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- partial cleanup of SW's game.h
inlined several macros, removed some unused ones, replaced a few with one or two uses and simplified some functions to remove 90's optimizations that these days have no positive effect aside from complicating the code.
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6b889cbb77
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35f3de64f7
3 changed files with 41 additions and 53 deletions
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@ -272,67 +272,54 @@ int StdRandomRange(int range);
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#define DIST(x1, y1, x2, y2) ksqrt( SQ((x1) - (x2)) + SQ((y1) - (y2)) )
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#define PIC_SIZX(sn) (tilesiz[sprite[sn].picnum].x)
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#define PIC_SIZY(sn) (tilesiz[sprite[sn].picnum].y)
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inline int PIC_SIZY(int sn)
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{
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return tileHeight(sprite[sn].picnum);
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}
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// Distance macro - tx, ty, tmin are holding vars that must be declared in the routine
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// that uses this macro
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#define DISTANCE(x1, y1, x2, y2, dist, tx, ty, tmin) \
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{ \
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tx = abs(x2-x1); \
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ty = abs(y2-y1); \
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tmin = min(tx,ty); \
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dist = tx + ty - DIV2(tmin); \
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}
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inline void DISTANCE(int x1, int y1, int x2, int y2, int& dist, int& tx, int& ty, int& tmin)
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{
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tx = abs(x2 - x1);
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ty = abs(y2 - y1);
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tmin = min(tx, ty);
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dist = tx + ty - (tmin >> 1);
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}
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#define SPRITE_SIZE_X(sp_num) ((sprite[sp_num].xrepeat == 64) ? \
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tilesiz[sprite[sp_num].picnum].x : \
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((sprite[sp_num].xrepeat * tilesiz[sprite[sp_num].picnum].x) >> 6) \
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)
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inline int SPRITEp_SIZE_X(const spritetype* sp)
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{
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return mulscale6(tileWidth(sp->picnum), sp->xrepeat);
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}
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#define SPRITE_SIZE_Y(sp_num) ((sprite[sp_num].yrepeat == 64) ? \
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tilesiz[sprite[sp_num].picnum].y : \
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((sprite[sp_num].yrepeat * tilesiz[sprite[sp_num].picnum].y) >> 6) \
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)
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inline int SPRITEp_SIZE_Y(const spritetype* sp)
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{
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return mulscale6(tileHeight(sp->picnum), sp->yrepeat);
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}
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#define SPRITE_SIZE_Z(sp_num) ((sprite[sp_num].yrepeat == 64) ? \
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Z(tilesiz[sprite[sp_num].picnum].y) : \
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((sprite[sp_num].yrepeat * tilesiz[sprite[sp_num].picnum].y) << 2) \
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)
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inline int SPRITEp_SIZE_Z(const spritetype* sp)
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{
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return (tileHeight(sp->picnum) * sp->yrepeat) << 2;
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}
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#define SPRITEp_SIZE_X(sp) (((sp)->xrepeat == 64) ? \
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tilesiz[(sp)->picnum].x : \
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(((sp)->xrepeat * tilesiz[(sp)->picnum].x) >> 6) \
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)
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#define SPRITEp_SIZE_Y(sp) (((sp)->yrepeat == 64) ? \
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tilesiz[(sp)->picnum].y : \
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(((sp)->yrepeat * tilesiz[(sp)->picnum].y) >> 6) \
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)
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#define SPRITEp_SIZE_Z(sp) (((sp)->yrepeat == 64) ? \
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Z(tilesiz[(sp)->picnum].y) : \
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(((sp)->yrepeat * tilesiz[(sp)->picnum].y) << 2) \
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)
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// Given a z height and sprite return the correct x repeat value
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#define SPRITEp_SIZE_X_2_XREPEAT(sp, x) (((x)*64)/tilesiz[(sp)->picnum].x)
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// Given a z height and sprite return the correct y repeat value
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#define SPRITEp_SIZE_Z_2_YREPEAT(sp, zh) ((zh)/(4*tilesiz[(sp)->picnum].y))
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#define SPRITEp_SIZE_Y_2_YREPEAT(sp, y) (((y)*64)/tilesiz[(sp)->picnum].y)
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inline int SPRITEp_SIZE_Z_2_YREPEAT(const spritetype* sp, int zh)
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{
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return zh / (4 * tileHeight(sp->picnum));
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}
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// x & y offset of tile
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#define TILE_XOFF(picnum) (tileLeftOffset(picnum))
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#define TILE_YOFF(picnum) (tileTopOffset(picnum))
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// x & y offset of current sprite tile
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#define SPRITEp_XOFF(sp) (tileLeftOffset((sp)->picnum))
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#define SPRITEp_YOFF(sp) (tileTopOffset((sp)->picnum))
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// Z size of top (TOS) and bottom (BOS) part of sprite
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#define SPRITEp_SIZE_TOS(sp) (DIV2(SPRITEp_SIZE_Z(sp)) + Z(SPRITEp_YOFF(sp)))
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#define SPRITEp_SIZE_BOS(sp) (DIV2(SPRITEp_SIZE_Z(sp)) - Z(SPRITEp_YOFF(sp)))
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inline int SPRITEp_SIZE_TOS(const spritetype* sp)
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{
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return (DIV2(SPRITEp_SIZE_Z(sp)) + (tileTopOffset(sp->picnum) << 8));
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}
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inline int SPRITEp_SIZE_BOS(const spritetype* sp)
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{
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return (DIV2(SPRITEp_SIZE_Z(sp)) - (tileTopOffset(sp->picnum) << 8));
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}
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// actual Z for TOS and BOS - handles both WYSIWYG and old style
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#define SPRITEp_TOS(sp) (TEST((sp)->cstat, CSTAT_SPRITE_YCENTER) ? \
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@ -6304,7 +6304,8 @@ SPRITEp DoPlayerDeathCheckKick(PLAYERp pp)
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SPRITEp sp = pp->SpriteP, hp;
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USERp u = User[pp->PlayerSprite], hu;
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int i;
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unsigned stat,dist;
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unsigned stat;
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int dist;
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int a,b,c;
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for (stat = 0; stat < SIZ(StatDamageList); stat++)
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@ -6324,7 +6325,7 @@ SPRITEp DoPlayerDeathCheckKick(PLAYERp pp)
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DISTANCE(hp->x, hp->y, sp->x, sp->y, dist, a, b, c);
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if (dist < hu->Radius + 100)
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if (unsigned(dist) < hu->Radius + 100)
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{
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pp->Killer = i;
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@ -245,7 +245,7 @@ SetupSkull(short SpriteNum)
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if (SPRITEp_BOS(sp) > u->loz - Z(16))
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{
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sp->z = u->loz + Z(SPRITEp_YOFF(sp));
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sp->z = u->loz + Z(tileTopOffset(sp->picnum));
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u->loz = sp->z;
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// leave 8 pixels above the ground
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@ -663,7 +663,7 @@ SetupBetty(short SpriteNum)
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if (SPRITEp_BOS(sp) > u->loz - Z(16))
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{
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sp->z = u->loz + Z(SPRITEp_YOFF(sp));
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sp->z = u->loz + Z(tileTopOffset(sp->picnum));
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u->loz = sp->z;
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// leave 8 pixels above the ground
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