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/* $Id$ */
/** @file functions.h */
#ifndef FUNCTIONS_H
#define FUNCTIONS_H
#include "core/random_func.hpp"
#include "command_type.h"
#include "tile_cmd.h"
/* clear_land.cpp */
void DrawHillyLandTile(const TileInfo *ti);
void DrawClearLandTile(const TileInfo *ti, byte set);
void DrawClearLandFence(const TileInfo *ti);
void TileLoopClearHelper(TileIndex tile);
/* players.cpp */
bool CheckPlayerHasMoney(CommandCost cost);
void SubtractMoneyFromPlayer(CommandCost cost);
void SubtractMoneyFromPlayerFract(PlayerID player, CommandCost cost);
bool CheckOwnership(Owner owner);
bool CheckTileOwnership(TileIndex tile);
/* texteff.cpp */
void AddAnimatedTile(TileIndex tile);
void DeleteAnimatedTile(TileIndex tile);
void AnimateAnimatedTiles();
void InitializeAnimatedTiles();
/* misc_cmd.cpp */
void PlaceTreesRandomly();
void InitializeLandscapeVariables(bool only_constants);
/* misc.cpp */
bool IsCustomName(StringID id);
void DeleteName(StringID id);
char *GetName(char *buff, StringID id, const char *last);
#define AllocateName(name, skip) RealAllocateName(name, skip, false)
StringID RealAllocateName(const char *name, byte skip, bool check_double);
void ConvertNameArray();
/* misc functions */
/**
* Mark a tile given by its coordinate dirty for repaint.
*
* @ingroup dirty
*/
void MarkTileDirty(int x, int y);
/**
* Mark a tile given by its index dirty for repaint.
*
* @ingroup dirty
*/
void MarkTileDirtyByTile(TileIndex tile);
/**
* Mark all viewports dirty for repaint.
*
* @ingroup dirty
*/
void MarkAllViewportsDirty(int left, int top, int right, int bottom);
void ShowCostOrIncomeAnimation(int x, int y, int z, Money cost);
void ShowFeederIncomeAnimation(int x, int y, int z, Money cost);
void ShowHighscoreTable(int difficulty, int8 rank);
void AskExitGame();
void AskExitToGameMenu();
void RedrawAutosave();
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();
const char *GetCurrentLocale(const char *param);
int ttd_main(int argc, char* argv[]);
void HandleExitGameRequest();
#endif /* FUNCTIONS_H */
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