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990cb2acb8
# Conflicts: # source/build/src/palette.cpp
190 lines
5.4 KiB
C++
190 lines
5.4 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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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(int s, int low);
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void operateforcefields_d(int s, int low);
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bool checkhitswitch_d(int snum, int w, int switchtype);
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bool checkhitswitch_r(int snum, int w, int switchtype);
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void activatebysector_d(int sect, int j);
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void activatebysector_r(int sect, int j);
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void checkhitwall_d(int spr, int dawallnum, int x, int y, int z, int atwith);
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void checkhitwall_r(int spr, int dawallnum, int x, int y, int z, int atwith);
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void checkplayerhurt_d(struct player_struct* p, int j);
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void checkplayerhurt_r(struct player_struct* p, int j);
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bool checkhitceiling_d(int sn);
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bool checkhitceiling_r(int sn);
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void checkhitsprite_d(int i, int sn);
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void checkhitsprite_r(int i, int 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(int sectnum);
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bool ceilingspace_r(int sectnum);
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bool floorspace_d(int sectnum);
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bool floorspace_r(int sectnum);
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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(short i, int r, int hp1, int hp2, int hp3, int hp4);
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void hitradius_r(short i, int r, int hp1, int hp2, int hp3, int hp4);
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int movesprite_d(short spritenum, int xchange, int ychange, int zchange, unsigned int cliptype);
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int movesprite_r(short spritenum, int xchange, int ychange, int zchange, unsigned int cliptype);
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void lotsofmoney_d(spritetype *s, short n);
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void lotsofmail_d(spritetype *s, short n);
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void lotsofpaper_d(spritetype *s, short n);
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void lotsoffeathers_r(spritetype *s, short n);
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void guts_d(spritetype* s, short gtype, short n, short p);
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void guts_r(spritetype* s, short gtype, short n, short p);
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void gutsdir_d(spritetype* s, short gtype, short n, short p);
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void gutsdir_r(spritetype* s, short gtype, short n, short p);
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int ifhitsectors_d(int sectnum);
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int ifhitsectors_r(int sectnum);
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int ifhitbyweapon_r(int sn);
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int ifhitbyweapon_d(int sn);
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void fall_d(int g_i, int g_p);
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void fall_r(int g_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(spritetype* g_sp);
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void respawnhitag_r(spritetype* g_sp);
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void checktimetosleep_d(int g_i);
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void checktimetosleep_r(int g_i);
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void move_d(int g_i, int g_p, int g_x);
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void move_r(int g_i, int g_p, int g_x);
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int spawn_d(int j, int pn);
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int spawn_r(int j, int pn);
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void check_fta_sounds_d(int i);
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void check_fta_sounds_r(int i);
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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(int i, int atwith);
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void shoot_r(int i, int atwith);
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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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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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checkplayerhurt_d,
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checkhitceiling_d,
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checkhitsprite_d,
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checksectors_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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movesprite_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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gutsdir_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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spawn_d,
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check_fta_sounds_d,
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incur_damage_d,
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shoot_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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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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checkplayerhurt_r,
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checkhitceiling_r,
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checkhitsprite_r,
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checksectors_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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movesprite_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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gutsdir_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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spawn_r,
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check_fta_sounds_r,
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incur_damage_r,
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shoot_r
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};
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}
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}
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END_DUKE_NS
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