raze/source/games/duke/src/duke3d.h
Mitchell Richters 3019f9effc - Floatify smoothratio for GameInterface::processSprites().
* Exhumed is now completely free of any Q16.16 interpolation scaling.
2022-10-15 13:32:03 +02:00

124 lines
4.4 KiB
C++

#pragma once
#include "build.h"
#include "gamecvars.h"
#include "razemenu.h"
#include "gamecontrol.h"
#include "gamevar.h"
#include "global.h"
#include "funct.h"
#include "names.h"
#include "quotemgr.h"
#include "rts.h"
#include "sounds.h"
#include "soundefs.h"
#include "gamestruct.h"
#include "v_draw.h"
#include "gamefuncs.h"
BEGIN_DUKE_NS
struct GameInterface : public ::GameInterface
{
const char* Name() override { return "Duke"; }
void app_init() override;
void loadPalette();
void clearlocalinputstate() override;
bool GenerateSavePic() override;
void PlayHudSound() override;
GameStats getStats() override;
void MenuOpened() override;
void MenuSound(EMenuSounds snd) override;
bool CanSave() override;
bool StartGame(FNewGameStartup& gs) override;
FSavegameInfo GetSaveSig() override;
double SmallFontScale() override { return isRR() ? 0.5 : 1.; }
void SerializeGameState(FSerializer& arc) override;
std::pair<DVector3, DAngle> GetCoordinates() override;
void ExitFromMenu() override;
ReservedSpace GetReservedScreenSpace(int viewsize) override;
void DrawPlayerSprite(const DVector2& origin, bool onteam) override;
void GetInput(ControlInfo* const hidInput, double const scaleAdjust, InputPacket* packet = nullptr) override;
void UpdateSounds() override;
void Startup() override;
void DrawBackground() override;
void Render() override;
void Ticker() override;
const char* GenericCheat(int player, int cheat) override;
const char* CheckCheatMode() override;
void NextLevel(MapRecord* map, int skill) override;
void NewGame(MapRecord* map, int skill, bool) override;
void LevelCompleted(MapRecord* map, int skill) override;
bool DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos, const DAngle cang, const DVector2& xydim, const double czoom, double const interpfrac) override;
int playerKeyMove() override { return 40; }
void WarpToCoords(double x, double y, double z, DAngle ang, int horz) override;
void ToggleThirdPerson() override;
void SwitchCoopView() override;
void ToggleShowWeapon() override;
DVector3 chaseCamPos(DAngle ang, fixedhoriz horiz) { return DVector3(-ang.ToVector() * 64., horiz.asbuildf() * 0.5); }
void processSprites(tspriteArray& tsprites, int viewx, int viewy, int viewz, DAngle viewang, double interpfrac) override;
void UpdateCameras(double smoothratio) override;
void EnterPortal(DCoreActor* viewer, int type) override;
void LeavePortal(DCoreActor* viewer, int type) override;
bool GetGeoEffect(GeoEffect* eff, sectortype* viewsector) override;
void AddExcludedEpisode(const FString& episode) override;
int GetCurrentSkill() override;
};
struct Dispatcher
{
// sectors_?.cpp
void (*think)();
void (*initactorflags)();
bool (*isadoorwall)(int dapic);
void (*animatewalls)();
void (*operaterespawns)(int low);
void (*operateforcefields)(DDukeActor* act, int low);
bool (*checkhitswitch)(int snum, walltype* w, DDukeActor* act);
void (*activatebysector)(sectortype* sect, DDukeActor* j);
void (*checkhitwall)(DDukeActor* spr, walltype* dawall, const DVector3& pos, int atwith);
bool (*checkhitceiling)(sectortype* sn);
void (*checkhitsprite)(DDukeActor* i, DDukeActor* sn);
void (*checksectors)(int low);
DDukeActor* (*spawninit)(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>* actors);
bool (*ceilingspace)(sectortype* sectp);
bool (*floorspace)(sectortype* sectp);
void (*addweapon)(player_struct *p, int weapon);
void (*hitradius)(DDukeActor* i, int r, int hp1, int hp2, int hp3, int hp4);
void (*lotsofmoney)(DDukeActor *s, int n);
void (*lotsofmail)(DDukeActor *s, int n);
void (*lotsofpaper)(DDukeActor *s, int n);
void (*guts)(DDukeActor* s, int gtype, int n, int p);
int (*ifhitbyweapon)(DDukeActor* sectnum);
void (*fall)(DDukeActor* actor, int g_p);
bool (*spawnweapondebris)(int picnum, int dnum);
void (*respawnhitag)(DDukeActor* g_sp);
void (*move)(DDukeActor* i, int g_p, int g_x);
// player
void (*incur_damage)(player_struct* p);
void (*shoot)(DDukeActor*, int);
void (*selectweapon)(int snum, int j);
int (*doincrements)(player_struct* p);
void (*checkweapons)(player_struct* p);
void (*processinput)(int snum);
void (*displayweapon)(int snum, double interpfrac);
void (*displaymasks)(int snum, int p, double interpfrac);
void (*animatesprites)(tspriteArray& tsprites, int x, int y, int a, double interpfrac);
};
extern Dispatcher fi;
void CallInitialize(DDukeActor* actor);
void CallTick(DDukeActor* actor);
void CallAction(DDukeActor* actor);
END_DUKE_NS