/* $Id: mission.h,v 1.11 2003/03/14 09:17:08 btb Exp $ */ /* 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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Header for mission.h * * Old Log: * Revision 1.1 1995/05/16 15:59:22 allender * Initial revision * * 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 #define MAX_MISSIONS 300 #define MAX_LEVELS_PER_MISSION 30 #define MAX_SECRET_LEVELS_PER_MISSION 6 #define MISSION_NAME_LEN 25 #define D1_MISSION_FILENAME "descent" #define D1_MISSION_NAME "Descent: First Strike" #define D1_MISSION_HOGSIZE 6856701 #define D1_10_MISSION_HOGSIZE 7261423 #define D1_MAC_MISSION_HOGSIZE 7456179 #define D1_OEM_MISSION_NAME "Destination Saturn" #define D1_OEM_MISSION_HOGSIZE 4492107 #define D1_SHAREWARE_MISSION_NAME "Descent Demo" #define D1_SHAREWARE_MISSION_HOGSIZE 2339773 #define D1_SHAREWARE_10_MISSION_HOGSIZE 2365676 #define D1_MAC_SHARE_MISSION_HOGSIZE 3370339 #define SHAREWARE_MISSION_FILENAME "d2demo" #define SHAREWARE_MISSION_NAME "Descent 2 Demo" #define SHAREWARE_MISSION_HOGSIZE 2292566 #define MAC_SHARE_MISSION_HOGSIZE 4292746 #define OEM_MISSION_FILENAME "d2" #define OEM_MISSION_NAME "D2 Destination:Quartzon" #define OEM_MISSION_HOGSIZE 6132957 #define FULL_MISSION_FILENAME "d2" #define FULL_MISSION_HOGSIZE 7595079 #define MAC_FULL_MISSION_HOGSIZE 7110007 //mission list entry typedef struct mle { char filename[9]; // path and filename without extension char mission_name[MISSION_NAME_LEN+1]; ubyte anarchy_only_flag; // if true, mission is anarchy only ubyte location; // see defines below ubyte descent_version; // descent 1 or descent 2? } mle; //values that describe where a mission is located #define ML_CURDIR 0 #define ML_MISSIONDIR 1 #define ML_CDROM 2 //where the missions go #ifndef EDITOR #define MISSION_DIR "missions/" #else #define MISSION_DIR "./" #endif extern mle Mission_list[MAX_MISSIONS]; extern int Current_mission_num, Builtin_mission_num; extern char *Current_mission_filename,*Current_mission_longname; extern char Builtin_mission_filename[9]; extern int Builtin_mission_hogsize; //arrays of name of the level files extern char Level_names[MAX_LEVELS_PER_MISSION][FILENAME_LEN]; extern char Secret_level_names[MAX_SECRET_LEVELS_PER_MISSION][FILENAME_LEN]; //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