solDOOM/external/pure_doom/PureDOOM/src/DOOM/g_game.h

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// 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__
#include "doomdef.h"
#include "d_event.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_TimeDemo(char* name);
doom_boolean G_CheckDemoStatus(void);
void G_ExitLevel(void);
void G_SecretExitLevel(void);
void G_WorldDone(void);
void G_Ticker(void);
doom_boolean G_Responder(event_t* ev);
void G_ScreenShot(void);
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------