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Amiga ACS 1998 #6
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amigaacscoverdisc1998-061998.iso
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games
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descent
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lib
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mission.h
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C/C++ Source or Header
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1998-06-08
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3KB
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89 lines
/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
* $Source: f:/miner/source/main/rcs/mission.h $
* $Revision: 2.0 $
* $Author: john $
* $Date: 1995/02/27 11:31:35 $
*
* Header for mission.h
*
* $Log: mission.h $
* Revision 2.0 1995/02/27 11:31:35 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.6 1995/01/30 12:55:41 matt
* Added vars to point to mission names
*
* Revision 1.5 1995/01/22 18:57:21 matt
* Made player highest level work with missions
*
* Revision 1.4 1995/01/22 14:13:21 matt
* Added flag in mission list for anarchy-only missions
*
* Revision 1.3 1995/01/21 23:13:12 matt
* Made high scores with (not work, really) with loaded missions
* Don't give player high score when quit game
*
* Revision 1.2 1995/01/20 22:47:53 matt
* Mission system implemented, though imcompletely
*
* Revision 1.1 1995/01/20 13:42:26 matt
* Initial revision
*
*
*/
#ifndef _MISSION_H
#define _MISSION_H
#include <types.h>
#define MAX_MISSIONS 100
#define MAX_LEVELS_PER_MISSION 30
#define MAX_SECRET_LEVELS_PER_MISSION 5
#define MISSION_NAME_LEN 21
//mission list entry
typedef struct mle {
char filename[9]; //filename without extension
char mission_name[MISSION_NAME_LEN+1];
ubyte anarchy_only_flag; //if true, mission is anarchy only
} mle;
extern mle Mission_list[MAX_MISSIONS];
extern int Current_mission_num;
extern char *Current_mission_filename,*Current_mission_longname;
//arrays of name of the level files
extern char Level_names[MAX_LEVELS_PER_MISSION][13];
extern char Secret_level_names[MAX_SECRET_LEVELS_PER_MISSION][13];
//fills in the global list of missions. Returns the number of missions
//in the list. If anarchy_mode set, don't include non-anarchy levels.
//if there is only one mission, this function will call load_mission on it.
int build_mission_list(int anarchy_mode);
//loads the specfied mission from the mission list. build_mission_list()
//must have been called. If build_mission_list() returns 0, this function
//does not need to be called. Returns true if mission loaded ok, else false.
int load_mission(int mission_num);
//loads the named mission if exists.
//Returns true if mission loaded ok, else false.
int load_mission_by_name(char *mission_name);
#endif