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722537a1f0
* Provide read-only/const results from `CONTROL_GetInput()` so games can't change received input. * Change non-descript `info` to `hidInput` (Human Interface Device). * Remove a few unused prototypes.
129 lines
4.1 KiB
C
129 lines
4.1 KiB
C
#ifndef duke3d_h_
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#define duke3d_h_
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#include "build.h"
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#include "compat.h"
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#include "pragmas.h"
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#include "polymost.h"
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#include "gamecvars.h"
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#include "menu/menu.h"
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#include "funct.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 "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 "binaryangle.h"
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BEGIN_DUKE_NS
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extern FFont* IndexFont;
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extern FFont* DigiFont;
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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 clearlocalinputstate() 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 DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags) override;
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void MenuOpened() override;
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void MenuSound(EMenuSounds snd) override;
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void MenuClosed() override;
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bool CanSave() override;
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void StartGame(FNewGameStartup& gs) override;
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FSavegameInfo GetSaveSig() override;
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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.; }
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void DrawMenuCaption(const DVector2& origin, const char* text) override;
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void SerializeGameState(FSerializer& arc) override;
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void QuitToTitle() override;
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FString GetCoordString() override;
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void ExitFromMenu() override;
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ReservedSpace GetReservedScreenSpace(int viewsize) override;
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void DrawPlayerSprite(const DVector2& origin, bool onteam) override;
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void ResetFollowPos(bool message) override;
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void GetInput(InputPacket* packet, ControlInfo* const hidInput) 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) override;
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void LevelCompleted(MapRecord* map, int skill) override;
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};
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struct Dispatcher
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{
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// global stuff
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void (*ShowLogo)(const CompletionFunc& completion);
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void (*InitFonts)();
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void (*PrintPaused)();
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// sectors_?.cpp
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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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void (*operateforcefields)(int s, int low);
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bool (*checkhitswitch)(int snum, int w, int switchtype);
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void (*activatebysector)(int sect, int j);
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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);
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void (*checkhitsprite)(int i, int sn);
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void (*checksectors)(int low);
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bool (*ceilingspace)(int sectnum);
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bool (*floorspace)(int sectnum);
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void (*addweapon)(struct player_struct *p, int weapon);
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void (*hitradius)(short i, int r, int hp1, int hp2, int hp3, int hp4);
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int (*movesprite)(short spritenum, int xchange, int ychange, int zchange, unsigned int cliptype);
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void (*lotsofmoney)(spritetype *s, short n);
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void (*lotsofmail)(spritetype *s, short n);
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void (*lotsofpaper)(spritetype *s, short n);
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void (*guts)(spritetype* s, short gtype, short n, short p);
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void (*gutsdir)(spritetype* s, short gtype, short n, short p);
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int (*ifhitsectors)(int sectnum);
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int (*ifhitbyweapon)(int sectnum);
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void (*fall)(int g_i, int g_p);
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bool (*spawnweapondebris)(int picnum, int dnum);
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void (*respawnhitag)(spritetype* g_sp);
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void (*checktimetosleep)(int g_i);
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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);
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// player
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void (*incur_damage)(struct player_struct* p);
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void (*shoot)(int, int);
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void (*selectweapon)(int snum, int j);
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int (*doincrements)(struct player_struct* p);
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void (*checkweapons)(struct player_struct* p);
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void (*processinput)(int snum);
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void (*displayweapon)(int snum, double smoothratio);
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void (*displaymasks)(int snum, double smoothratio);
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void (*animatesprites)(int x, int y, int a, int smoothratio);
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};
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extern Dispatcher fi;
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END_DUKE_NS
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#endif
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