1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
|
/* $Id$ */
#ifndef FUNCTIONS_H
#define FUNCTIONS_H
/* landscape.c */
void FindLandscapeHeight(TileInfo *ti, uint x, uint y);
void FindLandscapeHeightByTile(TileInfo *ti, TileIndex tile);
void DoClearSquare(TileIndex tile);
void CDECL ModifyTile(TileIndex tile, uint flags, ...);
void RunTileLoop(void);
uint GetPartialZ(int x, int y, int 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 DrawTile(TileInfo *ti);
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);
/* road_land.c */
void DrawRoadDepotSprite(int x, int y, int image);
/* 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);
// Used for profiling
#define TIC() { extern uint32 _rdtsc(void); uint32 _xxx_ = _rdtsc(); static float __avg__;
#define TOC(s) _xxx_ = _rdtsc() - _xxx_; __avg__=__avg__*0.99+_xxx_*0.01; printf("%s: %8d %f\n", s, _xxx_,__avg__); }
void SetDate(uint date);
/* 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);
void TextMessageDailyLoop(void);
bool AddAnimatedTile(TileIndex tile);
void DeleteAnimatedTile(TileIndex tile);
void AnimateAnimatedTiles(void);
void InitializeAnimatedTiles(void);
/* tunnelbridge_cmd.c */
bool CheckTunnelInWay(TileIndex tile, int z);
bool CheckBridge_Stuff(byte bridge_type, uint bridge_len);
uint32 GetBridgeLength(TileIndex begin, TileIndex end);
int CalcBridgeLenCostFactor(int x);
typedef void CommandCallback(bool success, TileIndex tile, uint32 p1, uint32 p2);
bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, CommandCallback *callback, uint32 cmd);
/* network.c */
void NetworkUDPClose(void);
void NetworkStartUp(void);
void NetworkShutDown(void);
void NetworkGameLoop(void);
void NetworkUDPGameLoop(void);
bool NetworkServerStart(void);
bool NetworkClientConnectGame(const char* host, unsigned short port);
void NetworkReboot(void);
void NetworkDisconnect(void);
void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback);
/* 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);
void ConvertDayToYMD(YearMonthDay *ymd, uint16 date);
uint ConvertYMDToDay(uint year, uint month, uint day);
uint ConvertIntDate(uint date);
/* 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 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);
uint GetCorrectTileHeight(TileIndex tile);
bool EnsureNoVehicle(TileIndex tile);
bool EnsureNoVehicleZ(TileIndex tile, byte z);
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 GetRoadBitsByTile(TileIndex tile);
int GetTownRadiusGroup(const Town *t, TileIndex tile);
void ShowNetworkChatQueryWindow(byte desttype, byte dest);
void ShowNetworkGiveMoneyWindow(byte player);
void ShowNetworkNeedGamePassword(void);
void ShowNetworkNeedCompanyPassword(void);
int FindFirstBit(uint32 x);
void ShowHighscoreTable(int difficulty, int8 rank);
void ShowEndGameChart(void);
TileIndex AdjustTileCoordRandomly(TileIndex a, byte rng);
void AfterLoadTown(void);
void UpdatePatches(void);
void GenRandomNewGame(uint32 rnd1, uint32 rnd2);
void StartScenarioEditor(uint32 rnd1, uint32 rnd2);
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 = 0,
SLD_LOAD_SCENARIO = 1,
SLD_SAVE_GAME = 2,
SLD_SAVE_SCENARIO = 3,
SLD_NEW_GAME = 4,
};
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);
void *ReadFileToMem(const char *filename, size_t *lenp, size_t maxsize);
int GetLanguageList(char **languages, int max);
void LoadFromConfig(void);
void SaveToConfig(void);
void CheckConfig(void);
int ttd_main(int argc, char* argv[]);
void DeterminePaths(void);
void CSleep(int milliseconds);
#endif /* FUNCTIONS_H */
|