raze/source/core/gamestruct.h

151 lines
4.7 KiB
C++

#pragma once
bool System_WantGuiCapture(); // During playing this tells us whether the game must be paused due to active GUI elememts.
#include <stdint.h>
#include "vectors.h"
#include "engineerrors.h"
#include "stats.h"
#include "packet.h"
#include "binaryangle.h"
#include "inputstate.h"
#include "maptypes.h"
class FSerializer;
struct FRenderViewpoint;
struct sectortype;
struct tspritetype;
class DCoreActor;
struct MapRecord;
struct GameStats
{
int kill, tkill;
int secret, tsecret;
int timesecnd;
int frags;
};
struct FNewGameStartup
{
MapRecord* Map;
int Episode;
int Level;
int Skill;
};
struct FSavegameInfo
{
const char *savesig;
int minsavever;
int currentsavever;
};
struct ReservedSpace
{
int top;
int statusbar;
};
enum EMenuSounds : int;
struct MapRecord;
extern cycle_t drawtime, actortime, thinktime, gameupdatetime;
struct GeoEffect
{
sectortype** geosectorwarp;
sectortype** geosectorwarp2;
sectortype** geosector;
double* geox;
double* geoy;
double* geox2;
double* geoy2;
int geocnt;
};
struct GameInterface
{
virtual const char* Name() { return "$"; }
virtual ~GameInterface() {}
virtual bool GenerateSavePic() { return false; }
virtual void app_init() = 0;
virtual void LoadGameTextures() {}
virtual void loadPalette();
virtual void clearlocalinputstate() {}
virtual void UpdateScreenSize() {}
virtual void FreeLevelData();
virtual void FreeGameData() {}
virtual void PlayHudSound() {}
virtual GameStats getStats() { return {}; }
virtual void MainMenuOpened() {}
virtual void MenuOpened() {}
virtual void MenuClosed() {}
virtual void MenuSound(EMenuSounds snd) {}
virtual bool CanSave() { return true; }
virtual void CustomMenuSelection(int menu, int item) {}
virtual bool StartGame(FNewGameStartup& gs) { return true; }
virtual FSavegameInfo GetSaveSig() { return { "", 0, 0}; }
virtual double SmallFontScale() { return 1; }
virtual void SerializeGameState(FSerializer& arc) {}
virtual void DrawPlayerSprite(const DVector2& origin, bool onteam) {}
virtual void SetAmbience(bool on) {}
virtual FString GetCoordString() { return "'stat coord' not implemented"; }
virtual void ExitFromMenu() { throw CExitEvent(0); }
virtual ReservedSpace GetReservedScreenSpace(int viewsize) { return { 0, 0 }; }
virtual void GetInput(ControlInfo* const hidInput, double const scaleAdjust, InputPacket* packet = nullptr) {}
virtual void UpdateSounds() {}
virtual void ErrorCleanup() {}
virtual void Startup() {}
virtual void DrawBackground() {}
virtual void Render() {}
virtual void Ticker() {}
virtual int GetPlayerChecksum(int pnum) { return 0x12345678 + pnum; }
virtual const char *CheckCheatMode() { return nullptr; }
virtual const char* GenericCheat(int player, int cheat) = 0;
virtual void NextLevel(MapRecord* map, int skill) {}
virtual void NewGame(MapRecord* map, int skill, bool special = false) {}
virtual void LevelCompleted(MapRecord* map, int skill) {}
virtual bool DrawAutomapPlayer(int mx, int my, int x, int y, int z, int a, double const smoothratio) { return false; }
virtual void SetTileProps(int tile, int surf, int vox, int shade) {}
virtual fixed_t playerHorizMin() { return IntToFixed(-200); }
virtual fixed_t playerHorizMax() { return IntToFixed(200); }
virtual int playerKeyMove() { return 0; }
virtual void WarpToCoords(int x, int y, int z, int a, int h) {}
virtual void ToggleThirdPerson() { }
virtual void SwitchCoopView() { Printf("Unsupported command\n"); }
virtual void ToggleShowWeapon() { Printf("Unsupported command\n"); }
virtual vec3_t chaseCamPos(DAngle ang, fixedhoriz horiz) { return vec3_t(0,0,0); }
virtual void processSprites(tspriteArray& tsprites, int viewx, int viewy, int viewz, DAngle viewang, double smoothRatio) = 0;
virtual void UpdateCameras(double smoothratio) {}
virtual void EnterPortal(DCoreActor* viewer, int type) {}
virtual void LeavePortal(DCoreActor* viewer, int type) {}
virtual bool GetGeoEffect(GeoEffect* eff, sectortype* viewsector) { return false; }
virtual int Voxelize(int sprnum) { return -1; }
virtual void AddExcludedEpisode(const FString& episode) {}
virtual int GetCurrentSkill() { return -1; }
virtual bool IsQAVInterpTypeValid(const FString& type) { return false; }
virtual void AddQAVInterpProps(const int res_id, const FString& interptype, const bool loopable, const TMap<int, TArray<int>>&& ignoredata) { }
virtual void RemoveQAVInterpProps(const int res_id) { }
virtual FString statFPS()
{
FString output;
output.AppendFormat("Actor think time: %.3f ms\n", actortime.TimeMS());
output.AppendFormat("Total think time: %.3f ms\n", thinktime.TimeMS());
output.AppendFormat("Game Update: %.3f ms\n", gameupdatetime.TimeMS());
output.AppendFormat("Draw time: %.3f ms\n", drawtime.TimeMS());
return output;
}
};
extern GameInterface* gi;
void ImGui_Begin_Frame();