36#define GAME_IsSingleplayer() (!GAME_IsMultiplayer())
89#ifndef HARD_LINKED_CGAME
91#define CGAME_HARD_LINKED_FUNCTIONS \
92void Sys_Error (const char* error, ...) \
96 va_start(argptr, error); \
97 Q_vsnprintf(text, sizeof(text), error, argptr); \
99 cgi->Sys_Error("%s", text); \
102void Com_Printf (const char* msg, ...) \
106 va_start(argptr, msg); \
107 Q_vsnprintf(text, sizeof(text), msg, argptr); \
109 cgi->Com_Printf("%s", text); \
112void Com_DPrintf (int level, const char* msg, ...) \
116 va_start(argptr, msg); \
117 Q_vsnprintf(text, sizeof(text), msg, argptr); \
119 cgi->Com_DPrintf(level, "%s", text); \
122#define CGAME_HARD_LINKED_FUNCTIONS
Client game mode interface.
geoscapeData_t geoscapeData
const equipDef_t * GAME_ChangeEquip(const linkedList_t *equipmentList, changeEquipType_t changeType, const char *equipID)
Changed the given cvar to the next/prev equipment definition.
void GAME_InitStartup(void)
void GAME_EndRoundAnnounce(int playerNum, int team)
Send end round announcements.
void GAME_StartMatch(void)
character_t * GAME_GetSelectedChr(void)
Returns the currently selected character.
void GAME_AddChatMessage(const char *format,...)
character_t * GAME_GetCharacterByUCN(int ucn)
Returns a character that can be used to store the game type specific character values.
equipDef_t * GAME_GetEquipmentDefinition(void)
bool GAME_ItemIsUseable(const objDef_t *od)
bool GAME_IsTeamEmpty(void)
void GAME_DrawBaseLayout(int baseIdx, int x, int y, int totalMarge, int w, int h, int padding, const vec4_t bgcolor, const vec4_t color)
void GAME_Frame(void)
Called every frame and allows us to hook into the current running game mode.
void GAME_DisplayItemInfo(uiNode_t *node, const char *string)
Shows game type specific item information (if it's not resolvable via objDef_t).
void GAME_DrawMap(geoscapeData_t *data)
void GAME_NotifyEvent(event_t eventType)
void GAME_SwitchCurrentSelectedMap(int step)
void GAME_AppendTeamMember(int memberIndex, const char *teamDefID, const equipDef_t *ed)
void GAME_UnloadGame(void)
const char * GAME_GetAbsoluteSavePath(char *buf, size_t bufSize)
void GAME_HandleResults(dbuffer *msg, int winner, int *numSpawned, int *numAlive, int numKilled[][MAX_TEAMS], int numStunned[][MAX_TEAMS], bool nextmap)
After a mission was finished this function is called.
void GAME_InitMissionBriefing(const char *title)
size_t GAME_GetCharacterArraySize(void)
void GAME_GenerateTeam(const char *teamDefID, const equipDef_t *ed, int teamMembers)
void GAME_DrawMapMarkers(uiNode_t *node)
void GAME_SpawnSoldiers(void)
Called during startup of mission to send team info.
bool GAME_IsMultiplayer(void)
void GAME_MapClick(uiNode_t *node, int x, int y, const vec2_t pos)
character_t * GAME_GetCharacter(int index)
Returns a character that can be used to store the game type specific character values.
void GAME_ParseModes(const char *name, const char **text)
void GAME_DrawBaseLayoutTooltip(int baseIdx, int x, int y)
Cgame callback to draw tooltip for baselayout UI node.
int GAME_GetChrMaxLoad(const character_t *chr)
Returns the max weight the given character can carry.
void GAME_Init(bool load)
const char * GAME_GetTeamDef(void)
void GAME_ResetCharacters(void)
Reset all characters in the static character array.
bool GAME_TeamIsKnown(const teamDef_t *teamDef)
void GAME_InitUIData(void)
Fills the game mode list entries with the parsed values from the script.
const mapDef_t * GAME_GetCurrentSelectedMap(void)
const char * GAME_GetCurrentName(void)
const char * GAME_GetRelativeSavePath(char *buf, size_t bufSize)
void GAME_EndBattlescape(void)
This is called when a client quits the battlescape.
bool GAME_HandleServerCommand(const char *command, dbuffer *msg)
void GAME_SetServerInfo(const char *server, const char *serverport)
int GAME_GetCurrentTeam(void)
void GAME_StartBattlescape(bool isTeamPlay)
Called when the server sends the EV_START event.
void GAME_ReloadMode(void)
const char * GAME_GetModelForItem(const objDef_t *od, struct uiModel_s **menuModel)
void GAME_CharacterCvars(const character_t *chr)
void GAME_SetMode(const struct cgame_export_s *gametype)
Share stuff between the different cgame implementations.
event_t
Possible event values.
void format(__printf__, 1, 2)))
QGL_EXTERN GLsizei const GLvoid * data
QGL_EXTERN GLuint GLsizei GLsizei GLint GLenum GLchar * name
QGL_EXTERN GLuint GLsizei bufSize
Describes a character with all its attributes.
Defines all attributes of objects used in the inventory.
Atomic structure used to define most of the UI.