//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #pragma once #include "misc.h" BEGIN_BLD_NS struct SEQFRAME { unsigned int tile : 12; unsigned int transparent : 1; unsigned int transparent2 : 1; unsigned int blockable : 1; unsigned int hittable : 1; unsigned int xrepeat : 8; unsigned int yrepeat : 8; signed int shade : 8; unsigned int palette : 5; unsigned int trigger : 1; unsigned int smoke : 1; unsigned int aiming : 1; unsigned int pushable : 1; unsigned int playsound : 1; unsigned int invisible : 1;// invisible unsigned int flipx : 1; unsigned int flipy : 1; unsigned int tile2 : 4; unsigned soundRange : 4; // (by NoOne) random sound range relative to global SEQ sound unsigned surfaceSound : 1; // (by NoOne) trigger surface sound when moving / touching unsigned reserved : 2; }; struct Seq { char signature[4]; int16_t version; int16_t nFrames; int16_t ticksPerFrame; int16_t soundId; int flags; SEQFRAME frames[1]; void Precache(int palette); bool isLooping() { return (flags & 1) != 0; } bool isRemovable() { return (flags & 2) != 0; } }; class DBloodActor; struct SEQINST { Seq* pSequence; EventObject target; int type; int nSeqID; int callback; int16_t timeCounter; uint8_t frameIndex; void Update(); }; inline int seqGetTile(SEQFRAME* pFrame) { return pFrame->tile + (pFrame->tile2 << 12); } int seqRegisterClient(void(*pClient)(int, int)); void seqPrecacheId(int id, int palette); SEQINST* GetInstance(int a1, EventObject& a2); SEQINST* GetInstance(DBloodActor* actor); void UnlockInstance(SEQINST* pInst); void seqSpawn(int a1, int ty, walltype* a2, int a4 = -1); void seqSpawn(int a1, int ty, sectortype* a2, int a4 = -1); void seqSpawn(int a1, DBloodActor* actor, int a4 = -1); void seqKill(int a1, walltype* a2); void seqKill(int a1, sectortype* a2); void seqKill(DBloodActor* actor); void seqKillAll(void); int seqGetStatus(int a1, walltype* a2); int seqGetStatus(int a1, sectortype* a2); int seqGetStatus(DBloodActor*); int seqGetID(int a1, walltype* a2); int seqGetID(int a1, sectortype* a2); int seqGetID(DBloodActor*); void seqProcess(int a1); Seq* getSequence(int res_id); END_BLD_NS