raze/source/games/blood/src/triggers.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 "build.h"
#include "common_game.h"
#include "db.h"
#include "eventq.h"
#include "dude.h"
#include "player.h"
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BEGIN_BLD_NS
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enum BUSYID {
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BUSYID_0 = 0,
BUSYID_1,
BUSYID_2,
BUSYID_3,
BUSYID_4,
BUSYID_5,
BUSYID_6,
BUSYID_7,
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};
struct BUSY {
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sectortype* sect;
int delta;
int busy;
int/*BUSYID*/ type;
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};
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extern TArray<BUSY> gBusy;
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void trTriggerSector(sectortype* pSector, int command, DBloodActor* initiator = nullptr);
void trMessageSector(sectortype* pSector, EVENT event);
void trTriggerWall(walltype*, int command, DBloodActor* initiator = nullptr);
void trMessageWall(walltype* pWall, EVENT& event);
void trTriggerSprite(DBloodActor* actor, int command, DBloodActor* initiator = nullptr);
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void trMessageSprite(DBloodActor* actor, EVENT event);
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void trProcessBusy(void);
void trInit(TArray<DBloodActor*>& actors);
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void trTextOver(int nId);
bool SetSpriteState(DBloodActor* actor, int nState, DBloodActor* initiator);
bool SetWallState(walltype* pWall, int nState, DBloodActor* initiator);
bool SetSectorState(sectortype* pSector, int nState, DBloodActor* initiator);
void TeleFrag(DBloodActor* killer, sectortype* pSector);
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void SectorStartSound(sectortype* pSector, int nState);
void SectorEndSound(sectortype* pSector, int nState);
END_BLD_NS