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