Files @ r1282:086fc2f1272e
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Location: cpp/openttd-patchpack/source/functions.h

truelight
(svn r1786) -Fix: unitnumber is increased to 16bit, so now you can have up to 5000
trains in one game (instead of the 240 which was the current value).
Default max allowed vehicles per type is changed:
Trains: 500 (old 80)
Road: 500 (old 80)
Ships: 200 (old 40)
Aicraft: 300 (old 50)
(Tnx to Celestar and Darkvater for checking the patch)
#ifndef FUNCTIONS_H
#define FUNCTIONS_H

/* vehicle.c */

/* window.c */


/* landscape.c */
void FindLandscapeHeight(TileInfo *ti, uint x, uint y);
void FindLandscapeHeightByTile(TileInfo *ti, uint tile);
uint GetTileSlope(uint tile, int *h);
int GetTileZ(uint tile);

void DoClearSquare(uint tile);
void CDECL ModifyTile(uint tile, uint flags, ...);
void RunTileLoop(void);

uint GetPartialZ(int x, int y, int corners);
uint GetSlopeZ(int x, int y);
uint32 GetTileTrackStatus(uint tile, TransportType mode);
void GetAcceptedCargo(uint tile, AcceptedCargo ac);
void ChangeTileOwner(uint tile, byte old_player, byte new_player);
void AnimateTile(uint tile);
void ClickTile(uint tile);
void GetTileDesc(uint tile, TileDesc *td);
void DrawTile(TileInfo *ti);

bool IsValidTile(uint 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));
}

/* game.c */
byte *GetString(byte *buffr, uint16 string);
void InjectDparam(int amount);

int32 GetParamInt32(void);
int GetParamInt16(void);
int GetParamInt8(void);
int GetParamUint16(void);


/* clear_land.c */
void DrawHillyLandTile(TileInfo *ti);
void DrawClearLandTile(TileInfo *ti, byte set);
void DrawClearLandFence(TileInfo *ti, byte img);
void TileLoopClearHelper(uint 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);
void DrawWaypointSprite(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 byte* 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);
byte *GetName(int id, byte *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 byte *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);
void ShowRenameWaypointWindow(Waypoint *cp);
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);

void ttd_strlcpy(char *dst, const char *src, size_t size);
void ttd_strlcat(char *dst, const char *src, size_t size);

// 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);
byte *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);
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 */