//------------------------------------------------------------------------- /* 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 "blood.h" #define kQavOrientationLeft 4096 #pragma pack(push, 1) // by NoOne: add sound flags enum { kFlagSoundKill = 0x01, // mute QAV sounds of same priority kFlagSoundKillAll = 0x02, // mute all QAV sounds }; struct TILE_FRAME { int picnum; int x; int y; int z; int stat; signed char shade; char palnum; unsigned short angle; }; struct SOUNDINFO { int sound; unsigned char priority; unsigned char sndFlags; // (by NoOne) Various sound flags unsigned char sndRange; // (by NoOne) Random sound range char reserved[1]; }; struct FRAMEINFO { int nCallbackId; // 0 SOUNDINFO sound; // 4 TILE_FRAME tiles[8]; // 12 }; struct QAV { char pad1[8]; // 0 int nFrames; // 8 int ticksPerFrame; // C int at10; // 10 int x; // 14 int y; // 18 int nSprite; // 1c //SPRITE *pSprite; // 1c char pad3[4]; // 20 FRAMEINFO frames[1]; // 24 void Draw(int ticks, int stat, int shade, int palnum); void Play(int, int, int, void *); void Preload(void); void PlaySound(int nSound); void PlaySound3D(spritetype *pSprite, int nSound, int a3, int a4); }; #pragma pack(pop) int qavRegisterClient(void(*pClient)(int, void *));