mirror of
https://github.com/ZDoom/raze-gles.git
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216 lines
7.6 KiB
C
216 lines
7.6 KiB
C
//-------------------------------------------------------------------------
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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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BEGIN_DUKE_NS
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// Macros, some from SW source
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static FORCE_INLINE int32_t krand2(void)
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{
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randomseed = (randomseed * 27584621ul) + 1ul;
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return ((uint32_t) randomseed)>>16;
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}
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#define BGSTRETCH (hud_bgstretch ? 1024 : 0)
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#define RANDOMSCRAP(s, i) \
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{ \
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int32_t const r1 = krand2(), r2 = krand2(), r3 = krand2(), r4 = krand2(), r5 = krand2(), r6 = krand2(), r7 = krand2(); \
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A_InsertSprite(s->sectnum,s->x+(r7&255)-128,s->y+(r6&255)-128,s->z-ZOFFSET3-(r5&8191),\
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TILE_SCRAP6+(r4&15),-8,RR?16:48,RR?16:48,r3&2047,(r2&63)+64,-512-(r1&2047),i,5); \
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}
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#define GTFLAGS(x) (g_gametypeFlags[ud.coop] & x)
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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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#define TEST_SYNC_KEY(bits, sync_num) (!!TEST((bits), BIT(sync_num)))
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inline bool AFLAMABLE(int X)
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{
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return (X == TILE_BOX || X == TILE_TREE1 || X == TILE_TREE2 || X == TILE_TIRE || X == TILE_CONE);
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}
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#define rnd(X) ((krand2()>>8)>=(255-(X)))
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//
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// NETWORK - REDEFINABLE SHARED (SYNC) KEYS BIT POSITIONS
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//
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#define SK_JUMP 0
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#define SK_CROUCH 1
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#define SK_FIRE 2
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#define SK_AIM_UP 3
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#define SK_AIM_DOWN 4
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#define SK_RUN 5
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#define SK_LOOK_LEFT 6
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#define SK_LOOK_RIGHT 7
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// weapons take up 4 bits...
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#define SK_WEAPON_BITS 8
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#define SK_WEAPON_BITS1 9
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#define SK_WEAPON_BITS2 10
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#define SK_WEAPON_BITS3 11
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#define SK_STEROIDS 12
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#define SK_LOOK_UP 13
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#define SK_LOOK_DOWN 14
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#define SK_NIGHTVISION 15
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#define SK_MEDKIT 16
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#define SK_MULTIFLAG 17
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#define SK_CENTER_VIEW 18
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#define SK_HOLSTER 19
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#define SK_INV_LEFT 20
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#define SK_PAUSE 21
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#define SK_QUICK_KICK 22
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#define SK_AIMMODE 23
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#define SK_HOLODUKE 24
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#define SK_JETPACK 25
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#define SK_GAMEQUIT 26
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#define SK_INV_RIGHT 27
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#define SK_TURNAROUND 28
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#define SK_OPEN 29
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#define SK_INVENTORY 30
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#define SK_ESCAPE 31
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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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#define CSTAT_WALL_BLOCK BIT(0)
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#define CSTAT_WALL_BOTTOM_SWAP BIT(1)
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#define CSTAT_WALL_ALIGN_BOTTOM BIT(2)
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#define CSTAT_WALL_XFLIP BIT(3)
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#define CSTAT_WALL_MASKED BIT(4)
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#define CSTAT_WALL_1WAY BIT(5)
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#define CSTAT_WALL_BLOCK_HITSCAN BIT(6)
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#define CSTAT_WALL_TRANSLUCENT BIT(7)
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#define CSTAT_WALL_YFLIP BIT(8)
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#define CSTAT_WALL_TRANS_FLIP BIT(9)
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#define CSTAT_WALL_BLOCK_ACTOR (BIT(14)) // my def
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#define CSTAT_WALL_WARP_HITSCAN (BIT(15)) // my def
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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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#define T1(i) actor[i].t_data[0]
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#define T2(i) actor[i].t_data[1]
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#define T3(i) actor[i].t_data[2]
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#define T4(i) actor[i].t_data[3]
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#define T5(i) actor[i].t_data[4]
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#define T6(i) actor[i].t_data[5]
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END_DUKE_NS
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#endif
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