-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathLoading Screen.h
113 lines (94 loc) · 2.74 KB
/
Loading Screen.h
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
#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;
//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];
} SECTOR_LOADSCREENS;
extern SECTOR_LOADSCREENS gSectorLoadscreens[MAX_SECTOR_LOADSCREENS];
#endif