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https://github.com/ZDoom/Raze.git
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098542de69
* This simply works much better. In addition to being able to revert commits like `- Duke: Maintain x/y/z velocity when falling through a portal, such as E1L1's air duct.`, transitioning from above water to underwater and vice-versa is interpolated, smooth and seamless, something that I was unable to hack in without this change.
131 lines
4.7 KiB
C++
131 lines
4.7 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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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();
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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 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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std::pair<DVector3, DAngle> GetCoordinates() 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 GetInput(ControlInfo* const hidInput, double const scaleAdjust, InputPacket* packet = nullptr) 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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void WarpToCoords(double x, double y, double z, DAngle ang) override;
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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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};
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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 (*isadoorwall)(int dapic);
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void (*animatewalls)();
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void (*operateforcefields)(DDukeActor* act, int low);
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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 (*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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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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void (*fall)(DDukeActor* actor, int g_p);
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bool (*spawnweapondebris)(int picnum);
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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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// player
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void (*incur_damage)(player_struct* p);
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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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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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bool CallOnUse(DDukeActor* actor, player_struct* user);
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void CallOnRespawn(DDukeActor* actor, int low);
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bool CallAnimate(DDukeActor* actor, tspritetype* hitter);
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void CallStaticSetup(DDukeActor* actor);
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END_DUKE_NS
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