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// Emacs style mode select   -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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//   Duh.
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//
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//-----------------------------------------------------------------------------
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#ifndef __G_GAME__
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#define __G_GAME__
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#include "doomdef.h"
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#include "d_event.h"
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//
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// GAME
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//
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void G_DeathMatchSpawnPlayer (int playernum);
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void G_InitNew (skill_t skill, int episode, int map);
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// Can be called by the startup code or M_Responder.
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// A normal game starts at map 1,
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// but a warp test can start elsewhere
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void G_DeferedInitNew (skill_t skill, int episode, int map);
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void G_DeferedPlayDemo (char* demo);
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// Can be called by the startup code or M_Responder,
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// calls P_SetupLevel or W_EnterWorld.
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void G_LoadGame (char* name);
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void G_DoLoadGame (void);
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// Called by M_Responder.
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void G_SaveGame (int slot, char* description);
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// Only called by startup code.
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void G_RecordDemo (char* name);
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void G_BeginRecording (void);
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void G_PlayDemo (char* name);
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void G_TimeDemo (char* name);
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boolean G_CheckDemoStatus (void);
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void G_ExitLevel (void);
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void G_SecretExitLevel (void);
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void G_WorldDone (void);
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void G_Ticker (void);
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boolean G_Responder (event_t*	ev);
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void G_ScreenShot (void);
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#endif
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//-----------------------------------------------------------------------------
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//
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// $Log:$
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//
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//-----------------------------------------------------------------------------