raze/polymer/eduke32/source/premap.h
hendricks266 fcf9beae6a Work-in-progress adjustment to the C code to compile under C++. It builds for me without errors using Win32 MinGW-GCC, but it still generates warning soup. No guarantees about MSVC or anything using SDL. Enable C++ by building with CPLUSPLUS=1. C remains the default and should compile with no change in setup.
Credit to Plagman for the idea and doing the work on the game side, which is included in this commit.

(Building as C++ will give us features with which we can make improvements and optimizations on the multiplayer code and Polymer.)

git-svn-id: https://svn.eduke32.com/eduke32@3116 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-05 02:49:08 +00:00

49 lines
1.8 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//-------------------------------------------------------------------------
#ifndef __premap_h__
#define __premap_h__
extern int32_t g_levelTextTime;
extern int32_t g_numRealPalettes;
extern int32_t voting,vote_map,vote_episode;
extern palette_t CrosshairColors;
void G_SetupFilenameBasedMusic(char *levnamebuf, const char *boardfilename, int32_t level_number);
int32_t G_EnterLevel(int32_t g);
int32_t G_FindLevelByFile(const char *fn);
void G_CacheMapData(void);
void G_FadeLoad(int32_t r,int32_t g,int32_t b,int32_t start,int32_t end,int32_t step,int32_t ticwait);
void G_FreeMapState(int32_t mapnum);
void G_NewGame(int32_t vn,int32_t ln,int32_t sk);
void G_ResetTimers(void);
void G_SetCrosshairColor(int32_t r,int32_t g,int32_t b);
void G_UpdateScreenArea(void);
void P_RandomSpawnPoint(int32_t snum);
void P_ResetInventory(int32_t snum);
void P_ResetPlayer(int32_t snum);
void P_ResetStatus(int32_t snum);
void P_ResetWeapons(int32_t snum);
void G_ClearFIFO(void);
void G_SetupCamTile(int32_t i,int32_t wn);
void G_ResetInterpolations(void);
#endif