98 lines
3.1 KiB
C
98 lines
3.1 KiB
C
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2013 Warzone 2100 Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/** @file
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* Interface to the main game loop routine.
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*/
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#ifndef __INCLUDED_SRC_LOOP_H__
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#define __INCLUDED_SRC_LOOP_H__
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#include "lib/framework/frame.h"
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#include "levels.h"
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enum GAMECODE
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{
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GAMECODE_CONTINUE,
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GAMECODE_RESTARTGAME,
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GAMECODE_QUITGAME,
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GAMECODE_PLAYVIDEO,
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GAMECODE_NEWLEVEL,
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GAMECODE_FASTEXIT,
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GAMECODE_LOADGAME,
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};
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// the states the loop goes through before starting a new level
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enum LOOP_MISSION_STATE
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{
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LMS_NORMAL, // normal state of the loop
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LMS_SETUPMISSION, // make the call to set up mission
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LMS_SAVECONTINUE, // the save/continue box is up between missions
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LMS_NEWLEVEL, // start a new level
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LMS_LOADGAME, // load a savegame
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LMS_CLEAROBJECTS, // make the call to destroy objects
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};
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extern LOOP_MISSION_STATE loopMissionState;
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// this is set by scrStartMission to say what type of new level is to be started
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extern LEVEL_TYPE nextMissionType;
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extern unsigned int loopPieCount;
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extern unsigned int loopPolyCount;
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extern unsigned int loopStateChanges;
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extern GAMECODE gameLoop(void);
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extern void videoLoop(void);
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extern void loop_SetVideoPlaybackMode(void);
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extern void loop_ClearVideoPlaybackMode(void);
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extern bool loop_GetVideoStatus(void);
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extern SDWORD loop_GetVideoMode(void);
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extern bool gamePaused( void );
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extern void setGamePauseStatus( bool val );
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extern void loopFastExit(void);
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extern bool gameUpdatePaused(void);
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extern bool audioPaused(void);
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extern bool scriptPaused(void);
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extern bool scrollPaused(void);
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extern bool consolePaused(void);
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extern void setGameUpdatePause(bool state);
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extern void setAudioPause(bool state);
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extern void setScriptPause(bool state);
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extern void setScrollPause(bool state);
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extern void setConsolePause(bool state);
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//set all the pause states to the state value
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extern void setAllPauseStates(bool state);
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// Number of units in the current list.
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extern UDWORD getNumDroids(UDWORD player);
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// Number of units on transporters.
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extern UDWORD getNumTransporterDroids(UDWORD player);
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// Number of units in the mission list.
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extern UDWORD getNumMissionDroids(UDWORD player);
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UDWORD getNumCommandDroids(UDWORD player);
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UDWORD getNumConstructorDroids(UDWORD player);
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// increase the droid counts - used by update factory to keep the counts in sync
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void incNumDroids(UDWORD player);
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void incNumCommandDroids(UDWORD player);
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void incNumConstructorDroids(UDWORD player);
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#endif // __INCLUDED_SRC_LOOP_H__
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