Okay so I'll just dump the contents of my commonFuncs.h up to this point, and split it up in an edit
Code: Select all
// A bunch of functions that I've built up
// They come in handy :>
function int abs(int x)
{
if (x < 0) { return -x; }
return x;
}
function int sign(int x)
{
if (x < 0) { return -1; }
return 1;
}
function int randSign(void)
{
return (2*random(0,1))-1;
}
function int mod(int x, int y)
{
int ret = x - ((x / y) * y);
if (ret < 0) { ret = y + ret; }
return ret;
}
function int pow(int x, int y)
{
int n = 1;
while (y-- > 0) { n *= x; }
return n;
}
function int powFloat(int x, int y)
{
int n = 1.0;
while (y-- > 0) { n = FixedMul(n, x); }
return n;
}
function int min(int x, int y)
{
if (x < y) { return x; }
return y;
}
function int max (int x, int y)
{
if (x > y) { return x; }
return y;
}
function int middle(int x, int y, int z)
{
if ((x < z) && (y < z)) { return max(x, y); }
return max(min(x, y), z);
}
function int percFloat(int intg, int frac)
{
return (intg << 16) + ((frac << 16) / 100);
}
function int percFloat2(int intg, int frac1, int frac2)
{
return itof(intg) + (itof(frac1) / 100) + (itof(frac2) / 10000);
}
function int keyUp(int key)
{
int buttons = GetPlayerInput(-1, INPUT_BUTTONS);
if ((~buttons & key) == key) { return 1; }
return 0;
}
function int keyDown(int key)
{
int buttons = GetPlayerInput(-1, INPUT_BUTTONS);
if ((buttons & key) == key) { return 1; }
return 0;
}
function int keyPressed(int key)
{
int buttons = GetPlayerInput(-1, INPUT_BUTTONS);
int oldbuttons = GetPlayerInput(-1, INPUT_OLDBUTTONS);
int newbuttons = (buttons ^ oldbuttons) & buttons;
if ((newbuttons & key) == key) { return 1; }
return 0;
}
function int adjustBottom(int tmin, int tmax, int i)
{
if (tmin > tmax)
{
tmax ^= tmin; tmin ^= tmax; tmax ^= tmin; // XOR swap
}
if (i < tmin) { tmin = i; }
if (i > tmax) { tmin += (i - tmax); }
return tmin;
}
function int adjustTop(int tmin, int tmax, int i)
{
if (tmin > tmax)
{
tmax ^= tmin; tmin ^= tmax; tmax ^= tmin;
}
if (i < tmin) { tmax -= (tmin - i); }
if (i > tmax) { tmax = i; }
return tmax;
}
function int adjustShort(int tmin, int tmax, int i)
{
if (tmin > tmax)
{
tmax ^= tmin; tmin ^= tmax; tmax ^= tmin;
}
if (i < tmin)
{
tmax -= (tmin - i);
tmin = i;
}
if (i > tmax)
{
tmin += (i - tmax);
tmax = i;
}
return packShorts(tmin, tmax);
}
// Taken from http://zdoom.org/wiki/sqrt
function int sqrt_i(int number)
{
if (number <= 3) { return number > 0; }
int oldAns = number >> 1, // initial guess
newAns = (oldAns + number / oldAns) >> 1; // first iteration
// main iterative method
while (newAns < oldAns)
{
oldAns = newAns;
newAns = (oldAns + number / oldAns) >> 1;
}
return oldAns;
}
function int sqrt(int number)
{
if (number == 1.0) { return 1.0; }
if (number <= 0) { return 0; }
int val = 150.0;
for (int i=0; i<15; i++) { val = (val + FixedDiv(number, val)) >> 1; }
return val;
}
function int magnitudeTwo(int x, int y)
{
return sqrt_i(x*x + y*y);
}
function int magnitudeTwo_f(int x, int y)
{
return sqrt(FixedMul(x, x) + FixedMul(y, y));
}
function int magnitudeThree(int x, int y, int z)
{
return sqrt_i(x*x + y*y + z*z);
}
function int magnitudeThree_f(int x, int y, int z)
{
return sqrt(FixedMul(x, x) + FixedMul(y, y) + FixedMul(z, z));
}
function int quadPos(int a, int b, int c)
{
int s1 = sqrt(FixedMul(b, b)-(4*FixedMul(a, c)));
int s2 = (2 * a);
int b1 = FixedDiv(-b + s1, s2);
return b1;
}
function int quadNeg(int a, int b, int c)
{
int s1 = sqrt(FixedMul(b, b)-(4*FixedMul(a, c)));
int s2 = (2 * a);
int b1 = FixedDiv(-b - s1, s2);
return b1;
}
function int quad(int a, int b, int c, int y)
{
return FixedMul(a, FixedMul(y, y)) + FixedMul(b, y) + c + y;
}
function int quadHigh(int a, int b, int c, int x)
{
return quadPos(a, b, c-x);
}
function int quadLow(int a, int b, int c, int x)
{
return quadNeg(a, b, c-x);
}
function int inRange(int low, int high, int x)
{
return ((x >= low) && (x < high));
}
function int itof(int x) { return x << 16; }
function int ftoi(int x) { return x >> 16; }
function void AddAmmoCapacity(int type, int add)
{
SetAmmoCapacity(type, GetAmmoCapacity(type) + add);
}
function int packShorts(int left, int right)
{
return ((left & 0xFFFF) << 16) + (right & 0xFFFF);
}
function int leftShort(int packed) { return packed >> 16; }
function int rightShort(int packed) { return (packed << 16) >> 16; }
// This stuff only works with StrParam
function int cleanString(int string)
{
int ret = "";
int strSize = StrLen(string);
int c, i, ignoreNext;
for (i = 0; i < strSize; i++)
{
c = GetChar(string, i);
if ( ( ((c > 8) && (c < 14)) || ((c > 31) && (c < 127)) || ((c > 160) && (c < 173)) ) && !ignoreNext)
{
ret = StrParam(s:ret, c:c);
}
else if (c == 28 && !ignoreNext)
{
ignoreNext = 1;
}
else
{
ignoreNext = 0;
}
}
return ret;
}
function int padStringR(int baseStr, int padChar, int len)
{
int baseStrLen = StrLen(baseStr);
int pad = "";
int padLen; int i;
if (baseStrLen >= len)
{
return baseStr;
}
padChar = GetChar(padChar, 0);
padLen = len - baseStrLen;
for (i = 0; i < padLen; i++)
{
pad = StrParam(s:pad, c:padChar);
}
return StrParam(s:baseStr, s:pad);
}
function int padStringL(int baseStr, int padChar, int len)
{
int baseStrLen = StrLen(baseStr);
int pad = "";
int padLen; int i;
if (baseStrLen >= len)
{
return baseStr;
}
padChar = GetChar(padChar, 0);
padLen = len - baseStrLen;
for (i = 0; i < padLen; i++)
{
pad = StrParam(s:pad, c:padChar);
}
return StrParam(s:pad, s:baseStr);
}
function int changeString(int string, int repl, int where)
{
int i; int j; int k;
int ret = "";
int len = StrLen(string);
int rLen = StrLen(repl);
if ((where + rLen < 0) || (where >= len))
{
return string;
}
for (i = 0; i < len; i++)
{
if (inRange(where, where+rLen, i))
{
ret = StrParam(s:ret, c:GetChar(repl, i-where));
}
else
{
ret = StrParam(s:ret, c:GetChar(string, i));
}
}
return ret;
}
function int sliceString(int string, int start, int end)
{
int len = StrLen(string);
int ret = "";
int i;
if (start < 0)
{
start = len + start;
}
if (end <= 0)
{
end = len + end;
}
start = max(0, start);
end = min(end, len-1);
for (i = start; i < end; i++)
{
ret = StrParam(s:ret, c:GetChar(string, i));
}
return ret;
}
// End StrParam
function int unusedTID(int start, int end)
{
int ret = start - 1;
int tidNum;
if (start > end) { start ^= end; end ^= start; start ^= end; } // good ol' XOR swap
while (ret++ != end)
{
if (ThingCount(0, ret) == 0)
{
return ret;
}
}
return -1;
}
function int getMaxHealth(void)
{
int maxHP = GetActorProperty(0, APROP_SpawnHealth);
if ((maxHP == 0) && (PlayerNumber() != -1))
{
maxHP = 100;
}
return maxHP;
}
function void giveHealth(int amount)
{
giveHealthFactor(amount, 1.0);
}
function void giveHealthFactor(int amount, int maxFactor)
{
int maxHP = ftoi(getMaxHealth() * maxFactor);
int newHP;
int curHP = GetActorProperty(0, APROP_Health);
if (maxFactor == 0.0) { newHP = max(curHP, curHP+amount); }
else { newHP = middle(curHP, curHP+amount, maxHP); }
SetActorProperty(0, APROP_Health, newHP);
}
function int isDead(int tid)
{
return GetActorProperty(tid, APROP_Health) <= 0;
}
function int isFreeForAll(void)
{
if (GetCVar("terminator") || GetCVar("duel"))
{
return 1;
}
int check1 = GetCVar("deathmatch") || GetCVar("possession") || GetCVar("lastmanstanding");
int check2 = check1 && !GetCVar("teamplay");
return check2;
}
function int isTeamGame(void)
{
int ret = (GetCVar("teamplay") || GetCVar("teamgame"));
return ret;
}
function int spawnDistance(int item, int dist, int tid)
{
int myX, myY, myZ, myAng, myPitch, spawnX, spawnY, spawnZ;
myX = GetActorX(0); myY = GetActorY(0); myZ = GetActorZ(0);
myAng = GetActorAngle(0); myPitch = GetActorPitch(0);
spawnX = FixedMul(cos(myAng) * dist, cos(myPitch));
spawnX += myX;
spawnY = FixedMul(sin(myAng) * dist, cos(myPitch));
spawnY += myY;
spawnZ = myZ + (-sin(myPitch) * dist);
return Spawn(item, spawnX, spawnY, spawnZ, tid, myAng >> 8);
}
function void SetInventory(int item, int amount)
{
int count = CheckInventory(item);
if (count == amount) { return; }
if (count > amount)
{
TakeInventory(item, count - amount);
return;
}
GiveAmmo(item, amount - count);
return;
}
function void ToggleInventory(int inv)
{
if (CheckInventory(inv))
{
TakeInventory(inv, 0x7FFFFFFF);
}
else
{
GiveInventory(inv, 1);
}
}
function void GiveAmmo(int type, int amount)
{
if (GetCVar("sv_doubleammo"))
{
int m = GetAmmoCapacity(type);
int expected = min(m, CheckInventory(type) + amount);
GiveInventory(type, amount);
TakeInventory(type, CheckInventory(type) - expected);
}
else
{
GiveInventory(type, amount);
}
}
function void GiveActorAmmo(int tid, int type, int amount)
{
if (GetCVar("sv_doubleammo"))
{
int m = GetAmmoCapacity(type);
int expected = min(m, CheckActorInventory(tid, type) + amount);
GiveActorInventory(tid, type, amount);
TakeActorInventory(tid, type, CheckActorInventory(tid, type) - expected);
}
else
{
GiveActorInventory(tid, type, amount);
}
}
function int cond(int test, int trueRet, int falseRet)
{
if (test) { return trueRet; }
return falseRet;
}
function int condTrue(int test, int trueRet)
{
if (test) { return trueRet; }
return test;
}
function int condFalse(int test, int falseRet)
{
if (test) { return test; }
return falseRet;
}
function void saveCVar(int cvar, int val)
{
ConsoleCommand(StrParam(s:"set ", s:cvar, s:" ", d:val));
ConsoleCommand(StrParam(s:"archivecvar ", s:cvar));
}
function int defaultCVar(int cvar, int defaultVal)
{
int ret = GetCVar(cvar);
if (ret == 0) { saveCVar(cvar, defaultVal); return defaultVal; }
return ret;
}
function int onGround(int tid)
{
return (GetActorZ(tid) - GetActorFloorZ(tid)) == 0;
}
function int ThingCounts(int start, int end)
{
int i, ret = 0;
if (start > end) { start ^= end; end ^= start; start ^= end; }
for (i = start; i < end; i++) { ret += ThingCount(0, i); }
return ret;
}
function int PlaceOnFloor(int tid)
{
if (ThingCount(0, tid) != 1) { return 1; }
SetActorPosition(tid, GetActorX(tid), GetActorY(tid), GetActorFloorZ(tid), 0);
return 0;
}
#define DIR_E 1
#define DIR_NE 2
#define DIR_N 3
#define DIR_NW 4
#define DIR_W 5
#define DIR_SW 6
#define DIR_S 7
#define DIR_SE 8
function int getDirection(void)
{
int sideMove = keyDown(BT_MOVERIGHT) - keyDown(BT_MOVELEFT);
int forwMove = keyDown(BT_FORWARD) - keyDown(BT_BACK);
if (sideMove || forwMove)
{
switch (sideMove)
{
case -1:
switch (forwMove)
{
case -1: return DIR_SW;
case 0: return DIR_W;
case 1: return DIR_NW;
}
break;
case 0:
switch (forwMove)
{
case -1: return DIR_S;
case 1: return DIR_N;
}
break;
case 1:
switch (forwMove)
{
case -1: return DIR_SE;
case 0: return DIR_E;
case 1: return DIR_NE;
}
break;
}
}
return 0;
}
function int isInvulnerable(void)
{
int check1 = GetActorProperty(0, APROP_Invulnerable);
int check2 = CheckInventory("PowerInvulnerable");
return check1 || check2;
}
function void saveStringCVar(int string, int cvarname)
{
int slen = StrLen(string);
int i, c, cvarname2;
for (i = 0; i < slen; i++)
{
cvarname2 = StrParam(s:cvarname, s:"_char", d:i);
SaveCVar(cvarname2, GetChar(string, i));
}
while (1)
{
cvarname2 = StrParam(s:cvarname, s:"_char", d:i);
c = GetCVar(cvarname2);
if (c == 0) { break; }
ConsoleCommand(StrParam(s:"unset ", s:cvarname2));
i += 1;
}
}
function int loadStringCVar(int cvarname)
{
int ret = "";
int i = 0, c, cvarname2;
while (1)
{
cvarname2 = StrParam(s:cvarname, s:"_char", d:i);
c = GetCVar(cvarname2);
if (c == 0) { break; }
ret = StrParam(s:ret, c:c);
i += 1;
}
return ret;
}
Checking for invulnerability (might need to add conditions for your specific use):
Packing and unpacking shorts (never bothered modifying adjustLeft and adjustRight to use this):