mirror of
https://github.com/DrBeef/Raze.git
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9cdaaff42b
Inline wrappers for old code exist. The backupplayer inline was moved into player.cpp because that's the only place it gets used.
209 lines
4.2 KiB
C++
209 lines
4.2 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(spritetype const * const pSprite)
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{
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return badguypic(pSprite->picnum);
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}
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inline int bossguypic(int const tileNum)
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{
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return ((actorinfo[tileNum].flags & (SFLAG_BOSS)) != 0);
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}
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inline int bossguy(spritetype const* const pSprite)
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{
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return bossguypic(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[sprite[s].picnum].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 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));
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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 (!!((ps[pl].sync.actions) & 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 (ps[pl].sync.actions & bits);
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}
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inline void PlayerSetInput(int pl, ESyncBits bit)
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{
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ps[pl].sync.actions |= bit;
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}
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inline int PlayerNewWeapon(int pl)
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{
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return ps[pl].sync.getNewWeapon();
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}
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inline void PlayerSetItemUsed(int pl, int num)
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{
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ps[pl].sync.setItemUsed(num - 1);
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}
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inline bool PlayerUseItem(int pl, int num)
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{
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return ps[pl].sync.isItemUsed(num - 1);
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}
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inline int PlayerInputSideVel(int pl)
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{
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return ps[pl].sync.svel;
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}
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inline int PlayerInputForwardVel(int pl)
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{
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return ps[pl].sync.fvel;
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}
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inline float PlayerInputAngVel(int pl)
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{
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return ps[pl].sync.avel;
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}
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inline float PlayerHorizon(int pl)
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{
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return ps[pl].sync.horz;
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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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// the weapon display code uses this.
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inline double get16thOfHoriz(int const snum, bool const interpolate, double const smoothratio)
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{
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return (!interpolate ? ps[snum].horizon.sum() : ps[snum].horizon.interpolatedsum(smoothratio)).asq16() * (0.0625 / FRACUNIT);
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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, 0, tilenum, shade, p, 2 | orientation);
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}
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END_DUKE_NS
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