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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** 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, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** 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, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** Confidential - Westwood Studios ***
- ***********************************************************************************************
- * *
- * Project Name : Commando *
- * *
- * $Archive:: /Commando/Code/Commando/campaign.h $*
- * *
- * $Author:: Byon_g $*
- * *
- * $Modtime:: 12/01/01 12:02p $*
- * *
- * $Revision:: 8 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef CAMPAIGN_H
- #define CAMPAIGN_H
- #ifndef ALWAYS_H
- #include "always.h"
- #endif
- class ChunkSaveClass;
- class ChunkLoadClass;
- /*
- ** CampaignManager is responsible for controlling the flow of missions and sub-states through
- ** the playing of a campaign. It also is the main entry point for single mission, and multi-play sessions.
- */
- class CampaignManager {
- public:
- static void Init( void );
- static void Shutdown( void );
- static bool Save(ChunkSaveClass & csave);
- static bool Load(ChunkLoadClass &cload);
- static void Start_Campaign( int difficulty );
- static void Continue( bool success = true );
- static void Reset();
- // Backdrop Descriptions
- static int Get_Backdrop_Description_Count( void );
- static const char * Get_Backdrop_Description( int index );
- static void Select_Backdrop_Number( int state_number );
- static void Select_Backdrop_Number_By_MP_Type( int type );
- static void Replay_Level( const char * mission_name, int difficulty );
- private:
- static int State;
- static int BackdropIndex;
- };
- #endif
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