shithub: choc

ref: 6e099632c653dd42dbe1f719c5887844091da0cc
dir: /src/g_game.h/

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// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005 Simon Howard
//
// 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 2
// 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, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
// DESCRIPTION:
//   Duh.
// 
//-----------------------------------------------------------------------------


#ifndef __G_GAME__
#define __G_GAME__

#include "doomdef.h"
#include "d_event.h"
#include "d_ticcmd.h"


//
// GAME
//
void G_DeathMatchSpawnPlayer (int playernum);

void G_InitNew (skill_t skill, int episode, int map);

// Can be called by the startup code or M_Responder.
// A normal game starts at map 1,
// but a warp test can start elsewhere
void G_DeferedInitNew (skill_t skill, int episode, int map);

void G_DeferedPlayDemo (char* demo);

// Can be called by the startup code or M_Responder,
// calls P_SetupLevel or W_EnterWorld.
void G_LoadGame (char* name);

void G_DoLoadGame (void);

// Called by M_Responder.
void G_SaveGame (int slot, char* description);

// Only called by startup code.
void G_RecordDemo (char* name);

void G_BeginRecording (void);

void G_PlayDemo (char* name);
void G_TimeDemo (char* name);
boolean G_CheckDemoStatus (void);

void G_ExitLevel (void);
void G_SecretExitLevel (void);

void G_WorldDone (void);

// Read current data from inputs and build a player movement command.

void G_BuildTiccmd (ticcmd_t *cmd); 

void G_Ticker (void);
boolean G_Responder (event_t*	ev);

void G_ScreenShot (void);

void G_DrawMouseSpeedBox(void);

#endif