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129 lines
3.5 KiB
C++
129 lines
3.5 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 checkaccessswitch_d(int snum, int pal, DDukeActor *act, walltype* w);
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bool checkaccessswitch_r(int snum, int pal, DDukeActor* act, walltype* w);
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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 checkhitdefault_d(DDukeActor* i, DDukeActor* sn);
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void checkhitdefault_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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void addweapon_d(player_struct* p, int weapon, bool wswitch);
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void addweapon_r(player_struct* p, int weapon, bool wswitch);
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int ifhitbyweapon_r(DDukeActor* sn);
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int ifhitbyweapon_d(DDukeActor* sn);
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void incur_damage_d(player_struct* p);
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void incur_damage_r(player_struct* p);
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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(player_struct* p);
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int doincrements_r(player_struct* p);
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void checkweapons_d(player_struct* p);
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void checkweapons_r(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 interpfrac);
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void displayweapon_r(int snum, double interpfrac);
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void displaymasks_d(int snum, int p, double interpfrac);
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void displaymasks_r(int snum, int p, double interpfrac);
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void think_d();
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void think_r();
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void movetransports_d();
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void movetransports_r();
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void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle viewang, double interpfrac);
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void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle viewang, double interpfrac);
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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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movetransports_d,
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initactorflags_d,
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checkaccessswitch_d,
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activatebysector_d,
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checkhitdefault_d,
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checksectors_d,
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addweapon_d,
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ifhitbyweapon_d,
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incur_damage_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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movetransports_r,
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initactorflags_r,
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checkaccessswitch_r,
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activatebysector_r,
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checkhitdefault_r,
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checksectors_r,
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addweapon_r,
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ifhitbyweapon_r,
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incur_damage_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_CROSSHAIR;
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END_DUKE_NS
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