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