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133 lines
4.9 KiB
C
133 lines
4.9 KiB
C
#pragma once
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#include "build.h"
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#include "gamecvars.h"
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#include "razemenu.h"
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#include "gamecontrol.h"
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#include "gamevar.h"
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#include "global.h"
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#include "funct.h"
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#include "names.h"
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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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#include "soundefs.h"
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#include "gamestruct.h"
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#include "v_draw.h"
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#include "gamefuncs.h"
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BEGIN_DUKE_NS
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extern player_struct ps[MAXPLAYERS];
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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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void app_init() override;
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void loadPalette() override;
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void SetupSpecialTextures(TilesetBuildInfo& info) override;
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bool GenerateSavePic() override;
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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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bool StartGame(FNewGameStartup& gs) override;
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FSavegameInfo GetSaveSig() override;
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double SmallFontScale() override { return isRR() ? 0.5 : 1.; }
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void SerializeGameState(FSerializer& arc) override;
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void ExitFromMenu() override;
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void DrawPlayerSprite(const DVector2& origin, bool onteam) override;
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void reapplyInputBits(InputPacket* const input) override { input->actions |= ps[myconnectindex].sync.actions & SB_CENTERVIEW; }
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void doPlayerMovement(const double scaleAdjust) override;
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void UpdateSounds() override;
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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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const char* GenericCheat(int player, int cheat) override;
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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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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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DCoreActor* getConsoleActor() override { return ps[myconnectindex].GetActor(); }
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PlayerAngles* getConsoleAngles() override { return &ps[myconnectindex].Angles; }
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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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void processSprites(tspriteArray& tsprites, const DVector3& view, DAngle viewang, double interpfrac) override;
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void UpdateCameras(double smoothratio) override;
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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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bool GetGeoEffect(GeoEffect* eff, sectortype* viewsector) override;
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void AddExcludedEpisode(const FString& episode) override;
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int GetCurrentSkill() override;
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bool WantEscape() override;
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void StartSoundEngine() override;
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};
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struct Dispatcher
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{
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// sectors_?.cpp
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void (*think)();
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void (*movetransports)();
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void (*initactorflags)();
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bool (*checkaccessswitch)(int snum, int switchpal, DDukeActor* act, walltype* w);
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void (*activatebysector)(sectortype* sect, DDukeActor* j);
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void (*checkhitsprite)(DDukeActor* i, DDukeActor* sn);
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void (*checkhitdefault)(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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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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int (*ifhitbyweapon)(DDukeActor* sectnum);
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void (*fall)(DDukeActor* actor, int g_p);
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bool (*spawnweapondebris)(int picnum);
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void (*move)(DDukeActor* i, int g_p, int g_x);
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// player
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void (*incur_damage)(player_struct* p);
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void (*shoot)(DDukeActor*, int, PClass* cls);
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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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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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void (*animatesprites)(tspriteArray& tsprites, const DVector2& viewVec, DAngle viewang, double interpfrac);
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};
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extern Dispatcher fi;
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void CallInitialize(DDukeActor* actor);
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void CallTick(DDukeActor* actor);
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bool CallOperate(DDukeActor* actor, int plnum);
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void CallAction(DDukeActor* actor);
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void CallOnHit(DDukeActor* actor, DDukeActor* hitter);
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void CallOnHurt(DDukeActor* actor, player_struct* hitter);
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void CallOnTouch(DDukeActor* actor, player_struct* hitter);
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bool CallOnUse(DDukeActor* actor, player_struct* user);
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void CallOnMotoSmash(DDukeActor* actor, player_struct* hitter);
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void CallOnRespawn(DDukeActor* actor, int low);
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bool CallAnimate(DDukeActor* actor, tspritetype* hitter);
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bool CallShootThis(DDukeActor* clsdef, DDukeActor* actor, int pn, const DVector3& spos, DAngle sang);
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void CallStaticSetup(DDukeActor* actor);
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void CallPlayFTASound(DDukeActor* actor);
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void CallStandingOn(DDukeActor* actor, player_struct* p);
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void CallRunState(DDukeActor* actor);
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int CallTriggerSwitch(DDukeActor* actor, player_struct* p);
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extern FTextureID mirrortex, foftex;
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END_DUKE_NS
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