2020-10-11 09:41:49 +00:00
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#pragma once
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2020-06-11 07:22:16 +00:00
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#include "build.h"
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#include "gamecvars.h"
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2020-10-04 16:31:48 +00:00
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#include "razemenu.h"
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2020-06-11 07:22:16 +00:00
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#include "gamecontrol.h"
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2020-06-21 21:07:30 +00:00
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#include "gamevar.h"
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2020-06-11 07:22:16 +00:00
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#include "global.h"
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2020-10-21 17:14:41 +00:00
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#include "funct.h"
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2020-07-03 21:56:14 +00:00
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#include "names.h"
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2020-07-06 11:26:26 +00:00
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#include "quotemgr.h"
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#include "rts.h"
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#include "sounds.h"
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2020-06-21 22:40:05 +00:00
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#include "soundefs.h"
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2020-10-04 16:31:48 +00:00
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#include "gamestruct.h"
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#include "v_draw.h"
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2021-11-07 15:46:23 +00:00
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#include "gamefuncs.h"
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2020-07-06 16:08:31 +00:00
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2020-06-11 07:22:16 +00:00
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BEGIN_DUKE_NS
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2020-08-16 00:55:50 +00:00
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struct GameInterface : public ::GameInterface
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{
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const char* Name() override { return "Duke"; }
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2020-08-23 15:47:05 +00:00
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void app_init() override;
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2021-06-01 09:05:26 +00:00
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void loadPalette();
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2020-07-17 18:56:10 +00:00
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void clearlocalinputstate() override;
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2020-06-11 07:22:16 +00:00
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bool GenerateSavePic() override;
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2020-07-15 17:48:04 +00:00
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void PlayHudSound() override;
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GameStats getStats() override;
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void MenuOpened() override;
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void MenuSound(EMenuSounds snd) override;
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bool CanSave() override;
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2020-09-25 17:36:50 +00:00
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bool StartGame(FNewGameStartup& gs) override;
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FSavegameInfo GetSaveSig() override;
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2020-07-02 08:59:22 +00:00
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double SmallFontScale() override { return isRR() ? 0.5 : 1.; }
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2020-07-20 22:07:02 +00:00
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void SerializeGameState(FSerializer& arc) override;
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2022-08-21 22:08:52 +00:00
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std::pair<DVector3, DAngle> GetCoordinates() override;
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2020-07-18 19:28:57 +00:00
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void ExitFromMenu() override;
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2020-08-16 00:55:50 +00:00
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ReservedSpace GetReservedScreenSpace(int viewsize) override;
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2020-08-24 17:31:43 +00:00
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void DrawPlayerSprite(const DVector2& origin, bool onteam) override;
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2021-11-12 07:59:52 +00:00
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void GetInput(ControlInfo* const hidInput, double const scaleAdjust, InputPacket* packet = nullptr) override;
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2020-08-29 22:55:49 +00:00
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void UpdateSounds() override;
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2020-08-30 08:42:44 +00:00
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void Startup() override;
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void DrawBackground() override;
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void Render() override;
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void Ticker() override;
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2020-09-02 22:29:17 +00:00
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const char* GenericCheat(int player, int cheat) override;
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2020-09-03 21:10:28 +00:00
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const char* CheckCheatMode() override;
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void NextLevel(MapRecord* map, int skill) override;
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void NewGame(MapRecord* map, int skill, bool) override;
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void LevelCompleted(MapRecord* map, int skill) override;
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2022-09-07 09:37:50 +00:00
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bool DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos, const DAngle cang, const DVector2& xydim, const double czoom, double const interpfrac) override;
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2022-09-27 03:10:22 +00:00
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void WarpToCoords(double x, double y, double z, DAngle ang) override;
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2020-11-29 11:23:31 +00:00
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void ToggleThirdPerson() override;
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void SwitchCoopView() override;
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void ToggleShowWeapon() override;
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2022-09-16 17:20:35 +00:00
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void processSprites(tspriteArray& tsprites, const DVector3& view, DAngle viewang, double interpfrac) override;
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2021-03-28 17:22:51 +00:00
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void UpdateCameras(double smoothratio) override;
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2021-12-22 22:27:32 +00:00
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void EnterPortal(DCoreActor* viewer, int type) override;
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void LeavePortal(DCoreActor* viewer, int type) override;
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2021-11-18 18:33:32 +00:00
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bool GetGeoEffect(GeoEffect* eff, sectortype* viewsector) override;
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2021-11-14 21:56:49 +00:00
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void AddExcludedEpisode(const FString& episode) override;
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int GetCurrentSkill() override;
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2020-08-24 17:31:43 +00:00
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};
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2020-07-06 16:08:31 +00:00
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struct Dispatcher
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{
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// sectors_?.cpp
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2020-07-20 21:21:27 +00:00
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void (*think)();
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void (*initactorflags)();
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bool (*isadoorwall)(int dapic);
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void (*animatewalls)();
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void (*operaterespawns)(int low);
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2020-11-02 18:54:20 +00:00
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void (*operateforcefields)(DDukeActor* act, int low);
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2021-11-17 23:16:53 +00:00
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bool (*checkhitswitch)(int snum, walltype* w, DDukeActor* act);
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void (*activatebysector)(sectortype* sect, DDukeActor* j);
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void (*checkhitwall)(DDukeActor* spr, walltype* dawall, const DVector3& pos, int atwith);
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bool (*checkhitceiling)(sectortype* sn);
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void (*checkhitsprite)(DDukeActor* i, DDukeActor* sn);
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void (*checksectors)(int low);
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DDukeActor* (*spawninit)(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>* actors);
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2021-11-06 21:57:26 +00:00
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bool (*ceilingspace)(sectortype* sectp);
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bool (*floorspace)(sectortype* sectp);
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void (*addweapon)(player_struct *p, int weapon, bool wswitch);
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void (*hitradius)(DDukeActor* i, int r, int hp1, int hp2, int hp3, int hp4);
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void (*lotsofmoney)(DDukeActor *s, int n);
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void (*lotsofmail)(DDukeActor *s, int n);
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void (*lotsofpaper)(DDukeActor *s, int n);
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void (*guts)(DDukeActor* s, int gtype, int n, int p);
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int (*ifhitbyweapon)(DDukeActor* sectnum);
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2020-11-01 16:57:40 +00:00
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void (*fall)(DDukeActor* actor, int g_p);
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2020-07-20 21:21:27 +00:00
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bool (*spawnweapondebris)(int picnum, int dnum);
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2020-10-22 21:45:49 +00:00
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void (*respawnhitag)(DDukeActor* g_sp);
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void (*move)(DDukeActor* i, int g_p, int g_x);
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2020-07-20 21:21:27 +00:00
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// player
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void (*incur_damage)(player_struct* p);
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2020-10-24 05:34:39 +00:00
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void (*shoot)(DDukeActor*, int);
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void (*selectweapon)(int snum, int j);
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int (*doincrements)(player_struct* p);
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void (*checkweapons)(player_struct* p);
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2020-07-20 21:21:27 +00:00
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void (*processinput)(int snum);
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void (*displayweapon)(int snum, double interpfrac);
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void (*displaymasks)(int snum, int p, double interpfrac);
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2020-07-20 21:21:27 +00:00
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2022-09-15 17:06:41 +00:00
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void (*animatesprites)(tspriteArray& tsprites, const DVector2& viewVec, DAngle viewang, double interpfrac);
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2020-07-06 16:08:31 +00:00
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};
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extern Dispatcher fi;
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2022-02-20 23:19:26 +00:00
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void CallInitialize(DDukeActor* actor);
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void CallTick(DDukeActor* actor);
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void CallAction(DDukeActor* actor);
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2020-06-11 07:22:16 +00:00
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END_DUKE_NS
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