Moved all files one dir upwards (should've done that long ago)
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project/jni/application/opentyrian/src/mainint.h
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94
project/jni/application/opentyrian/src/mainint.h
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/*
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* OpenTyrian Classic: A modern cross-platform port of Tyrian
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* Copyright (C) 2007-2009 The OpenTyrian Development Team
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#ifndef MAININT_H
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#define MAININT_H
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#include "config.h"
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#include "opentyr.h"
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#include "palette.h"
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#include "player.h"
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#include "sprite.h"
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extern bool button[4]; // fire, left fire, right fire, mode swap
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extern JE_shortint constantLastX;
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extern JE_word textErase;
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extern JE_word upgradeCost;
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extern JE_word downgradeCost;
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extern JE_boolean performSave;
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extern JE_boolean jumpSection;
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extern JE_boolean useLastBank;
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extern bool pause_pressed, ingamemenu_pressed;
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/*void JE_textMenuWait ( JE_word waittime, JE_boolean dogamma );*/
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void JE_drawTextWindow( const char *text );
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void JE_initPlayerData( void );
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void JE_highScoreScreen( void );
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void JE_gammaCorrect_func( JE_byte *col, JE_real r );
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void JE_gammaCorrect( Palette *colorBuffer, JE_byte gamma );
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JE_boolean JE_gammaCheck( void );
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/* void JE_textMenuWait( JE_word *waitTime, JE_boolean doGamma ); /!\ In setup.h */
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void JE_loadOrderingInfo( void );
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void JE_nextEpisode( void );
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void JE_helpSystem( JE_byte startTopic );
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void JE_doInGameSetup( void );
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JE_boolean JE_inGameSetup( void );
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void JE_inGameHelp( void );
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void JE_sortHighScores( void );
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void JE_highScoreCheck( void );
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void adjust_difficulty( void );
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bool load_next_demo( void );
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bool replay_demo_keys( void );
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bool read_demo_keys( void );
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void JE_SFCodes( JE_byte playerNum_, JE_integer PX_, JE_integer PY_, JE_integer mouseX_, JE_integer mouseY_ );
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void JE_sort( void );
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long weapon_upgrade_cost( long base_cost, unsigned int power );
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ulong JE_getCost( JE_byte itemType, JE_word itemNum );
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JE_longint JE_getValue( JE_byte itemType, JE_word itemNum );
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ulong JE_totalScore( const Player * );
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void JE_drawPortConfigButtons( void );
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void JE_outCharGlow( JE_word x, JE_word y, const char *s );
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void JE_playCredits( void );
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void JE_endLevelAni( void );
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void JE_drawCube( SDL_Surface * screen, JE_word x, JE_word y, JE_byte filter, JE_byte brightness );
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void JE_handleChat( void );
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bool str_pop_int( char *str, int *val );
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void JE_loadScreen( void );
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void JE_operation( JE_byte slot );
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void JE_inGameDisplays( void );
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void JE_mainKeyboardInput( void );
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void JE_pauseGame( void );
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void JE_playerMovement( Player *this_player, JE_byte inputDevice, JE_byte playerNum, JE_word shipGr, Sprite2_array *shapes9ptr_, JE_word *mouseX, JE_word *mouseY );
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void JE_mainGamePlayerFunctions( void );
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const char *JE_getName( JE_byte pnum );
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void JE_playerCollide( Player *this_player, JE_byte playerNum );
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#endif /* MAININT_H */
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// kate: tab-width 4; vim: set noet:
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