vehicle.h"
+#include "../station.h"
+#include "../variables.h"
+#include "../genworld.h"
+
+// This file handles all the server-commands
+
+static void NetworkHandleCommandQueue(NetworkClientState* cs);
+
+// **********
+// Sending functions
+//   DEF_SERVER_SEND_COMMAND has parameter: NetworkClientState *cs
+// **********
+
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CLIENT_INFO)(NetworkClientState *cs, NetworkClientInfo *ci)
+{
+	//
+	// Packet: SERVER_CLIENT_INFO
+	// Function: Sends info about a client
+	// Data:
+	//    uint16:  The index of the client (always unique on a server. 1 = server)
+	//    uint8:  As which player the client is playing
+	//    String: The name of the client
+	//    String: The unique id of the client
+	//
+
+	if (ci->client_index != NETWORK_EMPTY_INDEX) {
+		Packet *p = NetworkSend_Init(PACKET_SERVER_CLIENT_INFO);
+		NetworkSend_uint16(p, ci->client_index);
+		NetworkSend_uint8 (p, ci->client_playas);
+		NetworkSend_string(p, ci->client_name);
+		NetworkSend_string(p, ci->unique_id);
+
+		NetworkSend_Packet(p, cs);
+	}
+}
+
+DEF_SERVER_SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)
+{
+//
+	// Packet: SERVER_COMPANY_INFO
+	// Function: Sends info about the companies
+	// Data:
+	//
+
+	int i;
+
+	Player *player;
+	Packet *p;
+
+	byte active = ActivePlayerCount();
+
+	if (active == 0) {
+		p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO);
+
+		NetworkSend_uint8 (p, NETWORK_COMPANY_INFO_VERSION);
+		NetworkSend_uint8 (p, active);
+
+		NetworkSend_Packet(p, cs);
+		return;
+	}
+
+	NetworkPopulateCompanyInfo();
+
+	FOR_ALL_PLAYERS(player) {
+		if (!player->is_active) continue;
+
+		p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO);
+
+		NetworkSend_uint8 (p, NETWORK_COMPANY_INFO_VERSION);
+		NetworkSend_uint8 (p, active);
+		NetworkSend_uint8 (p, player->index);
+
+		NetworkSend_string(p, _network_player_info[player->index].company_name);
+		NetworkSend_uint32(p, _network_player_info[player->index].inaugurated_year);
+		NetworkSend_uint64(p, _network_player_info[player->index].company_value);
+		NetworkSend_uint64(p, _network_player_info[player->index].money);
+		NetworkSend_uint64(p, _network_player_info[player->index].income);
+		NetworkSend_uint16(p, _network_player_info[player->index].performance);
+
+		/* Send 1 if there is a passord for the company else send 0 */
+		if (_network_player_info[player->index].password[0] != '\0') {
+			NetworkSend_uint8(p, 1);
+		} else {
+			NetworkSend_uint8(p, 0);
+		}
+
+		for (i = 0; i < NETWORK_VEHICLE_TYPES; i++) {
+			NetworkSend_uint16(p, _network_player_info[player->index].num_vehicle[i]);
+		}
+
+		for (i = 0; i < NETWORK_STATION_TYPES; i++) {
+			NetworkSend_uint16(p, _network_player_info[player->index].num_station[i]);
+		}
+
+		if (_network_player_info[player->index].players[0] == '\0') {
+			NetworkSend_string(p, "<none>");
+		} else {
+			NetworkSend_string(p, _network_player_info[player->index].players);
+		}
+
+		NetworkSend_Packet(p, cs);
+	}
+
+	p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO);
+
+	NetworkSend_uint8 (p, NETWORK_COMPANY_INFO_VERSION);
+	NetworkSend_uint8 (p, 0);
+
+	NetworkSend_Packet(p, cs);
+}
+
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientState *cs, NetworkErrorCode error)
+{
+	//
+	// Packet: SERVER_ERROR
+	// Function: The client made an error
+	// Data:
+	//    uint8:  ErrorID (see network_data.h, NetworkErrorCode)
+	//
+
+	char str[100];
+	Packet *p = NetworkSend_Init(PACKET_SERVER_ERROR);
+
+	NetworkSend_uint8(p, error);
+	NetworkSend_Packet(p, cs);
+
+	GetNetworkErrorMsg(str, error, lastof(str));
+
+	// Only send when the current client was in game
+	if (cs->status > STATUS_AUTH) {
+		NetworkClientState *new_cs;
+		char client_name[NETWORK_CLIENT_NAME_LENGTH];
+
+		NetworkGetClientName(client_name, sizeof(client_name), cs);
+
+		DEBUG(net, 1, "'%s' made an error and has been disconnected. Reason: '%s'", client_name, str);
+
+		NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
+
+		FOR_ALL_CLIENTS(new_cs) {
+			if (new_cs->status > STATUS_AUTH && new_cs != cs) {
+				// Some errors we filter to a more general error. Clients don't have to know the real
+				//  reason a joining failed.
+				if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION)
+					error = NETWORK_ERROR_ILLEGAL_PACKET;
+
+				SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, error);
+			}
+		}
+	} else {
+		DEBUG(net, 1, "Client %d made an error and has been disconnected. Reason: '%s'", cs->index, str);
+	}
+
+	cs->has_quit = true;
+
+	// Make sure the data get's there before we close the connection
+	NetworkSend_Packets(cs);
+
+	// The client made a mistake, so drop his connection now!
+	NetworkCloseClient(cs);
+}
+
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_PASSWORD)(NetworkClientState *cs, NetworkPasswordType type)
+{
+	//
+	// Packet: SERVER_NEED_PASSWORD
+	// Function: Indication to the client that the server needs a password
+	// Data:
+	//    uint8:  Type of password
+	//
+
+	Packet *p = NetworkSend_Init(PACKET_SERVER_NEED_PASSWORD);
+	NetworkSend_uint8(p, type);
+	NetworkSend_Packet(p, cs);
+}
+
+DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WELCOME)
+{
+	//
+	// Packet: SERVER_WELCOME
+	// Function: The client is joined and ready to receive his map
+	// Data:
+	//    uint16:  Own ClientID
+	//
+
+	Packet *p;
+	const NetworkClientState *new_cs;
+
+	// Invalid packet when status is AUTH or higher
+	if (cs->status >= STATUS_AUTH) return;
+
+	cs->status = STATUS_AUTH;
+	_network_game_info.clients_on++;
+
+	p = NetworkSend_Init(PACKET_SERVER_WELCOME);
+	NetworkSend_uint16(p, cs->index);
+	NetworkSend_Packet(p, cs);
+
+		// Transmit info about all the active clients
+	FOR_ALL_CLIENTS(new_cs) {
+		if (new_cs != cs && new_cs->status > STATUS_AUTH)
+			SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, DEREF_CLIENT_INFO(new_cs));
+	}
+	// Also send the info of the server
+	SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX));
+}
+
+DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WAIT)
+{
+	//
+	// Packet: PACKET_SERVER_WAIT
+	// Function: The client can not receive the map at the moment because
+	//             someone else is already receiving the map
+	// Data:
+	//    uint8:  Clients awaiting map
+	//
+	int waiting = 0;
+	NetworkClientState *new_cs;
+	Packet *p;
+
+	// Count how many players are waiting in the queue
+	FOR_ALL_CLIENTS(new_cs) {
+		if (new_cs->status == STATUS_MAP_WAIT) waiting++;
+	}
+
+	p = NetworkSend_Init(PACKET_SERVER_WAIT);
+	NetworkSend_uint8(p, waiting);
+	NetworkSend_Packet(p, cs);
+}
+
+// This sends the map to the client
+DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
+{
+	//
+	// Packet: SERVER_MAP
+	// Function: Sends the map to the client, or a part of it (it is splitted in
+	//   a lot of multiple packets)
+	// Data:
+	//    uint8:  packet-type (MAP_PACKET_START, MAP_PACKET_NORMAL and MAP_PACKET_END)
+	//  if MAP_PACKET_START:
+	//    uint32: The current FrameCounter
+	//  if MAP_PACKET_NORMAL:
+	//    piece of the map (till max-size of packet)
+	//  if MAP_PACKET_END:
+	//    uint32: seed0 of player
+	//    uint32: seed1 of player
+	//      last 2 are repeated MAX_PLAYERS time
+	//
+
+	static FILE *file_pointer;
+	static uint sent_packets; // How many packets we did send succecfully last time
+
+	if (cs->status < STATUS_AUTH) {
+		// Illegal call, return error and ignore the packet
+		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
+		return;
+	}
+
+	if (cs->status == STATUS_AUTH) {
+		char filename[256];
+		Packet *p;
+
+		// Make a dump of the current game
+		snprintf(filename, lengthof(filename), "%s%snetwork_server.tmp",  _paths.autosave_dir, PATHSEP);
+		if (SaveOrLoad(filename, SL_SAVE) != SL_OK) error("network savedump failed");
+
+		file_pointer = fopen(filename, "rb");
+		fseek(file_pointer, 0, SEEK_END);
+
+		// Now send the _frame_counter and how many packets are coming
+		p = NetworkSend_Init(PACKET_SERVER_MAP);
+		NetworkSend_uint8(p, MAP_PACKET_START);
+		NetworkSend_uint32(p, _frame_counter);
+		NetworkSend_uint32(p, ftell(file_pointer));
+		NetworkSend_Packet(p, cs);
+
+		fseek(file_pointer, 0, SEEK_SET);
+
+		sent_packets = 4; // We start with trying 4 packets
+
+		cs->status = STATUS_MAP;
+		/* Mark the start of download */
+		cs->last_frame = _frame_counter;
+		cs->last_frame_server = _frame_counter;
+	}
+
+	if (cs->status == STATUS_MAP) {
+		uint i;
+		int res;
+		for (i = 0; i < sent_packets; i++) {
+			Packet *p = NetworkSend_Init(PACKET_SERVER_MAP);
+			NetworkSend_uint8(p, MAP_PACKET_NORMAL);
+			res = (int)fread(p->buffer + p->size, 1, SEND_MTU - p->size, file_pointer);
+
+			if (ferror(file_pointer)) error("Error reading temporary network savegame!");
+
+			p->size += res;
+			NetworkSend_Packet(p, cs);
+			if (feof(file_pointer)) {
+				// Done reading!
+				Packet *p = NetworkSend_Init(PACKET_SERVER_MAP);
+				NetworkSend_uint8(p, MAP_PACKET_END);
+				NetworkSend_Packet(p, cs);
+
+				// Set the status to DONE_MAP, no we will wait for the client
+				//  to send it is ready (maybe that happens like never ;))
+				cs->status = STATUS_DONE_MAP;
+				fclose(file_pointer);
+
+				{
+					NetworkClientState *new_cs;
+					bool new_map_client = false;
+					// Check if there is a client waiting for receiving the map
+					//  and start sending him the map
+					FOR_ALL_CLIENTS(new_cs) {
+						if (new_cs->status == STATUS_MAP_WAIT) {
+							// Check if we already have a new client to send the map to
+							if (!new_map_client) {
+								// If not, this client will get the map
+								new_cs->status = STATUS_AUTH;
+								new_map_client = true;
+								SEND_COMMAND(PACKET_SERVER_MAP)(new_cs);
+							} else {
+								// Else, send the other clients how many clients are in front of them
+								SEND_COMMAND(PACKET_SERVER_WAIT)(new_cs);
+							}
+						}
+					}
+				}
+
+				// There is no more data, so break the for
+				break;
+			}
+		}
+
+		// Send all packets (forced) and check if we have send it all
+		NetworkSend_Packets(cs);
+		if (cs->packet_queue == NULL) {
+			// All are sent, increase the sent_packets
+			sent_packets *= 2;
+		} else {
+			// Not everything is sent, decrease the sent_packets
+			if (sent_packets > 1) sent_packets /= 2;
+		}
+	}
+}
+
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_JOIN)(NetworkClientState *cs, uint16 client_index)
+{
+	//
+	// Packet: SERVER_JOIN
+	// Function: A client is joined (all active clients receive this after a
+	//     PACKET_CLIENT_MAP_OK) Mostly what directly follows is a
+	//     PACKET_SERVER_CLIENT_INFO
+	// Data:
+	//    uint16:  Client-Index
+	//
+
+	Packet *p = NetworkSend_Init(PACKET_SERVER_JOIN);
+
+	NetworkSend_uint16(p, client_index);
+
+	NetworkSend_Packet(p, cs);
+}
+
+
+DEF_SERVER_SEND_COMMAND(PACKET_SERVER_FRAME)
+{
+	//
+	// Packet: SERVER_FRAME
+	// Function: Sends the current frame-counter to the client
+	// Data:
+	//    uint32: Frame Counter
+	//    uint32: Frame Counter Max (how far may the client walk before the server?)
+	//    [uint32: general-seed-1]
+	//    [uint32: general-seed-2]
+	//      (last two depends on compile-settings, and are not default settings)
+	//
+
+	Packet *p = NetworkSend_Init(PACKET_SERVER_FRAME);
+	NetworkSend_uint32(p, _frame_counter);
+	NetworkSend_uint32(p, _frame_counter_max);
+#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
+	NetworkSend_uint32(p, _sync_seed_1);
+#ifdef NETWORK_SEND_DOUBLE_SEED
+	NetworkSend_uint32(p, _sync_seed_2);
+#endif
+#endif
+	NetworkSend_Packet(p, cs);
+}
+
+DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SYNC)
+{
+	//
+	// Packet: SERVER_SYNC
+	// Function: Sends a sync-check to the client
+	// Data:
+	//    uint32: Frame Counter
+	//    uint32: General-seed-1
+	//    [uint32: general-seed-2]
+	//      (last one depends on compile-settings, and are not default settings)
+	//
+
+	Packet *p = NetworkSend_Init(PACKET_SERVER_SYNC);
+	NetworkSend_uint32(p, _frame_counter);
+	NetworkSend_uint32(p, _sync_seed_1);
+
+#ifdef NETWORK_SEND_DOUBLE_SEED
+	NetworkSend_uint32(p, _sync_seed_2);
+#endif
+	NetworkSend_Packet(p, cs);
+}
+
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMMAND)(NetworkClientState *cs, CommandPacket *cp)
+{
+	//
+	// Packet: SERVER_COMMAND
+	// Function: Sends a DoCommand to the client
+	// Data:
+	//    uint8:  PlayerID (0..MAX_PLAYERS-1)
+	//    uint32: CommandID (see command.h)
+	//    uint32: P1 (free variables used in DoCommand)
+	//    uint32: P2
+	//    uint32: Tile
+	//    string: text
+	//    uint8:  CallBackID (see callback_table.c)
+	//    uint32: Frame of execution
+	//
+
+	Packet *p = NetworkSend_Init(PACKET_SERVER_COMMAND);
+
+	NetworkSend_uint8(p, cp->player);
+	NetworkSend_uint32(p, cp->cmd);
+	NetworkSend_uint32(p, cp->p1);
+	NetworkSend_uint32(p, cp->p2);
+	NetworkSend_uint32(p, cp->tile);
+	NetworkSend_string(p, cp->text);
+	NetworkSend_uint8(p, cp->callback);
+	NetworkSend_uint32(p, cp->frame);
+
+	NetworkSend_Packet(p, cs);
+}
+
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHAT)(NetworkClientState *cs, NetworkAction action, uint16 client_index, bool self_send, const char *msg)
+{
+	//
+	// Packet: SERVER_CHAT
+	// Function: Sends a chat-packet to the client
+	// Data:
+	//    uint8:  ActionID (see network_data.h, NetworkAction)
+	//    uint16:  Client-index
+	//    String: Message (max MAX_TEXT_MSG_LEN)
+	//
+
+	Packet *p = NetworkSend_Init(PACKET_SERVER_CHAT);
+
+	NetworkSend_uint8(p, action);
+	NetworkSend_uint16(p, client_index);
+	NetworkSend_uint8(p, self_send);
+	NetworkSend_string(p, msg);
+
+	NetworkSend_Packet(p, cs);
+}
+
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientState *cs, uint16 client_index, NetworkErrorCode errorno)
+{
+	//
+	// Packet: SERVER_ERROR_QUIT
+	// Function: One of the clients made an error and is quiting the game
+	//      This packet informs the other clients of that.
+	// Data:
+	//    uint16:  Client-index
+	//    uint8:  ErrorID (see network_data.h, NetworkErrorCode)
+	//
+
+	Packet *p = NetworkSend_Init(PACKET_SERVER_ERROR_QUIT);
+
+	NetworkSend_uint16(p, client_index);
+	NetworkSend_uint8(p, errorno);
+
+	NetworkSend_Packet(p, cs);
+}
+
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_QUIT)(NetworkClientState *cs, uint16 client_index, const char *leavemsg)
+{
+	//
+	// Packet: SERVER_ERROR_QUIT
+	// Function: A client left the game, and this packets informs the other clients
+	//      of that.
+	// Data:
+	//    uint16:  Client-index
+	//    String: leave-message
+	//
+
+	Packet *p = NetworkSend_Init(PACKET_SERVER_QUIT);
+
+	NetworkSend_uint16(p, client_index);
+	NetworkSend_string(p, leavemsg);
+
+	NetworkSend_Packet(p, cs);
+}
+
+DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SHUTDOWN)
+{
+	//
+	// Packet: SERVER_SHUTDOWN
+	// Function: Let the clients know that the server is closing
+	// Data:
+	//     <none>
+	//
+
+	Packet *p = NetworkSend_Init(PACKET_SERVER_SHUTDOWN);
+	NetworkSend_Packet(p, cs);
+}
+
+DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NEWGAME)
+{
+	//
+	// Packet: PACKET_SERVER_NEWGAME
+	// Function: Let the clients know that the server is loading a new map
+	// Data:
+	//     <none>
+	//
+
+	Packet *p = NetworkSend_Init(PACKET_SERVER_NEWGAME);
+	NetworkSend_Packet(p, cs);
+}
+
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_RCON)(NetworkClientState *cs, uint16 color, const char *command)
+{
+	Packet *p = NetworkSend_Init(PACKET_SERVER_RCON);
+
+	NetworkSend_uint16(p, color);
+	NetworkSend_string(p, command);
+	NetworkSend_Packet(p, cs);
+}
+
+// **********
+// Receiving functions
+//   DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientState *cs, Packet *p
+// **********
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO)
+{
+	SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)(cs);
+}
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
+{
+	char name[NETWORK_CLIENT_NAME_LENGTH];
+	char unique_id[NETWORK_NAME_LENGTH];
+	NetworkClientInfo *ci;
+	byte playas;
+	NetworkLanguage client_lang;
+	char client_revision[NETWORK_REVISION_LENGTH];
+
+	NetworkRecv_string(cs, p, client_revision, sizeof(client_revision));
+
+#if defined(WITH_REV) || defined(WITH_REV_HACK)
+	// Check if the client has revision control enabled
+	if (strcmp(NOREV_STRING, client_revision) != 0 &&
+			strcmp(_network_game_info.server_revision, client_revision) != 0) {
+		// Different revisions!!
+		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_REVISION);
+		return;
+	}
+#endif
+
+	NetworkRecv_string(cs, p, name, sizeof(name));
+	playas = NetworkRecv_uint8(cs, p);
+	client_lang = NetworkRecv_uint8(cs, p);
+	NetworkRecv_string(cs, p, unique_id, sizeof(unique_id));
+
+	if (cs->has_quit) return;
+
+	// join another company does not affect these values
+	switch (playas) {
+		case PLAYER_NEW_COMPANY: /* New company */
+			if (ActivePlayerCount() >= _network_game_info.companies_max) {
+				SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_FULL);
+				return;
+			}
+			break;
+		case PLAYER_SPECTATOR: /* Spectator */
+			if (NetworkSpectatorCount() >= _network_game_info.spectators_max) {
+				SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_FULL);
+				return;
+			}
+			break;
+		default: /* Join another company (companies 1-8 (index 0-7)) */
+			if (!IsValidPlayer(playas)) {
+				SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_PLAYER_MISMATCH);
+				return;
+			}
+			break;
+	}
+
+	// We need a valid name.. make it Player
+	if (*name == '\0') ttd_strlcpy(name, "Player", sizeof(name));
+
+	if (!NetworkFindName(name)) { // Change name if duplicate
+		// We could not create a name for this player
+		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NAME_IN_USE);
+		return;
+	}
+
+	ci = DEREF_CLIENT_INFO(cs);
+
+	ttd_strlcpy(ci->client_name, name, sizeof(ci->client_name));
+	ttd_strlcpy(ci->unique_id, unique_id, sizeof(ci->unique_id));
+	ci->client_playas = playas;
+	ci->client_lang = client_lang;
+
+	// We now want a password from the client
+	//  else we do not allow him in!
+	if (_network_game_info.use_password) {
+		SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_GAME_PASSWORD);
+	} else {
+		if (IsValidPlayer(ci->client_playas) && _network_player_info[ci->client_playas].password[0] != '\0') {
+			SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_COMPANY_PASSWORD);
+		} else {
+			SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
+		}
+	}
+
+	/* Make sure companies to which people try to join are not autocleaned */
+	if (IsValidPlayer(playas)) _network_player_info[playas].months_empty = 0;
+}
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD)
+{
+	NetworkPasswordType type;
+	char password[NETWORK_PASSWORD_LENGTH];
+	const NetworkClientInfo *ci;
+
+	type = NetworkRecv_uint8(cs, p);
+	NetworkRecv_string(cs, p, password, sizeof(password));
+
+	if (cs->status == STATUS_INACTIVE && type == NETWORK_GAME_PASSWORD) {
+		// Check game-password
+		if (strcmp(password, _network_game_info.server_password) != 0) {
+			// Password is invalid
+			SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD);
+			return;
+		}
+
+		ci = DEREF_CLIENT_INFO(cs);
+
+		if (IsValidPlayer(ci->client_playas) && _network_player_info[ci->client_playas].password[0] != '\0') {
+			SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_COMPANY_PASSWORD);
+			return;
+		}
+
+		// Valid password, allow user
+		SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
+		return;
+	} else if (cs->status == STATUS_INACTIVE && type == NETWORK_COMPANY_PASSWORD) {
+		ci = DEREF_CLIENT_INFO(cs);
+
+		if (strcmp(password, _network_player_info[ci->client_playas].password) != 0) {
+			// Password is invalid
+			SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD);
+			return;
+		}
+
+		SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
+		return;
+	}
+
+
+	SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
+	return;
+}
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP)
+{
+	const NetworkClientState *new_cs;
+
+	// The client was never joined.. so this is impossible, right?
+	//  Ignore the packet, give the client a warning, and close his connection
+	if (cs->status < STATUS_AUTH || cs->has_quit) {
+		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
+		return;
+	}
+
+	// Check if someone else is receiving the map
+	FOR_ALL_CLIENTS(new_cs) {
+		if (new_cs->status == STATUS_MAP) {
+			// Tell the new client to wait
+			cs->status = STATUS_MAP_WAIT;
+			SEND_COMMAND(PACKET_SERVER_WAIT)(cs);
+			return;
+		}
+	}
+
+	// We receive a request to upload the map.. give it to the client!
+	SEND_COMMAND(PACKET_SERVER_MAP)(cs);
+}
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
+{
+	// Client has the map, now start syncing
+	if (cs->status == STATUS_DONE_MAP && !cs->has_quit) {
+		char client_name[NETWORK_CLIENT_NAME_LENGTH];
+		NetworkClientState *new_cs;
+
+		NetworkGetClientName(client_name, sizeof(client_name), cs);
+
+		NetworkTextMessage(NETWORK_ACTION_JOIN, 1, false, client_name, "");
+
+		// Mark the client as pre-active, and wait for an ACK
+		//  so we know he is done loading and in sync with us
+		cs->status = STATUS_PRE_ACTIVE;
+		NetworkHandleCommandQueue(cs);
+		SEND_COMMAND(PACKET_SERVER_FRAME)(cs);
+		SEND_COMMAND(PACKET_SERVER_SYNC)(cs);
+
+		// This is the frame the client receives
+		//  we need it later on to make sure the client is not too slow
+		cs->last_frame = _frame_counter;
+		cs->last_frame_server = _frame_counter;
+
+		FOR_ALL_CLIENTS(new_cs) {
+			if (new_cs->status > STATUS_AUTH) {
+				SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(new_cs, DEREF_CLIENT_INFO(cs));
+				SEND_COMMAND(PACKET_SERVER_JOIN)(new_cs, cs->index);
+			}
+		}
+
+		if (_network_pause_on_join) {
+			/* Now pause the game till the client is in sync */
+			DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
+
+			NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (incoming client)", NETWORK_SERVER_INDEX);
+		}
+	} else {
+		// Wrong status for this packet, give a warning to client, and close connection
+		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
+	}
+}
+
+/** Enforce the command flags.
+ * Eg a server-only command can only be executed by a server, etc.
+ * @param *cp the commandpacket that is going to be checked
+ * @param *ci client information for debugging output to console
+ */
+static bool CheckCommandFlags(const CommandPacket *cp, const NetworkClientInfo *ci)
+{
+	byte flags = GetCommandFlags(cp->cmd);
+
+	if (flags & CMD_SERVER && ci->client_index != NETWORK_SERVER_INDEX) {
+		IConsolePrintF(_icolour_err, "WARNING: server only command from client %d (IP: %s), kicking...", ci->client_index, GetPlayerIP(ci));
+		return false;
+	}
+
+	if (flags & CMD_OFFLINE) {
+		IConsolePrintF(_icolour_err, "WARNING: offline only command from client %d (IP: %s), kicking...", ci->client_index, GetPlayerIP(ci));
+		return false;
+	}
+
+	return true;
+}
+
+/** The client has done a command and wants us to handle it
+ * @param *cs the connected client that has sent the command
+ * @param *p the packet in which the command was sent
+ */
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
+{
+	NetworkClientState *new_cs;
+	const NetworkClientInfo *ci;
+	byte callback;
+
+	CommandPacket *cp = malloc(sizeof(CommandPacket));
+
+	// The client was never joined.. so this is impossible, right?
+	//  Ignore the packet, give the client a warning, and close his connection
+	if (cs->status < STATUS_DONE_MAP || cs->has_quit) {
+		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
+		return;
+	}
+
+	cp->player = NetworkRecv_uint8(cs, p);
+	cp->cmd    = NetworkRecv_uint32(cs, p);
+	cp->p1     = NetworkRecv_uint32(cs, p);
+	cp->p2     = NetworkRecv_uint32(cs, p);
+	cp->tile   = NetworkRecv_uint32(cs, p);
+	NetworkRecv_string(cs, p, cp->text, lengthof(cp->text));
+
+	callback = NetworkRecv_uint8(cs, p);
+
+	if (cs->has_quit) return;
+
+	ci = DEREF_CLIENT_INFO(cs);
+
+	/* Check if cp->cmd is valid */
+	if (!IsValidCommand(cp->cmd)) {
+		IConsolePrintF(_icolour_err, "WARNING: invalid command from client %d (IP: %s).", ci->client_index, GetPlayerIP(ci));
+		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
+		return;
+	}
+
+	if (!CheckCommandFlags(cp, ci)) {
+		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_KICKED);
+		return;
+	}
+
+	/** Only CMD_PLAYER_CTRL is always allowed, for the rest, playas needs
+	 * to match the player in the packet. If it doesn't, the client has done
+	 * something pretty naughty (or a bug), and will be kicked
+	 */
+	if (!(cp->cmd == CMD_PLAYER_CTRL && cp->p1 == 0) && ci->client_playas != cp->player) {
+		IConsolePrintF(_icolour_err, "WARNING: player %d (IP: %s) tried to execute a command as player %d, kicking...",
+		               ci->client_playas + 1, GetPlayerIP(ci), cp->player + 1);
+		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_PLAYER_MISMATCH);
+		return;
+	}
+
+	/** @todo CMD_PLAYER_CTRL with p1 = 0 announces a new player to the server. To give the
+	 * player the correct ID, the server injects p2 and executes the command. Any other p1
+	 * is prohibited. Pretty ugly and should be redone together with its function.
+	 * @see CmdPlayerCtrl() players.c:655
+	 */
+	if (cp->cmd == CMD_PLAYER_CTRL) {
+		if (cp->p1 != 0) {
+			SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_CHEATER);
+			return;
+		}
+
+		/* XXX - Execute the command as a valid player. Normally this would be done by a
+		 * spectator, but that is not allowed any commands. So do an impersonation. The drawback
+		 * of this is that the first company's last_built_tile is also updated... */
+		cp->player = 0;
+		cp->p2 = cs - _clients; // XXX - UGLY! p2 is mis-used to get the client-id in CmdPlayerCtrl
+	}
+
+	// The frame can be executed in the same frame as the next frame-packet
+	//  That frame just before that frame is saved in _frame_counter_max
+	cp->frame = _frame_counter_max + 1;
+	cp->next  = NULL;
+
+	// Queue the command for the clients (are send at the end of the frame
+	//   if they can handle it ;))
+	FOR_ALL_CLIENTS(new_cs) {
+		if (new_cs->status >= STATUS_MAP) {
+			// Callbacks are only send back to the client who sent them in the
+			//  first place. This filters that out.
+			cp->callback = (new_cs != cs) ? 0 : callback;
+			NetworkAddCommandQueue(new_cs, cp);
+		}
+	}
+
+	cp->callback = 0;
+	// Queue the command on the server
+	if (_local_command_queue == NULL) {
+		_local_command_queue = cp;
+	} else {
+		// Find last packet
+		CommandPacket *c = _local_command_queue;
+		while (c->next != NULL) c = c->next;
+		c->next = cp;
+	}
+}
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ERROR)
+{
+	// This packets means a client noticed an error and is reporting this
+	//  to us. Display the error and report it to the other clients
+	NetworkClientState *new_cs;
+	char str[100];
+	char client_name[NETWORK_CLIENT_NAME_LENGTH];
+	NetworkErrorCode errorno = NetworkRecv_uint8(cs, p);
+
+	// The client was never joined.. thank the client for the packet, but ignore it
+	if (cs->status < STATUS_DONE_MAP || cs->has_quit) {
+		cs->has_quit = true;
+		return;
+	}
+
+	NetworkGetClientName(client_name, sizeof(client_name), cs);
+
+	GetNetworkErrorMsg(str, errorno, lastof(str));
+
+	DEBUG(net, 2, "'%s' reported an error and is closing its connection (%s)", client_name, str);
+
+	NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
+
+	FOR_ALL_CLIENTS(new_cs) {
+		if (new_cs->status > STATUS_AUTH) {
+			SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, errorno);
+		}
+	}
+
+	cs->has_quit = true;
+}
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_QUIT)
+{
+	// The client wants to leave. Display this and report it to the other
+	//  clients.
+	NetworkClientState *new_cs;
+	char str[100];
+	char client_name[NETWORK_CLIENT_NAME_LENGTH];
+
+	// The client was never joined.. thank the client for the packet, but ignore it
+	if (cs->status < STATUS_DONE_MAP || cs->has_quit) {
+		cs->has_quit = true;
+		return;
+	}
+
+	NetworkRecv_string(cs, p, str, lengthof(str));
+
+	NetworkGetClientName(client_name, sizeof(client_name), cs);
+
+	NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
+
+	FOR_ALL_CLIENTS(new_cs) {
+		if (new_cs->status > STATUS_AUTH) {
+			SEND_COMMAND(PACKET_SERVER_QUIT)(new_cs, cs->index, str);
+		}
+	}
+
+	cs->has_quit = true;
+}
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
+{
+	uint32 frame = NetworkRecv_uint32(cs, p);
+
+	/* The client is trying to catch up with the server */
+	if (cs->status == STATUS_PRE_ACTIVE) {
+		/* The client is not yet catched up? */
+		if (frame + DAY_TICKS < _frame_counter) return;
+
+		/* Now he is! Unpause the game */
+		cs->status = STATUS_ACTIVE;
+
+		if (_network_pause_on_join) {
+			DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
+			NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (client connected)", NETWORK_SERVER_INDEX);
+		}
+
+		CheckMinPlayers();
+
+		/* Execute script for, e.g. MOTD */
+		IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
+	}
+
+	// The client received the frame, make note of it
+	cs->last_frame = frame;
+	// With those 2 values we can calculate the lag realtime
+	cs->last_frame_server = _frame_counter;
+}
+
+
+
+void NetworkServer_HandleChat(NetworkAction action, DestType desttype, int dest, const char *msg, uint16 from_index)
+{
+	NetworkClientState *cs;
+	const NetworkClientInfo *ci, *ci_own, *ci_to;
+
+	switch (desttype) {
+	case DESTTYPE_CLIENT:
+		/* Are we sending to the server? */
+		if (dest == NETWORK_SERVER_INDEX) {
+			ci = NetworkFindClientInfoFromIndex(from_index);
+			/* Display the text locally, and that is it */
+			if (ci != NULL)
+				NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas), false, ci->client_name, "%s", msg);
+		} else {
+			/* Else find the client to send the message to */
+			FOR_ALL_CLIENTS(cs) {
+				if (cs->index == dest) {
+					SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, false, msg);
+					break;
+				}
+			}
+		}
+
+		// Display the message locally (so you know you have sent it)
+		if (from_index != dest) {
+			if (from_index == NETWORK_SERVER_INDEX) {
+				ci = NetworkFindClientInfoFromIndex(from_index);
+				ci_to = NetworkFindClientInfoFromIndex(dest);
+				if (ci != NULL && ci_to != NULL)
+					NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas), true, ci_to->client_name, "%s", msg);
+			} else {
+				FOR_ALL_CLIENTS(cs) {
+					if (cs->index == from_index) {
+						SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, dest, true, msg);
+						break;
+					}
+				}
+			}
+		}
+		break;
+	case DESTTYPE_TEAM: {
+		bool show_local = true; // If this is false, the message is already displayed
+														// on the client who did sent it.
+		/* Find all clients that belong to this player */
+		ci_to = NULL;
+		FOR_ALL_CLIENTS(cs) {
+			ci = DEREF_CLIENT_INFO(cs);
+			if (ci->client_playas == dest) {
+				SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, false, msg);
+				if (cs->index == from_index) show_local = false;
+				ci_to = ci; // Remember a client that is in the company for company-name
+			}
+		}
+
+		ci = NetworkFindClientInfoFromIndex(from_index);
+		ci_own = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
+		if (ci != NULL && ci_own != NULL && ci_own->client_playas == dest) {
+			NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas), false, ci->client_name, "%s", msg);
+			if (from_index == NETWORK_SERVER_INDEX) show_local = false;
+			ci_to = ci_own;
+		}
+
+		/* There is no such player */
+		if (ci_to == NULL) break;
+
+		// Display the message locally (so you know you have sent it)
+		if (ci != NULL && show_local) {
+			if (from_index == NETWORK_SERVER_INDEX) {
+				char name[NETWORK_NAME_LENGTH];
+				StringID str = IsValidPlayer(ci_to->client_playas) ? GetPlayer(ci_to->client_playas)->name_1 : STR_NETWORK_SPECTATORS;
+				GetString(name, str, lastof(name));
+				NetworkTextMessage(action, GetDrawStringPlayerColor(ci_own->client_playas), true, name, "%s", msg);
+			} else {
+				FOR_ALL_CLIENTS(cs) {
+					if (cs->index == from_index) {
+						SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, ci_to->client_index, true, msg);
+					}
+				}
+			}
+		}
+		}
+		break;
+	default:
+		DEBUG(net, 0, "[server] received unknown chat destination type %d. Doing broadcast instead", desttype);
+		/* fall-through to next case */
+	case DESTTYPE_BROADCAST:
+		FOR_ALL_CLIENTS(cs) {
+			SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, false, msg);
+		}
+		ci = NetworkFindClientInfoFromIndex(from_index);
+		if (ci != NULL)
+			NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas), false, ci->client_name, "%s", msg);
+		break;
+	}
+}
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_CHAT)
+{
+	NetworkAction action = NetworkRecv_uint8(cs, p);
+	DestType desttype = NetworkRecv_uint8(cs, p);
+	int dest = NetworkRecv_uint8(cs, p);
+	char msg[MAX_TEXT_MSG_LEN];
+
+	NetworkRecv_string(cs, p, msg, MAX_TEXT_MSG_LEN);
+
+	NetworkServer_HandleChat(action, desttype, dest, msg, cs->index);
+}
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD)
+{
+	char password[NETWORK_PASSWORD_LENGTH];
+	const NetworkClientInfo *ci;
+
+	NetworkRecv_string(cs, p, password, sizeof(password));
+	ci = DEREF_CLIENT_INFO(cs);
+
+	if (IsValidPlayer(ci->client_playas)) {
+		ttd_strlcpy(_network_player_info[ci->client_playas].password, password, sizeof(_network_player_info[0].password));
+	}
+}
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME)
+{
+	char client_name[NETWORK_CLIENT_NAME_LENGTH];
+	NetworkClientInfo *ci;
+
+	NetworkRecv_string(cs, p, client_name, sizeof(client_name));
+	ci = DEREF_CLIENT_INFO(cs);
+
+	if (cs->has_quit) return;
+
+	if (ci != NULL) {
+		// Display change
+		if (NetworkFindName(client_name)) {
+			NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, 1, false, ci->client_name, "%s", client_name);
+			ttd_strlcpy(ci->client_name, client_name, sizeof(ci->client_name));
+			NetworkUpdateClientInfo(ci->client_index);
+		}
+	}
+}
+
+DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_RCON)
+{
+	char pass[NETWORK_PASSWORD_LENGTH];
+	char command[NETWORK_RCONCOMMAND_LENGTH];
+
+	if (_network_game_info.rcon_password[0] == '\0') return;
+
+	NetworkRecv_string(cs, p, pass, sizeof(pass));
+	NetworkRecv_string(cs, p, command, sizeof(command));
+
+	if (strcmp(pass, _network_game_info.rcon_password) != 0) {
+		DEBUG(net, 0, "[rcon] wrong password from client-id %d", cs->index);
+		return;
+	}
+
+	DEBUG(net, 0, "[rcon] client-id %d executed: '%s'", cs->index, command);
+
+	_redirect_console_to_client = cs->index;
+	IConsoleCmdExec(command);
+	_redirect_console_to_client = 0;
+	return;
+}
+
+// The layout for the receive-functions by the server
+typedef void NetworkServerPacket(NetworkClientState *cs, Packet *p);
+
+
+// This array matches PacketType. At an incoming
+//  packet it is matches against this array
+//  and that way the right function to handle that
+//  packet is found.
+static NetworkServerPacket* const _network_server_packet[] = {
+	NULL, /*PACKET_SERVER_FULL,*/
+	NULL, /*PACKET_SERVER_BANNED,*/
+	RECEIVE_COMMAND(PACKET_CLIENT_JOIN),
+	NULL, /*PACKET_SERVER_ERROR,*/
+	RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO),
+	NULL, /*PACKET_SERVER_COMPANY_INFO,*/
+	NULL, /*PACKET_SERVER_CLIENT_INFO,*/
+	NULL, /*PACKET_SERVER_NEED_PASSWORD,*/
+	RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD),
+	NULL, /*PACKET_SERVER_WELCOME,*/
+	RECEIVE_COMMAND(PACKET_CLIENT_GETMAP),
+	NULL, /*PACKET_SERVER_WAIT,*/
+	NULL, /*PACKET_SERVER_MAP,*/
+	RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK),
+	NULL, /*PACKET_SERVER_JOIN,*/
+	NULL, /*PACKET_SERVER_FRAME,*/
+	NULL, /*PACKET_SERVER_SYNC,*/
+	RECEIVE_COMMAND(PACKET_CLIENT_ACK),
+	RECEIVE_COMMAND(PACKET_CLIENT_COMMAND),
+	NULL, /*PACKET_SERVER_COMMAND,*/
+	RECEIVE_COMMAND(PACKET_CLIENT_CHAT),
+	NULL, /*PACKET_SERVER_CHAT,*/
+	RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD),
+	RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME),
+	RECEIVE_COMMAND(PACKET_CLIENT_QUIT),
+	RECEIVE_COMMAND(PACKET_CLIENT_ERROR),
+	NULL, /*PACKET_SERVER_QUIT,*/
+	NULL, /*PACKET_SERVER_ERROR_QUIT,*/
+	NULL, /*PACKET_SERVER_SHUTDOWN,*/
+	NULL, /*PACKET_SERVER_NEWGAME,*/
+	NULL, /*PACKET_SERVER_RCON,*/
+	RECEIVE_COMMAND(PACKET_CLIENT_RCON),
+};
+
+// If this fails, check the array above with network_data.h
+assert_compile(lengthof(_network_server_packet) == PACKET_END);
+
+// This update the company_info-stuff
+void NetworkPopulateCompanyInfo(void)
+{
+	char password[NETWORK_PASSWORD_LENGTH];
+	const Player *p;
+	const Vehicle *v;
+	const Station *s;
+	const NetworkClientState *cs;
+	const NetworkClientInfo *ci;
+	uint i;
+	uint16 months_empty;
+
+	FOR_ALL_PLAYERS(p) {
+		if (!p->is_active) {
+			memset(&_network_player_info[p->index], 0, sizeof(NetworkPlayerInfo));
+			continue;
+		}
+
+		// Clean the info but not the password
+		ttd_strlcpy(password, _network_player_info[p->index].password, sizeof(password));
+		months_empty = _network_player_info[p->index].months_empty;
+		memset(&_network_player_info[p->index], 0, sizeof(NetworkPlayerInfo));
+		_network_player_info[p->index].months_empty = months_empty;
+		ttd_strlcpy(_network_player_info[p->index].password, password, sizeof(_network_player_info[p->index].password));
+
+		// Grap the company name
+		SetDParam(0, p->name_1);
+		SetDParam(1, p->name_2);
+		GetString(_network_player_info[p->index].company_name, STR_JUST_STRING, lastof(_network_player_info[p->index].company_name));
+
+		// Check the income
+		if (_cur_year - 1 == p->inaugurated_year) {
+			// The player is here just 1 year, so display [2], else display[1]
+			for (i = 0; i < lengthof(p->yearly_expenses[2]); i++) {
+				_network_player_info[p->index].income -= p->yearly_expenses[2][i];
+			}
+		} else {
+			for (i = 0; i < lengthof(p->yearly_expenses[1]); i++) {
+				_network_player_info[p->index].income -= p->yearly_expenses[1][i];
+			}
+		}
+
+		// Set some general stuff
+		_network_player_info[p->index].inaugurated_year = p->inaugurated_year;
+		_network_player_info[p->index].company_value = p->old_economy[0].company_value;
+		_network_player_info[p->index].money = p->money64;
+		_network_player_info[p->index].performance = p->old_economy[0].performance_history;
+	}
+
+	// Go through all vehicles and count the type of vehicles
+	FOR_ALL_VEHICLES(v) {
+		if (!IsValidPlayer(v->owner)) continue;
+
+		switch (v->type) {
+			case VEH_Train:
+				if (IsFrontEngine(v)) _network_player_info[v->owner].num_vehicle[0]++;
+				break;
+
+			case VEH_Road:
+				if (v->cargo_type != CT_PASSENGERS) {
+					_network_player_info[v->owner].num_vehicle[1]++;
+				} else {
+					_network_player_info[v->owner].num_vehicle[2]++;
+				}
+				break;
+
+			case VEH_Aircraft:
+				if (v->subtype <= 2) _network_player_info[v->owner].num_vehicle[3]++;
+				break;
+
+			case VEH_Ship:
+				_network_player_info[v->owner].num_vehicle[4]++;
+				break;
+
+			case VEH_Special:
+			case VEH_Disaster:
+				break;
+		}
+	}
+
+	// Go through all stations and count the types of stations
+	FOR_ALL_STATIONS(s) {
+		if (IsValidPlayer(s->owner)) {
+			NetworkPlayerInfo *npi = &_network_player_info[s->owner];
+
+			if (s->facilities & FACIL_TRAIN)      npi->num_station[0]++;
+			if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[1]++;
+			if (s->facilities & FACIL_BUS_STOP)   npi->num_station[2]++;
+			if (s->facilities & FACIL_AIRPORT)    npi->num_station[3]++;
+			if (s->facilities & FACIL_DOCK)       npi->num_station[4]++;
+		}
+	}
+
+	ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
+	// Register local player (if not dedicated)
+	if (ci != NULL && IsValidPlayer(ci->client_playas))
+		ttd_strlcpy(_network_player_info[ci->client_playas].players, ci->client_name, sizeof(_network_player_info[0].players));
+
+	FOR_ALL_CLIENTS(cs) {
+		char client_name[NETWORK_CLIENT_NAME_LENGTH];
+
+		NetworkGetClientName(client_name, sizeof(client_name), cs);
+
+		ci = DEREF_CLIENT_INFO(cs);
+		if (ci != NULL && IsValidPlayer(ci->client_playas)) {
+			if (strlen(_network_player_info[ci->client_playas].players) != 0)
+				ttd_strlcat(_network_player_info[ci->client_playas].players, ", ", lengthof(_network_player_info[0].players));
+
+			ttd_strlcat(_network_player_info[ci->client_playas].players, client_name, lengthof(_network_player_info[0].players));
+		}
+	}
+}
+
+// Send a packet to all clients with updated info about this client_index
+void NetworkUpdateClientInfo(uint16 client_index)
+{
+	NetworkClientState *cs;
+	NetworkClientInfo *ci = NetworkFindClientInfoFromIndex(client_index);
+
+	if (ci == NULL) return;
+
+	FOR_ALL_CLIENTS(cs) {
+		SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, ci);
+	}
+}
+
+/* Check if we want to restart the map */
+static void NetworkCheckRestartMap(void)
+{
+	if (_network_restart_game_year != 0 && _cur_year >= _network_restart_game_year) {
+		DEBUG(net, 0, "Auto-restarting map. Year %d reached", _cur_year);
+
+		StartNewGameWithoutGUI(GENERATE_NEW_SEED);
+	}
+}
+
+/* Check if the server has autoclean_companies activated
+    Two things happen:
+      1) If a company is not protected, it is closed after 1 year (for example)
+      2) If a company is protected, protection is disabled after 3 years (for example)
+           (and item 1. happens a year later) */
+static void NetworkAutoCleanCompanies(void)
+{
+	const NetworkClientState *cs;
+	const NetworkClientInfo *ci;
+	const Player *p;
+	bool clients_in_company[MAX_PLAYERS];
+
+	if (!_network_autoclean_companies) return;
+
+	memset(clients_in_company, 0, sizeof(clients_in_company));
+
+	/* Detect the active companies */
+	FOR_ALL_CLIENTS(cs) {
+		ci = DEREF_CLIENT_INFO(cs);
+		if (IsValidPlayer(ci->client_playas)) clients_in_company[ci->client_playas] = true;
+	}
+
+	if (!_network_dedicated) {
+		ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
+		if (IsValidPlayer(ci->client_playas)) clients_in_company[ci->client_playas] = true;
+	}
+
+	/* Go through all the comapnies */
+	FOR_ALL_PLAYERS(p) {
+		/* Skip the non-active once */
+		if (!p->is_active || p->is_ai) continue;
+
+		if (!clients_in_company[p->index]) {
+			/* The company is empty for one month more */
+			_network_player_info[p->index].months_empty++;
+
+			/* Is the company empty for autoclean_unprotected-months, and is there no protection? */
+			if (_network_player_info[p->index].months_empty > _network_autoclean_unprotected && _network_player_info[p->index].password[0] == '\0') {
+				/* Shut the company down */
+				DoCommandP(0, 2, p->index, NULL, CMD_PLAYER_CTRL);
+				IConsolePrintF(_icolour_def, "Auto-cleaned company #%d", p->index + 1);
+			}
+			/* Is the compnay empty for autoclean_protected-months, and there is a protection? */
+			if (_network_player_info[p->index].months_empty > _network_autoclean_protected && _network_player_info[p->index].password[0] != '\0') {
+				/* Unprotect the company */
+				_network_player_info[p->index].password[0] = '\0';
+				IConsolePrintF(_icolour_def, "Auto-removed protection from company #%d", p->index+1);
+				_network_player_info[p->index].months_empty = 0;
+			}
+		} else {
+			/* It is not empty, reset the date */
+			_network_player_info[p->index].months_empty = 0;
+		}
+	}
+}
+
+// This function changes new_name to a name that is unique (by adding #1 ...)
+//  and it returns true if that succeeded.
+bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH])
+{
+	NetworkClientState *new_cs;
+	bool found_name = false;
+	byte number = 0;
+	char original_name[NETWORK_CLIENT_NAME_LENGTH];
+
+	// We use NETWORK_CLIENT_NAME_LENGTH in here, because new_name is really a pointer
+	ttd_strlcpy(original_name, new_name, NETWORK_CLIENT_NAME_LENGTH);
+
+	while (!found_name) {
+		const NetworkClientInfo *ci;
+
+		found_name = true;
+		FOR_ALL_CLIENTS(new_cs) {
+			ci = DEREF_CLIENT_INFO(new_cs);
+			if (strcmp(ci->client_name, new_name) == 0) {
+				// Name already in use
+				found_name = false;
+				break;
+			}
+		}
+		// Check if it is the same as the server-name
+		ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
+		if (ci != NULL) {
+			if (strcmp(ci->client_name, new_name) == 0) found_name = false; // name already in use
+		}
+
+		if (!found_name) {
+			// Try a new name (<name> #1, <name> #2, and so on)
+
+			// Stop if we tried for more than 50 times..
+			if (number++ > 50) break;
+			snprintf(new_name, NETWORK_CLIENT_NAME_LENGTH, "%s #%d", original_name, number);
+		}
+	}
+
+	return found_name;
+}
+
+// Reads a packet from the stream
+bool NetworkServer_ReadPackets(NetworkClientState *cs)
+{
+	Packet *p;
+	NetworkRecvStatus res;
+	while ((p = NetworkRecv_Packet(cs, &res)) != NULL) {
+		byte type = NetworkRecv_uint8(cs, p);
+		if (type < PACKET_END && _network_server_packet[type] != NULL && !cs->has_quit) {
+			_network_server_packet[type](cs, p);
+		} else {
+			DEBUG(net, 0, "[server] received invalid packet type %d", type);
+		}
+		free(p);
+	}
+
+	return true;
+}
+
+// Handle the local command-queue
+static void NetworkHandleCommandQueue(NetworkClientState* cs)
+{
+	CommandPacket *cp;
+
+	while ( (cp = cs->command_queue) != NULL) {
+		SEND_COMMAND(PACKET_SERVER_COMMAND)(cs, cp);
+
+		cs->command_queue = cp->next;
+		free(cp);
+	}
+}
+
+// This is called every tick if this is a _network_server
+void NetworkServer_Tick(bool send_frame)
+{
+	NetworkClientState *cs;
+#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
+	bool send_sync = false;
+#endif
+
+#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
+	if (_frame_counter >= _last_sync_frame + _network_sync_freq) {
+		_last_sync_frame = _frame_counter;
+		send_sync = true;
+	}
+#endif
+
+	// Now we are done with the frame, inform the clients that they can
+	//  do their frame!
+	FOR_ALL_CLIENTS(cs) {
+		// Check if the speed of the client is what we can expect from a client
+		if (cs->status == STATUS_ACTIVE) {
+			// 1 lag-point per day
+			int lag = NetworkCalculateLag(cs) / DAY_TICKS;
+			if (lag > 0) {
+				if (lag > 3) {
+					// Client did still not report in after 4 game-day, drop him
+					//  (that is, the 3 of above, + 1 before any lag is counted)
+					IConsolePrintF(_icolour_err,"Client #%d is dropped because the client did not respond for more than 4 game-days", cs->index);
+					NetworkCloseClient(cs);
+					continue;
+				}
+
+				// Report once per time we detect the lag
+				if (cs->lag_test == 0) {
+					IConsolePrintF(_icolour_warn,"[%d] Client #%d is slow, try increasing *net_frame_freq to a higher value!", _frame_counter, cs->index);
+					cs->lag_test = 1;
+				}
+			} else {
+				cs->lag_test = 0;
+			}
+		} else if (cs->status == STATUS_PRE_ACTIVE) {
+			int lag = NetworkCalculateLag(cs);
+			if (lag > _network_max_join_time) {
+				IConsolePrintF(_icolour_err,"Client #%d is dropped because it took longer than %d ticks for him to join", cs->index, _network_max_join_time);
+				NetworkCloseClient(cs);
+			}
+		}
+
+		if (cs->status >= STATUS_PRE_ACTIVE) {
+			// Check if we can send command, and if we have anything in the queue
+			NetworkHandleCommandQueue(cs);
+
+			// Send an updated _frame_counter_max to the client
+			if (send_frame) SEND_COMMAND(PACKET_SERVER_FRAME)(cs);
+
+#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
+			// Send a sync-check packet
+			if (send_sync) SEND_COMMAND(PACKET_SERVER_SYNC)(cs);
+#endif
+		}
+	}
+
+	/* See if we need to advertise */
+	NetworkUDPAdvertise();
+}
+
+void NetworkServerYearlyLoop(void)
+{
+	NetworkCheckRestartMap();
+}
+
+void NetworkServerMonthlyLoop(void)
+{
+	NetworkAutoCleanCompanies();
+}
+
+#endif /* ENABLE_NETWORK */
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network/network_server.h	Wed Jan 03 08:32:17 2007 +0000
@@ -0,0 +1,39 @@
+/* $Id$ */
+
+#ifndef NETWORK_SERVER_H
+#define NETWORK_SERVER_H
+
+#ifdef ENABLE_NETWORK
+
+DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP);
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientState *cs, uint16 client_index, NetworkErrorCode errorno);
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientState *cs, NetworkErrorCode error);
+DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SHUTDOWN);
+DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NEWGAME);
+DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_RCON)(NetworkClientState *cs, uint16 color, const char *command);
+
+bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH]);
+void NetworkServer_HandleChat(NetworkAction action, DestType type, int dest, const char *msg, uint16 from_index);
+
+bool NetworkServer_ReadPackets(NetworkClientState *cs);
+void NetworkServer_Tick(bool send_frame);
+void NetworkServerMonthlyLoop(void);
+void NetworkServerYearlyLoop(void);
+
+static inline const char* GetPlayerIP(const NetworkClientInfo* ci)
+{
+	struct in_addr addr;
+
+	addr.s_addr = ci->client_ip;
+	return inet_ntoa(addr);
+}
+
+#else /* ENABLE_NETWORK */
+/* Network function stubs when networking is disabled */
+
+static inline void NetworkServerMonthlyLoop(void) {}
+static inline void NetworkServerYearlyLoop(void) {}
+
+#endif /* ENABLE_NETWORK */
+
+#endif /* NETWORK_SERVER_H */
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network/network_udp.c	Wed Jan 03 08:32:17 2007 +0000
@@ -0,0 +1,663 @@
+/* $Id$ */
+
+#ifdef ENABLE_NETWORK
+
+#include "../stdafx.h"
+#include "../debug.h"
+#include "../string.h"
+#include "network_data.h"
+#include "../date.h"
+#include "../map.h"
+#include "network_gamelist.h"
+#include "network_udp.h"
+#include "../variables.h"
+#include "../newgrf_config.h"
+
+#include "core/udp.h"
+
+/**
+ * @file network_udp.c This file handles the UDP related communication.
+ *
+ * This is the GameServer <-> MasterServer and GameServer <-> GameClient
+ * communication before the game is being joined.
+ */
+
+enum {
+	ADVERTISE_NORMAL_INTERVAL = 30000, // interval between advertising in ticks (15 minutes)
+	ADVERTISE_RETRY_INTERVAL  =   300, // readvertise when no response after this many ticks (9 seconds)
+	ADVERTISE_RETRY_TIMES     =     3  // give up readvertising after this much failed retries
+};
+
+#define DEF_UDP_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(Packet *p, struct sockaddr_in *client_addr)
+
+static NetworkClientState _udp_cs;
+
+DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER)
+{
+	Packet *packet;
+	// Just a fail-safe.. should never happen
+	if (!_network_udp_server)
+		return;
+
+	packet = NetworkSend_Init(PACKET_UDP_SERVER_RESPONSE);
+
+	// Update some game_info
+	_network_game_info.game_date     = _date;
+	_network_game_info.map_width     = MapSizeX();
+	_network_game_info.map_height    = MapSizeY();
+	_network_game_info.map_set       = _opt.landscape;
+	_network_game_info.companies_on  = ActivePlayerCount();
+	_network_game_info.spectators_on = NetworkSpectatorCount();
+	_network_game_info.grfconfig     = _grfconfig;
+
+	NetworkSend_NetworkGameInfo(p, &_network_game_info);
+
+	// Let the client know that we are here
+	NetworkSendUDP_Packet(_udp_server_socket, packet, client_addr);
+
+	free(packet);
+
+	DEBUG(net, 2, "[udp] queried from '%s'", inet_ntoa(client_addr->sin_addr));
+}
+
+void HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config)
+{
+	/* Find the matching GRF file */
+	const GRFConfig *f = FindGRFConfig(config->grfid, config->md5sum);
+	if (f == NULL) {
+		/* Don't know the GRF, so mark game incompatible and the (possibly)
+		 * already resolved name for this GRF (another server has sent the
+		 * name of the GRF already */
+		config->name     = FindUnknownGRFName(config->grfid, config->md5sum, true);
+		SETBIT(config->flags, GCF_NOT_FOUND);
+	} else {
+		config->filename = f->filename;
+		config->name     = f->name;
+		config->info     = f->info;
+	}
+	SETBIT(config->flags, GCF_COPY);
+}
+
+DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE)
+{
+	extern const char _openttd_revision[];
+	NetworkGameList *item;
+
+	// Just a fail-safe.. should never happen
+	if (_network_udp_server || _udp_cs.has_quit) return;
+
+	DEBUG(net, 4, "[udp] server response from %s:%d", inet_ntoa(client_addr->sin_addr),ntohs(client_addr->sin_port));
+
+	// Find next item
+	item = NetworkGameListAddItem(inet_addr(inet_ntoa(client_addr->sin_addr)), ntohs(client_addr->sin_port));
+
+	NetworkRecv_NetworkGameInfo(&_udp_cs, p, &item->info);
+
+	item->info.compatible = true;
+	{
+		/* Checks whether there needs to be a request for names of GRFs and makes
+		 * the request if necessary. GRFs that need to be requested are the GRFs
+		 * that do not exist on the clients system and we do not have the name
+		 * resolved of, i.e. the name is still UNKNOWN_GRF_NAME_PLACEHOLDER.
+		 * The in_request array and in_request_count are used so there is no need
+		 * to do a second loop over the GRF list, which can be relatively expensive
+		 * due to the string comparisons. */
+		const GRFConfig *in_request[NETWORK_MAX_GRF_COUNT];
+		const GRFConfig *c;
+		uint in_request_count = 0;
+		struct sockaddr_in out_addr;
+
+		for (c = item->info.grfconfig; c != NULL; c = c->next) {
+			if (HASBIT(c->flags, GCF_NOT_FOUND)) item->info.compatible = false;
+			if (!HASBIT(c->flags, GCF_NOT_FOUND) || strcmp(c->name, UNKNOWN_GRF_NAME_PLACEHOLDER) != 0) continue;
+			in_request[in_request_count] = c;
+			in_request_count++;
+		}
+
+		if (in_request_count > 0) {
+			/* There are 'unknown' GRFs, now send a request for them */
+			uint i;
+			Packet *packet = NetworkSend_Init(PACKET_UDP_CLIENT_GET_NEWGRFS);
+
+			NetworkSend_uint8 (packet, in_request_count);
+			for (i = 0; i < in_request_count; i++) {
+				NetworkSend_GRFIdentifier(packet, in_request[i]);
+			}
+
+			out_addr.sin_family      = AF_INET;
+			out_addr.sin_port        = htons(item->port);
+			out_addr.sin_addr.s_addr = item->ip;
+			NetworkSendUDP_Packet(_udp_client_socket, packet, &out_addr);
+			free(packet);
+		}
+	}
+
+	if (item->info.server_lang >= NETWORK_NUM_LANGUAGES) item->info.server_lang = 0;
+	if (item->info.map_set >= NUM_LANDSCAPE ) item->info.map_set = 0;
+
+	if (item->info.hostname[0] == '\0')
+		snprintf(item->info.hostname, sizeof(item->info.hostname), "%s", inet_ntoa(client_addr->sin_addr));
+
+	/* Check if we are allowed on this server based on the revision-match */
+	item->info.version_compatible =
+		strcmp(item->info.server_revision, _openttd_revision) == 0 ||
+		strcmp(item->info.server_revision, NOREV_STRING) == 0;
+	item->info.compatible &= item->info.version_compatible; // Already contains match for GRFs
+
+	item->online = true;
+
+	UpdateNetworkGameWindow(false);
+}
+
+DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO)
+{
+	NetworkClientState *cs;
+	NetworkClientInfo *ci;
+	Packet *packet;
+	Player *player;
+	byte current = 0;
+	int i;
+
+	// Just a fail-safe.. should never happen
+	if (!_network_udp_server) return;
+
+	packet = NetworkSend_Init(PACKET_UDP_SERVER_DETAIL_INFO);
+
+	/* Send the amount of active companies */
+	NetworkSend_uint8 (packet, NETWORK_COMPANY_INFO_VERSION);
+	NetworkSend_uint8 (packet, ActivePlayerCount());
+
+	/* Fetch the latest version of everything */
+	NetworkPopulateCompanyInfo();
+
+	/* Go through all the players */
+	FOR_ALL_PLAYERS(player) {
+		/* Skip non-active players */
+		if (!player->is_active) continue;
+
+		current++;
+
+		/* Send the information */
+		NetworkSend_uint8(packet, current);
+
+		NetworkSend_string(packet, _network_player_info[player->index].company_name);
+		NetworkSend_uint32(packet, _network_player_info[player->index].inaugurated_year);
+		NetworkSend_uint64(packet, _network_player_info[player->index].company_value);
+		NetworkSend_uint64(packet, _network_player_info[player->index].money);
+		NetworkSend_uint64(packet, _network_player_info[player->index].income);
+		NetworkSend_uint16(packet, _network_player_info[player->index].performance);
+
+		/* Send 1 if there is a passord for the company else send 0 */
+		if (_network_player_info[player->index].password[0] != '\0') {
+			NetworkSend_uint8(packet, 1);
+		} else {
+			NetworkSend_uint8(packet, 0);
+		}
+
+		for (i = 0; i < NETWORK_VEHICLE_TYPES; i++)
+			NetworkSend_uint16(packet, _network_player_info[player->index].num_vehicle[i]);
+
+		for (i = 0; i < NETWORK_STATION_TYPES; i++)
+			NetworkSend_uint16(packet, _network_player_info[player->index].num_station[i]);
+
+		/* Find the clients that are connected to this player */
+		FOR_ALL_CLIENTS(cs) {
+			ci = DEREF_CLIENT_INFO(cs);
+			if (ci->client_playas == player->index) {
+				/* The uint8 == 1 indicates that a client is following */
+				NetworkSend_uint8(packet, 1);
+				NetworkSend_string(packet, ci->client_name);
+				NetworkSend_string(packet, ci->unique_id);
+				NetworkSend_uint32(packet, ci->join_date);
+			}
+		}
+		/* Also check for the server itself */
+		ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
+		if (ci->client_playas == player->index) {
+			/* The uint8 == 1 indicates that a client is following */
+			NetworkSend_uint8(packet, 1);
+			NetworkSend_string(packet, ci->client_name);
+			NetworkSend_string(packet, ci->unique_id);
+			NetworkSend_uint32(packet, ci->join_date);
+		}
+
+		/* Indicates end of client list */
+		NetworkSend_uint8(packet, 0);
+	}
+
+	/* And check if we have any spectators */
+	FOR_ALL_CLIENTS(cs) {
+		ci = DEREF_CLIENT_INFO(cs);
+		if (!IsValidPlayer(ci->client_playas)) {
+			/* The uint8 == 1 indicates that a client is following */
+			NetworkSend_uint8(packet, 1);
+			NetworkSend_string(packet, ci->client_name);
+			NetworkSend_string(packet, ci->unique_id);
+			NetworkSend_uint32(packet, ci->join_date);
+		}
+	}
+
+	/* Also check for the server itself */
+	ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
+	if (!IsValidPlayer(ci->client_playas)) {
+		/* The uint8 == 1 indicates that a client is following */
+		NetworkSend_uint8(packet, 1);
+		NetworkSend_string(packet, ci->client_name);
+		NetworkSend_string(packet, ci->unique_id);
+		NetworkSend_uint32(packet, ci->join_date);
+	}
+
+	/* Indicates end of client list */
+	NetworkSend_uint8(packet, 0);
+
+	NetworkSendUDP_Packet(_udp_server_socket, packet, client_addr);
+
+	free(packet);
+}
+
+DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_RESPONSE_LIST)
+{
+	int i;
+	struct in_addr ip;
+	uint16 port;
+	uint8 ver;
+
+	/* packet begins with the protocol version (uint8)
+	 * then an uint16 which indicates how many
+	 * ip:port pairs are in this packet, after that
+	 * an uint32 (ip) and an uint16 (port) for each pair
+	 */
+
+	ver = NetworkRecv_uint8(&_udp_cs, p);
+
+	if (_udp_cs.has_quit) return;
+
+	if (ver == 1) {
+		for (i = NetworkRecv_uint16(&_udp_cs, p); i != 0 ; i--) {
+			ip.s_addr = TO_LE32(NetworkRecv_uint32(&_udp_cs, p));
+			port = NetworkRecv_uint16(&_udp_cs, p);
+			NetworkUDPQueryServer(inet_ntoa(ip), port);
+		}
+	}
+}
+
+DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_ACK_REGISTER)
+{
+	_network_advertise_retries = 0;
+	DEBUG(net, 2, "[udp] advertising on master server successfull");
+
+	/* We are advertised, but we don't want to! */
+	if (!_network_advertise) NetworkUDPRemoveAdvertise();
+}
+
+/**
+ * A client has requested the names of some NewGRFs.
+ *
+ * Replying this can be tricky as we have a limit of SEND_MTU bytes
+ * in the reply packet and we can send up to 100 bytes per NewGRF
+ * (GRF ID, MD5sum and NETWORK_GRF_NAME_LENGTH bytes for the name).
+ * As SEND_MTU is _much_ less than 100 * NETWORK_MAX_GRF_COUNT, it
+ * could be that a packet overflows. To stop this we only reply
+ * with the first N NewGRFs so that if the first N + 1 NewGRFs
+ * would be sent, the packet overflows.
+ * in_reply and in_reply_count are used to keep a list of GRFs to
+ * send in the reply.
+ */
+DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_GET_NEWGRFS)
+{
+	uint8 num_grfs;
+	uint i;
+
+	const GRFConfig *in_reply[NETWORK_MAX_GRF_COUNT];
+	Packet *packet;
+	uint8 in_reply_count = 0;
+	uint packet_len = 0;
+
+	/* Just a fail-safe.. should never happen */
+	if (_udp_cs.has_quit) return;
+
+	DEBUG(net, 6, "[udp] newgrf data request from %s:%d", inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port));
+
+	num_grfs = NetworkRecv_uint8 (&_udp_cs, p);
+	if (num_grfs > NETWORK_MAX_GRF_COUNT) return;
+
+	for (i = 0; i < num_grfs; i++) {
+		GRFConfig c;
+		const GRFConfig *f;
+
+		NetworkRecv_GRFIdentifier(&_udp_cs, p, &c);
+
+		/* Find the matching GRF file */
+		f = FindGRFConfig(c.grfid, c.md5sum);
+		if (f == NULL) continue; // The GRF is unknown to this server
+
+		/* If the reply might exceed the size of the packet, only reply
+		 * the current list and do not send the other data.
+		 * The name could be an empty string, if so take the filename. */
+		packet_len += sizeof(c.grfid) + sizeof(c.md5sum) +
+				min(strlen((f->name != NULL && strlen(f->name) > 0) ? f->name : f->filename) + 1, NETWORK_GRF_NAME_LENGTH);
+		if (packet_len > SEND_MTU - 4) { // 4 is 3 byte header + grf count in reply
+			break;
+		}
+		in_reply[in_reply_count] = f;
+		in_reply_count++;
+	}
+
+	if (in_reply_count == 0) return;
+
+	packet = NetworkSend_Init(PACKET_UDP_SERVER_NEWGRFS);
+	NetworkSend_uint8 (packet, in_reply_count);
+	for (i = 0; i < in_reply_count; i++) {
+		char name[NETWORK_GRF_NAME_LENGTH];
+
+		/* The name could be an empty string, if so take the filename */
+		ttd_strlcpy(name, (in_reply[i]->name != NULL && strlen(in_reply[i]->name) > 0) ?
+				in_reply[i]->name : in_reply[i]->filename, sizeof(name));
+	 	NetworkSend_GRFIdentifier(packet, in_reply[i]);
+		NetworkSend_string(packet, name);
+	}
+
+	NetworkSendUDP_Packet(_udp_server_socket, packet, client_addr);
+	free(packet);
+}
+
+/** The return of the client's request of the names of some NewGRFs */
+DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_NEWGRFS)
+{
+	uint8 num_grfs;
+	uint i;
+
+	/* Just a fail-safe.. should never happen */
+	if (_udp_cs.has_quit) return;
+
+	DEBUG(net, 6, "[udp] newgrf data reply from %s:%d", inet_ntoa(client_addr->sin_addr),ntohs(client_addr->sin_port));
+
+	num_grfs = NetworkRecv_uint8 (&_udp_cs, p);
+	if (num_grfs > NETWORK_MAX_GRF_COUNT) return;
+
+	for (i = 0; i < num_grfs; i++) {
+		char *unknown_name;
+		char name[NETWORK_GRF_NAME_LENGTH];
+		GRFConfig c;
+
+		NetworkRecv_GRFIdentifier(&_udp_cs, p, &c);
+		NetworkRecv_string(&_udp_cs, p, name, sizeof(name));
+
+		/* An empty name is not possible under normal circumstances
+		 * and causes problems when showing the NewGRF list. */
+		if (strlen(name) == 0) continue;
+
+		/* Finds the fake GRFConfig for the just read GRF ID and MD5sum tuple.
+		 * If it exists and not resolved yet, then name of the fake GRF is
+		 * overwritten with the name from the reply. */
+		unknown_name = FindUnknownGRFName(c.grfid, c.md5sum, false);
+		if (unknown_name != NULL && strcmp(unknown_name, UNKNOWN_GRF_NAME_PLACEHOLDER) == 0) {
+			ttd_strlcpy(unknown_name, name, NETWORK_GRF_NAME_LENGTH);
+		}
+	}
+}
+
+
+// The layout for the receive-functions by UDP
+typedef void NetworkUDPPacket(Packet *p, struct sockaddr_in *client_addr);
+
+static NetworkUDPPacket* const _network_udp_packet[] = {
+	RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER),
+	RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE),
+	RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO),
+	NULL,
+	NULL,
+	RECEIVE_COMMAND(PACKET_UDP_MASTER_ACK_REGISTER),
+	NULL,
+	RECEIVE_COMMAND(PACKET_UDP_MASTER_RESPONSE_LIST),
+	NULL,
+	RECEIVE_COMMAND(PACKET_UDP_CLIENT_GET_NEWGRFS),
+	RECEIVE_COMMAND(PACKET_UDP_SERVER_NEWGRFS),
+};
+
+
+// If this fails, check the array above with network_data.h
+assert_compile(lengthof(_network_udp_packet) == PACKET_UDP_END);
+
+
+void NetworkHandleUDPPacket(Packet *p, struct sockaddr_in *client_addr)
+{
+	byte type;
+
+	/* Fake a client, so we can see when there is an illegal packet */
+	_udp_cs.socket = INVALID_SOCKET;
+	_udp_cs.has_quit = false;
+
+	type = NetworkRecv_uint8(&_udp_cs, p);
+
+	if (type < PACKET_UDP_END && _network_udp_packet[type] != NULL && !_udp_cs.has_quit) {
+		_network_udp_packet[type](p, client_addr);
+	} else {
+		if (!_udp_cs.has_quit) {
+			DEBUG(net, 0, "[udp] received invalid packet type %d", type);
+		} else {
+			DEBUG(net, 0, "[udp] received illegal packet");
+		}
+	}
+}
+
+
+// Close UDP connection
+void NetworkUDPClose(void)
+{
+	DEBUG(net, 1, "[udp] closed listeners");
+
+	if (_network_udp_server) {
+		if (_udp_server_socket != INVALID_SOCKET) {
+			closesocket(_udp_server_socket);
+			_udp_server_socket = INVALID_SOCKET;
+		}
+
+		if (_udp_master_socket != INVALID_SOCKET) {
+			closesocket(_udp_master_socket);
+			_udp_master_socket = INVALID_SOCKET;
+		}
+
+		_network_udp_server = false;
+		_network_udp_broadcast = 0;
+	} else {
+		if (_udp_client_socket != INVALID_SOCKET) {
+			closesocket(_udp_client_socket);
+			_udp_client_socket = INVALID_SOCKET;
+		}
+		_network_udp_broadcast = 0;
+	}
+}
+
+// Broadcast to all ips
+static void NetworkUDPBroadCast(SOCKET udp)
+{
+	Packet* p = NetworkSend_Init(PACKET_UDP_CLIENT_FIND_SERVER);
+	uint i;
+
+	for (i = 0; _broadcast_list[i] != 0; i++) {
+		struct sockaddr_in out_addr;
+
+		out_addr.sin_family = AF_INET;
+		out_addr.sin_port = htons(_network_server_port);
+		out_addr.sin_addr.s_addr = _broadcast_list[i];
+
+		DEBUG(net, 4, "[udp] broadcasting to %s", inet_ntoa(out_addr.sin_addr));
+
+		NetworkSendUDP_Packet(udp, p, &out_addr);
+	}
+
+	free(p);
+}
+
+
+// Request the the server-list from the master server
+void NetworkUDPQueryMasterServer(void)
+{
+	struct sockaddr_in out_addr;
+	Packet *p;
+
+	if (_udp_client_socket == INVALID_SOCKET)
+		if (!NetworkUDPListen(&_udp_client_socket, 0, 0, true))
+			return;
+
+	p = NetworkSend_Init(PACKET_UDP_CLIENT_GET_LIST);
+
+	out_addr.sin_family = AF_INET;
+	out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT);
+	out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST);
+
+	// packet only contains protocol version
+	NetworkSend_uint8(p, NETWORK_MASTER_SERVER_VERSION);
+
+	NetworkSendUDP_Packet(_udp_client_socket, p, &out_addr);
+
+	DEBUG(net, 2, "[udp] master server queried at %s:%d", inet_ntoa(out_addr.sin_addr),ntohs(out_addr.sin_port));
+
+	free(p);
+}
+
+// Find all servers
+void NetworkUDPSearchGame(void)
+{
+	// We are still searching..
+	if (_network_udp_broadcast > 0) return;
+
+	// No UDP-socket yet..
+	if (_udp_client_socket == INVALID_SOCKET)
+		if (!NetworkUDPListen(&_udp_client_socket, 0, 0, true))
+			return;
+
+	DEBUG(net, 0, "[udp] searching server");
+
+	NetworkUDPBroadCast(_udp_client_socket);
+	_network_udp_broadcast = 300; // Stay searching for 300 ticks
+}
+
+NetworkGameList *NetworkUDPQueryServer(const char* host, unsigned short port)
+{
+	struct sockaddr_in out_addr;
+	Packet *p;
+	NetworkGameList *item;
+
+	// No UDP-socket yet..
+	if (_udp_client_socket == INVALID_SOCKET)
+		if (!NetworkUDPListen(&_udp_client_socket, 0, 0, true))
+			return NULL;
+
+	out_addr.sin_family = AF_INET;
+	out_addr.sin_port = htons(port);
+	out_addr.sin_addr.s_addr = NetworkResolveHost(host);
+
+	// Clear item in gamelist
+	item = NetworkGameListAddItem(inet_addr(inet_ntoa(out_addr.sin_addr)), ntohs(out_addr.sin_port));
+	memset(&item->info, 0, sizeof(item->info));
+	ttd_strlcpy(item->info.server_name, host, lengthof(item->info.server_name));
+	ttd_strlcpy(item->info.hostname, host, lengthof(item->info.hostname));
+	item->online = false;
+
+	// Init the packet
+	p = NetworkSend_Init(PACKET_UDP_CLIENT_FIND_SERVER);
+
+	NetworkSendUDP_Packet(_udp_client_socket, p, &out_addr);
+
+	free(p);
+
+	UpdateNetworkGameWindow(false);
+	return item;
+}
+
+/* Remove our advertise from the master-server */
+void NetworkUDPRemoveAdvertise(void)
+{
+	struct sockaddr_in out_addr;
+	Packet *p;
+
+	/* Check if we are advertising */
+	if (!_networking || !_network_server || !_network_udp_server) return;
+
+	/* check for socket */
+	if (_udp_master_socket == INVALID_SOCKET)
+		if (!NetworkUDPListen(&_udp_master_socket, _network_server_bind_ip, 0, false))
+			return;
+
+	DEBUG(net, 1, "[udp] removing advertise from master server");
+
+	/* Find somewhere to send */
+	out_addr.sin_family = AF_INET;
+	out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT);
+	out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST);
+
+	/* Send the packet */
+	p = NetworkSend_Init(PACKET_UDP_SERVER_UNREGISTER);
+	/* Packet is: Version, server_port */
+	NetworkSend_uint8(p, NETWORK_MASTER_SERVER_VERSION);
+	NetworkSend_uint16(p, _network_server_port);
+	NetworkSendUDP_Packet(_udp_master_socket, p, &out_addr);
+
+	free(p);
+}
+
+/* Register us to the master server
+     This function checks if it needs to send an advertise */
+void NetworkUDPAdvertise(void)
+{
+	struct sockaddr_in out_addr;
+	Packet *p;
+
+	/* Check if we should send an advertise */
+	if (!_networking || !_network_server || !_network_udp_server || !_network_advertise)
+		return;
+
+	/* check for socket */
+	if (_udp_master_socket == INVALID_SOCKET)
+		if (!NetworkUDPListen(&_udp_master_socket, _network_server_bind_ip, 0, false))
+			return;
+
+	if (_network_need_advertise) {
+		_network_need_advertise = false;
+		_network_advertise_retries = ADVERTISE_RETRY_TIMES;
+	} else {
+		/* Only send once every ADVERTISE_NORMAL_INTERVAL ticks */
+		if (_network_advertise_retries == 0) {
+			if ((_network_last_advertise_frame + ADVERTISE_NORMAL_INTERVAL) > _frame_counter)
+				return;
+			_network_advertise_retries = ADVERTISE_RETRY_TIMES;
+		}
+
+		if ((_network_last_advertise_frame + ADVERTISE_RETRY_INTERVAL) > _frame_counter)
+			return;
+	}
+
+	_network_advertise_retries--;
+	_network_last_advertise_frame = _frame_counter;
+
+	/* Find somewhere to send */
+	out_addr.sin_family = AF_INET;
+	out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT);
+	out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST);
+
+	DEBUG(net, 1, "[udp] advertising to master server");
+
+	/* Send the packet */
+	p = NetworkSend_Init(PACKET_UDP_SERVER_REGISTER);
+	/* Packet is: WELCOME_MESSAGE, Version, server_port */
+	NetworkSend_string(p, NETWORK_MASTER_SERVER_WELCOME_MESSAGE);
+	NetworkSend_uint8(p, NETWORK_MASTER_SERVER_VERSION);
+	NetworkSend_uint16(p, _network_server_port);
+	NetworkSendUDP_Packet(_udp_master_socket, p, &out_addr);
+
+	free(p);
+}
+
+void NetworkUDPInitialize(void)
+{
+	_udp_client_socket = INVALID_SOCKET;
+	_udp_server_socket = INVALID_SOCKET;
+	_udp_master_socket = INVALID_SOCKET;
+
+	_network_udp_server = false;
+	_network_udp_broadcast = 0;
+}
+
+#endif /* ENABLE_NETWORK */
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network/network_udp.h	Wed Jan 03 08:32:17 2007 +0000
@@ -0,0 +1,17 @@
+/* $Id$ */
+
+#ifndef NETWORK_UDP_H
+#define NETWORK_UDP_H
+
+#ifdef ENABLE_NETWORK
+
+void NetworkUDPInitialize(void);
+void NetworkUDPSearchGame(void);
+void NetworkUDPQueryMasterServer(void);
+NetworkGameList *NetworkUDPQueryServer(const char* host, unsigned short port);
+void NetworkUDPAdvertise(void);
+void NetworkUDPRemoveAdvertise(void);
+
+#endif /* ENABLE_NETWORK */
+
+#endif /* NETWORK_UDP_H */
--- a/network_client.c	Tue Jan 02 18:40:37 2007 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,818 +0,0 @@
-/* $Id$ */
-
-#ifdef ENABLE_NETWORK
-
-#include "stdafx.h"
-#include "debug.h"
-#include "string.h"
-#include "strings.h"
-#include "network_data.h"
-#include "date.h"
-#include "table/strings.h"
-#include "functions.h"
-#include "network_client.h"
-#include "network_gamelist.h"
-#include "network_gui.h"
-#include "saveload.h"
-#include "command.h"
-#include "window.h"
-#include "console.h"
-#include "variables.h"
-#include "ai/ai.h"
-
-
-// This file handles all the client-commands
-
-
-// So we don't make too much typos ;)
-#define MY_CLIENT DEREF_CLIENT(0)
-
-static uint32 last_ack_frame;
-
-// **********
-// Sending functions
-//   DEF_CLIENT_SEND_COMMAND has no parameters
-// **********
-
-DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)
-{
-	//
-	// Packet: CLIENT_COMPANY_INFO
-	// Function: Request company-info (in detail)
-	// Data:
-	//    <none>
-	//
-	Packet *p;
-	_network_join_status = NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO;
-	InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
-
-	p = NetworkSend_Init(PACKET_CLIENT_COMPANY_INFO);
-	NetworkSend_Packet(p, MY_CLIENT);
-}
-
-DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_JOIN)
-{
-	//
-	// Packet: CLIENT_JOIN
-	// Function: Try to join the server
-	// Data:
-	//    String: OpenTTD Revision (norev000 if no revision)
-	//    String: Player Name (max NETWORK_NAME_LENGTH)
-	//    uint8:  Play as Player id (1..MAX_PLAYERS)
-	//    uint8:  Language ID
-	//    String: Unique id to find the player back in server-listing
-	//
-
-	extern const char _openttd_revision[];
-	Packet *p;
-	_network_join_status = NETWORK_JOIN_STATUS_AUTHORIZING;
-	InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
-
-	p = NetworkSend_Init(PACKET_CLIENT_JOIN);
-	NetworkSend_string(p, _openttd_revision);
-	NetworkSend_string(p, _network_player_name); // Player name
-	NetworkSend_uint8(p, _network_playas); // PlayAs
-	NetworkSend_uint8(p, NETLANG_ANY); // Language
-	NetworkSend_string(p, _network_unique_id);
-	NetworkSend_Packet(p, MY_CLIENT);
-}
-
-DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_PASSWORD)(NetworkPasswordType type, const char *password)
-{
-	//
-	// Packet: CLIENT_PASSWORD
-	// Function: Send a password to the server to authorize
-	// Data:
-	//    uint8:  NetworkPasswordType
-	//    String: Password
-	//
-	Packet *p = NetworkSend_Init(PACKET_CLIENT_PASSWORD);
-	NetworkSend_uint8(p, type);
-	NetworkSend_string(p, password);
-	NetworkSend_Packet(p, MY_CLIENT);
-}
-
-DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GETMAP)
-{
-	//
-	// Packet: CLIENT_GETMAP
-	// Function: Request the map from the server
-	// Data:
-	//    <none>
-	//
-
-	Packet *p = NetworkSend_Init(PACKET_CLIENT_GETMAP);
-	NetworkSend_Packet(p, MY_CLIENT);
-}
-
-DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_MAP_OK)
-{
-	//
-	// Packet: CLIENT_MAP_OK
-	// Function: Tell the server that we are done receiving/loading the map
-	// Data:
-	//    <none>
-	//
-
-	Packet *p = NetworkSend_Init(PACKET_CLIENT_MAP_OK);
-	NetworkSend_Packet(p, MY_CLIENT);
-}
-
-DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK)
-{
-	//
-	// Packet: CLIENT_ACK
-	// Function: Tell the server we are done with this frame
-	// Data:
-	//    uint32: current FrameCounter of the client
-	//
-
-	Packet *p = NetworkSend_Init(PACKET_CLIENT_ACK);
-
-	NetworkSend_uint32(p, _frame_counter);
-	NetworkSend_Packet(p, MY_CLIENT);
-}
-
-// Send a command packet to the server
-DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(CommandPacket *cp)
-{
-	//
-	// Packet: CLIENT_COMMAND
-	// Function: Send a DoCommand to the Server
-	// Data:
-	//    uint8:  PlayerID (0..MAX_PLAYERS-1)
-	//    uint32: CommandID (see command.h)
-	//    uint32: P1 (free variables used in DoCommand)
-	//    uint32: P2
-	//    uint32: Tile
-	//    string: text
-	//    uint8:  CallBackID (see callback_table.c)
-	//
-
-	Packet *p = NetworkSend_Init(PACKET_CLIENT_COMMAND);
-
-	NetworkSend_uint8(p, cp->player);
-	NetworkSend_uint32(p, cp->cmd);
-	NetworkSend_uint32(p, cp->p1);
-	NetworkSend_uint32(p, cp->p2);
-	NetworkSend_uint32(p, (uint32)cp->tile);
-	NetworkSend_string(p, cp->text);
-	NetworkSend_uint8(p, cp->callback);
-
-	NetworkSend_Packet(p, MY_CLIENT);
-}
-
-// Send a chat-packet over the network
-DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(NetworkAction action, DestType type, int dest, const char *msg)
-{
-	//
-	// Packet: CLIENT_CHAT
-	// Function: Send a chat-packet to the serve
-	// Data:
-	//    uint8:  ActionID (see network_data.h, NetworkAction)
-	//    uint8:  Destination Type (see network_data.h, DestType);
-	//    uint8:  Destination Player (1..MAX_PLAYERS)
-	//    String: Message (max MAX_TEXT_MSG_LEN)
-	//
-
-	Packet *p = NetworkSend_Init(PACKET_CLIENT_CHAT);
-
-	NetworkSend_uint8(p, action);
-	NetworkSend_uint8(p, type);
-	NetworkSend_uint8(p, dest);
-	NetworkSend_string(p, msg);
-	NetworkSend_Packet(p, MY_CLIENT);
-}
-
-// Send an error-packet over the network
-DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_ERROR)(NetworkErrorCode errorno)
-{
-	//
-	// Packet: CLIENT_ERROR
-	// Function: The client made an error and is quiting the game
-	// Data:
-	//    uint8:  ErrorID (see network_data.h, NetworkErrorCode)
-	//
-	Packet *p = NetworkSend_Init(PACKET_CLIENT_ERROR);
-
-	NetworkSend_uint8(p, errorno);
-	NetworkSend_Packet(p, MY_CLIENT);
-}
-
-DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password)
-{
-	//
-	// Packet: PACKET_CLIENT_SET_PASSWORD
-	// Function: Set the password for the clients current company
-	// Data:
-	//    String: Password
-	//
-	Packet *p = NetworkSend_Init(PACKET_CLIENT_SET_PASSWORD);
-
-	NetworkSend_string(p, password);
-	NetworkSend_Packet(p, MY_CLIENT);
-}
-
-DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name)
-{
-	//
-	// Packet: PACKET_CLIENT_SET_NAME
-	// Function: Gives the player a new name
-	// Data:
-	//    String: Name
-	//
-	Packet *p = NetworkSend_Init(PACKET_CLIENT_SET_NAME);
-
-	NetworkSend_string(p, name);
-	NetworkSend_Packet(p, MY_CLIENT);
-}
-
-// Send an quit-packet over the network
-DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_QUIT)(const char *leavemsg)
-{
-	//
-	// Packet: CLIENT_QUIT
-	// Function: The client is quiting the game
-	// Data:
-	//    String: leave-message
-	//
-	Packet *p = NetworkSend_Init(PACKET_CLIENT_QUIT);
-
-	NetworkSend_string(p, leavemsg);
-	NetworkSend_Packet(p, MY_CLIENT);
-}
-
-DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_RCON)(const char *pass, const char *command)
-{
-	Packet *p = NetworkSend_Init(PACKET_CLIENT_RCON);
-	NetworkSend_string(p, pass);
-	NetworkSend_string(p, command);
-	NetworkSend_Packet(p, MY_CLIENT);
-}
-
-
-// **********
-// Receiving functions
-//   DEF_CLIENT_RECEIVE_COMMAND has parameter: Packet *p
-// **********
-
-extern bool SafeSaveOrLoad(const char *filename, int mode, int newgm);
-
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FULL)
-{
-	// We try to join a server which is full
-	_switch_mode_errorstr = STR_NETWORK_ERR_SERVER_FULL;
-	DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
-
-	return NETWORK_RECV_STATUS_SERVER_FULL;
-}
-
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_BANNED)
-{
-	// We try to join a server where we are banned
-	_switch_mode_errorstr = STR_NETWORK_ERR_SERVER_BANNED;
-	DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
-
-	return NETWORK_RECV_STATUS_SERVER_BANNED;
-}
-
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO)
-{
-	byte company_info_version;
-	int i;
-
-	company_info_version = NetworkRecv_uint8(MY_CLIENT, p);
-
-	if (!MY_CLIENT->has_quit && company_info_version == NETWORK_COMPANY_INFO_VERSION) {
-		byte total;
-		byte current;
-
-		total = NetworkRecv_uint8(MY_CLIENT, p);
-
-		// There is no data at all..
-		if (total == 0) return NETWORK_RECV_STATUS_CLOSE_QUERY;
-
-		current = NetworkRecv_uint8(MY_CLIENT, p);
-		if (!IsValidPlayer(current)) return NETWORK_RECV_STATUS_CLOSE_QUERY;
-
-		NetworkRecv_string(MY_CLIENT, p, _network_player_info[current].company_name, sizeof(_network_player_info[current].company_name));
-		_network_player_info[current].inaugurated_year = NetworkRecv_uint32(MY_CLIENT, p);
-		_network_player_info[current].company_value = NetworkRecv_uint64(MY_CLIENT, p);
-		_network_player_info[current].money = NetworkRecv_uint64(MY_CLIENT, p);
-		_network_player_info[current].income = NetworkRecv_uint64(MY_CLIENT, p);
-		_network_player_info[current].performance = NetworkRecv_uint16(MY_CLIENT, p);
-		_network_player_info[current].use_password = NetworkRecv_uint8(MY_CLIENT, p);
-		for (i = 0; i < NETWORK_VEHICLE_TYPES; i++)
-			_network_player_info[current].num_vehicle[i] = NetworkRecv_uint16(MY_CLIENT, p);
-		for (i = 0; i < NETWORK_STATION_TYPES; i++)
-			_network_player_info[current].num_station[i] = NetworkRecv_uint16(MY_CLIENT, p);
-
-		NetworkRecv_string(MY_CLIENT, p, _network_player_info[current].players, sizeof(_network_player_info[current].players));
-
-		InvalidateWindow(WC_NETWORK_WINDOW, 0);
-
-		return NETWORK_RECV_STATUS_OKAY;
-	}
-
-	return NETWORK_RECV_STATUS_CLOSE_QUERY;
-}
-
-// This packet contains info about the client (playas and name)
-//  as client we save this in NetworkClientInfo, linked via 'index'
-//  which is always an unique number on a server.
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
-{
-	NetworkClientInfo *ci;
-	uint16 index = NetworkRecv_uint16(MY_CLIENT, p);
-	PlayerID playas = NetworkRecv_uint8(MY_CLIENT, p);
-	char name[NETWORK_NAME_LENGTH];
-	char unique_id[NETWORK_NAME_LENGTH];
-
-	NetworkRecv_string(MY_CLIENT, p, name, sizeof(name));
-	NetworkRecv_string(MY_CLIENT, p, unique_id, sizeof(unique_id));
-
-	if (MY_CLIENT->has_quit) return NETWORK_RECV_STATUS_CONN_LOST;
-
-	/* Do we receive a change of data? Most likely we changed playas */
-	if (index == _network_own_client_index) _network_playas = playas;
-
-	ci = NetworkFindClientInfoFromIndex(index);
-	if (ci != NULL) {
-		if (playas == ci->client_playas && strcmp(name, ci->client_name) != 0) {
-			// Client name changed, display the change
-			NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, 1, false, ci->client_name, "%s", name);
-		} else if (playas != ci->client_playas) {
-			// The player changed from client-player..
-			// Do not display that for now
-		}
-
-		ci->client_playas = playas;
-		ttd_strlcpy(ci->client_name, name, sizeof(ci->client_name));
-
-		InvalidateWindow(WC_CLIENT_LIST, 0);
-
-		return NETWORK_RECV_STATUS_OKAY;
-	}
-
-	// We don't have this index yet, find an empty index, and put the data there
-	ci = NetworkFindClientInfoFromIndex(NETWORK_EMPTY_INDEX);
-	if (ci != NULL) {
-		ci->client_index = index;
-		ci->client_playas = playas;
-
-		ttd_strlcpy(ci->client_name, name, sizeof(ci->client_name));
-		ttd_strlcpy(ci->unique_id, unique_id, sizeof(ci->unique_id));
-
-		InvalidateWindow(WC_CLIENT_LIST, 0);
-
-		return NETWORK_RECV_STATUS_OKAY;
-	}
-
-	// Here the program should never ever come.....
-	return NETWORK_RECV_STATUS_MALFORMED_PACKET;
-}
-
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR)
-{
-	NetworkErrorCode error = NetworkRecv_uint8(MY_CLIENT, p);
-
-	switch (error) {
-		/* We made an error in the protocol, and our connection is closed.... */
-		case NETWORK_ERROR_NOT_AUTHORIZED:
-		case NETWORK_ERROR_NOT_EXPECTED:
-		case NETWORK_ERROR_PLAYER_MISMATCH:
-			_switch_mode_errorstr = STR_NETWORK_ERR_SERVER_ERROR;
-			break;
-		case NETWORK_ERROR_FULL:
-			_switch_mode_errorstr = STR_NETWORK_ERR_SERVER_FULL;
-			break;
-		case NETWORK_ERROR_WRONG_REVISION:
-			_switch_mode_errorstr = STR_NETWORK_ERR_WRONG_REVISION;
-			break;
-		case NETWORK_ERROR_WRONG_PASSWORD:
-			_switch_mode_errorstr = STR_NETWORK_ERR_WRONG_PASSWORD;
-			break;
-		case NETWORK_ERROR_KICKED:
-			_switch_mode_errorstr = STR_NETWORK_ERR_KICKED;
-			break;
-		case NETWORK_ERROR_CHEATER:
-			_switch_mode_errorstr = STR_NETWORK_ERR_CHEATER;
-			break;
-		default:
-			_switch_mode_errorstr = STR_NETWORK_ERR_LOSTCONNECTION;
-	}
-
-	DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
-
-	return NETWORK_RECV_STATUS_SERVER_ERROR;
-}
-
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEED_PASSWORD)
-{
-	NetworkPasswordType type = NetworkRecv_uint8(MY_CLIENT, p);
-
-	switch (type) {
-		case NETWORK_GAME_PASSWORD:
-		case NETWORK_COMPANY_PASSWORD:
-			ShowNetworkNeedPassword(type);
-			return NETWORK_RECV_STATUS_OKAY;
-
-		default: return NETWORK_RECV_STATUS_MALFORMED_PACKET;
-	}
-}
-
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WELCOME)
-{
-	_network_own_client_index = NetworkRecv_uint16(MY_CLIENT, p);
-
-	// Start receiving the map
-	SEND_COMMAND(PACKET_CLIENT_GETMAP)();
-	return NETWORK_RECV_STATUS_OKAY;
-}
-
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_WAIT)
-{
-	_network_join_status = NETWORK_JOIN_STATUS_WAITING;
-	_network_join_waiting = NetworkRecv_uint8(MY_CLIENT, p);
-	InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
-
-	// We are put on hold for receiving the map.. we need GUI for this ;)
-	DEBUG(net, 1, "The server is currently busy sending the map to someone else, please wait..." );
-	DEBUG(net, 1, "There are %d clients in front of you", _network_join_waiting);
-
-	return NETWORK_RECV_STATUS_OKAY;
-}
-
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
-{
-	static char filename[256];
-	static FILE *file_pointer;
-
-	byte maptype;
-
-	maptype = NetworkRecv_uint8(MY_CLIENT, p);
-
-	if (MY_CLIENT->has_quit) return NETWORK_RECV_STATUS_CONN_LOST;
-
-	// First packet, init some stuff
-	if (maptype == MAP_PACKET_START) {
-		// The name for the temp-map
-		snprintf(filename, lengthof(filename), "%s%snetwork_client.tmp",  _paths.autosave_dir, PATHSEP);
-
-		file_pointer = fopen(filename, "wb");
-		if (file_pointer == NULL) {
-			_switch_mode_errorstr = STR_NETWORK_ERR_SAVEGAMEERROR;
-			return NETWORK_RECV_STATUS_SAVEGAME;
-		}
-
-		_frame_counter = _frame_counter_server = _frame_counter_max = NetworkRecv_uint32(MY_CLIENT, p);
-
-		_network_join_status = NETWORK_JOIN_STATUS_DOWNLOADING;
-		_network_join_kbytes = 0;
-		_network_join_kbytes_total = NetworkRecv_uint32(MY_CLIENT, p) / 1024;
-		InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
-
-		// The first packet does not contain any more data
-		return NETWORK_RECV_STATUS_OKAY;
-	}
-
-	if (maptype == MAP_PACKET_NORMAL) {
-		// We are still receiving data, put it to the file
-		fwrite(p->buffer + p->pos, 1, p->size - p->pos, file_pointer);
-
-		_network_join_kbytes = ftell(file_pointer) / 1024;
-		InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
-	}
-
-	// Check if this was the last packet
-	if (maptype == MAP_PACKET_END) {
-		fclose(file_pointer);
-
-		_network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
-		InvalidateWindow(WC_NETWORK_STATUS_WINDOW, 0);
-
-		/* The map is done downloading, load it */
-		if (!SafeSaveOrLoad(filename, SL_LOAD, GM_NORMAL)) {
-			DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
-			_switch_mode_errorstr = STR_NETWORK_ERR_SAVEGAMEERROR;
-			return NETWORK_RECV_STATUS_SAVEGAME;
-		}
-		/* If the savegame has successfully loaded, ALL windows have been removed,
-		 * only toolbar/statusbar and gamefield are visible */
-
-		_opt_ptr = &_opt; // during a network game you are always in-game
-
-		// Say we received the map and loaded it correctly!
-		SEND_COMMAND(PACKET_CLIENT_MAP_OK)();
-
-		/* New company/spectator (invalid player) or company we want to join is not active
-		 * Switch local player to spectator and await the server's judgement */
-		if (_network_playas == PLAYER_NEW_COMPANY || !IsValidPlayer(_network_playas) ||
-				!GetPlayer(_network_playas)->is_active) {
-
-			SetLocalPlayer(PLAYER_SPECTATOR);
-
-			if (_network_playas != PLAYER_SPECTATOR) {
-				/* We have arrived and ready to start playing; send a command to make a new player;
-				 * the server will give us a client-id and let us in */
-				_network_join_status = NETWORK_JOIN_STATUS_REGISTERING;
-				ShowJoinStatusWindow();
-				NetworkSend_Command(0, 0, 0, CMD_PLAYER_CTRL, NULL);
-			}
-		} else {
-			// take control over an existing company
-			SetLocalPlayer(_network_playas);
-		}
-	}
-
-	return NETWORK_RECV_STATUS_OKAY;
-}
-
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_FRAME)
-{
-	_frame_counter_server = NetworkRecv_uint32(MY_CLIENT, p);
-	_frame_counter_max = NetworkRecv_uint32(MY_CLIENT, p);
-#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
-	// Test if the server supports this option
-	//  and if we are at the frame the server is
-	if (p->pos < p->size) {
-		_sync_frame = _frame_counter_server;
-		_sync_seed_1 = NetworkRecv_uint32(MY_CLIENT, p);
-#ifdef NETWORK_SEND_DOUBLE_SEED
-		_sync_seed_2 = NetworkRecv_uint32(MY_CLIENT, p);
-#endif
-	}
-#endif
-	DEBUG(net, 5, "Received FRAME %d", _frame_counter_server);
-
-	// Let the server know that we received this frame correctly
-	//  We do this only once per day, to save some bandwidth ;)
-	if (!_network_first_time && last_ack_frame < _frame_counter) {
-		last_ack_frame = _frame_counter + DAY_TICKS;
-		DEBUG(net, 4, "Sent ACK at %d", _frame_counter);
-		SEND_COMMAND(PACKET_CLIENT_ACK)();
-	}
-
-	return NETWORK_RECV_STATUS_OKAY;
-}
-
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SYNC)
-{
-	_sync_frame = NetworkRecv_uint32(MY_CLIENT, p);
-	_sync_seed_1 = NetworkRecv_uint32(MY_CLIENT, p);
-#ifdef NETWORK_SEND_DOUBLE_SEED
-	_sync_seed_2 = NetworkRecv_uint32(MY_CLIENT, p);
-#endif
-
-	return NETWORK_RECV_STATUS_OKAY;
-}
-
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMMAND)
-{
-	CommandPacket *cp = malloc(sizeof(CommandPacket));
-	cp->player = NetworkRecv_uint8(MY_CLIENT, p);
-	cp->cmd = NetworkRecv_uint32(MY_CLIENT, p);
-	cp->p1 = NetworkRecv_uint32(MY_CLIENT, p);
-	cp->p2 = NetworkRecv_uint32(MY_CLIENT, p);
-	cp->tile = NetworkRecv_uint32(MY_CLIENT, p);
-	NetworkRecv_string(MY_CLIENT, p, cp->text, sizeof(cp->text));
-	cp->callback = NetworkRecv_uint8(MY_CLIENT, p);
-	cp->frame = NetworkRecv_uint32(MY_CLIENT, p);
-	cp->next = NULL;
-
-	// The server did send us this command..
-	//  queue it in our own queue, so we can handle it in the upcoming frame!
-
-	if (_local_command_queue == NULL) {
-		_local_command_queue = cp;
-	} else {
-		// Find last packet
-		CommandPacket *c = _local_command_queue;
-		while (c->next != NULL) c = c->next;
-		c->next = cp;
-	}
-
-	return NETWORK_RECV_STATUS_OKAY;
-}
-
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CHAT)
-{
-	char name[NETWORK_NAME_LENGTH], msg[MAX_TEXT_MSG_LEN];
-	const NetworkClientInfo *ci = NULL, *ci_to;
-
-	NetworkAction action = NetworkRecv_uint8(MY_CLIENT, p);
-	uint16 index = NetworkRecv_uint16(MY_CLIENT, p);
-	bool self_send = NetworkRecv_uint8(MY_CLIENT, p);
-	NetworkRecv_string(MY_CLIENT, p, msg, MAX_TEXT_MSG_LEN);
-
-	ci_to = NetworkFindClientInfoFromIndex(index);
-	if (ci_to == NULL) return NETWORK_RECV_STATUS_OKAY;
-
-	/* Did we initiate the action locally? */
-	if (self_send) {
-		switch (action) {
-			case NETWORK_ACTION_CHAT_CLIENT:
-				/* For speaking to client we need the client-name */
-				snprintf(name, sizeof(name), "%s", ci_to->client_name);
-				ci = NetworkFindClientInfoFromIndex(_network_own_client_index);
-				break;
-
-			/* For speaking to company or giving money, we need the player-name */
-			case NETWORK_ACTION_GIVE_MONEY:
-				if (!IsValidPlayer(ci_to->client_playas)) return NETWORK_RECV_STATUS_OKAY;
-				/* fallthrough */
-			case NETWORK_ACTION_CHAT_COMPANY: {
-				StringID str = IsValidPlayer(ci_to->client_playas) ? GetPlayer(ci_to->client_playas)->name_1 : STR_NETWORK_SPECTATORS;
-
-				GetString(name, str, lastof(name));
-				ci = NetworkFindClientInfoFromIndex(_network_own_client_index);
-			} break;
-
-			default: NOT_REACHED(); break;
-		}
-	} else {
-		/* Display message from somebody else */
-		snprintf(name, sizeof(name), "%s", ci_to->client_name);
-		ci = ci_to;
-	}
-
-	if (ci != NULL)
-		NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas), self_send, name, "%s", msg);
-	return NETWORK_RECV_STATUS_OKAY;
-}
-
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT)
-{
-	char str[100];
-	uint16 index;
-	NetworkClientInfo *ci;
-
-	index = NetworkRecv_uint16(MY_CLIENT, p);
-	GetNetworkErrorMsg(str, NetworkRecv_uint8(MY_CLIENT, p), lastof(str));
-
-	ci = NetworkFindClientInfoFromIndex(index);
-	if (ci != NULL) {
-		NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, ci->client_name, "%s", str);
-
-		// The client is gone, give the NetworkClientInfo free
-		ci->client_index = NETWORK_EMPTY_INDEX;
-	}
-
-	InvalidateWindow(WC_CLIENT_LIST, 0);
-
-	return NETWORK_RECV_STATUS_OKAY;
-}
-
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_QUIT)
-{
-	char str[100];
-	uint16 index;
-	NetworkClientInfo *ci;
-
-	index = NetworkRecv_uint16(MY_CLIENT, p);
-	NetworkRecv_string(MY_CLIENT, p, str, lengthof(str));
-
-	ci = NetworkFindClientInfoFromIndex(index);
-	if (ci != NULL) {
-		NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, ci->client_name, "%s", str);
-
-		// The client is gone, give the NetworkClientInfo free
-		ci->client_index = NETWORK_EMPTY_INDEX;
-	} else {
-		DEBUG(net, 0, "Unknown client (%d) is leaving the game", index);
-	}
-
-	InvalidateWindow(WC_CLIENT_LIST, 0);
-
-	// If we come here it means we could not locate the client.. strange :s
-	return NETWORK_RECV_STATUS_OKAY;
-}
-
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_JOIN)
-{
-	uint16 index;
-	NetworkClientInfo *ci;
-
-	index = NetworkRecv_uint16(MY_CLIENT, p);
-
-	ci = NetworkFindClientInfoFromIndex(index);
-	if (ci != NULL)
-		NetworkTextMessage(NETWORK_ACTION_JOIN, 1, false, ci->client_name, "");
-
-	InvalidateWindow(WC_CLIENT_LIST, 0);
-
-	return NETWORK_RECV_STATUS_OKAY;
-}
-
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN)
-{
-	_switch_mode_errorstr = STR_NETWORK_SERVER_SHUTDOWN;
-
-	return NETWORK_RECV_STATUS_SERVER_ERROR;
-}
-
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_NEWGAME)
-{
-	// To trottle the reconnects a bit, every clients waits
-	//  his _local_player value before reconnecting
-	// PLAYER_SPECTATOR is currently 255, so to avoid long wait periods
-	//  set the max to 10.
-	_network_reconnect = min(_local_player + 1, 10);
-	_switch_mode_errorstr = STR_NETWORK_SERVER_REBOOT;
-
-	return NETWORK_RECV_STATUS_SERVER_ERROR;
-}
-
-DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_RCON)
-{
-	char rcon_out[NETWORK_RCONCOMMAND_LENGTH];
-	uint16 color_code;
-
-	color_code = NetworkRecv_uint16(MY_CLIENT, p);
-	NetworkRecv_string(MY_CLIENT, p, rcon_out, sizeof(rcon_out));
-
-	IConsolePrint(color_code, rcon_out);
-
-	return NETWORK_RECV_STATUS_OKAY;
-}
-
-
-
-// The layout for the receive-functions by the client
-typedef NetworkRecvStatus NetworkClientPacket(Packet *p);
-
-// This array matches PacketType. At an incoming
-//  packet it is matches against this array
-//  and that way the right function to handle that
-//  packet is found.
-static NetworkClientPacket* const _network_client_packet[] = {
-	RECEIVE_COMMAND(PACKET_SERVER_FULL),
-	RECEIVE_COMMAND(PACKET_SERVER_BANNED),
-	NULL, /*PACKET_CLIENT_JOIN,*/
-	RECEIVE_COMMAND(PACKET_SERVER_ERROR),
-	NULL, /*PACKET_CLIENT_COMPANY_INFO,*/
-	RECEIVE_COMMAND(PACKET_SERVER_COMPANY_INFO),
-	RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO),
-	RECEIVE_COMMAND(PACKET_SERVER_NEED_PASSWORD),
-	NULL, /*PACKET_CLIENT_PASSWORD,*/
-	RECEIVE_COMMAND(PACKET_SERVER_WELCOME),
-	NULL, /*PACKET_CLIENT_GETMAP,*/
-	RECEIVE_COMMAND(PACKET_SERVER_WAIT),
-	RECEIVE_COMMAND(PACKET_SERVER_MAP),
-	NULL, /*PACKET_CLIENT_MAP_OK,*/
-	RECEIVE_COMMAND(PACKET_SERVER_JOIN),
-	RECEIVE_COMMAND(PACKET_SERVER_FRAME),
-	RECEIVE_COMMAND(PACKET_SERVER_SYNC),
-	NULL, /*PACKET_CLIENT_ACK,*/
-	NULL, /*PACKET_CLIENT_COMMAND,*/
-	RECEIVE_COMMAND(PACKET_SERVER_COMMAND),
-	NULL, /*PACKET_CLIENT_CHAT,*/
-	RECEIVE_COMMAND(PACKET_SERVER_CHAT),
-	NULL, /*PACKET_CLIENT_SET_PASSWORD,*/
-	NULL, /*PACKET_CLIENT_SET_NAME,*/
-	NULL, /*PACKET_CLIENT_QUIT,*/
-	NULL, /*PACKET_CLIENT_ERROR,*/
-	RECEIVE_COMMAND(PACKET_SERVER_QUIT),
-	RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT),
-	RECEIVE_COMMAND(PACKET_SERVER_SHUTDOWN),
-	RECEIVE_COMMAND(PACKET_SERVER_NEWGAME),
-	RECEIVE_COMMAND(PACKET_SERVER_RCON),
-	NULL, /*PACKET_CLIENT_RCON,*/
-};
-
-// If this fails, check the array above with network_data.h
-assert_compile(lengthof(_network_client_packet) == PACKET_END);
-
-// Is called after a client is connected to the server
-void NetworkClient_Connected(void)
-{
-	// Set the frame-counter to 0 so nothing happens till we are ready
-	_frame_counter = 0;
-	_frame_counter_server = 0;
-	last_ack_frame = 0;
-	// Request the game-info
-	SEND_COMMAND(PACKET_CLIENT_JOIN)();
-}
-
-// Reads the packets from the socket-stream, if available
-NetworkRecvStatus NetworkClient_ReadPackets(NetworkClientState *cs)
-{
-	Packet *p;
-	NetworkRecvStatus res = NETWORK_RECV_STATUS_OKAY;
-
-	while (res == NETWORK_RECV_STATUS_OKAY && (p = NetworkRecv_Packet(cs, &res)) != NULL) {
-		byte type = NetworkRecv_uint8(MY_CLIENT, p);
-		if (type < PACKET_END && _network_client_packet[type] != NULL && !MY_CLIENT->has_quit) {
-			res = _network_client_packet[type](p);
-		} else {
-			res = NETWORK_RECV_STATUS_MALFORMED_PACKET;
-			DEBUG(net, 0, "[client] received invalid packet type %d", type);
-		}
-
-		free(p);
-	}
-
-	return res;
-}
-
-#endif /* ENABLE_NETWORK */
--- a/network_client.h	Tue Jan 02 18:40:37 2007 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,25 +0,0 @@
-/* $Id$ */
-
-#ifndef NETWORK_CLIENT_H
-#define NETWORK_CLIENT_H
-
-#ifdef ENABLE_NETWORK
-
-DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_GAME_INFO);
-DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO);
-DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_COMMAND)(CommandPacket *cp);
-DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_ERROR)(NetworkErrorCode errorno);
-DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_QUIT)(const char *leavemsg);
-DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_CHAT)(NetworkAction action, DestType desttype, int dest, const char *msg);
-DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_PASSWORD)(NetworkPasswordType type, const char *password);
-DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_PASSWORD)(const char *password);
-DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_SET_NAME)(const char *name);
-DEF_CLIENT_SEND_COMMAND(PACKET_CLIENT_ACK);
-DEF_CLIENT_SEND_COMMAND_PARAM(PACKET_CLIENT_RCON)(const char *pass, const char *command);
-
-NetworkRecvStatus NetworkClient_ReadPackets(NetworkClientState *cs);
-void NetworkClient_Connected(void);
-
-#endif /* ENABLE_NETWORK */
-
-#endif /* NETWORK_CLIENT_H */
--- a/network_core.h	Tue Jan 02 18:40:37 2007 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,184 +0,0 @@
-/* $Id$ */
-
-#ifndef NETWORK_CORE_H
-#define NETWORK_CORE_H
-
-// Network stuff has many things that needs to be included
-//  by default. All those things are in this file.
-
-// =============================
-// Include standard stuff per OS
-
-#ifdef ENABLE_NETWORK
-
-#if defined(__APPLE__) && (MAC_OS_X_VERSION_MAX_ALLOWED == MAC_OS_X_VERSION_10_2)
-	// OSX 10.2 don't have socklen_t defined, so we will define it here
-	typedef int socklen_t;
-#endif
-
-// Windows stuff
-#if defined(WIN32) || defined(WIN64)
-#include <winsock2.h>
-#include <ws2tcpip.h>
-#include <windows.h>
-
-#if !(defined(__MINGW32__) || defined(__CYGWIN__))
-	// Windows has some different names for some types..
-	typedef SSIZE_T ssize_t;
-	typedef int socklen_t;
-#endif
-
-#define GET_LAST_ERROR() WSAGetLastError()
-#define EWOULDBLOCK WSAEWOULDBLOCK
-// Windows has some different names for some types..
-typedef unsigned long in_addr_t;
-#endif // WIN32
-
-// UNIX stuff
-#if defined(UNIX)
-#	define SOCKET int
-#	define INVALID_SOCKET -1
-#	if !defined(__MORPHOS__) && !defined(__AMIGA__)
-#		define ioctlsocket ioctl
-#	if !defined(BEOS_NET_SERVER)
-#		define closesocket close
-#	endif
-#		define GET_LAST_ERROR() (errno)
-#	endif
-// Need this for FIONREAD on solaris
-#	define BSD_COMP
-
-// Includes needed for UNIX-like systems
-#	include <unistd.h>
-#	include <sys/ioctl.h>
-#	if defined(__BEOS__) && defined(BEOS_NET_SERVER)
-#		include <be/net/socket.h>
-#		include <be/kernel/OS.h> // snooze()
-#		include <be/net/netdb.h>
-		typedef unsigned long in_addr_t;
-#		define INADDR_NONE INADDR_BROADCAST
-#	else
-#		include <sys/socket.h>
-#		include <netinet/in.h>
-#		include <netinet/tcp.h>
-#		include <arpa/inet.h>
-#		include <net/if.h>
-// According to glibc/NEWS, <ifaddrs.h> appeared in glibc-2.3.
-#		if !defined(__sgi__) && !defined(SUNOS) && !defined(__MORPHOS__) && !defined(__BEOS__) && !defined(__INNOTEK_LIBC__) \
-		   && !(defined(__GLIBC__) && (__GLIBC__ <= 2) && (__GLIBC_MINOR__ <= 2)) && !defined(__dietlibc__)
-// If for any reason ifaddrs.h does not exist on your system, comment out
-//   the following two lines and an alternative way will be used to fetch
-//   the list of IPs from the system.
-#			include <ifaddrs.h>
-#			define HAVE_GETIFADDRS
-#		endif
-#		if defined(SUNOS) || defined(__MORPHOS__) || defined(__BEOS__)
-#			define INADDR_NONE 0xffffffff
-#		endif
-#		if defined(__BEOS__) && !defined(BEOS_NET_SERVER)
-			// needed on Zeta
-#			include <sys/sockio.h>
-#		endif
-#	endif // BEOS_NET_SERVER
-
-#	if !defined(__BEOS__) && defined(__GLIBC__) && (__GLIBC__ <= 2) && (__GLIBC_MINOR__ <= 1)
-		typedef uint32_t in_addr_t;
-#	endif
-
-#	include <errno.h>
-#	include <sys/time.h>
-#	include <netdb.h>
-#endif // UNIX
-
-#ifdef __BEOS__
-	typedef int socklen_t;
-#endif
-
-// OS/2 stuff
-#if defined(__OS2__)
-#	define SOCKET int
-#	define INVALID_SOCKET -1
-#	define ioctlsocket ioctl
-#	define closesocket close
-#	define GET_LAST_ERROR() (sock_errno())
-
-// Includes needed for OS/2 systems
-#	include <types.h>
-#	include <unistd.h>
-#	include <sys/ioctl.h>
-#	include <sys/socket.h>
-#	include <netinet/in.h>
-#	include <netinet/tcp.h>
-#	include <arpa/inet.h>
-#	include <net/if.h>
-#	include <errno.h>
-#	include <sys/time.h>
-#	include <netdb.h>
-#	include <nerrno.h>
-#	define INADDR_NONE 0xffffffff
-
-typedef int socklen_t;
-#if !defined(__INNOTEK_LIBC__)
-typedef unsigned long in_addr_t;
-#endif /* __INNOTEK_LIBC__ */
-#endif // OS/2
-
-// MorphOS and Amiga stuff
-#if defined(__MORPHOS__) || defined(__AMIGA__)
-#	include <exec/types.h>
-#	include <proto/exec.h>		// required for Open/CloseLibrary()
-#	if defined(__MORPHOS__)
-#		include <sys/filio.h> 	// FIO* defines
-#		include <sys/sockio.h>  // SIO* defines
-#		include <netinet/in.h>
-#	else // __AMIGA__
-#		include	<proto/socket.h>
-#	endif
-
-// Make the names compatible
-#	define closesocket(s) CloseSocket(s)
-#	define GET_LAST_ERROR() Errno()
-#	define ioctlsocket(s,request,status) IoctlSocket((LONG)s,(ULONG)request,(char*)status)
-#	define ioctl ioctlsocket
-
-	typedef unsigned int in_addr_t;
-	typedef long         socklen_t;
-	extern struct Library *SocketBase;
-
-#	ifdef __AMIGA__
-	// for usleep() implementation
-	extern struct Device      *TimerBase;
-	extern struct MsgPort     *TimerPort;
-	extern struct timerequest *TimerRequest;
-#	endif
-#endif // __MORPHOS__ || __AMIGA__
-
-static inline bool SetNonBlocking(int d)
-{
-	#ifdef WIN32
-	u_long nonblocking = 1;
-	#else
-	int nonblocking = 1;
-	#endif
-	#if defined(__BEOS__) && defined(BEOS_NET_SERVER)
-	return setsockopt(d, SOL_SOCKET, SO_NONBLOCK, &nonblocking, sizeof(nonblocking)) == 0;
-	#else
-	return ioctlsocket(d, FIONBIO, &nonblocking) == 0;
-	#endif
-}
-
-static inline bool SetNoDelay(int d)
-{
-	// XXX should this be done at all?
-	#if !defined(BEOS_NET_SERVER) // not implemented on BeOS net_server
-	int b = 1;
-	// The (const char*) cast is needed for windows
-	return setsockopt(d, IPPROTO_TCP, TCP_NODELAY, (const char*)&b, sizeof(b)) == 0;
-	#else
-	return true;
-	#endif
-}
-
-#endif /* ENABLE_NETWORK */
-
-#endif /* NETWORK_CORE_H */
--- a/network_data.c	Tue Jan 02 18:40:37 2007 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,473 +0,0 @@
-/* $Id$ */
-
-#ifdef ENABLE_NETWORK
-
-#include "stdafx.h"
-#include "debug.h"
-#include "network_data.h"
-#include "functions.h"
-#include "string.h"
-#include "table/strings.h"
-#include "network_client.h"
-#include "command.h"
-#include "callback_table.h"
-#include "variables.h"
-
-// This files handles the send/receive of all packets
-
-// Create a packet for sending
-Packet *NetworkSend_Init(PacketType type)
-{
-	Packet *packet = malloc(sizeof(Packet));
-	// An error is inplace here, because it simply means we ran out of memory.
-	if (packet == NULL) error("Failed to allocate Packet");
-
-	// Skip the size so we can write that in before sending the packet
-	packet->size = sizeof(packet->size);
-	packet->buffer[packet->size++] = type;
-	packet->pos = 0;
-
-	return packet;
-}
-
-// The next couple of functions make sure we can send
-//  uint8, uint16, uint32 and uint64 endian-safe
-//  over the network. The order it uses is:
-//
-//  1 2 3 4
-//
-
-void NetworkSend_uint8(Packet *packet, uint8 data)
-{
-	assert(packet->size < sizeof(packet->buffer) - sizeof(data));
-	packet->buffer[packet->size++] = data;
-}
-
-void NetworkSend_uint16(Packet *packet, uint16 data)
-{
-	assert(packet->size < sizeof(packet->buffer) - sizeof(data));
-	packet->buffer[packet->size++] = GB(data, 0, 8);
-	packet->buffer[packet->size++] = GB(data, 8, 8);
-}
-
-void NetworkSend_uint32(Packet *packet, uint32 data)
-{
-	assert(packet->size < sizeof(packet->buffer) - sizeof(data));
-	packet->buffer[packet->size++] = GB(data,  0, 8);
-	packet->buffer[packet->size++] = GB(data,  8, 8);
-	packet->buffer[packet->size++] = GB(data, 16, 8);
-	packet->buffer[packet->size++] = GB(data, 24, 8);
-}
-
-void NetworkSend_uint64(Packet *packet, uint64 data)
-{
-	assert(packet->size < sizeof(packet->buffer) - sizeof(data));
-	packet->buffer[packet->size++] = GB(data,  0, 8);
-	packet->buffer[packet->size++] = GB(data,  8, 8);
-	packet->buffer[packet->size++] = GB(data, 16, 8);
-	packet->buffer[packet->size++] = GB(data, 24, 8);
-	packet->buffer[packet->size++] = GB(data, 32, 8);
-	packet->buffer[packet->size++] = GB(data, 40, 8);
-	packet->buffer[packet->size++] = GB(data, 48, 8);
-	packet->buffer[packet->size++] = GB(data, 56, 8);
-}
-
-// Sends a string over the network. It sends out
-//  the string + '\0'. No size-byte or something.
-void NetworkSend_string(Packet *packet, const char* data)
-{
-	assert(data != NULL);
-	assert(packet->size < sizeof(packet->buffer) - strlen(data) - 1);
-	while ((packet->buffer[packet->size++] = *data++) != '\0') {}
-}
-
-// If PacketSize changes of size, you have to change the 2 packet->size
-//   lines below matching the size of packet->size/PacketSize!
-// (line 'packet->buffer[0] = packet->size & 0xFF;'  and below)
-assert_compile(sizeof(PacketSize) == 2);
-
-// This function puts the packet in the send-queue and it is send
-//  as soon as possible
-// (that is: the next tick, or maybe one tick later if the
-//   OS-network-buffer is full)
-void NetworkSend_Packet(Packet *packet, NetworkClientState *cs)
-{
-	Packet *p;
-	assert(packet != NULL);
-
-	packet->pos = 0;
-	packet->next = NULL;
-
-	packet->buffer[0] = GB(packet->size, 0, 8);
-	packet->buffer[1] = GB(packet->size, 8, 8);
-
-	// Locate last packet buffered for the client
-	p = cs->packet_queue;
-	if (p == NULL) {
-		// No packets yet
-		cs->packet_queue = packet;
-	} else {
-		// Skip to the last packet
-		while (p->next != NULL) p = p->next;
-		p->next = packet;
-	}
-}
-
-// Functions to help NetworkRecv_Packet/NetworkSend_Packet a bit
-//  A socket can make errors. When that happens
-//  this handles what to do.
-// For clients: close connection and drop back to main-menu
-// For servers: close connection and that is it
-static NetworkRecvStatus CloseConnection(NetworkClientState *cs)
-{
-	NetworkCloseClient(cs);
-
-	// Clients drop back to the main menu
-	if (!_network_server && _networking) {
-		_switch_mode = SM_MENU;
-		_networking = false;
-		_switch_mode_errorstr = STR_NETWORK_ERR_LOSTCONNECTION;
-
-		return NETWORK_RECV_STATUS_CONN_LOST;
-	}
-
-	return NETWORK_RECV_STATUS_OKAY;
-}
-
-// Sends all the buffered packets out for this client
-//  it stops when:
-//   1) all packets are send (queue is empty)
-//   2) the OS reports back that it can not send any more
-//        data right now (full network-buffer, it happens ;))
-//   3) sending took too long
-bool NetworkSend_Packets(NetworkClientState *cs)
-{
-	ssize_t res;
-	Packet *p;
-
-	// We can not write to this socket!!
-	if (!cs->writable) return false;
-	if (cs->socket == INVALID_SOCKET) return false;
-
-	p = cs->packet_queue;
-	while (p != NULL) {
-		res = send(cs->socket, p->buffer + p->pos, p->size - p->pos, 0);
-		if (res == -1) {
-			int err = GET_LAST_ERROR();
-			if (err != EWOULDBLOCK) { // Something went wrong.. close client!
-				DEBUG(net, 0, "send failed with error %d", err);
-				CloseConnection(cs);
-				return false;
-			}
-			return true;
-		}
-		if (res == 0) {
-			// Client/server has left us :(
-			CloseConnection(cs);
-			return false;
-		}
-
-		p->pos += res;
-
-		// Is this packet sent?
-		if (p->pos == p->size) {
-			// Go to the next packet
-			cs->packet_queue = p->next;
-			free(p);
-			p = cs->packet_queue;
-		} else {
-			return true;
-		}
-	}
-
-	return true;
-}
-
-
-// Receiving commands
-// Again, the next couple of functions are endian-safe
-//  see the comment around NetworkSend_uint8 for more info.
-uint8 NetworkRecv_uint8(NetworkClientState *cs, Packet *packet)
-{
-	/* Don't allow reading from a closed socket */
-	if (cs->has_quit) return 0;
-
-	/* Check if variable is within packet-size */
-	if (packet->pos + 1 > packet->size) {
-		CloseConnection(cs);
-		return 0;
-	}
-
-	return packet->buffer[packet->pos++];
-}
-
-uint16 NetworkRecv_uint16(NetworkClientState *cs, Packet *packet)
-{
-	uint16 n;
-
-	/* Don't allow reading from a closed socket */
-	if (cs->has_quit) return 0;
-
-	/* Check if variable is within packet-size */
-	if (packet->pos + 2 > packet->size) {
-		CloseConnection(cs);
-		return 0;
-	}
-
-	n  = (uint16)packet->buffer[packet->pos++];
-	n += (uint16)packet->buffer[packet->pos++] << 8;
-	return n;
-}
-
-uint32 NetworkRecv_uint32(NetworkClientState *cs, Packet *packet)
-{
-	uint32 n;
-
-	/* Don't allow reading from a closed socket */
-	if (cs->has_quit) return 0;
-
-	/* Check if variable is within packet-size */
-	if (packet->pos + 4 > packet->size) {
-		CloseConnection(cs);
-		return 0;
-	}
-
-	n  = (uint32)packet->buffer[packet->pos++];
-	n += (uint32)packet->buffer[packet->pos++] << 8;
-	n += (uint32)packet->buffer[packet->pos++] << 16;
-	n += (uint32)packet->buffer[packet->pos++] << 24;
-	return n;
-}
-
-uint64 NetworkRecv_uint64(NetworkClientState *cs, Packet *packet)
-{
-	uint64 n;
-
-	/* Don't allow reading from a closed socket */
-	if (cs->has_quit) return 0;
-
-	/* Check if variable is within packet-size */
-	if (packet->pos + 8 > packet->size) {
-		CloseConnection(cs);
-		return 0;
-	}
-
-	n  = (uint64)packet->buffer[packet->pos++];
-	n += (uint64)packet->buffer[packet->pos++] << 8;
-	n += (uint64)packet->buffer[packet->pos++] << 16;
-	n += (uint64)packet->buffer[packet->pos++] << 24;
-	n += (uint64)packet->buffer[packet->pos++] << 32;
-	n += (uint64)packet->buffer[packet->pos++] << 40;
-	n += (uint64)packet->buffer[packet->pos++] << 48;
-	n += (uint64)packet->buffer[packet->pos++] << 56;
-	return n;
-}
-
-// Reads a string till it finds a '\0' in the stream
-void NetworkRecv_string(NetworkClientState *cs, Packet *p, char *buffer, size_t size)
-{
-	PacketSize pos;
-	char *bufp = buffer;
-
-	/* Don't allow reading from a closed socket */
-	if (cs->has_quit) return;
-
-	pos = p->pos;
-	while (--size > 0 && pos < p->size && (*buffer++ = p->buffer[pos++]) != '\0') {}
-
-	if (size == 0 || pos == p->size) {
-		*buffer = '\0';
-		// If size was sooner to zero then the string in the stream
-		//  skip till the \0, so the packet can be read out correctly for the rest
-		while (pos < p->size && p->buffer[pos] != '\0') pos++;
-		pos++;
-	}
-	p->pos = pos;
-
-	str_validate(bufp);
-}
-
-// If PacketSize changes of size, you have to change the 2 packet->size
-//   lines below matching the size of packet->size/PacketSize!
-// (the line: 'p->size = (uint16)p->buffer[0];' and below)
-assert_compile(sizeof(PacketSize) == 2);
-
-Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status)
-{
-	ssize_t res;
-	Packet *p;
-
-	*status = NETWORK_RECV_STATUS_OKAY;
-
-	if (cs->socket == INVALID_SOCKET) return NULL;
-
-	if (cs->packet_recv == NULL) {
-		cs->packet_recv = malloc(sizeof(Packet));
-		if (cs->packet_recv == NULL) error("Failed to allocate packet");
-		// Set pos to zero!
-		cs->packet_recv->pos = 0;
-		cs->packet_recv->size = 0; // Can be ommited, just for safety reasons
-	}
-
-	p = cs->packet_recv;
-
-	// Read packet size
-	if (p->pos < sizeof(PacketSize)) {
-		while (p->pos < sizeof(PacketSize)) {
-			// Read the size of the packet
-			res = recv(cs->socket, p->buffer + p->pos, sizeof(PacketSize) - p->pos, 0);
-			if (res == -1) {
-				int err = GET_LAST_ERROR();
-				if (err != EWOULDBLOCK) {
-					/* Something went wrong... (104 is connection reset by peer) */
-					if (err != 104) DEBUG(net, 0, "recv failed with error %d", err);
-					*status = CloseConnection(cs);
-					return NULL;
-				}
-				// Connection would block, so stop for now
-				return NULL;
-			}
-			if (res == 0) {
-				// Client/server has left
-				*status = CloseConnection(cs);
-				return NULL;
-			}
-			p->pos += res;
-		}
-
-		p->size = (uint16)p->buffer[0];
-		p->size += (uint16)p->buffer[1] << 8;
-
-		if (p->size > SEND_MTU) {
-			*status = CloseConnection(cs);
-			return NULL;
-		}
-	}
-
-	// Read rest of packet
-	while (p->pos < p->size) {
-		res = recv(cs->socket, p->buffer + p->pos, p->size - p->pos, 0);
-		if (res == -1) {
-			int err = GET_LAST_ERROR();
-			if (err != EWOULDBLOCK) {
-				/* Something went wrong... (104 is connection reset by peer) */
-				if (err != 104) DEBUG(net, 0, "recv failed with error %d", err);
-				*status = CloseConnection(cs);
-				return NULL;
-			}
-			// Connection would block
-			return NULL;
-		}
-		if (res == 0) {
-			// Client/server has left
-			*status = CloseConnection(cs);
-			return NULL;
-		}
-
-		p->pos += res;
-	}
-
-	// We have a complete packet, return it!
-	p->pos = 2;
-	p->next = NULL; // Should not be needed, but who knows...
-
-	// Prepare for receiving a new packet
-	cs->packet_recv = NULL;
-
-	return p;
-}
-
-// Add a command to the local command queue
-void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp)
-{
-	CommandPacket* new_cp = malloc(sizeof(*new_cp));
-
-	*new_cp = *cp;
-
-	if (cs->command_queue == NULL) {
-		cs->command_queue = new_cp;
-	} else {
-		CommandPacket *c = cs->command_queue;
-		while (c->next != NULL) c = c->next;
-		c->next = new_cp;
-	}
-}
-
-// Prepare a DoCommand to be send over the network
-void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback)
-{
-	CommandPacket *c = malloc(sizeof(CommandPacket));
-	byte temp_callback;
-
-	c->player = _local_player;
-	c->next = NULL;
-	c->tile = tile;
-	c->p1 = p1;
-	c->p2 = p2;
-	c->cmd = cmd;
-	c->callback = 0;
-
-	temp_callback = 0;
-
-	while (temp_callback < _callback_table_count && _callback_table[temp_callback] != callback)
-		temp_callback++;
-	if (temp_callback == _callback_table_count) {
-		DEBUG(net, 0, "Unknown callback. (Pointer: %p) No callback sent", callback);
-		temp_callback = 0; /* _callback_table[0] == NULL */
-	}
-
-	if (_network_server) {
-		// We are the server, so set the command to be executed next possible frame
-		c->frame = _frame_counter_max + 1;
-	} else {
-		c->frame = 0; // The client can't tell which frame, so just make it 0
-	}
-
-	ttd_strlcpy(c->text, (_cmd_text != NULL) ? _cmd_text : "", lengthof(c->text));
-
-	if (_network_server) {
-		// If we are the server, we queue the command in our 'special' queue.
-		//   In theory, we could execute the command right away, but then the
-		//   client on the server can do everything 1 tick faster than others.
-		//   So to keep the game fair, we delay the command with 1 tick
-		//   which gives about the same speed as most clients.
-		NetworkClientState *cs;
-
-		// And we queue it for delivery to the clients
-		FOR_ALL_CLIENTS(cs) {
-			if (cs->status > STATUS_AUTH) NetworkAddCommandQueue(cs, c);
-		}
-
-		// Only the server gets the callback, because clients should not get them
-		c->callback = temp_callback;
-		if (_local_command_queue == NULL) {
-			_local_command_queue = c;
-		} else {
-			// Find last packet
-			CommandPacket *cp = _local_command_queue;
-			while (cp->next != NULL) cp = cp->next;
-			cp->next = c;
-		}
-
-		return;
-	}
-
-	// Clients send their command to the server and forget all about the packet
-	c->callback = temp_callback;
-	SEND_COMMAND(PACKET_CLIENT_COMMAND)(c);
-}
-
-// Execute a DoCommand we received from the network
-void NetworkExecuteCommand(CommandPacket *cp)
-{
-	_current_player = cp->player;
-	_cmd_text = cp->text;
-	/* cp->callback is unsigned. so we don't need to do lower bounds checking. */
-	if (cp->callback > _callback_table_count) {
-		DEBUG(net, 0, "Received out-of-bounds callback (%d)", cp->callback);
-		cp->callback = 0;
-	}
-	DoCommandP(cp->tile, cp->p1, cp->p2, _callback_table[cp->callback], cp->cmd | CMD_NETWORK_COMMAND);
-}
-
-#endif /* ENABLE_NETWORK */
--- a/network_data.h	Tue Jan 02 18:40:37 2007 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,238 +0,0 @@
-/* $Id$ */
-
-#ifndef NETWORK_DATA_H
-#define NETWORK_DATA_H
-
-#include "openttd.h"
-#include "network.h"
-#include "network_core.h"
-
-// Is the network enabled?
-#ifdef ENABLE_NETWORK
-
-#define SEND_MTU 1460
-#define MAX_TEXT_MSG_LEN 1024 /* long long long long sentences :-) */
-
-// The client-info-server-index is always 1
-#define NETWORK_SERVER_INDEX 1
-#define NETWORK_EMPTY_INDEX 0
-
-// What version of game-info do we use?
-#define NETWORK_GAME_INFO_VERSION 4
-// What version of company info is this?
-#define NETWORK_COMPANY_INFO_VERSION 4
-// What version of master-server-protocol do we use?
-#define NETWORK_MASTER_SERVER_VERSION 1
-
-typedef uint16 PacketSize;
-
-typedef struct Packet {
-	struct Packet *next;
-	PacketSize size;
-	PacketSize pos;
-	byte buffer[SEND_MTU];
-} Packet;
-
-typedef struct CommandPacket {
-	struct CommandPacket *next;
-	PlayerID player; /// player that is executing the command
-	uint32 cmd;    /// command being executed
-	uint32 p1;     /// parameter p1
-	uint32 p2;     /// parameter p2
-	TileIndex tile; /// tile command being executed on
-	char text[80];
-	uint32 frame;  /// the frame in which this packet is executed
-	byte callback; /// any callback function executed upon successful completion of the command
-} CommandPacket;
-
-typedef enum {
-	STATUS_INACTIVE,
-	STATUS_AUTH, // This means that the client is authorized
-	STATUS_MAP_WAIT, // This means that the client is put on hold because someone else is getting the map
-	STATUS_MAP,
-	STATUS_DONE_MAP,
-	STATUS_PRE_ACTIVE,
-	STATUS_ACTIVE,
-} ClientStatus;
-
-typedef enum {
-	MAP_PACKET_START,
-	MAP_PACKET_NORMAL,
-	MAP_PACKET_END,
-} MapPacket;
-
-typedef enum {
-	NETWORK_RECV_STATUS_OKAY,
-	NETWORK_RECV_STATUS_DESYNC,
-	NETWORK_RECV_STATUS_SAVEGAME,
-	NETWORK_RECV_STATUS_CONN_LOST,
-	NETWORK_RECV_STATUS_MALFORMED_PACKET,
-	NETWORK_RECV_STATUS_SERVER_ERROR, // The server told us we made an error
-	NETWORK_RECV_STATUS_SERVER_FULL,
-	NETWORK_RECV_STATUS_SERVER_BANNED,
-	NETWORK_RECV_STATUS_CLOSE_QUERY, // Done quering the server
-} NetworkRecvStatus;
-
-typedef enum {
-	NETWORK_ERROR_GENERAL, // Try to use thisone like never
-
-	// Signals from clients
-	NETWORK_ERROR_DESYNC,
-	NETWORK_ERROR_SAVEGAME_FAILED,
-	NETWORK_ERROR_CONNECTION_LOST,
-	NETWORK_ERROR_ILLEGAL_PACKET,
-
-	// Signals from servers
-	NETWORK_ERROR_NOT_AUTHORIZED,
-	NETWORK_ERROR_NOT_EXPECTED,
-	NETWORK_ERROR_WRONG_REVISION,
-	NETWORK_ERROR_NAME_IN_USE,
-	NETWORK_ERROR_WRONG_PASSWORD,
-	NETWORK_ERROR_PLAYER_MISMATCH, // Happens in CLIENT_COMMAND
-	NETWORK_ERROR_KICKED,
-	NETWORK_ERROR_CHEATER,
-	NETWORK_ERROR_FULL,
-} NetworkErrorCode;
-
-// Actions that can be used for NetworkTextMessage
-typedef enum {
-	NETWORK_ACTION_JOIN,
-	NETWORK_ACTION_LEAVE,
-	NETWORK_ACTION_SERVER_MESSAGE,
-	NETWORK_ACTION_CHAT,
-	NETWORK_ACTION_CHAT_COMPANY,
-	NETWORK_ACTION_CHAT_CLIENT,
-	NETWORK_ACTION_GIVE_MONEY,
-	NETWORK_ACTION_NAME_CHANGE,
-} NetworkAction;
-
-typedef enum {
-	NETWORK_GAME_PASSWORD,
-	NETWORK_COMPANY_PASSWORD,
-} NetworkPasswordType;
-
-// To keep the clients all together
-typedef struct NetworkClientState {
-	SOCKET socket;
-	uint16 index;
-	uint32 last_frame;
-	uint32 last_frame_server;
-	byte lag_test; // This byte is used for lag-testing the client
-
-	ClientStatus status;
-	bool writable; // is client ready to write to?
-	bool has_quit;
-
-	Packet *packet_queue; // Packets that are awaiting delivery
-	Packet *packet_recv; // Partially received packet
-
-	CommandPacket *command_queue; // The command-queue awaiting delivery
-} NetworkClientState;
-
-// What packet types are there
-// WARNING: The first 3 packets can NEVER change order again
-//   it protects old clients from joining newer servers (because SERVER_ERROR
-//   is the respond to a wrong revision)
-typedef enum {
-	PACKET_SERVER_FULL,
-	PACKET_SERVER_BANNED,
-	PACKET_CLIENT_JOIN,
-	PACKET_SERVER_ERROR,
-	PACKET_CLIENT_COMPANY_INFO,
-	PACKET_SERVER_COMPANY_INFO,
-	PACKET_SERVER_CLIENT_INFO,
-	PACKET_SERVER_NEED_PASSWORD,
-	PACKET_CLIENT_PASSWORD,
-	PACKET_SERVER_WELCOME,
-	PACKET_CLIENT_GETMAP,
-	PACKET_SERVER_WAIT,
-	PACKET_SERVER_MAP,
-	PACKET_CLIENT_MAP_OK,
-	PACKET_SERVER_JOIN,
-	PACKET_SERVER_FRAME,
-	PACKET_SERVER_SYNC,
-	PACKET_CLIENT_ACK,
-	PACKET_CLIENT_COMMAND,
-	PACKET_SERVER_COMMAND,
-	PACKET_CLIENT_CHAT,
-	PACKET_SERVER_CHAT,
-	PACKET_CLIENT_SET_PASSWORD,
-	PACKET_CLIENT_SET_NAME,
-	PACKET_CLIENT_QUIT,
-	PACKET_CLIENT_ERROR,
-	PACKET_SERVER_QUIT,
-	PACKET_SERVER_ERROR_QUIT,
-	PACKET_SERVER_SHUTDOWN,
-	PACKET_SERVER_NEWGAME,
-	PACKET_SERVER_RCON,
-	PACKET_CLIENT_RCON,
-	PACKET_END // Should ALWAYS be on the end of this list!! (period)
-} PacketType;
-
-typedef enum {
-	DESTTYPE_BROADCAST, ///< Send message/notice to all players (All)
-	DESTTYPE_TEAM,    ///< Send message/notice to everyone playing the same company (Team)
-	DESTTYPE_CLIENT,    ///< Send message/notice to only a certain player (Private)
-} DestType;
-
-CommandPacket *_local_command_queue;
-
-SOCKET _udp_client_socket; // udp client socket
-SOCKET _udp_server_socket; // udp server socket
-SOCKET _udp_master_socket; // udp master socket
-
-// Here we keep track of the clients
-//  (and the client uses [0] for his own communication)
-NetworkClientState _clients[MAX_CLIENTS];
-#define DEREF_CLIENT(i) (&_clients[i])
-// This returns the NetworkClientInfo from a NetworkClientState
-#define DEREF_CLIENT_INFO(cs) (&_network_client_info[cs - _clients])
-
-// Macros to make life a bit more easier
-#define DEF_CLIENT_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(Packet *p)
-#define DEF_CLIENT_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(void)
-#define DEF_CLIENT_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
-#define DEF_SERVER_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(NetworkClientState *cs, Packet *p)
-#define DEF_SERVER_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(NetworkClientState *cs)
-#define DEF_SERVER_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
-
-#define SEND_COMMAND(type) NetworkPacketSend_ ## type ## _command
-#define RECEIVE_COMMAND(type) NetworkPacketReceive_ ## type ## _command
-
-#define FOR_ALL_CLIENTS(cs) for (cs = _clients; cs != endof(_clients) && cs->socket != INVALID_SOCKET; cs++)
-#define FOR_ALL_ACTIVE_CLIENT_INFOS(ci) for (ci = _network_client_info; ci != endof(_network_client_info); ci++) if (ci->client_index != NETWORK_EMPTY_INDEX)
-
-Packet *NetworkSend_Init(PacketType type);
-void NetworkSend_uint8(Packet *packet, uint8 data);
-void NetworkSend_uint16(Packet *packet, uint16 data);
-void NetworkSend_uint32(Packet *packet, uint32 data);
-void NetworkSend_uint64(Packet *packet, uint64 data);
-void NetworkSend_string(Packet *packet, const char* data);
-void NetworkSend_Packet(Packet *packet, NetworkClientState *cs);
-
-uint8 NetworkRecv_uint8(NetworkClientState *cs, Packet *packet);
-uint16 NetworkRecv_uint16(NetworkClientState *cs, Packet *packet);
-uint32 NetworkRecv_uint32(NetworkClientState *cs, Packet *packet);
-uint64 NetworkRecv_uint64(NetworkClientState *cs, Packet *packet);
-void NetworkRecv_string(NetworkClientState *cs, Packet *packet, char* buffer, size_t size);
-Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status);
-
-bool NetworkSend_Packets(NetworkClientState *cs);
-void NetworkExecuteCommand(CommandPacket *cp);
-void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp);
-
-// from network.c
-void NetworkCloseClient(NetworkClientState *cs);
-void CDECL NetworkTextMessage(NetworkAction action, uint16 color, bool self_send, const char *name, const char *str, ...);
-void NetworkGetClientName(char *clientname, size_t size, const NetworkClientState *cs);
-uint NetworkCalculateLag(const NetworkClientState *cs);
-byte NetworkGetCurrentLanguageIndex(void);
-NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index);
-NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip);
-NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index);
-unsigned long NetworkResolveHost(const char *hostname);
-char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last);
-
-#endif /* ENABLE_NETWORK */
-
-#endif /* NETWORK_DATA_H */
--- a/network_gamelist.c	Tue Jan 02 18:40:37 2007 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,74 +0,0 @@
-/* $Id$ */
-
-#ifdef ENABLE_NETWORK
-
-#include "stdafx.h"
-#include "debug.h"
-#include "network_data.h"
-#include "newgrf_config.h"
-
-// This file handles the GameList
-// Also, it handles the request to a server for data about the server
-
-/** Add a new item to the linked gamelist. If the IP and Port match
- * return the existing item instead of adding it again
- * @param ip the IP-address (inet_addr) of the to-be added item
- * @param port the port the server is running on
- * @return a point to the newly added or already existing item */
-NetworkGameList *NetworkGameListAddItem(uint32 ip, uint16 port)
-{
-	NetworkGameList *item, *prev_item;
-
-	prev_item = NULL;
-	for (item = _network_game_list; item != NULL; item = item->next) {
-		if (item->ip == ip && item->port == port) return item;
-		prev_item = item;
-	}
-
-	item = malloc(sizeof(*item));
-	memset(item, 0, sizeof(*item));
-	item->next = NULL;
-	item->ip = ip;
-	item->port = port;
-
-	if (prev_item == NULL) {
-		_network_game_list = item;
-	} else {
-		prev_item->next = item;
-	}
-	DEBUG(net, 4, "[gamelist] added server to list");
-
-	UpdateNetworkGameWindow(false);
-
-	return item;
-}
-
-/** Remove an item from the gamelist linked list
- * @param remove pointer to the item to be removed */
-void NetworkGameListRemoveItem(NetworkGameList *remove)
-{
-	NetworkGameList *item, *prev_item;
-
-	prev_item = NULL;
-	for (item = _network_game_list; item != NULL; item = item->next) {
-		if (remove == item) {
-			if (prev_item == NULL) {
-				_network_game_list = remove->next;
-			} else {
-				prev_item->next = remove->next;
-			}
-
-			/* Remove GRFConfig information */
-			ClearGRFConfigList(&remove->info.grfconfig);
-			free(remove);
-			remove = NULL;
-
-			DEBUG(net, 4, "[gamelist] removed server from list");
-			UpdateNetworkGameWindow(false);
-			return;
-		}
-		prev_item = item;
-	}
-}
-
-#endif /* ENABLE_NETWORK */
--- a/network_gamelist.h	Tue Jan 02 18:40:37 2007 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,11 +0,0 @@
-/* $Id$ */
-
-#ifndef NETWORK_GAMELIST_H
-#define NETWORK_GAMELIST_H
-
-void NetworkGameListClear(void);
-NetworkGameList *NetworkGameListAddItem(uint32 ip, uint16 port);
-void NetworkGameListRemoveItem(NetworkGameList *remove);
-void NetworkGameListAddQueriedItem(const NetworkGameInfo *info, bool server_online);
-
-#endif /* NETWORK_GAMELIST_H */
--- a/network_gui.c	Tue Jan 02 18:40:37 2007 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,1706 +0,0 @@
-/* $Id$ */
-
-#ifdef ENABLE_NETWORK
-#include "stdafx.h"
-#include "openttd.h"
-#include "string.h"
-#include "strings.h"
-#include "table/sprites.h"
-#include "network.h"
-#include "date.h"
-
-#include "fios.h"
-#include "table/strings.h"
-#include "functions.h"
-#include "network_data.h"
-#include "network_client.h"
-#include "network_gui.h"
-#include "network_gamelist.h"
-#include "window.h"
-#include "gui.h"
-#include "gfx.h"
-#include "command.h"
-#include "variables.h"
-#include "network_server.h"
-#include "network_udp.h"
-#include "settings.h"
-#include "string.h"
-#include "town.h"
-#include "newgrf.h"
-
-#define BGC 5
-#define BTC 15
-
-typedef struct network_d {
-	PlayerID company;        // select company in network lobby
-	byte field;              // select text-field in start-server and game-listing
-	NetworkGameList *server; // selected server in lobby and game-listing
-	FiosItem *map;           // selected map in start-server
-} network_d;
-assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(network_d));
-
-typedef struct network_ql_d {
-	network_d n;                 // see above; general stuff
-	querystr_d q;                // text-input in start-server and game-listing
-	NetworkGameList **sort_list; // list of games (sorted)
-	list_d l;                    // accompanying list-administration
-} network_ql_d;
-assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(network_ql_d));
-
-/* Global to remember sorting after window has been closed */
-static Listing _ng_sorting;
-
-static char _edit_str_buf[150];
-static bool _chat_tab_completion_active;
-
-static void ShowNetworkStartServerWindow(void);
-static void ShowNetworkLobbyWindow(NetworkGameList *ngl);
-extern void SwitchMode(int new_mode);
-
-static const StringID _connection_types_dropdown[] = {
-	STR_NETWORK_LAN_INTERNET,
-	STR_NETWORK_INTERNET_ADVERTISE,
-	INVALID_STRING_ID
-};
-
-static const StringID _lan_internet_types_dropdown[] = {
-	STR_NETWORK_LAN,
-	STR_NETWORK_INTERNET,
-	INVALID_STRING_ID
-};
-
-static const StringID _players_dropdown[] = {
-	STR_NETWORK_0_PLAYERS,
-	STR_NETWORK_1_PLAYERS,
-	STR_NETWORK_2_PLAYERS,
-	STR_NETWORK_3_PLAYERS,
-	STR_NETWORK_4_PLAYERS,
-	STR_NETWORK_5_PLAYERS,
-	STR_NETWORK_6_PLAYERS,
-	STR_NETWORK_7_PLAYERS,
-	STR_NETWORK_8_PLAYERS,
-	STR_NETWORK_9_PLAYERS,
-	STR_NETWORK_10_PLAYERS,
-	INVALID_STRING_ID
-};
-
-static const StringID _language_dropdown[] = {
-	STR_NETWORK_LANG_ANY,
-	STR_NETWORK_LANG_ENGLISH,
-	STR_NETWORK_LANG_GERMAN,
-	STR_NETWORK_LANG_FRENCH,
-	INVALID_STRING_ID
-};
-
-enum {
-	NET_PRC__OFFSET_TOP_WIDGET          = 54,
-	NET_PRC__OFFSET_TOP_WIDGET_COMPANY  = 52,
-	NET_PRC__SIZE_OF_ROW                = 14,
-};
-
-/** Update the network new window because a new server is
- * found on the network.
- * @param unselect unselect the currently selected item */
-void UpdateNetworkGameWindow(bool unselect)
-{
-	SendWindowMessage(WC_NETWORK_WINDOW, 0, unselect, 0, 0);
-}
-
-static bool _internal_sort_order; // Used for Qsort order-flipping
-typedef int CDECL NGameNameSortFunction(const void*, const void*);
-
-/** Qsort function to sort by name. */
-static int CDECL NGameNameSorter(const void *a, const void *b)
-{
-	const NetworkGameList *cmp1 = *(const NetworkGameList**)a;
-	const NetworkGameList *cmp2 = *(const NetworkGameList**)b;
-	int r = strcasecmp(cmp1->info.server_name, cmp2->info.server_name);
-
-	return _internal_sort_order ? -r : r;
-}
-
-/** Qsort function to sort by the amount of clients online on a
- * server. If the two servers have the same amount, the one with the
- * higher maximum is preferred. */
-static int CDECL NGameClientSorter(const void *a, const void *b)
-{
-	const NetworkGameList *cmp1 = *(const NetworkGameList**)a;
-	const NetworkGameList *cmp2 = *(const NetworkGameList**)b;
-	/* Reverse as per default we are interested in most-clients first */
-	int r = cmp1->info.clients_on - cmp2->info.clients_on;
-
-	if (r == 0) r = cmp1->info.clients_max - cmp2->info.clients_max;
-	if (r == 0) r = strcasecmp(cmp1->info.server_name, cmp2->info.server_name);
-
-	return _internal_sort_order ? -r : r;
-}
-
-/** Qsort function to sort by joinability. If both servers are the
- * same, prefer the non-passworded server first. */
-static int CDECL NGameAllowedSorter(const void *a, const void *b)
-{
-	const NetworkGameList *cmp1 = *(const NetworkGameList**)a;
-	const NetworkGameList *cmp2 = *(const NetworkGameList**)b;
-	/* Reverse default as we are interested in compatible clients first */
-	int r = cmp2->info.compatible - cmp1->info.compatible;
-
-	if (r == 0) r = cmp1->info.use_password - cmp2->info.use_password;
-	if (r == 0) r = strcasecmp(cmp1->info.server_name, cmp2->info.server_name);
-
-	return _internal_sort_order ? -r : r;
-}
-
-/** (Re)build the network game list as its amount has changed because
- * an item has been added or deleted for example
- * @param ngl list_d struct that contains all necessary information for sorting */
-static void BuildNetworkGameList(network_ql_d *nqld)
-{
-	NetworkGameList *ngl_temp;
-	uint n = 0;
-
-	if (!(nqld->l.flags & VL_REBUILD)) return;
-
-	/* Count the number of games in the list */
-	for (ngl_temp = _network_game_list; ngl_temp != NULL; ngl_temp = ngl_temp->next) n++;
-	if (n == 0) return;
-
-	/* Create temporary array of games to use for listing */
-	free(nqld->sort_list);
-	nqld->sort_list = malloc(n * sizeof(nqld->sort_list[0]));
-	if (nqld->sort_list == NULL) error("Could not allocate memory for the network-game-sorting-list");
-	nqld->l.list_length = n;
-
-	for (n = 0, ngl_temp = _network_game_list; ngl_temp != NULL; ngl_temp = ngl_temp->next) {
-		nqld->sort_list[n++] = ngl_temp;
-	}
-
-	/* Force resort */
-	nqld->l.flags &= ~VL_REBUILD;
-	nqld->l.flags |= VL_RESORT;
-}
-
-static void SortNetworkGameList(network_ql_d *nqld)
-{
-	static NGameNameSortFunction * const ngame_sorter[] = {
-		&NGameNameSorter,
-		&NGameClientSorter,
-		&NGameAllowedSorter
-	};
-
-	NetworkGameList *item;
-	uint i;
-
-	if (!(nqld->l.flags & VL_RESORT)) return;
-	if (nqld->l.list_length == 0) return;
-
-	_internal_sort_order = !!(nqld->l.flags & VL_DESC);
-	qsort(nqld->sort_list, nqld->l.list_length, sizeof(nqld->sort_list[0]), ngame_sorter[nqld->l.sort_type]);
-
-	/* After sorting ngl->sort_list contains the sorted items. Put these back
-	 * into the original list. Basically nothing has changed, we are only
-	 * shuffling the ->next pointers */
-	_network_game_list = nqld->sort_list[0];
-	for (item = _network_game_list, i = 1; i != nqld->l.list_length; i++) {
-		item->next = nqld->sort_list[i];
-		item = item->next;
-	}
-	item->next = NULL;
-
-	nqld->l.flags &= ~VL_RESORT;
-}
-
-/* Uses network_ql_d (network_d, querystr_d and list_d) WP macro */
-static void NetworkGameWindowWndProc(Window *w, WindowEvent *e)
-{
-	network_d *nd = &WP(w, network_ql_d).n;
-	list_d *ld = &WP(w, network_ql_d).l;
-
-	switch (e->event) {
-	case WE_CREATE: /* Focus input box */
-		nd->field = 3;
-		nd->server = NULL;
-
-		WP(w, network_ql_d).sort_list = NULL;
-		ld->flags = VL_REBUILD | (_ng_sorting.order << (VL_DESC - 1));
-		ld->sort_type = _ng_sorting.criteria;
-		break;
-
-	case WE_PAINT: {
-		const NetworkGameList *sel = nd->server;
-		const char *arrow = (ld->flags & VL_DESC) ? DOWNARROW : UPARROW;
-
-		if (ld->flags & VL_REBUILD) {
-			BuildNetworkGameList(&WP(w, network_ql_d));
-			SetVScrollCount(w, ld->list_length);
-		}
-		if (ld->flags & VL_RESORT) SortNetworkGameList(&WP(w, network_ql_d));
-
-		SetWindowWidgetDisabledState(w, 17, sel == NULL);
-		/* Join Button disabling conditions */
-		SetWindowWidgetDisabledState(w, 16, sel == NULL || // no Selected Server
-				!sel->online || // Server offline
-				sel->info.clients_on >= sel->info.clients_max || // Server full
-				!sel->info.compatible); // Revision mismatch
-
-		SetWindowWidgetHiddenState(w, 18, sel == NULL ||
-				!sel->online ||
-				sel->info.grfconfig == NULL);
-
-		SetDParam(0, 0x00);
-		SetDParam(7, _lan_internet_types_dropdown[_network_lan_internet]);
-		DrawWindowWidgets(w);
-
-		DrawEditBox(w, &WP(w, network_ql_d).q, 3);
-
-		DrawString(9, 23, STR_NETWORK_CONNECTION, 2);
-		DrawString(210, 23, STR_NETWORK_PLAYER_NAME, 2);
-
-		/* Sort based on widgets: name, clients, compatibility */
-		switch (ld->sort_type) {
-			case 6 - 6: DoDrawString(arrow, w->widget[6].right - 10, 42, 0x10); break;
-			case 7 - 6: DoDrawString(arrow, w->widget[7].right - 10, 42, 0x10); break;
-			case 8 - 6: DoDrawString(arrow, w->widget[8].right - 10, 42, 0x10); break;
-		}
-
-		{ // draw list of games
-			uint16 y = NET_PRC__OFFSET_TOP_WIDGET + 3;
-			int32 n = 0;
-			int32 pos = w->vscroll.pos;
-			uint max_name_width = w->widget[6].right - w->widget[6].left - 5;
-			const NetworkGameList *cur_item = _network_game_list;
-
-			while (pos > 0 && cur_item != NULL) {
-				pos--;
-				cur_item = cur_item->next;
-			}
-
-			while (cur_item != NULL) {
-				// show highlighted item with a different colour
-				if (cur_item == sel) GfxFillRect(w->widget[6].left + 1, y - 2, w->widget[8].right - 1, y + 9, 10);
-
-				SetDParamStr(0, cur_item->info.server_name);
-				DrawStringTruncated(w->widget[6].left + 5, y, STR_02BD, 16, max_name_width);
-
-				SetDParam(0, cur_item->info.clients_on);
-				SetDParam(1, cur_item->info.clients_max);
-				SetDParam(2, cur_item->info.companies_on);
-				SetDParam(3, cur_item->info.companies_max);
-				DrawStringCentered(210, y, STR_NETWORK_GENERAL_ONLINE, 2);
-
-				// only draw icons if the server is online
-				if (cur_item->online) {
-					// draw a lock if the server is password protected.
-					if (cur_item->info.use_password) DrawSprite(SPR_LOCK, w->widget[8].left + 5, y - 1);
-
-					// draw red or green icon, depending on compatibility with server.
-					DrawSprite(SPR_BLOT | (cur_item->info.compatible ? PALETTE_TO_GREEN : (cur_item->info.version_compatible ? PALETTE_TO_YELLOW : PALETTE_TO_RED)), w->widget[8].left + 15, y);
-
-					// draw flag according to server language
-					DrawSprite(SPR_FLAGS_BASE + cur_item->info.server_lang, w->widget[8].left + 25, y);
-				}
-
-				cur_item = cur_item->next;
-				y += NET_PRC__SIZE_OF_ROW;
-				if (++n == w->vscroll.cap) break; // max number of games in the window
-			}
-		}
-
-		/* Draw the right menu */
-		GfxFillRect(311, 43, 539, 92, 157);
-		if (sel == NULL) {
-			DrawStringCentered(425, 58, STR_NETWORK_GAME_INFO, 0);
-		} else if (!sel->online) {
-			SetDParamStr(0, sel->info.server_name);
-			DrawStringCentered(425, 68, STR_ORANGE, 0); // game name
-
-			DrawStringCentered(425, 132, STR_NETWORK_SERVER_OFFLINE, 0); // server offline
-		} else { // show game info
-			uint16 y = 100;
-			const uint16 x = w->widget[15].left + 5;
-
-			DrawStringCentered(425, 48, STR_NETWORK_GAME_INFO, 0);
-
-
-			SetDParamStr(0, sel->info.server_name);
-			DrawStringCenteredTruncated(w->widget[15].left, w->widget[15].right, 62, STR_ORANGE, 16); // game name
-
-			SetDParamStr(0, sel->info.map_name);
-			DrawStringCenteredTruncated(w->widget[15].left, w->widget[15].right, 74, STR_02BD, 16); // map name
-
-			SetDParam(0, sel->info.clients_on);
-			SetDParam(1, sel->info.clients_max);
-			SetDParam(2, sel->info.companies_on);
-			SetDParam(3, sel->info.companies_max);
-			DrawString(x, y, STR_NETWORK_CLIENTS, 2);
-			y += 10;
-
-			SetDParam(0, _language_dropdown[sel->info.server_lang]);
-			DrawString(x, y, STR_NETWORK_LANGUAGE, 2); // server language
-			y += 10;
-
-			SetDParam(0, STR_TEMPERATE_LANDSCAPE + sel->info.map_set);
-			DrawString(x, y, STR_NETWORK_TILESET, 2); // tileset
-			y += 10;
-
-			SetDParam(0, sel->info.map_width);
-			SetDParam(1, sel->info.map_height);
-			DrawString(x, y, STR_NETWORK_MAP_SIZE, 2); // map size
-			y += 10;
-
-			SetDParamStr(0, sel->info.server_revision);
-			DrawString(x, y, STR_NETWORK_SERVER_VERSION, 2); // server version
-			y += 10;
-
-			SetDParamStr(0, sel->info.hostname);
-			SetDParam(1, sel->port);
-			DrawString(x, y, STR_NETWORK_SERVER_ADDRESS, 2); // server address
-			y += 10;
-
-			SetDParam(0, sel->info.start_date);
-			DrawString(x, y, STR_NETWORK_START_DATE, 2); // start date
-			y += 10;
-
-			SetDParam(0, sel->info.game_date);
-			DrawString(x, y, STR_NETWORK_CURRENT_DATE, 2); // current date
-			y += 10;
-
-			y += 2;
-
-			if (!sel->info.compatible) {
-				DrawStringCentered(425, y, sel->info.version_compatible ? STR_NETWORK_GRF_MISMATCH : STR_NETWORK_VERSION_MISMATCH, 0); // server mismatch
-			} else if (sel->info.clients_on == sel->info.clients_max) {
-				// Show: server full, when clients_on == clients_max
-				DrawStringCentered(425, y, STR_NETWORK_SERVER_FULL, 0); // server full
-			} else if (sel->info.use_password) {
-				DrawStringCentered(425, y, STR_NETWORK_PASSWORD, 0); // password warning
-			}
-
-			y += 10;
-		}
-	}	break;
-
-	case WE_CLICK:
-		nd->field = e->we.click.widget;
-		switch (e->we.click.widget) {
-		case 0: case 14: /* Close 'X' | Cancel button */
-			DeleteWindowById(WC_NETWORK_WINDOW, 0);
-			break;
-		case 4: case 5:
-			ShowDropDownMenu(w, _lan_internet_types_dropdown, _network_lan_internet, 5, 0, 0); // do it for widget 5
-			break;
-		case 6: /* Sort by name */
-		case 7: /* Sort by connected clients */
-		case 8: /* Connectivity (green dot) */
-			if (ld->sort_type == e->we.click.widget - 6) ld->flags ^= VL_DESC;
-			ld->flags |= VL_RESORT;
-			ld->sort_type = e->we.click.widget - 6;
-
-			_ng_sorting.order = !!(ld->flags & VL_DESC);
-			_ng_sorting.criteria = ld->sort_type;
-			SetWindowDirty(w);
-			break;
-		case 9: { /* Matrix to show networkgames */
-			NetworkGameList *cur_item;
-			uint32 id_v = (e->we.click.pt.y - NET_PRC__OFFSET_TOP_WIDGET) / NET_PRC__SIZE_OF_ROW;
-
-			if (id_v >= w->vscroll.cap) return; // click out of bounds
-			id_v += w->vscroll.pos;
-
-			cur_item = _network_game_list;
-			for (; id_v > 0 && cur_item != NULL; id_v--) cur_item = cur_item->next;
-
-			nd->server = cur_item;
-			SetWindowDirty(w);
-		} break;
-		case 11: /* Find server automatically */
-			switch (_network_lan_internet) {
-				case 0: NetworkUDPSearchGame(); break;
-				case 1: NetworkUDPQueryMasterServer(); break;
-			}
-			break;
-		case 12: { // Add a server
-				ShowQueryString(
-				BindCString(_network_default_ip),
-				STR_NETWORK_ENTER_IP,
-				31 | 0x1000,  // maximum number of characters OR
-				250, // characters up to this width pixels, whichever is satisfied first
-				w, CS_ALPHANUMERAL);
-		} break;
-		case 13: /* Start server */
-			ShowNetworkStartServerWindow();
-			break;
-		case 16: /* Join Game */
-			if (nd->server != NULL) {
-				snprintf(_network_last_host, sizeof(_network_last_host), "%s", inet_ntoa(*(struct in_addr *)&nd->server->ip));
-				_network_last_port = nd->server->port;
-				ShowNetworkLobbyWindow(nd->server);
-			}
-			break;
-		case 17: // Refresh
-			if (nd->server != NULL)
-				NetworkQueryServer(nd->server->info.hostname, nd->server->port, true);
-			break;
-		case 18: // NewGRF Settings
-			if (nd->server != NULL) ShowNewGRFSettings(false, false, false, &nd->server->info.grfconfig);
-			break;
-
-	}	break;
-
-	case WE_DROPDOWN_SELECT: /* we have selected a dropdown item in the list */
-		switch (e->we.dropdown.button) {
-			case 5:
-				_network_lan_internet = e->we.dropdown.index;
-				break;
-		}
-
-		SetWindowDirty(w);
-		break;
-
-	case WE_MOUSELOOP:
-		if (nd->field == 3) HandleEditBox(w, &WP(w, network_ql_d).q, 3);
-		break;
-
-	case WE_MESSAGE:
-		if (e->we.message.msg != 0) nd->server = NULL;
-		ld->flags |= VL_REBUILD;
-		SetWindowDirty(w);
-		break;
-
-	case WE_KEYPRESS:
-		if (nd->field != 3) {
-			if (nd->server != NULL) {
-				if (e->we.keypress.keycode == WKC_DELETE) { /* Press 'delete' to remove servers */
-					NetworkGameListRemoveItem(nd->server);
-					NetworkRebuildHostList();
-					nd->server = NULL;
-				}
-			}
-			break;
-		}
-
-		if (HandleEditBoxKey(w, &WP(w, network_ql_d).q, 3, e) == 1) break; // enter pressed
-
-		// The name is only allowed when it starts with a letter!
-		if (_edit_str_buf[0] != '\0' && _edit_str_buf[0] != ' ') {
-			ttd_strlcpy(_network_player_name, _edit_str_buf, lengthof(_network_player_name));
-		} else {
-			ttd_strlcpy(_network_player_name, "Player", lengthof(_network_player_name));
-		}
-
-		break;
-
-	case WE_ON_EDIT_TEXT:
-		NetworkAddServer(e->we.edittext.str);
-		NetworkRebuildHostList();
-		break;
-
-	case WE_DESTROY: /* Nicely clean up the sort-list */
-		free(WP(w, network_ql_d).sort_list);
-		break;
-	}
-}
-
-static const Widget _network_game_window_widgets[] = {
-{   WWT_CLOSEBOX,   RESIZE_NONE,   BGC,     0,    10,     0,    13, STR_00C5,                    STR_018B_CLOSE_WINDOW},
-{    WWT_CAPTION,   RESIZE_NONE,   BGC,    11,   549,     0,    13, STR_NETWORK_MULTIPLAYER,     STR_NULL},
-{      WWT_PANEL,   RESIZE_NONE,   BGC,     0,   549,    14,   263, 0x0,                         STR_NULL},
-
-/* LEFT SIDE */
-{      WWT_PANEL,   RESIZE_NONE,   BGC,   310,   461,    22,    33, 0x0,                         STR_NETWORK_ENTER_NAME_TIP},
-
-{      WWT_INSET,   RESIZE_NONE,   BGC,    90,   181,    22,    33, STR_NETWORK_COMBO1,          STR_NETWORK_CONNECTION_TIP},
-{    WWT_TEXTBTN,   RESIZE_NONE,   BGC,   170,   180,    23,    32, STR_0225,                    STR_NETWORK_CONNECTION_TIP},
-
-{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,    10,   170,    42,    53, STR_NETWORK_GAME_NAME,       STR_NETWORK_GAME_NAME_TIP},
-{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,   171,   250,    42,    53, STR_NETWORK_CLIENTS_CAPTION, STR_NETWORK_CLIENTS_CAPTION_TIP},
-{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,   251,   290,    42,    53, STR_EMPTY,                   STR_NETWORK_INFO_ICONS_TIP},
-
-{     WWT_MATRIX,   RESIZE_NONE,   BGC,    10,   290,    54,   236, (13 << 8) + 1,               STR_NETWORK_CLICK_GAME_TO_SELECT},
-{  WWT_SCROLLBAR,   RESIZE_NONE,   BGC,   291,   302,    42,   236, STR_NULL,                    STR_0190_SCROLL_BAR_SCROLLS_LIST},
-
-{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,    30,   130,   246,   257, STR_NETWORK_FIND_SERVER,     STR_NETWORK_FIND_SERVER_TIP},
-{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,   180,   280,   246,   257, STR_NETWORK_ADD_SERVER,      STR_NETWORK_ADD_SERVER_TIP},
-
-/* RIGHT SIDE */
-{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,   315,   415,   246,   257, STR_NETWORK_START_SERVER,    STR_NETWORK_START_SERVER_TIP},
-{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,   430,   535,   246,   257, STR_012E_CANCEL,             STR_NULL},
-
-{      WWT_PANEL,   RESIZE_NONE,   BGC,   310,   540,    42,   236, 0x0,                         STR_NULL},
-
-{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,   315,   415,   215,   226, STR_NETWORK_JOIN_GAME,       STR_NULL},
-{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,   430,   535,   215,   226, STR_NETWORK_REFRESH,         STR_NETWORK_REFRESH_TIP},
-
-{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,   430,   535,   197,   208, STR_NEWGRF_SETTINGS_BUTTON,  STR_NULL},
-
-{   WIDGETS_END},
-};
-
-static const WindowDesc _network_game_window_desc = {
-	WDP_CENTER, WDP_CENTER, 550, 264,
-	WC_NETWORK_WINDOW,0,
-	WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
-	_network_game_window_widgets,
-	NetworkGameWindowWndProc,
-};
-
-void ShowNetworkGameWindow(void)
-{
-	static bool first = true;
-	Window *w;
-	DeleteWindowById(WC_NETWORK_WINDOW, 0);
-
-	/* Only show once */
-	if (first) {
-		char* const *srv;
-
-		first = false;
-		// add all servers from the config file to our list
-		for (srv = &_network_host_list[0]; srv != endof(_network_host_list) && *srv != NULL; srv++) {
-			NetworkAddServer(*srv);
-		}
-
-		_ng_sorting.criteria = 2; // sort default by collectivity (green-dots on top)
-		_ng_sorting.order = 0;    // sort ascending by default
-	}
-
-	w = AllocateWindowDesc(&_network_game_window_desc);
-	if (w != NULL) {
-		querystr_d *querystr = &WP(w, network_ql_d).q;
-
-		ttd_strlcpy(_edit_str_buf, _network_player_name, lengthof(_edit_str_buf));
-		w->vscroll.cap = 13;
-
-		querystr->afilter = CS_ALPHANUMERAL;
-		InitializeTextBuffer(&querystr->text, _edit_str_buf, lengthof(_edit_str_buf), 120);
-
-		UpdateNetworkGameWindow(true);
-	}
-}
-
-enum {
-	NSSWND_START = 64,
-	NSSWND_ROWSIZE = 12
-};
-
-/* Uses network_ql_d (network_d, querystr_d and list_d) WP macro */
-static void NetworkStartServerWindowWndProc(Window *w, WindowEvent *e)
-{
-	network_d *nd = &WP(w, network_ql_d).n;
-
-	switch (e->event) {
-	case WE_CREATE: /* focus input box */
-		nd->field = 3;
-		_network_game_info.use_password = (_network_server_password[0] != '\0');
-		break;
-
-	case WE_PAINT: {
-		int y = NSSWND_START, pos;
-		const FiosItem *item;
-
-		SetDParam( 7, _connection_types_dropdown[_network_advertise]);
-		SetDParam( 9, _players_dropdown[_network_game_info.clients_max]);
-		SetDParam(11, _players_dropdown[_network_game_info.companies_max]);
-		SetDParam(13, _players_dropdown[_network_game_info.spectators_max]);
-		SetDParam(15, _language_dropdown[_network_game_info.server_lang]);
-		DrawWindowWidgets(w);
-
-		GfxFillRect(11, 63, 258, 215, 0xD7);
-		DrawEditBox(w, &WP(w, network_ql_d).q, 3);
-
-		DrawString(10, 22, STR_NETWORK_NEW_GAME_NAME, 2);
-
-		DrawString(10, 43, STR_NETWORK_SELECT_MAP, 2);
-
-		DrawString(280,  63, STR_NETWORK_CONNECTION, 2);
-		DrawString(280,  95, STR_NETWORK_NUMBER_OF_CLIENTS, 2);
-		DrawString(280, 127, STR_NETWORK_NUMBER_OF_COMPANIES, 2);
-		DrawString(280, 159, STR_NETWORK_NUMBER_OF_SPECTATORS, 2);
-		DrawString(280, 191, STR_NETWORK_LANGUAGE_SPOKEN, 2);
-
-		if (_network_game_info.use_password) DoDrawString("*", 408, 23, 3);
-
-		// draw list of maps
-		pos = w->vscroll.pos;
-		while (pos < _fios_num + 1) {
-			item = _fios_list + pos - 1;
-			if (item == nd->map || (pos == 0 && nd->map == NULL))
-				GfxFillRect(11, y - 1, 258, y + 10, 155); // show highlighted item with a different colour
-
-			if (pos == 0) {
-				DrawString(14, y, STR_4010_GENERATE_RANDOM_NEW_GAME, 9);
-			} else {
-				DoDrawString(item->title, 14, y, _fios_colors[item->type] );
-			}
-			pos++;
-			y += NSSWND_ROWSIZE;
-
-			if (y >= w->vscroll.cap * NSSWND_ROWSIZE + NSSWND_START) break;
-		}
-	}	break;
-
-	case WE_CLICK:
-		nd->field = e->we.click.widget;
-		switch (e->we.click.widget) {
-		case 0: /* Close 'X' */
-		case 19: /* Cancel button */
-			ShowNetworkGameWindow();
-			break;
-
-		case 4: /* Set password button */
-			ShowQueryString(BindCString(_network_server_password), STR_NETWORK_SET_PASSWORD, 20, 250, w, CS_ALPHANUMERAL);
-			break;
-
-		case 5: { /* Select map */
-			int y = (e->we.click.pt.y - NSSWND_START) / NSSWND_ROWSIZE;
-
-			y += w->vscroll.pos;
-			if (y >= w->vscroll.count) return;
-
-			nd->map = (y == 0) ? NULL : _fios_list + y - 1;
-			SetWindowDirty(w);
-			} break;
-		case 7: case 8: /* Connection type */
-			ShowDropDownMenu(w, _connection_types_dropdown, _network_advertise, 8, 0, 0); // do it for widget 8
-			break;
-		case 9: case 10: /* Number of Players (hide 0 and 1 players) */
-			ShowDropDownMenu(w, _players_dropdown, _network_game_info.clients_max, 10, 0, 3);
-			break;
-		case 11: case 12: /* Number of Companies (hide 0, 9 and 10 companies; max is 8) */
-			ShowDropDownMenu(w, _players_dropdown, _network_game_info.companies_max, 12, 0, 1537);
-			break;
-		case 13: case 14: /* Number of Spectators */
-			ShowDropDownMenu(w, _players_dropdown, _network_game_info.spectators_max, 14, 0, 0);
-			break;
-		case 15: case 16: /* Language */
-			ShowDropDownMenu(w, _language_dropdown, _network_game_info.server_lang, 16, 0, 0);
-			break;
-		case 17: /* Start game */
-			_is_network_server = true;
-
-			if (nd->map == NULL) { // start random new game
-				ShowGenerateLandscape();
-			} else { // load a scenario
-				char *name = FiosBrowseTo(nd->map);
-				if (name != NULL) {
-					SetFiosType(nd->map->type);
-					ttd_strlcpy(_file_to_saveload.name, name, sizeof(_file_to_saveload.name));
-					ttd_strlcpy(_file_to_saveload.title, nd->map->title, sizeof(_file_to_saveload.title));
-
-					DeleteWindow(w);
-					SwitchMode(SM_START_SCENARIO);
-				}
-			}
-			break;
-		case 18: /* Load game */
-			_is_network_server = true;
-			/* XXX - WC_NETWORK_WINDOW should stay, but if it stays, it gets
-			 * copied all the elements of 'load game' and upon closing that, it segfaults */
-			DeleteWindowById(WC_NETWORK_WINDOW, 0);
-			ShowSaveLoadDialog(SLD_LOAD_GAME);
-			break;
-		}
-		break;
-
-	case WE_DROPDOWN_SELECT: /* we have selected a dropdown item in the list */
-		switch (e->we.dropdown.button) {
-			case  8: _network_advertise                = (e->we.dropdown.index != 0); break;
-			case 10: _network_game_info.clients_max    = e->we.dropdown.index;        break;
-			case 12: _network_game_info.companies_max  = e->we.dropdown.index;        break;
-			case 14: _network_game_info.spectators_max = e->we.dropdown.index;        break;
-			case 16: _network_game_info.server_lang    = e->we.dropdown.index;        break;
-		}
-
-		SetWindowDirty(w);
-		break;
-
-	case WE_MOUSELOOP:
-		if (nd->field == 3) HandleEditBox(w, &WP(w, network_ql_d).q, 3);
-		break;
-
-	case WE_KEYPRESS:
-		if (nd->field == 3) {
-			if (HandleEditBoxKey(w, &WP(w, network_ql_d).q, 3, e) == 1) break; // enter pressed
-
-			ttd_strlcpy(_network_server_name, WP(w, network_ql_d).q.text.buf, sizeof(_network_server_name));
-			UpdateTextBufferSize(&WP(w, network_ql_d).q.text);
-		}
-		break;
-
-	case WE_ON_EDIT_TEXT: {
-		ttd_strlcpy(_network_server_password, e->we.edittext.str, lengthof(_network_server_password));
-		_network_game_info.use_password = (_network_server_password[0] != '\0');
-		SetWindowDirty(w);
-	} break;
-	}
-}
-
-static const Widget _network_start_server_window_widgets[] = {
-{   WWT_CLOSEBOX,   RESIZE_NONE,   BGC,     0,    10,     0,    13, STR_00C5,                      STR_018B_CLOSE_WINDOW },
-{    WWT_CAPTION,   RESIZE_NONE,   BGC,    11,   419,     0,    13, STR_NETWORK_START_GAME_WINDOW, STR_NULL},
-{      WWT_PANEL,   RESIZE_NONE,   BGC,     0,   419,    14,   243, 0x0,                           STR_NULL},
-
-{      WWT_PANEL,   RESIZE_NONE,   BGC,   100,   272,    22,    33, 0x0,                           STR_NETWORK_NEW_GAME_NAME_TIP},
-{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,   285,   405,    22,    33, STR_NETWORK_SET_PASSWORD,      STR_NETWORK_PASSWORD_TIP},
-
-{      WWT_INSET,   RESIZE_NONE,   BGC,    10,   271,    62,   216, 0x0,                           STR_NETWORK_SELECT_MAP_TIP},
-{  WWT_SCROLLBAR,   RESIZE_NONE,   BGC,   259,   270,    63,   215, 0x0,                           STR_0190_SCROLL_BAR_SCROLLS_LIST},
-/* Combo boxes to control Connection Type / Max Clients / Max Companies / Max Observers / Language */
-{      WWT_INSET,   RESIZE_NONE,   BGC,   280,   410,    77,    88, STR_NETWORK_COMBO1,            STR_NETWORK_CONNECTION_TIP},
-{    WWT_TEXTBTN,   RESIZE_NONE,   BGC,   399,   409,    78,    87, STR_0225,                      STR_NETWORK_CONNECTION_TIP},
-{      WWT_INSET,   RESIZE_NONE,   BGC,   280,   410,   109,   120, STR_NETWORK_COMBO2,            STR_NETWORK_NUMBER_OF_CLIENTS_TIP},
-{    WWT_TEXTBTN,   RESIZE_NONE,   BGC,   399,   409,   110,   119, STR_0225,                      STR_NETWORK_NUMBER_OF_CLIENTS_TIP},
-{      WWT_INSET,   RESIZE_NONE,   BGC,   280,   410,   141,   152, STR_NETWORK_COMBO3,            STR_NETWORK_NUMBER_OF_COMPANIES_TIP},
-{    WWT_TEXTBTN,   RESIZE_NONE,   BGC,   399,   409,   142,   151, STR_0225,                      STR_NETWORK_NUMBER_OF_COMPANIES_TIP},
-{      WWT_INSET,   RESIZE_NONE,   BGC,   280,   410,   173,   184, STR_NETWORK_COMBO4,            STR_NETWORK_NUMBER_OF_SPECTATORS_TIP},
-{    WWT_TEXTBTN,   RESIZE_NONE,   BGC,   399,   409,   174,   183, STR_0225,                      STR_NETWORK_NUMBER_OF_SPECTATORS_TIP},
-{      WWT_INSET,   RESIZE_NONE,   BGC,   280,   410,   205,   216, STR_NETWORK_COMBO5,            STR_NETWORK_LANGUAGE_TIP},
-{    WWT_TEXTBTN,   RESIZE_NONE,   BGC,   399,   409,   206,   215, STR_0225,                      STR_NETWORK_LANGUAGE_TIP},
-
-{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,    40,   140,   224,   235, STR_NETWORK_START_GAME,        STR_NETWORK_START_GAME_TIP},
-{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,   150,   250,   224,   235, STR_NETWORK_LOAD_GAME,         STR_NETWORK_LOAD_GAME_TIP},
-{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,   260,   360,   224,   235, STR_012E_CANCEL,               STR_NULL},
-{   WIDGETS_END},
-};
-
-static const WindowDesc _network_start_server_window_desc = {
-	WDP_CENTER, WDP_CENTER, 420, 244,
-	WC_NETWORK_WINDOW,0,
-	WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
-	_network_start_server_window_widgets,
-	NetworkStartServerWindowWndProc,
-};
-
-static void ShowNetworkStartServerWindow(void)
-{
-	Window *w;
-	DeleteWindowById(WC_NETWORK_WINDOW, 0);
-
-	w = AllocateWindowDesc(&_network_start_server_window_desc);
-	ttd_strlcpy(_edit_str_buf, _network_server_name, lengthof(_edit_str_buf));
-
-	_saveload_mode = SLD_NEW_GAME;
-	BuildFileList();
-	w->vscroll.cap = 12;
-	w->vscroll.count = _fios_num+1;
-
-	WP(w, network_ql_d).q.afilter = CS_ALPHANUMERAL;
-	InitializeTextBuffer(&WP(w, network_ql_d).q.text, _edit_str_buf, lengthof(_edit_str_buf), 160);
-}
-
-static byte NetworkLobbyFindCompanyIndex(byte pos)
-{
-	byte i;
-
-	/* Scroll through all _network_player_info and get the 'pos' item
-	    that is not empty */
-	for (i = 0; i < MAX_PLAYERS; i++) {
-		if (_network_player_info[i].company_name[0] != '\0') {
-			if (pos-- == 0) return i;
-		}
-	}
-
-	return 0;
-}
-
-/* uses network_d WP macro */
-static void NetworkLobbyWindowWndProc(Window *w, WindowEvent *e)
-{
-	network_d *nd = &WP(w, network_d);
-
-	switch (e->event) {
-	case WE_CREATE:
-		nd->company = (byte)-1;
-		break;
-
-	case WE_PAINT: {
-		const NetworkGameInfo *gi = &nd->server->info;
-		int y = NET_PRC__OFFSET_TOP_WIDGET_COMPANY, pos;
-
-		SetWindowWidgetDisabledState(w, 7, nd->company == (byte)-1);
-		SetWindowWidgetDisabledState(w, 8, gi->companies_on >= gi->companies_max);
-		/* You can not join a server as spectator when it has no companies active..
-		 * it causes some nasty crashes */
-		SetWindowWidgetDisabledState(w, 9, gi->spectators_on >= gi->spectators_max ||
-				gi->companies_on == 0);
-
-		DrawWindowWidgets(w);
-
-		SetDParamStr(0, gi->server_name);
-		DrawString(10, 22, STR_NETWORK_PREPARE_TO_JOIN, 2);
-
-		/* Draw company list */
-		pos = w->vscroll.pos;
-		while (pos < gi->companies_on) {
-			byte company = NetworkLobbyFindCompanyIndex(pos);
-			bool income = false;
-			if (nd->company == company)
-				GfxFillRect(11, y - 1, 154, y + 10, 10); // show highlighted item with a different colour
-
-			DoDrawStringTruncated(_network_player_info[company].company_name, 13, y, 16, 135 - 13);
-			if (_network_player_info[company].use_password != 0) DrawSprite(SPR_LOCK, 135, y);
-
-			/* If the company's income was positive puts a green dot else a red dot */
-			if (_network_player_info[company].income >= 0) income = true;
-			DrawSprite(SPR_BLOT | (income ? PALETTE_TO_GREEN : PALETTE_TO_RED), 145, y);
-
-			pos++;
-			y += NET_PRC__SIZE_OF_ROW;
-			if (pos >= w->vscroll.cap) break;
-		}
-
-		/* Draw info about selected company when it is selected in the left window */
-		GfxFillRect(174, 39, 403, 75, 157);
-		DrawStringCentered(290, 50, STR_NETWORK_COMPANY_INFO, 0);
-		if (nd->company != (byte)-1) {
-			const uint x = 183;
-			const uint trunc_width = w->widget[6].right - x;
-			y = 80;
-
-			SetDParam(0, nd->server->info.clients_on);
-			SetDParam(1, nd->server->info.clients_max);
-			SetDParam(2, nd->server->info.companies_on);
-			SetDParam(3, nd->server->info.companies_max);
-			DrawString(x, y, STR_NETWORK_CLIENTS, 2);
-			y += 10;
-
-			SetDParamStr(0, _network_player_info[nd->company].company_name);
-			DrawStringTruncated(x, y, STR_NETWORK_COMPANY_NAME, 2, trunc_width);
-			y += 10;
-
-			SetDParam(0, _network_player_info[nd->company].inaugurated_year);
-			DrawString(x, y, STR_NETWORK_INAUGURATION_YEAR, 2); // inauguration year
-			y += 10;
-
-			SetDParam64(0, _network_player_info[nd->company].company_value);
-			DrawString(x, y, STR_NETWORK_VALUE, 2); // company value
-			y += 10;
-
-			SetDParam64(0, _network_player_info[nd->company].money);
-			DrawString(x, y, STR_NETWORK_CURRENT_BALANCE, 2); // current balance
-			y += 10;
-
-			SetDParam64(0, _network_player_info[nd->company].income);
-			DrawString(x, y, STR_NETWORK_LAST_YEARS_INCOME, 2); // last year's income
-			y += 10;
-
-			SetDParam(0, _network_player_info[nd->company].performance);
-			DrawString(x, y, STR_NETWORK_PERFORMANCE, 2); // performance
-			y += 10;
-
-			SetDParam(0, _network_player_info[nd->company].num_vehicle[0]);
-			SetDParam(1, _network_player_info[nd->company].num_vehicle[1]);
-			SetDParam(2, _network_player_info[nd->company].num_vehicle[2]);
-			SetDParam(3, _network_player_info[nd->company].num_vehicle[3]);
-			SetDParam(4, _network_player_info[nd->company].num_vehicle[4]);
-			DrawString(x, y, STR_NETWORK_VEHICLES, 2); // vehicles
-			y += 10;
-
-			SetDParam(0, _network_player_info[nd->company].num_station[0]);
-			SetDParam(1, _network_player_info[nd->company].num_station[1]);
-			SetDParam(2, _network_player_info[nd->company].num_station[2]);
-			SetDParam(3, _network_player_info[nd->company].num_station[3]);
-			SetDParam(4, _network_player_info[nd->company].num_station[4]);
-			DrawString(x, y, STR_NETWORK_STATIONS, 2); // stations
-			y += 10;
-
-			SetDParamStr(0, _network_player_info[nd->company].players);
-			DrawStringTruncated(x, y, STR_NETWORK_PLAYERS, 2, trunc_width); // players
-		}
-	}	break;
-
-	case WE_CLICK:
-		switch (e->we.click.widget) {
-		case 0: case 11: /* Close 'X' | Cancel button */
-			ShowNetworkGameWindow();
-			break;
-		case 4: { /* Company list */
-			uint32 id_v = (e->we.click.pt.y - NET_PRC__OFFSET_TOP_WIDGET_COMPANY) / NET_PRC__SIZE_OF_ROW;
-
-			if (id_v >= w->vscroll.cap) return;
-
-			id_v += w->vscroll.pos;
-			nd->company = (id_v >= nd->server->info.companies_on) ? (byte)-1 : NetworkLobbyFindCompanyIndex(id_v);
-			SetWindowDirty(w);
-		}	break;
-		case 7: /* Join company */
-			if (nd->company != (byte)-1) {
-				_network_playas = nd->company;
-				NetworkClientConnectGame(_network_last_host, _network_last_port);
-			}
-			break;
-		case 8: /* New company */
-			_network_playas = PLAYER_NEW_COMPANY;
-			NetworkClientConnectGame(_network_last_host, _network_last_port);
-			break;
-		case 9: /* Spectate game */
-			_network_playas = PLAYER_SPECTATOR;
-			NetworkClientConnectGame(_network_last_host, _network_last_port);
-			break;
-		case 10: /* Refresh */
-			NetworkQueryServer(_network_last_host, _network_last_port, false); // company info
-			NetworkUDPQueryServer(_network_last_host, _network_last_port);     // general data
-			break;
-		}	break;
-
-	case WE_MESSAGE:
-		SetWindowDirty(w);
-		break;
-	}
-}
-
-static const Widget _network_lobby_window_widgets[] = {
-{   WWT_CLOSEBOX,   RESIZE_NONE,   BGC,     0,    10,     0,    13, STR_00C5,                  STR_018B_CLOSE_WINDOW },
-{    WWT_CAPTION,   RESIZE_NONE,   BGC,    11,   419,     0,    13, STR_NETWORK_GAME_LOBBY,    STR_NULL},
-{      WWT_PANEL,   RESIZE_NONE,   BGC,     0,   419,    14,   234, 0x0,                       STR_NULL},
-
-// company list
-{      WWT_PANEL,   RESIZE_NONE,   BTC,    10,   155,    38,    49, 0x0,                       STR_NULL},
-{     WWT_MATRIX,   RESIZE_NONE,   BGC,    10,   155,    50,   190, (10 << 8) + 1,             STR_NETWORK_COMPANY_LIST_TIP},
-{  WWT_SCROLLBAR,   RESIZE_NONE,   BGC,   156,   167,    38,   190, STR_NULL,                  STR_0190_SCROLL_BAR_SCROLLS_LIST},
-
-// company/player info
-{      WWT_PANEL,   RESIZE_NONE,   BGC,   173,   404,    38,   190, 0x0,                       STR_NULL},
-
-// buttons
-{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,    10,   151,   200,   211, STR_NETWORK_JOIN_COMPANY,  STR_NETWORK_JOIN_COMPANY_TIP},
-{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,    10,   151,   215,   226, STR_NETWORK_NEW_COMPANY,   STR_NETWORK_NEW_COMPANY_TIP},
-{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,   158,   268,   200,   211, STR_NETWORK_SPECTATE_GAME, STR_NETWORK_SPECTATE_GAME_TIP},
-{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,   158,   268,   215,   226, STR_NETWORK_REFRESH,       STR_NETWORK_REFRESH_TIP},
-{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,   278,   388,   200,   211, STR_012E_CANCEL,           STR_NULL},
-
-{   WIDGETS_END},
-};
-
-static const WindowDesc _network_lobby_window_desc = {
-	WDP_CENTER, WDP_CENTER, 420, 235,
-	WC_NETWORK_WINDOW,0,
-	WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
-	_network_lobby_window_widgets,
-	NetworkLobbyWindowWndProc,
-};
-
-/* Show the networklobbywindow with the selected server
- * @param ngl Selected game pointer which is passed to the new window */
-static void ShowNetworkLobbyWindow(NetworkGameList *ngl)
-{
-	Window *w;
-	DeleteWindowById(WC_NETWORK_WINDOW, 0);
-
-	NetworkQueryServer(_network_last_host, _network_last_port, false); // company info
-	NetworkUDPQueryServer(_network_last_host, _network_last_port);     // general data
-
-	w = AllocateWindowDesc(&_network_lobby_window_desc);
-	if (w != NULL) {
-		WP(w, network_ql_d).n.server = ngl;
-		strcpy(_edit_str_buf, "");
-		w->vscroll.cap = 10;
-	}
-}
-
-// The window below gives information about the connected clients
-//  and also makes able to give money to them, kick them (if server)
-//  and stuff like that.
-
-extern void DrawPlayerIcon(PlayerID pid, int x, int y);
-
-// Every action must be of this form
-typedef void ClientList_Action_Proc(byte client_no);
-
-// Max 10 actions per client
-#define MAX_CLIENTLIST_ACTION 10
-
-// Some standard bullshit.. defines variables ;)
-static void ClientListWndProc(Window *w, WindowEvent *e);
-static void ClientListPopupWndProc(Window *w, WindowEvent *e);
-static byte _selected_clientlist_item = 255;
-static byte _selected_clientlist_y = 0;
-static char _clientlist_action[MAX_CLIENTLIST_ACTION][50];
-static ClientList_Action_Proc *_clientlist_proc[MAX_CLIENTLIST_ACTION];
-
-enum {
-	CLNWND_OFFSET = 16,
-	CLNWND_ROWSIZE = 10
-};
-
-static const Widget _client_list_widgets[] = {
-{   WWT_CLOSEBOX,   RESIZE_NONE,    14,     0,    10,     0,    13, STR_00C5,                 STR_018B_CLOSE_WINDOW},
-{    WWT_CAPTION,   RESIZE_NONE,    14,    11,   249,     0,    13, STR_NETWORK_CLIENT_LIST,  STR_018C_WINDOW_TITLE_DRAG_THIS},
-
-{      WWT_PANEL,   RESIZE_NONE,    14,     0,   249,    14,    14 + CLNWND_ROWSIZE + 1, 0x0, STR_NULL},
-{   WIDGETS_END},
-};
-
-static const Widget _client_list_popup_widgets[] = {
-{      WWT_PANEL,   RESIZE_NONE,    14,     0,   99,     0,     0,     0, STR_NULL},
-{   WIDGETS_END},
-};
-
-static WindowDesc _client_list_desc = {
-	WDP_AUTO, WDP_AUTO, 250, 1,
-	WC_CLIENT_LIST,0,
-	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET,
-	_client_list_widgets,
-	ClientListWndProc
-};
-
-// Finds the Xth client-info that is active
-static const NetworkClientInfo *NetworkFindClientInfo(byte client_no)
-{
-	const NetworkClientInfo *ci;
-
-	FOR_ALL_ACTIVE_CLIENT_INFOS(ci) {
-		if (client_no == 0) return ci;
-		client_no--;
-	}
-
-	return NULL;
-}
-
-// Here we start to define the options out of the menu
-static void ClientList_Kick(byte client_no)
-{
-	if (client_no < MAX_PLAYERS)
-		SEND_COMMAND(PACKET_SERVER_ERROR)(DEREF_CLIENT(client_no), NETWORK_ERROR_KICKED);
-}
-
-static void ClientList_Ban(byte client_no)
-{
-	uint i;
-	uint32 ip = NetworkFindClientInfo(client_no)->client_ip;
-
-	for (i = 0; i < lengthof(_network_ban_list); i++) {
-		if (_network_ban_list[i] == NULL) {
-			_network_ban_list[i] = strdup(inet_ntoa(*(struct in_addr *)&ip));
-			break;
-		}
-	}
-
-	if (client_no < MAX_PLAYERS)
-		SEND_COMMAND(PACKET_SERVER_ERROR)(DEREF_CLIENT(client_no), NETWORK_ERROR_KICKED);
-}
-
-static void ClientList_GiveMoney(byte client_no)
-{
-	if (NetworkFindClientInfo(client_no) != NULL)
-		ShowNetworkGiveMoneyWindow(NetworkFindClientInfo(client_no)->client_playas);
-}
-
-static void ClientList_SpeakToClient(byte client_no)
-{
-	if (NetworkFindClientInfo(client_no) != NULL)
-		ShowNetworkChatQueryWindow(DESTTYPE_CLIENT, NetworkFindClientInfo(client_no)->client_index);
-}
-
-static void ClientList_SpeakToCompany(byte client_no)
-{
-	if (NetworkFindClientInfo(client_no) != NULL)
-		ShowNetworkChatQueryWindow(DESTTYPE_TEAM, NetworkFindClientInfo(client_no)->client_playas);
-}
-
-static void ClientList_SpeakToAll(byte client_no)
-{
-	ShowNetworkChatQueryWindow(DESTTYPE_BROADCAST, 0);
-}
-
-static void ClientList_None(byte client_no)
-{
-	// No action ;)
-}
-
-
-
-// Help, a action is clicked! What do we do?
-static void HandleClientListPopupClick(byte index, byte clientno) {
-	// A click on the Popup of the ClientList.. handle the command
-	if (index < MAX_CLIENTLIST_ACTION && _clientlist_proc[index] != NULL) {
-		_clientlist_proc[index](clientno);
-	}
-}
-
-// Finds the amount of clients and set the height correct
-static bool CheckClientListHeight(Window *w)
-{
-	int num = 0;
-	const NetworkClientInfo *ci;
-
-	// Should be replaced with a loop through all clients
-	FOR_ALL_ACTIVE_CLIENT_INFOS(ci) {
-		num++;
-	}
-
-	num *= CLNWND_ROWSIZE;
-
-	// If height is changed
-	if (w->height != CLNWND_OFFSET + num + 1) {
-		// XXX - magic unfortunately; (num + 2) has to be one bigger than heigh (num + 1)
-		SetWindowDirty(w);
-		w->widget[2].bottom = w->widget[2].top + num + 2;
-		w->height = CLNWND_OFFSET + num + 1;
-		SetWindowDirty(w);
-		return false;
-	}
-	return true;
-}
-
-// Finds the amount of actions in the popup and set the height correct
-static uint ClientListPopupHeigth(void) {
-	int i, num = 0;
-
-	// Find the amount of actions
-	for (i = 0; i < MAX_CLIENTLIST_ACTION; i++) {
-		if (_clientlist_action[i][0] == '\0') continue;
-		if (_clientlist_proc[i] == NULL) continue;
-		num++;
-	}
-
-	num *= CLNWND_ROWSIZE;
-
-	return num + 1;
-}
-
-// Show the popup (action list)
-static Window *PopupClientList(Window *w, int client_no, int x, int y)
-{
-	int i, h;
-	const NetworkClientInfo *ci;
-	DeleteWindowById(WC_TOOLBAR_MENU, 0);
-
-	// Clean the current actions
-	for (i = 0; i < MAX_CLIENTLIST_ACTION; i++) {
-		_clientlist_action[i][0] = '\0';
-		_clientlist_proc[i] = NULL;
-	}
-
-	// Fill the actions this client has
-	// Watch is, max 50 chars long!
-
-	ci = NetworkFindClientInfo(client_no);
-	if (ci == NULL) return NULL;
-
-	i = 0;
-	if (_network_own_client_index != ci->client_index) {
-		GetString(_clientlist_action[i], STR_NETWORK_CLIENTLIST_SPEAK_TO_CLIENT, lastof(_clientlist_action[i]));
-		_clientlist_proc[i++] = &ClientList_SpeakToClient;
-	}
-
-	if (IsValidPlayer(ci->client_playas) || ci->client_playas == PLAYER_SPECTATOR) {
-		GetString(_clientlist_action[i], STR_NETWORK_CLIENTLIST_SPEAK_TO_COMPANY, lastof(_clientlist_action[i]));
-		_clientlist_proc[i++] = &ClientList_SpeakToCompany;
-	}
-	GetString(_clientlist_action[i], STR_NETWORK_CLIENTLIST_SPEAK_TO_ALL, lastof(_clientlist_action[i]));
-	_clientlist_proc[i++] = &ClientList_SpeakToAll;
-
-	if (_network_own_client_index != ci->client_index) {
-		/* We are no spectator and the player we want to give money to is no spectator */
-		if (IsValidPlayer(_network_playas) && IsValidPlayer(ci->client_playas)) {
-			GetString(_clientlist_action[i], STR_NETWORK_CLIENTLIST_GIVE_MONEY, lastof(_clientlist_action[i]));
-			_clientlist_proc[i++] = &ClientList_GiveMoney;
-		}
-	}
-
-	// A server can kick clients (but not himself)
-	if (_network_server && _network_own_client_index != ci->client_index) {
-		GetString(_clientlist_action[i], STR_NETWORK_CLIENTLIST_KICK, lastof(_clientlist_action[i]));
-		_clientlist_proc[i++] = &ClientList_Kick;
-
-		sprintf(_clientlist_action[i],"Ban"); // XXX GetString?
-		_clientlist_proc[i++] = &ClientList_Ban;
-	}
-
-	if (i == 0) {
-		GetString(_clientlist_action[i], STR_NETWORK_CLIENTLIST_NONE, lastof(_clientlist_action[i]));
-		_clientlist_proc[i++] = &ClientList_None;
-	}
-
-	/* Calculate the height */
-	h = ClientListPopupHeigth();
-
-	// Allocate the popup
-	w = AllocateWindow(x, y, 150, h + 1, ClientListPopupWndProc, WC_TOOLBAR_MENU, _client_list_popup_widgets);
-	w->widget[0].bottom = w->widget[0].top + h;
-	w->widget[0].right = w->widget[0].left + 150;
-
-	w->flags4 &= ~WF_WHITE_BORDER_MASK;
-	WP(w,menu_d).item_count = 0;
-	// Save our client
-	WP(w,menu_d).main_button = client_no;
-	WP(w,menu_d).sel_index = 0;
-	// We are a popup
-	_popup_menu_active = true;
-
-	return w;
-}
-
-/** Main handle for the client popup list
- * uses menu_d WP macro */
-static void ClientListPopupWndProc(Window *w, WindowEvent *e)
-{
-	switch (e->event) {
-	case WE_PAINT: {
-		int i, y, sel;
-		byte colour;
-		DrawWindowWidgets(w);
-
-		// Draw the actions
-		sel = WP(w,menu_d).sel_index;
-		y = 1;
-		for (i = 0; i < MAX_CLIENTLIST_ACTION; i++, y += CLNWND_ROWSIZE) {
-			if (_clientlist_action[i][0] == '\0') continue;
-			if (_clientlist_proc[i] == NULL) continue;
-
-			if (sel-- == 0) { // Selected item, highlight it
-				GfxFillRect(1, y, 150 - 2, y + CLNWND_ROWSIZE - 1, 0);
-				colour = 0xC;
-			} else {
-				colour = 0x10;
-			}
-
-			DoDrawString(_clientlist_action[i], 4, y, colour);
-		}
-	}	break;
-
-	case WE_POPUPMENU_SELECT: {
-		// We selected an action
-		int index = (e->we.popupmenu.pt.y - w->top) / CLNWND_ROWSIZE;
-
-		if (index >= 0 && e->we.popupmenu.pt.y >= w->top)
-			HandleClientListPopupClick(index, WP(w,menu_d).main_button);
-
-		DeleteWindowById(WC_TOOLBAR_MENU, 0);
-	}	break;
-
-	case WE_POPUPMENU_OVER: {
-		// Our mouse hoovers over an action? Select it!
-		int index = (e->we.popupmenu.pt.y - w->top) / CLNWND_ROWSIZE;
-
-		if (index == -1 || index == WP(w,menu_d).sel_index) return;
-
-		WP(w,menu_d).sel_index = index;
-		SetWindowDirty(w);
-	} break;
-
-	}
-}
-
-// Main handle for clientlist
-static void ClientListWndProc(Window *w, WindowEvent *e)
-{
-	switch (e->event) {
-	case WE_PAINT: {
-		NetworkClientInfo *ci;
-		int y, i = 0;
-		byte colour;
-
-		// Check if we need to reset the height
-		if (!CheckClientListHeight(w)) break;
-
-		DrawWindowWidgets(w);
-
-		y = CLNWND_OFFSET;
-
-		FOR_ALL_ACTIVE_CLIENT_INFOS(ci) {
-			if (_selected_clientlist_item == i++) { // Selected item, highlight it
-				GfxFillRect(1, y, 248, y + CLNWND_ROWSIZE - 1, 0);
-				colour = 0xC;
-			} else {
-				colour = 0x10;
-			}
-
-			if (ci->client_index == NETWORK_SERVER_INDEX) {
-				DrawString(4, y, STR_NETWORK_SERVER, colour);
-			} else {
-				DrawString(4, y, STR_NETWORK_CLIENT, colour);
-			}
-
-			// Filter out spectators
-			if (IsValidPlayer(ci->client_playas)) DrawPlayerIcon(ci->client_playas, 64, y + 1);
-
-			DoDrawString(ci->client_name, 81, y, colour);
-
-			y += CLNWND_ROWSIZE;
-		}
-	}	break;
-
-	case WE_CLICK:
-		// Show the popup with option
-		if (_selected_clientlist_item != 255) {
-			PopupClientList(w, _selected_clientlist_item, e->we.click.pt.x + w->left, e->we.click.pt.y + w->top);
-		}
-
-		break;
-
-	case WE_MOUSEOVER:
-		// -1 means we left the current window
-		if (e->we.mouseover.pt.y == -1) {
-			_selected_clientlist_y = 0;
-			_selected_clientlist_item = 255;
-			SetWindowDirty(w);
-			break;
-		}
-		// It did not change.. no update!
-		if (e->we.mouseover.pt.y == _selected_clientlist_y) break;
-
-		// Find the new selected item (if any)
-		_selected_clientlist_y = e->we.mouseover.pt.y;
-		if (e->we.mouseover.pt.y > CLNWND_OFFSET) {
-			_selected_clientlist_item = (e->we.mouseover.pt.y - CLNWND_OFFSET) / CLNWND_ROWSIZE;
-		} else {
-			_selected_clientlist_item = 255;
-		}
-
-		// Repaint
-		SetWindowDirty(w);
-		break;
-
-	case WE_DESTROY: case WE_CREATE:
-		// When created or destroyed, data is reset
-		_selected_clientlist_item = 255;
-		_selected_clientlist_y = 0;
-		break;
-	}
-}
-
-void ShowClientList(void)
-{
-	AllocateWindowDescFront(&_client_list_desc, 0);
-}
-
-
-static NetworkPasswordType pw_type;
-
-
-void ShowNetworkNeedPassword(NetworkPasswordType npt)
-{
-	StringID caption;
-
-	pw_type = npt;
-	switch (npt) {
-		default: NOT_REACHED();
-		case NETWORK_GAME_PASSWORD:    caption = STR_NETWORK_NEED_GAME_PASSWORD_CAPTION; break;
-		case NETWORK_COMPANY_PASSWORD: caption = STR_NETWORK_NEED_COMPANY_PASSWORD_CAPTION; break;
-	}
-	ShowQueryString(STR_EMPTY, caption, 20, 180, FindWindowById(WC_NETWORK_STATUS_WINDOW, 0), CS_ALPHANUMERAL);
-}
-
-
-static void NetworkJoinStatusWindowWndProc(Window *w, WindowEvent *e)
-{
-	switch (e->event) {
-	case WE_PAINT: {
-		uint8 progress; // used for progress bar
-		DrawWindowWidgets(w);
-
-		DrawStringCentered(125, 35, STR_NETWORK_CONNECTING_1 + _network_join_status, 14);
-		switch (_network_join_status) {
-			case NETWORK_JOIN_STATUS_CONNECTING: case NETWORK_JOIN_STATUS_AUTHORIZING:
-			case NETWORK_JOIN_STATUS_GETTING_COMPANY_INFO:
-				progress = 10; // first two stages 10%
-				break;
-			case NETWORK_JOIN_STATUS_WAITING:
-				SetDParam(0, _network_join_waiting);
-				DrawStringCentered(125, 46, STR_NETWORK_CONNECTING_WAITING, 14);
-				progress = 15; // third stage is 15%
-				break;
-			case NETWORK_JOIN_STATUS_DOWNLOADING:
-				SetDParam(0, _network_join_kbytes);
-				SetDParam(1, _network_join_kbytes_total);
-				DrawStringCentered(125, 46, STR_NETWORK_CONNECTING_DOWNLOADING, 14);
-				/* Fallthrough */
-			default: /* Waiting is 15%, so the resting receivement of map is maximum 70% */
-				progress = 15 + _network_join_kbytes * (100 - 15) / _network_join_kbytes_total;
-		}
-
-		/* Draw nice progress bar :) */
-		DrawFrameRect(20, 18, (int)((w->width - 20) * progress / 100), 28, 10, 0);
-	}	break;
-
-	case WE_CLICK:
-		switch (e->we.click.widget) {
-			case 2: /* Disconnect button */
-				NetworkDisconnect();
-				DeleteWindow(w);
-				SwitchMode(SM_MENU);
-				ShowNetworkGameWindow();
-				break;
-		}
-		break;
-
-		/* If the server asks for a password, we need to fill it in */
-		case WE_ON_EDIT_TEXT_CANCEL:
-			NetworkDisconnect();
-			ShowNetworkGameWindow();
-			break;
-
-		case WE_ON_EDIT_TEXT:
-			SEND_COMMAND(PACKET_CLIENT_PASSWORD)(pw_type, e->we.edittext.str);
-			break;
-	}
-}
-
-static const Widget _network_join_status_window_widget[] = {
-{    WWT_CAPTION,   RESIZE_NONE,    14,     0,   249,     0,    13, STR_NETWORK_CONNECTING, STR_018C_WINDOW_TITLE_DRAG_THIS},
-{      WWT_PANEL,   RESIZE_NONE,    14,     0,   249,    14,    84, 0x0,                    STR_NULL},
-{ WWT_PUSHTXTBTN,   RESIZE_NONE,   BTC,    75,   175,    69,    80, STR_NETWORK_DISCONNECT, STR_NULL},
-{   WIDGETS_END},
-};
-
-static const WindowDesc _network_join_status_window_desc = {
-	WDP_CENTER, WDP_CENTER, 250, 85,
-	WC_NETWORK_STATUS_WINDOW, 0,
-	WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_MODAL,
-	_network_join_status_window_widget,
-	NetworkJoinStatusWindowWndProc,
-};
-
-void ShowJoinStatusWindow(void)
-{
-	Window *w;
-	DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
-	w = AllocateWindowDesc(&_network_join_status_window_desc);
-	/* Parent the status window to the lobby */
-	if (w != NULL) w->parent = FindWindowById(WC_NETWORK_WINDOW, 0);
-}
-
-static void SendChat(const char *buf, DestType type, byte dest)
-{
-	if (buf[0] == '\0') return;
-	if (!_network_server) {
-		SEND_COMMAND(PACKET_CLIENT_CHAT)(NETWORK_ACTION_CHAT + type, type, dest, buf);
-	} else {
-		NetworkServer_HandleChat(NETWORK_ACTION_CHAT + type, type, dest, buf, NETWORK_SERVER_INDEX);
-	}
-}
-
-/**
- * Find the next item of the list of things that can be auto-completed.
- * @param item The current indexed item to return. This function can, and most
- *     likely will, alter item, to skip empty items in the arrays.
- * @return Returns the char that matched to the index.
- */
-static const char *ChatTabCompletionNextItem(uint *item)
-{
-	static char chat_tab_temp_buffer[64];
-
-	/* First, try clients */
-	if (*item < MAX_CLIENT_INFO) {
-		/* Skip inactive clients */
-		while (_network_client_info[*item].client_index == NETWORK_EMPTY_INDEX && *item < MAX_CLIENT_INFO) (*item)++;
-		if (*item < MAX_CLIENT_INFO) return _network_client_info[*item].client_name;
-	}
-
-	/* Then, try townnames */
-	/* Not that the following assumes all town indices are adjacent, ie no
-	 * towns have been deleted. */
-	if (*item <= (uint)MAX_CLIENT_INFO + GetMaxTownIndex()) {
-		const Town *t;
-
-		FOR_ALL_TOWNS_FROM(t, *item - MAX_CLIENT_INFO) {
-			/* Get the town-name via the string-system */
-			SetDParam(0, t->townnameparts);
-			GetString(chat_tab_temp_buffer, t->townnametype, lastof(chat_tab_temp_buffer));
-			return &chat_tab_temp_buffer[0];
-		}
-	}
-
-	return NULL;
-}
-
-/**
- * Find what text to complete. It scans for a space from the left and marks
- *  the word right from that as to complete. It also writes a \0 at the
- *  position of the space (if any). If nothing found, buf is returned.
- */
-static char *ChatTabCompletionFindText(char *buf)
-{
-	char *p = strrchr(buf, ' ');
-	if (p == NULL) return buf;
-
-	*p = '\0';
-	return p + 1;
-}
-
-/**
- * See if we can auto-complete the current text of the user.
- */
-static void ChatTabCompletion(Window *w)
-{
-	static char _chat_tab_completion_buf[lengthof(_edit_str_buf)];
-	Textbuf *tb = &WP(w, querystr_d).text;
-	uint len, tb_len;
-	uint item;
-	char *tb_buf, *pre_buf;
-	const char *cur_name;
-	bool second_scan = false;
-
-	item = 0;
-
-	/* Copy the buffer so we can modify it without damaging the real data */
-	pre_buf = (_chat_tab_completion_active) ? strdup(_chat_tab_completion_buf) : strdup(tb->buf);
-
-	tb_buf  = ChatTabCompletionFindText(pre_buf);
-	tb_len  = strlen(tb_buf);
-
-	while ((cur_name = ChatTabCompletionNextItem(&item)) != NULL) {
-		item++;
-
-		if (_chat_tab_completion_active) {
-			/* We are pressing TAB again on the same name, is there an other name
-			 *  that starts with this? */
-			if (!second_scan) {
-				uint offset;
-				uint length;
-
-				/* If we are completing at the begin of the line, skip the ': ' we added */
-				if (tb_buf == pre_buf) {
-					offset = 0;
-					length = tb->length - 2;
-				} else {
-					/* Else, find the place we are completing at */
-					offset = strlen(pre_buf) + 1;
-					length = tb->length - offset;
-				}
-
-				/* Compare if we have a match */
-				if (strlen(cur_name) == length && strncmp(cur_name, tb->buf + offset, length) == 0) second_scan = true;
-
-				continue;
-			}
-
-			/* Now any match we make on _chat_tab_completion_buf after this, is perfect */
-		}
-
-		len = strlen(cur_name);
-		if (tb_len < len && strncasecmp(cur_name, tb_buf, tb_len) == 0) {
-			/* Save the data it was before completion */
-			if (!second_scan) snprintf(_chat_tab_completion_buf, lengthof(_chat_tab_completion_buf), "%s", tb->buf);
-			_chat_tab_completion_active = true;
-
-			/* Change to the found name. Add ': ' if we are at the start of the line (pretty) */
-			if (pre_buf == tb_buf) {
-				snprintf(tb->buf, lengthof(_edit_str_buf), "%s: ", cur_name);
-			} else {
-				snprintf(tb->buf, lengthof(_edit_str_buf), "%s %s", pre_buf, cur_name);
-			}
-
-			/* Update the textbuffer */
-			UpdateTextBufferSize(&WP(w, querystr_d).text);
-
-			SetWindowDirty(w);
-			free(pre_buf);
-			return;
-		}
-	}
-
-	if (second_scan) {
-		/* We walked all posibilities, and the user presses tab again.. revert to original text */
-		strcpy(tb->buf, _chat_tab_completion_buf);
-		_chat_tab_completion_active = false;
-
-		/* Update the textbuffer */
-		UpdateTextBufferSize(&WP(w, querystr_d).text);
-
-		SetWindowDirty(w);
-	}
-	free(pre_buf);
-}
-
-/* uses querystr_d WP macro
- * uses querystr_d->caption to store
- * - type of chat message (Private/Team/All) in bytes 0-7
- * - destination of chat message in the case of Team/Private in bytes 8-15 */
-static void ChatWindowWndProc(Window *w, WindowEvent *e)
-{
-	switch (e->event) {
-	case WE_CREATE:
-		SendWindowMessage(WC_NEWS_WINDOW, 0, WE_CREATE, w->height, 0);
-		SETBIT(_no_scroll, SCROLL_CHAT); // do not scroll the game with the arrow-keys
-		break;
-
-	case WE_PAINT: {
-		static const StringID chat_captions[] = {
-			STR_NETWORK_CHAT_ALL_CAPTION,
-			STR_NETWORK_CHAT_COMPANY_CAPTION,
-			STR_NETWORK_CHAT_CLIENT_CAPTION
-		};
-		StringID msg;
-
-		DrawWindowWidgets(w);
-
-		assert(GB(WP(w, querystr_d).caption, 0, 8) < lengthof(chat_captions));
-		msg = chat_captions[GB(WP(w, querystr_d).caption, 0, 8)];
-		DrawStringRightAligned(w->widget[2].left - 2, w->widget[2].top + 1, msg, 16);
-		DrawEditBox(w, &WP(w, querystr_d), 2);
-	} break;
-
-	case WE_CLICK:
-		switch (e->we.click.widget) {
-			case 3: { /* Send */
-				DestType type = GB(WP(w, querystr_d).caption, 0, 8);
-				byte dest = GB(WP(w, querystr_d).caption, 8, 8);
-				SendChat(WP(w, querystr_d).text.buf, type, dest);
-			} /* FALLTHROUGH */
-			case 0: /* Cancel */ DeleteWindow(w); break;
-		}
-		break;
-
-	case WE_MOUSELOOP:
-		HandleEditBox(w, &WP(w, querystr_d), 2);
-		break;
-
-	case WE_KEYPRESS:
-		if (e->we.keypress.keycode == WKC_TAB) {
-			ChatTabCompletion(w);
-		} else {
-			_chat_tab_completion_active = false;
-			switch (HandleEditBoxKey(w, &WP(w, querystr_d), 2, e)) {
-				case 1: { /* Return */
-				DestType type = GB(WP(w, querystr_d).caption, 0, 8);
-				byte dest = GB(WP(w, querystr_d).caption, 8, 8);
-				SendChat(WP(w, querystr_d).text.buf, type, dest);
-			} /* FALLTHROUGH */
-				case 2: /* Escape */ DeleteWindow(w); break;
-			}
-		}
-		break;
-
-	case WE_DESTROY:
-		SendWindowMessage(WC_NEWS_WINDOW, 0, WE_DESTROY, 0, 0);
-		CLRBIT(_no_scroll, SCROLL_CHAT);
-		break;
-	}
-}
-
-static const Widget _chat_window_widgets[] = {
-{   WWT_CLOSEBOX, RESIZE_NONE, 14,   0,  10,  0, 13, STR_00C5,         STR_018B_CLOSE_WINDOW},
-{      WWT_PANEL, RESIZE_NONE, 14,  11, 639,  0, 13, 0x0,              STR_NULL}, // background
-{      WWT_PANEL, RESIZE_NONE, 14,  75, 577,  1, 12, 0x0,              STR_NULL}, // text box
-{ WWT_PUSHTXTBTN, RESIZE_NONE, 14, 578, 639,  1, 12, STR_NETWORK_SEND, STR_NULL}, // send button
-{   WIDGETS_END},
-};
-
-static const WindowDesc _chat_window_desc = {
-	WDP_CENTER, -26, 640, 14, // x, y, width, height
-	WC_SEND_NETWORK_MSG,0,
-	WDF_STD_TOOLTIPS | WDF_DEF_WIDGET,
-	_chat_window_widgets,
-	ChatWindowWndProc
-};
-
-void ShowNetworkChatQueryWindow(DestType type, byte dest)
-{
-	Window *w;
-
-	DeleteWindowById(WC_SEND_NETWORK_MSG, 0);
-
-	_edit_str_buf[0] = '\0';
-	_chat_tab_completion_active = false;
-
-	w = AllocateWindowDesc(&_chat_window_desc);
-
-	LowerWindowWidget(w, 2);
-	WP(w, querystr_d).caption = GB(type, 0, 8) | (dest << 8); // Misuse of caption
-	WP(w, querystr_d).afilter = CS_ALPHANUMERAL;
-	InitializeTextBuffer(&WP(w, querystr_d).text, _edit_str_buf, lengthof(_edit_str_buf), 0);
-}
-
-#endif /* ENABLE_NETWORK */
--- a/network_gui.h	Tue Jan 02 18:40:37 2007 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,26 +0,0 @@
-/* $Id$ */
-
-#ifndef NETWORK_GUI_H
-#define NETWORK_GUI_H
-
-#ifdef ENABLE_NETWORK
-
-#include "network_data.h"
-
-void ShowNetworkNeedPassword(NetworkPasswordType npt);
-void ShowNetworkGiveMoneyWindow(byte player); // PlayerID
-void ShowNetworkChatQueryWindow(DestType type, byte dest);
-void ShowJoinStatusWindow(void);
-void ShowNetworkGameWindow(void);
-void ShowClientList(void);
-
-#else /* ENABLE_NETWORK */
-/* Network function stubs when networking is disabled */
-
-static inline void ShowNetworkChatQueryWindow(byte desttype, byte dest) {}
-static inline void ShowClientList(void) {}
-static inline void ShowNetworkGameWindow(void) {}
-
-#endif /* ENABLE_NETWORK */
-
-#endif /* NETWORK_GUI_H */
--- a/network_server.c	Tue Jan 02 18:40:37 2007 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,1527 +0,0 @@
-/* $Id$ */
-
-#ifdef ENABLE_NETWORK
-
-#include "stdafx.h"
-#include "openttd.h" // XXX StringID
-#include "debug.h"
-#include "string.h"
-#include "strings.h"
-#include "network_data.h"
-#include "train.h"
-#include "date.h"
-#include "table/strings.h"
-#include "functions.h"
-#include "network_server.h"
-#include "network_udp.h"
-#include "console.h"
-#include "command.h"
-#include "saveload.h"
-#include "vehicle.h"
-#include "station.h"
-#include "variables.h"
-#include "genworld.h"
-
-// This file handles all the server-commands
-
-static void NetworkHandleCommandQueue(NetworkClientState* cs);
-
-// **********
-// Sending functions
-//   DEF_SERVER_SEND_COMMAND has parameter: NetworkClientState *cs
-// **********
-
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CLIENT_INFO)(NetworkClientState *cs, NetworkClientInfo *ci)
-{
-	//
-	// Packet: SERVER_CLIENT_INFO
-	// Function: Sends info about a client
-	// Data:
-	//    uint16:  The index of the client (always unique on a server. 1 = server)
-	//    uint8:  As which player the client is playing
-	//    String: The name of the client
-	//    String: The unique id of the client
-	//
-
-	if (ci->client_index != NETWORK_EMPTY_INDEX) {
-		Packet *p = NetworkSend_Init(PACKET_SERVER_CLIENT_INFO);
-		NetworkSend_uint16(p, ci->client_index);
-		NetworkSend_uint8 (p, ci->client_playas);
-		NetworkSend_string(p, ci->client_name);
-		NetworkSend_string(p, ci->unique_id);
-
-		NetworkSend_Packet(p, cs);
-	}
-}
-
-DEF_SERVER_SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)
-{
-//
-	// Packet: SERVER_COMPANY_INFO
-	// Function: Sends info about the companies
-	// Data:
-	//
-
-	int i;
-
-	Player *player;
-	Packet *p;
-
-	byte active = ActivePlayerCount();
-
-	if (active == 0) {
-		p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO);
-
-		NetworkSend_uint8 (p, NETWORK_COMPANY_INFO_VERSION);
-		NetworkSend_uint8 (p, active);
-
-		NetworkSend_Packet(p, cs);
-		return;
-	}
-
-	NetworkPopulateCompanyInfo();
-
-	FOR_ALL_PLAYERS(player) {
-		if (!player->is_active) continue;
-
-		p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO);
-
-		NetworkSend_uint8 (p, NETWORK_COMPANY_INFO_VERSION);
-		NetworkSend_uint8 (p, active);
-		NetworkSend_uint8 (p, player->index);
-
-		NetworkSend_string(p, _network_player_info[player->index].company_name);
-		NetworkSend_uint32(p, _network_player_info[player->index].inaugurated_year);
-		NetworkSend_uint64(p, _network_player_info[player->index].company_value);
-		NetworkSend_uint64(p, _network_player_info[player->index].money);
-		NetworkSend_uint64(p, _network_player_info[player->index].income);
-		NetworkSend_uint16(p, _network_player_info[player->index].performance);
-
-		/* Send 1 if there is a passord for the company else send 0 */
-		if (_network_player_info[player->index].password[0] != '\0') {
-			NetworkSend_uint8(p, 1);
-		} else {
-			NetworkSend_uint8(p, 0);
-		}
-
-		for (i = 0; i < NETWORK_VEHICLE_TYPES; i++) {
-			NetworkSend_uint16(p, _network_player_info[player->index].num_vehicle[i]);
-		}
-
-		for (i = 0; i < NETWORK_STATION_TYPES; i++) {
-			NetworkSend_uint16(p, _network_player_info[player->index].num_station[i]);
-		}
-
-		if (_network_player_info[player->index].players[0] == '\0') {
-			NetworkSend_string(p, "<none>");
-		} else {
-			NetworkSend_string(p, _network_player_info[player->index].players);
-		}
-
-		NetworkSend_Packet(p, cs);
-	}
-
-	p = NetworkSend_Init(PACKET_SERVER_COMPANY_INFO);
-
-	NetworkSend_uint8 (p, NETWORK_COMPANY_INFO_VERSION);
-	NetworkSend_uint8 (p, 0);
-
-	NetworkSend_Packet(p, cs);
-}
-
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientState *cs, NetworkErrorCode error)
-{
-	//
-	// Packet: SERVER_ERROR
-	// Function: The client made an error
-	// Data:
-	//    uint8:  ErrorID (see network_data.h, NetworkErrorCode)
-	//
-
-	char str[100];
-	Packet *p = NetworkSend_Init(PACKET_SERVER_ERROR);
-
-	NetworkSend_uint8(p, error);
-	NetworkSend_Packet(p, cs);
-
-	GetNetworkErrorMsg(str, error, lastof(str));
-
-	// Only send when the current client was in game
-	if (cs->status > STATUS_AUTH) {
-		NetworkClientState *new_cs;
-		char client_name[NETWORK_CLIENT_NAME_LENGTH];
-
-		NetworkGetClientName(client_name, sizeof(client_name), cs);
-
-		DEBUG(net, 1, "'%s' made an error and has been disconnected. Reason: '%s'", client_name, str);
-
-		NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
-
-		FOR_ALL_CLIENTS(new_cs) {
-			if (new_cs->status > STATUS_AUTH && new_cs != cs) {
-				// Some errors we filter to a more general error. Clients don't have to know the real
-				//  reason a joining failed.
-				if (error == NETWORK_ERROR_NOT_AUTHORIZED || error == NETWORK_ERROR_NOT_EXPECTED || error == NETWORK_ERROR_WRONG_REVISION)
-					error = NETWORK_ERROR_ILLEGAL_PACKET;
-
-				SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, error);
-			}
-		}
-	} else {
-		DEBUG(net, 1, "Client %d made an error and has been disconnected. Reason: '%s'", cs->index, str);
-	}
-
-	cs->has_quit = true;
-
-	// Make sure the data get's there before we close the connection
-	NetworkSend_Packets(cs);
-
-	// The client made a mistake, so drop his connection now!
-	NetworkCloseClient(cs);
-}
-
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_NEED_PASSWORD)(NetworkClientState *cs, NetworkPasswordType type)
-{
-	//
-	// Packet: SERVER_NEED_PASSWORD
-	// Function: Indication to the client that the server needs a password
-	// Data:
-	//    uint8:  Type of password
-	//
-
-	Packet *p = NetworkSend_Init(PACKET_SERVER_NEED_PASSWORD);
-	NetworkSend_uint8(p, type);
-	NetworkSend_Packet(p, cs);
-}
-
-DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WELCOME)
-{
-	//
-	// Packet: SERVER_WELCOME
-	// Function: The client is joined and ready to receive his map
-	// Data:
-	//    uint16:  Own ClientID
-	//
-
-	Packet *p;
-	const NetworkClientState *new_cs;
-
-	// Invalid packet when status is AUTH or higher
-	if (cs->status >= STATUS_AUTH) return;
-
-	cs->status = STATUS_AUTH;
-	_network_game_info.clients_on++;
-
-	p = NetworkSend_Init(PACKET_SERVER_WELCOME);
-	NetworkSend_uint16(p, cs->index);
-	NetworkSend_Packet(p, cs);
-
-		// Transmit info about all the active clients
-	FOR_ALL_CLIENTS(new_cs) {
-		if (new_cs != cs && new_cs->status > STATUS_AUTH)
-			SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, DEREF_CLIENT_INFO(new_cs));
-	}
-	// Also send the info of the server
-	SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX));
-}
-
-DEF_SERVER_SEND_COMMAND(PACKET_SERVER_WAIT)
-{
-	//
-	// Packet: PACKET_SERVER_WAIT
-	// Function: The client can not receive the map at the moment because
-	//             someone else is already receiving the map
-	// Data:
-	//    uint8:  Clients awaiting map
-	//
-	int waiting = 0;
-	NetworkClientState *new_cs;
-	Packet *p;
-
-	// Count how many players are waiting in the queue
-	FOR_ALL_CLIENTS(new_cs) {
-		if (new_cs->status == STATUS_MAP_WAIT) waiting++;
-	}
-
-	p = NetworkSend_Init(PACKET_SERVER_WAIT);
-	NetworkSend_uint8(p, waiting);
-	NetworkSend_Packet(p, cs);
-}
-
-// This sends the map to the client
-DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
-{
-	//
-	// Packet: SERVER_MAP
-	// Function: Sends the map to the client, or a part of it (it is splitted in
-	//   a lot of multiple packets)
-	// Data:
-	//    uint8:  packet-type (MAP_PACKET_START, MAP_PACKET_NORMAL and MAP_PACKET_END)
-	//  if MAP_PACKET_START:
-	//    uint32: The current FrameCounter
-	//  if MAP_PACKET_NORMAL:
-	//    piece of the map (till max-size of packet)
-	//  if MAP_PACKET_END:
-	//    uint32: seed0 of player
-	//    uint32: seed1 of player
-	//      last 2 are repeated MAX_PLAYERS time
-	//
-
-	static FILE *file_pointer;
-	static uint sent_packets; // How many packets we did send succecfully last time
-
-	if (cs->status < STATUS_AUTH) {
-		// Illegal call, return error and ignore the packet
-		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
-		return;
-	}
-
-	if (cs->status == STATUS_AUTH) {
-		char filename[256];
-		Packet *p;
-
-		// Make a dump of the current game
-		snprintf(filename, lengthof(filename), "%s%snetwork_server.tmp",  _paths.autosave_dir, PATHSEP);
-		if (SaveOrLoad(filename, SL_SAVE) != SL_OK) error("network savedump failed");
-
-		file_pointer = fopen(filename, "rb");
-		fseek(file_pointer, 0, SEEK_END);
-
-		// Now send the _frame_counter and how many packets are coming
-		p = NetworkSend_Init(PACKET_SERVER_MAP);
-		NetworkSend_uint8(p, MAP_PACKET_START);
-		NetworkSend_uint32(p, _frame_counter);
-		NetworkSend_uint32(p, ftell(file_pointer));
-		NetworkSend_Packet(p, cs);
-
-		fseek(file_pointer, 0, SEEK_SET);
-
-		sent_packets = 4; // We start with trying 4 packets
-
-		cs->status = STATUS_MAP;
-		/* Mark the start of download */
-		cs->last_frame = _frame_counter;
-		cs->last_frame_server = _frame_counter;
-	}
-
-	if (cs->status == STATUS_MAP) {
-		uint i;
-		int res;
-		for (i = 0; i < sent_packets; i++) {
-			Packet *p = NetworkSend_Init(PACKET_SERVER_MAP);
-			NetworkSend_uint8(p, MAP_PACKET_NORMAL);
-			res = (int)fread(p->buffer + p->size, 1, SEND_MTU - p->size, file_pointer);
-
-			if (ferror(file_pointer)) error("Error reading temporary network savegame!");
-
-			p->size += res;
-			NetworkSend_Packet(p, cs);
-			if (feof(file_pointer)) {
-				// Done reading!
-				Packet *p = NetworkSend_Init(PACKET_SERVER_MAP);
-				NetworkSend_uint8(p, MAP_PACKET_END);
-				NetworkSend_Packet(p, cs);
-
-				// Set the status to DONE_MAP, no we will wait for the client
-				//  to send it is ready (maybe that happens like never ;))
-				cs->status = STATUS_DONE_MAP;
-				fclose(file_pointer);
-
-				{
-					NetworkClientState *new_cs;
-					bool new_map_client = false;
-					// Check if there is a client waiting for receiving the map
-					//  and start sending him the map
-					FOR_ALL_CLIENTS(new_cs) {
-						if (new_cs->status == STATUS_MAP_WAIT) {
-							// Check if we already have a new client to send the map to
-							if (!new_map_client) {
-								// If not, this client will get the map
-								new_cs->status = STATUS_AUTH;
-								new_map_client = true;
-								SEND_COMMAND(PACKET_SERVER_MAP)(new_cs);
-							} else {
-								// Else, send the other clients how many clients are in front of them
-								SEND_COMMAND(PACKET_SERVER_WAIT)(new_cs);
-							}
-						}
-					}
-				}
-
-				// There is no more data, so break the for
-				break;
-			}
-		}
-
-		// Send all packets (forced) and check if we have send it all
-		NetworkSend_Packets(cs);
-		if (cs->packet_queue == NULL) {
-			// All are sent, increase the sent_packets
-			sent_packets *= 2;
-		} else {
-			// Not everything is sent, decrease the sent_packets
-			if (sent_packets > 1) sent_packets /= 2;
-		}
-	}
-}
-
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_JOIN)(NetworkClientState *cs, uint16 client_index)
-{
-	//
-	// Packet: SERVER_JOIN
-	// Function: A client is joined (all active clients receive this after a
-	//     PACKET_CLIENT_MAP_OK) Mostly what directly follows is a
-	//     PACKET_SERVER_CLIENT_INFO
-	// Data:
-	//    uint16:  Client-Index
-	//
-
-	Packet *p = NetworkSend_Init(PACKET_SERVER_JOIN);
-
-	NetworkSend_uint16(p, client_index);
-
-	NetworkSend_Packet(p, cs);
-}
-
-
-DEF_SERVER_SEND_COMMAND(PACKET_SERVER_FRAME)
-{
-	//
-	// Packet: SERVER_FRAME
-	// Function: Sends the current frame-counter to the client
-	// Data:
-	//    uint32: Frame Counter
-	//    uint32: Frame Counter Max (how far may the client walk before the server?)
-	//    [uint32: general-seed-1]
-	//    [uint32: general-seed-2]
-	//      (last two depends on compile-settings, and are not default settings)
-	//
-
-	Packet *p = NetworkSend_Init(PACKET_SERVER_FRAME);
-	NetworkSend_uint32(p, _frame_counter);
-	NetworkSend_uint32(p, _frame_counter_max);
-#ifdef ENABLE_NETWORK_SYNC_EVERY_FRAME
-	NetworkSend_uint32(p, _sync_seed_1);
-#ifdef NETWORK_SEND_DOUBLE_SEED
-	NetworkSend_uint32(p, _sync_seed_2);
-#endif
-#endif
-	NetworkSend_Packet(p, cs);
-}
-
-DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SYNC)
-{
-	//
-	// Packet: SERVER_SYNC
-	// Function: Sends a sync-check to the client
-	// Data:
-	//    uint32: Frame Counter
-	//    uint32: General-seed-1
-	//    [uint32: general-seed-2]
-	//      (last one depends on compile-settings, and are not default settings)
-	//
-
-	Packet *p = NetworkSend_Init(PACKET_SERVER_SYNC);
-	NetworkSend_uint32(p, _frame_counter);
-	NetworkSend_uint32(p, _sync_seed_1);
-
-#ifdef NETWORK_SEND_DOUBLE_SEED
-	NetworkSend_uint32(p, _sync_seed_2);
-#endif
-	NetworkSend_Packet(p, cs);
-}
-
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_COMMAND)(NetworkClientState *cs, CommandPacket *cp)
-{
-	//
-	// Packet: SERVER_COMMAND
-	// Function: Sends a DoCommand to the client
-	// Data:
-	//    uint8:  PlayerID (0..MAX_PLAYERS-1)
-	//    uint32: CommandID (see command.h)
-	//    uint32: P1 (free variables used in DoCommand)
-	//    uint32: P2
-	//    uint32: Tile
-	//    string: text
-	//    uint8:  CallBackID (see callback_table.c)
-	//    uint32: Frame of execution
-	//
-
-	Packet *p = NetworkSend_Init(PACKET_SERVER_COMMAND);
-
-	NetworkSend_uint8(p, cp->player);
-	NetworkSend_uint32(p, cp->cmd);
-	NetworkSend_uint32(p, cp->p1);
-	NetworkSend_uint32(p, cp->p2);
-	NetworkSend_uint32(p, cp->tile);
-	NetworkSend_string(p, cp->text);
-	NetworkSend_uint8(p, cp->callback);
-	NetworkSend_uint32(p, cp->frame);
-
-	NetworkSend_Packet(p, cs);
-}
-
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_CHAT)(NetworkClientState *cs, NetworkAction action, uint16 client_index, bool self_send, const char *msg)
-{
-	//
-	// Packet: SERVER_CHAT
-	// Function: Sends a chat-packet to the client
-	// Data:
-	//    uint8:  ActionID (see network_data.h, NetworkAction)
-	//    uint16:  Client-index
-	//    String: Message (max MAX_TEXT_MSG_LEN)
-	//
-
-	Packet *p = NetworkSend_Init(PACKET_SERVER_CHAT);
-
-	NetworkSend_uint8(p, action);
-	NetworkSend_uint16(p, client_index);
-	NetworkSend_uint8(p, self_send);
-	NetworkSend_string(p, msg);
-
-	NetworkSend_Packet(p, cs);
-}
-
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientState *cs, uint16 client_index, NetworkErrorCode errorno)
-{
-	//
-	// Packet: SERVER_ERROR_QUIT
-	// Function: One of the clients made an error and is quiting the game
-	//      This packet informs the other clients of that.
-	// Data:
-	//    uint16:  Client-index
-	//    uint8:  ErrorID (see network_data.h, NetworkErrorCode)
-	//
-
-	Packet *p = NetworkSend_Init(PACKET_SERVER_ERROR_QUIT);
-
-	NetworkSend_uint16(p, client_index);
-	NetworkSend_uint8(p, errorno);
-
-	NetworkSend_Packet(p, cs);
-}
-
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_QUIT)(NetworkClientState *cs, uint16 client_index, const char *leavemsg)
-{
-	//
-	// Packet: SERVER_ERROR_QUIT
-	// Function: A client left the game, and this packets informs the other clients
-	//      of that.
-	// Data:
-	//    uint16:  Client-index
-	//    String: leave-message
-	//
-
-	Packet *p = NetworkSend_Init(PACKET_SERVER_QUIT);
-
-	NetworkSend_uint16(p, client_index);
-	NetworkSend_string(p, leavemsg);
-
-	NetworkSend_Packet(p, cs);
-}
-
-DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SHUTDOWN)
-{
-	//
-	// Packet: SERVER_SHUTDOWN
-	// Function: Let the clients know that the server is closing
-	// Data:
-	//     <none>
-	//
-
-	Packet *p = NetworkSend_Init(PACKET_SERVER_SHUTDOWN);
-	NetworkSend_Packet(p, cs);
-}
-
-DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NEWGAME)
-{
-	//
-	// Packet: PACKET_SERVER_NEWGAME
-	// Function: Let the clients know that the server is loading a new map
-	// Data:
-	//     <none>
-	//
-
-	Packet *p = NetworkSend_Init(PACKET_SERVER_NEWGAME);
-	NetworkSend_Packet(p, cs);
-}
-
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_RCON)(NetworkClientState *cs, uint16 color, const char *command)
-{
-	Packet *p = NetworkSend_Init(PACKET_SERVER_RCON);
-
-	NetworkSend_uint16(p, color);
-	NetworkSend_string(p, command);
-	NetworkSend_Packet(p, cs);
-}
-
-// **********
-// Receiving functions
-//   DEF_SERVER_RECEIVE_COMMAND has parameter: NetworkClientState *cs, Packet *p
-// **********
-
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO)
-{
-	SEND_COMMAND(PACKET_SERVER_COMPANY_INFO)(cs);
-}
-
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_JOIN)
-{
-	char name[NETWORK_CLIENT_NAME_LENGTH];
-	char unique_id[NETWORK_NAME_LENGTH];
-	NetworkClientInfo *ci;
-	byte playas;
-	NetworkLanguage client_lang;
-	char client_revision[NETWORK_REVISION_LENGTH];
-
-	NetworkRecv_string(cs, p, client_revision, sizeof(client_revision));
-
-#if defined(WITH_REV) || defined(WITH_REV_HACK)
-	// Check if the client has revision control enabled
-	if (strcmp(NOREV_STRING, client_revision) != 0 &&
-			strcmp(_network_game_info.server_revision, client_revision) != 0) {
-		// Different revisions!!
-		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_REVISION);
-		return;
-	}
-#endif
-
-	NetworkRecv_string(cs, p, name, sizeof(name));
-	playas = NetworkRecv_uint8(cs, p);
-	client_lang = NetworkRecv_uint8(cs, p);
-	NetworkRecv_string(cs, p, unique_id, sizeof(unique_id));
-
-	if (cs->has_quit) return;
-
-	// join another company does not affect these values
-	switch (playas) {
-		case PLAYER_NEW_COMPANY: /* New company */
-			if (ActivePlayerCount() >= _network_game_info.companies_max) {
-				SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_FULL);
-				return;
-			}
-			break;
-		case PLAYER_SPECTATOR: /* Spectator */
-			if (NetworkSpectatorCount() >= _network_game_info.spectators_max) {
-				SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_FULL);
-				return;
-			}
-			break;
-		default: /* Join another company (companies 1-8 (index 0-7)) */
-			if (!IsValidPlayer(playas)) {
-				SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_PLAYER_MISMATCH);
-				return;
-			}
-			break;
-	}
-
-	// We need a valid name.. make it Player
-	if (*name == '\0') ttd_strlcpy(name, "Player", sizeof(name));
-
-	if (!NetworkFindName(name)) { // Change name if duplicate
-		// We could not create a name for this player
-		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NAME_IN_USE);
-		return;
-	}
-
-	ci = DEREF_CLIENT_INFO(cs);
-
-	ttd_strlcpy(ci->client_name, name, sizeof(ci->client_name));
-	ttd_strlcpy(ci->unique_id, unique_id, sizeof(ci->unique_id));
-	ci->client_playas = playas;
-	ci->client_lang = client_lang;
-
-	// We now want a password from the client
-	//  else we do not allow him in!
-	if (_network_game_info.use_password) {
-		SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_GAME_PASSWORD);
-	} else {
-		if (IsValidPlayer(ci->client_playas) && _network_player_info[ci->client_playas].password[0] != '\0') {
-			SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_COMPANY_PASSWORD);
-		} else {
-			SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
-		}
-	}
-
-	/* Make sure companies to which people try to join are not autocleaned */
-	if (IsValidPlayer(playas)) _network_player_info[playas].months_empty = 0;
-}
-
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD)
-{
-	NetworkPasswordType type;
-	char password[NETWORK_PASSWORD_LENGTH];
-	const NetworkClientInfo *ci;
-
-	type = NetworkRecv_uint8(cs, p);
-	NetworkRecv_string(cs, p, password, sizeof(password));
-
-	if (cs->status == STATUS_INACTIVE && type == NETWORK_GAME_PASSWORD) {
-		// Check game-password
-		if (strcmp(password, _network_game_info.server_password) != 0) {
-			// Password is invalid
-			SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD);
-			return;
-		}
-
-		ci = DEREF_CLIENT_INFO(cs);
-
-		if (IsValidPlayer(ci->client_playas) && _network_player_info[ci->client_playas].password[0] != '\0') {
-			SEND_COMMAND(PACKET_SERVER_NEED_PASSWORD)(cs, NETWORK_COMPANY_PASSWORD);
-			return;
-		}
-
-		// Valid password, allow user
-		SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
-		return;
-	} else if (cs->status == STATUS_INACTIVE && type == NETWORK_COMPANY_PASSWORD) {
-		ci = DEREF_CLIENT_INFO(cs);
-
-		if (strcmp(password, _network_player_info[ci->client_playas].password) != 0) {
-			// Password is invalid
-			SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_WRONG_PASSWORD);
-			return;
-		}
-
-		SEND_COMMAND(PACKET_SERVER_WELCOME)(cs);
-		return;
-	}
-
-
-	SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
-	return;
-}
-
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_GETMAP)
-{
-	const NetworkClientState *new_cs;
-
-	// The client was never joined.. so this is impossible, right?
-	//  Ignore the packet, give the client a warning, and close his connection
-	if (cs->status < STATUS_AUTH || cs->has_quit) {
-		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_AUTHORIZED);
-		return;
-	}
-
-	// Check if someone else is receiving the map
-	FOR_ALL_CLIENTS(new_cs) {
-		if (new_cs->status == STATUS_MAP) {
-			// Tell the new client to wait
-			cs->status = STATUS_MAP_WAIT;
-			SEND_COMMAND(PACKET_SERVER_WAIT)(cs);
-			return;
-		}
-	}
-
-	// We receive a request to upload the map.. give it to the client!
-	SEND_COMMAND(PACKET_SERVER_MAP)(cs);
-}
-
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
-{
-	// Client has the map, now start syncing
-	if (cs->status == STATUS_DONE_MAP && !cs->has_quit) {
-		char client_name[NETWORK_CLIENT_NAME_LENGTH];
-		NetworkClientState *new_cs;
-
-		NetworkGetClientName(client_name, sizeof(client_name), cs);
-
-		NetworkTextMessage(NETWORK_ACTION_JOIN, 1, false, client_name, "");
-
-		// Mark the client as pre-active, and wait for an ACK
-		//  so we know he is done loading and in sync with us
-		cs->status = STATUS_PRE_ACTIVE;
-		NetworkHandleCommandQueue(cs);
-		SEND_COMMAND(PACKET_SERVER_FRAME)(cs);
-		SEND_COMMAND(PACKET_SERVER_SYNC)(cs);
-
-		// This is the frame the client receives
-		//  we need it later on to make sure the client is not too slow
-		cs->last_frame = _frame_counter;
-		cs->last_frame_server = _frame_counter;
-
-		FOR_ALL_CLIENTS(new_cs) {
-			if (new_cs->status > STATUS_AUTH) {
-				SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(new_cs, DEREF_CLIENT_INFO(cs));
-				SEND_COMMAND(PACKET_SERVER_JOIN)(new_cs, cs->index);
-			}
-		}
-
-		if (_network_pause_on_join) {
-			/* Now pause the game till the client is in sync */
-			DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
-
-			NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (incoming client)", NETWORK_SERVER_INDEX);
-		}
-	} else {
-		// Wrong status for this packet, give a warning to client, and close connection
-		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
-	}
-}
-
-/** Enforce the command flags.
- * Eg a server-only command can only be executed by a server, etc.
- * @param *cp the commandpacket that is going to be checked
- * @param *ci client information for debugging output to console
- */
-static bool CheckCommandFlags(const CommandPacket *cp, const NetworkClientInfo *ci)
-{
-	byte flags = GetCommandFlags(cp->cmd);
-
-	if (flags & CMD_SERVER && ci->client_index != NETWORK_SERVER_INDEX) {
-		IConsolePrintF(_icolour_err, "WARNING: server only command from client %d (IP: %s), kicking...", ci->client_index, GetPlayerIP(ci));
-		return false;
-	}
-
-	if (flags & CMD_OFFLINE) {
-		IConsolePrintF(_icolour_err, "WARNING: offline only command from client %d (IP: %s), kicking...", ci->client_index, GetPlayerIP(ci));
-		return false;
-	}
-
-	return true;
-}
-
-/** The client has done a command and wants us to handle it
- * @param *cs the connected client that has sent the command
- * @param *p the packet in which the command was sent
- */
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
-{
-	NetworkClientState *new_cs;
-	const NetworkClientInfo *ci;
-	byte callback;
-
-	CommandPacket *cp = malloc(sizeof(CommandPacket));
-
-	// The client was never joined.. so this is impossible, right?
-	//  Ignore the packet, give the client a warning, and close his connection
-	if (cs->status < STATUS_DONE_MAP || cs->has_quit) {
-		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
-		return;
-	}
-
-	cp->player = NetworkRecv_uint8(cs, p);
-	cp->cmd    = NetworkRecv_uint32(cs, p);
-	cp->p1     = NetworkRecv_uint32(cs, p);
-	cp->p2     = NetworkRecv_uint32(cs, p);
-	cp->tile   = NetworkRecv_uint32(cs, p);
-	NetworkRecv_string(cs, p, cp->text, lengthof(cp->text));
-
-	callback = NetworkRecv_uint8(cs, p);
-
-	if (cs->has_quit) return;
-
-	ci = DEREF_CLIENT_INFO(cs);
-
-	/* Check if cp->cmd is valid */
-	if (!IsValidCommand(cp->cmd)) {
-		IConsolePrintF(_icolour_err, "WARNING: invalid command from client %d (IP: %s).", ci->client_index, GetPlayerIP(ci));
-		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_NOT_EXPECTED);
-		return;
-	}
-
-	if (!CheckCommandFlags(cp, ci)) {
-		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_KICKED);
-		return;
-	}
-
-	/** Only CMD_PLAYER_CTRL is always allowed, for the rest, playas needs
-	 * to match the player in the packet. If it doesn't, the client has done
-	 * something pretty naughty (or a bug), and will be kicked
-	 */
-	if (!(cp->cmd == CMD_PLAYER_CTRL && cp->p1 == 0) && ci->client_playas != cp->player) {
-		IConsolePrintF(_icolour_err, "WARNING: player %d (IP: %s) tried to execute a command as player %d, kicking...",
-		               ci->client_playas + 1, GetPlayerIP(ci), cp->player + 1);
-		SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_PLAYER_MISMATCH);
-		return;
-	}
-
-	/** @todo CMD_PLAYER_CTRL with p1 = 0 announces a new player to the server. To give the
-	 * player the correct ID, the server injects p2 and executes the command. Any other p1
-	 * is prohibited. Pretty ugly and should be redone together with its function.
-	 * @see CmdPlayerCtrl() players.c:655
-	 */
-	if (cp->cmd == CMD_PLAYER_CTRL) {
-		if (cp->p1 != 0) {
-			SEND_COMMAND(PACKET_SERVER_ERROR)(cs, NETWORK_ERROR_CHEATER);
-			return;
-		}
-
-		/* XXX - Execute the command as a valid player. Normally this would be done by a
-		 * spectator, but that is not allowed any commands. So do an impersonation. The drawback
-		 * of this is that the first company's last_built_tile is also updated... */
-		cp->player = 0;
-		cp->p2 = cs - _clients; // XXX - UGLY! p2 is mis-used to get the client-id in CmdPlayerCtrl
-	}
-
-	// The frame can be executed in the same frame as the next frame-packet
-	//  That frame just before that frame is saved in _frame_counter_max
-	cp->frame = _frame_counter_max + 1;
-	cp->next  = NULL;
-
-	// Queue the command for the clients (are send at the end of the frame
-	//   if they can handle it ;))
-	FOR_ALL_CLIENTS(new_cs) {
-		if (new_cs->status >= STATUS_MAP) {
-			// Callbacks are only send back to the client who sent them in the
-			//  first place. This filters that out.
-			cp->callback = (new_cs != cs) ? 0 : callback;
-			NetworkAddCommandQueue(new_cs, cp);
-		}
-	}
-
-	cp->callback = 0;
-	// Queue the command on the server
-	if (_local_command_queue == NULL) {
-		_local_command_queue = cp;
-	} else {
-		// Find last packet
-		CommandPacket *c = _local_command_queue;
-		while (c->next != NULL) c = c->next;
-		c->next = cp;
-	}
-}
-
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ERROR)
-{
-	// This packets means a client noticed an error and is reporting this
-	//  to us. Display the error and report it to the other clients
-	NetworkClientState *new_cs;
-	char str[100];
-	char client_name[NETWORK_CLIENT_NAME_LENGTH];
-	NetworkErrorCode errorno = NetworkRecv_uint8(cs, p);
-
-	// The client was never joined.. thank the client for the packet, but ignore it
-	if (cs->status < STATUS_DONE_MAP || cs->has_quit) {
-		cs->has_quit = true;
-		return;
-	}
-
-	NetworkGetClientName(client_name, sizeof(client_name), cs);
-
-	GetNetworkErrorMsg(str, errorno, lastof(str));
-
-	DEBUG(net, 2, "'%s' reported an error and is closing its connection (%s)", client_name, str);
-
-	NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
-
-	FOR_ALL_CLIENTS(new_cs) {
-		if (new_cs->status > STATUS_AUTH) {
-			SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, errorno);
-		}
-	}
-
-	cs->has_quit = true;
-}
-
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_QUIT)
-{
-	// The client wants to leave. Display this and report it to the other
-	//  clients.
-	NetworkClientState *new_cs;
-	char str[100];
-	char client_name[NETWORK_CLIENT_NAME_LENGTH];
-
-	// The client was never joined.. thank the client for the packet, but ignore it
-	if (cs->status < STATUS_DONE_MAP || cs->has_quit) {
-		cs->has_quit = true;
-		return;
-	}
-
-	NetworkRecv_string(cs, p, str, lengthof(str));
-
-	NetworkGetClientName(client_name, sizeof(client_name), cs);
-
-	NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
-
-	FOR_ALL_CLIENTS(new_cs) {
-		if (new_cs->status > STATUS_AUTH) {
-			SEND_COMMAND(PACKET_SERVER_QUIT)(new_cs, cs->index, str);
-		}
-	}
-
-	cs->has_quit = true;
-}
-
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
-{
-	uint32 frame = NetworkRecv_uint32(cs, p);
-
-	/* The client is trying to catch up with the server */
-	if (cs->status == STATUS_PRE_ACTIVE) {
-		/* The client is not yet catched up? */
-		if (frame + DAY_TICKS < _frame_counter) return;
-
-		/* Now he is! Unpause the game */
-		cs->status = STATUS_ACTIVE;
-
-		if (_network_pause_on_join) {
-			DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
-			NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (client connected)", NETWORK_SERVER_INDEX);
-		}
-
-		CheckMinPlayers();
-
-		/* Execute script for, e.g. MOTD */
-		IConsoleCmdExec("exec scripts/on_server_connect.scr 0");
-	}
-
-	// The client received the frame, make note of it
-	cs->last_frame = frame;
-	// With those 2 values we can calculate the lag realtime
-	cs->last_frame_server = _frame_counter;
-}
-
-
-
-void NetworkServer_HandleChat(NetworkAction action, DestType desttype, int dest, const char *msg, uint16 from_index)
-{
-	NetworkClientState *cs;
-	const NetworkClientInfo *ci, *ci_own, *ci_to;
-
-	switch (desttype) {
-	case DESTTYPE_CLIENT:
-		/* Are we sending to the server? */
-		if (dest == NETWORK_SERVER_INDEX) {
-			ci = NetworkFindClientInfoFromIndex(from_index);
-			/* Display the text locally, and that is it */
-			if (ci != NULL)
-				NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas), false, ci->client_name, "%s", msg);
-		} else {
-			/* Else find the client to send the message to */
-			FOR_ALL_CLIENTS(cs) {
-				if (cs->index == dest) {
-					SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, false, msg);
-					break;
-				}
-			}
-		}
-
-		// Display the message locally (so you know you have sent it)
-		if (from_index != dest) {
-			if (from_index == NETWORK_SERVER_INDEX) {
-				ci = NetworkFindClientInfoFromIndex(from_index);
-				ci_to = NetworkFindClientInfoFromIndex(dest);
-				if (ci != NULL && ci_to != NULL)
-					NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas), true, ci_to->client_name, "%s", msg);
-			} else {
-				FOR_ALL_CLIENTS(cs) {
-					if (cs->index == from_index) {
-						SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, dest, true, msg);
-						break;
-					}
-				}
-			}
-		}
-		break;
-	case DESTTYPE_TEAM: {
-		bool show_local = true; // If this is false, the message is already displayed
-														// on the client who did sent it.
-		/* Find all clients that belong to this player */
-		ci_to = NULL;
-		FOR_ALL_CLIENTS(cs) {
-			ci = DEREF_CLIENT_INFO(cs);
-			if (ci->client_playas == dest) {
-				SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, false, msg);
-				if (cs->index == from_index) show_local = false;
-				ci_to = ci; // Remember a client that is in the company for company-name
-			}
-		}
-
-		ci = NetworkFindClientInfoFromIndex(from_index);
-		ci_own = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
-		if (ci != NULL && ci_own != NULL && ci_own->client_playas == dest) {
-			NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas), false, ci->client_name, "%s", msg);
-			if (from_index == NETWORK_SERVER_INDEX) show_local = false;
-			ci_to = ci_own;
-		}
-
-		/* There is no such player */
-		if (ci_to == NULL) break;
-
-		// Display the message locally (so you know you have sent it)
-		if (ci != NULL && show_local) {
-			if (from_index == NETWORK_SERVER_INDEX) {
-				char name[NETWORK_NAME_LENGTH];
-				StringID str = IsValidPlayer(ci_to->client_playas) ? GetPlayer(ci_to->client_playas)->name_1 : STR_NETWORK_SPECTATORS;
-				GetString(name, str, lastof(name));
-				NetworkTextMessage(action, GetDrawStringPlayerColor(ci_own->client_playas), true, name, "%s", msg);
-			} else {
-				FOR_ALL_CLIENTS(cs) {
-					if (cs->index == from_index) {
-						SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, ci_to->client_index, true, msg);
-					}
-				}
-			}
-		}
-		}
-		break;
-	default:
-		DEBUG(net, 0, "[server] received unknown chat destination type %d. Doing broadcast instead", desttype);
-		/* fall-through to next case */
-	case DESTTYPE_BROADCAST:
-		FOR_ALL_CLIENTS(cs) {
-			SEND_COMMAND(PACKET_SERVER_CHAT)(cs, action, from_index, false, msg);
-		}
-		ci = NetworkFindClientInfoFromIndex(from_index);
-		if (ci != NULL)
-			NetworkTextMessage(action, GetDrawStringPlayerColor(ci->client_playas), false, ci->client_name, "%s", msg);
-		break;
-	}
-}
-
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_CHAT)
-{
-	NetworkAction action = NetworkRecv_uint8(cs, p);
-	DestType desttype = NetworkRecv_uint8(cs, p);
-	int dest = NetworkRecv_uint8(cs, p);
-	char msg[MAX_TEXT_MSG_LEN];
-
-	NetworkRecv_string(cs, p, msg, MAX_TEXT_MSG_LEN);
-
-	NetworkServer_HandleChat(action, desttype, dest, msg, cs->index);
-}
-
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD)
-{
-	char password[NETWORK_PASSWORD_LENGTH];
-	const NetworkClientInfo *ci;
-
-	NetworkRecv_string(cs, p, password, sizeof(password));
-	ci = DEREF_CLIENT_INFO(cs);
-
-	if (IsValidPlayer(ci->client_playas)) {
-		ttd_strlcpy(_network_player_info[ci->client_playas].password, password, sizeof(_network_player_info[0].password));
-	}
-}
-
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME)
-{
-	char client_name[NETWORK_CLIENT_NAME_LENGTH];
-	NetworkClientInfo *ci;
-
-	NetworkRecv_string(cs, p, client_name, sizeof(client_name));
-	ci = DEREF_CLIENT_INFO(cs);
-
-	if (cs->has_quit) return;
-
-	if (ci != NULL) {
-		// Display change
-		if (NetworkFindName(client_name)) {
-			NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, 1, false, ci->client_name, "%s", client_name);
-			ttd_strlcpy(ci->client_name, client_name, sizeof(ci->client_name));
-			NetworkUpdateClientInfo(ci->client_index);
-		}
-	}
-}
-
-DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_RCON)
-{
-	char pass[NETWORK_PASSWORD_LENGTH];
-	char command[NETWORK_RCONCOMMAND_LENGTH];
-
-	if (_network_game_info.rcon_password[0] == '\0') return;
-
-	NetworkRecv_string(cs, p, pass, sizeof(pass));
-	NetworkRecv_string(cs, p, command, sizeof(command));
-
-	if (strcmp(pass, _network_game_info.rcon_password) != 0) {
-		DEBUG(net, 0, "[rcon] wrong password from client-id %d", cs->index);
-		return;
-	}
-
-	DEBUG(net, 0, "[rcon] client-id %d executed: '%s'", cs->index, command);
-
-	_redirect_console_to_client = cs->index;
-	IConsoleCmdExec(command);
-	_redirect_console_to_client = 0;
-	return;
-}
-
-// The layout for the receive-functions by the server
-typedef void NetworkServerPacket(NetworkClientState *cs, Packet *p);
-
-
-// This array matches PacketType. At an incoming
-//  packet it is matches against this array
-//  and that way the right function to handle that
-//  packet is found.
-static NetworkServerPacket* const _network_server_packet[] = {
-	NULL, /*PACKET_SERVER_FULL,*/
-	NULL, /*PACKET_SERVER_BANNED,*/
-	RECEIVE_COMMAND(PACKET_CLIENT_JOIN),
-	NULL, /*PACKET_SERVER_ERROR,*/
-	RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO),
-	NULL, /*PACKET_SERVER_COMPANY_INFO,*/
-	NULL, /*PACKET_SERVER_CLIENT_INFO,*/
-	NULL, /*PACKET_SERVER_NEED_PASSWORD,*/
-	RECEIVE_COMMAND(PACKET_CLIENT_PASSWORD),
-	NULL, /*PACKET_SERVER_WELCOME,*/
-	RECEIVE_COMMAND(PACKET_CLIENT_GETMAP),
-	NULL, /*PACKET_SERVER_WAIT,*/
-	NULL, /*PACKET_SERVER_MAP,*/
-	RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK),
-	NULL, /*PACKET_SERVER_JOIN,*/
-	NULL, /*PACKET_SERVER_FRAME,*/
-	NULL, /*PACKET_SERVER_SYNC,*/
-	RECEIVE_COMMAND(PACKET_CLIENT_ACK),
-	RECEIVE_COMMAND(PACKET_CLIENT_COMMAND),
-	NULL, /*PACKET_SERVER_COMMAND,*/
-	RECEIVE_COMMAND(PACKET_CLIENT_CHAT),
-	NULL, /*PACKET_SERVER_CHAT,*/
-	RECEIVE_COMMAND(PACKET_CLIENT_SET_PASSWORD),
-	RECEIVE_COMMAND(PACKET_CLIENT_SET_NAME),
-	RECEIVE_COMMAND(PACKET_CLIENT_QUIT),
-	RECEIVE_COMMAND(PACKET_CLIENT_ERROR),
-	NULL, /*PACKET_SERVER_QUIT,*/
-	NULL, /*PACKET_SERVER_ERROR_QUIT,*/
-	NULL, /*PACKET_SERVER_SHUTDOWN,*/
-	NULL, /*PACKET_SERVER_NEWGAME,*/
-	NULL, /*PACKET_SERVER_RCON,*/
-	RECEIVE_COMMAND(PACKET_CLIENT_RCON),
-};
-
-// If this fails, check the array above with network_data.h
-assert_compile(lengthof(_network_server_packet) == PACKET_END);
-
-// This update the company_info-stuff
-void NetworkPopulateCompanyInfo(void)
-{
-	char password[NETWORK_PASSWORD_LENGTH];
-	const Player *p;
-	const Vehicle *v;
-	const Station *s;
-	const NetworkClientState *cs;
-	const NetworkClientInfo *ci;
-	uint i;
-	uint16 months_empty;
-
-	FOR_ALL_PLAYERS(p) {
-		if (!p->is_active) {
-			memset(&_network_player_info[p->index], 0, sizeof(NetworkPlayerInfo));
-			continue;
-		}
-
-		// Clean the info but not the password
-		ttd_strlcpy(password, _network_player_info[p->index].password, sizeof(password));
-		months_empty = _network_player_info[p->index].months_empty;
-		memset(&_network_player_info[p->index], 0, sizeof(NetworkPlayerInfo));
-		_network_player_info[p->index].months_empty = months_empty;
-		ttd_strlcpy(_network_player_info[p->index].password, password, sizeof(_network_player_info[p->index].password));
-
-		// Grap the company name
-		SetDParam(0, p->name_1);
-		SetDParam(1, p->name_2);
-		GetString(_network_player_info[p->index].company_name, STR_JUST_STRING, lastof(_network_player_info[p->index].company_name));
-
-		// Check the income
-		if (_cur_year - 1 == p->inaugurated_year) {
-			// The player is here just 1 year, so display [2], else display[1]
-			for (i = 0; i < lengthof(p->yearly_expenses[2]); i++) {
-				_network_player_info[p->index].income -= p->yearly_expenses[2][i];
-			}
-		} else {
-			for (i = 0; i < lengthof(p->yearly_expenses[1]); i++) {
-				_network_player_info[p->index].income -= p->yearly_expenses[1][i];
-			}
-		}
-
-		// Set some general stuff
-		_network_player_info[p->index].inaugurated_year = p->inaugurated_year;
-		_network_player_info[p->index].company_value = p->old_economy[0].company_value;
-		_network_player_info[p->index].money = p->money64;
-		_network_player_info[p->index].performance = p->old_economy[0].performance_history;
-	}
-
-	// Go through all vehicles and count the type of vehicles
-	FOR_ALL_VEHICLES(v) {
-		if (!IsValidPlayer(v->owner)) continue;
-
-		switch (v->type) {
-			case VEH_Train:
-				if (IsFrontEngine(v)) _network_player_info[v->owner].num_vehicle[0]++;
-				break;
-
-			case VEH_Road:
-				if (v->cargo_type != CT_PASSENGERS) {
-					_network_player_info[v->owner].num_vehicle[1]++;
-				} else {
-					_network_player_info[v->owner].num_vehicle[2]++;
-				}
-				break;
-
-			case VEH_Aircraft:
-				if (v->subtype <= 2) _network_player_info[v->owner].num_vehicle[3]++;
-				break;
-
-			case VEH_Ship:
-				_network_player_info[v->owner].num_vehicle[4]++;
-				break;
-
-			case VEH_Special:
-			case VEH_Disaster:
-				break;
-		}
-	}
-
-	// Go through all stations and count the types of stations
-	FOR_ALL_STATIONS(s) {
-		if (IsValidPlayer(s->owner)) {
-			NetworkPlayerInfo *npi = &_network_player_info[s->owner];
-
-			if (s->facilities & FACIL_TRAIN)      npi->num_station[0]++;
-			if (s->facilities & FACIL_TRUCK_STOP) npi->num_station[1]++;
-			if (s->facilities & FACIL_BUS_STOP)   npi->num_station[2]++;
-			if (s->facilities & FACIL_AIRPORT)    npi->num_station[3]++;
-			if (s->facilities & FACIL_DOCK)       npi->num_station[4]++;
-		}
-	}
-
-	ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
-	// Register local player (if not dedicated)
-	if (ci != NULL && IsValidPlayer(ci->client_playas))
-		ttd_strlcpy(_network_player_info[ci->client_playas].players, ci->client_name, sizeof(_network_player_info[0].players));
-
-	FOR_ALL_CLIENTS(cs) {
-		char client_name[NETWORK_CLIENT_NAME_LENGTH];
-
-		NetworkGetClientName(client_name, sizeof(client_name), cs);
-
-		ci = DEREF_CLIENT_INFO(cs);
-		if (ci != NULL && IsValidPlayer(ci->client_playas)) {
-			if (strlen(_network_player_info[ci->client_playas].players) != 0)
-				ttd_strlcat(_network_player_info[ci->client_playas].players, ", ", lengthof(_network_player_info[0].players));
-
-			ttd_strlcat(_network_player_info[ci->client_playas].players, client_name, lengthof(_network_player_info[0].players));
-		}
-	}
-}
-
-// Send a packet to all clients with updated info about this client_index
-void NetworkUpdateClientInfo(uint16 client_index)
-{
-	NetworkClientState *cs;
-	NetworkClientInfo *ci = NetworkFindClientInfoFromIndex(client_index);
-
-	if (ci == NULL) return;
-
-	FOR_ALL_CLIENTS(cs) {
-		SEND_COMMAND(PACKET_SERVER_CLIENT_INFO)(cs, ci);
-	}
-}
-
-/* Check if we want to restart the map */
-static void NetworkCheckRestartMap(void)
-{
-	if (_network_restart_game_year != 0 && _cur_year >= _network_restart_game_year) {
-		DEBUG(net, 0, "Auto-restarting map. Year %d reached", _cur_year);
-
-		StartNewGameWithoutGUI(GENERATE_NEW_SEED);
-	}
-}
-
-/* Check if the server has autoclean_companies activated
-    Two things happen:
-      1) If a company is not protected, it is closed after 1 year (for example)
-      2) If a company is protected, protection is disabled after 3 years (for example)
-           (and item 1. happens a year later) */
-static void NetworkAutoCleanCompanies(void)
-{
-	const NetworkClientState *cs;
-	const NetworkClientInfo *ci;
-	const Player *p;
-	bool clients_in_company[MAX_PLAYERS];
-
-	if (!_network_autoclean_companies) return;
-
-	memset(clients_in_company, 0, sizeof(clients_in_company));
-
-	/* Detect the active companies */
-	FOR_ALL_CLIENTS(cs) {
-		ci = DEREF_CLIENT_INFO(cs);
-		if (IsValidPlayer(ci->client_playas)) clients_in_company[ci->client_playas] = true;
-	}
-
-	if (!_network_dedicated) {
-		ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
-		if (IsValidPlayer(ci->client_playas)) clients_in_company[ci->client_playas] = true;
-	}
-
-	/* Go through all the comapnies */
-	FOR_ALL_PLAYERS(p) {
-		/* Skip the non-active once */
-		if (!p->is_active || p->is_ai) continue;
-
-		if (!clients_in_company[p->index]) {
-			/* The company is empty for one month more */
-			_network_player_info[p->index].months_empty++;
-
-			/* Is the company empty for autoclean_unprotected-months, and is there no protection? */
-			if (_network_player_info[p->index].months_empty > _network_autoclean_unprotected && _network_player_info[p->index].password[0] == '\0') {
-				/* Shut the company down */
-				DoCommandP(0, 2, p->index, NULL, CMD_PLAYER_CTRL);
-				IConsolePrintF(_icolour_def, "Auto-cleaned company #%d", p->index + 1);
-			}
-			/* Is the compnay empty for autoclean_protected-months, and there is a protection? */
-			if (_network_player_info[p->index].months_empty > _network_autoclean_protected && _network_player_info[p->index].password[0] != '\0') {
-				/* Unprotect the company */
-				_network_player_info[p->index].password[0] = '\0';
-				IConsolePrintF(_icolour_def, "Auto-removed protection from company #%d", p->index+1);
-				_network_player_info[p->index].months_empty = 0;
-			}
-		} else {
-			/* It is not empty, reset the date */
-			_network_player_info[p->index].months_empty = 0;
-		}
-	}
-}
-
-// This function changes new_name to a name that is unique (by adding #1 ...)
-//  and it returns true if that succeeded.
-bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH])
-{
-	NetworkClientState *new_cs;
-	bool found_name = false;
-	byte number = 0;
-	char original_name[NETWORK_CLIENT_NAME_LENGTH];
-
-	// We use NETWORK_CLIENT_NAME_LENGTH in here, because new_name is really a pointer
-	ttd_strlcpy(original_name, new_name, NETWORK_CLIENT_NAME_LENGTH);
-
-	while (!found_name) {
-		const NetworkClientInfo *ci;
-
-		found_name = true;
-		FOR_ALL_CLIENTS(new_cs) {
-			ci = DEREF_CLIENT_INFO(new_cs);
-			if (strcmp(ci->client_name, new_name) == 0) {
-				// Name already in use
-				found_name = false;
-				break;
-			}
-		}
-		// Check if it is the same as the server-name
-		ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
-		if (ci != NULL) {
-			if (strcmp(ci->client_name, new_name) == 0) found_name = false; // name already in use
-		}
-
-		if (!found_name) {
-			// Try a new name (<name> #1, <name> #2, and so on)
-
-			// Stop if we tried for more than 50 times..
-			if (number++ > 50) break;
-			snprintf(new_name, NETWORK_CLIENT_NAME_LENGTH, "%s #%d", original_name, number);
-		}
-	}
-
-	return found_name;
-}
-
-// Reads a packet from the stream
-bool NetworkServer_ReadPackets(NetworkClientState *cs)
-{
-	Packet *p;
-	NetworkRecvStatus res;
-	while ((p = NetworkRecv_Packet(cs, &res)) != NULL) {
-		byte type = NetworkRecv_uint8(cs, p);
-		if (type < PACKET_END && _network_server_packet[type] != NULL && !cs->has_quit) {
-			_network_server_packet[type](cs, p);
-		} else {
-			DEBUG(net, 0, "[server] received invalid packet type %d", type);
-		}
-		free(p);
-	}
-
-	return true;
-}
-
-// Handle the local command-queue
-static void NetworkHandleCommandQueue(NetworkClientState* cs)
-{
-	CommandPacket *cp;
-
-	while ( (cp = cs->command_queue) != NULL) {
-		SEND_COMMAND(PACKET_SERVER_COMMAND)(cs, cp);
-
-		cs->command_queue = cp->next;
-		free(cp);
-	}
-}
-
-// This is called every tick if this is a _network_server
-void NetworkServer_Tick(bool send_frame)
-{
-	NetworkClientState *cs;
-#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
-	bool send_sync = false;
-#endif
-
-#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
-	if (_frame_counter >= _last_sync_frame + _network_sync_freq) {
-		_last_sync_frame = _frame_counter;
-		send_sync = true;
-	}
-#endif
-
-	// Now we are done with the frame, inform the clients that they can
-	//  do their frame!
-	FOR_ALL_CLIENTS(cs) {
-		// Check if the speed of the client is what we can expect from a client
-		if (cs->status == STATUS_ACTIVE) {
-			// 1 lag-point per day
-			int lag = NetworkCalculateLag(cs) / DAY_TICKS;
-			if (lag > 0) {
-				if (lag > 3) {
-					// Client did still not report in after 4 game-day, drop him
-					//  (that is, the 3 of above, + 1 before any lag is counted)
-					IConsolePrintF(_icolour_err,"Client #%d is dropped because the client did not respond for more than 4 game-days", cs->index);
-					NetworkCloseClient(cs);
-					continue;
-				}
-
-				// Report once per time we detect the lag
-				if (cs->lag_test == 0) {
-					IConsolePrintF(_icolour_warn,"[%d] Client #%d is slow, try increasing *net_frame_freq to a higher value!", _frame_counter, cs->index);
-					cs->lag_test = 1;
-				}
-			} else {
-				cs->lag_test = 0;
-			}
-		} else if (cs->status == STATUS_PRE_ACTIVE) {
-			int lag = NetworkCalculateLag(cs);
-			if (lag > _network_max_join_time) {
-				IConsolePrintF(_icolour_err,"Client #%d is dropped because it took longer than %d ticks for him to join", cs->index, _network_max_join_time);
-				NetworkCloseClient(cs);
-			}
-		}
-
-		if (cs->status >= STATUS_PRE_ACTIVE) {
-			// Check if we can send command, and if we have anything in the queue
-			NetworkHandleCommandQueue(cs);
-
-			// Send an updated _frame_counter_max to the client
-			if (send_frame) SEND_COMMAND(PACKET_SERVER_FRAME)(cs);
-
-#ifndef ENABLE_NETWORK_SYNC_EVERY_FRAME
-			// Send a sync-check packet
-			if (send_sync) SEND_COMMAND(PACKET_SERVER_SYNC)(cs);
-#endif
-		}
-	}
-
-	/* See if we need to advertise */
-	NetworkUDPAdvertise();
-}
-
-void NetworkServerYearlyLoop(void)
-{
-	NetworkCheckRestartMap();
-}
-
-void NetworkServerMonthlyLoop(void)
-{
-	NetworkAutoCleanCompanies();
-}
-
-#endif /* ENABLE_NETWORK */
--- a/network_server.h	Tue Jan 02 18:40:37 2007 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,39 +0,0 @@
-/* $Id$ */
-
-#ifndef NETWORK_SERVER_H
-#define NETWORK_SERVER_H
-
-#ifdef ENABLE_NETWORK
-
-DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP);
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR_QUIT)(NetworkClientState *cs, uint16 client_index, NetworkErrorCode errorno);
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_ERROR)(NetworkClientState *cs, NetworkErrorCode error);
-DEF_SERVER_SEND_COMMAND(PACKET_SERVER_SHUTDOWN);
-DEF_SERVER_SEND_COMMAND(PACKET_SERVER_NEWGAME);
-DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_RCON)(NetworkClientState *cs, uint16 color, const char *command);
-
-bool NetworkFindName(char new_name[NETWORK_CLIENT_NAME_LENGTH]);
-void NetworkServer_HandleChat(NetworkAction action, DestType type, int dest, const char *msg, uint16 from_index);
-
-bool NetworkServer_ReadPackets(NetworkClientState *cs);
-void NetworkServer_Tick(bool send_frame);
-void NetworkServerMonthlyLoop(void);
-void NetworkServerYearlyLoop(void);
-
-static inline const char* GetPlayerIP(const NetworkClientInfo* ci)
-{
-	struct in_addr addr;
-
-	addr.s_addr = ci->client_ip;
-	return inet_ntoa(addr);
-}
-
-#else /* ENABLE_NETWORK */
-/* Network function stubs when networking is disabled */
-
-static inline void NetworkServerMonthlyLoop(void) {}
-static inline void NetworkServerYearlyLoop(void) {}
-
-#endif /* ENABLE_NETWORK */
-
-#endif /* NETWORK_SERVER_H */
--- a/network_udp.c	Tue Jan 02 18:40:37 2007 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,892 +0,0 @@
-/* $Id$ */
-
-#ifdef ENABLE_NETWORK
-
-#include "stdafx.h"
-#include "debug.h"
-#include "string.h"
-#include "network_data.h"
-#include "date.h"
-#include "map.h"
-#include "network_gamelist.h"
-#include "network_udp.h"
-#include "variables.h"
-#include "newgrf_config.h"
-
-//
-// This file handles all the LAN-stuff
-// Stuff like:
-//   - UDP search over the network
-//
-
-typedef enum {
-	PACKET_UDP_CLIENT_FIND_SERVER,
-	PACKET_UDP_SERVER_RESPONSE,
-	PACKET_UDP_CLIENT_DETAIL_INFO,
-	PACKET_UDP_SERVER_DETAIL_INFO,   // Is not used in OpenTTD itself, only for external querying
-	PACKET_UDP_SERVER_REGISTER,      // Packet to register itself to the master server
-	PACKET_UDP_MASTER_ACK_REGISTER,  // Packet indicating registration has succedeed
-	PACKET_UDP_CLIENT_GET_LIST,      // Request for serverlist from master server
-	PACKET_UDP_MASTER_RESPONSE_LIST, // Response from master server with server ip's + port's
-	PACKET_UDP_SERVER_UNREGISTER,    // Request to be removed from the server-list
-	PACKET_UDP_CLIENT_GET_NEWGRFS,   // Requests the name for a list of GRFs (GRF_ID and MD5)
-	PACKET_UDP_SERVER_NEWGRFS,       // Sends the list of NewGRF's requested.
-	PACKET_UDP_END
-} PacketUDPType;
-
-enum {
-	ADVERTISE_NORMAL_INTERVAL = 30000, // interval between advertising in ticks (15 minutes)
-	ADVERTISE_RETRY_INTERVAL  =   300, // readvertise when no response after this many ticks (9 seconds)
-	ADVERTISE_RETRY_TIMES     =     3  // give up readvertising after this much failed retries
-};
-
-#define DEF_UDP_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(Packet *p, struct sockaddr_in *client_addr)
-static void NetworkSendUDP_Packet(SOCKET udp, Packet* p, struct sockaddr_in* recv);
-
-static NetworkClientState _udp_cs;
-
-/**
- * Serializes the GRFIdentifier (GRF ID and MD5 checksum) to the packet
- * @param p the packet to write the data to
- * @param c the configuration to write the GRF ID and MD5 checksum from
- */
-static void NetworkSend_GRFIdentifier(Packet *p, const GRFConfig *c)
-{
-	uint j;
-	NetworkSend_uint32(p, c->grfid);
-	for (j = 0; j < sizeof(c->md5sum); j++) {
-		NetworkSend_uint8 (p, c->md5sum[j]);
-	}
-}
-
-/**
- * Deserializes the GRFIdentifier (GRF ID and MD5 checksum) from the packet
- * @param p the packet to read the data from
- * @param c the configuration to write the GRF ID and MD5 checksum to
- */
-static void NetworkRecv_GRFIdentifier(Packet *p, GRFConfig *c)
-{
-	uint j;
-	c->grfid = NetworkRecv_uint32(&_udp_cs, p);
-	for (j = 0; j < sizeof(c->md5sum); j++) {
-		c->md5sum[j] = NetworkRecv_uint8(&_udp_cs, p);
-	}
-}
-
-DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER)
-{
-	Packet *packet;
-	// Just a fail-safe.. should never happen
-	if (!_network_udp_server)
-		return;
-
-	packet = NetworkSend_Init(PACKET_UDP_SERVER_RESPONSE);
-
-	// Update some game_info
-	_network_game_info.game_date = _date;
-	_network_game_info.map_width = MapSizeX();
-	_network_game_info.map_height = MapSizeY();
-	_network_game_info.map_set = _opt.landscape;
-
-	NetworkSend_uint8 (packet, NETWORK_GAME_INFO_VERSION);
-
-	/* NETWORK_GAME_INFO_VERSION = 4 */
-	{
-		/* Only send the GRF Identification (GRF_ID and MD5 checksum) of
-		 * the GRFs that are needed, i.e. the ones that the server has
-		 * selected in the NewGRF GUI and not the ones that are used due
-		 * to the fact that they are in [newgrf-static] in openttd.cfg */
-		const GRFConfig *c;
-		uint i = 0;
-
-		/* Count number of GRFs to send information about */
-		for (c = _grfconfig; c != NULL; c = c->next) {
-			if (!HASBIT(c->flags, GCF_STATIC)) i++;
-		}
-		NetworkSend_uint8 (packet, i); // Send number of GRFs
-
-		/* Send actual GRF Identifications */
-		for (c = _grfconfig; c != NULL; c = c->next) {
-			if (!HASBIT(c->flags, GCF_STATIC)) NetworkSend_GRFIdentifier(packet, c);
-		}
-	}
-
-	/* NETWORK_GAME_INFO_VERSION = 3 */
-	NetworkSend_uint32(packet, _network_game_info.game_date);
-	NetworkSend_uint32(packet, _network_game_info.start_date);
-
-	/* NETWORK_GAME_INFO_VERSION = 2 */
-	NetworkSend_uint8 (packet, _network_game_info.companies_max);
-	NetworkSend_uint8 (packet, ActivePlayerCount());
-	NetworkSend_uint8 (packet, _network_game_info.spectators_max);
-
-	/* NETWORK_GAME_INFO_VERSION = 1 */
-	NetworkSend_string(packet, _network_game_info.server_name);
-	NetworkSend_string(packet, _network_game_info.server_revision);
-	NetworkSend_uint8 (packet, _network_game_info.server_lang);
-	NetworkSend_uint8 (packet, _network_game_info.use_password);
-	NetworkSend_uint8 (packet, _network_game_info.clients_max);
-	NetworkSend_uint8 (packet, _network_game_info.clients_on);
-	NetworkSend_uint8 (packet, NetworkSpectatorCount());
-	NetworkSend_string(packet, _network_game_info.map_name);
-	NetworkSend_uint16(packet, _network_game_info.map_width);
-	NetworkSend_uint16(packet, _network_game_info.map_height);
-	NetworkSend_uint8 (packet, _network_game_info.map_set);
-	NetworkSend_uint8 (packet, _network_game_info.dedicated);
-
-	// Let the client know that we are here
-	NetworkSendUDP_Packet(_udp_server_socket, packet, client_addr);
-
-	free(packet);
-
-	DEBUG(net, 2, "[udp] queried from '%s'", inet_ntoa(client_addr->sin_addr));
-}
-
-DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE)
-{
-	extern const char _openttd_revision[];
-	NetworkGameList *item;
-	byte game_info_version;
-
-	// Just a fail-safe.. should never happen
-	if (_network_udp_server)
-		return;
-
-	game_info_version = NetworkRecv_uint8(&_udp_cs, p);
-
-	if (_udp_cs.has_quit) return;
-
-	DEBUG(net, 4, "[udp] server response from %s:%d", inet_ntoa(client_addr->sin_addr),ntohs(client_addr->sin_port));
-
-	// Find next item
-	item = NetworkGameListAddItem(inet_addr(inet_ntoa(client_addr->sin_addr)), ntohs(client_addr->sin_port));
-
-	item->info.compatible = true;
-	/* Please observer the order. In the order in which packets are sent
-	 * they are to be received */
-	switch (game_info_version) {
-		case 4: {
-			GRFConfig *c, **dst = &item->info.grfconfig;
-			const GRFConfig *f;
-			uint i;
-			uint num_grfs = NetworkRecv_uint8(&_udp_cs, p);
-
-			for (i = 0; i < num_grfs; i++) {
-				c = calloc(1, sizeof(*c));
-				NetworkRecv_GRFIdentifier(p, c);
-
-				/* Find the matching GRF file */
-				f = FindGRFConfig(c->grfid, c->md5sum);
-				if (f == NULL) {
-					/* Don't know the GRF, so mark game incompatible and the (possibly)
-					 * already resolved name for this GRF (another server has sent the
-					 * name of the GRF already */
-					item->info.compatible = false;
-					c->name     = FindUnknownGRFName(c->grfid, c->md5sum, true);
-					SETBIT(c->flags, GCF_NOT_FOUND);
-				} else {
-					c->filename = f->filename;
-					c->name     = f->name;
-					c->info     = f->info;
-				}
-				SETBIT(c->flags, GCF_COPY);
-
-				/* Append GRFConfig to the list */
-				*dst = c;
-				dst = &c->next;
-			}
-		} /* Fallthrough */
-		case 3:
-			item->info.game_date     = NetworkRecv_uint32(&_udp_cs, p);
-			item->info.start_date    = NetworkRecv_uint32(&_udp_cs, p);
-			/* Fallthrough */
-		case 2:
-			item->info.companies_max = NetworkRecv_uint8(&_udp_cs, p);
-			item->info.companies_on = NetworkRecv_uint8(&_udp_cs, p);
-			item->info.spectators_max = NetworkRecv_uint8(&_udp_cs, p);
-			/* Fallthrough */
-		case 1:
-			NetworkRecv_string(&_udp_cs, p, item->info.server_name, sizeof(item->info.server_name));
-			NetworkRecv_string(&_udp_cs, p, item->info.server_revision, sizeof(item->info.server_revision));
-			item->info.server_lang   = NetworkRecv_uint8(&_udp_cs, p);
-			item->info.use_password  = NetworkRecv_uint8(&_udp_cs, p);
-			item->info.clients_max   = NetworkRecv_uint8(&_udp_cs, p);
-			item->info.clients_on    = NetworkRecv_uint8(&_udp_cs, p);
-			item->info.spectators_on = NetworkRecv_uint8(&_udp_cs, p);
-			if (game_info_version < 3) { // 16 bits dates got scrapped and are read earlier
-				item->info.game_date     = NetworkRecv_uint16(&_udp_cs, p) + DAYS_TILL_ORIGINAL_BASE_YEAR;
-				item->info.start_date    = NetworkRecv_uint16(&_udp_cs, p) + DAYS_TILL_ORIGINAL_BASE_YEAR;
-			}
-			NetworkRecv_string(&_udp_cs, p, item->info.map_name, sizeof(item->info.map_name));
-			item->info.map_width     = NetworkRecv_uint16(&_udp_cs, p);
-			item->info.map_height    = NetworkRecv_uint16(&_udp_cs, p);
-			item->info.map_set       = NetworkRecv_uint8(&_udp_cs, p);
-			item->info.dedicated     = NetworkRecv_uint8(&_udp_cs, p);
-
-			if (item->info.server_lang >= NETWORK_NUM_LANGUAGES) item->info.server_lang = 0;
-			if (item->info.map_set >= NUM_LANDSCAPE ) item->info.map_set = 0;
-
-			if (item->info.hostname[0] == '\0')
-				snprintf(item->info.hostname, sizeof(item->info.hostname), "%s", inet_ntoa(client_addr->sin_addr));
-
-			/* Check if we are allowed on this server based on the revision-match */
-			item->info.version_compatible =
-				strcmp(item->info.server_revision, _openttd_revision) == 0 ||
-				strcmp(item->info.server_revision, NOREV_STRING) == 0;
-			item->info.compatible &= item->info.version_compatible; // Already contains match for GRFs
-			break;
-	}
-
-	{
-		/* Checks whether there needs to be a request for names of GRFs and makes
-		 * the request if necessary. GRFs that need to be requested are the GRFs
-		 * that do not exist on the clients system and we do not have the name
-		 * resolved of, i.e. the name is still UNKNOWN_GRF_NAME_PLACEHOLDER.
-		 * The in_request array and in_request_count are used so there is no need
-		 * to do a second loop over the GRF list, which can be relatively expensive
-		 * due to the string comparisons. */
-		const GRFConfig *in_request[NETWORK_MAX_GRF_COUNT];
-		const GRFConfig *c;
-		uint in_request_count = 0;
-		struct sockaddr_in out_addr;
-
-		for (c = item->info.grfconfig; c != NULL; c = c->next) {
-			if (!HASBIT(c->flags, GCF_NOT_FOUND) || strcmp(c->name, UNKNOWN_GRF_NAME_PLACEHOLDER) != 0) continue;
-			in_request[in_request_count] = c;
-			in_request_count++;
-		}
-
-		if (in_request_count > 0) {
-			/* There are 'unknown' GRFs, now send a request for them */
-			uint i;
-			Packet *packet = NetworkSend_Init(PACKET_UDP_CLIENT_GET_NEWGRFS);
-
-			NetworkSend_uint8 (packet, in_request_count);
-			for (i = 0; i < in_request_count; i++) {
-				NetworkSend_GRFIdentifier(packet, in_request[i]);
-			}
-
-			out_addr.sin_family      = AF_INET;
-			out_addr.sin_port        = htons(item->port);
-			out_addr.sin_addr.s_addr = item->ip;
-			NetworkSendUDP_Packet(_udp_client_socket, packet, &out_addr);
-			free(packet);
-		}
-	}
-
-	item->online = true;
-
-	UpdateNetworkGameWindow(false);
-}
-
-DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO)
-{
-	NetworkClientState *cs;
-	NetworkClientInfo *ci;
-	Packet *packet;
-	Player *player;
-	byte current = 0;
-	int i;
-
-	// Just a fail-safe.. should never happen
-	if (!_network_udp_server) return;
-
-	packet = NetworkSend_Init(PACKET_UDP_SERVER_DETAIL_INFO);
-
-	/* Send the amount of active companies */
-	NetworkSend_uint8 (packet, NETWORK_COMPANY_INFO_VERSION);
-	NetworkSend_uint8 (packet, ActivePlayerCount());
-
-	/* Fetch the latest version of everything */
-	NetworkPopulateCompanyInfo();
-
-	/* Go through all the players */
-	FOR_ALL_PLAYERS(player) {
-		/* Skip non-active players */
-		if (!player->is_active) continue;
-
-		current++;
-
-		/* Send the information */
-		NetworkSend_uint8(packet, current);
-
-		NetworkSend_string(packet, _network_player_info[player->index].company_name);
-		NetworkSend_uint32(packet, _network_player_info[player->index].inaugurated_year);
-		NetworkSend_uint64(packet, _network_player_info[player->index].company_value);
-		NetworkSend_uint64(packet, _network_player_info[player->index].money);
-		NetworkSend_uint64(packet, _network_player_info[player->index].income);
-		NetworkSend_uint16(packet, _network_player_info[player->index].performance);
-
-		/* Send 1 if there is a passord for the company else send 0 */
-		if (_network_player_info[player->index].password[0] != '\0') {
-			NetworkSend_uint8(packet, 1);
-		} else {
-			NetworkSend_uint8(packet, 0);
-		}
-
-		for (i = 0; i < NETWORK_VEHICLE_TYPES; i++)
-			NetworkSend_uint16(packet, _network_player_info[player->index].num_vehicle[i]);
-
-		for (i = 0; i < NETWORK_STATION_TYPES; i++)
-			NetworkSend_uint16(packet, _network_player_info[player->index].num_station[i]);
-
-		/* Find the clients that are connected to this player */
-		FOR_ALL_CLIENTS(cs) {
-			ci = DEREF_CLIENT_INFO(cs);
-			if (ci->client_playas == player->index) {
-				/* The uint8 == 1 indicates that a client is following */
-				NetworkSend_uint8(packet, 1);
-				NetworkSend_string(packet, ci->client_name);
-				NetworkSend_string(packet, ci->unique_id);
-				NetworkSend_uint32(packet, ci->join_date);
-			}
-		}
-		/* Also check for the server itself */
-		ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
-		if (ci->client_playas == player->index) {
-			/* The uint8 == 1 indicates that a client is following */
-			NetworkSend_uint8(packet, 1);
-			NetworkSend_string(packet, ci->client_name);
-			NetworkSend_string(packet, ci->unique_id);
-			NetworkSend_uint32(packet, ci->join_date);
-		}
-
-		/* Indicates end of client list */
-		NetworkSend_uint8(packet, 0);
-	}
-
-	/* And check if we have any spectators */
-	FOR_ALL_CLIENTS(cs) {
-		ci = DEREF_CLIENT_INFO(cs);
-		if (!IsValidPlayer(ci->client_playas)) {
-			/* The uint8 == 1 indicates that a client is following */
-			NetworkSend_uint8(packet, 1);
-			NetworkSend_string(packet, ci->client_name);
-			NetworkSend_string(packet, ci->unique_id);
-			NetworkSend_uint32(packet, ci->join_date);
-		}
-	}
-
-	/* Also check for the server itself */
-	ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
-	if (!IsValidPlayer(ci->client_playas)) {
-		/* The uint8 == 1 indicates that a client is following */
-		NetworkSend_uint8(packet, 1);
-		NetworkSend_string(packet, ci->client_name);
-		NetworkSend_string(packet, ci->unique_id);
-		NetworkSend_uint32(packet, ci->join_date);
-	}
-
-	/* Indicates end of client list */
-	NetworkSend_uint8(packet, 0);
-
-	NetworkSendUDP_Packet(_udp_server_socket, packet, client_addr);
-
-	free(packet);
-}
-
-DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_RESPONSE_LIST)
-{
-	int i;
-	struct in_addr ip;
-	uint16 port;
-	uint8 ver;
-
-	/* packet begins with the protocol version (uint8)
-	 * then an uint16 which indicates how many
-	 * ip:port pairs are in this packet, after that
-	 * an uint32 (ip) and an uint16 (port) for each pair
-	 */
-
-	ver = NetworkRecv_uint8(&_udp_cs, p);
-
-	if (_udp_cs.has_quit) return;
-
-	if (ver == 1) {
-		for (i = NetworkRecv_uint16(&_udp_cs, p); i != 0 ; i--) {
-			ip.s_addr = TO_LE32(NetworkRecv_uint32(&_udp_cs, p));
-			port = NetworkRecv_uint16(&_udp_cs, p);
-			NetworkUDPQueryServer(inet_ntoa(ip), port);
-		}
-	}
-}
-
-DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_ACK_REGISTER)
-{
-	_network_advertise_retries = 0;
-	DEBUG(net, 2, "[udp] advertising on master server successfull");
-
-	/* We are advertised, but we don't want to! */
-	if (!_network_advertise) NetworkUDPRemoveAdvertise();
-}
-
-/**
- * A client has requested the names of some NewGRFs.
- *
- * Replying this can be tricky as we have a limit of SEND_MTU bytes
- * in the reply packet and we can send up to 100 bytes per NewGRF
- * (GRF ID, MD5sum and NETWORK_GRF_NAME_LENGTH bytes for the name).
- * As SEND_MTU is _much_ less than 100 * NETWORK_MAX_GRF_COUNT, it
- * could be that a packet overflows. To stop this we only reply
- * with the first N NewGRFs so that if the first N + 1 NewGRFs
- * would be sent, the packet overflows.
- * in_reply and in_reply_count are used to keep a list of GRFs to
- * send in the reply.
- */
-DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_GET_NEWGRFS)
-{
-	uint8 num_grfs;
-	uint i;
-
-	const GRFConfig *in_reply[NETWORK_MAX_GRF_COUNT];
-	Packet *packet;
-	uint8 in_reply_count = 0;
-	uint packet_len = 0;
-
-	/* Just a fail-safe.. should never happen */
-	if (_udp_cs.has_quit) return;
-
-	DEBUG(net, 6, "[udp] newgrf data request from %s:%d", inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port));
-
-	num_grfs = NetworkRecv_uint8 (&_udp_cs, p);
-	if (num_grfs > NETWORK_MAX_GRF_COUNT) return;
-
-	for (i = 0; i < num_grfs; i++) {
-		GRFConfig c;
-		const GRFConfig *f;
-
-		NetworkRecv_GRFIdentifier(p, &c);
-
-		/* Find the matching GRF file */
-		f = FindGRFConfig(c.grfid, c.md5sum);
-		if (f == NULL) continue; // The GRF is unknown to this server
-
-		/* If the reply might exceed the size of the packet, only reply
-		 * the current list and do not send the other data.
-		 * The name could be an empty string, if so take the filename. */
-		packet_len += sizeof(c.grfid) + sizeof(c.md5sum) +
-				min(strlen((f->name != NULL && strlen(f->name) > 0) ? f->name : f->filename) + 1, NETWORK_GRF_NAME_LENGTH);
-		if (packet_len > SEND_MTU - 4) { // 4 is 3 byte header + grf count in reply
-			break;
-		}
-		in_reply[in_reply_count] = f;
-		in_reply_count++;
-	}
-
-	if (in_reply_count == 0) return;
-
-	packet = NetworkSend_Init(PACKET_UDP_SERVER_NEWGRFS);
-	NetworkSend_uint8 (packet, in_reply_count);
-	for (i = 0; i < in_reply_count; i++) {
-		char name[NETWORK_GRF_NAME_LENGTH];
-
-		/* The name could be an empty string, if so take the filename */
-		ttd_strlcpy(name, (in_reply[i]->name != NULL && strlen(in_reply[i]->name) > 0) ?
-				in_reply[i]->name : in_reply[i]->filename, sizeof(name));
-	 	NetworkSend_GRFIdentifier(packet, in_reply[i]);
-		NetworkSend_string(packet, name);
-	}
-
-	NetworkSendUDP_Packet(_udp_server_socket, packet, client_addr);
-	free(packet);
-}
-
-/** The return of the client's request of the names of some NewGRFs */
-DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_NEWGRFS)
-{
-	uint8 num_grfs;
-	uint i;
-
-	/* Just a fail-safe.. should never happen */
-	if (_udp_cs.has_quit) return;
-
-	DEBUG(net, 6, "[udp] newgrf data reply from %s:%d", inet_ntoa(client_addr->sin_addr),ntohs(client_addr->sin_port));
-
-	num_grfs = NetworkRecv_uint8 (&_udp_cs, p);
-	if (num_grfs > NETWORK_MAX_GRF_COUNT) return;
-
-	for (i = 0; i < num_grfs; i++) {
-		char *unknown_name;
-		char name[NETWORK_GRF_NAME_LENGTH];
-		GRFConfig c;
-
-		NetworkRecv_GRFIdentifier(p, &c);
-		NetworkRecv_string(&_udp_cs, p, name, sizeof(name));
-
-		/* An empty name is not possible under normal circumstances
-		 * and causes problems when showing the NewGRF list. */
-		if (strlen(name) == 0) continue;
-
-		/* Finds the fake GRFConfig for the just read GRF ID and MD5sum tuple.
-		 * If it exists and not resolved yet, then name of the fake GRF is
-		 * overwritten with the name from the reply. */
-		unknown_name = FindUnknownGRFName(c.grfid, c.md5sum, false);
-		if (unknown_name != NULL && strcmp(unknown_name, UNKNOWN_GRF_NAME_PLACEHOLDER) == 0) {
-			ttd_strlcpy(unknown_name, name, NETWORK_GRF_NAME_LENGTH);
-		}
-	}
-}
-
-
-// The layout for the receive-functions by UDP
-typedef void NetworkUDPPacket(Packet *p, struct sockaddr_in *client_addr);
-
-static NetworkUDPPacket* const _network_udp_packet[] = {
-	RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER),
-	RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE),
-	RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO),
-	NULL,
-	NULL,
-	RECEIVE_COMMAND(PACKET_UDP_MASTER_ACK_REGISTER),
-	NULL,
-	RECEIVE_COMMAND(PACKET_UDP_MASTER_RESPONSE_LIST),
-	NULL,
-	RECEIVE_COMMAND(PACKET_UDP_CLIENT_GET_NEWGRFS),
-	RECEIVE_COMMAND(PACKET_UDP_SERVER_NEWGRFS),
-};
-
-
-// If this fails, check the array above with network_data.h
-assert_compile(lengthof(_network_udp_packet) == PACKET_UDP_END);
-
-
-static void NetworkHandleUDPPacket(Packet* p, struct sockaddr_in* client_addr)
-{
-	byte type;
-
-	/* Fake a client, so we can see when there is an illegal packet */
-	_udp_cs.socket = INVALID_SOCKET;
-	_udp_cs.has_quit = false;
-
-	type = NetworkRecv_uint8(&_udp_cs, p);
-
-	if (type < PACKET_UDP_END && _network_udp_packet[type] != NULL && !_udp_cs.has_quit) {
-		_network_udp_packet[type](p, client_addr);
-	} else {
-		if (!_udp_cs.has_quit) {
-			DEBUG(net, 0, "[udp] received invalid packet type %d", type);
-		} else {
-			DEBUG(net, 0, "[udp] received illegal packet");
-		}
-	}
-}
-
-
-// Send a packet over UDP
-static void NetworkSendUDP_Packet(SOCKET udp, Packet* p, struct sockaddr_in* recv)
-{
-	int res;
-
-	// Put the length in the buffer
-	p->buffer[0] = p->size & 0xFF;
-	p->buffer[1] = p->size >> 8;
-
-	// Send the buffer
-	res = sendto(udp, p->buffer, p->size, 0, (struct sockaddr *)recv, sizeof(*recv));
-
-	// Check for any errors, but ignore it otherwise
-	if (res == -1) DEBUG(net, 1, "[udp] sendto failed with: %i", GET_LAST_ERROR());
-}
-
-// Start UDP listener
-bool NetworkUDPListen(SOCKET *udp, uint32 host, uint16 port, bool broadcast)
-{
-	struct sockaddr_in sin;
-
-	// Make sure socket is closed
-	closesocket(*udp);
-
-	*udp = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
-	if (*udp == INVALID_SOCKET) {
-		DEBUG(net, 0, "[udp] failed to start UDP listener");
-		return false;
-	}
-
-	// set nonblocking mode for socket
-	{
-		unsigned long blocking = 1;
-#ifndef BEOS_NET_SERVER
-		ioctlsocket(*udp, FIONBIO, &blocking);
-#else
-		setsockopt(*udp, SOL_SOCKET, SO_NONBLOCK, &blocking, NULL);
-#endif
-	}
-
-	sin.sin_family = AF_INET;
-	// Listen on all IPs
-	sin.sin_addr.s_addr = host;
-	sin.sin_port = htons(port);
-
-	if (bind(*udp, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
-		DEBUG(net, 0, "[udp] bind failed on %s:%i", inet_ntoa(*(struct in_addr *)&host), port);
-		return false;
-	}
-
-	if (broadcast) {
-		/* Enable broadcast */
-		unsigned long val = 1;
-#ifndef BEOS_NET_SERVER // will work around this, some day; maybe.
-		setsockopt(*udp, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val));
-#endif
-	}
-
-	DEBUG(net, 1, "[udp] listening on port %s:%d", inet_ntoa(*(struct in_addr *)&host), port);
-
-	return true;
-}
-
-// Close UDP connection
-void NetworkUDPClose(void)
-{
-	DEBUG(net, 1, "[udp] closed listeners");
-
-	if (_network_udp_server) {
-		if (_udp_server_socket != INVALID_SOCKET) {
-			closesocket(_udp_server_socket);
-			_udp_server_socket = INVALID_SOCKET;
-		}
-
-		if (_udp_master_socket != INVALID_SOCKET) {
-			closesocket(_udp_master_socket);
-			_udp_master_socket = INVALID_SOCKET;
-		}
-
-		_network_udp_server = false;
-		_network_udp_broadcast = 0;
-	} else {
-		if (_udp_client_socket != INVALID_SOCKET) {
-			closesocket(_udp_client_socket);
-			_udp_client_socket = INVALID_SOCKET;
-		}
-		_network_udp_broadcast = 0;
-	}
-}
-
-// Receive something on UDP level
-void NetworkUDPReceive(SOCKET udp)
-{
-	struct sockaddr_in client_addr;
-	socklen_t client_len;
-	int nbytes;
-	static Packet *p = NULL;
-	int packet_len;
-
-	// If p is NULL, malloc him.. this prevents unneeded mallocs
-	if (p == NULL) p = malloc(sizeof(*p));
-
-	packet_len = sizeof(p->buffer);
-	client_len = sizeof(client_addr);
-
-	// Try to receive anything
-	nbytes = recvfrom(udp, p->buffer, packet_len, 0, (struct sockaddr *)&client_addr, &client_len);
-
-	// We got some bytes.. just asume we receive the whole packet
-	if (nbytes > 0) {
-		// Get the size of the buffer
-		p->size = (uint16)p->buffer[0];
-		p->size += (uint16)p->buffer[1] << 8;
-		// Put the position on the right place
-		p->pos = 2;
-		p->next = NULL;
-
-		// Handle the packet
-		NetworkHandleUDPPacket(p, &client_addr);
-
-		// Free the packet
-		free(p);
-		p = NULL;
-	}
-}
-
-// Broadcast to all ips
-static void NetworkUDPBroadCast(SOCKET udp)
-{
-	Packet* p = NetworkSend_Init(PACKET_UDP_CLIENT_FIND_SERVER);
-	uint i;
-
-	for (i = 0; _broadcast_list[i] != 0; i++) {
-		struct sockaddr_in out_addr;
-
-		out_addr.sin_family = AF_INET;
-		out_addr.sin_port = htons(_network_server_port);
-		out_addr.sin_addr.s_addr = _broadcast_list[i];
-
-		DEBUG(net, 4, "[udp] broadcasting to %s", inet_ntoa(out_addr.sin_addr));
-
-		NetworkSendUDP_Packet(udp, p, &out_addr);
-	}
-
-	free(p);
-}
-
-
-// Request the the server-list from the master server
-void NetworkUDPQueryMasterServer(void)
-{
-	struct sockaddr_in out_addr;
-	Packet *p;
-
-	if (_udp_client_socket == INVALID_SOCKET)
-		if (!NetworkUDPListen(&_udp_client_socket, 0, 0, true))
-			return;
-
-	p = NetworkSend_Init(PACKET_UDP_CLIENT_GET_LIST);
-
-	out_addr.sin_family = AF_INET;
-	out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT);
-	out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST);
-
-	// packet only contains protocol version
-	NetworkSend_uint8(p, NETWORK_MASTER_SERVER_VERSION);
-
-	NetworkSendUDP_Packet(_udp_client_socket, p, &out_addr);
-
-	DEBUG(net, 2, "[udp] master server queried at %s:%d", inet_ntoa(out_addr.sin_addr),ntohs(out_addr.sin_port));
-
-	free(p);
-}
-
-// Find all servers
-void NetworkUDPSearchGame(void)
-{
-	// We are still searching..
-	if (_network_udp_broadcast > 0) return;
-
-	// No UDP-socket yet..
-	if (_udp_client_socket == INVALID_SOCKET)
-		if (!NetworkUDPListen(&_udp_client_socket, 0, 0, true))
-			return;
-
-	DEBUG(net, 0, "[udp] searching server");
-
-	NetworkUDPBroadCast(_udp_client_socket);
-	_network_udp_broadcast = 300; // Stay searching for 300 ticks
-}
-
-NetworkGameList *NetworkUDPQueryServer(const char* host, unsigned short port)
-{
-	struct sockaddr_in out_addr;
-	Packet *p;
-	NetworkGameList *item;
-
-	// No UDP-socket yet..
-	if (_udp_client_socket == INVALID_SOCKET)
-		if (!NetworkUDPListen(&_udp_client_socket, 0, 0, true))
-			return NULL;
-
-	out_addr.sin_family = AF_INET;
-	out_addr.sin_port = htons(port);
-	out_addr.sin_addr.s_addr = NetworkResolveHost(host);
-
-	// Clear item in gamelist
-	item = NetworkGameListAddItem(inet_addr(inet_ntoa(out_addr.sin_addr)), ntohs(out_addr.sin_port));
-	memset(&item->info, 0, sizeof(item->info));
-	ttd_strlcpy(item->info.server_name, host, lengthof(item->info.server_name));
-	ttd_strlcpy(item->info.hostname, host, lengthof(item->info.hostname));
-	item->online = false;
-
-	// Init the packet
-	p = NetworkSend_Init(PACKET_UDP_CLIENT_FIND_SERVER);
-
-	NetworkSendUDP_Packet(_udp_client_socket, p, &out_addr);
-
-	free(p);
-
-	UpdateNetworkGameWindow(false);
-	return item;
-}
-
-/* Remove our advertise from the master-server */
-void NetworkUDPRemoveAdvertise(void)
-{
-	struct sockaddr_in out_addr;
-	Packet *p;
-
-	/* Check if we are advertising */
-	if (!_networking || !_network_server || !_network_udp_server) return;
-
-	/* check for socket */
-	if (_udp_master_socket == INVALID_SOCKET)
-		if (!NetworkUDPListen(&_udp_master_socket, _network_server_bind_ip, 0, false))
-			return;
-
-	DEBUG(net, 1, "[udp] removing advertise from master server");
-
-	/* Find somewhere to send */
-	out_addr.sin_family = AF_INET;
-	out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT);
-	out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST);
-
-	/* Send the packet */
-	p = NetworkSend_Init(PACKET_UDP_SERVER_UNREGISTER);
-	/* Packet is: Version, server_port */
-	NetworkSend_uint8(p, NETWORK_MASTER_SERVER_VERSION);
-	NetworkSend_uint16(p, _network_server_port);
-	NetworkSendUDP_Packet(_udp_master_socket, p, &out_addr);
-
-	free(p);
-}
-
-/* Register us to the master server
-     This function checks if it needs to send an advertise */
-void NetworkUDPAdvertise(void)
-{
-	struct sockaddr_in out_addr;
-	Packet *p;
-
-	/* Check if we should send an advertise */
-	if (!_networking || !_network_server || !_network_udp_server || !_network_advertise)
-		return;
-
-	/* check for socket */
-	if (_udp_master_socket == INVALID_SOCKET)
-		if (!NetworkUDPListen(&_udp_master_socket, _network_server_bind_ip, 0, false))
-			return;
-
-	if (_network_need_advertise) {
-		_network_need_advertise = false;
-		_network_advertise_retries = ADVERTISE_RETRY_TIMES;
-	} else {
-		/* Only send once every ADVERTISE_NORMAL_INTERVAL ticks */
-		if (_network_advertise_retries == 0) {
-			if ((_network_last_advertise_frame + ADVERTISE_NORMAL_INTERVAL) > _frame_counter)
-				return;
-			_network_advertise_retries = ADVERTISE_RETRY_TIMES;
-		}
-
-		if ((_network_last_advertise_frame + ADVERTISE_RETRY_INTERVAL) > _frame_counter)
-			return;
-	}
-
-	_network_advertise_retries--;
-	_network_last_advertise_frame = _frame_counter;
-
-	/* Find somewhere to send */
-	out_addr.sin_family = AF_INET;
-	out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT);
-	out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST);
-
-	DEBUG(net, 1, "[udp] advertising to master server");
-
-	/* Send the packet */
-	p = NetworkSend_Init(PACKET_UDP_SERVER_REGISTER);
-	/* Packet is: WELCOME_MESSAGE, Version, server_port */
-	NetworkSend_string(p, NETWORK_MASTER_SERVER_WELCOME_MESSAGE);
-	NetworkSend_uint8(p, NETWORK_MASTER_SERVER_VERSION);
-	NetworkSend_uint16(p, _network_server_port);
-	NetworkSendUDP_Packet(_udp_master_socket, p, &out_addr);
-
-	free(p);
-}
-
-void NetworkUDPInitialize(void)
-{
-	_udp_client_socket = INVALID_SOCKET;
-	_udp_server_socket = INVALID_SOCKET;
-	_udp_master_socket = INVALID_SOCKET;
-
-	_network_udp_server = false;
-	_network_udp_broadcast = 0;
-}
-
-#endif /* ENABLE_NETWORK */
--- a/network_udp.h	Tue Jan 02 18:40:37 2007 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,19 +0,0 @@
-/* $Id$ */
-
-#ifndef NETWORK_UDP_H
-#define NETWORK_UDP_H
-
-#ifdef ENABLE_NETWORK
-
-void NetworkUDPInitialize(void);
-bool NetworkUDPListen(SOCKET *udp, uint32 host, uint16 port, bool broadcast);
-void NetworkUDPReceive(SOCKET udp);
-void NetworkUDPSearchGame(void);
-void NetworkUDPQueryMasterServer(void);
-NetworkGameList *NetworkUDPQueryServer(const char* host, unsigned short port);
-void NetworkUDPAdvertise(void);
-void NetworkUDPRemoveAdvertise(void);
-
-#endif /* ENABLE_NETWORK */
-
-#endif /* NETWORK_UDP_H */
--- a/newgrf_config.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/newgrf_config.c	Wed Jan 03 08:32:17 2007 +0000
@@ -9,7 +9,7 @@
 #include "string.h"
 #include "saveload.h"
 #include "md5.h"
-#include "network_data.h"
+#include "network/network_data.h"
 #include "newgrf.h"
 #include "newgrf_config.h"
 
--- a/newgrf_spritegroup.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/newgrf_spritegroup.c	Wed Jan 03 08:32:17 2007 +0000
@@ -11,7 +11,7 @@
 static void SpriteGroupPoolCleanBlock(uint start_item, uint end_item);
 
 static uint _spritegroup_count = 0;
-STATIC_OLD_POOL(SpriteGroup, SpriteGroup, 4, 8000, NULL, SpriteGroupPoolCleanBlock)
+STATIC_OLD_POOL(SpriteGroup, SpriteGroup, 9, 250, NULL, SpriteGroupPoolCleanBlock)
 
 static void DestroySpriteGroup(SpriteGroup *group)
 {
--- a/npf.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/npf.c	Wed Jan 03 08:32:17 2007 +0000
@@ -14,7 +14,7 @@
 #include "tile.h"
 #include "depot.h"
 #include "tunnel_map.h"
-#include "network.h"
+#include "network/network.h"
 #include "water_map.h"
 
 static AyStar _npf_aystar;
--- a/oldloader.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/oldloader.c	Wed Jan 03 08:32:17 2007 +0000
@@ -16,7 +16,7 @@
 #include "signs.h"
 #include "debug.h"
 #include "depot.h"
-#include "network.h"
+#include "network/network.h"
 #include "ai/ai.h"
 #include "date.h"
 
--- a/openttd.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/openttd.c	Wed Jan 03 08:32:17 2007 +0000
@@ -41,7 +41,7 @@
 #include "airport.h"
 #include "console.h"
 #include "screenshot.h"
-#include "network.h"
+#include "network/network.h"
 #include "signs.h"
 #include "depot.h"
 #include "waypoint.h"
--- a/openttd.vcproj	Tue Jan 02 18:40:37 2007 +0000
+++ b/openttd.vcproj	Wed Jan 03 08:32:17 2007 +0000
@@ -292,22 +292,31 @@
 				RelativePath=".\namegen.c">
 			</File>
 			<File
-				RelativePath=".\network.c">
-			</File>
-			<File
-				RelativePath=".\network_client.c">
+				RelativePath=".\network\core\packet.c">
 			</File>
 			<File
-				RelativePath=".\network_data.c">
+				RelativePath=".\network\core\tcp.c">
 			</File>
 			<File
-				RelativePath=".\network_gamelist.c">
+				RelativePath=".\network\core\udp.c">
 			</File>
 			<File
-				RelativePath=".\network_server.c">
+				RelativePath=".\network\network.c">
 			</File>
 			<File
-				RelativePath=".\network_udp.c">
+				RelativePath=".\network\network_client.c">
+			</File>
+			<File
+				RelativePath=".\network\network_data.c">
+			</File>
+			<File
+				RelativePath=".\network\network_gamelist.c">
+			</File>
+			<File
+				RelativePath=".\network\network_server.c">
+			</File>
+			<File
+				RelativePath=".\network\network_udp.c">
 			</File>
 			<File
 				RelativePath=".\newgrf.c">
@@ -542,22 +551,37 @@
 				RelativePath=".\music.h">
 			</File>
 			<File
-				RelativePath=".\network.h">
-			</File>
-			<File
-				RelativePath=".\network_client.h">
+				RelativePath=".\network\core\config.h">
 			</File>
 			<File
-				RelativePath=".\network_core.h">
+				RelativePath=".\network\core\game.h">
 			</File>
 			<File
-				RelativePath=".\network_data.h">
+				RelativePath=".\network\core\os_abstraction.h">
 			</File>
 			<File
-				RelativePath=".\network_gamelist.h">
+				RelativePath=".\network\core\packet.h">
 			</File>
 			<File
-				RelativePath=".\network_gui.h">
+				RelativePath=".\network\core\tcp.h">
+			</File>
+			<File
+				RelativePath=".\network\core\udp.h">
+			</File>
+			<File
+				RelativePath=".\network\network.h">
+			</File>
+			<File
+				RelativePath=".\network\network_client.h">
+			</File>
+			<File
+				RelativePath=".\network\network_data.h">
+			</File>
+			<File
+				RelativePath=".\network\network_gamelist.h">
+			</File>
+			<File
+				RelativePath=".\network\network_gui.h">
 			</File>
 			<File
 				RelativePath=".\network_server.h">
--- a/openttd_vs80.vcproj	Tue Jan 02 18:40:37 2007 +0000
+++ b/openttd_vs80.vcproj	Wed Jan 03 08:32:17 2007 +0000
@@ -653,27 +653,39 @@
 				>
 			</File>
 			<File
-				RelativePath=".\network.c"
-				>
-			</File>
-			<File
-				RelativePath=".\network_client.c"
+				RelativePath=".\network\core\packet.c"
 				>
 			</File>
 			<File
-				RelativePath=".\network_data.c"
+				RelativePath=".\network\core\tcp.c"
 				>
 			</File>
 			<File
-				RelativePath=".\network_gamelist.c"
+				RelativePath=".\network\core\udp.c"
 				>
 			</File>
 			<File
-				RelativePath=".\network_server.c"
+				RelativePath=".\network\network.c"
 				>
 			</File>
 			<File
-				RelativePath=".\network_udp.c"
+				RelativePath=".\network\network_client.c"
+				>
+			</File>
+			<File
+				RelativePath=".\network\network_data.c"
+				>
+			</File>
+			<File
+				RelativePath=".\network\network_gamelist.c"
+				>
+			</File>
+			<File
+				RelativePath=".\network\network_server.c"
+				>
+			</File>
+			<File
+				RelativePath=".\network\network_udp.c"
 				>
 			</File>
 			<File
@@ -1040,35 +1052,55 @@
 				>
 			</File>
 			<File
-				RelativePath=".\network.h"
-				>
-			</File>
-			<File
-				RelativePath=".\network_client.h"
-				>
-			</File>
-			<File
-				RelativePath=".\network_core.h"
+				RelativePath=".\networe\core\config.h"
 				>
 			</File>
 			<File
-				RelativePath=".\network_data.h"
-				>
-			</File>
-			<File
-				RelativePath=".\network_gamelist.h"
+				RelativePath=".\network\core\game.h"
 				>
 			</File>
 			<File
-				RelativePath=".\network_gui.h"
+				RelativePath=".\network\core\os_abstraction.h"
 				>
 			</File>
 			<File
-				RelativePath=".\network_server.h"
+				RelativePath=".\network\core\packet.h"
 				>
 			</File>
 			<File
-				RelativePath=".\network_udp.h"
+				RelativePath=".\network\core\tcp.h"
+				>
+			</File>
+			<File
+				RelativePath=".\network\core\udp.h"
+				>
+			</File>
+			<File
+				RelativePath=".\network\network.h"
+				>
+			</File>
+			<File
+				RelativePath=".\network\network_client.h"
+				>
+			</File>
+			<File
+				RelativePath=".\network\network_data.h"
+				>
+			</File>
+			<File
+				RelativePath=".\network\network_gamelist.h"
+				>
+			</File>
+			<File
+				RelativePath=".\network\network_gui.h"
+				>
+			</File>
+			<File
+				RelativePath=".\network\network_server.h"
+				>
+			</File>
+			<File
+				RelativePath=".\network\network_udp.h"
 				>
 			</File>
 			<File
--- a/player_gui.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/player_gui.c	Wed Jan 03 08:32:17 2007 +0000
@@ -13,13 +13,13 @@
 #include "command.h"
 #include "vehicle.h"
 #include "economy.h"
-#include "network.h"
+#include "network/network.h"
 #include "variables.h"
 #include "train.h"
 #include "date.h"
 #include "newgrf.h"
-#include "network_data.h"
-#include "network_client.h"
+#include "network/network_data.h"
+#include "network/network_client.h"
 
 static void DoShowPlayerFinances(PlayerID player, bool show_small, bool show_stickied);
 
--- a/players.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/players.c	Wed Jan 03 08:32:17 2007 +0000
@@ -21,7 +21,7 @@
 #include "saveload.h"
 #include "command.h"
 #include "sound.h"
-#include "network.h"
+#include "network/network.h"
 #include "variables.h"
 #include "engine.h"
 #include "ai/ai.h"
--- a/saveload.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/saveload.c	Wed Jan 03 08:32:17 2007 +0000
@@ -26,7 +26,7 @@
 #include "town.h"
 #include "player.h"
 #include "saveload.h"
-#include "network.h"
+#include "network/network.h"
 #include "variables.h"
 #include <setjmp.h>
 
@@ -1042,7 +1042,6 @@
 //********** START OF MEMORY CODE (in ram)****
 //********************************************
 
-#include "network.h"
 #include "table/strings.h"
 #include "table/sprites.h"
 #include "gfx.h"
--- a/settings.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/settings.c	Wed Jan 03 08:32:17 2007 +0000
@@ -28,7 +28,7 @@
 #include "sound.h"
 #include "string.h"
 #include "variables.h"
-#include "network.h"
+#include "network/network.h"
 #include "settings.h"
 #include "command.h"
 #include "console.h"
--- a/settings_gui.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/settings_gui.c	Wed Jan 03 08:32:17 2007 +0000
@@ -15,7 +15,7 @@
 #include "engine.h"
 #include "screenshot.h"
 #include "newgrf.h"
-#include "network.h"
+#include "network/network.h"
 #include "town.h"
 #include "variables.h"
 #include "settings.h"
--- a/table/sprites.h	Tue Jan 02 18:40:37 2007 +0000
+++ b/table/sprites.h	Wed Jan 03 08:32:17 2007 +0000
@@ -1314,9 +1314,9 @@
  * @see SpriteSetup */
 enum SpriteMasks {
 	///Maximum number of sprites that can be loaded at a given time.
-	MAX_SPRITES = (1 << SPRITE_WIDTH) - 1,
+	MAX_SPRITES = 1 << SPRITE_WIDTH,
 	///The mask to for the main sprite
-	SPRITE_MASK = MAX_SPRITES,
+	SPRITE_MASK = MAX_SPRITES - 1,
 	///The mask for the auxiliary sprite (the one that takes care of recoloring)
 	PALETTE_SPRITE_MASK = ((1 << PALETTE_SPRITE_WIDTH) - 1) << PALETTE_SPRITE_START,
 	///Mask for the auxiliary sprites if it is locate in the LSBs
--- a/town_gui.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/town_gui.c	Wed Jan 03 08:32:17 2007 +0000
@@ -14,7 +14,7 @@
 #include "gui.h"
 #include "command.h"
 #include "player.h"
-#include "network.h"
+#include "network/network.h"
 #include "variables.h"
 
 static const Widget _town_authority_widgets[] = {
--- a/vehicle.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/vehicle.c	Wed Jan 03 08:32:17 2007 +0000
@@ -30,7 +30,7 @@
 #include "industry_map.h"
 #include "station_map.h"
 #include "water_map.h"
-#include "network.h"
+#include "network/network.h"
 #include "yapf/yapf.h"
 #include "date.h"
 #include "newgrf_engine.h"
--- a/video/cocoa_v.m	Tue Jan 02 18:40:37 2007 +0000
+++ b/video/cocoa_v.m	Wed Jan 03 08:32:17 2007 +0000
@@ -54,7 +54,7 @@
 #include "../macros.h"
 #include "../sdl.h"
 #include "../window.h"
-#include "../network.h"
+#include "../network/network.h"
 #include "../variables.h"
 #include "../os/macosx/splash.h"
 
--- a/video/dedicated_v.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/video/dedicated_v.c	Wed Jan 03 08:32:17 2007 +0000
@@ -8,7 +8,7 @@
 #include "../debug.h"
 #include "../functions.h"
 #include "../gfx.h"
-#include "../network.h"
+#include "../network/network.h"
 #include "../window.h"
 #include "../console.h"
 #include "../variables.h"
--- a/video/sdl_v.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/video/sdl_v.c	Wed Jan 03 08:32:17 2007 +0000
@@ -11,7 +11,7 @@
 #include "../macros.h"
 #include "../sdl.h"
 #include "../window.h"
-#include "../network.h"
+#include "../network/network.h"
 #include "../variables.h"
 #include "sdl_v.h"
 #include <SDL.h>
@@ -440,7 +440,9 @@
 #if defined(_DEBUG)
 		if (_shift_pressed)
 #else
-		if (keys[SDLK_TAB])
+		/* Speedup when pressing tab, except when using ALT+TAB
+		 * to switch to another application */
+		if (keys[SDLK_TAB] && (mod & KMOD_ALT) == 0)
 #endif
 		{
 			if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
--- a/video/win32_v.c	Tue Jan 02 18:40:37 2007 +0000
+++ b/video/win32_v.c	Wed Jan 03 08:32:17 2007 +0000
@@ -5,7 +5,7 @@
 #include "../functions.h"
 #include "../gfx.h"
 #include "../macros.h"
-#include "../network.h"
+#include "../network/network.h"
 #include "../variables.h"
 #include "../win32.h"
 #include "../window.h"