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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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scores.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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104 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/scores.h $
* $Revision: 2.0 $
* $Author: john $
* $Date: 1995/02/27 11:31:53 $
*
* Scores header.
*
* $Log: scores.h $
* Revision 2.0 1995/02/27 11:31:53 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.13 1994/12/07 00:36:36 mike
* scores sequencing stuff.
*
* Revision 1.12 1994/11/28 11:26:09 matt
* Took out scores for weapons, which are no longer used
*
* Revision 1.11 1994/10/24 18:20:03 john
* Made the current high score flash.
*
* Revision 1.10 1994/10/18 18:21:36 john
* NEw score system.
*
* Revision 1.9 1994/10/03 23:01:58 matt
* New parms for scores_view()
*
*
* Revision 1.8 1994/09/27 16:10:37 adam
* changed scores of course
*
* Revision 1.7 1994/08/31 19:25:46 mike
* Add score values for new powerups.
*
* Revision 1.6 1994/08/26 16:00:18 mike
* enhanced (?) scoring.
*
* Revision 1.5 1994/08/26 13:01:45 john
* Put high score system in.
*
* Revision 1.4 1994/05/30 16:33:21 yuan
* Revamping high scores.
*
* Revision 1.3 1994/05/14 17:15:07 matt
* Got rid of externs in source (non-header) files
*
* Revision 1.2 1994/05/13 13:13:57 yuan
* Added player death...
*
* When you die, if just pops up a a message.
* When game is over, a message is popped up, and if you have a high score,
* you get to enter it.
*
* Revision 1.1 1994/05/13 10:22:16 yuan
* Initial revision
*
*
*/
#ifndef _SCORES_H
#define _SCORES_H
#define ROBOT_SCORE 1000
#define HOSTAGE_SCORE 1000
#define CONTROL_CEN_SCORE 5000
#define ENERGY_SCORE 0
#define SHIELD_SCORE 0
#define LASER_SCORE 0
#define DEBRIS_SCORE 0
#define CLUTTER_SCORE 0
#define MISSILE1_SCORE 0
#define MISSILE4_SCORE 0
#define KEY_SCORE 0
#define QUAD_FIRE_SCORE 0
#define VULCAN_AMMO_SCORE 0
#define CLOAK_SCORE 0
#define TURBO_SCORE 0
#define INVULNERABILITY_SCORE 0
#define HEADLIGHT_SCORE 0
extern void scores_view(int citem);
// If player has a high score, adds you to file and returns.
// If abort_flag set, only show if player has gotten a high score.
extern void scores_maybe_add_player(int abort_flag);
#endif