/* $Id$ */ #ifndef FUNCTIONS_H #define FUNCTIONS_H void DoClearSquare(TileIndex tile); void RunTileLoop(void); uint GetPartialZ(int x, int y, Slope corners); uint GetSlopeZ(int x, int y); uint32 GetTileTrackStatus(TileIndex tile, TransportType mode); void GetAcceptedCargo(TileIndex tile, AcceptedCargo ac); void ChangeTileOwner(TileIndex tile, byte old_player, byte new_player); void AnimateTile(TileIndex tile); void ClickTile(TileIndex tile); void GetTileDesc(TileIndex tile, TileDesc *td); void UpdateTownMaxPass(Town *t); bool IsValidTile(TileIndex tile); static inline Point RemapCoords(int x, int y, int z) { #if !defined(NEW_ROTATION) Point pt; pt.x = (y - x) * 2; pt.y = y + x - z; #else Point pt; pt.x = (x + y) * 2; pt.y = x - y - z; #endif return pt; } static inline Point RemapCoords2(int x, int y) { return RemapCoords(x, y, GetSlopeZ(x, y)); } /* clear_land.c */ void DrawHillyLandTile(const TileInfo *ti); void DrawClearLandTile(const TileInfo *ti, byte set); void DrawClearLandFence(const TileInfo *ti); void TileLoopClearHelper(TileIndex tile); /* water_land.c */ void DrawShipDepotSprite(int x, int y, int image); void TileLoop_Water(TileIndex tile); /* players.c */ bool CheckPlayerHasMoney(int32 cost); void SubtractMoneyFromPlayer(int32 cost); void SubtractMoneyFromPlayerFract(PlayerID player, int32 cost); bool CheckOwnership(PlayerID owner); bool CheckTileOwnership(TileIndex tile); StringID GetPlayerNameString(PlayerID player, uint index); /* standard */ void ShowInfo(const char *str); void CDECL ShowInfoF(const char *str, ...); void NORETURN CDECL error(const char *str, ...); /* openttd.c */ /************** * Warning: DO NOT enable this unless you understand what it does * * If enabled, in a network game all randoms will be dumped to the * stdout if the first client joins (or if you are a client). This * is to help finding desync problems. * * Warning: DO NOT enable this unless you understand what it does **************/ //#define RANDOM_DEBUG // Enable this to produce higher quality random numbers. // Doesn't work with network yet. //#define MERSENNE_TWISTER // Mersenne twister functions void SeedMT(uint32 seed); uint32 RandomMT(void); #ifdef MERSENNE_TWISTER static inline uint32 Random(void) { return RandomMT(); } uint RandomRange(uint max); #else #ifdef RANDOM_DEBUG #define Random() DoRandom(__LINE__, __FILE__) uint32 DoRandom(int line, const char *file); #define RandomRange(max) DoRandomRange(max, __LINE__, __FILE__) uint DoRandomRange(uint max, int line, const char *file); #else uint32 Random(void); uint RandomRange(uint max); #endif #endif // MERSENNE_TWISTER static inline TileIndex RandomTileSeed(uint32 r) { return TILE_MASK(r); } static inline TileIndex RandomTile(void) { return TILE_MASK(Random()); } uint32 InteractiveRandom(void); /* Used for random sequences that are not the same on the other end of the multiplayer link */ uint InteractiveRandomRange(uint max); /* facedraw.c */ void DrawPlayerFace(uint32 face, int color, int x, int y); /* texteff.c */ void MoveAllTextEffects(void); void AddTextEffect(StringID msg, int x, int y, uint16 duration); void InitTextEffects(void); void DrawTextEffects(DrawPixelInfo *dpi); void InitTextMessage(void); void DrawTextMessage(void); void CDECL AddTextMessage(uint16 color, uint8 duration, const char *message, ...); void UndrawTextMessage(void); bool AddAnimatedTile(TileIndex tile); void DeleteAnimatedTile(TileIndex tile); void AnimateAnimatedTiles(void); void InitializeAnimatedTiles(void); /* tunnelbridge_cmd.c */ bool CheckBridge_Stuff(byte bridge_type, uint bridge_len); uint32 GetBridgeLength(TileIndex begin, TileIndex end); int CalcBridgeLenCostFactor(int x); /* misc_cmd.c */ void PlaceTreesRandomly(void); void InitializeLandscapeVariables(bool only_constants); /* misc.c */ void DeleteName(StringID id); char *GetName(int id, char *buff); // AllocateNameUnique also tests if the name used is not used anywere else // and if it is used, it returns an error. #define AllocateNameUnique(name, skip) RealAllocateName(name, skip, true) #define AllocateName(name, skip) RealAllocateName(name, skip, false) StringID RealAllocateName(const char *name, byte skip, bool check_double); /* misc functions */ void MarkTileDirty(int x, int y); void MarkTileDirtyByTile(TileIndex tile); void InvalidateWindow(WindowClass cls, WindowNumber number); void InvalidateWindowWidget(WindowClass cls, WindowNumber number, byte widget_index); void InvalidateWindowClasses(WindowClass cls); void InvalidateWindowClassesData(WindowClass cls); void DeleteWindowById(WindowClass cls, WindowNumber number); void DeleteWindowByClass(WindowClass cls); void SetObjectToPlaceWnd(CursorID icon, byte mode, Window *w); void SetObjectToPlace(CursorID icon, byte mode, WindowClass window_class, WindowNumber window_num); void ResetObjectToPlace(void); bool ScrollWindowTo(int x, int y, Window * w); bool ScrollMainWindowToTile(TileIndex tile); bool ScrollMainWindowTo(int x, int y); void DrawSprite(uint32 img, int x, int y); bool EnsureNoVehicle(TileIndex tile); bool EnsureNoVehicleOnGround(TileIndex tile); void MarkAllViewportsDirty(int left, int top, int right, int bottom); void ShowCostOrIncomeAnimation(int x, int y, int z, int32 cost); void ShowFeederIncomeAnimation(int x, int y, int z, int32 cost); void DrawFoundation(TileInfo *ti, uint f); bool CheckIfAuthorityAllows(TileIndex tile); Town *ClosestTownFromTile(TileIndex tile, uint threshold); void ChangeTownRating(Town *t, int add, int max); uint GetTownRadiusGroup(const Town* t, TileIndex tile); void ShowNetworkChatQueryWindow(byte desttype, byte dest); void ShowNetworkGiveMoneyWindow(byte player); int FindFirstBit(uint32 x); void ShowHighscoreTable(int difficulty, int8 rank); TileIndex AdjustTileCoordRandomly(TileIndex a, byte rng); void AfterLoadTown(void); void UpdatePatches(void); void AskExitGame(void); void AskExitToGameMenu(void); void RedrawAutosave(void); StringID RemapOldStringID(StringID s); void UpdateViewportSignPos(ViewportSign *sign, int left, int top, StringID str); enum { SLD_LOAD_GAME, SLD_LOAD_SCENARIO, SLD_SAVE_GAME, SLD_SAVE_SCENARIO, SLD_LOAD_HEIGHTMAP, SLD_NEW_GAME, }; void ShowSaveLoadDialog(int mode); // callback from drivers that is called if the game size changes dynamically void GameSizeChanged(void); bool FileExists(const char *filename); bool ReadLanguagePack(int index); void InitializeLanguagePacks(void); const char *GetCurrentLocale(const char *param); void *ReadFileToMem(const char *filename, size_t *lenp, size_t maxsize); void LoadFromConfig(void); void SaveToConfig(void); void CheckConfig(void); int ttd_main(int argc, char* argv[]); void HandleExitGameRequest(void); void DeterminePaths(void); void CSleep(int milliseconds); #endif /* FUNCTIONS_H */