2020-07-06 20:23:18 +00:00
|
|
|
#pragma once
|
|
|
|
|
|
|
|
#include "mathutil.h"
|
|
|
|
|
|
|
|
// all inline functions.
|
|
|
|
BEGIN_DUKE_NS
|
|
|
|
|
2020-07-06 16:08:31 +00:00
|
|
|
inline bool AFLAMABLE(int X)
|
|
|
|
{
|
|
|
|
return (X == TILE_BOX || X == TILE_TREE1 || X == TILE_TREE2 || X == TILE_TIRE || X == TILE_CONE);
|
|
|
|
}
|
2020-07-06 20:23:18 +00:00
|
|
|
|
|
|
|
inline int badguypic(int const tileNum)
|
|
|
|
{
|
|
|
|
return ((actorinfo[tileNum].flags & (SFLAG_INTERNAL_BADGUY | SFLAG_BADGUY)) != 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
inline int badguy(void const * const pSprite)
|
|
|
|
{
|
|
|
|
return badguypic(((uspritetype const *) pSprite)->picnum);
|
|
|
|
}
|
|
|
|
|
2020-07-06 16:08:31 +00:00
|
|
|
inline int actorflag(int spritenum, int mask)
|
|
|
|
{
|
|
|
|
return (((actorinfo[sprite[spritenum].picnum].flags/* ^ hittype[spritenum].flags*/) & mask) != 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
inline int actorfella(int spnum)
|
|
|
|
{
|
|
|
|
return actorflag(spnum, SFLAG_KILLCOUNT);
|
|
|
|
}
|
|
|
|
|
|
|
|
inline void setflag(int flag, const std::initializer_list<short>& types)
|
|
|
|
{
|
|
|
|
for (auto val : types)
|
|
|
|
{
|
|
|
|
actorinfo[val].flags |= flag;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
inline bool inventory(spritetype* S)
|
|
|
|
{
|
|
|
|
return !!(actorinfo[S->picnum].flags & SFLAG_INVENTORY);
|
|
|
|
}
|
|
|
|
|
|
|
|
inline void settileflag(int flag, const std::initializer_list<short>& types)
|
|
|
|
{
|
|
|
|
for (auto val : types)
|
|
|
|
{
|
|
|
|
tileinfo[val].flags |= flag;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
inline bool wallswitchcheck(int s)
|
|
|
|
{
|
|
|
|
return !!(tileinfo[s].flags & TFLAG_WALLSWITCH);
|
|
|
|
}
|
|
|
|
|
2020-07-06 20:23:18 +00:00
|
|
|
inline int checkcursectnums(int se)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
for(i=connecthead;i>=0;i=connectpoint2[i])
|
|
|
|
if((unsigned)ps[i].i < MAXSPRITES && sprite[ps[i].i].sectnum == se ) return i;
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// These are from duke's sector.c
|
|
|
|
inline int ldist(const spritetype* s1, const spritetype* s2)
|
|
|
|
{
|
|
|
|
int vx, vy;
|
|
|
|
vx = s1->x - s2->x;
|
|
|
|
vy = s1->y - s2->y;
|
|
|
|
return(FindDistance2D(vx, vy) + 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
inline int ldist(const spritetype* s1, const tspritetype* s2)
|
|
|
|
{
|
|
|
|
int vx, vy;
|
|
|
|
vx = s1->x - s2->x;
|
|
|
|
vy = s1->y - s2->y;
|
|
|
|
return(FindDistance2D(vx, vy) + 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
inline int dist(const spritetype* s1, const spritetype* s2)
|
|
|
|
{
|
|
|
|
int vx, vy, vz;
|
|
|
|
vx = s1->x - s2->x;
|
|
|
|
vy = s1->y - s2->y;
|
|
|
|
vz = s1->z - s2->z;
|
|
|
|
return(FindDistance3D(vx, vy, vz >> 4));
|
|
|
|
}
|
|
|
|
|
|
|
|
inline bool isIn(int value, int first)
|
|
|
|
{
|
|
|
|
return value == first;
|
|
|
|
}
|
|
|
|
|
|
|
|
template<typename... Args>
|
|
|
|
bool isIn(int value, int first, Args... args)
|
|
|
|
{
|
|
|
|
return value == first || isIn(value, args...);
|
|
|
|
}
|
|
|
|
|
|
|
|
inline bool isIn(int value, const std::initializer_list<int>& list)
|
|
|
|
{
|
|
|
|
for (auto v : list) if (v == value) return true;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// these are mainly here to avoid directly accessing the input data so that it can be more easily refactored later.
|
|
|
|
inline bool PlayerInput(int pl, ESyncBits bit)
|
|
|
|
{
|
|
|
|
return (!!((g_player[pl].input->bits) & bit));
|
|
|
|
}
|
|
|
|
|
|
|
|
inline void PlayerSetInput(int pl, ESyncBits bit)
|
|
|
|
{
|
|
|
|
g_player[pl].input->bits |= bit;
|
|
|
|
}
|
|
|
|
|
|
|
|
inline void PlayerClearInput(int pl, ESyncBits bit)
|
|
|
|
{
|
|
|
|
g_player[pl].input->bits &= ~bit;
|
|
|
|
}
|
|
|
|
|
|
|
|
inline ESyncBits PlayerInputBits(int pl, ESyncBits bits)
|
|
|
|
{
|
|
|
|
return (g_player[pl].input->bits & bits);
|
|
|
|
}
|
|
|
|
|
|
|
|
inline int PlayerInputSideVel(int pl)
|
|
|
|
{
|
|
|
|
return g_player[pl].input->svel;
|
|
|
|
}
|
|
|
|
|
|
|
|
inline int PlayerInputForwardVel(int pl)
|
|
|
|
{
|
|
|
|
return g_player[pl].input->fvel;
|
|
|
|
}
|
|
|
|
|
|
|
|
inline fixed_t PlayerInputAngVel(int pl)
|
|
|
|
{
|
|
|
|
return g_player[pl].input->q16avel;
|
|
|
|
}
|
|
|
|
|
2020-07-06 19:10:20 +00:00
|
|
|
inline void clearfriction()
|
|
|
|
{
|
|
|
|
for (int i = 0; i != -1; i = connectpoint2[i])
|
|
|
|
{
|
|
|
|
ps[i].fric.x = ps[i].fric.y = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2020-07-06 20:23:18 +00:00
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
inline void hud_drawsprite(int sx, int sy, int z, int16_t a, int16_t picnum, int8_t dashade, uint8_t dapalnum, int dastat)
|
|
|
|
{
|
|
|
|
twod_rotatesprite(&twodpsp, sx, sy, z, a, picnum, dashade, dapalnum, dastat, 0, 0, windowxy1.x, windowxy1.y, windowxy2.x, windowxy2.y);
|
|
|
|
}
|
|
|
|
|
|
|
|
inline void hud_draw(int x, int y, int tilenum, int shade, int orientation)
|
|
|
|
{
|
|
|
|
int p = sector[ps[screenpeek].cursectnum].floorpal;
|
|
|
|
hud_drawsprite(x << 16, y << 16, 65536L, (orientation & 4) ? 1024 : 0, tilenum, shade, p, 2 | orientation);
|
|
|
|
}
|
|
|
|
|
|
|
|
END_DUKE_NS
|