- ifhitbyweapon and shorter game checks with inline functions.

This commit is contained in:
Christoph Oelckers 2020-05-06 16:10:44 +02:00
parent 89e555761d
commit 4b235c0771
6 changed files with 178 additions and 137 deletions

View file

@ -148,6 +148,27 @@ const char* G_DefFile(void);
const char* G_DefaultConFile(void);
const char* G_ConFile(void);
// game check shortcuts
inline bool isNam()
{
return g_gameType & (GAMEFLAG_NAM | GAMEFLAG_NAPALM);
}
inline bool isWW2GI()
{
return g_gameType & (GAMEFLAG_WW2GI);
}
inline bool isRR()
{
return g_gameType & (GAMEFLAG_RRALL);
}
inline bool isRRRA()
{
return g_gameType & (GAMEFLAG_RRRA);
}
TArray<GrpEntry> GrpScan();
void S_PauseSound(bool notmusic, bool notsfx);
void S_ResumeSound(bool notsfx);

View file

@ -59,11 +59,11 @@ bool ceilingspace(int sectnum)
{
case MOONSKY1:
case BIGORBIT1:
return !(g_gameType & GAMEFLAG_RRALL);
return !isRR();
case RR_MOONSKY1:
case RR_BIGORBIT1:
return !!(g_gameType & GAMEFLAG_RRALL);
return isRR();
}
}
return 0;
@ -83,11 +83,11 @@ bool floorspace(int sectnum)
{
case MOONSKY1:
case BIGORBIT1:
return !(g_gameType & GAMEFLAG_RRALL);
return !isRR();
case RR_MOONSKY1:
case RR_BIGORBIT1:
return !!(g_gameType & GAMEFLAG_RRALL);
return !!isRR();
}
}
return 0;
@ -141,9 +141,9 @@ void addweapon(struct player_struct* p, int weapon)
if (weapon == SHRINKER_WEAPON)
{
p->gotweapon.Set(GROW_WEAPON);
if (g_gameType & GAMEFLAG_RRRA) p->ammo_amount[GROW_WEAPON] = 1;
if (isRRRA()) p->ammo_amount[GROW_WEAPON] = 1;
}
if (g_gameType & GAMEFLAG_RRRA)
if (isRRRA())
{
if (weapon == RPG_WEAPON)
{
@ -155,13 +155,13 @@ void addweapon(struct player_struct* p, int weapon)
}
}
if (!(g_gameType & GAMEFLAG_RRALL) || weapon != HANDBOMB_WEAPON)
if (!isRR() || weapon != HANDBOMB_WEAPON)
cw = weapon;
}
else
cw = weapon;
if ((g_gameType & GAMEFLAG_RRALL) && weapon == HANDBOMB_WEAPON)
if (isRR() && weapon == HANDBOMB_WEAPON)
p->last_weapon = -1;
p->random_club_frame = 0;
@ -283,7 +283,7 @@ void checkavailweapon(struct player_struct* p)
// Note: RedNukem has this restriction, but the original source and RedneckGDX do not.
#if 1 // TRANSITIONAL
int max = ((g_gameType & GAMEFLAG_RRALL) ? DEVISTATOR_WEAPON : FREEZE_WEAPON);
int max = ((isRR()) ? DEVISTATOR_WEAPON : FREEZE_WEAPON);
#else
int max = FREEZE_WEAPON;
#endif
@ -306,7 +306,7 @@ void checkavailweapon(struct player_struct* p)
p->last_weapon = p->curr_weapon;
p->random_club_frame = 0;
p->curr_weapon = weap;
if (g_gameType & GAMEFLAG_WW2GI)
if (isWW2GI())
{
SetGameVarID(g_iWeaponVarID, p->curr_weapon, p->i, snum);
if (p->curr_weapon >= 0)
@ -337,7 +337,7 @@ void checkavailweapon(struct player_struct* p)
bool ifsquished(int i, int p)
{
if (g_gameType & GAMEFLAG_RRALL) return false; // this function is a no-op in RR's source.
if (isRR()) return false; // this function is a no-op in RR's source.
bool squishme = false;
if (sprite[i].picnum == TILE_APLAYER && ud.clipping)
@ -418,17 +418,17 @@ void hitradius(short i, int r, int hp1, int hp2, int hp3, int hp4)
if (s->xrepeat < 11)
{
if (!(g_gameType & GAMEFLAG_RRALL))
if (!isRR())
{
if (s->picnum == RPG) goto SKIPWALLCHECK;
}
else
{
if (s->picnum == RR_CROSSBOW || ((g_gameType & GAMEFLAG_RRRA) && s->picnum == RR_CHIKENCROSSBOW)) goto SKIPWALLCHECK;
if (s->picnum == RR_CROSSBOW || ((isRRRA()) && s->picnum == RR_CHIKENCROSSBOW)) goto SKIPWALLCHECK;
}
}
if ((g_gameType & GAMEFLAG_RRALL) || s->picnum != SHRINKSPARK)
if ((isRR()) || s->picnum != SHRINKSPARK)
{
tempshort[0] = s->sectnum;
dasect = s->sectnum;
@ -474,7 +474,7 @@ void hitradius(short i, int r, int hp1, int hp2, int hp3, int hp4)
SKIPWALLCHECK:
int val = (g_gameType & GAMEFLAG_RRALL) ? 24 : 16;
int val = (isRR()) ? 24 : 16;
q = -(val << 8) + (krand() & ((32 << 8) - 1));
for (x = 0; x < 7; x++)
@ -487,7 +487,7 @@ SKIPWALLCHECK:
if (x == 0 || x >= 5 || AFLAMABLE(sj->picnum))
{
if ((!(g_gameType & GAMEFLAG_RRALL) && s->picnum != SHRINKSPARK) || (sj->cstat & 257))
if ((!isRR() && s->picnum != SHRINKSPARK) || (sj->cstat & 257))
if (dist(s, sj) < r)
{
if (badguy(sj) && !cansee(sj->x, sj->y, sj->z + q, sj->sectnum, s->x, s->y, s->z + q, s->sectnum))
@ -495,7 +495,7 @@ SKIPWALLCHECK:
checkhitsprite(j, i);
}
}
else if (!(g_gameType & GAMEFLAG_RRALL))
else if (!isRR())
{
if (sj->extra >= 0 && sj != s && (sj->picnum == TRIPBOMB || badguy(sj) || sj->picnum == QUEBALL || sj->picnum == STRIPEBALL || (sj->cstat & 257) || sj->picnum == DUKELYINGDEAD))
{
@ -587,7 +587,7 @@ SKIPWALLCHECK:
j = nextj;
continue;
}
if ((g_gameType & GAMEFLAG_RRRA) && s->picnum == RR_CHEERBOMB && j == s->owner)
if ((isRRRA()) && s->picnum == RR_CHEERBOMB && j == s->owner)
{
j = nextj;
continue;
@ -599,7 +599,7 @@ SKIPWALLCHECK:
if (d < r && cansee(sj->x, sj->y, sj->z - (8 << 8), sj->sectnum, s->x, s->y, s->z - (12 << 8), s->sectnum))
{
if ((g_gameType & GAMEFLAG_RRRA) && sprite[j].picnum == RR_MINION && sprite[j].pal == 19)
if ((isRRRA()) && sprite[j].picnum == RR_MINION && sprite[j].pal == 19)
{
j = nextj;
continue;
@ -609,7 +609,7 @@ SKIPWALLCHECK:
if (s->picnum == RR_CROSSBOW && sj->extra > 0)
hittype[j].picnum = RR_CROSSBOW;
else if ((g_gameType & GAMEFLAG_RRRA) && s->picnum == RR_CHIKENCROSSBOW && sj->extra > 0)
else if ((isRRRA()) && s->picnum == RR_CHIKENCROSSBOW && sj->extra > 0)
hittype[j].picnum = RR_CROSSBOW;
else
hittype[j].picnum = RR_RADIUSEXPLOSION;
@ -631,7 +631,7 @@ SKIPWALLCHECK:
}
int pic = sprite[j].picnum;
if ((g_gameType & GAMEFLAG_RRRA)?
if ((isRRRA())?
(pic != RR_HULK && pic != RR_MAMAJACKOLOPE && pic != RR_GUITARBILLY && pic != RR_BANJOCOOTER && pic != RR_MAMACLOUD) :
(pic != RR_HULK && pic != RR_SBMOVE))
{
@ -704,7 +704,7 @@ int movesprite(short spritenum, int xchange, int ychange, int zchange, unsigned
retval = clipmove(&sprite[spritenum].x, &sprite[spritenum].y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), 1024L, (4 << 8), (4 << 8), cliptype);
else
{
if (g_gameType & GAMEFLAG_RRALL)
if (isRR())
cd = 192;
else if (sprite[spritenum].picnum == LIZMAN)
cd = 292;
@ -720,7 +720,7 @@ int movesprite(short spritenum, int xchange, int ychange, int zchange, unsigned
retval = clipmove(&sprite[spritenum].x, &sprite[spritenum].y, &daz, &dasectnum, ((xchange * TICSPERFRAME) << 11), ((ychange * TICSPERFRAME) << 11), cd, (4 << 8), (4 << 8), cliptype);
}
bool rr = (g_gameType & GAMEFLAG_RRALL);
bool rr = (isRR());
// conditional code from hell...
if (dasectnum < 0 || (dasectnum >= 0 &&
((hittype[spritenum].actorstayput >= 0 && hittype[spritenum].actorstayput != dasectnum) ||
@ -851,7 +851,7 @@ void guts(spritetype* s, short gtype, short n, short p)
if (gutz > (floorz - (8 << 8)))
gutz = floorz - (8 << 8);
if (!(g_gameType & GAMEFLAG_RRALL) && s->picnum == COMMANDER)
if (!isRR() && s->picnum == COMMANDER)
gutz -= (24 << 8);
if (badguy(s) && s->pal == 6)
@ -859,13 +859,13 @@ void guts(spritetype* s, short gtype, short n, short p)
else
{
pal = 0;
if (g_gameType & GAMEFLAG_RRRA)
if (isRRRA())
{
if (s->picnum == RR_MINION && (s->pal == 8 || s->pal == 19)) pal = s->pal;
}
}
if (g_gameType & GAMEFLAG_RRALL)
if (isRR())
{
sx >>= 1;
sy >>= 1;
@ -882,7 +882,7 @@ void guts(spritetype* s, short gtype, short n, short p)
int r5 = krand();
// TRANSITIONAL: owned by a player???
i = EGS(s->sectnum, s->x + (r5 & 255) - 128, s->y + (r4 & 255) - 128, gutz - (r3 & 8191), gtype, -32, sx, sy, a, 48 + (r2 & 31), -512 - (r1 & 2047), ps[p].i, 5);
if (!(g_gameType & GAMEFLAG_RRALL) && sprite[i].picnum == JIBS2)
if (!isRR() && sprite[i].picnum == JIBS2)
{
sprite[i].xrepeat >>= 2;
sprite[i].yrepeat >>= 2;
@ -914,7 +914,7 @@ void gutsdir(spritetype* s, short gtype, short n, short p)
if (gutz > (floorz - (8 << 8)))
gutz = floorz - (8 << 8);
if (!(g_gameType & GAMEFLAG_RRALL) && s->picnum == COMMANDER)
if (!isRR() && s->picnum == COMMANDER)
gutz -= (24 << 8);
for (j = 0; j < n; j++)
@ -1012,8 +1012,8 @@ void movefta(void)
continue;
}
if (!(g_gameType & GAMEFLAG_RRALL) || s->pal == 33 || s->type == RR_VIXEN ||
((g_gameType & GAMEFLAG_RRRA) && isIn(s->type, RR_COOT, RR_COOTSTAYPUT, RR_BIKERSTAND, RR_BIKERRIDE,
if (!isRR() || s->pal == 33 || s->type == RR_VIXEN ||
((isRRRA()) && isIn(s->type, RR_COOT, RR_COOTSTAYPUT, RR_BIKERSTAND, RR_BIKERRIDE,
RR_BIKERRIDEDAISY, RR_MINIONAIRBOAT, RR_HULKAIRBOAT,
RR_DAISYAIRBOAT, RR_JACKOLOPE, RR_BANJOCOOTER,
RR_GUITARBILLY, RR_MAMAJACKOLOPE, RR_BIKERBV,
@ -1034,7 +1034,7 @@ void movefta(void)
if (j)
{
bool res = (!(g_gameType & GAMEFLAG_RRALL)) ?
bool res = (!isRR()) ?
isIn(s->picnum,
RUBBERCAN,
EXPLODINGBARREL,
@ -1086,13 +1086,13 @@ void movefta(void)
else hittype[i].timetosleep = 0;
}
}
if ((!(g_gameType & GAMEFLAG_RRALL) || !j) && badguy(s))
if ((!isRR() || !j) && badguy(s))
{
if (sector[s->sectnum].ceilingstat & 1)
s->shade = sector[s->sectnum].ceilingshade;
else s->shade = sector[s->sectnum].floorshade;
if (s->picnum != RR_HEN || s->picnum != RR_COW || s->picnum != RR_PIG || s->picnum != RR_DOGRUN || ((g_gameType & GAMEFLAG_RRRA) && s->picnum != RR_JACKOLOPE))
if (s->picnum != RR_HEN || s->picnum != RR_COW || s->picnum != RR_PIG || s->picnum != RR_DOGRUN || ((isRRRA()) && s->picnum != RR_JACKOLOPE))
if (wakeup(i, p))
{
hittype[i].timetosleep = 0;
@ -1106,5 +1106,115 @@ void movefta(void)
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int ifhitsectors(int sectnum)
{
int i = headspritestat[STAT_MISC];
if (!isRR())
{
while (i >= 0)
{
if (sprite[i].picnum == EXPLOSION2 && sectnum == sprite[i].sectnum)
return i;
i = nextspritestat[i];
}
}
else
{
while (i >= 0)
{
if (sprite[i].picnum == RR_EXPLOSION2 || (sprite[i].picnum == RR_EXPLOSION3 && sectnum == sprite[i].sectnum))
return i;
i = nextspritestat[i];
}
}
return -1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int ifhitbyweapon(int sn)
{
short j, p;
spritetype* npc;
if (hittype[sn].extra >= 0)
{
if (sprite[sn].extra >= 0)
{
npc = &sprite[sn];
if (npc->picnum == APLAYER)
{
if (ud.god && (isRR() || hittype[sn].picnum != SHRINKSPARK)) return -1;
p = npc->yvel;
j = hittype[sn].owner;
if (j >= 0 &&
sprite[j].picnum == APLAYER &&
ud.coop == 1 &&
ud.ffire == 0)
return -1;
npc->extra -= hittype[sn].extra;
if (j >= 0)
{
if (npc->extra <= 0 && hittype[sn].picnum != (isRR()? RR_ALIENBLAST : FREEZEBLAST))
{
npc->extra = 0;
ps[p].wackedbyactor = j;
if (sprite[hittype[sn].owner].picnum == APLAYER && p != sprite[hittype[sn].owner].yvel)
{
// yvel contains player ID
ps[p].frag_ps = sprite[j].yvel;
}
hittype[sn].owner = ps[p].i;
}
}
bool res = !isRR() ?
isIn(hittype[sn].picnum, RADIUSEXPLOSION, RPG, HYDRENT, HEAVYHBOMB, SEENINE, OOZFILTER, EXPLODINGBARREL) :
(isIn(hittype[sn].picnum, RR_DYNAMITE, RR_POWDERKEGSPRITE, RR_1228, RR_1273, RR_1315, RR_SEENINE, RR_RADIUSEXPLOSION, RR_CROSSBOW) ||
(isRRRA() && hittype[sn].picnum == RR_CHIKENCROSSBOW));
int shift = res ? 2 : 1;
ps[p].posxv += hittype[sn].extra * (sintable[(hittype[sn].ang + 512) & 2047]) << shift;
ps[p].posyv += hittype[sn].extra * (sintable[hittype[sn].ang & 2047]) << shift;
}
else
{
if (hittype[sn].extra == 0)
if ((isRR() || hittype[sn].picnum == SHRINKSPARK) && npc->xrepeat < 24)
return -1;
npc->extra -= hittype[sn].extra;
if (npc->picnum != (isRR()? RR_4989 : RECON) && npc->owner >= 0 && sprite[npc->owner].statnum < MAXSTATUS)
npc->owner = hittype[sn].owner;
}
hittype[sn].extra = -1;
return hittype[sn].picnum;
}
}
hittype[sn].extra = -1;
return -1;
}
END_DUKE_NS

View file

@ -358,115 +358,17 @@ int G_WakeUp(spritetype *const pSprite, int const playerNum)
void movefta(void);
// stupid name, but it's what the function does.
int ifhitsectors(int sectnum);
static FORCE_INLINE int G_FindExplosionInSector(int const sectNum)
{
if (RR)
{
for (bssize_t SPRITES_OF(STAT_MISC, i))
if (PN(i) == TILE_EXPLOSION2 || (PN(i) == TILE_EXPLOSION3 && sectNum == SECT(i)))
return i;
}
else
{
for (bssize_t SPRITES_OF(STAT_MISC, i))
if (PN(i) == TILE_EXPLOSION2 && sectNum == SECT(i))
return i;
}
return -1;
}
static FORCE_INLINE void P_Nudge(int playerNum, int spriteNum, int shiftLeft)
{
g_player[playerNum].ps->vel.x += actor[spriteNum].extra * (sintable[(actor[spriteNum].ang + 512) & 2047]) << shiftLeft;
g_player[playerNum].ps->vel.y += actor[spriteNum].extra * (sintable[actor[spriteNum].ang & 2047]) << shiftLeft;
return ifhitsectors(sectNum);
}
int ifhitbyweapon(int s);
int A_IncurDamage(int const spriteNum)
{
spritetype *const pSprite = &sprite[spriteNum];
actor_t *const pActor = &actor[spriteNum];
// dmg->picnum check: safety, since it might have been set to <0 from CON.
if (pActor->extra < 0 || pSprite->extra < 0 || pActor->picnum < 0)
{
pActor->extra = -1;
return -1;
}
if (pSprite->picnum == TILE_APLAYER)
{
if (ud.god && (RR || pActor->picnum != TILE_SHRINKSPARK))
return -1;
int const playerNum = P_GetP(pSprite);
if (pActor->owner >= 0 && (sprite[pActor->owner].picnum == TILE_APLAYER))
{
if (
(ud.ffire == 0) &&
((g_gametypeFlags[ud.coop] & GAMETYPE_PLAYERSFRIENDLY) ||
((g_gametypeFlags[ud.coop] & GAMETYPE_TDM) && g_player[playerNum].ps->team == g_player[P_Get(pActor->owner)].ps->team))
)
{
return -1;
}
}
pSprite->extra -= pActor->extra;
if (pActor->owner >= 0 && pSprite->extra <= 0 && pActor->picnum != TILE_FREEZEBLAST)
{
int const damageOwner = pActor->owner;
pSprite->extra = 0;
g_player[playerNum].ps->wackedbyactor = damageOwner;
if (sprite[damageOwner].picnum == TILE_APLAYER && playerNum != P_Get(damageOwner))
g_player[playerNum].ps->frag_ps = P_Get(damageOwner);
pActor->owner = g_player[playerNum].ps->i;
}
switch (DYNAMICTILEMAP(pActor->picnum))
{
case RPG2__STATICRR:
if (!RRRA) goto default_case;
fallthrough__;
case TRIPBOMBSPRITE__STATIC:
if (!RR) goto default_case;
fallthrough__;
case RADIUSEXPLOSION__STATIC:
case SEENINE__STATIC:
case RPG__STATIC:
case HYDRENT__STATIC:
case HEAVYHBOMB__STATIC:
case OOZFILTER__STATIC:
case EXPLODINGBARREL__STATIC:
P_Nudge(playerNum, spriteNum, 2);
break;
default:
default_case:
P_Nudge(playerNum, spriteNum, 1);
break;
}
pActor->extra = -1;
return pActor->picnum;
}
if (pActor->extra == 0 && (RR || pActor->picnum == TILE_SHRINKSPARK) && pSprite->xrepeat < 24)
return -1;
pSprite->extra -= pActor->extra;
if (pSprite->picnum != TILE_RECON && pSprite->owner >= 0 && sprite[pSprite->owner].statnum < MAXSTATUS)
pSprite->owner = pActor->owner;
pActor->extra = -1;
return pActor->picnum;
return ifhitbyweapon(spriteNum);
}
void A_MoveCyclers(void)

View file

@ -348,6 +348,7 @@ bool isIn(int value, int first, Args... args)
return value == first || isIn(value, args...);
}
END_DUKE_NS
#endif

View file

@ -1192,6 +1192,9 @@ enum
RR_1317 = 1317,
RR_1388 = 1388,
RR_3440 = 3440,
RR_1228 = 1228,
RR_1273 = 1273,
RR_4989 = 4989,
};

View file

@ -146,7 +146,11 @@ typedef struct player_struct {
struct { int32_t oposx, oposy, oposz; };
};
union
{
vec3_t vel;
struct { int32_t posxv, posyv, poszv; };
};
vec3_t npos;
vec2_t bobpos, fric;