mirror of
https://github.com/DrBeef/Raze.git
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eaff9e359f
This is now a separate type from spritetype which contains an actor pointer instead so that sprite display can be handled without requiring a static sprite array.
254 lines
6.7 KiB
C++
254 lines
6.7 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2020 - Christoph Oelckers
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This is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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#include "dukeactor.h"
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BEGIN_DUKE_NS
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//---------------------------------------------------------------------------
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//
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// Dispatcher for functions where different variants exist for the two families of games.
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//
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//---------------------------------------------------------------------------
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void initactorflags_d();
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void initactorflags_r();
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bool isadoorwall_d(int dapic);
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bool isadoorwall_r(int dapic);
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void animatewalls_d(void);
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void animatewalls_r(void);
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void operaterespawns_d(int low);
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void operaterespawns_r(int low);
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void operateforcefields_r(DDukeActor* act, int low);
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void operateforcefields_d(DDukeActor* act, int low);
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bool checkhitswitch_d(int snum, walltype* w, DDukeActor *act);
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bool checkhitswitch_r(int snum, walltype* w, DDukeActor* act);
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void activatebysector_d(sectortype* sect, DDukeActor* j);
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void activatebysector_r(sectortype* sect, DDukeActor* j);
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void checkhitwall_d(DDukeActor* spr, walltype* dawall, int x, int y, int z, int atwith);
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void checkhitwall_r(DDukeActor* spr, walltype* dawall, int x, int y, int z, int atwith);
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bool checkhitceiling_d(sectortype* sn);
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bool checkhitceiling_r(sectortype* sn);
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void checkhitsprite_d(DDukeActor* i, DDukeActor* sn);
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void checkhitsprite_r(DDukeActor* i, DDukeActor* sn);
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void checksectors_d(int snum);
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void checksectors_r(int snum);
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bool ceilingspace_d(sectortype*);
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bool ceilingspace_r(sectortype*);
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bool floorspace_d(sectortype*);
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bool floorspace_r(sectortype*);
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void addweapon_d(struct player_struct* p, int weapon);
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void addweapon_r(struct player_struct* p, int weapon);
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void hitradius_d(DDukeActor* i, int r, int hp1, int hp2, int hp3, int hp4);
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void hitradius_r(DDukeActor* i, int r, int hp1, int hp2, int hp3, int hp4);
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void lotsofmoney_d(DDukeActor* s, int n);
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void lotsofmail_d(DDukeActor* s, int n);
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void lotsofpaper_d(DDukeActor* s, int n);
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void lotsoffeathers_r(DDukeActor* s, int n);
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void guts_d(DDukeActor* s, int gtype, int n, int p);
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void guts_r(DDukeActor* s, int gtype, int n, int p);
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DDukeActor* ifhitsectors_d(sectortype* sectnum);
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DDukeActor* ifhitsectors_r(sectortype* sectnum);
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int ifhitbyweapon_r(DDukeActor* sn);
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int ifhitbyweapon_d(DDukeActor* sn);
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void fall_d(DDukeActor* i, int g_p);
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void fall_r(DDukeActor* i, int g_p);
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bool spawnweapondebris_d(int picnum, int dnum);
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bool spawnweapondebris_r(int picnum, int dnum);
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void respawnhitag_d(DDukeActor* g_sp);
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void respawnhitag_r(DDukeActor* g_sp);
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void checktimetosleep_d(DDukeActor* actor);
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void checktimetosleep_r(DDukeActor* actor);
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void move_d(DDukeActor* i, int g_p, int g_x);
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void move_r(DDukeActor* i, int g_p, int g_x);
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void incur_damage_d(struct player_struct* p);
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void incur_damage_r(struct player_struct* p);
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void shoot_d(DDukeActor* i, int atwith);
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void shoot_r(DDukeActor* i, int atwith);
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void selectweapon_d(int snum, int j);
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void selectweapon_r(int snum, int j);
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int doincrements_d(struct player_struct* p);
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int doincrements_r(struct player_struct* p);
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void checkweapons_d(struct player_struct* p);
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void checkweapons_r(struct player_struct* p);
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void processinput_d(int snum);
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void processinput_r(int snum);
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void displayweapon_d(int snum, double smoothratio);
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void displayweapon_r(int snum, double smoothratio);
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void displaymasks_d(int snum, int p, double smoothratio);
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void displaymasks_r(int snum, int p, double smoothratio);
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void think_d();
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void think_r();
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void animatesprites_d(tspritetype* tsprite, int& spritesortcnt, int x, int y, int a, int smoothratio);
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void animatesprites_r(tspritetype* tsprite, int& spritesortcnt, int x, int y, int a, int smoothratio);
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Dispatcher fi;
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void SetDispatcher()
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{
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if (!isRR())
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{
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fi = {
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think_d,
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initactorflags_d,
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isadoorwall_d,
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animatewalls_d,
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operaterespawns_d,
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operateforcefields_d,
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checkhitswitch_d,
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activatebysector_d,
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checkhitwall_d,
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checkhitceiling_d,
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checkhitsprite_d,
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checksectors_d,
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spawninit_d,
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ceilingspace_d,
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floorspace_d,
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addweapon_d,
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hitradius_d,
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lotsofmoney_d,
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lotsofmail_d,
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lotsofpaper_d,
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guts_d,
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ifhitsectors_d,
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ifhitbyweapon_d,
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fall_d,
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spawnweapondebris_d,
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respawnhitag_d,
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checktimetosleep_d,
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move_d,
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incur_damage_d,
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shoot_d,
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selectweapon_d,
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doincrements_d,
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checkweapons_d,
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processinput_d,
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displayweapon_d,
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displaymasks_d,
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animatesprites_d,
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};
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}
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else
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{
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fi = {
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think_r,
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initactorflags_r,
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isadoorwall_r,
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animatewalls_r,
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operaterespawns_r,
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operateforcefields_r,
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checkhitswitch_r,
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activatebysector_r,
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checkhitwall_r,
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checkhitceiling_r,
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checkhitsprite_r,
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checksectors_r,
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spawninit_r,
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ceilingspace_r,
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floorspace_r,
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addweapon_r,
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hitradius_r,
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lotsoffeathers_r,
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lotsoffeathers_r,
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lotsoffeathers_r,
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guts_r,
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ifhitsectors_r,
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ifhitbyweapon_r,
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fall_r,
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spawnweapondebris_r,
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respawnhitag_r,
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checktimetosleep_r,
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move_r,
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incur_damage_r,
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shoot_r,
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selectweapon_r,
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doincrements_r,
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checkweapons_r,
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processinput_r,
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displayweapon_r,
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displaymasks_r,
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animatesprites_r,
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};
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}
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}
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int TILE_BOX;
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int TILE_TREE1;
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int TILE_TREE2;
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int TILE_TIRE;
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int TILE_CONE;
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int TILE_W_FORCEFIELD;
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int TILE_CAMERA1;
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int TILE_SCRAP6;
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int TILE_APLAYER;
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int TILE_DRONE;
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int TILE_MENUSCREEN;
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int TILE_SCREENBORDER;
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int TILE_VIEWBORDER;
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int TILE_LASERLINE;
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int TILE_APLAYERTOP;
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int TILE_CAMCORNER;
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int TILE_CAMLIGHT;
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int TILE_STATIC;
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int TILE_BOTTOMSTATUSBAR;
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int TILE_THREEDEE;
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int TILE_INGAMEDUKETHREEDEE;
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int TILE_ATOMICHEALTH;
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int TILE_FLOORSLIME;
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int TILE_JIBS6;
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int TILE_FIRE;
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int TILE_WATERBUBBLE;
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int TILE_SMALLSMOKE;
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int TILE_BLOODPOOL;
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int TILE_FOOTPRINTS;
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int TILE_FOOTPRINTS2;
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int TILE_FOOTPRINTS3;
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int TILE_FOOTPRINTS4;
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int TILE_CLOUDYSKIES;
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int TILE_ARROW;
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int TILE_ACCESSSWITCH;
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int TILE_ACCESSSWITCH2;
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int TILE_GLASSPIECES;
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int TILE_HEN;
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int TILE_BETAVERSION;
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int TILE_MIRROR;
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int TILE_CLOUDYOCEAN;
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int TILE_MOONSKY1;
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int TILE_BIGORBIT;
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int TILE_LA;
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int TILE_LOADSCREEN;
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int TILE_CROSSHAIR;
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int TILE_BIGORBIT1;
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int TILE_HURTRAIL;
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int TILE_FLOORPLASMA;
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int TILE_EGG;
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END_DUKE_NS
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