mirror of
https://github.com/ZDoom/Raze.git
synced 2025-02-13 07:11:48 +00:00
296 lines
6.6 KiB
C++
296 lines
6.6 KiB
C++
#pragma once
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#include "gamehud.h"
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#include "global.h"
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#include "models/modeldata.h"
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#include "texinfo.h"
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#include "funct.h"
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#include "mapinfo.h"
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// all inline functions.
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BEGIN_DUKE_NS
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inline DDukePlayer* getPlayer(int index)
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{
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return static_cast<DDukePlayer*>(PlayerArray[index]);
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}
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inline int rnd(int X)
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{
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return ((krand() >> 8) >= (255 - (X)));
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}
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// internal controller classes can be directly checked for by type
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inline int ismasterswitch(DDukeActor* actor)
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{
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// The STAT_REMOVED check here is important!
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return actor->GetClass() == DukeMasterSwitchClass && actor->spr.statnum != STAT_REMOVED;
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}
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inline int issoundcontroller(DDukeActor* actor)
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{
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return actor->GetClass() == DukeSoundControllerClass;
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}
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inline int isrespawncontroller(DDukeActor* actor)
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{
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return actor->GetClass() == DukeRespawnControllerClass;
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}
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inline int isactivator(DDukeActor* actor)
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{
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return actor->GetClass() == DukeActivatorClass;
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}
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inline int islockedactivator(DDukeActor* actor)
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{
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return actor->GetClass() == DukeActivatorLockedClass;
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}
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inline int islocator(DDukeActor* actor)
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{
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return actor->GetClass() == DukeLocatorClass;
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}
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inline int iseffector(DDukeActor* actor)
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{
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return actor->GetClass() == DukeSectorEffectorClass;
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}
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inline bool inventory(DDukeActor* S)
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{
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return S->flags1 & SFLAG_INVENTORY;
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}
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inline bool wallswitchcheck(DDukeActor* s)
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{
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return !!(tileflags(s->spr.spritetexture()) & TFLAG_WALLSWITCH);
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}
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inline bool isadoorwall(FTextureID dapic)
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{
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return tileflags(dapic) & TFLAG_DOORWALL;
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}
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inline bool isablockdoor(FTextureID dapic)
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{
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return tileflags(dapic) & TFLAG_BLOCKDOOR;
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}
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inline int checkcursectnums(sectortype* se)
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{
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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const auto pact = getPlayer(i)->GetActor();
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if (pact && pact->sector() == se) return i;
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}
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return -1;
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}
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inline bool isIn(int value, int first)
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{
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return value == first;
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}
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template<typename... Args>
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bool isIn(int value, int first, Args... args)
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{
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return value == first || isIn(value, args...);
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}
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inline bool isIn(int value, const std::initializer_list<int>& list)
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{
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for (auto v : list) if (v == value) return true;
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return false;
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}
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inline void clearfriction()
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{
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for (int i = 0; i != -1; i = connectpoint2[i])
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{
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getPlayer(i)->fric.Zero();
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}
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}
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inline void SetPlayerPal(DDukePlayer* p, PalEntry pe)
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{
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p->pals = pe;
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}
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inline bool playrunning()
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{
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return (paused == 0 || (paused == 1 && (ud.recstat == 2 || ud.multimode > 1)));
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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inline ESpriteFlags randomFlip()
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{
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int r = krand() & 12;
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if (r == 0) return 0;
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if (r == 4) return CSTAT_SPRITE_XFLIP;
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if (r == 8) return CSTAT_SPRITE_YFLIP;
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return CSTAT_SPRITE_XFLIP | CSTAT_SPRITE_YFLIP;
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}
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inline ESpriteFlags randomXFlip()
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{
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int r = krand() & 4;
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if (r == 0) return 0;
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return CSTAT_SPRITE_XFLIP;
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}
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inline DAngle randomAngle(double span = 360.)
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{
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return DAngle::fromDeg(krandf(span));
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}
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inline DAngle randomAngle(DAngle span)
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{
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return DAngle::fromDeg(krandf(span.Degrees()));
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}
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inline int angletorotation1(DAngle sprang, DAngle viewang, int shiftv = 8, int andv = 7)
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{
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return (((sprang.Buildang() + 3072 + 128 - viewang.Buildang()) & 2047) >> shiftv) & andv;
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}
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inline int angletorotation2(DAngle sprang, DAngle viewang)
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{
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return ((sprang.Buildang() + 3072 + 128 - viewang.Buildang()) & 2047) / 170;
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}
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// 4 (8) frame rotation.
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inline void applyRotation1(DDukeActor* h, tspritetype* t, DAngle viewang, FTextureID base = FNullTextureID())
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{
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if (tilehasmodelorvoxel(h->spr.spritetexture(), h->spr.pal))
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{
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t->cstat &= ~CSTAT_SPRITE_XFLIP;
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return;
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}
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int k = angletorotation1(t->Angles.Yaw, viewang);
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if (k > 4)
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{
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k = 8 - k;
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t->cstat |= CSTAT_SPRITE_XFLIP;
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}
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else t->cstat &= ~CSTAT_SPRITE_XFLIP;
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if (base.isNull()) base = h->spr.spritetexture();
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t->setspritetexture(base + k);
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}
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// 6 (12) frame rotation.
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inline void applyRotation2(DDukeActor* h, tspritetype* t, DAngle viewang, FTextureID base = FNullTextureID())
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{
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if (tilehasmodelorvoxel(h->spr.spritetexture(), h->spr.pal))
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{
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t->cstat &= ~CSTAT_SPRITE_XFLIP;
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return;
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}
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int k = angletorotation2(t->Angles.Yaw, viewang);
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if (k > 6)
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{
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k = 12 - k;
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t->cstat |= CSTAT_SPRITE_XFLIP;
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}
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else t->cstat &= ~CSTAT_SPRITE_XFLIP;
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if (base.isNull()) base = h->spr.spritetexture();
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t->setspritetexture(base + k);
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}
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inline int monsterCheatCheck(DDukeActor* self)
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{
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if (ud.multimode < 2)
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{
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if (actor_tog == 1)
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{
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self->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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return true;
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}
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else if (actor_tog == 2) self->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
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}
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return false;
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}
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inline void rotateInputVel(DDukePlayer* const p)
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{
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p->cmd.ucmd.vel.XY() = p->cmd.ucmd.vel.XY().Rotated(p->GetActor()->spr.Angles.Yaw) + p->fric;
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}
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inline const ActorInfo* DDukeActor::conInfo() const
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{
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auto tn = static_cast<PClassActor*>(GetClass())->ActorInfo()->TypeNum;
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return tn < 0 || gs.actorinfo[tn].scriptaddress == 0 ? nullptr : &gs.actorinfo[tn];
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}
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inline bool DDukeActor::isPlayer() const
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{
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return IsKindOf(DukePlayerBaseClass);
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}
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inline bool shrinkersizecheck(PClass* type, DDukeActor* act2)
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{
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// this should be a damage type check, not a projectile type check.
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// It's also quite broken because it doesn't check for being shrunk but tries to guess it from the size.
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// Unfortunately, with CON there is no way to retrieve proper shrunk state in any way.
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return type != DukeShrinkSparkClass || (act2->spr.scale.X >= 0.375);
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}
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inline void setPlayerActorViewZOffset(DDukeActor* const pact)
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{
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if (!PlayClock)
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{
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pact->spr.pos.Z += gs.playerheight;
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pact->opos.Z += gs.playerheight;
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pact->oviewzoffset = pact->viewzoffset = -gs.playerheight;
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}
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}
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// flag mess to avoid double counting of kills.
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// this is still not foolproof because CON requires manually recording the kills.
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inline void addtokills(DDukeActor* actor)
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{
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if (actor->flags1 & SFLAG_KILLCOUNT)
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{
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Level.addKillCount(1);
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actor->spr.cstat2 |= CSTAT2_SPRITE_COUNTKILL;
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}
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}
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inline void addkill(DDukeActor* actor)
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{
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if ((actor->flags1 & SFLAG_KILLCOUNT) && (actor->spr.cstat2 & CSTAT2_SPRITE_COUNTKILL))
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{
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Level.addKill(myconnectindex);
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actor->spr.cstat2 &= ~CSTAT2_SPRITE_COUNTKILL;
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}
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}
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inline void subkill(DDukeActor* actor)
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{
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if ((actor->flags1 & SFLAG_KILLCOUNT) && !(actor->spr.cstat2 & CSTAT2_SPRITE_COUNTKILL))
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{
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Level.addKill(-1, -1); // only deduct from global, not from player kills
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actor->spr.cstat2 |= CSTAT2_SPRITE_COUNTKILL;
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}
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}
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inline void dokill(DDukePlayer* p, DDukeActor* g_ac, int amount)
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{
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if (g_ac->spriteextra < 1 || g_ac->spriteextra == 128 || !isRR())
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{
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if (amount > 0) addkill(g_ac);
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else if (amount < 0) subkill(g_ac);
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}
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g_ac->actorstayput = nullptr;
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}
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END_DUKE_NS
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