raze/source/games/blood/src/eventq.h

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//-------------------------------------------------------------------------
/*
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 "callback.h"
BEGIN_BLD_NS
enum {
kChannelZero = 0,
kChannelSetTotalSecrets,
kChannelSecretFound,
kChannelTextOver,
kChannelLevelExitNormal,
kChannelLevelExitSecret,
kChannelModernEndLevelCustom, // custom level end
kChannelLevelStart,
kChannelLevelStartMatch, // DM and TEAMS
kChannelLevelStartCoop,
kChannelLevelStartTeamsOnly,
kChannelPlayerDeathTeamA = 15,
kChannelPlayerDeathTeamB,
/////////////////////////////
// channels of players to send commands on
kChannelPlayer0 = 30,
kChannelPlayer1,
kChannelPlayer2,
kChannelPlayer3,
kChannelPlayer4,
kChannelPlayer5,
kChannelPlayer6,
kChannelPlayer7,
kChannelAllPlayers = kChannelPlayer0 + kMaxPlayers,
// channel of event causer
kChannelEventCauser = 50,
// map requires modern features to work properly
kChannelMapModernize = 60,
/////////////////////////////
kChannelTeamAFlagCaptured = 80,
kChannelTeamBFlagCaptured,
kChannelRemoteBomb0 = 90,
kChannelRemoteBomb1,
kChannelRemoteBomb2,
kChannelRemoteBomb3,
kChannelRemoteBomb4,
kChannelRemoteBomb5,
kChannelRemoteBomb6,
kChannelRemoteBomb7,
kChannelUser = 100,
kChannelUserMax = 1024,
kChannelMax = 4096,
};
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struct RXBUCKET
{
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DBloodActor* GetActor() const { return actor; }
DBloodActor* actor;
int rxindex;
uint8_t type;
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};
extern RXBUCKET rxBucket[];
extern unsigned short bucketHead[];
enum COMMAND_ID {
kCmdOff = 0,
kCmdOn = 1,
kCmdState = 2,
kCmdToggle = 3,
kCmdNotState = 4,
kCmdLink = 5,
kCmdLock = 6,
kCmdUnlock = 7,
kCmdToggleLock = 8,
kCmdStopOff = 9,
kCmdStopOn = 10,
kCmdStopNext = 11,
kCmdCounterSector = 12,
kCmdCallback = 20,
kCmdRepeat = 21,
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kCmdSpritePush = 30,
kCmdSpriteImpact = 31,
kCmdSpritePickup = 32,
kCmdSpriteTouch = 33,
kCmdSpriteSight = 34,
kCmdSpriteProximity = 35,
kCmdSpriteExplode = 36,
kCmdSectorPush = 40,
kCmdSectorImpact = 41,
kCmdSectorEnter = 42,
kCmdSectorExit = 43,
kCmdWallPush = 50,
kCmdWallImpact = 51,
kCmdWallTouch = 52,
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#ifdef NOONE_EXTENSIONS
kCmdSectorMotionPause = 13, // stops motion of the sector
kCmdSectorMotionContinue = 14, // continues motion of the sector
kCmdDudeFlagsSet = 15, // copy dudeFlags from sprite to dude
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kCmdModernUse = 53, // used by most of modern types
#endif
kCmdNumberic = 64, // 64: 0, 65: 1 and so on up to 255
kCmdModernFeaturesEnable = 100, // must be in object with kChannelMapModernize RX / TX
kCmdModernFeaturesDisable = 200, // must be in object with kChannelMapModernize RX / TX
kCmdNumbericMax = 255,
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};
enum SSType
{
SS_WALL = 0,
SS_CEILING = 1,
SS_FLOOR = 2,
SS_SPRITE = 3,
SS_MASKED = 4,
SS_SECTOR = 6,
};
inline bool playerRXRngIsFine(int rx) {
return (rx >= kChannelPlayer0 && rx < kChannelPlayer7);
}
inline bool channelRangeIsFine(int channel) {
return (channel >= kChannelUser && channel < kChannelUserMax);
}
struct EVENT
{
DBloodActor* actor;
int16_t index;
int8_t type;
int8_t cmd;
int16_t funcID;
int priority;
bool operator<(const EVENT& other) const
{
return priority < other.priority;
}
};
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void evInit(void);
void evSend(int nIndex, int nType, int rxId, COMMAND_ID command);
//void evPost(int nIndex, int nType, unsigned int nDelta, COMMAND_ID command);
//void evPost(int nIndex, int nType, unsigned int nDelta, CALLBACK_ID callback);
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void evPost(DBloodActor*, unsigned int nDelta, COMMAND_ID command);
void evPost(DBloodActor*, unsigned int nDelta, CALLBACK_ID callback);
void evPostSector(int index, unsigned int nDelta, COMMAND_ID command);
void evPostSector(int index, unsigned int nDelta, CALLBACK_ID callback);
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void evProcess(unsigned int nTime);
void evKill_(int a1, int a2);
void evKill_(int a1, int a2, CALLBACK_ID a3);
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void evKill(DBloodActor*);
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void evKill(DBloodActor*, CALLBACK_ID a3);
END_BLD_NS