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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#ifndef _MULTIPLAYER_CAMPAIGN_HEADER_FILE
#define _MULTIPLAYER_CAMPAIGN_HEADER_FILE
#include "globalincs/pstypes.h"
// ------------------------------------------------------------------------------------
// MULTIPLAYER CAMPAIGN DEFINES/VARS
//
struct net_player;
struct header;
// ------------------------------------------------------------------------------------
// MULTIPLAYER CAMPAIGN FUNCTIONS
//
// load a new campaign file or notify the standalone if we're not the server
void multi_campaign_start(char *filename);
// client-side start of a campaign
void multi_campaign_client_start();
// move everything and eveyrone into the next mission state
void multi_campaign_next_mission();
// flush all important data between missions
void multi_campaign_flush_data();
// call in the debriefing stage to evaluate what we should be doing in regards to the campaign
// if player_status == 0, nothing should be done
// == 1, players want to continue to the next mission
// == 2, players want to repeat the previous mission
void multi_campaign_do_debrief(int player_status);
// display the done popup
void multi_campaign_done_popup();
// evaluate post mission goal stuff for the campaign and send all relevant stuff to clients
void multi_campaign_eval_debrief();
// ------------------------------------------------------------------------------------
// MULTIPLAYER CAMPAIGN PACKET HANDLERS
//
// process a campaign update packet
void multi_campaign_process_update(ubyte *data, header *hinfo);
// send a "campaign finished" packet
void multi_campaign_send_done();
// send a campaign pool status packet
void multi_campaign_send_pool_status();
// send a campaign debrief update packet
void multi_campaign_send_debrief_info();
// send a "start campaign" packet
void multi_campaign_send_start(net_player *pl = /*NULL*/ 0);
// campaign information for ingame joiners
void multi_campaign_send_ingame_start(net_player *pl);
void multi_campaign_process_ingame_start( ubyte *data, header *hinfo );
#endif
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