ref: f8640f01d83dd649136fd648cfc3e272c4e729f5
dir: /src/doom/g_game.h/
// 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); extern int vanilla_savegame_limit; extern int vanilla_demo_limit; #endif