mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-02 09:40:35 +00:00
2123deff13
Added RandomTile/RandomTileSeed functions to generate a random tile. Changed landscape routines so they don't assume that the Y map side is a power of two. (support for this is not complete, though) Changed some frequently used map macros to not compute the values each time. Silence some warnings on MSVC.
277 lines
8.5 KiB
C
277 lines
8.5 KiB
C
#ifndef FUNCTIONS_H
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#define FUNCTIONS_H
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/* vehicle.c */
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/* window.c */
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/* landscape.c */
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void FindLandscapeHeight(TileInfo *ti, uint x, uint y);
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void FindLandscapeHeightByTile(TileInfo *ti, TileIndex tile);
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void DoClearSquare(TileIndex tile);
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void CDECL ModifyTile(TileIndex tile, uint flags, ...);
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void RunTileLoop(void);
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uint GetPartialZ(int x, int y, int corners);
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uint GetSlopeZ(int x, int y);
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uint32 GetTileTrackStatus(TileIndex tile, TransportType mode);
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void GetAcceptedCargo(TileIndex tile, AcceptedCargo ac);
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void ChangeTileOwner(TileIndex tile, byte old_player, byte new_player);
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void AnimateTile(TileIndex tile);
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void ClickTile(TileIndex tile);
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void GetTileDesc(TileIndex tile, TileDesc *td);
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void DrawTile(TileInfo *ti);
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void UpdateTownMaxPass(Town *t);
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bool IsValidTile(TileIndex tile);
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static inline Point RemapCoords(int x, int y, int z)
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{
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#if !defined(NEW_ROTATION)
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Point pt;
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pt.x = (y - x) * 2;
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pt.y = y + x - z;
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#else
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Point pt;
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pt.x = (x + y) * 2;
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pt.y = x - y - z;
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#endif
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return pt;
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}
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static inline Point RemapCoords2(int x, int y)
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{
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return RemapCoords(x, y, GetSlopeZ(x, y));
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}
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/* clear_land.c */
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void DrawHillyLandTile(TileInfo *ti);
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void DrawClearLandTile(TileInfo *ti, byte set);
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void DrawClearLandFence(TileInfo *ti, byte img);
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void TileLoopClearHelper(TileIndex tile);
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/* station_land.c */
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void StationPickerDrawSprite(int x, int y, int railtype, int image);
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/* track_land.c */
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void DrawTrainDepotSprite(int x, int y, int image, int railtype);
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/* road_land.c */
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void DrawRoadDepotSprite(int x, int y, int image);
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/* water_land.c */
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void DrawShipDepotSprite(int x, int y, int image);
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void TileLoop_Water(TileIndex tile);
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/* players.c */
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bool CheckPlayerHasMoney(int32 cost);
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void SubtractMoneyFromPlayer(int32 cost);
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void SubtractMoneyFromPlayerFract(byte player, int32 cost);
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bool CheckOwnership(byte owner);
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bool CheckTileOwnership(TileIndex tile);
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StringID GetPlayerNameString(byte player, byte index);
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/* standard */
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void ShowInfo(const char *str);
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void CDECL ShowInfoF(const char *str, ...);
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void NORETURN CDECL error(const char *str, ...);
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/* ttd.c */
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// **************
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// * Warning: DO NOT enable this unless you understand what it does
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// *
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// * If enabled, in a network game all randoms will be dumped to the
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// * stdout if the first client joins (or if you are a client). This
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// * is to help finding desync problems.
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// *
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// * Warning: DO NOT enable this unless you understand what it does
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// **************
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//#define RANDOM_DEBUG
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#ifdef RANDOM_DEBUG
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#define Random() DoRandom(__LINE__, __FILE__)
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uint32 DoRandom(int line, const char *file);
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#define RandomRange(max) DoRandomRange(max, __LINE__, __FILE__)
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uint DoRandomRange(uint max, int line, const char *file);
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#else
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uint32 Random(void);
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uint RandomRange(uint max);
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static inline TileIndex RandomTileSeed(uint32 r) { return TILE_MASK(r); }
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static inline TileIndex RandomTile(void) { return TILE_MASK(Random()); }
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#endif
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void InitPlayerRandoms(void);
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uint32 InteractiveRandom(void); /* Used for random sequences that are not the same on the other end of the multiplayer link */
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uint InteractiveRandomRange(uint max);
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void SetDate(uint date);
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/* facedraw.c */
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void DrawPlayerFace(uint32 face, int color, int x, int y);
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/* texteff.c */
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void MoveAllTextEffects(void);
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void AddTextEffect(StringID msg, int x, int y, uint16 duration);
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void InitTextEffects(void);
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void DrawTextEffects(DrawPixelInfo *dpi);
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void InitTextMessage(void);
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void DrawTextMessage(void);
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void CDECL AddTextMessage(uint16 color, uint8 duration, const char *message, ...);
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void UndrawTextMessage(void);
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void TextMessageDailyLoop(void);
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bool AddAnimatedTile(TileIndex tile);
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void DeleteAnimatedTile(TileIndex tile);
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void AnimateAnimatedTiles(void);
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void InitializeAnimatedTiles(void);
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/* tunnelbridge_cmd.c */
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bool CheckTunnelInWay(TileIndex tile, int z);
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bool CheckBridge_Stuff(byte bridge_type, int bridge_len);
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uint32 GetBridgeLength(TileIndex begin, TileIndex end);
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int CalcBridgeLenCostFactor(int x);
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typedef void CommandCallback(bool success, TileIndex tile, uint32 p1, uint32 p2);
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bool DoCommandP(TileIndex tile, uint32 p1, uint32 p2, CommandCallback *callback, uint32 cmd);
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/* network.c */
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void NetworkUDPClose(void);
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void NetworkStartUp(void);
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void NetworkShutDown(void);
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void NetworkGameLoop(void);
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void NetworkUDPGameLoop(void);
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bool NetworkServerStart(void);
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bool NetworkClientConnectGame(const char* host, unsigned short port);
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void NetworkReboot(void);
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void NetworkDisconnect(void);
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void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback);
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/* misc_cmd.c */
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void PlaceTreesRandomly(void);
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void InitializeLandscapeVariables(bool only_constants);
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/* misc.c */
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void DeleteName(StringID id);
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char *GetName(int id, char *buff);
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// AllocateNameUnique also tests if the name used is not used anywere else
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// and if it is used, it returns an error.
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#define AllocateNameUnique(name, skip) RealAllocateName(name, skip, true)
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#define AllocateName(name, skip) RealAllocateName(name, skip, false)
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StringID RealAllocateName(const char *name, byte skip, bool check_double);
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void ConvertDayToYMD(YearMonthDay *ymd, uint16 date);
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uint ConvertYMDToDay(uint year, uint month, uint day);
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uint ConvertIntDate(uint date);
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/* misc functions */
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void MarkTileDirty(int x, int y);
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void MarkTileDirtyByTile(TileIndex tile);
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void InvalidateWindow(byte cls, WindowNumber number);
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void InvalidateWindowWidget(byte cls, WindowNumber number, byte widget_index);
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void InvalidateWindowClasses(byte cls);
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void DeleteWindowById(WindowClass cls, WindowNumber number);
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void DeleteWindowByClass(WindowClass cls);
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void SetObjectToPlaceWnd(CursorID icon, byte mode, Window *w);
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void SetObjectToPlace(CursorID icon, byte mode, WindowClass window_class, WindowNumber window_num);
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void ResetObjectToPlace(void);
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bool ScrollWindowToTile(TileIndex tile, Window * w);
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bool ScrollWindowTo(int x, int y, Window * w);
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bool ScrollMainWindowToTile(TileIndex tile);
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bool ScrollMainWindowTo(int x, int y);
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void DrawSprite(uint32 img, int x, int y);
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uint GetCorrectTileHeight(TileIndex tile);
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bool EnsureNoVehicle(TileIndex tile);
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bool EnsureNoVehicleZ(TileIndex tile, byte z);
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void MarkAllViewportsDirty(int left, int top, int right, int bottom);
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void ShowCostOrIncomeAnimation(int x, int y, int z, int32 cost);
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void ShowFeederIncomeAnimation(int x, int y, int z, int32 cost);
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void DrawFoundation(TileInfo *ti, uint f);
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bool CheckIfAuthorityAllows(TileIndex tile);
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Town *ClosestTownFromTile(TileIndex tile, uint threshold);
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void ChangeTownRating(Town *t, int add, int max);
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uint GetRoadBitsByTile(TileIndex tile);
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int GetTownRadiusGroup(Town *t, TileIndex tile);
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void ShowNetworkChatQueryWindow(byte desttype, byte dest);
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void ShowNetworkGiveMoneyWindow(byte player);
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void ShowNetworkNeedGamePassword(void);
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void ShowNetworkNeedCompanyPassword(void);
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int FindFirstBit(uint32 x);
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void ShowHighscoreTable(int difficulty, int8 rank);
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void ShowEndGameChart(void);
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TileIndex AdjustTileCoordRandomly(TileIndex a, byte rng);
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enum SaveOrLoadResult {
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SL_OK = 0, // completed successfully
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SL_ERROR = 1, // error that was caught before internal structures were modified
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SL_REINIT = 2, // error that was caught in the middle of updating game state, need to clear it. (can only happen during load)
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};
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enum SaveOrLoadMode {
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SL_INVALID = -1,
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SL_LOAD = 0,
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SL_SAVE = 1,
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SL_OLD_LOAD = 2,
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};
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int SaveOrLoad(const char *filename, int mode);
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void AfterLoadTown(void);
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void GenRandomNewGame(uint32 rnd1, uint32 rnd2);
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void StartScenarioEditor(uint32 rnd1, uint32 rnd2);
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void AskExitGame(void);
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void AskExitToGameMenu(void);
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void RedrawAutosave(void);
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StringID RemapOldStringID(StringID s);
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void UpdateViewportSignPos(ViewportSign *sign, int left, int top, StringID str);
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enum {
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SLD_LOAD_GAME = 0,
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SLD_LOAD_SCENARIO = 1,
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SLD_SAVE_GAME = 2,
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SLD_SAVE_SCENARIO = 3,
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SLD_NEW_GAME = 4,
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};
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void ShowSaveLoadDialog(int mode);
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// callback from drivers that is called if the game size changes dynamically
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void GameSizeChanged(void);
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bool FileExists(const char *filename);
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bool ReadLanguagePack(int index);
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void InitializeLanguagePacks(void);
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void *ReadFileToMem(const char *filename, size_t *lenp, size_t maxsize);
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int GetLanguageList(char **languages, int max);
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void CheckSwitchToEuro(void);
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void LoadFromConfig(void);
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void SaveToConfig(void);
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void CheckConfig(void);
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int ttd_main(int argc, char* argv[]);
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byte GetOSVersion(void);
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void DeterminePaths(void);
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char * CDECL str_fmt(const char *str, ...);
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void bubblesort(void *base, size_t nmemb, size_t size, int(*compar)(const void *, const void *));
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bool CreateOTTDThread(void *func, void *param);
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void CloseOTTDThread(void);
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void JoinOTTDThread(void);
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#endif /* FUNCTIONS_H */
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