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