/* Copyright (C) 2006 Parallel Realities 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "headers.h" extern void drawTitle(); extern void drawControlPanel(); extern void drawWidgets(); extern void loadWidgets(char *filename); extern void drawUnits(); extern void saveGameData(bool autoSaving); extern void saveGame(); extern void doBullets(); extern void doItems(); extern void centerOnUnit(Unit *unit); extern void setStatusIndicator(); extern void doLineOfSight(Unit *unit); extern void blobCheckEnemyMovement(); extern void drawContextItems(); extern void doDebriefing(); extern void updateFire(); extern void drawMap(); extern void doPlayerTurn(); extern void doEnemyTurn(); extern void resetControlsForUnit(Unit *unit); extern void doDecoration(); extern void drawDecoration(); extern void doParticles(); extern void doEmitters(); extern void drawMouseVector(); extern bool itemExplosions(); extern void doDebriefing(); extern void triggerExplosion(float mapX, float mapY, float mapZ, int size); extern bool allObjectivesComplete(); extern bool allEnemyUnitsDead(); extern void loadAllBattleResources(); extern void loadMapAudio(); extern void doPreBattlePlayerSetup(); extern void doPlayer(); extern void doBullets(); extern void drawInfoPanel(); extern void drawSelectedUnit(); extern void doEnemies(); extern void doBlobs(); extern void doTriggers(); extern void doFeatures(); extern void showMissionStatusPanel(bool missionFinished); extern void renderBSP(); extern void drawSkyDome(Vector position, int size, Texture *texture); extern void resetPlayer(); extern void resetEnemyThinkTimes(); extern void doWeather(); extern void doStructures(); extern void doInGameOptions(); extern int doGameOver(); extern void showMessageDialog(char *message, char *buttonLabel); extern void spawnRandomEnemy(); extern void checkEntityToOthers(Entity *entity); extern bool checkEntityToWorld(Entity *entity); extern void doInGameCutscene(); extern void drawParticles(); extern void drawBSP(bool drawBlended); extern void drawLaserSight(Unit *unit); extern void generateShadows(); extern void generateDecals(); extern void drawShadow(); extern void drawDecals(); extern bool isOkayToSpawnEnemies(); extern void drawGrapplingHook(); extern void doTraps(); extern void drawTriggers(); extern void doDecals(); extern void doExplosion(Vector position, int size, Entity *owner); extern void disableSavePoints(); extern void drawOnScreenTargetter(); extern void doBosses(); extern void removeSpecialWeapons(); extern void processCutscene(List *data); extern void saveRestartData(); extern Audio *audio; extern BSP *bsp; extern BoundingBoxManager *bbManager; extern Camera *camera; extern Engine *engine; extern EntityManager *entityManager; extern Game *game; extern Graphics *graphics; extern Map *map; extern Mission *mission; extern ModelManager *modelManager; extern Mouse *mouse; extern ParticleManager *particleManager; extern TextureManager *textureManager; extern TextureSpecManager *textureSpecManager; extern Trace *tracer; extern UIManager *uiManager; extern Unit *player;