Serious-Engine/Sources/Entities/Common/Flags.h

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2016-04-08 00:11:36 +02:00
#ifndef SE_INCL_FLAGS_H
#define SE_INCL_FLAGS_H
#ifdef PRAGMA_ONCE
#pragma once
#endif
// collision flags
#define ECBI_BRUSH (1UL<<0)
#define ECBI_MODEL (1UL<<1)
#define ECBI_PROJECTILE_MAGIC (1UL<<2)
#define ECBI_PROJECTILE_SOLID (1UL<<3)
#define ECBI_ITEM (1UL<<4)
#define ECBI_CORPSE (1UL<<5)
#define ECBI_MODEL_HOLDER (1UL<<6)
#define ECBI_CORPSE_SOLID (1UL<<7)
#define ECBI_PLAYER (1UL<<8)
// standard flag combinations:
/*
* COLLISION COMBINATIONS
*/
#define ECF_IMMATERIAL (0UL)
// brush
#define ECF_BRUSH ( \
((ECBI_MODEL|ECBI_PROJECTILE_MAGIC|ECBI_PROJECTILE_SOLID|ECBI_ITEM|ECBI_CORPSE|ECBI_CORPSE_SOLID)<<ECB_TEST) |\
((ECBI_BRUSH)<<ECB_IS))
// model
#define ECF_MODEL ( \
((ECBI_MODEL|ECBI_BRUSH|ECBI_PROJECTILE_MAGIC|ECBI_PROJECTILE_SOLID|ECBI_ITEM|ECBI_MODEL_HOLDER|ECBI_CORPSE_SOLID)<<ECB_TEST) |\
((ECBI_MODEL)<<ECB_IS))
// projectile magic
#define ECF_PROJECTILE_MAGIC ( \
((ECBI_MODEL|ECBI_BRUSH|ECBI_CORPSE|ECBI_CORPSE_SOLID|ECBI_MODEL_HOLDER)<<ECB_TEST) |\
((ECBI_PROJECTILE_MAGIC)<<ECB_IS) |\
((ECBI_MODEL)<<ECB_PASS) )
// projectile solid
#define ECF_PROJECTILE_SOLID ( \
((ECBI_MODEL|ECBI_BRUSH|ECBI_PROJECTILE_SOLID|ECBI_CORPSE|ECBI_CORPSE_SOLID|ECBI_MODEL_HOLDER)<<ECB_TEST) |\
((ECBI_PROJECTILE_SOLID)<<ECB_IS) |\
((ECBI_MODEL|ECBI_PROJECTILE_SOLID)<<ECB_PASS) )
// item
#define ECF_ITEM ( \
((ECBI_MODEL|ECBI_BRUSH)<<ECB_TEST) |\
((ECBI_MODEL)<<ECB_PASS) |\
((ECBI_ITEM)<<ECB_IS))
// touch model
#define ECF_TOUCHMODEL ( \
((ECBI_MODEL)<<ECB_TEST) |\
((ECBI_MODEL)<<ECB_PASS) |\
((ECBI_ITEM)<<ECB_IS))
// corpse
#define ECF_CORPSE ( \
((ECBI_BRUSH|ECBI_PROJECTILE_MAGIC|ECBI_PROJECTILE_SOLID)<<ECB_TEST) |\
((ECBI_CORPSE)<<ECB_IS))
// large corpse that is not passable, but doesn't collide with itself
#define ECF_CORPSE_SOLID ( \
((ECBI_BRUSH|ECBI_MODEL|ECBI_MODEL_HOLDER|ECBI_PROJECTILE_MAGIC|ECBI_PROJECTILE_SOLID)<<ECB_TEST) |\
((ECBI_CORPSE_SOLID)<<ECB_IS))
// model holder
#define ECF_MODEL_HOLDER ( \
((ECBI_MODEL|ECBI_CORPSE|ECBI_CORPSE_SOLID|ECBI_PROJECTILE_MAGIC|ECBI_PROJECTILE_SOLID|ECBI_ITEM|ECBI_MODEL_HOLDER)<<ECB_TEST) |\
((ECBI_MODEL_HOLDER)<<ECB_IS))
// debris
#define ECF_DEBRIS ( \
((ECBI_BRUSH)<<ECB_TEST) |\
((ECBI_CORPSE)<<ECB_IS))
// flame
#define ECF_FLAME ( \
((ECBI_MODEL|ECBI_CORPSE_SOLID)<<ECB_TEST) |\
((ECBI_PROJECTILE_MAGIC)<<ECB_IS) |\
((ECBI_MODEL|ECBI_CORPSE_SOLID)<<ECB_PASS) )
// camera
#define ECF_CAMERA ( \
((ECBI_BRUSH)<<ECB_TEST) |\
((ECBI_MODEL)<<ECB_IS) |\
((ECBI_BRUSH)<<ECB_PASS) )
/*
* PHYSIC COMBINATIONS
*/
// model that walks around on feet (CMovableModelEntity)
#define EPF_MODEL_WALKING ( \
EPF_ONBLOCK_CLIMBORSLIDE|EPF_ORIENTEDBYGRAVITY|\
EPF_TRANSLATEDBYGRAVITY|EPF_PUSHABLE|EPF_MOVABLE)
// model that flies around with wings or similar (CMovableModelEntity)
#define EPF_MODEL_FLYING ( \
EPF_ONBLOCK_SLIDE|EPF_ORIENTEDBYGRAVITY|EPF_PUSHABLE|EPF_MOVABLE)
// model that flies around with no gravity orientation (CMovableModelEntity)
#define EPF_MODEL_FREE_FLYING ( \
EPF_ONBLOCK_SLIDE|EPF_PUSHABLE|EPF_MOVABLE)
// model that bounce around (CMovableModelEntity)
#define EPF_MODEL_BOUNCING ( \
EPF_ONBLOCK_BOUNCE|EPF_PUSHABLE|EPF_MOVABLE|EPF_TRANSLATEDBYGRAVITY)
// projectile that flies around with no gravity orientation (CMovableModelEntity)
#define EPF_PROJECTILE_FLYING ( \
EPF_ONBLOCK_STOPEXACT|EPF_PUSHABLE|EPF_MOVABLE)
// model that slides on brushes (CMovableModelEntity)
#define EPF_MODEL_SLIDING (\
EPF_ONBLOCK_SLIDE|EPF_ORIENTEDBYGRAVITY|EPF_TRANSLATEDBYGRAVITY|\
EPF_PUSHABLE|EPF_MOVABLE)
// model that fall (CMovableModelEntity)
#define EPF_MODEL_FALL ( \
EPF_ONBLOCK_SLIDE|EPF_PUSHABLE|EPF_MOVABLE|EPF_TRANSLATEDBYGRAVITY)
// model for items
#define EPF_MODEL_ITEM ( \
EPF_ONBLOCK_BOUNCE|EPF_PUSHABLE|EPF_MOVABLE|EPF_TRANSLATEDBYGRAVITY|EPF_ORIENTEDBYGRAVITY)
// model that is fixed in one place and cannot be moved (CEntity)
#define EPF_MODEL_FIXED (0UL)
// model that can be pushed around by others (CEntity)
#define EPF_MODEL_PUSHAROUND (\
EPF_ONBLOCK_SLIDE|EPF_ORIENTEDBYGRAVITY|EPF_TRANSLATEDBYGRAVITY|EPF_PUSHABLE|EPF_MOVABLE)
// model that walks around switches to this when dead (CMovableModelEntity)
#define EPF_MODEL_CORPSE ( \
EPF_ONBLOCK_SLIDE|EPF_ORIENTEDBYGRAVITY|EPF_TRANSLATEDBYGRAVITY|\
EPF_PUSHABLE|EPF_MOVABLE)
// model that is not physically present - just a decoration (CEntity)
#define EPF_MODEL_IMMATERIAL (0UL)
// brush that moves around absolute (CMovableBrushEntity)
#define EPF_BRUSH_MOVING (\
EPF_ONBLOCK_PUSH|EPF_RT_SYNCHRONIZED|\
EPF_ABSOLUTETRANSLATE|EPF_NOACCELERATION|EPF_MOVABLE)
// brush that is fixed in one place and cannot be moved (CEntity)
#define EPF_BRUSH_FIXED (0UL)
// brush that is not physically present - just a decoration (CEntity)
#define EPF_BRUSH_IMMATERIAL (0UL)
#endif /* include-once check. */