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117 lines
2.8 KiB
C
117 lines
2.8 KiB
C
#ifndef __LOADING_SCREEN_H
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#define __LOADING_SCREEN_H
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enum
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{
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LOADINGSCREEN_NOTHING,
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LOADINGSCREEN_DAYGENERIC,
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LOADINGSCREEN_DAYTOWN1,
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LOADINGSCREEN_DAYTOWN2,
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LOADINGSCREEN_DAYWILD,
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LOADINGSCREEN_DAYTROPICAL,
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LOADINGSCREEN_DAYFOREST,
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LOADINGSCREEN_DAYDESERT,
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LOADINGSCREEN_DAYPALACE,
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LOADINGSCREEN_NIGHTGENERIC,
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LOADINGSCREEN_NIGHTWILD,
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LOADINGSCREEN_NIGHTTOWN1,
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LOADINGSCREEN_NIGHTTOWN2,
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LOADINGSCREEN_NIGHTFOREST,
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LOADINGSCREEN_NIGHTTROPICAL,
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LOADINGSCREEN_NIGHTDESERT,
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LOADINGSCREEN_NIGHTPALACE,
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LOADINGSCREEN_HELI,
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LOADINGSCREEN_BASEMENT,
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LOADINGSCREEN_MINE,
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LOADINGSCREEN_CAVE,
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LOADINGSCREEN_DAYPINE,
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LOADINGSCREEN_NIGHTPINE,
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LOADINGSCREEN_DAYMILITARY,
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LOADINGSCREEN_NIGHTMILITARY,
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LOADINGSCREEN_DAYSAM,
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LOADINGSCREEN_NIGHTSAM,
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LOADINGSCREEN_DAYPRISON,
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LOADINGSCREEN_NIGHTPRISON,
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LOADINGSCREEN_DAYHOSPITAL,
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LOADINGSCREEN_NIGHTHOSPITAL,
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LOADINGSCREEN_DAYAIRPORT,
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LOADINGSCREEN_NIGHTAIRPORT,
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LOADINGSCREEN_DAYLAB,
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LOADINGSCREEN_NIGHTLAB,
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LOADINGSCREEN_DAYOMERTA,
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LOADINGSCREEN_NIGHTOMERTA,
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LOADINGSCREEN_DAYCHITZENA,
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LOADINGSCREEN_NIGHTCHITZENA,
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LOADINGSCREEN_DAYMINE,
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LOADINGSCREEN_NIGHTMINE,
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LOADINGSCREEN_DAYBALIME,
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LOADINGSCREEN_NIGHTBALIME,
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DAY,
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NIGHT,
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HELI,
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DAY_ALT,
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NIGHT_ALT,
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UNDERGROUND,
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#ifdef JA2UB
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LOADINGSCREEN_HELI_CRASH,
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LOADINGSCREEN_DAY_SNOW,
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LOADINGSCREEN_NIGHT_SNOW,
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LOADINGSCREEN_GUARDPOST_DAY,
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LOADINGSCREEN_GUARDPOST_NIGHT,
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LOADINGSCREEN_POWERPLANT_DAY,
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LOADINGSCREEN_POWERPLANT_NIGHT,
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LOADINGSCREEN_DOWN_STAIRS,
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LOADINGSCREEN_UP_STAIRS,
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LOADINGSCREEN_COMPLEX_BASEMENT,
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LOADINGSCREEN_COMPLEX_BASEMENT_GENERIC,
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LOADINGSCREEN_COMPLEX_TOP_LEVEL_DAY,
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LOADINGSCREEN_COMPLEX_TOP_LEVEL_NIGHT,
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LOADINGSCREEN_TUNNELS,
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#endif
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};
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//For use by the game loader, before it can possibly know the situation.
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extern UINT8 gubLastLoadingScreenID;
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extern FLOAT fLoadingScreenAspectRatio;
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//returns the UINT8 ID for the specified sector.
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UINT8 GetLoadScreenID( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
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//sets up the loadscreen with specified ID, and draws it to the FRAME_BUFFER,
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//and refreshing the screen with it.
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void DisplayLoadScreenWithID( UINT8 ubLoadScreenID );
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#define MAX_SECTOR_LOADSCREENS 257 // 16x16 + Start Sector
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#define MAX_LOCATION_CHARS 10
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#define MAX_IMAGE_FORMAT_CHARS 5
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#define MAX_IMAGE_PATH_CHARS 80
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typedef struct
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{
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UINT32 uiIndex;
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CHAR8 szLocation[MAX_LOCATION_CHARS];
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BOOLEAN RandomAltSector;
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CHAR8 szImageFormat[MAX_IMAGE_FORMAT_CHARS];
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CHAR8 szDay[MAX_IMAGE_PATH_CHARS];
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CHAR8 szNight[MAX_IMAGE_PATH_CHARS];
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CHAR8 szDayAlt[MAX_IMAGE_PATH_CHARS];
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CHAR8 szNightAlt[MAX_IMAGE_PATH_CHARS];
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CHAR8 szImageFormatAlt[MAX_IMAGE_FORMAT_CHARS];
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} SECTOR_LOADSCREENS;
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extern SECTOR_LOADSCREENS gSectorLoadscreens[MAX_SECTOR_LOADSCREENS];
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#endif
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