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https://github.com/DrBeef/Raze.git
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61f5247b71
The checks for game pause were totally inconsistent, so now there is a utility function that tells whether the game is supposed to run or not. pause can also take 3 values now - 0 for no pause, 1 for pause from opening the menu or console or 2 for hitting the pause button.
210 lines
4.1 KiB
C++
210 lines
4.1 KiB
C++
#pragma once
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#include "mathutil.h"
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#include "glbackend/glbackend.h"
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#include "global.h"
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// all inline functions.
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BEGIN_DUKE_NS
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inline int rnd(int X)
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{
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return ((krand() >> 8) >= (255 - (X)));
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}
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inline bool AFLAMABLE(int X)
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{
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return (X == TILE_BOX || X == TILE_TREE1 || X == TILE_TREE2 || X == TILE_TIRE || X == TILE_CONE);
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}
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inline int badguypic(int const tileNum)
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{
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return ((actorinfo[tileNum].flags & (SFLAG_INTERNAL_BADGUY | SFLAG_BADGUY)) != 0);
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}
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inline int badguy(void const * const pSprite)
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{
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return badguypic(((uspritetype const *) pSprite)->picnum);
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}
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inline int actorflag(int spritenum, int mask)
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{
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return (((actorinfo[sprite[spritenum].picnum].flags/* ^ hittype[spritenum].flags*/) & mask) != 0);
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}
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inline int actorfella(int spnum)
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{
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return actorflag(spnum, SFLAG_KILLCOUNT);
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}
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inline void setflag(int flag, const std::initializer_list<short>& types)
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{
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for (auto val : types)
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{
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actorinfo[val].flags |= flag;
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}
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}
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inline bool inventory(spritetype* S)
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{
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return !!(actorinfo[S->picnum].flags & SFLAG_INVENTORY);
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}
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inline void settileflag(int flag, const std::initializer_list<short>& types)
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{
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for (auto val : types)
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{
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tileinfo[val].flags |= flag;
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}
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}
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inline bool wallswitchcheck(int s)
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{
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return !!(tileinfo[s].flags & TFLAG_WALLSWITCH);
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}
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inline int checkcursectnums(int se)
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{
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int i;
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for(i=connecthead;i>=0;i=connectpoint2[i])
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if((unsigned)ps[i].i < MAXSPRITES && sprite[ps[i].i].sectnum == se ) return i;
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return -1;
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}
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// These are from duke's sector.c
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inline int ldist(const spritetype* s1, const spritetype* s2)
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{
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int vx, vy;
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vx = s1->x - s2->x;
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vy = s1->y - s2->y;
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return(FindDistance2D(vx, vy) + 1);
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}
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inline int ldist(const spritetype* s1, const tspritetype* s2)
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{
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int vx, vy;
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vx = s1->x - s2->x;
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vy = s1->y - s2->y;
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return(FindDistance2D(vx, vy) + 1);
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}
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inline int dist(const spritetype* s1, const spritetype* s2)
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{
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int vx, vy, vz;
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vx = s1->x - s2->x;
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vy = s1->y - s2->y;
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vz = s1->z - s2->z;
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return(FindDistance3D(vx, vy, vz >> 4));
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}
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inline bool isIn(int value, int first)
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{
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return value == first;
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}
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template<typename... Args>
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bool isIn(int value, int first, Args... args)
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{
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return value == first || isIn(value, args...);
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}
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inline bool isIn(int value, const std::initializer_list<int>& list)
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{
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for (auto v : list) if (v == value) return true;
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return false;
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}
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// these are mainly here to avoid directly accessing the input data so that it can be more easily refactored later.
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inline bool PlayerInput(int pl, ESyncBits bit)
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{
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return (!!((sync[pl].bits) & bit));
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}
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inline void PlayerSetInput(int pl, ESyncBits bit)
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{
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sync[pl].bits |= bit;
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}
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inline void PlayerClearInput(int pl, ESyncBits bit)
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{
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sync[pl].bits &= ~bit;
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}
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inline ESyncBits PlayerInputBits(int pl, ESyncBits bits)
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{
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return (sync[pl].bits & bits);
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}
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inline int PlayerInputSideVel(int pl)
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{
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return sync[pl].svel;
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}
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inline int PlayerInputForwardVel(int pl)
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{
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return sync[pl].fvel;
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}
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inline fixed_t PlayerInputAngVel(int pl)
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{
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return sync[pl].q16avel;
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}
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inline void clearfriction()
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{
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for (int i = 0; i != -1; i = connectpoint2[i])
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{
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ps[i].fric.x = ps[i].fric.y = 0;
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}
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}
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inline void SetPlayerPal(player_struct* p, PalEntry pe)
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{
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p->pals = pe;
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}
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inline bool playrunning()
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{
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return (paused == 0 || (paused == 1 && (ud.recstat == 2 || ud.multimode > 1)));
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}
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inline int calc_smoothratio(ClockTicks totalclk, ClockTicks ototalclk)
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{
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if (!playrunning())
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{
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return 65536;
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}
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return CalcSmoothRatio(totalclk, ototalclk, REALGAMETICSPERSEC);
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}
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// These should be the only places converting between level numbers and volume/map pairs
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constexpr inline int levelnum(int vol, int map)
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{
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return vol * 1000 + map;
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}
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constexpr inline int volfromlevelnum(int num)
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{
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return num > 0 ? num / 1000 : 0;
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}
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constexpr inline int mapfromlevelnum(int num)
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{
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return num > 0 ? num % 1000 : -1;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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inline void hud_draw(double x, double y, int tilenum, int shade, int orientation)
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{
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int p = sector[ps[screenpeek].cursectnum].floorpal;
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hud_drawsprite(x, y, 65536, (orientation & 4) ? 1024 : 0, tilenum, shade, p, 2 | orientation);
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}
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END_DUKE_NS
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