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https://github.com/ZDoom/Raze.git
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126 lines
4.3 KiB
C
126 lines
4.3 KiB
C
#pragma once
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#include "build.h"
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#include "compat.h"
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#include "polymost.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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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 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, bool) override;
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void LevelCompleted(MapRecord* map, int skill) override;
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bool DrawAutomapPlayer(int x, int y, int z, int a, double const smoothratio) override;
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int playerKeyMove() override { return 40; }
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void WarpToCoords(int x, int y, int z, int a, int h) 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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int chaseCamX(binangle ang) { return -ang.bcos(-4); }
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int chaseCamY(binangle ang) { return -ang.bsin(-4); }
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int chaseCamZ(fixedhoriz horiz) { return horiz.asq16() >> 9; }
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void processSprites(spritetype* tsprite, int& spritesortcnt, int viewx, int viewy, int viewz, binangle viewang, double smoothRatio) override;
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void UpdateCameras(double smoothratio) override;
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void EnterPortal(spritetype* viewer, int type) override;
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void LeavePortal(spritetype* viewer, int type) override;
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bool GetGeoEffect(GeoEffect* eff, int viewsector) override;
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void AddExcludedEpisode(FString episode) override;
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int GetCurrentSkill() 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 (*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)(DDukeActor* act, int low);
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bool (*checkhitswitch)(int snum, int w, DDukeActor* act);
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void (*activatebysector)(int sect, DDukeActor* j);
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void (*checkhitwall)(DDukeActor* spr, int dawallnum, int x, int y, int z, int atwith);
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bool (*checkhitceiling)(int sn);
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void (*checkhitsprite)(DDukeActor* i, DDukeActor* sn);
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void (*checksectors)(int low);
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bool (*ceilingspace)(sectortype* sectp);
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bool (*floorspace)(sectortype* sectp);
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void (*addweapon)(struct player_struct *p, int weapon);
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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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DDukeActor* (*ifhitsectors)(int sectnum);
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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, int dnum);
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void (*respawnhitag)(DDukeActor* g_sp);
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void (*checktimetosleep)(DDukeActor* actor);
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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)(struct 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)(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, int p, double smoothratio);
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void (*animatesprites)(spritetype* tsprite, int& spritesortcnt, 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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