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Location: cpp/openttd-patchpack/source/functions.h
r2:9221be573970
7.6 KiB
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(svn r3) -[1005611] Player Window patch: When looking in dropdownlist for player stuff, it will say
for all human players (Player #), not only for the first 2
for all human players (Player #), not only for the first 2
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 | #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 SetMapExtraBits(uint tile, byte flags);
uint GetMapExtraBits(uint tile);
void RunTileLoop();
uint GetPartialZ(int x, int y, int corners);
uint GetSlopeZ(int x, int y);
uint32 GetTileTrackStatus(uint tile, int 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);
uint TileAddWrap(TileIndex tile, int add);
enum {
TILE_WRAPPED = (uint)-1
};
bool IsValidTile(uint tile);
#if !defined(NEW_ROTATION)
static Point FORCEINLINE RemapCoords(int x, int y, int z) { Point pt = { (y-x)*2, y + x -z }; return pt; }
#else
static Point FORCEINLINE RemapCoords(int x, int y, int z) { Point pt = { (x + y)*2, x - y -z }; return pt; }
#endif
static Point FORCEINLINE 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();
int GetParamInt16();
int GetParamInt8();
int GetParamUint16();
/* sound.c */
void SndPlayTileFx(int sound, TileIndex tile);
void SndPlayVehicleFx(int sound, Vehicle *v);
void SndPlayFx(int sound);
/* 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);
/* 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, ...);
void memswap(void *a, void *b, size_t size);
/* ttd.c */
uint32 Random();
uint RandomRange(uint max);
uint32 InteractiveRandom(); /* Used for random sequences that are not the same on the other end of the multiplayer link */
void SetDate(uint date);
/* facedraw.c */
void DrawPlayerFace(uint32 face, int color, int x, int y);
/* texteff.c */
void MoveAllTextEffects();
void AddTextEffect(StringID msg, int x, int y, uint16 duration);
void InitTextEffects();
void DrawTextEffects(DrawPixelInfo *dpi);
bool AddAnimatedTile(uint tile);
void DeleteAnimatedTile(uint tile);
void AnimateAnimatedTiles();
void InitializeAnimatedTiles();
/* 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);
/* network.c */
typedef void CommandCallback(bool success, uint tile, uint32 p1, uint32 p2);
bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, CommandCallback *callback, uint32 cmd);
void NetworkConnect(const char *hostname, int port);
void NetworkReceive();
void NetworkSend();
void NetworkProcessCommands();
void NetworkListen(int port);
void NetworkInitialize(const char *hostname);
void NetworkShutdown();
void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback);
void NetworkStartSync();
void NetworkUDPListen(int port);
void NetworkUDPReceive();
void NetworkIPListInit();
bool NetworkUDPSearchServer();
/* misc_cmd.c */
void PlaceTreesRandomly();
uint GetTileDist(TileIndex xy1, TileIndex xy2);
uint GetTileDist1D(TileIndex xy1, TileIndex xy2);
uint GetTileDist1Db(TileIndex xy1, TileIndex xy2);
uint GetTileDistAdv(TileIndex xy1, TileIndex xy2);
bool CheckDistanceFromEdge(TileIndex tile, uint distance);
void InitializeLandscapeVariables(bool only_constants);
/* misc.c */
void DeleteName(StringID id);
byte *GetName(int id, byte *buff);
StringID AllocateName(const byte *name, byte skip);
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(byte cls, WindowNumber number);
void InvalidateWindowWidget(byte cls, WindowNumber number, byte widget_index);
void InvalidateWindowClasses(byte cls);
void DeleteWindowById(WindowClass cls, WindowNumber number);
void SetObjectToPlaceWnd(int icon, byte mode, Window *w);
void SetObjectToPlace(int icon, byte mode, byte window_class, uint16 window_num);
void ResetObjectToPlace();
bool ScrollMainWindowToTile(TileIndex tile);
bool ScrollMainWindowTo(int x, int y);
void DrawSprite(uint32 img, int x, int y);
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 MarkWholeScreenDirty();
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);
int32 GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, byte cargo_type);
void ShowRenameSignWindow(SignStruct *ss);
void ShowRenameCheckpointWindow(Checkpoint *cp);
int FindFirstBit(uint32 x);
void ShowHighscoreTable(int tbl);
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 AskExitGame();
void AskExitToGameMenu();
void RedrawAutosave();
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 len);
// callback from drivers that is called if the game size changes dynamically
void GameSizeChanged();
void ZoomInOrOutToCursor(bool in);
bool MakeScreenshot();
bool MakeWorldScreenshot(int left, int top, int width, int height, int zoom);
bool FileExists(const char *filename);
bool ReadLanguagePack(int index);
void InitializeLanguagePacks();
byte *ReadFileToMem(const char *filename, size_t *lenp, size_t maxsize);
int GetLanguageList(char **languages, int max);
const char *GetScreenshotFormatDesc(int i);
void InitializeScreenshotFormats();
void SetScreenshotFormat(int i);
void CheckSwitchToEuro();
void LoadFromConfig();
void SaveToConfig();
int ttd_main(int argc, char* argv[]);
void DeterminePaths();
char * CDECL str_fmt(const char *str, ...);
#endif /* FUNCTIONS_H */
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