Files @ r1725:dcb3319784d1
Branch filter:

Location: cpp/openttd-patchpack/source/functions.h - annotation

Darkvater
(svn r2229) - Fix: [ 1188777 ] Non-existing sprite #5125 (presignal). The DOS grf file trgi.grf has 6 less sprites than the windows one. This results in some segfaults for certain sprites. Fixed it by added a dummy grf file consisting ofr 6 sprites and loaded when using DOS gfx at the appropiate place.
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r1420:7965ace4a109
r0:d63b455452f6
r1589:e83980b96e9f
r1589:e83980b96e9f
r1093:18f56ef2d029
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r1589:e83980b96e9f
r1589:e83980b96e9f
r1589:e83980b96e9f
r1589:e83980b96e9f
r1589:e83980b96e9f
r1589:e83980b96e9f
r0:d63b455452f6
r1377:61ffe715e00e
r0:d63b455452f6
r1589:e83980b96e9f
r0:d63b455452f6
r536:306d4b3ff699
r536:306d4b3ff699
r0:d63b455452f6
r781:13ab6b3c1f17
r781:13ab6b3c1f17
r781:13ab6b3c1f17
r0:d63b455452f6
r781:13ab6b3c1f17
r781:13ab6b3c1f17
r781:13ab6b3c1f17
r0:d63b455452f6
r536:306d4b3ff699
r536:306d4b3ff699
r0:d63b455452f6
r536:306d4b3ff699
r536:306d4b3ff699
r536:306d4b3ff699
r536:306d4b3ff699
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r1420:7965ace4a109
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r2:9221be573970
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r543:efdb197f91ad
r543:efdb197f91ad
r543:efdb197f91ad
r543:efdb197f91ad
r543:efdb197f91ad
r543:efdb197f91ad
r543:efdb197f91ad
r543:efdb197f91ad
r543:efdb197f91ad
r543:efdb197f91ad
r543:efdb197f91ad
r1539:66e974341a54
r543:efdb197f91ad
r543:efdb197f91ad
r543:efdb197f91ad
r1120:85a1bbe4f9d5
r543:efdb197f91ad
r1120:85a1bbe4f9d5
r543:efdb197f91ad
r1093:18f56ef2d029
r543:efdb197f91ad
r543:efdb197f91ad
r0:d63b455452f6
r1093:18f56ef2d029
r206:895fc6ea678b
r1093:18f56ef2d029
r239:0103bf045d04
r239:0103bf045d04
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r1093:18f56ef2d029
r0:d63b455452f6
r1093:18f56ef2d029
r0:d63b455452f6
r0:d63b455452f6
r1093:18f56ef2d029
r1093:18f56ef2d029
r619:51b758976a98
r1093:18f56ef2d029
r1093:18f56ef2d029
r543:efdb197f91ad
r0:d63b455452f6
r0:d63b455452f6
r1093:18f56ef2d029
r1093:18f56ef2d029
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r543:efdb197f91ad
r543:efdb197f91ad
r1093:18f56ef2d029
r543:efdb197f91ad
r543:efdb197f91ad
r543:efdb197f91ad
r543:efdb197f91ad
r1329:88de95f6e7d3
r1093:18f56ef2d029
r1093:18f56ef2d029
r543:efdb197f91ad
r0:d63b455452f6
r0:d63b455452f6
r1093:18f56ef2d029
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r1328:7f615de66cc5
r543:efdb197f91ad
r543:efdb197f91ad
r543:efdb197f91ad
r543:efdb197f91ad
r543:efdb197f91ad
r1328:7f615de66cc5
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r543:efdb197f91ad
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r999:d2f24d7133ae
r0:d63b455452f6
r0:d63b455452f6
r873:8376969b1534
r0:d63b455452f6
r1093:18f56ef2d029
r152:def002d7c139
r152:def002d7c139
r152:def002d7c139
r152:def002d7c139
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r1082:5511b4ed9376
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r543:efdb197f91ad
r543:efdb197f91ad
r1093:18f56ef2d029
r1093:18f56ef2d029
r0:d63b455452f6
r998:60ce1309b99c
r983:9c58202c20d1
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r1093:18f56ef2d029
r1093:18f56ef2d029
r1093:18f56ef2d029
r0:d63b455452f6
r1093:18f56ef2d029
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r0:d63b455452f6
r1093:18f56ef2d029
r0:d63b455452f6
r0:d63b455452f6
r1093:18f56ef2d029
r1310:6ae63c644612
r0:d63b455452f6
r0:d63b455452f6
r1093:18f56ef2d029
r0:d63b455452f6
r1093:18f56ef2d029
r1093:18f56ef2d029
r1688:04d84999dd62
r0:d63b455452f6
r1093:18f56ef2d029
r0:d63b455452f6
r1093:18f56ef2d029
r0:d63b455452f6
r0:d63b455452f6
r1217:1f9b7fc00eb8
r0:d63b455452f6
#ifndef FUNCTIONS_H
#define FUNCTIONS_H

/* vehicle.c */

/* window.c */


/* 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(TileInfo *ti);
void DrawClearLandTile(TileInfo *ti, byte set);
void DrawClearLandFence(TileInfo *ti, byte img);
void TileLoopClearHelper(TileIndex tile);

/* station_land.c */
void StationPickerDrawSprite(int x, int y, int railtype, int image);

/* track_land.c */
void DrawTrainDepotSprite(int x, int y, int image, int railtype);

/* 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(uint tile);

/* players.c */
bool CheckPlayerHasMoney(int32 cost);
void SubtractMoneyFromPlayer(int32 cost);
void SubtractMoneyFromPlayerFract(byte player, int32 cost);
bool CheckOwnership(byte owner);
bool CheckTileOwnership(uint tile);
StringID GetPlayerNameString(byte player, byte index);

/* standard */
void ShowInfo(const char *str);
void CDECL ShowInfoF(const char *str, ...);
void NORETURN CDECL error(const char *str, ...);

/* ttd.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

#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

void InitPlayerRandoms(void);

uint32 InteractiveRandom(void); /* Used for random sequences that are not the same on the other end of the multiplayer link */
uint InteractiveRandomRange(uint max);

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(uint tile);
void DeleteAnimatedTile(uint tile);
void AnimateAnimatedTiles(void);
void InitializeAnimatedTiles(void);

/* tunnelbridge_cmd.c */
bool CheckTunnelInWay(uint tile, int z);
bool CheckBridge_Stuff(byte bridge_type, int bridge_len);
uint32 GetBridgeLength(TileIndex begin, TileIndex end);
int CalcBridgeLenCostFactor(int x);

typedef void CommandCallback(bool success, uint 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(uint32 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);
void CSleep(int milliseconds);


/* misc functions */
void MarkTileDirty(int x, int y);
void MarkTileDirtyByTile(TileIndex tile);
void InvalidateWindow(byte cls, WindowNumber number);
void InvalidateWindowWidget(byte cls, WindowNumber number, byte widget_index);
void InvalidateWindowClasses(byte cls);
void DeleteWindowById(WindowClass cls, WindowNumber number);
void DeleteWindowByClass(WindowClass cls);

void SetObjectToPlaceWnd(int icon, byte mode, Window *w);
void SetObjectToPlace(int icon, byte mode, WindowClass window_class, WindowNumber window_num);

void ResetObjectToPlace(void);

bool ScrollWindowToTile(TileIndex tile, Window * w);
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 DrawFoundation(TileInfo *ti, uint f);

bool CheckIfAuthorityAllows(uint tile);
Town *ClosestTownFromTile(uint tile, uint threshold);
void ChangeTownRating(Town *t, int add, int max);

uint GetRoadBitsByTile(TileIndex tile);
int GetTownRadiusGroup(Town *t, uint 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);

enum SaveOrLoadResult {
	SL_OK = 0, // completed successfully
	SL_ERROR = 1, // error that was caught before internal structures were modified
	SL_REINIT = 2, // error that was caught in the middle of updating game state, need to clear it. (can only happen during load)
};
enum SaveOrLoadMode {
	SL_INVALID = -1,
	SL_LOAD = 0,
	SL_SAVE = 1,
	SL_OLD_LOAD = 2,
};

int SaveOrLoad(const char *filename, int mode);

void AfterLoadTown(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 = 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 CheckSwitchToEuro(void);

void LoadFromConfig(void);
void SaveToConfig(void);
void CheckConfig(void);
int ttd_main(int argc, char* argv[]);
byte GetOSVersion(void);

void DeterminePaths(void);
char * CDECL str_fmt(const char *str, ...);

void bubblesort(void *base, size_t nmemb, size_t size, int(*compar)(const void *, const void *));
#endif /* FUNCTIONS_H */