dxx-rebirth/main/titles.h

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/*
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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
* $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/titles.h,v $
* $Revision: 1.1.1.1 $
* $Author: zicodxx $
* $Date: 2006/03/17 19:44:55 $
*
* .
*
* $Log: titles.h,v $
* Revision 1.1.1.1 2006/03/17 19:44:55 zicodxx
* initial import
*
* Revision 1.1.1.1 1999/06/14 22:13:18 donut
* Import of d1x 1.37 source.
*
* Revision 2.0 1995/02/27 11:27:40 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.12 1995/02/02 12:23:29 john
* Made between level saves have picture.
*
* Revision 1.11 1995/01/21 16:27:11 matt
* Made endlevel briefing work with missions
*
* Revision 1.10 1995/01/20 22:48:02 matt
* Mission system implemented, though imcompletely
*
* Revision 1.9 1994/12/07 19:14:07 matt
* Kill briefing screen disable switch for release version
*
* Revision 1.8 1994/11/21 16:40:24 matt
* Added prototype
*
* Revision 1.7 1994/11/05 14:05:54 john
* Fixed fade transitions between all screens by making gr_palette_fade_in and out keep
* track of whether the palette is faded in or not. Then, wherever the code needs to fade out,
* it just calls gr_palette_fade_out and it will fade out if it isn't already. The same with fade_in.
* This eliminates the need for all the flags like Menu_fade_out, game_fade_in palette, etc.
*
* Revision 1.6 1994/11/01 17:57:48 mike
* Briefing screens.
*
* Revision 1.5 1994/10/31 22:28:04 mike
* briefing screens
*
* Revision 1.4 1994/09/16 16:14:31 john
* Added acrade sequencing.
*
* Revision 1.3 1994/06/22 00:26:53 matt
* Added support for Interplay's animating title sequence
*
* Revision 1.2 1994/06/17 12:13:36 john
* More newdemo stuff; made editor->game transition start in slew mode.
*
* Revision 1.1 1994/06/17 10:50:12 john
* Initial revision
*
*
*/
#ifndef _TITLES_H
#define _TITLES_H
#ifndef RELEASE
extern int Skip_briefing_screens;
#else
#define Skip_briefing_screens 0
#endif
extern char Briefing_text_filename[13];
extern char Ending_text_filename[13];
extern int show_title_screen( char * filename, int allow_keys );
extern int show_briefing_screen( char * filename, int allow_keys );
//extern int show_title_flick(char *name, int allow_keys );
extern void do_briefing_screens(int level_num);
extern void do_end_game(void);
extern char * get_briefing_screen( int level_num );
extern void show_order_form(void);
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#endif