//----------------------------------------------------------------------------- // // Copyright 1993-1996 id Software // Copyright 1999-2016 Randy Heit // Copyright 2002-2016 Christoph Oelckers // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // 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, see http://www.gnu.org/licenses/ // //----------------------------------------------------------------------------- // // DESCRIPTION: // Duh. // //----------------------------------------------------------------------------- #ifndef __G_GAME__ #define __G_GAME__ struct event_t; #include "dobjgc.h" class AActor; // // 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); void G_StartSlideshow(FName whichone); 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, bool mouse = false); // Adds to consoleplayer's viewangle if allowed void G_AddViewAngle (int yaw, bool mouse = false); extern const AActor *SendItemUse, *SendItemDrop; extern int SendItemDropAmount; const int SAVEPICWIDTH = 216; const int SAVEPICHEIGHT = 162; #endif