26 #include "../../cl_shared.h"
27 #include "../cl_game.h"
37 #ifndef HARD_LINKED_CGAME
50 cgi->LIST_Sort(list, sorter, userData);
56 void*
_Mem_Alloc (
size_t size,
bool zeroFill,
memPool_t* pool,
const int tagNum,
const char* fileName,
const int fileLine)
58 return cgi->
Alloc(size, zeroFill, pool, tagNum, fileName, fileLine);
78 e.
name =
"Campaign mode";
void *IMPORT * Alloc(size_t size, bool zeroFill, memPool_t *pool, const int tagNum, const char *fileName, const int fileLine)
void GAME_CP_InitMissionBriefing(const char **title, linkedList_t **victoryConditionsMsgIDs, linkedList_t **missionBriefingMsgIDs)
mapDef_t mds[MAX_MAPDEFS]
void * _Mem_Alloc(size_t size, bool zeroFill, memPool_t *pool, const int tagNum, const char *fileName, const int fileLine)
int(* linkedListSort_t)(linkedList_t *entry1, linkedList_t *entry2, const void *userData)
const char *EXPORT * GetModelForItem(const char *string)
void GEO_Draw(geoscapeData_t *data)
Draw the geoscape.
#define CGAME_HARD_LINKED_FUNCTIONS
void GAME_CP_Results(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.
bool GEO_Click(const uiNode_t *node, int x, int y, const vec2_t pos)
Click on the map/geoscape.
void GAME_CP_DrawBaseLayout(int baseIdx, int x1, int y1, int totalMarge, int w, int h, int padding, const vec4_t bgcolor, const vec4_t color)
QGL_EXTERN GLuint GLsizei GLsizei * length
mapDef_t * Com_GetMapDefByIDX(int index)
void LIST_Sort(linkedList_t **list, linkedListSort_t sorter, const void *userData)
character_t *EXPORT * GetSelectedChr(void)
const cgame_import_t * cgi
Singleplayer campaign game type headers.
void GAME_CP_Frame(float secondsSinceLastFrame)
void GAME_CP_InitializeBattlescape(dbuffer *msg, const linkedList_t *team)
Changes some actor states for a campaign game.
void FS_CloseFile(qFILE *f)
linkedList_t * LIST_CopyStructure(linkedList_t *src)
bool GAME_CP_Spawn(linkedList_t **chrList)
linkedList_t *IMPORT * LIST_CopyStructure(linkedList_t *src)
Atomic structure used to define most of the UI.
const char * GAME_CP_GetTeamDef(void)
equipDef_t * GAME_CP_GetEquipmentDefinition(void)
void GEO_DrawMarkers(const uiNode_t *node)
Draws all ufos, aircraft, bases and so on to the geoscape map (2D and 3D)
void GAME_CP_InitStartup(void)
bool GAME_CP_TeamIsKnown(const teamDef_t *teamDef)
Checks whether the team is known at this stage already.
CGAME_HARD_LINKED_FUNCTIONS linkedList_t * LIST_Add(linkedList_t **listDest, void const *data, size_t length)
void GAME_CP_CharacterCvars(const character_t *chr)
const char * GAME_CP_GetItemModel(const char *string)
const cgame_export_t * GetCGameAPI(const cgame_import_t *import)
bool GAME_CP_ItemIsUseable(const objDef_t *od)
void GAME_CP_Shutdown(void)
int Com_GetMapDefNumber(void)
void GAME_CP_DrawBaseLayoutTooltip(int baseIdx, int x, int y)
Draws basename as tooltip for baselayout widget.
equipDef_t *EXPORT * GetEquipmentDefinition(void)
GLsizei const GLvoid * data
linkedList_t *IMPORT * LIST_Add(linkedList_t **list, void const *data, size_t length)
character_t * GAME_CP_GetSelectedChr(void)
Returns the currently selected character.
const char *EXPORT * GetTeamDef(void)