2008-11-22 06:53:45 +00:00
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// Macros, some from SW source
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2009-01-13 04:40:56 +00:00
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#define GTFLAGS(x) (GametypeFlags[ud.coop] & x)
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2008-11-22 06:53:45 +00:00
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#define TRAVERSE_SPRITE_SECT(l, o, n) for ((o) = (l); (n) = nextspritesect[o], (o) != -1; (o) = (n))
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#define TRAVERSE_SPRITE_STAT(l, o, n) for ((o) = (l); (n) = nextspritestat[o], (o) != -1; (o) = (n))
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2009-12-05 09:22:43 +00:00
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#define TRAVERSE_CONNECT(i) for (i = 0; i != -1; i = connectpoint2[i])
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2008-11-22 06:53:45 +00:00
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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) (1<<(shift))
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#define TEST_SYNC_KEY(bits, sync_num) TEST(bits, BIT(sync_num))
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#define IFWITHIN(B,E) if((PN)>=(B) && (PN)<=(E))
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#define IFMOVING if(A_SetSprite(i,CLIPMASK0))
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#define IFHIT j=A_IncurDamage(i);if(j >= 0)
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#define AFLAMABLE(X) (X==BOX||X==TREE1||X==TREE2||X==TIRE||X==CONE)
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#define rnd(X) ((krand()>>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: reserved
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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_BLOCK BIT(0)
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#define CSTAT_SPRITE_TRANSLUCENT BIT(1)
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#define CSTAT_SPRITE_XFLIP BIT(2)
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#define CSTAT_SPRITE_YFLIP BIT(3)
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#define CSTAT_SPRITE_WALL BIT(4)
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#define CSTAT_SPRITE_FLOOR BIT(5)
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#define CSTAT_SPRITE_SLAB (BIT(4)|BIT(5))
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#define CSTAT_SPRITE_ONE_SIDE BIT(6)
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#define CSTAT_SPRITE_YCENTER BIT(7)
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#define CSTAT_SPRITE_BLOCK_HITSCAN BIT(8)
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#define CSTAT_SPRITE_TRANS_FLIP BIT(9)
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#define CSTAT_SPRITE_INVISIBLE BIT(15)
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#define CSTAT_SPRITE_BREAKABLE (CSTAT_SPRITE_BLOCK_HITSCAN)
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#define SP sprite[i].yvel
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#define SX sprite[i].x
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#define SY sprite[i].y
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#define SZ sprite[i].z
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#define SS sprite[i].shade
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#define PN sprite[i].picnum
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#define SA 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 sprite[i].owner
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#define CS sprite[i].cstat
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#define SH 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 sprite[i].lotag
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#define SHT sprite[i].hitag
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#define SECT sprite[i].sectnum
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2010-05-02 23:27:30 +00:00
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#define T1 actor[i].t_data[0]
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#define T2 actor[i].t_data[1]
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#define T3 actor[i].t_data[2]
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#define T4 actor[i].t_data[3]
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#define T5 actor[i].t_data[4]
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#define T6 actor[i].t_data[5]
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#define T7 actor[i].t_data[6]
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#define T8 actor[i].t_data[7]
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#define T9 actor[i].t_data[8]
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2008-11-22 06:53:45 +00:00
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