title.h 3.4 KB

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  1. ////////////////////////////////////////////////////////////////////////////////
  2. //
  3. // Copyright 2016 RWS Inc, All Rights Reserved
  4. //
  5. // This program is free software; you can redistribute it and/or modify
  6. // it under the terms of version 2 of the GNU General Public License as published by
  7. // the Free Software Foundation
  8. //
  9. // This program is distributed in the hope that it will be useful,
  10. // but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. // GNU General Public License for more details.
  13. //
  14. // You should have received a copy of the GNU General Public License along
  15. // with this program; if not, write to the Free Software Foundation, Inc.,
  16. // 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
  17. //
  18. // title.h
  19. // Project: Postal
  20. //
  21. // History:
  22. // 12/04/96 MJR Started.
  23. //
  24. // 04/14/97 JMI You can select the starting bitmap on the call to
  25. // StartTitle().
  26. //
  27. // 06/04/97 JMI Now you can select a title page relative to the last one
  28. // by specifying a number < 1.
  29. //
  30. // 07/23/97 BRH Added a function to return the number of titles in use.
  31. //
  32. // 08/08/97 JMI Added parameter specifying whether to play musak to
  33. // StartTitle().
  34. //
  35. // 08/18/97 BRH Added the end of game sequence function.
  36. //
  37. // 08/23/97 JMI Now you can get the sound instance of the title musak from
  38. // StartTitle().
  39. //
  40. // 10/21/97 JMI A call to Title_DisableRipcordStaticLogo() will now disable
  41. // the RipCord static logo.
  42. //
  43. ////////////////////////////////////////////////////////////////////////////////
  44. #ifndef TITLE_H
  45. #define TITLE_H
  46. #include "SampleMaster.h"
  47. // Start the title sequence, which includes some type of progress meter, which
  48. // may or may not (hopefully not) look like a standard progress meter. The
  49. // total range of the progress bar is determined by lTotalUnits. As far as
  50. // this module is concerned, these units are completely abstract.
  51. extern short StartTitle( // Returns 0 if successfull, non-zero otherwise
  52. short sStartImage = 1, // In: Image to start with. Values less
  53. // than 1 indicate a page relative to the
  54. // end.
  55. bool bPlayMusak = false, // In: true to play title musak.
  56. SampleMaster::SoundInstance* psi = 0); // Out: Sound instance of musak.
  57. // Update the title sequence. The specified number of units are added to a
  58. // running total. The ration between the running total and the value passed to
  59. // StartTitle() determines the new position of the progress meter.
  60. extern short DoTitle( // Returns 0 if successfull, non-zero otherwise
  61. long lUnits); // In: Additional progess units
  62. // When you are completely done, call EndTitle(). This gives the title sequence
  63. // a chance to fully complete the progess meter (in case it never reached 100%
  64. // due to an overestimated lTotalUnits) and allows all resources to be freed.
  65. extern short EndTitle(void); // Returns 0 if successfull, non-zero otherwise
  66. // Return number of title screens in use
  67. extern short TitleGetNumTitles(void);
  68. // Show end of game sequence when the player wins
  69. extern void Title_GameEndSequence(void);
  70. // Disable RipCord static logo.
  71. extern void Title_DisableRipcordStaticLogo(void);
  72. #endif //TITLE_H
  73. ////////////////////////////////////////////////////////////////////////////////
  74. // EOF
  75. ////////////////////////////////////////////////////////////////////////////////