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Add macros.h
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source/blood/src/macros.h
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source/blood/src/macros.h
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#ifndef EDUKE32_MACROS_H_
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#define EDUKE32_MACROS_H_
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#include "mmulti.h"
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// Macros, some from SW source
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#define BGSTRETCH (ud.bgstretch ? 1024 : 0)
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#define WIN_IS_PRESSED ( KB_KeyPressed( sc_RightWin ) || KB_KeyPressed( sc_LeftWin ) )
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#define ALT_IS_PRESSED ( KB_KeyPressed( sc_RightAlt ) || KB_KeyPressed( sc_LeftAlt ) )
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#define SHIFTS_IS_PRESSED ( KB_KeyPressed( sc_RightShift ) || KB_KeyPressed( sc_LeftShift ) )
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#define TRAVERSE_SPRITE_SECT(l, o, n) (o) = (l); ((o) != -1) && ((n) = nextspritesect[o]); (o) = (n)
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#define TRAVERSE_SPRITE_STAT(l, o, n) (o) = (l); ((o) != -1) && ((n) = nextspritestat[o]); (o) = (n)
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#define TRAVERSE_CONNECT(i) i = 0; i != -1; i = connectpoint2[i]
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#define TEST(flags,mask) ((flags) & (mask))
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#define SET(flags,mask) ((flags) |= (mask))
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#define RESET(flags,mask) ((flags) &= ~(mask))
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#define FLIP(flags,mask) ((flags) ^= (mask))
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// mask definitions
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#define BIT(shift) (1u<<(shift))
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// rotatesprite flags
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#define ROTATE_SPRITE_TRANSLUCENT (BIT(0))
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#define ROTATE_SPRITE_VIEW_CLIP (BIT(1)) // clip to view
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#define ROTATE_SPRITE_YFLIP (BIT(2))
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#define ROTATE_SPRITE_IGNORE_START_MOST (BIT(3)) // don't clip to startumost
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#define ROTATE_SPRITE_SCREEN_CLIP (BIT(1)|BIT(3)) // use window
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#define ROTATE_SPRITE_CORNER (BIT(4)) // place sprite from upper left corner
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#define ROTATE_SPRITE_TRANS_FLIP (BIT(5))
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#define ROTATE_SPRITE_NON_MASK (BIT(6)) // non masked sprites
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#define ROTATE_SPRITE_ALL_PAGES (BIT(7)) // copies to all pages
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#define RS_SCALE BIT(16)
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// system defines for status bits
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#define CEILING_STAT_PLAX BIT(0)
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#define CEILING_STAT_SLOPE BIT(1)
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#define CEILING_STAT_SWAPXY BIT(2)
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#define CEILING_STAT_SMOOSH BIT(3)
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#define CEILING_STAT_XFLIP BIT(4)
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#define CEILING_STAT_YFLIP BIT(5)
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#define CEILING_STAT_RELATIVE BIT(6)
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#define CEILING_STAT_TYPE_MASK (BIT(7)|BIT(8))
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#define CEILING_STAT_MASKED BIT(7)
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#define CEILING_STAT_TRANS BIT(8)
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#define CEILING_STAT_TRANS_FLIP (BIT(7)|BIT(8))
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#define CEILING_STAT_FAF_BLOCK_HITSCAN BIT(15)
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#define FLOOR_STAT_PLAX BIT(0)
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#define FLOOR_STAT_SLOPE BIT(1)
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#define FLOOR_STAT_SWAPXY BIT(2)
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#define FLOOR_STAT_SMOOSH BIT(3)
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#define FLOOR_STAT_XFLIP BIT(4)
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#define FLOOR_STAT_YFLIP BIT(5)
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#define FLOOR_STAT_RELATIVE BIT(6)
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#define FLOOR_STAT_TYPE_MASK (BIT(7)|BIT(8))
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#define FLOOR_STAT_MASKED BIT(7)
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#define FLOOR_STAT_TRANS BIT(8)
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#define FLOOR_STAT_TRANS_FLIP (BIT(7)|BIT(8))
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#define FLOOR_STAT_FAF_BLOCK_HITSCAN BIT(15)
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//cstat, bit 0: 1 = Blocking sprite (use with clipmove, getzrange) "B"
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// bit 1: 1 = 50/50 transluscence, 0 = normal "T"
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// bit 2: 1 = x-flipped, 0 = normal "F"
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// bit 3: 1 = y-flipped, 0 = normal "F"
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// bits 5-4: 00 = FACE sprite (default) "R"
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// 01 = WALL sprite (like masked walls)
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// 10 = FLOOR sprite (parallel to ceilings&floors)
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// 11 = SPIN sprite (face sprite that can spin 2draw style - not done yet)
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// bit 6: 1 = 1-sided sprite, 0 = normal "1"
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// bit 7: 1 = Real centered centering, 0 = foot center "C"
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// bit 8: 1 = Blocking sprite (use with hitscan) "H"
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// bit 9: reserved
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// bit 10: reserved
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// bit 11: 1 = determine shade based only on its own shade member (see CON's spritenoshade command), i.e.
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// don't take over shade from parallaxed ceiling/nonparallaxed floor
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// (NOTE: implemented on the game side)
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// bit 12: reserved
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// bit 13: reserved
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// bit 14: reserved
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// bit 15: 1 = Invisible sprite, 0 = not invisible
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#define CSTAT_SPRITE_NOSHADE BIT(11)
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#define CSTAT_SPRITE_BREAKABLE (CSTAT_SPRITE_BLOCK_HITSCAN)
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#define SP(i) sprite[i].yvel
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#define SX(i) sprite[i].x
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#define SY(i) sprite[i].y
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#define SZ(i) sprite[i].z
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#define SS(i) sprite[i].shade
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#define PN(i) sprite[i].picnum
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#define SA(i) sprite[i].ang
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//#define SV sprite[i].xvel
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//#define ZV sprite[i].zvel
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//#define RX sprite[i].xrepeat
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//#define RY sprite[i].yrepeat
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#define OW(i) sprite[i].owner
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#define CS(i) sprite[i].cstat
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#define SH(i) sprite[i].extra
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//#define CX sprite[i].xoffset
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//#define CY sprite[i].yoffset
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//#define CD sprite[i].clipdist
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//#define PL sprite[i].pal
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#define SLT(i) sprite[i].lotag
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#define SHT(i) sprite[i].hitag
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#define SECT(i) sprite[i].sectnum
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#endif
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