#pragma once #include "mathutil.h" #include "glbackend/glbackend.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 ((actorinfo[tileNum].flags & (SFLAG_INTERNAL_BADGUY | SFLAG_BADGUY)) != 0); } inline int badguy(void const * const pSprite) { return badguypic(((uspritetype const *) pSprite)->picnum); } 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& 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& types) { for (auto val : types) { tileinfo[val].flags |= flag; } } inline bool wallswitchcheck(int s) { return !!(tileinfo[sprite[s].picnum].flags & TFLAG_WALLSWITCH); } 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)); } 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, EDukeSyncBits bit) { return (!!((sync[pl].sbits) & bit)); } inline void PlayerSetInput(int pl, EDukeSyncBits bit) { sync[pl].sbits |= bit; } inline void PlayerClearInput(int pl, EDukeSyncBits bit) { sync[pl].sbits &= ~bit; } inline EDukeSyncBits PlayerInputBits(int pl, EDukeSyncBits bits) { return (sync[pl].sbits & bits); } inline ESyncBits PlayerInputBits(int pl, ESyncBits bits) { return (sync[pl].actions & bits); } inline int PlayerNewWeapon(int pl) { return sync[pl].getNewWeapon(); } inline int PlayerInputSideVel(int pl) { return sync[pl].svel; } inline int PlayerInputForwardVel(int pl) { return sync[pl].fvel; } inline fixed_t PlayerInputAngVel(int pl) { return sync[pl].q16avel; } 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 backupplayer(player_struct* p) { backuppos(p); backuplook(p); backupview(p); } // the weapon display code uses these. inline double getHalfLookAng(int snum, bool interpolate, double smoothratio) { struct player_struct *p = &ps[snum]; return (!interpolate ? p->q16look_ang : p->oq16look_ang + fmulscale16(p->q16look_ang - p->oq16look_ang, smoothratio)) * (0.5 / FRACUNIT); } inline double get16thOfHoriz(int snum, bool interpolate, double smoothratio) { struct player_struct *p = &ps[snum]; fixed_t ohorz = p->oq16horiz - p->oq16horizoff; fixed_t horz = p->q16horiz - p->q16horizoff; return (!interpolate ? horz : ohorz + fmulscale16(horz - ohorz, smoothratio)) * (0.0625 / FRACUNIT); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- 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