cl_game.h
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00026 #ifndef CL_GAME_H
00027 #define CL_GAME_H
00028
00029 #include "client.h"
00030 #include "ui/ui_nodes.h"
00031
00032 #define GAME_NONE 0
00033 #define GAME_SINGLEPLAYER (1 << 0)
00034 #define GAME_MULTIPLAYER (1 << 1)
00035 #define GAME_CAMPAIGN (GAME_SINGLEPLAYER | (1 << 2))
00036 #define GAME_SKIRMISH (GAME_SINGLEPLAYER | (1 << 3))
00037
00038 #define GAME_MAX GAME_SKIRMISH
00039
00040 #define GAME_IsSingleplayer() (cls.gametype & GAME_SINGLEPLAYER)
00041 #define GAME_IsMultiplayer() (cls.gametype == GAME_MULTIPLAYER)
00042
00043 void GAME_InitStartup(void);
00044 void GAME_SetMode(int gametype);
00045 void GAME_ReloadMode(void);
00046 void GAME_Init(qboolean load);
00047 void GAME_DisplayItemInfo(uiNode_t *node, const char *string);
00048 qboolean GAME_ItemIsUseable(const objDef_t *od);
00049 void GAME_HandleResults(struct dbuffer *msg, int winner, int *numSpawned, int *numAlive, int numKilled[][MAX_TEAMS], int numStunned[][MAX_TEAMS]);
00050 void GAME_SpawnSoldiers(void);
00051 int GAME_GetCurrentTeam(void);
00052 equipDef_t *GAME_GetEquipmentDefinition(void);
00053 void GAME_CharacterCvars(const character_t *chr);
00054 character_t* GAME_GetCharacter(int index);
00055 size_t GAME_GetCharacterArraySize(void);
00056 void GAME_ResetCharacters(void);
00057 void GAME_GenerateTeam(const char *teamDefID, const equipDef_t *ed, int teamMembers);
00058 void GAME_AppendTeamMember(int memberIndex, const char *teamDefID, const equipDef_t *ed);
00059 void GAME_StartBattlescape(qboolean isTeamPlay);
00060 void GAME_EndBattlescape(void);
00061 void GAME_EndRoundAnnounce(int playerNum, int team);
00062 qboolean GAME_TeamIsKnown(const teamDef_t *teamDef);
00063 const char* GAME_GetTeamDef(void);
00064 void GAME_Drop(void);
00065 void GAME_Frame(void);
00066 const char* GAME_GetModelForItem(const objDef_t *od, struct uiModel_s** menuModel);
00067
00068 #include "cl_game_campaign.h"
00069 #include "cl_game_skirmish.h"
00070 #include "cl_game_multiplayer.h"
00071
00072 #endif