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loop.h
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/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2019 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;
GAMECODE gameLoop();
void videoLoop();
void loop_SetVideoPlaybackMode();
void loop_ClearVideoPlaybackMode();
bool loop_GetVideoStatus();
SDWORD loop_GetVideoMode();
bool gamePaused();
void setGamePauseStatus(bool val);
void loopFastExit();
bool gameUpdatePaused();
bool audioPaused();
bool scriptPaused();
bool scrollPaused();
bool consolePaused();
void setGameUpdatePause(bool state);
void setAudioPause(bool state);
void setScriptPause(bool state);
void setScrollPause(bool state);
void setConsolePause(bool state);
//set all the pause states to the state value
void setAllPauseStates(bool state);
// Number of units in the current list.
UDWORD getNumDroids(UDWORD player);
// Number of units on transporters.
UDWORD getNumTransporterDroids(UDWORD player);
// Number of units in the mission list.
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 adjustDroidCount(struct DROID *droid, int delta);
// Increase counts of droids in a transporter
void droidCountsInTransporter(DROID *droid, int player);
void countUpdate(bool synch = false);
#endif // __INCLUDED_SRC_LOOP_H__