#ifndef QUEUE_H #define QUEUE_H #include "db.h" #include "obj_types.h" namespace fallout { typedef enum EventType { EVENT_TYPE_DRUG = 0, EVENT_TYPE_KNOCKOUT = 1, EVENT_TYPE_WITHDRAWAL = 2, EVENT_TYPE_SCRIPT = 3, EVENT_TYPE_GAME_TIME = 4, EVENT_TYPE_POISON = 5, EVENT_TYPE_RADIATION = 6, EVENT_TYPE_FLARE = 7, EVENT_TYPE_EXPLOSION = 8, EVENT_TYPE_ITEM_TRICKLE = 9, EVENT_TYPE_SNEAK = 10, EVENT_TYPE_EXPLOSION_FAILURE = 11, EVENT_TYPE_MAP_UPDATE_EVENT = 12, EVENT_TYPE_GSOUND_SFX_EVENT = 13, EVENT_TYPE_COUNT, } EventType; typedef struct DrugEffectEvent { int drugPid; int stats[3]; int modifiers[3]; } DrugEffectEvent; typedef struct WithdrawalEvent { int field_0; int pid; int perk; } WithdrawalEvent; typedef struct ScriptEvent { int sid; int fixedParam; } ScriptEvent; typedef struct RadiationEvent { int radiationLevel; int isHealing; } RadiationEvent; typedef struct AmbientSoundEffectEvent { int ambientSoundEffectIndex; } AmbientSoundEffectEvent; typedef int QueueEventHandler(Object* owner, void* data); typedef void QueueEventDataFreeProc(void* data); typedef int QueueEventDataReadProc(File* stream, void** dataPtr); typedef int QueueEventDataWriteProc(File* stream, void* data); void queueInit(); int queueExit(); int queueLoad(File* stream); int queueSave(File* stream); int queueAddEvent(int delay, Object* owner, void* data, int eventType); int queueRemoveEvents(Object* owner); int queueRemoveEventsByType(Object* owner, int eventType); bool queueHasEvent(Object* owner, int eventType); int queueProcessEvents(); void queueClear(); void _queue_clear_type(int eventType, QueueEventHandler* fn); int queueGetNextEventTime(); void _queue_leaving_map(); bool queueIsEmpty(); void* queueFindFirstEvent(Object* owner, int eventType); void* queueFindNextEvent(Object* owner, int eventType); } // namespace fallout #endif /* QUEUE_H */