/* This file is part of Warzone 2100. Copyright (C) 1999-2004 Eidos Interactive Copyright (C) 2005-2007 Warzone Resurrection Project Warzone 2100 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Warzone 2100 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 Warzone 2100; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ /* * Disp2D.h * * Definitions for the display system structures and routines. * */ #ifdef DISP2D #ifndef _disp2d_h #define _disp2d_h /* The size of map tiles on the screen in pixels */ #define TILE_SIZE2D 32 #define SCR_TILE_SHIFT 5 #define TILES_ACROSS (DISP_WIDTH/TILE_SIZE2D) #define TILES_DOWN (DISP_HEIGHT/TILE_SIZE2D) /* Number of tiles across the tile texture page */ extern UDWORD tilesPerLine; /* The maximum tile number */ extern UDWORD maxTexTile; /* Map Position of top right hand corner of the screen */ extern UDWORD viewX,viewY; /* Initialise the display system */ extern BOOL disp2DInitialise(void); /* Shutdown the display system */ extern BOOL disp2DShutdown(void); /* Tidy up after a mode change */ extern BOOL disp2DModeChange(void); /* Process the key presses for the 2D display */ extern BOOL process2DInput(void); /* Display a texture tile in 2D */ extern void blitTile(RECT *psDestRect, RECT *psSrcRect, UDWORD texture); /* Display the terrain type as a coloured block */ void dispTerrain(UDWORD x, UDWORD y, TYPE_OF_TERRAIN type); /* Display the world */ extern void display2DWorld(void); /* Return the world coords of a screen coordinate */ extern void disp2DToWorld(UDWORD scrX, UDWORD scrY, UDWORD *pWorldX, UDWORD *pWorldY); /* Return the world coords of a screen coordinate */ extern void disp2DFromWorld(UDWORD worldX, UDWORD worldY, SDWORD *pScrX, SDWORD *pScrY); /* Start looking for a structure location */ extern void disp2DStartStructPosition(BASE_STATS *psStats); /* Stop looking for a structure location */ extern void disp2DStopStructPosition(void); /* See if a structure location has been found */ extern BOOL disp2DGetStructPosition(UDWORD *pX, UDWORD *pY); extern void showGameStats(void); /* Draws an ellipse to show the range of the droids sensors */ extern void showDroidRange(DROID *psDroid); extern BOOL wanderAbout; extern UDWORD selectedPlayer; #endif #endif