#pragma once #include "mathutil.h" #include "gamehud.h" #include "global.h" // all inline functions. BEGIN_DUKE_NS inline int rnd(int X) { return ((krand() >> 8) >= (255 - (X))); } inline bool AFLAMABLE(int X) { return (X == TILE_BOX || X == TILE_TREE1 || X == TILE_TREE2 || X == TILE_TIRE || X == TILE_CONE); } inline int badguypic(int const tileNum) { return ((gs.actorinfo[tileNum].flags & (SFLAG_INTERNAL_BADGUY | SFLAG_BADGUY)) != 0); } inline int badguy(spritetype const * const pSprite) { return badguypic(pSprite->picnum); } inline int bossguypic(int const tileNum) { return ((gs.actorinfo[tileNum].flags & (SFLAG_BOSS)) != 0); } inline int bossguy(spritetype const* const pSprite) { return bossguypic(pSprite->picnum); } inline int actorflag(DDukeActor * actor, int mask) { return (((gs.actorinfo[actor->s->picnum].flags) & mask) != 0); } inline int actorfella(DDukeActor* actor) { return actorflag(actor, SFLAG_KILLCOUNT); } inline void setflag(int flag, const std::initializer_list& types) { for (auto val : types) { gs.actorinfo[val].flags |= flag; } } inline bool inventory(spritetype* S) { return !!(gs.actorinfo[S->picnum].flags & SFLAG_INVENTORY); } inline void settileflag(int flag, const std::initializer_list& types) { for (auto val : types) { gs.tileinfo[val].flags |= flag; } } inline bool wallswitchcheck(DDukeActor* s) { return !!(gs.tileinfo[s->s->picnum].flags & TFLAG_WALLSWITCH); } inline int checkcursectnums(int se) { int i; for(i=connecthead;i>=0;i=connectpoint2[i]) if(ps[i].GetActor() && ps[i].GetActor()->s->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 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)); } inline bool isIn(int value, int first) { return value == first; } template bool isIn(int value, int first, Args... args) { return value == first || isIn(value, args...); } inline bool isIn(int value, const std::initializer_list& 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 (!!((ps[pl].sync.actions) & bit)); } inline ESyncBits PlayerInputBits(int pl, ESyncBits bits) { return (ps[pl].sync.actions & bits); } inline void PlayerSetInput(int pl, ESyncBits bit) { ps[pl].sync.actions |= bit; } inline int PlayerNewWeapon(int pl) { return ps[pl].sync.getNewWeapon(); } inline void PlayerSetItemUsed(int pl, int num) { ps[pl].sync.setItemUsed(num - 1); } inline bool PlayerUseItem(int pl, int num) { return ps[pl].sync.isItemUsed(num - 1); } inline int PlayerInputSideVel(int pl) { return ps[pl].sync.svel; } inline int PlayerInputForwardVel(int pl) { return ps[pl].sync.fvel; } inline float PlayerInputAngVel(int pl) { return ps[pl].sync.avel; } inline float PlayerHorizon(int pl) { return ps[pl].sync.horz; } inline void clearfriction() { for (int i = 0; i != -1; i = connectpoint2[i]) { ps[i].fric.x = ps[i].fric.y = 0; } } inline void SetPlayerPal(player_struct* p, PalEntry pe) { p->pals = pe; } inline bool playrunning() { return (paused == 0 || (paused == 1 && (ud.recstat == 2 || ud.multimode > 1))); } inline void doslopetilting(player_struct* p, double const scaleAdjust = 1) { bool const canslopetilt = p->on_ground && sector[p->cursectnum].lotag != ST_2_UNDERWATER && (sector[p->cursectnum].floorstat & 2); calcviewpitch(p->pos.vec2, &p->horizon.horizoff, p->angle.ang, p->aim_mode == 0, canslopetilt, p->cursectnum, scaleAdjust); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- inline void hud_draw(double x, double y, int tilenum, int shade, int orientation) { int p = sector[ps[screenpeek].cursectnum].floorpal; hud_drawsprite(x, y, 65536, 0, tilenum, shade, p, 2 | orientation); } END_DUKE_NS