raze/source/games/duke/src/inlines.h
2023-04-12 21:52:28 +02:00

349 lines
7.7 KiB
C++

#pragma once
#include "gamehud.h"
#include "global.h"
#include "models/modeldata.h"
#include "texinfo.h"
#include "funct.h"
// all inline functions.
BEGIN_DUKE_NS
inline int rnd(int X)
{
return ((krand() >> 8) >= (255 - (X)));
}
// internal controller classes can be directly checked for by type
inline int ismasterswitch(DDukeActor* actor)
{
// The STAT_REMOVED check here is important!
return actor->GetClass()->TypeName == NAME_DukeMasterSwitch && actor->spr.statnum != STAT_REMOVED;
}
inline int issoundcontroller(DDukeActor* actor)
{
return actor->GetClass()->TypeName == NAME_DukeSoundController;
}
inline int isrespawncontroller(DDukeActor* actor)
{
return actor->GetClass()->TypeName == NAME_DukeRespawnController;
}
inline int isactivator(DDukeActor* actor)
{
return actor->GetClass()->TypeName == NAME_DukeActivator;
}
inline int islockedactivator(DDukeActor* actor)
{
return actor->GetClass()->TypeName == NAME_DukeActivatorLocked;
}
inline int islocator(DDukeActor* actor)
{
return actor->GetClass()->TypeName == NAME_DukeLocator;
}
inline int iseffector(DDukeActor* actor)
{
return actor->GetClass()->TypeName == NAME_DukeSectorEffector;
}
inline bool inventory(DDukeActor* S)
{
return S->flags1 & SFLAG_INVENTORY;
}
inline bool wallswitchcheck(DDukeActor* s)
{
return !!(tileflags(s->spr.spritetexture()) & TFLAG_WALLSWITCH);
}
inline bool isadoorwall(FTextureID dapic)
{
return tileflags(dapic) & TFLAG_DOORWALL;
}
inline bool isablockdoor(FTextureID dapic)
{
return tileflags(dapic) & TFLAG_BLOCKDOOR;
}
inline int checkcursectnums(sectortype* se)
{
int i;
for(i=connecthead;i>=0;i=connectpoint2[i])
if(ps[i].GetActor() && ps[i].GetActor()->sector() == se ) return i;
return -1;
}
inline bool isIn(int value, int first)
{
return value == first;
}
template<typename... Args>
bool isIn(int value, int first, Args... args)
{
return value == first || isIn(value, args...);
}
inline bool isIn(int value, const std::initializer_list<int>& list)
{
for (auto v : list) if (v == value) return true;
return false;
}
// these are mainly here to avoid directly accessing the input data so that it can be more easily refactored later.
inline bool PlayerInput(int pl, ESyncBits bit)
{
return (!!((ps[pl].sync.actions) & bit));
}
inline ESyncBits PlayerInputBits(int pl, ESyncBits bits)
{
return (ps[pl].sync.actions & bits);
}
inline void PlayerSetInput(int pl, ESyncBits bit)
{
ps[pl].sync.actions |= bit;
}
inline int PlayerNewWeapon(int pl)
{
return ps[pl].sync.getNewWeapon();
}
inline void PlayerSetItemUsed(int pl, int num)
{
ps[pl].sync.setItemUsed(num - 1);
}
inline bool PlayerUseItem(int pl, int num)
{
return ps[pl].sync.isItemUsed(num - 1);
}
inline float PlayerInputSideVel(int pl)
{
return ps[pl].sync.svel;
}
inline float PlayerInputForwardVel(int pl)
{
return ps[pl].sync.fvel;
}
inline float PlayerInputAngVel(int pl)
{
return ps[pl].sync.avel;
}
inline DAngle GetPlayerHorizon(int pl)
{
return DAngle::fromDeg(ps[pl].sync.horz);
}
inline void clearfriction()
{
for (int i = 0; i != -1; i = connectpoint2[i])
{
ps[i].fric.X = ps[i].fric.Y = 0;
}
}
inline void SetPlayerPal(player_struct* p, PalEntry pe)
{
p->pals = pe;
}
inline bool playrunning()
{
return (paused == 0 || (paused == 1 && (ud.recstat == 2 || ud.multimode > 1)));
}
inline void doslopetilting(player_struct* p)
{
p->Angles.doViewPitch(p->aim_mode == 0 && p->on_ground && p->cursector->lotag != ST_2_UNDERWATER);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
inline void hud_draw(double x, double y, int tilenum, int shade, int orientation)
{
int p = ps[screenpeek].cursector->floorpal;
hud_drawsprite(x, y, 65536, 0, tilenum, shade, p, 2 | orientation);
}
inline void animateshrunken(player_struct* p, double xoffset, double yoffset, int tilenum, int8_t shade, int o, double interpfrac)
{
const double fistsign = BobVal(interpolatedvalue<double>(p->ofistsign, p->fistsign, interpfrac)) * 16;
if (p->jetpack_on == 0) yoffset += 32 - (p->GetActor()->vel.X * 8);
hud_draw(250 + fistsign + xoffset, 258 - fabs(fistsign * 4) + yoffset, tilenum, shade, o);
hud_draw(40 - fistsign + xoffset, 200 + fabs(fistsign * 4) + yoffset, tilenum, shade, o | 4);
}
inline ESpriteFlags randomFlip()
{
int r = krand() & 12;
if (r == 0) return 0;
if (r == 4) return CSTAT_SPRITE_XFLIP;
if (r == 8) return CSTAT_SPRITE_YFLIP;
return CSTAT_SPRITE_XFLIP | CSTAT_SPRITE_YFLIP;
}
inline ESpriteFlags randomXFlip()
{
int r = krand() & 4;
if (r == 0) return 0;
return CSTAT_SPRITE_XFLIP;
}
inline DAngle randomAngle(double span = 360.)
{
return DAngle::fromDeg(krandf(span));
}
inline DAngle randomAngle(DAngle span)
{
return DAngle::fromDeg(krandf(span.Degrees()));
}
inline int angletorotation1(DAngle sprang, DAngle viewang, int shiftv = 8, int andv = 7)
{
return (((sprang.Buildang() + 3072 + 128 - viewang.Buildang()) & 2047) >> shiftv) & andv;
}
inline int angletorotation2(DAngle sprang, DAngle viewang)
{
return ((sprang.Buildang() + 3072 + 128 - viewang.Buildang()) & 2047) / 170;
}
// 4 (8) frame rotation.
inline void applyRotation1(DDukeActor* h, tspritetype* t, DAngle viewang)
{
if (tilehasmodelorvoxel(h->spr.spritetexture(), h->spr.pal))
{
t->cstat &= ~CSTAT_SPRITE_XFLIP;
return;
}
int k = angletorotation1(t->Angles.Yaw, viewang);
if (k > 4)
{
k = 8 - k;
t->cstat |= CSTAT_SPRITE_XFLIP;
}
else t->cstat &= ~CSTAT_SPRITE_XFLIP;
t->picnum = h->spr.picnum + k;
}
// 6 (12) frame rotation.
inline void applyRotation2(DDukeActor* h, tspritetype* t, DAngle viewang)
{
if (tilehasmodelorvoxel(h->spr.spritetexture(), h->spr.pal))
{
t->cstat &= ~CSTAT_SPRITE_XFLIP;
return;
}
int k = angletorotation2(t->Angles.Yaw, viewang);
if (k > 6)
{
k = 12 - k;
t->cstat |= CSTAT_SPRITE_XFLIP;
}
else t->cstat &= ~CSTAT_SPRITE_XFLIP;
t->picnum = h->spr.picnum + k;
}
inline int monsterCheatCheck(DDukeActor* self)
{
if (ud.multimode < 2)
{
if (actor_tog == 1)
{
self->spr.cstat = CSTAT_SPRITE_INVISIBLE;
return true;
}
else if (actor_tog == 2) self->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
}
return false;
}
inline void processinputvel(int snum)
{
const auto p = &ps[snum];
const auto velvect = DVector2(p->sync.fvel, p->sync.svel).Rotated(p->GetActor()->spr.Angles.Yaw) + p->fric;
p->sync.fvel = (float)velvect.X;
p->sync.svel = (float)velvect.Y;
}
inline const ActorInfo* DDukeActor::conInfo() const
{
auto tn = static_cast<PClassActor*>(GetClass())->ActorInfo()->TypeNum;
return tn < 0 ? nullptr : &gs.actorinfo[tn];
}
inline void setPlayerActorViewZOffset(DDukeActor* const pact)
{
if (!PlayClock)
{
pact->spr.pos.Z += gs.playerheight;
pact->opos.Z += gs.playerheight;
pact->oviewzoffset = pact->viewzoffset = -gs.playerheight;
}
}
// flag mess to avoid double counting of kills.
// this is still not foolproof because CON requires manually recording the kills.
inline void addtokills(DDukeActor* actor)
{
if (actor->flags1 & SFLAG_KILLCOUNT)
{
ps[myconnectindex].max_actors_killed++;
actor->spr.cstat2 |= CSTAT2_SPRITE_COUNTKILL;
}
}
inline void addkill(DDukeActor* actor)
{
if ((actor->flags1 & SFLAG_KILLCOUNT) && (actor->spr.cstat2 & CSTAT2_SPRITE_COUNTKILL))
{
ps[myconnectindex].actors_killed++;
actor->spr.cstat2 &= ~CSTAT2_SPRITE_COUNTKILL;
}
}
inline void subkill(DDukeActor* actor)
{
if ((actor->flags1 & SFLAG_KILLCOUNT) && !(actor->spr.cstat2 & CSTAT2_SPRITE_COUNTKILL))
{
ps[myconnectindex].actors_killed--;
actor->spr.cstat2 |= CSTAT2_SPRITE_COUNTKILL;
}
}
inline void dokill(player_struct* p, DDukeActor* g_ac, int amount)
{
if (g_ac->spriteextra < 1 || g_ac->spriteextra == 128 || !isRR())
{
if (amount > 0) addkill(g_ac);
else if (amount < 0) subkill(g_ac);
}
g_ac->actorstayput = nullptr;
}
END_DUKE_NS