#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" #include "funct.h" #include "gamecontrol.h" #include "game.h" #include "gamevar.h" #include "global.h" #include "macros.h" #include "names.h" #include "player.h" #include "quotemgr.h" #include "rts.h" #include "sounds.h" #include "soundefs.h" #include "stats.h" extern glcycle_t drawtime, actortime, thinktime, gameupdatetime; BEGIN_DUKE_NS extern FFont* IndexFont; extern FFont* DigiFont; struct GameInterface : ::GameInterface { 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; double SmallFontScale() override { return isRR() ? 0.5 : 1.; } void DrawMenuCaption(const DVector2& origin, const char* text) override; bool SaveGame(FSaveGameNode*) override; bool LoadGame(FSaveGameNode*) override; void QuitToTitle() override; FString GetCoordString() override; bool CheatAllowed(bool printmsg) override; void ExitFromMenu() override; }; struct Dispatcher { // global stuff void (*ShowLogo)(const CompletionFunc& completion); void (*InitFonts)(); void (*PrintPaused)(); // sectors_?.cpp void (*think)(); 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); void (*checkplayerhurt)(struct player_struct* p, int j); 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); 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); int (*spawn)(int j, int pn); 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); }; extern Dispatcher fi; END_DUKE_NS #endif