//------------------------------------------------------------------------- /* 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, }; struct RXBUCKET { DBloodActor* GetActor() const { return actor; } DBloodActor* actor; int rxindex; uint8_t type; }; 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, 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, #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 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, }; 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; int index_; int8_t type; int8_t cmd; int16_t funcID; int priority; bool operator<(const EVENT& other) const { return priority < other.priority; } bool isObject(int type, DBloodActor* actor, int index) const { return (this->type == type && (this->type != SS_SPRITE ? (this->index_ == index) : (this->actor == actor))); } }; void evInit(void); void evPostActor(DBloodActor*, unsigned int nDelta, COMMAND_ID command); void evPostActor(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); void evProcess(unsigned int nTime); void evKillActor(DBloodActor*); void evKillActor(DBloodActor*, CALLBACK_ID a3); END_BLD_NS