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CnC_Renegade/Code/Commando/campaign.h

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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