raze/source/games/duke/src/duke3d.h

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#ifndef duke3d_h_
#define duke3d_h_
// JBF
#include "baselayer.h"
#include "build.h"
#include "compat.h"
#include "pragmas.h"
#include "polymost.h"
#include "gamecvars.h"
#include "menu/menu.h"
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#include "funct.h"
#include "gamecontrol.h"
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#include "gamevar.h"
#include "global.h"
#include "names.h"
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#include "quotemgr.h"
#include "rts.h"
#include "sounds.h"
#include "soundefs.h"
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#include "stats.h"
extern glcycle_t drawtime, actortime, thinktime, gameupdatetime;
BEGIN_DUKE_NS
extern FFont* IndexFont;
extern FFont* DigiFont;
struct GameInterface : ::GameInterface
{
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const char* Name() override { return "Duke"; }
int app_main() override;
void clearlocalinputstate() override;
void UpdateScreenSize() override;
bool GenerateSavePic() override;
bool validate_hud(int) override;
void set_hud_layout(int size) override;
void set_hud_scale(int size) override;
void PlayHudSound() override;
bool automapActive() override;
FString statFPS() override;
GameStats getStats() override;
void DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags) override;
void MenuOpened() override;
void MenuSound(EMenuSounds snd) override;
void MenuClosed() override;
bool CanSave() override;
void StartGame(FNewGameStartup& gs) override;
FSavegameInfo GetSaveSig() override;
void DrawCenteredTextScreen(const DVector2& origin, const char* text, int position, bool bg) override;
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double SmallFontScale() override { return isRR() ? 0.5 : 1.; }
void DrawMenuCaption(const DVector2& origin, const char* text) override;
void SerializeGameState(FSerializer& arc) override;
void QuitToTitle() override;
FString GetCoordString() override;
bool CheatAllowed(bool printmsg) override;
void ExitFromMenu() override;
};
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struct Dispatcher
{
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// global stuff
void (*ShowLogo)(const CompletionFunc& completion);
void (*InitFonts)();
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void (*PrintPaused)();
// sectors_?.cpp
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void (*think)();
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void (*initactorflags)();
bool (*isadoorwall)(int dapic);
void (*animatewalls)();
void (*operaterespawns)(int low);
void (*operateforcefields)(int s, int low);
bool (*checkhitswitch)(int snum, int w, int switchtype);
void (*activatebysector)(int sect, int j);
void (*checkhitwall)(int spr, int dawallnum, int x, int y, int z, int atwith);
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void (*checkplayerhurt)(struct player_struct* p, int j);
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bool (*checkhitceiling)(int sn);
void (*checkhitsprite)(int i, int sn);
void (*checksectors)(int low);
bool (*ceilingspace)(int sectnum);
bool (*floorspace)(int sectnum);
void (*addweapon)(struct player_struct *p, int weapon);
void (*hitradius)(short i, int r, int hp1, int hp2, int hp3, int hp4);
int (*movesprite)(short spritenum, int xchange, int ychange, int zchange, unsigned int cliptype);
void (*lotsofmoney)(spritetype *s, short n);
void (*lotsofmail)(spritetype *s, short n);
void (*lotsofpaper)(spritetype *s, short n);
void (*guts)(spritetype* s, short gtype, short n, short p);
void (*gutsdir)(spritetype* s, short gtype, short n, short p);
int (*ifhitsectors)(int sectnum);
int (*ifhitbyweapon)(int sectnum);
void (*fall)(int g_i, int g_p);
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bool (*spawnweapondebris)(int picnum, int dnum);
void (*respawnhitag)(spritetype* g_sp);
void (*checktimetosleep)(int g_i);
void (*move)(int g_i, int g_p, int g_x);
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int (*spawn)(int j, int pn);
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void (*check_fta_sounds)(int i);
// player
void (*incur_damage)(struct player_struct* p);
void (*shoot)(int, int);
void (*selectweapon)(int snum, int j);
int (*doincrements)(struct player_struct* p);
void (*checkweapons)(struct player_struct* p);
void (*processinput)(int snum);
void (*displayweapon)(int snum);
void (*displaymasks)(int snum);
void (*animatesprites)(int x, int y, int a, int smoothratio);
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};
extern Dispatcher fi;
END_DUKE_NS
#endif