raze/source/games/blood/src/triggers.h
Christoph Oelckers b196e67f40 ported SHA-1: 82e3f6af9367200853fe2af1b9665dd0c53b4f05 from NBlood
* - Change gBusyCount limit to a higher value since xsector limit raised.

gModernMap:
- The return of the event causer (kChannelEventCauser, TXID 50).
- Fix flags for kModernPropertiesChanger type.
- Add new modern type kModernVelocityChanger.
- New features for kMarkerWarpDest type.
- New features for kModernSectorFXChanger type.
- Fix sector condition 58.
- Fix sprite hitscan conditions (35 - 38).
- Add new command (kCmdEventKillFull).
- Misc changes.

# Conflicts:
#	source/games/blood/src/actor.cpp
#	source/games/blood/src/nnexts.cpp
2022-08-17 20:45:51 +02:00

70 lines
2.1 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 "build.h"
#include "common_game.h"
#include "db.h"
#include "eventq.h"
#include "dude.h"
#include "player.h"
BEGIN_BLD_NS
enum BUSYID {
BUSYID_0 = 0,
BUSYID_1,
BUSYID_2,
BUSYID_3,
BUSYID_4,
BUSYID_5,
BUSYID_6,
BUSYID_7,
};
struct BUSY {
sectortype* sect;
int delta;
int busy;
int/*BUSYID*/ type;
};
extern TArray<BUSY> gBusy;
void trTriggerSector(sectortype* pSector, int command, DBloodActor* initiator = nullptr);
void trMessageSector(sectortype* pSector, EVENT event);
void trTriggerWall(walltype*, int command, DBloodActor* initiator = nullptr);
void trMessageWall(walltype* pWall, EVENT& event);
void trTriggerSprite(DBloodActor* actor, int command, DBloodActor* initiator = nullptr);
void trMessageSprite(DBloodActor* actor, EVENT event);
void trProcessBusy(void);
void trInit(TArray<DBloodActor*>& actors);
void trTextOver(int nId);
bool SetSpriteState(DBloodActor* actor, int nState, DBloodActor* initiator);
bool SetWallState(walltype* pWall, int nState, DBloodActor* initiator);
bool SetSectorState(sectortype* pSector, int nState, DBloodActor* initiator);
void TeleFrag(DBloodActor* killer, sectortype* pSector);
void SectorStartSound(sectortype* pSector, int nState);
void SectorEndSound(sectortype* pSector, int nState);
END_BLD_NS