gzdoom-gles/src/doomtype.h

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: doomtype.h,v 1.2 1997/12/29 19:50:48 pekangas Exp $
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Simple basic typedefs, isolated here to make it easier
// separating modules.
//
//-----------------------------------------------------------------------------
#ifndef __DOOMTYPE__
#define __DOOMTYPE__
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#ifdef _MSC_VER
// VC++ does not define PATH_MAX, but the Windows headers do define MAX_PATH.
// However, we want to avoid including the Windows headers in most of the
// source files, so we can't use it. So define PATH_MAX to be what MAX_PATH
// currently is:
#define PATH_MAX 260
#endif
#include <limits.h>
#include "zstring.h"
#include "name.h"
#ifndef __BYTEBOOL__
#define __BYTEBOOL__
// [RH] Some windows includes already define this
#if !defined(_WINDEF_) && !defined(__wtypes_h__)
typedef int BOOL;
#endif
typedef unsigned char byte;
#endif
#if defined(_MSC_VER) || defined(__WATCOMC__)
#define STACK_ARGS __cdecl
#else
#define STACK_ARGS
#endif
#if defined(_MSC_VER)
#define NOVTABLE __declspec(novtable)
#else
#define NOVTABLE
#endif
#if defined(__GNUC__)
#define __int64 long long
#endif
typedef unsigned char BYTE;
typedef signed char SBYTE;
typedef unsigned short WORD;
typedef signed short SWORD;
typedef unsigned long DWORD;
typedef signed long SDWORD;
typedef unsigned __int64 QWORD;
typedef signed __int64 SQWORD;
// a 64-bit constant
#ifdef __GNUC__
#define CONST64(v) (v##LL)
#define UCONST64(v) (v##ULL)
#else
#define CONST64(v) ((SQWORD)(v))
#define UCONST64(v) ((QWORD)(v))
#endif
typedef DWORD BITFIELD;
#if !defined(GUID_DEFINED)
#define GUID_DEFINED
typedef struct _GUID
{
DWORD Data1;
WORD Data2;
WORD Data3;
BYTE Data4[8];
} GUID;
#endif
//
// Fixed point, 32bit as 16.16.
//
#define FRACBITS 16
#define FRACUNIT (1<<FRACBITS)
typedef SDWORD fixed_t;
typedef DWORD dsfixed_t; // fixedpt used by span drawer
#define FIXED_MAX (signed)(0x7fffffff)
#define FIXED_MIN (signed)(0x80000000)
#define DWORD_MIN ((DWORD)0)
#define DWORD_MAX ((DWORD)0xffffffff)
#ifndef NOASM
#ifndef USEASM
#define USEASM 1
#endif
#else
#ifdef USEASM
#undef USEASM
#endif
#endif
#ifdef __GNUC__
#define GCCPRINTF(stri,firstargi) __attribute__((format(printf,stri,firstargi)))
#define GCCFORMAT(stri) __attribute__((format(printf,stri,0)))
#define GCCNOWARN __attribute__((unused))
#else
#define GCCPRINTF(a,b)
#define GCCFORMAT(a)
#define GCCNOWARN
#endif
// [RH] This gets used all over; define it here:
int STACK_ARGS Printf (int printlevel, const char *, ...) GCCPRINTF(2,3);
int STACK_ARGS Printf (const char *, ...) GCCPRINTF(1,2);
// [RH] Same here:
int STACK_ARGS DPrintf (const char *, ...) GCCPRINTF(1,2);
// game print flags
enum
{
PRINT_LOW, // pickup messages
PRINT_MEDIUM, // death messages
PRINT_HIGH, // critical messages
PRINT_CHAT, // chat messages
PRINT_TEAMCHAT // chat messages from a teammate
};
#define PRINT_LOW 0 // pickup messages
#define PRINT_MEDIUM 1 // death messages
#define PRINT_HIGH 2 // critical messages
#define PRINT_CHAT 3 // chat messages
#define PRINT_TEAMCHAT 4 // chat messages from a teammate
#define PRINT_BOLD 200 // What Printf_Bold used
struct PalEntry
{
PalEntry () {}
PalEntry (DWORD argb) { *(DWORD *)this = argb; }
operator DWORD () const { return *(DWORD *)this; }
PalEntry &operator= (DWORD other) { *(DWORD *)this = other; return *this; }
#ifdef WORDS_BIGENDIAN
PalEntry (BYTE ir, BYTE ig, BYTE ib) : a(0), r(ir), g(ig), b(ib) {}
PalEntry (BYTE ia, BYTE ir, BYTE ig, BYTE ib) : a(ia), r(ir), g(ig), b(ib) {}
BYTE a,r,g,b;
#else
PalEntry (BYTE ir, BYTE ig, BYTE ib) : b(ib), g(ig), r(ir), a(0) {}
PalEntry (BYTE ia, BYTE ir, BYTE ig, BYTE ib) : b(ib), g(ig), r(ir), a(ia) {}
BYTE b,g,r,a;
#endif
};
#ifndef M_PI
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
#endif
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
template <typename T, size_t N>
char ( &_ArraySizeHelper( T (&array)[N] ))[N];
#define countof( array ) (sizeof( _ArraySizeHelper( array ) ))
#endif