mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-15 15:11:32 +00:00
99 lines
2.3 KiB
C++
99 lines
2.3 KiB
C++
// 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
|