raze/source/games/duke/src/inlines.h
Christoph Oelckers 61f5247b71 -let's hope this will solve the pausing problem for good.
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.
2020-07-21 22:46:26 +02:00

210 lines
4.1 KiB
C++

#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<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);
}
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 (!!((sync[pl].bits) & bit));
}
inline void PlayerSetInput(int pl, ESyncBits bit)
{
sync[pl].bits |= bit;
}
inline void PlayerClearInput(int pl, ESyncBits bit)
{
sync[pl].bits &= ~bit;
}
inline ESyncBits PlayerInputBits(int pl, ESyncBits bits)
{
return (sync[pl].bits & bits);
}
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 int calc_smoothratio(ClockTicks totalclk, ClockTicks ototalclk)
{
if (!playrunning())
{
return 65536;
}
return CalcSmoothRatio(totalclk, ototalclk, REALGAMETICSPERSEC);
}
// These should be the only places converting between level numbers and volume/map pairs
constexpr inline int levelnum(int vol, int map)
{
return vol * 1000 + map;
}
constexpr inline int volfromlevelnum(int num)
{
return num > 0 ? num / 1000 : 0;
}
constexpr inline int mapfromlevelnum(int num)
{
return num > 0 ? num % 1000 : -1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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, (orientation & 4) ? 1024 : 0, tilenum, shade, p, 2 | orientation);
}
END_DUKE_NS