project_files/HedgewarsMobile/Classes/PascalImports.h
author nemo
Sun, 02 Oct 2011 10:36:43 -0400
changeset 6081 537bbd5c1a62
parent 5975 c3a8cab64fcb
child 6362 ceacd1b61833
permissions -rw-r--r--
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects. In this test variant it is triggered on girders/objects/bridges of the snow/christmas theme, or on a map that uses blue as a mask colour. Probably needs sheepluva's slope detection to make slopes more slippery to climb.

/*
 * Hedgewars-iOS, a Hedgewars port for iOS devices
 * Copyright (c) 2009-2011 Vittorio Giovara <vittorio.giovara@gmail.com>
 *
 * This program 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; version 2 of the License
 *
 * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
 *
 * File created on 07/01/2010.
 */


#ifndef PASCALIMPORTS
#define PASCALIMPORTS

#ifdef __cplusplus
extern "C" {
#endif

    /* add C declarations below for all exported Pascal functions/procedure
     * that you want to use
     */

    void Game(const char *args[]);
    void GenLandPreview(void);
    void LoadLocaleWrapper(const char *filename);

    void HW_versionInfo(int *protoNum, char **versionStr);

    void HW_click(void);
    void HW_ammoMenu(void);
    
    void HW_zoomSet(float value);
    void HW_zoomIn(void);
    void HW_zoomOut(void);
    void HW_zoomReset(void);
    float HW_zoomFactor(void);
    int  HW_zoomLevel(void);

    void HW_walkingKeysUp(void);
    void HW_otherKeysUp(void);
    void HW_allKeysUp(void);

    void HW_walkLeft(void);
    void HW_walkRight(void);
    void HW_aimUp(void);
    void HW_aimDown(void);
    void HW_preciseSet(BOOL status);

    void HW_shoot(void);
    void HW_jump(void);
    void HW_backjump(void);

    void HW_chat(void);
    void HW_chatEnd(void);
    void HW_tab(void);
    void HW_screenshot(void);

    void HW_pause(void);
    void HW_pauseToggle(void);
    BOOL HW_isPaused(void);

    void *HW_getSDLWindow(void);
    void HW_terminate(BOOL andCloseFrontend);

    void HW_setCursor(int x, int y);
    void HW_getCursor(int *x, int *y);

    BOOL HW_isAmmoMenuOpen(void);
    BOOL HW_isAmmoMenuNotAllowed(void);
    BOOL HW_isWeaponRequiringClick(void);
    BOOL HW_isWeaponTimerable(void);
    BOOL HW_isWeaponSwitch(void);
    BOOL HW_isWeaponRope(void);

    void HW_setGrenadeTime(int time);
    void HW_setPianoSound(int snd);
    
    void HW_setWeapon(int whichone);
    BOOL HW_isWeaponAnEffect(int whichone);
    char *HW_getWeaponNameByIndex(int whichone);
    char *HW_getWeaponCaptionByIndex(int whichone);
    char *HW_getWeaponDescriptionByIndex(int whichone);

    void HW_getAmmoDelays(unsigned char *pointer);
    int  HW_getAmmoCounts(int *pointer);
    
    int  HW_getNumberOfWeapons(void);
    int  HW_getTurnsForCurrentTeam(void);
    int  HW_getMaxNumberOfHogs(void);
    int  HW_getMaxNumberOfTeams(void);
    
#ifdef __cplusplus
}
#endif

#endif