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events_localless.res
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events_localless.res
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# This file contains a list of all events in ENIGMA and the order in which they are executed.
#
# By "contains," I actually mean to imply "dictates." This file will let you re-order events,
# change the behavior of existing events, and even define new events with new behaviours,
# so long as the IDE supports adding them.
#
# That said, DO NOT MODIFY THE CONTENTS OF THIS FILE, UNLESS YOU HAVE READ THE DOCUMENTATION.
# Modifying this file CAN screw up ENIGMA's behavior.
#
### NOTE this events file can be used instead of the default one to greatly increase speed. But be careful because it removes all the local variable updates, so if you
### want the speed gain but need to use locals in your code you will need to update them manually yourself. The following local updates have been removed from this file:
###
### - xprevious, yprevious setting
### - image_index setting
### - drawing an object by default when no draw code is used
### - movement to previous location on collision with solid instances
### - any automatic position change from path_start, particle update, box2d collision handling, gravity, friction, direction, speed, hspeed or vspeed
# These events are executed outside the main event source at special moments
gamestart: 7 # This event is executed from within code at the start of the game
Name: Game Start
Mode: Spec-sys
Case: 2
roomstart: 7 # This event is executed from within the code that loads a new room
Name: Room Start
Mode: Spec-sys
Case: 4
create: 0 # This event is performed as a ctor: immedaitely as the instance is created
Name: Create
Mode: System
destroy: 1 # This event is performed as a dtor: immediately as the instance is "destroyed"
Name: Destroy
Mode: System
# Here marks the start of events that are actually executed in place
beginstep: 3
Group: Step
Name: Begin Step
Mode: Special
Case: 1
alarm: 2
Group: Alarm
Name: Alarm %1
Mode: Stacked
Sub Check: {alarm[%1] = (int)alarm[%1]; if ((alarm[%1] == -1) or (alarm[%1]--)) return 0; }
# Keyboard events. These are simple enough.
keyboard: 5
Group: Keyboard
Name: Keyboard <%1>
Type: Key
Mode: Stacked
Super Check: keyboard_check(%1)
keypress: 9
Group: Key Press
Name: Press <%1>
Type: Key
Mode: Stacked
Super Check: keyboard_check_pressed(%1)
keyrelease: 10
Group: Key Release
Name: Release <%1>
Type: Key
Mode: Stacked
Super Check: keyboard_check_released(%1)
# There are a million different specialized mouse events.
leftbutton: 6
Group: Mouse
Name: Left Button
Mode: Special
Case: 0
Super Check: mouse_check_button(mb_left)
Sub Check: mouse_x > bbox_left and mouse_x < bbox_right and mouse_y > bbox_top and mouse_y < bbox_bottom
rightbutton: 6
Name: Right Button
Mode: Special
Case: 1
Super Check: mouse_check_button(mb_right)
Sub Check: mouse_x > bbox_left and mouse_x < bbox_right and mouse_y > bbox_top and mouse_y < bbox_bottom
middlebutton: 6
Name: Middle Button
Mode: Special
Case: 2
Super Check: mouse_check_button(mb_middle)
Sub Check: mouse_x > bbox_left and mouse_x < bbox_right and mouse_y > bbox_top and mouse_y < bbox_bottom
nobutton: 6
Name: No Button
Mode: Special
Case: 3
Sub Check: mouse_check_button(mb_none) && !(mouse_x > bbox_left and mouse_x < bbox_right and mouse_y > bbox_top and mouse_y < bbox_bottom)
leftpress: 6
Name: Left Press
Mode: Special
Case: 4
Super Check: mouse_check_button_pressed(mb_left)
Sub Check: mouse_x > bbox_left and mouse_x < bbox_right and mouse_y > bbox_top and mouse_y < bbox_bottom
rightpress: 6
Name: Right Press
Mode: Special
Case: 5
Super Check: mouse_check_button_pressed(mb_right)
Sub Check: mouse_x > bbox_left and mouse_x < bbox_right and mouse_y > bbox_top and mouse_y < bbox_bottom
middlepress: 6
Name: Middle Press
Mode: Special
Case: 6
Super Check: mouse_check_button_pressed(mb_middle)
Sub Check: mouse_x > bbox_left and mouse_x < bbox_right and mouse_y > bbox_top and mouse_y < bbox_bottom
leftrelease: 6
Name: Left Release
Mode: Special
Case: 7
Super Check: mouse_check_button_released(mb_left)
Sub Check: mouse_x > bbox_left and mouse_x < bbox_right and mouse_y > bbox_top and mouse_y < bbox_bottom
rightrelease: 6
Name: Right Release
Mode: Special
Case: 8
Super Check: mouse_check_button_released(mb_right)
Sub Check: mouse_x > bbox_left and mouse_x < bbox_right and mouse_y > bbox_top and mouse_y < bbox_bottom
middlerelease: 6
Name: Middle Release
Mode: Special
Case: 9
Super Check: mouse_check_button_released(mb_middle)
Sub Check: mouse_x > bbox_left and mouse_x < bbox_right and mouse_y > bbox_top and mouse_y < bbox_bottom
mouseenter: 6
Name: Mouse Enter
Mode: Special
Case: 10
Locals: bool $innowEnter = false;
Sub Check: { const bool wasin = $innowEnter; $innowEnter = mouse_x > bbox_left and mouse_x < bbox_right and mouse_y > bbox_top and mouse_y < bbox_bottom; if (!$innowEnter or wasin) return 0; }
mouseleave: 6
Name: Mouse Leave
Mode: Special
Case: 11
Locals: bool $innowLeave = false;
Sub Check: { const bool wasin = $innowLeave; $innowLeave = mouse_x > bbox_left and mouse_x < bbox_right and mouse_y > bbox_top and mouse_y < bbox_bottom; if ($innowLeave or !wasin) return 0; }
mouseunknown: 6
Name: Mouse Unknown (old? LGM doesn't even know!)
Mode: Special
Case: 12
Super Check:
mouseunknowntwo: 6
Name: Mouse Unknown (old? LGM doesn't even know!)
Mode: Special
Case: 13
Super Check:
mousewheelup: 6
Name: Mouse Wheel Up
Mode: Special
Case: 60
Super Check: mouse_vscrolls > 0
mousewheeldown: 6
Name: Mouse Wheel Down
Mode: Special
Case: 61
Super Check: mouse_vscrolls < 0
globalleftbutton: 6
Name: Global Left Button
Mode: Special
Case: 50
Super Check: mouse_check_button(mb_left)
globalrightbutton: 6
Name: Global Right Button
Mode: Special
Case: 51
Super Check: mouse_check_button(mb_right)
globalmiddlebutton: 6
Name: Global Middle Button
Mode: Special
Case: 52
Super Check: mouse_check_button(mb_middle)
globalleftpress: 6
Name: Global Left Press
Mode: Special
Case: 53
Super Check: mouse_check_button_pressed(mb_left)
globalrightpress: 6
Name: Global Right Press
Mode: Special
Case: 54
Super Check: mouse_check_button_pressed(mb_right)
globalmiddlepress: 6
Name: Global Middle press
Mode: Special
Case: 55
Super Check: mouse_check_button_pressed(mb_middle)
globalleftrelease: 6
Name: Global Left Release
Mode: Special
Case: 56
Super Check: mouse_check_button_released(mb_left)
globalrightrelease: 6
Name: Global Right Release
Mode: Special
Case: 57
Super Check: mouse_check_button_released(mb_right)
globalmiddlerelease: 6
Name: Global Middle Release
Mode: Special
Case: 58
Super Check: mouse_check_button_released(mb_middle)
# Finally, some general-purpose events
step: 3
Name: Step
Mode: Special
Case: 0
# Lump of "Other" events.
pathend: 7
Name: Path End
Mode: Special
Case: 8
Super Check: false #Paths are not yet implemented.
outsideroom: 7
Name: Outside Room
Mode: Special
Case: 0
Sub Check: (bbox_right < 0) || (bbox_left > room_width) || (bbox_bottom < 0) || (bbox_top > room_height)
boundary: 7
Name: Intersect Boundary
Mode: Special
Case: 1
Sub Check: (bbox_left < 0) or (bbox_right > room_width) or (bbox_top < 0) or (bbox_bottom > room_height)
# Collisions stuck here for some reason, possibly so that you
# can deduct lives/health right before the "No more Lives" event
collision: 4
Group: Collision
Name: %1
Type: Object
Mode: Stacked
Super Check: instance_number(%1)
Sub Check: (instance_other = enigma::place_meeting_inst(x,y,%1)) # Parenthesize assignment used as truth
prefix: for (enigma::iterator it = enigma::fetch_inst_iter_by_int(%1); it; ++it) {int $$$internal$$$ = %1; instance_other = *it; if (enigma::place_meeting_inst(x,y,instance_other->id)) {if(enigma::glaccess(int(other))->solid && enigma::place_meeting_inst(x,y,instance_other->id)) x = xprevious, y = yprevious;
suffix: if (enigma::glaccess(int(other))->solid) {x += hspeed; y += vspeed; if (enigma::place_meeting_inst(x, y, $$$internal$$$)) {x = xprevious; y = yprevious;}}}}
# Check for detriment from collision events above
nomorelives: 7
Name: No More Lives
Mode: Special
Case: 6
Super Check: enigma::update_lives_status_and_return_zeroless()
nomorehealth: 7
Name: No More Health
Mode: Special
Case: 9
Sub Check: health <= 0
# General purpose once again!
endstep: 3
Name: End Step
Mode: Special
Case: 2
# Fun fact: Draw comes after End Step.
draw: 8
Name: Draw
Mode: Inline
Sub Check: visible
Iterator-declare: /* Draw is handled by depth */
Iterator-initialize: /* Draw is initialized in the constructor */
Iterator-remove: depth.remove();
Iterator-delete: /* Draw will destruct with this */
Default: /* Not drawing the sprite in localless */
Instead: if (automatic_redraw) screen_redraw(); # We never want to iterate draw; we let screen_redraw() handle it.
# Why this comes after "end step," I do not know. One would think it'd be back there with pathend.
animationend: 7
Name: Animation End
Mode: Special
Case: 7
Sub Check: {if (image_index + image_speed < sprite_get_number(sprite_index)) return 0; }
# End of in-linked events
# These are later-executed, special-triggered events that are also not listed for iteration
roomend: 7
Name: Room End
Mode: Spec-sys
Case: 5n
gameend: 7
Name: Game End
Mode: Spec-sys
Case: 3
# user events
userzero: 7
Name: User defined 0
Mode: Special
Case: 10
userone: 7
Name: User defined 1
Mode: Special
Case: 11
usertwo: 7
Name: User defined 2
Mode: Special
Case: 12
userthree: 7
Name: User defined 3
Mode: Special
Case: 13
userfour: 7
Name: User defined 4
Mode: Special
Case: 14
userfive: 7
Name: User defined 5
Mode: Special
Case: 15
usersix: 7
Name: User defined 6
Mode: Special
Case: 16
userseven: 7
Name: User defined 7
Mode: Special
Case: 17
usereight: 7
Name: User defined 8
Mode: Special
Case: 18
usernine: 7
Name: User defined 9
Mode: Special
Case: 19
userten: 7
Name: User defined 10
Mode: Special
Case: 20
usereleven: 7
Name: User defined 11
Mode: Special
Case: 21
usertwelve: 7
Name: User defined 12
Mode: Special
Case: 22
userthirteen: 7
Name: User defined 13
Mode: Special
Case: 23
userfourteen: 7
Name: User defined 14
Mode: Special
Case: 24
#other mouse events
joystickoneleft: 6
Name: Joystick 1 Left
Mode: Special
Case: 16
Super Check:
joystickoneright: 6
Name: Joystick 1 Right
Mode: Special
Case: 17
Super Check:
joystickoneup: 6
Name: Joystick 1 Up
Mode: Special
Case: 18
Super Check:
joystickonedown: 6
Name: Joystick 1 Down
Mode: Special
Case: 19
Super Check:
joystickonebuttonone: 6
Name: Joystick 1 Button 1
Mode: Special
Case: 21
Super Check:
joystickonebuttontwo: 6
Name: Joystick 1 Button 2
Mode: Special
Case: 22
Super Check:
joystickonebuttonthree: 6
Name: Joystick 1 Button 3
Mode: Special
Case: 23
Super Check:
joystickonebuttonfour: 6
Name: Joystick 1 Button 4
Mode: Special
Case: 24
Super Check:
joystickonebuttonfive: 6
Name: Joystick 1 Button 5
Mode: Special
Case: 25
Super Check:
joystickonebuttonsix: 6
Name: Joystick 1 Button 6
Mode: Special
Case: 26
Super Check:
joystickonebuttonseven: 6
Name: Joystick 1 Button 7
Mode: Special
Case: 27
Super Check:
joystickonebuttoneight: 6
Name: Joystick 1 Button 8
Mode: Special
Case: 28
Super Check:
#joystick 2
joysticktwoleft: 6
Name: Joystick 2 Left
Mode: Special
Case: 31
Super Check:
joysticktworight: 6
Name: Joystick 2 Right
Mode: Special
Case: 32
Super Check:
joysticktwoup: 6
Name: Joystick 2 Up
Mode: Special
Case: 33
Super Check:
joysticktwodown: 6
Name: Joystick 2 Down
Mode: Special
Case: 34
Super Check:
joysticktwobuttonone: 6
Name: Joystick 2 Button 1
Mode: Special
Case: 36
Super Check:
joysticktwobuttontwo: 6
Name: Joystick 2 Button 2
Mode: Special
Case: 37
Super Check:
joysticktwobuttonthree: 6
Name: Joystick 2 Button 3
Mode: Special
Case: 38
Super Check:
joysticktwobuttonfour: 6
Name: Joystick 2 Button 4
Mode: Special
Case: 39
Super Check:
joysticktwobuttonfive: 6
Name: Joystick 2 Button 5
Mode: Special
Case: 40
Super Check:
joysticktwobuttonsix: 6
Name: Joystick 2 Button 6
Mode: Special
Case: 41
Super Check:
joysticktwobuttonseven: 6
Name: Joystick 2 Button 7
Mode: Special
Case: 42
Super Check:
joysticktwobuttoneight: 6
Name: Joystick 2 Button 8
Mode: Special
Case: 43
Super Check:
# EV_BOUNDARY = 1,
# EV_GAME_START = 2,
# EV_GAME_END = 3,
# EV_ROOM_START = 4,
# EV_ROOM_END = 5,
# EV_NO_MORE_LIVES = 6,
# EV_NO_MORE_HEALTH = 9,
# EV_ANIMATION_END = 7,
# EV_END_OF_PATH = 8,
#
#keyboard
#keypress
#keyrelease
#
#mouse
#
#step
#pathend
#outsideroom
#boundary
#collision
#nomorelives
#nomorehealth
#endstep
#screen_redraw
#screen_refresh
#endanimation
#roomend
#gameend
#
#parent_endstep