/* ** 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 . */ /*********************************************************************************************** *** 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