raze/source/games/duke/src/dispatch.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2020 - Christoph Oelckers
This is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
BEGIN_DUKE_NS
//---------------------------------------------------------------------------
//
// Dispatcher for functions where different variants exist for the two families of games.
//
//---------------------------------------------------------------------------
bool isadoorwall_d(int dapic);
bool isadoorwall_r(int dapic);
void animatewalls_d(void);
void animatewalls_r(void);
void operaterespawns_d(int low);
void operaterespawns_r(int low);
void operateforcefields_r(int s, int low);
void operateforcefields_d(int s, int low);
bool checkhitswitch_d(int snum, int w, int switchtype);
bool checkhitswitch_r(int snum, int w, int switchtype);
void activatebysector_d(int sect, int j);
void activatebysector_r(int sect, int j);
void checkhitwall_d(int spr, int dawallnum, int x, int y, int z, int atwith);
void checkhitwall_r(int spr, int dawallnum, int x, int y, int z, int atwith);
void checkplayerhurt_d(struct player_struct* p, int j);
void checkplayerhurt_r(struct player_struct* p, int j);
bool checkhitceiling_d(int sn);
bool checkhitceiling_r(int sn);
void checkhitsprite_d(int i, int sn);
void checkhitsprite_r(int i, int sn);
void checksectors_d(int snum);
void checksectors_r(int snum);
bool ceilingspace_d(int sectnum);
bool ceilingspace_r(int sectnum);
bool floorspace_d(int sectnum);
bool floorspace_r(int sectnum);
void addweapon_d(struct player_struct *p, int weapon);
void addweapon_r(struct player_struct *p, int weapon);
void hitradius_d(short i, int r, int hp1, int hp2, int hp3, int hp4);
void hitradius_r(short i, int r, int hp1, int hp2, int hp3, int hp4);
int movesprite_d(short spritenum, int xchange, int ychange, int zchange, unsigned int cliptype);
int movesprite_r(short spritenum, int xchange, int ychange, int zchange, unsigned int cliptype);
void lotsofmoney_d(spritetype *s, short n);
void lotsofmail_d(spritetype *s, short n);
void lotsofpaper_d(spritetype *s, short n);
void lotsoffeathers_r(spritetype *s, short n);
void guts_d(spritetype* s, short gtype, short n, short p);
void guts_r(spritetype* s, short gtype, short n, short p);
void gutsdir_d(spritetype* s, short gtype, short n, short p);
void gutsdir_r(spritetype* s, short gtype, short n, short p);
int ifhitsectors_d(int sectnum);
int ifhitsectors_r(int sectnum);
int ifhitbyweapon_r(int sn);
int ifhitbyweapon_d(int sn);
void fall_d(int g_i, int g_p);
void fall_r(int g_i, int g_p);
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bool spawnweapondebris_d(int picnum, int dnum);
bool spawnweapondebris_r(int picnum, int dnum);
void respawnhitag_d(spritetype* g_sp);
void respawnhitag_r(spritetype* g_sp);
void checktimetosleep_d(int g_i);
void checktimetosleep_r(int g_i);
void move_d(int g_i, int g_p, int g_x);
void move_r(int g_i, int g_p, int g_x);
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int spawn_d(int j, int pn);
int spawn_r(int j, int pn);
Dispatcher fi;
void SetDispatcher()
{
if (!isRR())
{
fi = {
isadoorwall_d,
animatewalls_d,
operaterespawns_d,
operateforcefields_d,
checkhitswitch_d,
activatebysector_d,
checkhitwall_d,
checkplayerhurt_d,
checkhitceiling_d,
checkhitsprite_d,
checksectors_d,
ceilingspace_d,
floorspace_d,
addweapon_d,
hitradius_d,
movesprite_d,
lotsofmoney_d,
lotsofmail_d,
lotsofpaper_d,
guts_d,
gutsdir_d,
ifhitsectors_d,
ifhitbyweapon_d,
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fall_d,
spawnweapondebris_d,
respawnhitag_d,
checktimetosleep_d,
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move_d,
spawn_d,
};
}
else
{
fi = {
isadoorwall_r,
animatewalls_r,
operaterespawns_r,
operateforcefields_r,
checkhitswitch_r,
activatebysector_r,
checkhitwall_r,
checkplayerhurt_r,
checkhitceiling_r,
checkhitsprite_r,
checksectors_r,
ceilingspace_r,
floorspace_r,
addweapon_r,
hitradius_r,
movesprite_r,
lotsoffeathers_r,
lotsoffeathers_r,
lotsoffeathers_r,
guts_r,
gutsdir_r,
ifhitsectors_r,
ifhitbyweapon_r,
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fall_r,
spawnweapondebris_r,
respawnhitag_r,
checktimetosleep_r,
move_r,
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spawn_r,
};
}
}
END_DUKE_NS