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/* $Id$ */
/** @file functions.h */
#ifndef FUNCTIONS_H
#define FUNCTIONS_H
#include "gfx.h"
void UpdateTownMaxPass(Town *t);
/* clear_land.cpp */
void DrawHillyLandTile(const TileInfo *ti);
void DrawClearLandTile(const TileInfo *ti, byte set);
void DrawClearLandFence(const TileInfo *ti);
void TileLoopClearHelper(TileIndex tile);
/* water_land.cpp */
void DrawShipDepotSprite(int x, int y, int image);
void TileLoop_Water(TileIndex tile);
/* players.cpp */
bool CheckPlayerHasMoney(int32 cost);
void SubtractMoneyFromPlayer(int32 cost);
void SubtractMoneyFromPlayerFract(PlayerID player, int32 cost);
bool CheckOwnership(Owner owner);
bool CheckTileOwnership(TileIndex tile);
StringID GetPlayerNameString(PlayerID player, uint index);
/* standard */
void ShowInfo(const char *str);
void CDECL ShowInfoF(const char *str, ...);
/* openttd.cpp */
/**************
* 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();
#ifdef MERSENNE_TWISTER
static inline uint32 Random() { 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();
uint RandomRange(uint max);
#endif
#endif // MERSENNE_TWISTER
static inline TileIndex RandomTileSeed(uint32 r) { return TILE_MASK(r); }
static inline TileIndex RandomTile() { return TILE_MASK(Random()); }
uint32 InteractiveRandom(); // Used for random sequences that are not the same on the other end of the multiplayer link
uint InteractiveRandomRange(uint max);
/* texteff.cpp */
void MoveAllTextEffects();
void AddTextEffect(StringID msg, int x, int y, uint16 duration);
void InitTextEffects();
void DrawTextEffects(DrawPixelInfo *dpi);
void InitTextMessage();
void DrawTextMessage();
void CDECL AddTextMessage(uint16 color, uint8 duration, const char *message, ...);
void UndrawTextMessage();
bool AddAnimatedTile(TileIndex tile);
void DeleteAnimatedTile(TileIndex tile);
void AnimateAnimatedTiles();
void InitializeAnimatedTiles();
/* tunnelbridge_cmd.cpp */
bool CheckBridge_Stuff(byte bridge_type, uint bridge_len);
uint32 GetBridgeLength(TileIndex begin, TileIndex end);
int CalcBridgeLenCostFactor(int x);
/* 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);
/* 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 ConvertNameArray();
/* 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, SpriteID pal, byte mode, Window *w);
void SetObjectToPlace(CursorID icon, SpriteID pal, byte mode, WindowClass window_class, WindowNumber window_num);
void ResetObjectToPlace();
bool ScrollWindowTo(int x, int y, Window * w);
bool ScrollMainWindowToTile(TileIndex tile);
bool ScrollMainWindowTo(int x, int y);
void DrawSprite(SpriteID img, SpriteID pal, 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);
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);
int FindFirstBit(uint32 x);
void ShowHighscoreTable(int difficulty, int8 rank);
void AfterLoadTown();
void UpdatePatches();
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();
bool FileExists(const char *filename);
const char *GetCurrentLocale(const char *param);
void *ReadFileToMem(const char *filename, size_t *lenp, size_t maxsize);
void LoadFromConfig();
void SaveToConfig();
void CheckConfig();
int ttd_main(int argc, char* argv[]);
void HandleExitGameRequest();
#endif /* FUNCTIONS_H */
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