1 #ifndef LOADING_SCREEN_H
2 #define LOADING_SCREEN_H
3 
4 #include "JA2Types.h"
5 
6 enum LoadingScreenID
7 {
8 	LOADINGSCREEN_NOTHING,
9 	LOADINGSCREEN_DAYGENERIC,
10 	LOADINGSCREEN_DAYTOWN1,
11 	LOADINGSCREEN_DAYTOWN2,
12 	LOADINGSCREEN_DAYWILD,
13 	LOADINGSCREEN_DAYTROPICAL,
14 	LOADINGSCREEN_DAYFOREST,
15 	LOADINGSCREEN_DAYDESERT,
16 	LOADINGSCREEN_DAYPALACE,
17 	LOADINGSCREEN_NIGHTGENERIC,
18 	LOADINGSCREEN_NIGHTWILD,
19 	LOADINGSCREEN_NIGHTTOWN1,
20 	LOADINGSCREEN_NIGHTTOWN2,
21 	LOADINGSCREEN_NIGHTFOREST,
22 	LOADINGSCREEN_NIGHTTROPICAL,
23 	LOADINGSCREEN_NIGHTDESERT,
24 	LOADINGSCREEN_NIGHTPALACE,
25 	LOADINGSCREEN_HELI,
26 	LOADINGSCREEN_BASEMENT,
27 	LOADINGSCREEN_MINE,
28 	LOADINGSCREEN_CAVE,
29 	LOADINGSCREEN_DAYPINE,
30 	LOADINGSCREEN_NIGHTPINE,
31 	LOADINGSCREEN_DAYMILITARY,
32 	LOADINGSCREEN_NIGHTMILITARY,
33 	LOADINGSCREEN_DAYSAM,
34 	LOADINGSCREEN_NIGHTSAM,
35 
36 	NUM_HARDCODED_LOADING_SCREENS
37 };
38 
39 
40 // For use by the game loader, before it can possibly know the situation.
41 extern UINT8 gubLastLoadingScreenID;
42 
43 // Return the loading screen ID for the specified sector.
44 UINT8 GetLoadScreenID(INT16 x, INT16 y, INT8 z);
45 
46 /* Set up the loadscreen with specified ID, draw it to the FRAME_BUFFER, and
47  * refresh the screen with it. */
48 void DisplayLoadScreenWithID(UINT8);
49 
50 #endif
51