#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, }; //For use by the game loader, before it can possibly know the situation. extern UINT8 gubLastLoadingScreenID; //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 ); #endif