mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 12:10:41 +00:00
295c654740
git-svn-id: https://svn.eduke32.com/eduke32@5870 1a8010ca-5511-0410-912e-c29ae57300e0
214 lines
8 KiB
C
214 lines
8 KiB
C
//-------------------------------------------------------------------------
|
|
/*
|
|
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_
|
|
|
|
// 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 RANDOMSCRAP(s, i) A_InsertSprite(s->sectnum,s->x+(krand()&255)-128,s->y+(krand()&255)-128,s->z-ZOFFSET3-(krand()&8191),\
|
|
SCRAP6+(krand()&15),-8,48,48,krand()&2047,(krand()&63)+64,-512-(krand()&2047),i,5)
|
|
|
|
#define GTFLAGS(x) (g_gametypeFlags[ud.coop] & x)
|
|
|
|
#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))
|
|
|
|
#define TEST_SYNC_KEY(bits, sync_num) (!!TEST((bits), BIT(sync_num)))
|
|
|
|
#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: 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_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_NOSHADE BIT(11)
|
|
|
|
#define CSTAT_SPRITE_INVISIBLE BIT(15)
|
|
|
|
#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
|
|
|
|
#define T1(i) actor[i].t_data[0]
|
|
#define T2(i) actor[i].t_data[1]
|
|
#define T3(i) actor[i].t_data[2]
|
|
#define T4(i) actor[i].t_data[3]
|
|
#define T5(i) actor[i].t_data[4]
|
|
#define T6(i) actor[i].t_data[5]
|
|
|
|
#endif
|