#include "Account.h"
#include "Sounds.h"
+#define NB_CAMPAIGN_MENU_ITEM 7
+
extern GLuint rabbittexture;
struct TextureInfo;
float selectedlong[100];
float offsetx[100];
float offsety[100];
- float movex[100];
- float movey[100];
- float transition;
- int anim;
int selected;
int keyselect;
- int loaddistrib;
int indemo;
bool won;
char campaignmapname[50][256];
char campaigndescription[50][256];
int campaignchoosenext[50];
- int campaignnumnext[50];
+ int campaignnumnext[50]; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
int campaignnextlevel[50][10];
int campaignlocationx[50];
int campaignlocationy[50];
- int campaignchoicenum;
- int campaignchoicewhich[10];
int whichchoice;
-
- int numlevelspassed;
- int levelorder[5000];
- int levelvisible[50];
- int levelhighlight[50];
+ int actuallevel;
bool minimap;
void LoadStuff();
void LoadingScreen();
void LoadCampaign();
+ static std::vector<std::string> ListCampaigns();
void FadeLoadingScreen(float howmuch);
void Dispose();
int DrawGLScene(StereoSide side);
//keeps track of which textures are loaded
//TODO: delete them properly
-struct TextureInfo{
+struct TextureInfo {
bool isLoaded;
bool isSkin;
const char* fileName;
GLubyte* array;
int* skinsize;
- void load(){
+ void load() {
if(isSkin)
Game::LoadTextureSaveData(fileName,ptextureid,mipmap,array,skinsize,isLoaded);
else