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