raze/source/blood/src/seq.h
Grind Core 0dbf3bbb1e - Custom Dude updates and refactor
- Player Control updates
- Minor modern types updates
- There was removed GDX prefix for all modern stuff

# Conflicts:
#	source/blood/src/aiunicult.cpp
#	source/blood/src/aiunicult.h
#	source/blood/src/mapedit.cpp
#	source/blood/src/player.h
#	source/blood/src/sfx.h
2019-11-24 22:38:21 +01:00

98 lines
2.6 KiB
C

//-------------------------------------------------------------------------
/*
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 "resource.h"
BEGIN_BLD_NS
struct SEQFRAME {
unsigned int tile : 12;
unsigned int at1_4 : 1; // transparent
unsigned int at1_5 : 1; // transparent
unsigned int at1_6 : 1; // blockable
unsigned int at1_7 : 1; // hittable
unsigned int at2_0 : 8; // xrepeat
unsigned int at3_0 : 8; // yrepeat
signed int at4_0 : 8; // shade
unsigned int at5_0 : 5; // palette
unsigned int at5_5 : 1; //
unsigned int at5_6 : 1; //
unsigned int at5_7 : 1; //
unsigned int at6_0 : 1; //
unsigned int at6_1 : 1; //
unsigned int at6_2 : 1; // invisible
unsigned int at6_3 : 1; //
unsigned int at6_4 : 1; //
unsigned int tile2 : 4;
unsigned soundRange : 4; // (by NoOne) random sound range relative to global SEQ sound
unsigned surfaceSound : 1; // (by NoOne) trigger surface sound when moving / touching
unsigned reserved : 2;
};
struct Seq {
char signature[4];
short version;
short nFrames; // at6
short at8;
short ata;
int atc;
SEQFRAME frames[1];
void Preload(void);
void Precache(void);
};
struct ACTIVE
{
unsigned char type;
unsigned short xindex;
};
struct SEQINST
{
DICTNODE *hSeq;
Seq *pSequence;
int at8;
int atc;
short at10;
unsigned char frameIndex;
char at13;
void Update(ACTIVE *pActive);
};
inline int seqGetTile(SEQFRAME* pFrame)
{
return pFrame->tile+(pFrame->tile2<<12);
}
int seqRegisterClient(void(*pClient)(int, int));
void seqPrecacheId(int id);
SEQINST * GetInstance(int a1, int a2);
void UnlockInstance(SEQINST *pInst);
void seqSpawn(int a1, int a2, int a3, int a4 = -1);
void seqKill(int a1, int a2);
void seqKillAll(void);
int seqGetStatus(int a1, int a2);
int seqGetID(int a1, int a2);
void seqProcess(int a1);
END_BLD_NS