ugfx/demos/3rdparty/doom/d_think.h
inmarket 39adfff2a9 demo - DOOM the game.
Runs but not quite functional yet (requires user input to be completed).
Shareware WAD file. Please read README.txt and DOOMLIC.txt
2013-12-24 01:00:14 +10:00

80 lines
1.7 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// MapObj data. Map Objects or mobjs are actors, entities,
// thinker, take-your-pick... anything that moves, acts, or
// suffers state changes of more or less violent nature.
//
//-----------------------------------------------------------------------------
#ifndef __D_THINK__
#define __D_THINK__
#ifdef __GNUG__
#pragma interface
#endif
//
// Experimental stuff.
// To compile this as "ANSI C with classes"
// we will need to handle the various
// action functions cleanly.
//
typedef void (*actionf_v)();
typedef void (*actionf_p1)( void* );
typedef void (*actionf_p2)( void*, void* );
typedef union
{
actionf_p1 acp1;
actionf_v acv;
actionf_p2 acp2;
} actionf_t;
// Historically, "think_t" is yet another
// function pointer to a routine to handle
// an actor.
typedef actionf_t think_t;
// Doubly linked list of actors.
typedef struct thinker_s
{
struct thinker_s* prev;
struct thinker_s* next;
think_t function;
} thinker_t;
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------