//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// 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 3 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, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
// DESCRIPTION:
//	 Duh.
// 
//-----------------------------------------------------------------------------


#ifndef __G_GAME__
#define __G_GAME__

struct event_t;

#include "dobjgc.h"


class AActor;

//
// GAME
//
void G_DeathMatchSpawnPlayer (int playernum);

struct FPlayerStart *G_PickPlayerStart (int playernum, int flags = 0);
enum
{
	PPS_FORCERANDOM			= 1,
	PPS_NOBLOCKINGCHECK		= 2,
};

void G_DeferedPlayDemo (const char* demo);

// Can be called by the startup code or M_Responder,
// calls P_SetupLevel or W_EnterWorld.
void G_LoadGame (const char* name, bool hidecon=false);

void G_DoLoadGame (void);

// Called by M_Responder.
void G_SaveGame (const char *filename, const char *description);

// Only called by startup code.
void G_RecordDemo (const char* name);

void G_BeginRecording (const char *startmap);

void G_PlayDemo (char* name);
void G_TimeDemo (const char* name);
bool G_CheckDemoStatus (void);

void G_InitServerNetGame(const char *mapname);
void G_InitClientNetGame(int player, const char* mapname);
void G_EndNetGame();

void G_WorldDone (void);

void G_Ticker (void);
bool G_Responder (event_t*	ev);

void G_ScreenShot (char *filename);
void G_StartSlideshow(FName whichone);

FString G_BuildSaveName (const char *prefix, int slot);

class FSerializer;
bool G_CheckSaveGameWads (FSerializer &arc, bool printwarn);

enum EFinishLevelType
{
	FINISH_SameHub,
	FINISH_NextHub,
	FINISH_NoHub
};

void G_PlayerFinishLevel (int player, EFinishLevelType mode, int flags);

void G_DoReborn (int playernum, bool freshbot);
void G_DoPlayerPop(int playernum);

// Adds pitch to consoleplayer's viewpitch and clamps it
void G_AddViewPitch (int look, bool mouse = false);

// Adds to consoleplayer's viewangle if allowed
void G_AddViewAngle (int yaw, bool mouse = false);

extern const AActor *SendItemUse, *SendItemDrop;
extern int SendItemDropAmount;

const int SAVEPICWIDTH = 216;
const int SAVEPICHEIGHT = 162;

#endif
