// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // Duh. // //----------------------------------------------------------------------------- #ifndef __G_GAME__ #define __G_GAME__ struct event_t; // // GAME // void G_DeathMatchSpawnPlayer (int playernum); struct FPlayerStart *G_PickPlayerStart (int playernum, int flags = 0); enum { PPS_FORCERANDOM = 1, PPS_NOBLOCKINGCHECK = 2, }; void G_DeferedPlayDemo (const char* demo); // Can be called by the startup code or M_Responder, // calls P_SetupLevel or W_EnterWorld. void G_LoadGame (const char* name, bool hidecon=false); void G_DoLoadGame (void); // Called by M_Responder. void G_SaveGame (const char *filename, const char *description); // Only called by startup code. void G_RecordDemo (const char* name); void G_BeginRecording (const char *startmap); void G_PlayDemo (char* name); void G_TimeDemo (const char* name); bool G_CheckDemoStatus (void); void G_WorldDone (void); void G_Ticker (void); bool G_Responder (event_t* ev); void G_ScreenShot (char *filename); FString G_BuildSaveName (const char *prefix, int slot); class FSerializer; bool G_CheckSaveGameWads (FSerializer &arc, bool printwarn); enum EFinishLevelType { FINISH_SameHub, FINISH_NextHub, FINISH_NoHub }; void G_PlayerFinishLevel (int player, EFinishLevelType mode, int flags); void G_DoReborn (int playernum, bool freshbot); void G_DoPlayerPop(int playernum); // Adds pitch to consoleplayer's viewpitch and clamps it void G_AddViewPitch (int look); // Adds to consoleplayer's viewangle if allowed void G_AddViewAngle (int yaw); #define BODYQUESIZE 32 class AActor; extern AActor *bodyque[BODYQUESIZE]; extern int bodyqueslot; class AInventory; extern const AInventory *SendItemUse, *SendItemDrop; #endif