mirror of
https://github.com/1dot13/source.git
synced 2026-09-16 14:47:17 +02:00
Move main executable source to its own directory (#248)
* Move main executable files to their own directory * Adapt the build to the new file structure ... and fix some weird #include's that were relying on the project root being an include directory.
This commit is contained in:
@@ -0,0 +1,116 @@
|
||||
#ifndef __LOADING_SCREEN_H
|
||||
#define __LOADING_SCREEN_H
|
||||
|
||||
|
||||
|
||||
enum
|
||||
{
|
||||
LOADINGSCREEN_NOTHING,
|
||||
LOADINGSCREEN_DAYGENERIC,
|
||||
LOADINGSCREEN_DAYTOWN1,
|
||||
LOADINGSCREEN_DAYTOWN2,
|
||||
LOADINGSCREEN_DAYWILD,
|
||||
LOADINGSCREEN_DAYTROPICAL,
|
||||
LOADINGSCREEN_DAYFOREST,
|
||||
LOADINGSCREEN_DAYDESERT,
|
||||
LOADINGSCREEN_DAYPALACE,
|
||||
LOADINGSCREEN_NIGHTGENERIC,
|
||||
LOADINGSCREEN_NIGHTWILD,
|
||||
LOADINGSCREEN_NIGHTTOWN1,
|
||||
LOADINGSCREEN_NIGHTTOWN2,
|
||||
LOADINGSCREEN_NIGHTFOREST,
|
||||
LOADINGSCREEN_NIGHTTROPICAL,
|
||||
LOADINGSCREEN_NIGHTDESERT,
|
||||
LOADINGSCREEN_NIGHTPALACE,
|
||||
LOADINGSCREEN_HELI,
|
||||
LOADINGSCREEN_BASEMENT,
|
||||
LOADINGSCREEN_MINE,
|
||||
LOADINGSCREEN_CAVE,
|
||||
LOADINGSCREEN_DAYPINE,
|
||||
LOADINGSCREEN_NIGHTPINE,
|
||||
LOADINGSCREEN_DAYMILITARY,
|
||||
LOADINGSCREEN_NIGHTMILITARY,
|
||||
LOADINGSCREEN_DAYSAM,
|
||||
LOADINGSCREEN_NIGHTSAM,
|
||||
LOADINGSCREEN_DAYPRISON,
|
||||
LOADINGSCREEN_NIGHTPRISON,
|
||||
LOADINGSCREEN_DAYHOSPITAL,
|
||||
LOADINGSCREEN_NIGHTHOSPITAL,
|
||||
LOADINGSCREEN_DAYAIRPORT,
|
||||
LOADINGSCREEN_NIGHTAIRPORT,
|
||||
LOADINGSCREEN_DAYLAB,
|
||||
LOADINGSCREEN_NIGHTLAB,
|
||||
LOADINGSCREEN_DAYOMERTA,
|
||||
LOADINGSCREEN_NIGHTOMERTA,
|
||||
LOADINGSCREEN_DAYCHITZENA,
|
||||
LOADINGSCREEN_NIGHTCHITZENA,
|
||||
LOADINGSCREEN_DAYMINE,
|
||||
LOADINGSCREEN_NIGHTMINE,
|
||||
LOADINGSCREEN_DAYBALIME,
|
||||
LOADINGSCREEN_NIGHTBALIME,
|
||||
DAY,
|
||||
NIGHT,
|
||||
HELI,
|
||||
DAY_ALT,
|
||||
NIGHT_ALT,
|
||||
UNDERGROUND,
|
||||
#ifdef JA2UB
|
||||
LOADINGSCREEN_HELI_CRASH,
|
||||
|
||||
LOADINGSCREEN_DAY_SNOW,
|
||||
LOADINGSCREEN_NIGHT_SNOW,
|
||||
|
||||
LOADINGSCREEN_GUARDPOST_DAY,
|
||||
LOADINGSCREEN_GUARDPOST_NIGHT,
|
||||
|
||||
LOADINGSCREEN_POWERPLANT_DAY,
|
||||
LOADINGSCREEN_POWERPLANT_NIGHT,
|
||||
|
||||
LOADINGSCREEN_DOWN_STAIRS,
|
||||
LOADINGSCREEN_UP_STAIRS,
|
||||
|
||||
LOADINGSCREEN_COMPLEX_BASEMENT,
|
||||
LOADINGSCREEN_COMPLEX_BASEMENT_GENERIC,
|
||||
|
||||
LOADINGSCREEN_COMPLEX_TOP_LEVEL_DAY,
|
||||
LOADINGSCREEN_COMPLEX_TOP_LEVEL_NIGHT,
|
||||
|
||||
LOADINGSCREEN_TUNNELS,
|
||||
#endif
|
||||
};
|
||||
|
||||
|
||||
|
||||
//For use by the game loader, before it can possibly know the situation.
|
||||
extern UINT8 gubLastLoadingScreenID;
|
||||
|
||||
extern FLOAT fLoadingScreenAspectRatio;
|
||||
|
||||
//returns the UINT8 ID for the specified sector.
|
||||
UINT8 GetLoadScreenID( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
|
||||
|
||||
//sets up the loadscreen with specified ID, and draws it to the FRAME_BUFFER,
|
||||
//and refreshing the screen with it.
|
||||
void DisplayLoadScreenWithID( UINT8 ubLoadScreenID );
|
||||
|
||||
#define MAX_SECTOR_LOADSCREENS 257 // 16x16 + Start Sector
|
||||
#define MAX_LOCATION_CHARS 10
|
||||
#define MAX_IMAGE_FORMAT_CHARS 5
|
||||
#define MAX_IMAGE_PATH_CHARS 80
|
||||
|
||||
typedef struct
|
||||
{
|
||||
UINT32 uiIndex;
|
||||
CHAR8 szLocation[MAX_LOCATION_CHARS];
|
||||
BOOLEAN RandomAltSector;
|
||||
CHAR8 szImageFormat[MAX_IMAGE_FORMAT_CHARS];
|
||||
CHAR8 szDay[MAX_IMAGE_PATH_CHARS];
|
||||
CHAR8 szNight[MAX_IMAGE_PATH_CHARS];
|
||||
CHAR8 szDayAlt[MAX_IMAGE_PATH_CHARS];
|
||||
CHAR8 szNightAlt[MAX_IMAGE_PATH_CHARS];
|
||||
CHAR8 szImageFormatAlt[MAX_IMAGE_FORMAT_CHARS];
|
||||
} SECTOR_LOADSCREENS;
|
||||
|
||||
extern SECTOR_LOADSCREENS gSectorLoadscreens[MAX_SECTOR_LOADSCREENS];
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user