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g_common.h
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g_common.h
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/**\file g_common.h
*\section License
* License: GPL
* Online License Link: http://www.gnu.org/licenses/gpl.html
*
*\author Copyright © 2003-2012 Jaakko Keränen <jaakko.keranen@iki.fi>
*\author Copyright © 2005-2012 Daniel Swanson <danij@dengine.net>
*
* 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., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301 USA
*/
#ifndef LIBCOMMON_GAME_H
#define LIBCOMMON_GAME_H
#include "dd_share.h"
#include "g_controls.h"
#include "mobj.h"
#include "common.h"
enum {
JOYAXIS_NONE,
JOYAXIS_MOVE,
JOYAXIS_TURN,
JOYAXIS_STRAFE,
JOYAXIS_LOOK
};
extern boolean singledemo;
void G_Register(void);
/**
* Begin the titlescreen animation sequence.
*/
void G_StartTitle(void);
/**
* Begin the helpscreen animation sequence.
*/
void G_StartHelp(void);
/**
* Signal that play on the current map may now begin.
*/
void G_BeginMap(void);
void G_EndGame(void);
gamestate_t G_GameState(void);
void G_ChangeGameState(gamestate_t state);
gameaction_t G_GameAction(void);
void G_SetGameAction(gameaction_t action);
boolean G_QuitInProgress(void);
/**
* @param map Logical map number (i.e., not a warp/translated number).
* @param mapEntryPoint Logical map entry point number.
*/
void G_InitNew(skillmode_t skill, uint episode, uint map, uint mapEntryPoint);
void G_DeferedNewGame(skillmode_t skill, uint episode, uint map, uint mapEntryPoint);
#if __JHEXEN__
/**
* Same as @ref G_DeferedNewGame() except a GA_NEWGAME action is queued
* instead of GA_INITNEW.
*
* @todo Why the distinction, surely starting a new game requires the same
* logic regardless of where the action originated.
*/
void G_DeferedNewGameAlt(skillmode_t skill, uint episode, uint map, uint mapEntryPoint);
#endif
/**
* Leave the current map and start intermission routine.
* (if __JHEXEN__ the intermission will only be displayed when exiting a
* hub and in DeathMatch games)
*
* @param newMap Logical map number we are entering (i.e., not a warp/translated number).
* @param mapEntryPoint Logical map entry point on the new map.
* @param secretExit @c true if the exit taken was marked as 'secret'.
*/
void G_LeaveMap(uint newMap, uint mapEntryPoint, boolean secretExit);
/// @return Generated name. Must be released with Str_Delete()
AutoStr* G_GenerateSaveGameName(void);
int P_CameraXYMovement(mobj_t* mo);
int P_CameraZMovement(mobj_t* mo);
void P_Thrust3D(struct player_s* player, angle_t angle, float lookdir, coord_t forwardMove, coord_t sideMove);
D_CMD( CCmdMakeLocal );
D_CMD( CCmdSetCamera );
D_CMD( CCmdSetViewLock );
D_CMD( CCmdLocalMessage );
D_CMD( CCmdExitLevel );
#endif /* LIBCOMMON_GAME_H */