Add macros.h

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nukeykt 2019-06-28 20:57:06 +09:00 committed by Christoph Oelckers
parent afff9ce61f
commit 4e0a563cfe

135
source/blood/src/macros.h Normal file
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//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#ifndef EDUKE32_MACROS_H_
#define EDUKE32_MACROS_H_
#include "mmulti.h"
// Macros, some from SW source
#define BGSTRETCH (ud.bgstretch ? 1024 : 0)
#define WIN_IS_PRESSED ( KB_KeyPressed( sc_RightWin ) || KB_KeyPressed( sc_LeftWin ) )
#define ALT_IS_PRESSED ( KB_KeyPressed( sc_RightAlt ) || KB_KeyPressed( sc_LeftAlt ) )
#define SHIFTS_IS_PRESSED ( KB_KeyPressed( sc_RightShift ) || KB_KeyPressed( sc_LeftShift ) )
#define TRAVERSE_SPRITE_SECT(l, o, n) (o) = (l); ((o) != -1) && ((n) = nextspritesect[o]); (o) = (n)
#define TRAVERSE_SPRITE_STAT(l, o, n) (o) = (l); ((o) != -1) && ((n) = nextspritestat[o]); (o) = (n)
#define TRAVERSE_CONNECT(i) i = 0; 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) (1u<<(shift))
// 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)
//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: 1 = determine shade based only on its own shade member (see CON's spritenoshade command), i.e.
// don't take over shade from parallaxed ceiling/nonparallaxed floor
// (NOTE: implemented on the game side)
// bit 12: reserved
// bit 13: reserved
// bit 14: reserved
// bit 15: 1 = Invisible sprite, 0 = not invisible
#define CSTAT_SPRITE_NOSHADE BIT(11)
#define CSTAT_SPRITE_BREAKABLE (CSTAT_SPRITE_BLOCK_HITSCAN)
#define SP(i) sprite[i].yvel
#define SX(i) sprite[i].x
#define SY(i) sprite[i].y
#define SZ(i) sprite[i].z
#define SS(i) sprite[i].shade
#define PN(i) sprite[i].picnum
#define SA(i) 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(i) sprite[i].owner
#define CS(i) sprite[i].cstat
#define SH(i) 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(i) sprite[i].lotag
#define SHT(i) sprite[i].hitag
#define SECT(i) sprite[i].sectnum
#endif