initial refactoring for interfacing the game engine from the ios frontend (game doesn't run yet)
/*
* 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_suspend(void);
void HW_resume(void);
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