raze-gles/polymer/eduke32/source/macros.h

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// Macros, some from SW source
#define TRAVERSE_SPRITE_SECT(l, o, n) for ((o) = (l); (n) = nextspritesect[o], (o) != -1; (o) = (n))
#define TRAVERSE_SPRITE_STAT(l, o, n) for ((o) = (l); (n) = nextspritestat[o], (o) != -1; (o) = (n))
#define TRAVERSE_CONNECT(i) for (i = connecthead; i != -1; i = connectpoint2[i])
#define TEST(flags,mask) ((flags) & (mask))
#define SET(flags,mask) ((flags) |= (mask))
#define RESET(flags,mask) ((flags) &= ~(mask))
#define FLIP(flags,mask) ((flags) ^= (mask))
// mask definitions
#define BIT(shift) (1<<(shift))
#define TEST_SYNC_KEY(bits, sync_num) TEST(bits, BIT(sync_num))
#define IFWITHIN(B,E) if((PN)>=(B) && (PN)<=(E))
#define IFMOVING if(A_SetSprite(i,CLIPMASK0))
#define IFHIT j=A_IncurDamage(i);if(j >= 0)
#define AFLAMABLE(X) (X==BOX||X==TREE1||X==TREE2||X==TIRE||X==CONE)
#define rnd(X) ((krand()>>8)>=(255-(X)))
//
// NETWORK - REDEFINABLE SHARED (SYNC) KEYS BIT POSITIONS
//
#define SK_JUMP 0
#define SK_CROUCH 1
#define SK_FIRE 2
#define SK_AIM_UP 3
#define SK_AIM_DOWN 4
#define SK_RUN 5
#define SK_LOOK_LEFT 6
#define SK_LOOK_RIGHT 7
// weapons take up 4 bits...
#define SK_WEAPON_BITS 8
#define SK_WEAPON_BITS1 9
#define SK_WEAPON_BITS2 10
#define SK_WEAPON_BITS3 11
#define SK_STEROIDS 12
#define SK_LOOK_UP 13
#define SK_LOOK_DOWN 14
#define SK_NIGHTVISION 15
#define SK_MEDKIT 16
#define SK_MULTIFLAG 17
#define SK_CENTER_VIEW 18
#define SK_HOLSTER 19
#define SK_INV_LEFT 20
#define SK_PAUSE 21
#define SK_QUICK_KICK 22
#define SK_AIMMODE 23
#define SK_HOLODUKE 24
#define SK_JETPACK 25
#define SK_GAMEQUIT 26
#define SK_INV_RIGHT 27
#define SK_TURNAROUND 28
#define SK_OPEN 29
#define SK_INVENTORY 30
#define SK_ESCAPE 31
// rotatesprite flags
#define ROTATE_SPRITE_TRANSLUCENT (BIT(0))
#define ROTATE_SPRITE_VIEW_CLIP (BIT(1)) // clip to view
#define ROTATE_SPRITE_YFLIP (BIT(2))
#define ROTATE_SPRITE_IGNORE_START_MOST (BIT(3)) // don't clip to startumost
#define ROTATE_SPRITE_SCREEN_CLIP (BIT(1)|BIT(3)) // use window
#define ROTATE_SPRITE_CORNER (BIT(4)) // place sprite from upper left corner
#define ROTATE_SPRITE_TRANS_FLIP (BIT(5))
#define ROTATE_SPRITE_NON_MASK (BIT(6)) // non masked sprites
#define ROTATE_SPRITE_ALL_PAGES (BIT(7)) // copies to all pages
#define RS_SCALE BIT(16)
// system defines for status bits
#define CEILING_STAT_PLAX BIT(0)
#define CEILING_STAT_SLOPE BIT(1)
#define CEILING_STAT_SWAPXY BIT(2)
#define CEILING_STAT_SMOOSH BIT(3)
#define CEILING_STAT_XFLIP BIT(4)
#define CEILING_STAT_YFLIP BIT(5)
#define CEILING_STAT_RELATIVE BIT(6)
#define CEILING_STAT_TYPE_MASK (BIT(7)|BIT(8))
#define CEILING_STAT_MASKED BIT(7)
#define CEILING_STAT_TRANS BIT(8)
#define CEILING_STAT_TRANS_FLIP (BIT(7)|BIT(8))
#define CEILING_STAT_FAF_BLOCK_HITSCAN BIT(15)
#define FLOOR_STAT_PLAX BIT(0)
#define FLOOR_STAT_SLOPE BIT(1)
#define FLOOR_STAT_SWAPXY BIT(2)
#define FLOOR_STAT_SMOOSH BIT(3)
#define FLOOR_STAT_XFLIP BIT(4)
#define FLOOR_STAT_YFLIP BIT(5)
#define FLOOR_STAT_RELATIVE BIT(6)
#define FLOOR_STAT_TYPE_MASK (BIT(7)|BIT(8))
#define FLOOR_STAT_MASKED BIT(7)
#define FLOOR_STAT_TRANS BIT(8)
#define FLOOR_STAT_TRANS_FLIP (BIT(7)|BIT(8))
#define FLOOR_STAT_FAF_BLOCK_HITSCAN BIT(15)
#define CSTAT_WALL_BLOCK BIT(0)
#define CSTAT_WALL_BOTTOM_SWAP BIT(1)
#define CSTAT_WALL_ALIGN_BOTTOM BIT(2)
#define CSTAT_WALL_XFLIP BIT(3)
#define CSTAT_WALL_MASKED BIT(4)
#define CSTAT_WALL_1WAY BIT(5)
#define CSTAT_WALL_BLOCK_HITSCAN BIT(6)
#define CSTAT_WALL_TRANSLUCENT BIT(7)
#define CSTAT_WALL_YFLIP BIT(8)
#define CSTAT_WALL_TRANS_FLIP BIT(9)
#define CSTAT_WALL_BLOCK_ACTOR (BIT(14)) // my def
#define CSTAT_WALL_WARP_HITSCAN (BIT(15)) // my def
//cstat, bit 0: 1 = Blocking sprite (use with clipmove, getzrange) "B"
// bit 1: 1 = 50/50 transluscence, 0 = normal "T"
// bit 2: 1 = x-flipped, 0 = normal "F"
// bit 3: 1 = y-flipped, 0 = normal "F"
// bits 5-4: 00 = FACE sprite (default) "R"
// 01 = WALL sprite (like masked walls)
// 10 = FLOOR sprite (parallel to ceilings&floors)
// 11 = SPIN sprite (face sprite that can spin 2draw style - not done yet)
// bit 6: 1 = 1-sided sprite, 0 = normal "1"
// bit 7: 1 = Real centered centering, 0 = foot center "C"
// bit 8: 1 = Blocking sprite (use with hitscan) "H"
// bit 9: reserved
// bit 10: reserved
// bit 11: reserved
// bit 12: reserved
// bit 13: reserved
// bit 14: reserved
// bit 15: 1 = Invisible sprite, 0 = not invisible
#define CSTAT_SPRITE_BLOCK BIT(0)
#define CSTAT_SPRITE_TRANSLUCENT BIT(1)
#define CSTAT_SPRITE_XFLIP BIT(2)
#define CSTAT_SPRITE_YFLIP BIT(3)
#define CSTAT_SPRITE_WALL BIT(4)
#define CSTAT_SPRITE_FLOOR BIT(5)
#define CSTAT_SPRITE_SLAB (BIT(4)|BIT(5))
#define CSTAT_SPRITE_ONE_SIDE BIT(6)
#define CSTAT_SPRITE_YCENTER BIT(7)
#define CSTAT_SPRITE_BLOCK_HITSCAN BIT(8)
#define CSTAT_SPRITE_TRANS_FLIP BIT(9)
#define CSTAT_SPRITE_INVISIBLE BIT(15)
#define CSTAT_SPRITE_BREAKABLE (CSTAT_SPRITE_BLOCK_HITSCAN)
#define SP sprite[i].yvel
#define SX sprite[i].x
#define SY sprite[i].y
#define SZ sprite[i].z
#define SS sprite[i].shade
#define PN sprite[i].picnum
#define SA sprite[i].ang
#define SV sprite[i].xvel
#define ZV sprite[i].zvel
#define RX sprite[i].xrepeat
#define RY sprite[i].yrepeat
#define OW sprite[i].owner
#define CS sprite[i].cstat
#define SH sprite[i].extra
#define CX sprite[i].xoffset
#define CY sprite[i].yoffset
#define CD sprite[i].clipdist
#define PL sprite[i].pal
#define SLT sprite[i].lotag
#define SHT sprite[i].hitag
#define SECT sprite[i].sectnum
#define T1 ActorExtra[i].temp_data[0]
#define T2 ActorExtra[i].temp_data[1]
#define T3 ActorExtra[i].temp_data[2]
#define T4 ActorExtra[i].temp_data[3]
#define T5 ActorExtra[i].temp_data[4]
#define T6 ActorExtra[i].temp_data[5]
#define T7 ActorExtra[i].temp_data[6]
#define T8 ActorExtra[i].temp_data[7]
#define T9 ActorExtra[i].temp_data[8]