//////////////////////////////////////////////////////////////////////////////// // // Copyright 2016 RWS Inc, All Rights Reserved // // This program is free software; you can redistribute it and/or modify // it under the terms of version 2 of the GNU General Public License as published by // the Free Software Foundation // // This program 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 this program; if not, write to the Free Software Foundation, Inc., // 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // // title.h // Project: Postal // // History: // 12/04/96 MJR Started. // // 04/14/97 JMI You can select the starting bitmap on the call to // StartTitle(). // // 06/04/97 JMI Now you can select a title page relative to the last one // by specifying a number < 1. // // 07/23/97 BRH Added a function to return the number of titles in use. // // 08/08/97 JMI Added parameter specifying whether to play musak to // StartTitle(). // // 08/18/97 BRH Added the end of game sequence function. // // 08/23/97 JMI Now you can get the sound instance of the title musak from // StartTitle(). // // 10/21/97 JMI A call to Title_DisableRipcordStaticLogo() will now disable // the RipCord static logo. // //////////////////////////////////////////////////////////////////////////////// #ifndef TITLE_H #define TITLE_H #include "SampleMaster.h" // Start the title sequence, which includes some type of progress meter, which // may or may not (hopefully not) look like a standard progress meter. The // total range of the progress bar is determined by lTotalUnits. As far as // this module is concerned, these units are completely abstract. extern short StartTitle( // Returns 0 if successfull, non-zero otherwise short sStartImage = 1, // In: Image to start with. Values less // than 1 indicate a page relative to the // end. bool bPlayMusak = false, // In: true to play title musak. SampleMaster::SoundInstance* psi = 0); // Out: Sound instance of musak. // Update the title sequence. The specified number of units are added to a // running total. The ration between the running total and the value passed to // StartTitle() determines the new position of the progress meter. extern short DoTitle( // Returns 0 if successfull, non-zero otherwise long lUnits); // In: Additional progess units // When you are completely done, call EndTitle(). This gives the title sequence // a chance to fully complete the progess meter (in case it never reached 100% // due to an overestimated lTotalUnits) and allows all resources to be freed. extern short EndTitle(void); // Returns 0 if successfull, non-zero otherwise // Return number of title screens in use extern short TitleGetNumTitles(void); // Show end of game sequence when the player wins extern void Title_GameEndSequence(void); // Disable RipCord static logo. extern void Title_DisableRipcordStaticLogo(void); #endif //TITLE_H //////////////////////////////////////////////////////////////////////////////// // EOF ////////////////////////////////////////////////////////////////////////////////