diff options
| author | theo3 <arisstephenson2@gmail.com> | 2022-01-05 17:46:21 -0800 |
|---|---|---|
| committer | theo3 <arisstephenson2@gmail.com> | 2022-01-05 17:52:39 -0800 |
| commit | 3144d5315948560959c71417e5394b11ed6b9211 (patch) | |
| tree | ff44be2b8457efd69362ab4d0dde47e2c7ddd7fb /include/entity.h | |
| parent | c39ba8ba21387717959ec7543c6519e66ba97a09 (diff) | |
doc entity.h
Diffstat (limited to 'include/entity.h')
| -rw-r--r-- | include/entity.h | 510 |
1 files changed, 338 insertions, 172 deletions
diff --git a/include/entity.h b/include/entity.h index 7d61134e..1e5f8f41 100644 --- a/include/entity.h +++ b/include/entity.h @@ -8,15 +8,68 @@ #define MAX_ENTITIES 71 +/** Kinds of Entity's supported by the game. */ +enum EntityKind { + PLAYER = 1, /**< There is only one id assigned to the Player kind. + * The player Entity shares much of its code with LTTP GBA, however the game only supports + * one player Entity active at a time, assigned to the global #gPlayerEntity. + * Works next to PlayerState to control player behavior. + */ + ENEMY = 3, /**< Can give and take damage in relation to the player. + * Most enemies call the a set of external helper functions which calculate what behavior to execute. + */ + PROJECTILE = 4, /**< May damage the player. They are typically spawned by enemies. + */ + OBJECT = 6, /**< Encapsulates any sort of prop. Generally they cannot be interacted with directly, + * but they may react to a player action or script event. + */ + NPC = 7, /**< May be interacted with by the player. Almost every NPC is assigned a script. + * NPCs have three entry points: one for the head, one for the body, and one for kinstone fusion. + */ + PLAYER_ITEM = 8, /**< Displays sprites for items outside of the inventory (check). + */ + MANAGER = 9, /**< Utility Entity's that serve as a proxy between gameplay and the engine. + * Examples: drawing clouds, ezlo hints, playing cutscenes. + * Updates independently of other entities, and does not add to maximum entity count. + */ +}; + +/** Entity flags. */ +enum EntityFlags { + ENT_DID_INIT = 0x1, /**< Graphics and other data loaded. */ + ENT_SCRIPTED = 0x2, /**< Execute in a scripted environment. */ + ENT_DELETED = 0x10, /**< Queue deletion next frame. */ + ENT_PERSIST = 0x20, /**< Persist between rooms. */ + ENT_COLLIDE = 0x80, /**< Collide with other Entity's. */ +}; + +/** Priority level to determine what events will block an Entity from updating. */ typedef enum { - PLAYER = 1, - ENEMY = 3, - PROJECTILE = 4, - OBJECT = 6, - NPC = 7, - PLAYER_ITEM = 8, - MANAGER = 9, -} EntityType; + PRIO_MIN, /**< Default priority. */ + PRIO_PLAYER, /**< Default priority for player. */ + PRIO_MESSAGE, /**< Do not block during message. */ + PRIO_NO_BLOCK, /**< Do not block during entity requested priority. @see RequestPriority */ + PRIO_4, /**< Unused. */ + PRIO_5, /**< Unused. */ + PRIO_PLAYER_EVENT, /**< Do not block during special player event. */ + PRIO_HIGHEST, /**< Do not block EVER. */ +} Priority; + +/** Animation state. */ +enum AnimationState { + IdleNorth = 0x0, /**< Idle facing north. */ + IdleEast = 0x2, /**< Idle facing east. */ + IdleSouth = 0x4, /**< Idle facing south. */ + IdleWest = 0x6, /**< Idle facing west. */ +}; + +/** Direction. */ +enum Direction { + DirectionNorth = 0x00, /**< North. */ + DirectionEast = 0x08, /**< East. */ + DirectionSouth = 0x10, /**< South. */ + DirectionWest = 0x18, /**< West. */ +}; typedef struct { void* entity1; @@ -24,6 +77,9 @@ typedef struct { u8 filler[14]; } UnkStruct; +/** + * Hitbox structure. + */ typedef struct { s8 offset_x; s8 offset_y; @@ -32,6 +88,9 @@ typedef struct { u8 height; } Hitbox; +/** + * Hitbox structure supporting depth. + */ typedef struct { s8 offset_x; s8 offset_y; @@ -42,38 +101,41 @@ typedef struct { u8 unknown2[3]; } Hitbox3D; +/** + * Container for instantiable behavior. + */ typedef struct Entity_ { - /*0x00*/ struct Entity_* prev; - /*0x04*/ struct Entity_* next; - /*0x08*/ u8 kind; - /*0x09*/ u8 id; - /*0x0a*/ u8 type; - /*0x0b*/ u8 type2; - /*0x0c*/ u8 action; - /*0x0d*/ u8 subAction; - /*0x0e*/ u8 actionDelay; - /*0x0f*/ u8 field_0xf; - /*0x10*/ u8 flags; - /*0x11*/ u8 updatePriority : 4; // Current priority -- See RequestPriority - /* */ u8 updatePriorityPrev : 4; // Priority to restore after request is over + /*0x00*/ struct Entity_* prev; /**< previous Entity */ + /*0x04*/ struct Entity_* next; /**< next Entity */ + /*0x08*/ u8 kind; /**< @see EntityKind */ + /*0x09*/ u8 id; /**< Entity id. */ + /*0x0a*/ u8 type; /**< For use internally to allow different variations. */ + /*0x0b*/ u8 type2; /**< For use internally. */ + /*0x0c*/ u8 action; /**< Current action. Usually used to index a function table. */ + /*0x0d*/ u8 subAction; /**< Optional sub-action. */ + /*0x0e*/ u8 actionDelay; /**< General purpose timer. */ + /*0x0f*/ u8 field_0xf; /**< General purpose timer. */ + /*0x10*/ u8 flags; /**< @see EntityFlags */ + /*0x11*/ u8 updatePriority : 4; /**< Current priority. @see Priority */ + /* */ u8 updatePriorityPrev : 4; /**< Priority to restore after request is over. @see RequestPriority. */ /*0x12*/ s16 spriteIndex; - /*0x14*/ u8 animationState; - /*0x15*/ u8 direction; + /*0x14*/ u8 animationState; /**< Animation state. @see AnimationState */ + /*0x15*/ u8 direction; /**< Facing direction. @see Direction */ /*0x16*/ u8 field_0x16; /*0x17*/ u8 field_0x17; /*0x18*/ struct { - /* */ u32 draw : 2; // 0 = no draw, 1 = draw clip, 3 = force draw - /* */ u32 ss2 : 1; // 4 - /* */ u32 ss3 : 1; // 8 - /* */ u32 shadow : 2; //0x10-0x20 - /* */ u32 flipX : 1; //0x40 - /* */ u32 flipY : 1; //0x80 + /* */ u32 draw : 2; /**< Draw type. 0 = disabled, 1 = clip to screen, 3 = draw always */ /* 0x2 */ + /* */ u32 ss2 : 1; /* 4 */ + /* */ u32 ss3 : 1; /* 8 */ + /* */ u32 shadow : 2; /* 0x10-0x20 */ + /* */ u32 flipX : 1; /**< Flip sprite horizontally. */ /* 0x40 */ + /* */ u32 flipY : 1; /**< Flip sprite vertically. */ /* 0x80 */ /* */ } PACKED spriteSettings; /*0x19*/ struct { - /* */ u32 b0 : 2; // 1-2 - /* */ u32 alphaBlend : 2; // 4-8 - /* */ u32 b2 : 2; //0x10 - /* */ u32 b3 : 2; //0x40 + /* */ u32 b0 : 2; /* 1-2 */ + /* */ u32 alphaBlend : 2; /* 4-8 */ + /* */ u32 b2 : 2; /* 0x10 */ + /* */ u32 b3 : 2; /* 0x40 */ /* */ } PACKED spriteRendering; /*0x1a*/ union { /* */ u8 raw; @@ -83,46 +145,46 @@ typedef struct Entity_ { /* */ } PACKED b; /* */ } PACKED palette; /*0x1b*/ struct { - /* */ u32 b0 : 1; - /* */ u32 b1 : 5; //0x10 - /* */ u32 flipY : 2; //0x40 + /* */ u32 b0 : 1; /* 1 */ + /* */ u32 b1 : 5; /* 0x2-0x10 */ + /* */ u32 flipY : 2; /* 0x20-0x40 */ /* */ } PACKED spriteOrientation; /*0x1c*/ u8 field_0x1c; /*0x1d*/ u8 field_0x1d; /*0x1e*/ u8 frameIndex; /*0x1f*/ u8 lastFrameIndex; - /*0x20*/ s32 zVelocity; - /*0x24*/ s16 speed; + /*0x20*/ s32 zVelocity; /**< Z axis speed. */ + /*0x24*/ s16 speed; /**< Magnitude of speed. */ /*0x26*/ u8 spriteAnimation[3]; /*0x29*/ struct { - /* */ u8 b0 : 3; // 1-4 - /* */ u8 b1 : 3; // 8 - /* */ u8 b2 : 1; // 0x40 - /* */ u8 b3 : 1; // 0x80 + /* */ u8 b0 : 3; /* 1-4 */ + /* */ u8 b1 : 3; /* 8 */ + /* */ u8 b2 : 1; /* 0x40 */ + /* */ u8 b3 : 1; /* 0x80 */ /* */ } PACKED spritePriority; /*0x2a*/ u16 collisions; - /*0x2c*/ union SplitWord x; - /*0x30*/ union SplitWord y; - /*0x34*/ union SplitWord z; - /*0x38*/ u8 collisionLayer; + /*0x2c*/ union SplitWord x; /**< X position, fixed point. */ + /*0x30*/ union SplitWord y; /**< Y position, fixed point. */ + /*0x34*/ union SplitWord z; /**< Z position, fixed point. */ + /*0x38*/ u8 collisionLayer; /**< Collision layer. */ /*0x39*/ s8 interactType; /*0x3a*/ u8 field_0x3a; /*0x3b*/ u8 flags2; /*0x3c*/ u8 field_0x3c; - /*0x3d*/ s8 iframes; - /*0x3e*/ u8 knockbackDirection; - /*0x3f*/ u8 hitType; // behavior as a collision sender - /*0x40*/ u8 hurtType; // behavior as a collision reciever + /*0x3d*/ s8 iframes; /**< Invulnerability frames. */ + /*0x3e*/ u8 knockbackDirection; /**< Direction of knockback. */ + /*0x3f*/ u8 hitType; /**< Behavior as a collision sender. */ + /*0x40*/ u8 hurtType; /**< behavior as a collision receiver. */ /*0x41*/ u8 bitfield; - /*0x42*/ u8 knockbackDuration; + /*0x42*/ u8 knockbackDuration; /**< Duration of knockback. */ /*0x43*/ u8 field_0x43; - /*0x44*/ u8 damage; - /*0x45*/ u8 health; + /*0x44*/ u8 damage; /**< Damage this Entity inflicts. */ + /*0x45*/ u8 health; /**< Health of this Entity. */ /*0x46*/ u16 field_0x46; - /*0x48*/ Hitbox* hitbox; + /*0x48*/ Hitbox* hitbox; /**< Hitbox associated with this Entity. */ /*0x4c*/ struct Entity_* field_0x4c; - /*0x50*/ struct Entity_* parent; - /*0x54*/ struct Entity_* child; + /*0x50*/ struct Entity_* parent; /**< Parent Entity. Sometimes points to associated data. */ + /*0x54*/ struct Entity_* child; /**< Child Entity. Sometimes points to associated data. */ /*0x58*/ u8 animIndex; /*0x59*/ u8 frameDuration; /*0x5a*/ u8 frame; @@ -131,7 +193,7 @@ typedef struct Entity_ { /*0x60*/ u16 spriteVramOffset; /*0x62*/ u8 spriteOffsetX; /*0x63*/ s8 spriteOffsetY; - /*0x64*/ u32* myHeap; + /*0x64*/ u32* myHeap; /**< Heap data allocated with #zMalloc. */ #ifndef NENT_DEPRECATED /*0x68*/ union SplitHWord field_0x68; /*0x6a*/ union SplitHWord field_0x6a; @@ -150,78 +212,24 @@ typedef struct Entity_ { #endif } Entity; -typedef void(EntityAction)(Entity*); -typedef void(*EntityActionPtr)(Entity*); -typedef void(*const* EntityActionArray)(Entity*); - +/** + * Entity linked list structure. + */ typedef struct LinkedList { Entity* last; Entity* first; } LinkedList; -extern LinkedList gEntityLists[9]; - -enum { - ENT_DID_INIT = 0x1, - ENT_SCRIPTED = 0x2, - ENT_DELETED = 0x10, - ENT_PERSIST = 0x20, - ENT_COLLIDE = 0x80, -}; - -#define COLLISION_OFF(entity) ((entity)->flags &= ~ENT_COLLIDE) -#define COLLISION_ON(entity) ((entity)->flags |= ENT_COLLIDE) - -#define TILE(x, y) \ - (((((x) - gRoomControls.origin_x) >> 4) & 0x3F) | \ - ((((y) - gRoomControls.origin_y) >> 4) & 0x3F) << 6) - -#define COORD_TO_TILE(entity) \ - TILE((entity)->x.HALF.HI, (entity)->y.HALF.HI) - -#define COORD_TO_TILE_OFFSET(entity, xOff, yOff) \ - TILE((entity)->x.HALF.HI - (xOff), (entity)->y.HALF.HI - (yOff)) - -enum { - IdleNorth = 0x0, - IdleEast = 0x2, - IdleSouth = 0x4, - IdleWest = 0x6, -}; - -enum { - DirectionNorth = 0x00, - DirectionEast = 0x08, - DirectionSouth = 0x10, - DirectionWest = 0x18, -}; - -#define AnimationStateTurnAround(expr) ((expr) ^ 0x4) -#define AnimationStateIdle(expr) ((expr) & 0x6) -#define AnimationStateWalk(expr) ((expr) & 0xe) - -#define DirectionRound(expr) ((expr) & 0x18) -#define DirectionRoundUp(expr) DirectionRound((expr) + 4) -#define DirectionIsHorizontal(expr) ((expr) & 0x08) -#define DirectionIsVertical(expr) ((expr) & 0x10) -#define DirectionTurnAround(expr) ((expr) ^ 0x10) -#define DirectionToAnimationState(expr) (DirectionRoundUp(expr) >> 3) -#define DirectionFromAnimationState(expr) ((expr) << 3) -#define DirectionNormalize(expr) ((expr) & 0x1f) - -#define Direction8Round(expr) ((expr) & 0x1c) -#define Direction8RoundUp(expr) Direction8Round((expr) + 2) -#define Direction8TurnAround(expr) (Direction8RoundUp(expr) ^ 0x10) -#define Direction8ToAnimationState(expr) ((expr) >> 2) -#define Direction8FromAnimationState(expr) ((expr) << 2) +typedef void(EntityAction)(Entity*); +typedef void (*EntityActionPtr)(Entity*); +typedef void (*const* EntityActionArray)(Entity*); -Entity* GetEmptyEntity(void); -void DrawEntity(Entity*); -Entity* CreateEnemy(u32 id, u32 type); -Entity* CreateNPC(u32 id, u32 type, u32 type2); -Entity* CreateObject(u32 id, u32 type, u32 type2); -Entity* CreateObjectWithParent(Entity* parent, u32 id, u32 type, u32 type2); -Entity* CreateFx(Entity* parent, u32 type, u32 type2); +/** + * Draw an Entity. + * + * @param entity Entity to be drawn. + */ +void DrawEntity(Entity* entity); void InitializeAnimation(Entity*, u32); void InitAnimationForceUpdate(Entity*, u32); @@ -234,112 +242,270 @@ void SetSpriteSubEntryOffsetData1(Entity*, u32, u32); void SetSpriteSubEntryOffsetData2(Entity*, u32, u32); u8* GetSpriteSubEntryOffsetDataPointer(u32, u32); -u32 GetFacingDirection(Entity*, Entity*); +/** + * Return the direction pointing from one Entity to another. + * + * @param origin Entity to orient. + * @param target Entity to look at. + * @return Direction facing target. + */ +u32 GetFacingDirection(Entity* origin, Entity* target); u32 ProcessMovement(Entity*); +/// @{ +/** + * Allocate a new Entity. + * + * @return Allocated Entity or NULL if failed. + */ +Entity* GetEmptyEntity(void); +Entity* CreateEnemy(u32 id, u32 type); +Entity* CreateNPC(u32 id, u32 type, u32 type2); +Entity* CreateObject(u32 id, u32 type, u32 type2); +Entity* CreateObjectWithParent(Entity* parent, u32 id, u32 type, u32 type2); +Entity* CreateFx(Entity* parent, u32 type, u32 type2); +/// @} + +/** + * Iteratively execute every Entity. Call once per frame. + */ +void UpdateEntities(void); + +/** + * Iteratively execute every Manager. Call once per frame. + */ +void UpdateManagers(void); + +/** + * Delete a manager. + * + * @param manager Manager to delete. + */ +void DeleteManager(void* manager); +/** + * Delete Manager or Entity. + * + * @param entity Entity or Manager to be deleted. + */ +void DeleteEntityAny(Entity* entity); + /** - * @brief Delete the entity currently in execution. + * Erase all Entity's. + */ +void EraseAllEntities(void); + +/** + * Delete the Entity currently in execution. + * + * @see UpdateContext */ void DeleteThisEntity(void); /** - * @brief Delete an entity. + * Delete an Entity. + * + * @param entity Entity to delete. */ -void DeleteEntity(Entity*); +void DeleteEntity(Entity* entity); +/** + * Add an Entity to the end of a LinkedList. + * + * @param entity Entity to add. + * @param listIndex Target LinkedList. + */ void AppendEntityToList(Entity* entity, u32 listIndex); + +/** + * Add an Entity to the start of a LinkedList. + * + * @param entity Entity to add. + * @param listIndex Target LinkedList. + */ void PrependEntityToList(Entity* entity, u32 listIndex); /** - * @brief Find an entity for a given kind and ID. - * @return Entity* First result or NULL if none found + * Find an Entity for a given kind and id, and LinkedList. + * + * @return Entity* First result or NULL if none found. */ Entity* FindEntityByID(u32 kind, u32 id, u32 listIndex); /** - * @brief Search all lists for an entity of same kind and id. - * @return Entity* First result or NULL if none found + * Search all lists for an Entity of same kind and id. + * + * @return Entity* First result or NULL if none found. */ Entity* DeepFindEntityByID(u32 kind, u32 id); /** - * @brief Search all lists for entity of same kind and id. - * @return bool32 Duplicate was entity found + * Search all lists for Entity of same kind and id. + * + * @return bool32 Duplicate was found. */ -bool32 EntityHasDuplicateID(Entity* ent); +bool32 EntityHasDuplicateID(Entity* entity); /** - * @brief Find an entity of same kind and id in list. - * @return Entity* First result or NULL if none found + * Find an Entity of same kind and id in LinkedList. + * + * @return Entity* First result or NULL if none found. */ -Entity* FindNextDuplicateID(Entity* ent, int listIndex); +Entity* FindNextDuplicateID(Entity* entity, int listIndex); /** - * @brief Find Entity with full identifiers. - * @return Entity* First result or NULL if none found + * Find an Entity with full identifiers. + * + * @return Entity* First result or NULL if none found. */ Entity* FindEntity(u32 kind, u32 id, u32 listIndex, u32 type, u32 type2); -void DeleteManager(void*); -void DeleteEntityAny(Entity* ent); - -void UpdateEntities(void); -void UpdateManagers(void); - -void EraseAllEntities(void); - -enum { - PRIO_MIN = 0, - PRIO_PLAYER = 1, - PRIO_MESSAGE = 2, /* do not block during message */ - PRIO_NO_BLOCK = 3, /* do not block during entity requested priority */ - PRIO_PLAYER_EVENT = 6, /* do not block during special player event */ - PRIO_HIGHEST = 7, /* do not block EVER */ -}; - /** - * @brief Set the default priority for entity. + * Set the default priority for entity. + * + * @param entity Entity to set the priority of. + * @param prio #Priority level. */ -void SetDefaultPriority(Entity* ent, u32 prio); +void SetDefaultPriority(Entity* entity, u32 prio); /** - * @brief Check if entity should sleep this frame (according to priority). + * Check if entity will be deleted next frame. */ -bool32 CheckDontUpdate(Entity* this); +bool32 EntityIsDeleted(Entity* entity); /** - * @brief Check if system or entity is blocking updates. + * Check if system or entity is blocking updates. */ bool32 AnyPrioritySet(void); +/** + * Set the minimum Entity priority. + * + * @param prio Minimum #Priority. + * @return Success. + */ +s32 SetMinPriority(u32 prio); -/// Entity Priority: Update blocking events requested by an entity. +/** + * Request indefinite priority for an Entity. + * + * @param entity Entity requesting priority. + */ +void RequestPriority(Entity* entity); -s32 SetMinPriority(u32 prio); +/** + * Revoke priority from an Entity. + * + * @param entity Entity which requested priority. + */ +void RevokePriority(Entity* entity); -void RequestPriority(Entity* this); -void RevokePriority(Entity* e); +/** + * Request update priority over other Entity's for a period of time. + * + * @param entity Entity requesting priority. + * @param time Number of frames. + */ +void RequestPriorityDuration(Entity* entity, u32 time); -void RequestPriorityDuration(Entity* this, u32 time); +/** + * Set the remaining frames of Entity priority. + * + * @param time Number of frames. + */ void SetPriorityTimer(u32 time); -void RequestPriorityOverPlayer(Entity* this); -void RevokePriorityOverPlayer(Entity* this); - -void ResetEntityPriority(void); +/** + * Request priority over player update. + * + * @param entity Entity requesting priority. + */ +void RequestPriorityOverPlayer(Entity* entity); +/** + * Revoke priority over player update. + * + * @param entity Entity which requested priority. + */ +void RevokePriorityOverPlayer(Entity* entity); -/// System Priority: Update blocking events sent by the engine. +/** + * Reset a priority event requested by an Entity. + */ +void ResetEntityPriority(void); +/** + * Set entity and system priority to #PRIO_PLAYER_EVENT. + */ void SetPlayerEventPriority(void); + +/** + * Reset entity and system priority to defaults. + */ void ResetPlayerEventPriority(void); + +/** + * Set system priority to #PRIO_PLAYER_EVENT. + */ void SetRoomReloadPriority(void); + +/** + * Set system priority to #PRIO_HIGHEST. + */ void SetInitializationPriority(void); +/** + * Reset the system update priority. + */ void ResetSystemPriority(void); +/** + * LinkedList's which point to allocate Entities. + * These work together with Entity.prev and Entity.next fields + * to allow the iteration of all Entity's. + */ +extern LinkedList gEntityLists[9]; + +/** + * Current number of entities. + * @see Entity + */ extern u8 gEntCount; +/** + * Current number of managers. + * @see Manager + */ extern u8 gManagerCount; -#endif +#define COLLISION_OFF(entity) ((entity)->flags &= ~ENT_COLLIDE) +#define COLLISION_ON(entity) ((entity)->flags |= ENT_COLLIDE) + +/** @name Tile Macros */ /// @{ +#define TILE(x, y) (((((x)-gRoomControls.origin_x) >> 4) & 0x3F) | ((((y)-gRoomControls.origin_y) >> 4) & 0x3F) << 6) +#define COORD_TO_TILE(entity) TILE((entity)->x.HALF.HI, (entity)->y.HALF.HI) +#define COORD_TO_TILE_OFFSET(entity, xOff, yOff) TILE((entity)->x.HALF.HI - (xOff), (entity)->y.HALF.HI - (yOff)) +/// @} + +/** @name Animation State Macros */ ///@{ +#define AnimationStateTurnAround(expr) ((expr) ^ 0x4) +#define AnimationStateIdle(expr) ((expr)&0x6) +#define AnimationStateWalk(expr) ((expr)&0xe) +///@} + +/** @name Direction Macros */ ///@{ +#define DirectionRound(expr) ((expr)&0x18) +#define DirectionRoundUp(expr) DirectionRound((expr) + 4) +#define DirectionIsHorizontal(expr) ((expr) & 0x08) +#define DirectionIsVertical(expr) ((expr) & 0x10) +#define DirectionTurnAround(expr) ((expr) ^ 0x10) +#define DirectionToAnimationState(expr) (DirectionRoundUp(expr) >> 3) +#define DirectionFromAnimationState(expr) ((expr) << 3) +#define DirectionNormalize(expr) ((expr) & 0x1f) +#define Direction8Round(expr) ((expr) & 0x1c) +#define Direction8RoundUp(expr) Direction8Round((expr) + 2) +#define Direction8TurnAround(expr) (Direction8RoundUp(expr) ^ 0x10) +#define Direction8ToAnimationState(expr) ((expr) >> 2) +#define Direction8FromAnimationState(expr) ((expr) << 2) +///@} + +#endif // ENTITY_H |
