warzone2100/src/loop.h

98 lines
3.1 KiB
C

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