/* 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/scores.h,v $ * $Revision: 1.1.1.1 $ * $Author: zicodxx $ * $Date: 2006/03/17 19:42:40 $ * * Scores header. * * $Log: scores.h,v $ * Revision 1.1.1.1 2006/03/17 19:42:40 zicodxx * initial import * * Revision 1.1.1.1 1999/06/14 22:13:05 donut * Import of d1x 1.37 source. * * Revision 2.0 1995/02/27 11:31:53 john * New version 2.0, which has no anonymous unions, builds with * Watcom 10.0, and doesn't require parsing BITMAPS.TBL. * * Revision 1.13 1994/12/07 00:36:36 mike * scores sequencing stuff. * * Revision 1.12 1994/11/28 11:26:09 matt * Took out scores for weapons, which are no longer used * * Revision 1.11 1994/10/24 18:20:03 john * Made the current high score flash. * * Revision 1.10 1994/10/18 18:21:36 john * NEw score system. * * Revision 1.9 1994/10/03 23:01:58 matt * New parms for scores_view() * * * Revision 1.8 1994/09/27 16:10:37 adam * changed scores of course * * Revision 1.7 1994/08/31 19:25:46 mike * Add score values for new powerups. * * Revision 1.6 1994/08/26 16:00:18 mike * enhanced (?) scoring. * * Revision 1.5 1994/08/26 13:01:45 john * Put high score system in. * * Revision 1.4 1994/05/30 16:33:21 yuan * Revamping high scores. * * Revision 1.3 1994/05/14 17:15:07 matt * Got rid of externs in source (non-header) files * * Revision 1.2 1994/05/13 13:13:57 yuan * Added player death... * * When you die, if just pops up a a message. * When game is over, a message is popped up, and if you have a high score, * you get to enter it. * * Revision 1.1 1994/05/13 10:22:16 yuan * Initial revision * * */ #ifndef _SCORES_H #define _SCORES_H #define ROBOT_SCORE 1000 #define HOSTAGE_SCORE 1000 #define CONTROL_CEN_SCORE 5000 #define ENERGY_SCORE 0 #define SHIELD_SCORE 0 #define LASER_SCORE 0 #define DEBRIS_SCORE 0 #define CLUTTER_SCORE 0 #define MISSILE1_SCORE 0 #define MISSILE4_SCORE 0 #define KEY_SCORE 0 #define QUAD_FIRE_SCORE 0 #define VULCAN_AMMO_SCORE 0 #define CLOAK_SCORE 0 #define TURBO_SCORE 0 #define INVULNERABILITY_SCORE 0 #define HEADLIGHT_SCORE 0 struct stats_info; extern void scores_view(struct stats_info *last_game, int citem); // If player has a high score, adds you to file and returns. // If abort_flag set, only show if player has gotten a high score. extern void scores_maybe_add_player(int abort_flag); #endif