ZoneBuilder/Documents/Hexen_specs.txt

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HEXEN Specs v0.9 Page 1
The Official Hexen Technical Specs
Author: Ben Morris (bmorris@islandnet.com)
Information from Raven provided by Ben Gokey
[Disclaimer]
The text contained in this document is for informational
purposes only. If you decide to use this information in any
way, neither id Software, Raven Software, nor Ben Morris
can be held responsible for any damages or losses (including,
but not limited to: dismembered bodily parts, telefrags and
lack of sleep) incurred by this information's use. Although
this is an "Official" specification, some of the information
contained within might be old, or just plain typed in wrong.
You have been warned.
!!!
NB: This version of the specs, 0.9, is a preliminary release. Most of
the information here is tried and true, but there's a good
chance there are errors in the file. If something doesn't
look right, or really IS wrong, please contact me (Ben Morris)
at the address above. Please do NOT contact me about new
versions of the specs; I will release the new versions when
they are ready. Thanks.
** Set your tab width to 4.
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<EFBFBD> <20> <20> Table of Contents
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No, this isn't finished.
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<EFBFBD> <20> <20> Definitions used in this File
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Angle [0..255] Used in "angle" parameters to Special types:
0 East 32 Northeast
64 North 96 Northwest
128 West 160 Southwest
192 South 224 Southeast
* NOTE that this differs from DOOM/Heretic in that 45/90
degree increments are not used. However, this difference
does _not_ apply for the angles used for the THINGS in
map editing - they are the same as DOOM's (eg: 0 = East,
90 = North, etc.)
Tics Time unit of length 1/35 second. So, 35 tics = 1 second.
Octics Time unit of length 8 tics. So, 8 octics = 1 second.
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<EFBFBD> i <20> About This File
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This file was written for those who are interested in the inner workings of
Hexen. It doesn't contain playing tips or information on how to get Hexen
working on your system.
This file is intended to be supplementary to Matt Fell's "Unofficial DOOM
Specs", which probably came with your copy of DOOM or DOOM ][. Wherever
it's relevant, this file refers to a specific section in the DOOM specs (be
sure you have version 1.666!), so it's a good idea to have a copy at hand.
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<EFBFBD> i <20> Introduction to Hexen
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Hexen is the sequel to Heretic, Raven Software's first collaboration with id
Software.
[..]
Hexen's major difference from Heretic and DOOM is its programmability. Hexen
features a powerful script language that can be used to create a wide variety
of in-game effects such as traps, puzzles and even earthquakes!
[...]
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<EFBFBD> 3-0 <20> Hexen Data Structures
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This section outlines the format of the new data blocks in a Hexen map - the
LINEDEF and THING structures. These structures have changed from the
versions used in DOOM and Heretic.
[DOOM Specs ref]
[3-1] The Hexen LINEDEF structure
---------------------------------
Offset Size Meaning
---------------------------------------------------
0 word the line's start-vertex
2 word the line's end-vertex
4 word line flags (see below)
6 byte special type (see [Specials])
7 5 bytes special arguments
12 word the line's right sidedef number
14 word the line's left sidedef number
[3-1-1] Line Flags
------------------
The following flags are starred with an asterisk if they're new for
Hexen:
Bits Meaning when Set
---------------------------------------------------
0 impassable - the line cannot be crossed.
1 impassable to monsters only.
2 two-sided
3 upper texture is unpegged (drawn from top-down)
4 lower/middle texture is unpegged (drawn from bottom-up)
5 secret - the line appears as impassable on the automap.
6 sound can't travel through the line, but only
for monsters' ears.
7 never draw the line on the auto-map, even with the
map cheat enabled.
8 the line is always drawn on the auto-map, even if it
hasn't been seen by the player.
* 9 the line's special ([3-1]) is repeatable, ie: it can
be activated more than once.
* 10..12 the line's special activation, ie: how the special is
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activated.
Value Activated when...
---------------------------------------------
0 Player crosses the line
1 Player uses the line with the use key
2 Monster crosses the line
3 Projectile impacts the wall
4 Player pushes the wall
5 Projectile crosses the line
To get the special activation, use the following formula:
activation := (line.flags BITAND 0x1C00) BITSHIFTRIGHT 10
[3-2] The Hexen THING structure
-------------------------------
Offset Size Meaning
---------------------------------------------------
* 0 word thing ID - used in scripts and specials to
identify a THING or a set of THINGs.
2 word x-position on the map
4 word y-position on the map
* 6 word starting altitude on the map - the THING
is created at this altitude above the floor
of the sector it's in when the map is entered,
and is immediately subjected to gravity.
8 word the angle the thing is facing when the map
is entered.
10 word the thing type (see [3-2-2].)
* 12 word thing flags (see [3-2-1].)
14 byte special type (see [Specials]). a thing's
special is activated when the thing is
killed (Monster), destroyed (Tree, Urn, etc.),
or picked up (Artifact, Puzzle Piece.)
15 5 bytes special arguments
[3-2-1] Thing Flags
-------------------
The following flags are starred with an asterisk if they're new for
Hexen:
Bits Meaning when Set
---------------------------------------------------
0 the thing appears on the Easy skill settings (1-2)
1 the thing appears on the Normal skill setting (3)
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2 the thing appears on the Hard skill settings (4-5)
3 the thing is deaf - it sits around until it's
hurt, or until it sees a player.
* 4 the thing is dormant - it never wakes up until it's
activated using the Thing_Activate() special.
* 5 the thing appears for the Fighter class.
* 6 the thing appears for the Cleric class.
* 7 the thing appears for the Mage class.
* 8 the thing appears in single-player games.
* 9 the thing appears in cooperative games.
* 10 the thing appears in deathmatch games.
Each "thing appears" flag must be set for each condition under which the
thing is to appear. For multi-player games involving more than one
class, a thing that is set for one of the classes involved will also appear
for the other two classes in the game.
For example, if you set the three pieces of the Fighter's sword to appear
for only the Fighter (bit 5 is set) and in Deathmatch (bit 10 is set),
if a Mage or a Cleric is also playing, the pieces of the sword will be
visible to them, too.
[3-2-2] Thing Types
-------------------
Creatures as well as some objects can be activated and/or deactivated with
the ThingActivate and ThingDeactivate line specials.
Creatures will freeze when deactivated and resume when activated.
Activation can also be used to bring a "dormant" creature to life.
If a creature has a special, that special will be activated upon its death.
Also, if the creature is teleported away using the banishment device
(teleport other), the special will be activated and then removed from the
creature.
Type Name
-----------------------------------------------------------
1 Player_1_start
2 Player_2_start
3 Player_3_start
4 Player_4_start
11 Player_Deathmatch
14 Player_TeleportSpot
10 2C_SerpentStaff
8010 2F_Axe
53 2M_ConeOfShards
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8009 3C_Firestorm
123 3F_Hammer
8040 3M_Lightning
20 4C_1Shaft
19 4C_2Cross
18 4C_3Arc
16 4F_1Hilt
13 4F_2Crosspiece
12 4F_3Blade
23 4M_1Stick
22 4M_2Stub
21 4M_3Skull
10110 A_Flechette
8003 A_BoostMana
8002 A_BootsOfSpeed
8041 A_Bracers
84 A_IconOfDefender
30 A_Porkelator
83 A_WingsOfWrath
32 A_HealingComplete (Urn)
82 A_HealingHefty (Flask)
81 A_HealingWimpy (Vial)
10120 A_HealRadius
8000 A_Repulsion
86 A_DarkServant
36 A_ChaosDevice
33 A_Torch
10040 A_Banishment
8008 Ar_Amulet
8005 Ar_Armor
8007 Ar_Helmet
8006 Ar_Shield
114 C_Bishop
107 C_Centaur
115 C_CentaurLeader
10101 C_ClericBoss
31 C_Demon
8080 C_Demon2
254 C_Dragon
10030 C_Ettin
10100 C_FighterBoss
10060 C_FireImp
112 C_Fly
10080 C_Heresiarch
8020 C_IceGuy
10200 C_Korax
10102 C_MageBoss
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121 C_Serpent
120 C_SerpentLeader
34 C_Wraith
10011 C_Wraith2
8032 K_AxeKey
8034 K_CastleKey
8031 K_CaveKey
8035 K_DungeonKey
8033 K_FireKey
8200 K_GoldKey
8037 K_RustyKey
8036 K_SilverKey
8030 K_SteelKey
8039 K_SwampKey
8038 K_WasteKey
122 Mana_1
124 Mana_2
8004 ManaCombined
3000 PO_Anchor
3001 PO_StartSpot
3002 PO_StartSpot_Crush
1410 SE_Wind
10225 Spawn_Bat
10000 Spawn_Fog
10001 Spawn_Fog_a
10002 Spawn_Fog_b
10003 Spawn_Fog_c
113 Spawn_Leaf
10090 Spike_Down
10091 Spike_Up
1403 SS_Creak
1408 SS_EarthCrack
1401 SS_Heavy
1407 SS_Ice
1405 SS_Lava
1402 SS_Metal
1409 SS_Metal2
1404 SS_Silent
1400 SS_Stone
1406 SS_Water
9001 X_MapSpot
9013 X_MapSpotGravity
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HEXEN Specs v0.9 Page 9
8064 Z_ArmorSuit
77 Z_Banner
8100 Z_Barrel
8065 Z_Bell
8066 Z_BlueCandle
8061 Z_BrassBrazier
8103 Z_Bucket
119 Z_Candle
8069 Z_Cauldron
8070 Z_Cauldron_Unlit
8071 Z_Chain32
8072 Z_Chain64
8073 Z_ChainHeart
8074 Z_ChainLHook
8075 Z_ChainSHook
8077 Z_ChainSkull
8076 Z_ChainSpikeBall
17 Z_Chandelier
8063 Z_Chandelier_Unlit
8042 Z_FireBull
8043 Z_FireBull_Unlit
8060 Z_FireSkull
118 Z_GlitterBridge
10503 Z_LargeFlame_Permanent
10502 Z_LargeFlame_Timed
10501 Z_SmallFlame_Permanent
10500 Z_SmallFlame_Timed
140 Z_TeleportSmoke
116 Z_TwinedTorch
117 Z_TwinedTorch_Unlit
103 Z_VasePillar
54 Z_Wall_Torch_Lit
55 Z_Wall_Torch_Unlit
5 Z_WingedStatue
6 ZC_Rock1
7 ZC_Rock2
9 ZC_Rock3
15 ZC_Rock4
41 ZC_ShroomLarge
42 ZC_ShroomSmall1
44 ZC_ShroomSmall2
45 ZC_ShroomSmall3
52 ZC_StalactiteLarge
56 ZC_StalactiteMedium
57 ZC_StalactiteSmall
48 ZC_Stalagmite_Pillar
49 ZC_StalagmiteLarge
50 ZC_StalagmiteMedium
51 ZC_StalagmiteSmall
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8062 ZF_DestructibleTree
8068 ZF_Hedge
8104 ZF_ShroomBoom
39 ZF_ShroomLarge1
40 ZF_ShroomLarge2
46 ZF_ShroomSmall1
47 ZF_ShroomSmall2
8101 ZF_Shrub1
8102 ZF_Shrub2
29 ZF_StumpBare
28 ZF_StumpBurned
24 ZF_TreeDead
25 ZF_TreeDestructible
80 ZF_TreeGnarled1
87 ZF_TreeGnarled2
78 ZF_TreeLarge1
79 ZF_TreeLarge2
111 ZG_BloodPool
71 ZG_CorpseHanging
61 ZG_CorpseKabob
108 ZG_CorpseLynched
109 ZG_CorpseNoHeart
110 ZG_CorpseSitting
62 ZG_CorpseSleeping
8067 ZG_IronMaiden
65 ZG_TombstoneBigCross
69 ZG_TombstoneBrianP
66 ZG_TombstoneBrianR
67 ZG_TombstoneCrossCircle
63 ZG_TombstoneRIP
64 ZG_TombstoneShane
68 ZG_TombstoneSmallCross
93 ZI_IceSpikeLarge
94 ZI_IceSpikeMedium
95 ZI_IceSpikeSmall
89 ZI_IcicleLarge
90 ZI_IcicleMedium
91 ZI_IcicleSmall
8502 ZM_CandleWeb
8509 ZM_CleaverMeat
8508 ZM_GobletSilver
8507 ZM_GobletSmall
8505 ZM_GobletSpill
8506 ZM_GobletTall
8504 ZM_LgCandle
8500 ZM_LgStein
104 ZM_Pot1
105 ZM_Pot2
106 ZM_Pot3
100 ZM_Rubble1
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101 ZM_Rubble2
102 ZM_Rubble3
8503 ZM_SmCandle
8501 ZM_SmStein
8051 ZP_GargBrnzShort
8047 ZP_GargBrnzTall
8044 ZP_GargCorrode
76 ZP_GargIceShort
73 ZP_GargIceTall
8050 ZP_GargLavaBrtShort
8046 ZP_GargLavaBrtTall
8049 ZP_GargLavaDrkShort
8045 ZP_GargLavaDrkTall
74 ZP_GargPortalShort
72 ZP_GargPortalTall
8052 ZP_GargStlShort
8048 ZP_GargStlTall
88 ZS_Log
58 ZS_Moss1
59 ZS_Moss2
37 ZS_Stump1
38 ZS_Stump2
27 ZS_Tree1
26 ZS_Tree2
60 ZS_Vine
99 ZW_RockBlack
97 ZW_RockBrownLarge
98 ZW_RockBrownSmall
9003 ZZ_BigGem
9007 ZZ_Book1
9008 ZZ_Book2
9016 ZZ_CWeapon
9015 ZZ_FWeapon
9018 ZZ_Gear
9019 ZZ_Gear2
9020 ZZ_Gear3
9021 ZZ_Gear4
9006 ZZ_GemBlue1
9010 ZZ_GemBlue2
9005 ZZ_GemGreen1
9009 ZZ_GemGreen2
9012 ZZ_GemPedestal
9004 ZZ_GemRed
9017 ZZ_MWeapon
9002 ZZ_Skull
9014 ZZ_Skull2
9011 ZZ_WingedStatueNoSkull
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<EFBFBD> 4-0 <20> Hexen Script Language
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The Hexen Script Language is called the "Action Code Script", or ACS.
Each map has an ACS file that contains the scripts specific to that map. The
scripts within it are identified using numbers that the general special
ACS_Execute() uses. A script itself can call the ACS_Execute() special
(actually quite common), which will spawn another script that will run
concurrently with the rest of the scripts. A script can also be declared as
OPEN, which will make it run automatically upon entering the map. This is
used for perpetual type effects, level initialization, etc. The compiler
takes the ACS file and produces and object file that is the last lump in the
map WAD (BEHAVIOR).
To create a compiled ACS file from a text script, use the DOS command:
c:\hexen> acs filename [enter]
This command will produce 'filename.o' from 'filename.acs'. The contents of
the output file (filename.o) can be directly used as the BEHAVIOR lump of the
map it's used with.
Map scripts should start with #include "common.acs", which is just...
#include "specials.acs"
#include "defs.acs"
#include "wvars.acs"
The file "specials.acs" defines all the general specials. These are used
within scripts just like function calls. The file "defs.acs" defines a
bunch of constants that are used by the scripts. The file "wvars.acs"
defines all the world variables. It needs to be included by all maps so
they use consistent indexing.
[4-1] Variables and their Scope
--------------------------------
There is only one data type ACS, a 4 byte integer. Use the keyword int to
declare an integer variable. You may also use the keyword str, it is
synonymous with int. It's used to indicate that you'll be using the
variable as a string. The compiler doesn't use string pointers, it uses
string handles, which are just integers.
Declaring a variable is simple. There are two "types" of variable - "str"
and "int":
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str mystring;
int myint;
or:
str texture, sound;
int i, tid;
* Note: You can't assign a variable in its declaration; you must give it a
value in a different expression.
The SCOPE of a variable is one of World-scope, Map-scope, or Script-scope.
- World-scope variables are global, and can be accessed in any map.
Hexen maintains [n] permanent globals, numbered 0-[n-1]. You must
assign one of the globals a name in order to access it, like this:
world int 5:Grunt;
This tells Hexen to reference world global number 5 whenever it
encounters the name "Grunt".
- Map-scope variables are local to the current map. They must be
declared outside of any script code, but without the world keyword.
These variables can't be accessed in any other map.
- Script-scope variables are local to the current script - they
can't be accessed by any other script or map.
Here's some code that shows the declaration of all three scopes:
world int 3:DungeonAccess; // World-scope
int mapTimer; // Map-scope
script 4 (void)
{
int x, y; // Script-scope
...
}
[4-2] Language Structure
------------------------
Here is a quick reference manual type definition of the language. It
ends with a description of all the internal functions.
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HEXEN Specs v0.9 Page 14
[4-2-1] Keywords
----------------
The following identifiers are reserved for use as keywords, and may
not be used otherwise:
break
case
const
continue
default
define
do
else
goto
if
include
int
open
print
printbold
restart
script
special
str
suspend
switch
terminate
until
void
while
world
[4-2-2] Comments
----------------
Comments are ignored by the script compiler.
/*
This is a comment.
*/
int a; // And this is a comment
[4-2-3] World-variable definitions
----------------------------------
world int <constant-expression> : <identifier> ;
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HEXEN Specs v0.9 Page 15
world int <constant-expression> : <identifier> , ... ;
[4-2-4] Map-variable definitions
--------------------------------
Declares a variable local to the current map.
int <identifier> ;
str <identifier> ;
int <identifier> , ... ;
[4-2-5] Include Directive
-------------------------
Includes the source of the specified file and compiles it.
#include <string-literal>
[4-2-5] Define Directive
------------------------
Replaces an identifier with a constant expression.
#define <identifier> <constant-expression>
[4-2-6] Constant Expressions
----------------------------
<integer-constant>:
decimal 200
hexadecimal 0x00a0, 0x00A0
fixed point 32.0, 0.5, 103.329
any radix <radix>_digits
binary 2_01001010
octal 8_072310
decimal 10_50025
hexadecimal 16_00a03f2
[4-2-7] String Literals
-----------------------
<string-literal>: "string"
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[4-2-6] Script Definitions
--------------------------
To define a script:
<script-definition>:
script <constant-expression> ( <arglist> ) { <statement> }
script <constant-expression> OPEN { <statement> }
eg:
script 10 (void) { ... }
script 5 OPEN { ... }
* Note that OPEN scripts do not take arguments.
[4-2-6] Statements
------------------
<statement>:
<declaration-statement>
<assignment-statement>
<compound-statement>
<switch-statement>
<jump-statement>
<selection-statement>
<iteration-statement>
<function-statement>
<linespecial-statement>
<print-statement>
<control-statement>
[4-2-6-1] Declaration Statements
--------------------------------
Delcaration statements create script variables.
<declaration-statement>:
int <variable> ;
int <variable> , <variable> , ... ;
[4-2-6-1] Assignment Statements
-------------------------------
Assigns an expression to a variable.
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HEXEN Specs v0.9 Page 17
<assignment-statement>:
<variable> <assignment-operator> <expression> ;
<assignment-operator>:
=
+=
-=
*=
/=
%=
* Note: An assignment of the form V <op>= E is equivalent to V = V <op> E.
For example:
A += 5; is the same as
A = A + 5;
[4-2-6-2] Compound Statements
-----------------------------
<compound-statement>:
{ <statement-list> }
<statement-list>:
<statement> <statement> <...>
[4-2-6-3] Switch Statements
---------------------------
A switch statement evaluates an integral expression and passes control to the
code following the matched case.
<switch-statement>:
switch ( <expression> ) { <labeled-statement-list> }
<labeled-statement>:
case <constant-expression> : <statement>
default : <statement>
Example:
switch (a)
{
case 1: // when a == 1
b = 1; // .. this is executed,
break; // and this breaks out of the switch().
case 2: // when a == 2
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HEXEN Specs v0.9 Page 18
b = 8; // .. this is executed,
// but there is no break, so it continues to the next
// case, even though a != 3.
case 3: // when a == 3
b = 666; // .. this is executed,
break; // and this breaks out of the switch().
default: // when none of the other cases match,
b = 777; // .. this is executed.
}
* Note for C users: While C only allows integral expressions in a switch
statement, ACS allows full expressions such as "a + 10".
[4-2-6-4] Jump Statements
-------------------------
A jump statement passes control to another portion of the script.
<jump-statement>:
continue ;
break ;
restart ;
[4-2-6-5] Iteration Statements
------------------------------
<iteration-statement>:
while ( <expression> ) <statement>
until ( <expression> ) <statement>
do <statement> while ( <expression> ) ;
do <statement> until ( <expression> ) ;
for ( <assignment-statement> ; <expression> ; <assignment-statement> )
<statement>
The continue, break and restart keywords can be used in an iteration
statement:
- the continue keyword jumps to the end of the last <statement> in the
iteration-statement. The loop continues.
- the break keyword jumps right out of the iteration-statement.
[4-2-6-6] Function Statements
-----------------------------
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HEXEN Specs v0.9 Page 19
A function statement calls a Hexen internal-function, or a Hexen
linespecial-function.
<function-statement>:
<internal-function> | <linespecial-statement>
<internal-function>:
<identifier> ( <expression> , ... ) ;
<identifier> ( const : <constant-expression> , ... ) ;
<linespecial-statement>:
<linespecial> ( <expression> , ... ) ;
<linespecial> ( const : <constant-expression> , ... ) ;
[4-2-6-7] Print Statements
--------------------------
<print-statement>:
print ( <print-type> : <expression> , ... ) ;
printbold ( <print-type> : <expression> , ... ) ;
<print-type>:
s string
d decimal
c constant
[4-2-6-8] Selection Statements
------------------------------
<selection-statement>:
if ( <expression> ) <statement>
if ( <expression> ) <statement> else <statement>
[4-2-6-9] Control Statements
----------------------------
<control-statement>:
suspend ; // suspends the script
terminate ; // terminates the script
[4-2-7] Internal Functions
--------------------------
void tagwait(int tag);
----------------------
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HEXEN Specs v0.9 Page 20
The current script is suspended until all sectors marked with
<tag> are inactive.
void polywait(int po);
----------------------
The current script is suspended until the polyobj marked with
<po> is incactive.
void scriptwait(int script);
----------------------------
The current script is suspended until the script specified by
<script> has terminated.
void delay(int ticks);
----------------------
The current script is suspended for a time specified by <ticks>.
A tick represents one cycle from a 35Hz timer.
void changefloor(int tag, str flatname);
----------------------------------------
The floor flat for all sectors marked with <tag> is changed to
<flatname>.
void changeceiling(int tag, str flatname);
------------------------------------------
The ceiling flat for all sectors marked with <tag> is changed to
<flatname>.
int random(int low, int high);
------------------------------
Returns a random number between <low> and <high>, inclusive. The
values for <low> and <high> range from 0 to 255.
int lineside(void);
-------------------
Returns the side of the line the script was activated from. Use
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HEXEN Specs v0.9 Page 21
the macros LINE_FRONT and LINE_BACK, defined in "defs.acs".
void clearlinespecial(void);
----------------------------
The special of the line that activated the script is cleared.
int playercount(void);
----------------------
Returns the number of active players.
int gametype(void);
-------------------
Returns the type of game being played:
GAME_SINGLE_PLAYER
GAME_NET_COOPERATIVE
GAME_NET_DEATHMATCH
int gameskill(void);
--------------------
Returns the skill of the game being played:
SKILL_VERY_EASY
SKILL_EASY
SKILL_NORMAL
SKILL_HARD
SKILL_VERY_HARD
Example:
int a;
a = gameskill();
switch( gameskill() )
{
case SKILL_VERY_EASY:
...
case SKILL_VERY_HARD:
...
}
int timer(void);
----------------
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HEXEN Specs v0.9 Page 22
Returns the current leveltime in ticks.
void sectorsound(str name, int volume);
---------------------------------------
Plays a sound in the sector the line is facing. <volume> has the
range 0 to 127.
void thingsound(int tid, str name, int volume);
-----------------------------------------------
Plays a sound at all things marked with <tid>. <volume> has the
range 0 to 127.
void ambientsound(str name, int volume);
----------------------------------------
Plays a sound that all players hear at the same volume. <volume> has
the range 0 to 127.
void soundsequence(str name);
-----------------------------
Plays a sound sequence in the sector the line is facing.
int thingcount(int type, int tid);
----------------------------------
Returns a count of things in the world. Use the thing type definitions
in defs.acs for <type>. Both <type> and <tid> can be 0 to force the
counting to ignore that information.
Examples:
// Count all ettins that are marked with TID 28:
c = thingcount(T_ETTIN, 28);
// Count all ettins, no matter what their TID is:
c = thingcount(T_ETTIN, 0);
// Count all things with TID 28, no matter what their type is:
c = thingcount(0, 28);
void setlinetexture(int line, int side, int position, str texturename);
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HEXEN Specs v0.9 Page 23
-----------------------------------------------------------------------
Sets a texture on all lines identified by <line>. A line is identified by
giving it the special Line_SetIdentification in a map editor.
<side>:
SIDE_FRONT
SIDE_BACK
<position>:
TEXTURE_TOP
TEXTURE_MIDDLE
TEXTURE_BOTTOM
Examples:
setlinetexture(14, SIDE_FRONT, TEXTURE_MIDDLE, "ice01");
setlinetexture(3, SIDE_BACK, TEXTURE_TOP, "forest03");
void setlineblocking(int line, int blocking);
---------------------------------------------
Sets the blocking (impassable) flag on all lines identified by <line>.
<blocking>:
ON
OFF
Example:
setlineblocking(22, OFF);
void setlinespecial(int line, int special, int arg1, int arg2,
int arg3, int arg4, int arg5);
--------------------------------------------------------------
Sets the line special and args on all lines identified by <line>.
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HEXEN Specs v0.9 Page 24
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
<EFBFBD> 5-0 <20> Flats with special properties
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Lava Lava does damage
Water Makes things sink
Sludge Makes things sink
Ice Changes friction
Page 24
HEXEN Specs v0.9 Page 25
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
<EFBFBD> 6-0 <20> The MAPINFO lump
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
This is a lump in the .WAD that gives attributes to each map. This entry
does not go with each map - there is only one MAPINFO lump in the entire
IWAD. If you include a MAPINFO lump in a PWAD, make sure it's got
information for all the possible maps the player will be entering.
map: Number and name of map [1..60]
warptrans: Actual map number in case maps are not sequential [1..60]
next: Map to teleport to upon exit of timed deathmatch [1..60]
cdtrack: CD track to play during level
cluster: Defines what cluster level belongs to
sky1: Default sky texture; followed by speed
sky2: Alternate sky displayed in Sky2 sectors ; followed by speed
doublesky: parallax sky: sky2 behind sky1
lightning: Keyword indicating use of lightning on the level
flashes from sky1 to sky2 (see also: IndoorLightning special)
fadetable: Lump Name of fade table {fogmap}
Example MapInfo entry:
map 1 "Winnowing Hall"
warptrans 1
next 2
cluster 1
sky1 SKY2 2 ; 2 is the sky scroll speed
sky2 SKY3 0 ; 0 means don't scroll sky
lightning
doublesky
cdtrack 13
Note on "next" integer (for timed deathmatches):
In normal gameplay, there is no linear fashion in which the game
progresses from one level to another; you just go through a teleport
somewhere on a level, and it takes you to somewhere on another
level. For -timer deathmatch, the game needs to know what level to
proceed to because it isn't always just the next higher level.
A note about the WARPTRANS keyword: Maps are edited and named
MAPxx, where xx is a number from 01 to 63. This is the number that
is used from within scripts when a map is referred to, and by the
MAP keyword in the MAPINFO lump. However, the -warp option and the
warping cheat use a different set of numbers. This different set of
numbers is set by the WARPTRANS keyword. By default, the WARPTRANS
value is set to the same number as the map. Our designers starting
Page 25
HEXEN Specs v0.9 Page 26
making maps with numbers that had big gaps between them, and then
made the scripts refer to these numbers, so we needed a way to pack
all the map numbers into a continuous stream for the -warp option.
Also, the accepted range for a WARPTRANS value is 1-31. Makes it
easy when using DM.
Note on "cluster" integer:
The game maps are divided into clusters. When you enter a new cluster, you
can never again visit any of the levels from the previous cluster. This
makes it so each individual save game only needs to backup map archives for
about 6-7 maps, and provides for a milestone marker of sorts for game play,
like an episode -- a Hexen backdrop and some text are given at the end of
each cluster. If you don't enter a cluster, it defaults to 0. The
commercial IWAD separates its 31 maps into 5 clusters.
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HEXEN Specs v0.9 Page 27
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
<EFBFBD> 7-0 <20> PolyObjects
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Polyobjs are one-sided lines that are built somewhere else on the map, and
then later translated to the desired start spot on the map at level load.
In building polyobjs, two different line specials can be used to determine
the line drawing order:
Polyobj_ExplicitLine(polyNumber, orderNumber, polyMirror, sound);
Polyobj_StartLine(polyNumber, polyMirror, sound);
Each polyobj should have a unique polyNumber, which is used in poly line
specials to refer to a particular polyobj.
polyMirror refers to a second polyobj that will "mirror" all actions of the
first polyobj. For instance, if a polyobj is rotated to the right by 90
degrees, then that polyobj's mirror will rotate left 90 degrees. Note that
having two polyobjs mirror each other is not considered to be a good thing,
but in general won't cause problems because a poly can only do one particular
action at a time. Meaning: if that poly that rotated left by 90 degrees
then mirrored the right-turning polyobj, the right-turning poly would ignore
any attempt to rotate it again, as it would already be being acted upon.
The last parameter to these specials refers to a particular sound type
that should play when the poly is moved/rotated. See the section on
attaching sounds to a moving sector for more info.
Polyobj_StartLine():
A very basic special. Place it on a particular polyobj line, and that line
will be the first line rendered on the polyobj. The rendering order for all
other lines are determined by itterating through to the next line that has a
first point identical to the start line's second point. The third line
rendered will be the next line that has a first point identical to the second
line's second point, and so on and so forth. This method works well for
polyobjs that are convex, and has the advantage of leaving all but one line
free for other line specials.
Polyobj_ExplicitLine:
This special requires a bit more work to use. Each line in the polyobj
defined using this special must use this line special. Then, a value from
1-255 should be placed in orderNumber. This defines the rendering order for
the lines, with a 1 being the first line rendered, and so on. Useful for
non-convex polyobjs, but has the disadvantage of utilizing all line specials
on the poly.
Page 27
HEXEN Specs v0.9 Page 28
[7-1] Polyobj Start Spots and Anchor Points
-------------------------------------------
Each polyobj must have an anchor point, and a startSpot. The anchor is a
thing placed near the polyobj when it's created that defines the origin of
the polyobj, or the point in which it will rotate about. The anchor (and all
polyobj lines) are directly translated to the polyobj startSpot.
Bottom line: The anchor point is the point near the polyobj, and the
startSpot is the point on the actual map that defines the location of the
poly.
There are two different types of startSpots: crushing and non-crushing.
Pretty obvious what the difference is: if the poly strikes an object, it'll
first attempt to move it. If that fails it will either try to damage the
object, or just stop moving depending upon the type of startSpot.
Please note that the ANGLE field of the startSpot and anchor points should be
equal to the polyNumber that was previously defined for that particular
polyobj. The polyobj stuff was done before any of the TID/thing special code
was implimented, so Raven did this temporary hack, which turned permanent, as
the designers had already done a ton of polyobjs, and didn't want to have to
go back and replace them.
Appendixes:
A. List of Spawnable Objects
B. List of Activate/Deactivate Objects
C. List of arg requiring Objects
D. List of Sector Specials
E. List of Line Specials
F. List of Sector Sounds
G. Key Numbers
Page 28
HEXEN Specs v0.9 Page 29
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
<EFBFBD> A <20> List of Spawnable Objects
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Use these identifiers for the Thing_Spawn() and Thing_SpawnNoFog()
specials:
T_NONE
T_CENTAUR
T_CENTAURLEADER
T_DEMON
T_ETTIN
T_FIREGARGOYLE
T_WATERLURKER
T_WATERLURKERLEADER
T_WRAITH
T_WRAITHBURIED
T_FIREBALL1
T_MANA1
T_MANA2
T_ITEMBOOTS
T_ITEMEGG
T_ITEMFLIGHT
T_ITEMSUMMON
T_ITEMTPORTOTHER
T_ITEMTELEPORT
T_BISHOP
T_ICEGOLEM
T_BRIDGE
T_DRAGONSKINBRACERS
T_ITEMHEALTHPOTION
T_ITEMHEALTHFLASK
T_ITEMHEALTHFULL
T_ITEMBOOSTMANA
T_FIGHTERAXE
T_FIGHTERHAMMER
T_FIGHTERSWORD1
T_FIGHTERSWORD2
T_FIGHTERSWORD3
T_CLERICSTAFF
T_CLERICHOLY1
T_CLERICHOLY2
T_CLERICHOLY3
T_MAGESHARDS
T_MAGESTAFF1
T_MAGESTAFF2
T_MAGESTAFF3
T_MORPHBLAST
T_ROCK1
Page 29
HEXEN Specs v0.9 Page 30
T_ROCK2
T_ROCK3
T_DIRT1
T_DIRT2
T_DIRT3
T_DIRT4
T_DIRT5
T_DIRT6
T_ARROW
T_DART
T_POISONDART
T_RIPPERBALL
T_STAINEDGLASS1
T_STAINEDGLASS2
T_STAINEDGLASS3
T_STAINEDGLASS4
T_STAINEDGLASS5
T_STAINEDGLASS6
T_STAINEDGLASS7
T_STAINEDGLASS8
T_STAINEDGLASS9
T_STAINEDGLASS0
T_BLADE
T_ICESHARD
T_FLAME_SMALL
T_FLAME_LARGE
T_MESHARMOR
T_FALCONSHIELD
T_PLATINUMHELM
T_AMULETOFWARDING
T_ITEMFLECHETTE
T_ITEMTORCH
T_ITEMREPULSION
T_MANA3
T_PUZZSKULL
T_PUZZGEMBIG
T_PUZZGEMRED
T_PUZZGEMGREEN1
T_PUZZGEMGREEN2
T_PUZZGEMBLUE1
T_PUZZGEMBLUE2
T_PUZZBOOK1
T_PUZZBOOK2
T_METALKEY
T_SMALLMETALKEY
T_AXEKEY
T_FIREKEY
T_GREENKEY
T_MACEKEY
T_SILVERKEY
Page 30
HEXEN Specs v0.9 Page 31
T_RUSTYKEY
T_HORNKEY
T_SERPENTKEY
T_WATERDRIP
T_TEMPSMALLFLAME
T_PERMSMALLFLAME
T_TEMPLARGEFLAME
T_PERMLARGEFLAME
T_DEMON_MASH
T_DEMON2_MASH
T_ETTIN_MASH
T_CENTAUR_MASH
T_THRUSTSPIKEUP
T_THRUSTSPIKEDOWN
T_FLESH_DRIP1
T_FLESH_DRIP2
T_SPARK_DRIP
Page 31
HEXEN Specs v0.9 Page 32
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
<EFBFBD> B <20> List of Activateable/Deactivateable Objects
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Activatable:
MT_ZTWINEDTORCH Lights torch
MT_ZTWINEDTORCH_UNLIT Lights torch
MT_ZWALLTORCH Lights torch
MT_ZWALLTORCH_UNLIT Lights torch
MT_ZGEMPEDESTAL Makes gem appear
MT_ZWINGEDSTATUENOSKULL Makes skull appear in hands
MT_THRUSTFLOOR_UP Raises thrust spike (if lowered)
MT_THRUSTFLOOR_DOWN Raises thrust spike
MT_ZFIREBULL Lights flames
MT_ZFIREBULL_UNLIT Lights flames
MT_ZBELL Rings bell
MT_ZCAULDRON Lights flames
MT_ZCAULDRON_UNLIT Lights flames
MT_FLAME_SMALL Ignites flame
MT_FLAME_LARGE Ignites flame
MT_BAT_SPAWNER Start bat spawning
Deactivatable:
MT_ZTWINEDTORCH Extinguish torch
MT_ZTWINEDTORCH_UNLIT Extinguish torch
MT_ZWALLTORCH Extinguish torch
MT_ZWALLTORCH_UNLIT Extinguish torch
MT_THRUSTFLOOR_UP Lower thrust spike
MT_THRUSTFLOOR_DOWN Lower thrust spike
MT_ZFIREBULL Extinguish torch
MT_ZFIREBULL_UNLIT Extinguish torch
MT_ZCAULDRON Extinguish torch
MT_ZCAULDRON_UNLIT Extinguish torch
MT_FLAME_SMALL Extinguish torch
MT_FLAME_LARGE Extinguish torch
MT_BAT_SPAWNER Stop bat spawning
Page 32
HEXEN Specs v0.9 Page 33
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
<EFBFBD> C <20> List of THINGS that require arguments
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
These THINGS ignore their special types, and use the arg0..arg5 fields
for their own purposes:
Type: 10225 Bat Spawner
arg0: frequency of spawn (1=fastest, 10=slowest)
arg1: spread angle (0..255)
arg2: unused
arg3: duration of bats (in octics)
arg4: turn amount per move (in degrees [0..255])
Type: 10000 Fog Spawner
arg0: movement speed [0..10] (10 == fastest)
arg1: spread angle [0..128] (128 == 180 degrees)
arg2: Frequency of spawn [1..10] (1 == fastest)
arg3: Fog Lifetime [0..255] (5 == 1 second)
arg4: unused
Type: 10001 Fog Patch Small
arg0: movement speed [0..10] (10 == fastest)
arg1: unused
arg2: unused
arg3: Fog Lifetime [0..255] (5 == 1 second)
arg4: Boolean: (0 == not moving)
Type: 10002 Fog Patch Medium
arg0: movement speed [0..10] (10 == fastest)
arg1: unused
arg2: unused
arg3: Fog Lifetime [0..255] (5 == 1 second)
arg4: Boolean: (0 == not moving)
Type: 10003 Fog Patch Large
arg0: movement speed [0..10] (10 == fastest)
arg1: unused
arg2: unused
arg3: Fog Lifetime [0..255] (5 == 1 second)
arg4: Boolean: (0 == not moving)
Type: 254 Dragon Lich
arg0: TID of possible destination (required)
arg1: TID of possible destination (optional)
arg2: TID of possible destination (optional)
arg3: TID of possible destination (optional)
arg4: TID of possible destination (optional)
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The dragon lich also requires mapspots placed around the map with
its args containing TIDs of possible destinations, making up to 5
destinations possible from each position. The choice of next
destination is random. Note that the dragon lich's first
destination is the first thing that it can locate that has a TID
identical to it's own.
Type: 10200 Korax
TIDs:
245 Korax's mapthing
249 Teleport destination (MapSpots)
Scripts:
249 Run when korax health falls below half
250-254 Randomly run by korax as commands
255 Run upon death of korax
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<EFBFBD> D <20> Sector Specials
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The following numbers are used in the sector.type field [see DOOM
specs.]:
1 Light_Phased
2 LightSequenceStart
3 LightSequenceSpecial1
4 LightSequenceSpecial2
These specials deal with phased lightning ("moving lights"). Two
different ways to go about doing phased lighting: automatic, or
by-hand. The automatic method is (obviously) more convenient, but
the by-hand method is more flexible. Light_Phased is the by-hand
special. Place it on a sector, then set the sector's lightlevel to a
phase index (0-63). As you place the special on nearby sectors,
increment the index for each sector.
Or, to use the LightSequence specials, just place the LightSequence
special on a sector. Then, for each additional sector, alternate
between LightSequenceSpecial1 & LightSequenceSpecial2.
For instance, if you wanted phased lightning to flow up a staircase,
you could either place Light_Phased on each step, and change the
phase index (lightlevel) accordingly. Or, you could place
LightSequenceStart on the bottom step (and set that step's lightlevel
to something mid-ranged: 80-128 are pretty nice values), and then
let the game calculate the phase indices for each step by placing the
LightSequenceSpecial specials on all other steps. Note that for the
LightSequenceSpecial specials to have proper lighting, set their
lightlevels to zero, which causes it to use the previous sector's
lightlevel. Hence, that "nice value" which was placed on the first
step will iterate through all the other steps. If a step's
lightlevel is not zero, then that value will filter down to all other
steps after it.
26 Stairs_Special1
27 Stairs_Special2
Used by action specials that build stairs.
199 Light_IndoorLightning1
Dimmer effect during lightning flash. Used for indoor areas, which
are normally not affected by lightning.
198 Light_IndoorLightning2
Same as 1, but brighter.
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200 Sky2
Use the alternate sky specified in the mapinfo lump.
201 Scroll_North_Slow
202 Scroll_North_Medium
203 Scroll_North_Fast
204 Scroll_East_Slow
205 Scroll_East_Medium
206 Scroll_East_Fast
207 Scroll_South_Slow
208 Scroll_South_Medium
209 Scroll_South_Fast
210 Scroll_West_Slow
211 Scroll_West_Medium
212 Scroll_West_Fast
213 Scroll_NorthWest_Slow
214 Scroll_NorthWest_Medium
215 Scroll_NorthWest_Fast
216 Scroll_NorthEast_Slow
217 Scroll_NorthEast_Medium
218 Scroll_NorthEast_Fast
219 Scroll_SouthEast_Slow
220 Scroll_SouthEast_Medium
221 Scroll_SouthEast_Fast
222 Scroll_SouthWest_Slow
223 Scroll_SouthWest_Medium
224 Scroll_SouthWest_Fast
These all scroll floor flats in their respective directions. They
also move any objects in that direction.
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<EFBFBD> E <20> Action Specials
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These are the specials found in the THING.special and LINEDEF.special
fields.
Floor and Ceiling Specials
--------------------------
20:Floor_LowerByValue / tag / speed / height / arg4 / arg5
tag: tag of affected sector
speed: speed of move [0..255]
height: relative height of move in pixels
Moves the floor of all sectors identified by 'tag'.
21:Floor_LowerToLowest / tag / speed / arg3 / arg4 / arg5
tag: tag of affected sector
speed: speed of move [0..255]
Lowers floor to lowest adjacent sectors' floor.
22:Floor_LowerToNearest / tag / speed / arg3 / arg4 / arg5
tag: tag of affected sector
speed: speed of move [0..255]
Lowers floor to next lower adjacent sector's floor.
23:Floor_RaiseByValue / tag / speed / height / arg4 / arg5
tag: tag of affected sector
speed: speed of move [0..255]
height: relative height of move in pixels
Moves the floor of all sectors identified by 'tag'.
24:Floor_RaiseToHighest / tag / speed / arg3 / arg4 / arg5
tag: tag of affected sector
speed: speed of move [0..255]
Raises floor to highest adjacent sectors' floor.
25:Floor_RaiseToNearest / tag / speed / arg3 / arg4 / arg5
tag: tag of affected sector
speed: speed of move [0..255]
Raises floor to next higher adjacent sector's floor.
28:Floor_RaiseAndCrush / tag / speed / crush / arg4 / arg5
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tag: tag of affected sector
speed: speed of move [0..255]
crush: damage done by crush
Raises floor to ceiling and does crushing damage.
35:Floor_RaiseByValueTimes8 / tag / speed / height / arg4 / arg5
tag: tag of affected sector
speed: speed of move [0..255]
height: relative height of move in 8 pixel units
Raises the floor in increments of 8 units.
36:Floor_LowerByValueTimes8 / tag / speed / height / arg4 / arg5
tag: tag of affected sector
speed: speed of move [0..255]
height: relative height of move in 8 pixel units
Lowers the floor in increments of 8 units.
46:Floor_CrushStop / tag / arg2 / arg3 / arg4 / arg5
tag: tag of affected sector
Turns off a crushing floor.
66:Floor_LowerInstant / tag / arg2 / height / arg4 / arg5
tag: tag of affected sector
height: relative height in units of 8 pixels
Moves the floor down instantly by a specified amount.
67:Floor_RaiseInstant / tag / arg2 / height / arg4 / arg5
tag: tag of affected sector
height: relative height in units of 8 pixels
Moves the floor up instantly by a specified amount.
68:Floor_MoveToValueTimes8 / tag / speed / height / negative / arg5
tag: tag of affected sector
speed: speed of move
height: absolute value in 8 pixel units of destination height
negative: boolean (true if height is negative)
Move floor to an absolute height.
40:Ceiling_LowerByValue / tag / speed / height / arg4 / arg5
tag: tag of affected sector
speed: speed of move
height: relative height of move in pixels
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Relative ceiling move.
41:Ceiling_RaiseByValue / tag / speed / height / arg4 /arg5
tag: tag of affected sector
speed: speed of move
height: relative height of move in pixels
Relative ceiling move.
42:Ceiling_CrushAndRaise / tag / speed / crush / arg4 / arg5
tag: tag of affected sector
speed: speed of move
crush: damage of crush
Lowers ceiling to crush and raises (continual until stopped)
43:Ceiling_LowerAndCrush / tag / speed / crush / arg4 / arg5
tag: tag of affected sector
speed: speed of move
crush: damage of crush
Lowers ceiling to floor and stops.
44:Ceiling_CrushStop / tag / arg2 / arg3 / arg4 / arg5
tag: tag of affected sector
Stop a crushing ceiling.
45:Ceiling_CrushRaiseAndStay / tag / speed / crush / arg4 / arg5
tag: tag of affected sector
speed: speed of move
crush: damage of crush
Lowers ceiling to crush, raises and stays.
69:Ceiling_MoveToValueTimes8 / tag / speed / height / negative / arg5
tag: tag of affected sector
speed: speed of move
height: absolute value in 8 pixel units of destination height
negative: boolean (true if height is negative)
Moves ceiling to absolute height.
95:FloorAndCeiling_LowerByValue / tag / speed / height / arg4 / arg5
tag: tag of affected sector
speed: speed of move
height: absolute value in 8 pixel units of destination height
Relative move of both floor and ceiling.
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96:FloorAndCeiling_RaiseByValue / tag / speed / height / arg4 / arg5
tag: tag of affected sector
speed: speed of move
height: absolute value in 8 pixel units of destination height
Relative move of both floor and ceiling.
60:Plat_PerpetualRaise / tag / speed / delay / arg4 / arg5
tag: tag of affected sector
speed: speed of move
delay: delay before reversing direction
Continually raises and lowers platform.
61:Plat_Stop / tag / arg2 / arg3 / arg4 / arg5
tag: tag of affected sector
Stops a PerpectualRaise platform.
62:Plat_DownWaitUpStay / tag / speed / delay / arg4 / arg5
tag: tag of affected sector
speed: speed of move
delay: delay before reversing direction
One cycle of lowering and raising.
63:Plat_DownByValue / tag / speed / delay / height / arg5
tag: tag of affected sector
speed: speed of move
delay: delay before reversing direction
height: relative height in 8 pixel units
Relative platform move.
64:Plat_UpWaitDownStay / tag / speed / delay / arg4 / arg5
tag: tag of affected sector
speed: speed of move
delay: delay before reversing direction
One cycle of raising and lowering.
65:Plat_UpByValue / tag / speed / delay / height / arg5
tag: tag of affected sector
speed: speed of move
delay: delay before reversing direction
height: relative height
Relative platform move.
29:Pillar_Build / tag / speed / height / arg4 / arg5
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tag: tag of affected sector
speed: speed of build
height: height (relative to floor) where
Makes the floor meet the ceiling.
30:Pillar_Open / tag / speed / f_height / c_height / arg5
tag: tag of affected sector
speed: speed of build
f_height: relative height to move floor down
c_height: relative height to move ceiling up
Makes the floor and the ceiling meet by moving both.
94:Pillar_BuildAndCrush / tag / speed / height / crush / arg5
tag: tag of affected sector
speed: speed of build
height: height (relative to floor) where floor meets ceiling
crush: damage from crushing
Stair Specials
--------------
These stair building specials find the sector with 'tag' and
build stairs by traversing adjacent sector marked with the
StairSpecial1 and StairSpecial2. These specials must alternate
between the two and must not branch.
26:Stairs_BuildDown / tag / speed / height / delay / reset
tag: tag of sector to start in
speed: speed of build [0.255]
height: height of step in pixels
delay: delay between steps in tics
reset: delay before stairs to reset (0==no reset)
27:Stairs_BuildUp / tag / speed / height / delay / reset
tag: tag of sector to start in
speed: speed of build [0.255]
height: height of step in pixels
delay: delay between steps in tics
reset: delay before stairs to reset (0==no reset)
31:Stairs_BuildDownSync / tag / speed / height / reset / arg5
tag: tag of sector to start in
speed: speed of build [0.255]
height: height of step in pixels
reset: delay before stairs to reset (0==no reset)
32:Stairs_BuildUpSync / tag / speed / height / reset / arg5
tag: tag of sector to start in
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speed: speed of build [0.255]
height: height of step in pixels
reset: delay before stairs to reset (0==no reset)
Door Specials
-------------
10:Door_Close / tag / speed / arg3 / arg4 / arg5
tag: tag of affected sector or zero if line is part of door
speed: speed of move
Closes a door sector.
11:Door_Open / tag / speed / arg3 / arg4 / arg5
tag: tag of affected sector or zero if line is part of door
speed: speed of move
Opens a door sector.
12:Door_Raise / tag / speed / delay / arg4 / arg5
tag: tag of affected sector or zero if line is part of door
speed: speed of move
delay: delay before door lowers
13:Door_LockedRaise / tag / speed / delay / lock / arg5
tag: tag of affected sector or zero if line is part of door
speed: speed of move
delay: delay before door lowers
lock: key number that will unlock door (see key numbers)
Raises a door if correct key is in inventory of triggering player.
Script Specials
---------------
80:ACS_Execute / script / map / s_arg1 / s_arg2 / s_arg3
script: script number to execute
map: map which contains the script
81:ACS_Suspend / script / map / arg3 / arg4 / arg5
script: script number to suspend
map: map which contains the script
82:ACS_Terminate / script / map / arg3 / arg4 / arg5
script: script number to suspend
map: map which contains the script
83:ACS_LockedExecute / script / map / s_arg1 / s_arg2 / lock
script: script number to suspend
map: map which contains the script
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lock: key number needed to run script (see key numbers)
Light Specials
--------------
110:Light_RaiseByValue / tag / value / arg3 / arg4 / arg5
tag: tag of affected sector
value: relative value of light level change
111:Light_LowerByValue / tag / value / arg3 / arg4 / arg5
tag: tag of affected sector
value: relative value of light level change
112:Light_ChangeToValue / tag / value / arg3 / arg4 / arg5
tag: tag of affected sector
value: absolute value of light level change
113:Light_Fade / tag / value / tics / arg4 / arg5
tag: tag of affected sector
value: absolute value of light level change
tics: number of tics to fade to light level
114:Light_Glow / tag / upper / lower / tics / arg5
tag: tag of affected sector
upper: brightest light level
lower: lowest light level
tics: number of tics between light changes
115:Light_Flicker / tag / upper / lower / arg4 / arg5
tag: tag of affected sector
upper: brightest light level
lower: lowest light level
116:Light_Strobe / tag / upper / lower / u-tics / l-tics
tag: tag of affected sector
upper: brightest light level
lower: lowest light level
u-tics: tics to stay at upper light level
l-tics: tics to stay at lower light level
Miscellaneous Specials
----------------------
121:Line_SetIdentification / line / arg2 / arg3 / arg4 / arg5
line: unique id of this line
The script functions setlineblocking, setlinespecial, and
setlinetexture use the ID specified here to identify lines.
100:Scroll_Texture_Left / speed / arg2 / arg3 / arg4 / arg5
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101:Scroll_Texture_Right / speed / arg2 / arg3 / arg4 / arg5
102:Scroll_Texture_Up / speed / arg2 / arg3 / arg4 / arg5
103:Scroll_Texture_Down / speed / arg2 / arg3 / arg4 / arg5
speed: speed of scroll in pixels
129:UsePuzzleItem / item / script / s_arg1 / s_arg2 / s_arg3
item: item number needed to activate
script: script to run upon activation
Runs a script upon use of appropriate puzzle item:
0 ZZ_Skull
1 ZZ_BigGem
2 ZZ_GemRed
3 ZZ_GemGreen1
4 ZZ_GemGreen2
5 ZZ_GemBlue1
6 ZZ_GemBlue2
7 ZZ_Book1
8 ZZ_Book2
9 ZZ_Skull2
10 ZZ_FWeapon
11 ZZ_CWeapon
12 ZZ_MWeapon
13 ZZ_Gear
14 ZZ_Gear2
15 ZZ_Gear3
16 ZZ_Gear4
140:Sector_ChangeSound / tag / sound / arg3 / arg4 / arg5
tag: tag of sector to contain sound
sound: sound to be played - see sector sounds
120:Earthquake / intensity / duration / damrad / tremrad / tid
intensity: strength of earthquake in richters [1..9]
duration: duration in tics [1..255]
damrad: radius of damage in 64x64 cells [0..255]
tremrad: radius of tremor in 64x64 cells [0..255]
tid: TID of map thing(s) for quake foci
Creates an earthquake at all matching foci.
74:Teleport_NewMap / map / position / arg3 / arg4 / arg5
map: map to teleport to
position: corresponds to destination player start spot arg0.
Teleports the player to a new map and to the player start spot
whose arg0 member matches 'position.'
75:Teleport_EndGame / arg1 / arg2 / arg3 / arg4 / arg5
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Ends game and runs finale script.
In deathmatch, teleports to level 1.
70:Teleport / tid / arg2 / arg3 / arg4 / arg5
tid: TID of destination
Teleports triggering object to MapSpot with tid.
71:Teleport_NoFog / tid / arg2 / arg3 / arg4 / arg5
Same as teleport, but silent with no fog sprite.
Thing Specials
--------------
72:ThrustThing / angle / distance / arg3 / arg4 / arg5
angle: byte angle to thrust [0..255]
distance: distance to thrust
73:DamageThing / damage / arg2 / arg3 / arg4 / arg5
damage: amount of damage
130:Thing_Activate / tid / arg2 / arg3 / arg4 / arg5
tid: TID of thing to activate (see activatable things)
131:Thing_Deactivate / tid / arg2 / arg3 / arg4 / arg5
tid: TID of thing to deactivate (see deactivatable things)
132:Thing_Remove / tid / arg2 / arg3 / arg4 / arg5
tid: TID of thing to remove
133:Thing_Destroy / tid / arg2 / arg3 / arg4 / arg5
tid: TID of affected thing
Puts thing into its death state.
134:Thing_Projectile / tid / type / angle / speed / vspeed
tid: TID of spawn location
type: Type of thing to spawn (see spawnable things)
angle: byte angle of projectile
speed: speed of projectile
vspeed: vertical speed
Spawns a projectile.
136:Thing_ProjectileGravity / tid / type / angle / speed / vspeed
tid: TID of spawn location
type: Type of thing to spawn (see spawnable things)
angle: byte angle of projectile
speed: speed of projectile
vspeed: vertical speed
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Spawns a projectile with gravity.
135:Thing_Spawn / tid / type / angle / arg4 / arg5
tid: TID of spawn location
type: Type of thing to spawn (see spawnable things)
angle: byte angle of thing to face
Spawns a thing.
137:Thing_SpawnNoFog / tid / type / angle / arg4 / arg5
tid: TID of spawn location
type: Type of thing to spawn (see spawnable things)
angle: byte angle of projectile
Spawns a thing silently.
PolyObject Specials
--------------------
1:Polyobj_StartLine / po / mirror / sound / arg4 / arg5
po: refer to a particular polyobj
mirror: poly that will mirror the moves of this poly
sound: See Section 5: Sector Sound
2:Polyobj_RotateLeft / po / speed / angle / arg4 / arg5
po: polyobj
speed: speed
angle: byte angle to rotate
3:Polyobj_RotateRight / po / speed / angle / arg4 / arg5
po: polyobj
speed: speed
angle: byte angle to rotate
4:Polyobj_Move / po / speed / angle / distance / arg5
po: polyobj
speed: speed
angle: byte angle to move along
distance: byte distance to move
5:Polyobj_ExplicitLine / po / order / mirror / sound / arg5
po: polyobj
order: rendering order of this line
mirror: poly that will mirror the moves of this poly
sound: See Section 5: Sector Sound
6:Polyobj_MoveTimes8 / po / speed / angle / distance / arg5
po: polyobj
speed: speed
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angle: byte angle
distance: byte distance to move in units of 8
7:Polyobj_DoorSwing / po / speed / angle / delay / arg5
po: polyobj
speed: speed
angle: byte angle
delay: delay in tics
8:Polyobj_DoorSlide / po / speed / angle / distance / delay
po: polyobj
speed: speed
angle: byte angle
distance: byte distance
delay: delay in tics
90:Polyobj_OR_RotateLeft / po / speed / angle / arg4 / arg5
91:Polyobj_OR_RotateRight / po / speed / angle / arg4 / arg5
92:Polyobj_OR_Move / po / speed / angle / distance / arg5
93:Polyobj_OR_MoveTimes8 / po / speed / angle / distance / arg5
The OR stands for OverRide. As stated before, each poly can only be doing a
single action at a time. This poses a problem with perpetual polyobjs, since
they are already moving, the designer cannot do anything else with them.
However, using these functions the designer can override the code to not
allow a poly to concurrently execute more than one action, and force a poly
to do the other action as well.
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<EFBFBD> F <20> Sector Sounds for ChangeSectorSound() special:
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1 heavy
2 metal
3 creak
4 silence
5 lava
6 water
7 ice
8 earth
9 metal2
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<EFBFBD> G <20> Key Numbers
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These are referenced by the DoorRaiseLocked() and ACS_ExecuteLocked()
specials.
1 steel key
2 cave key
3 axe key
4 fire key
5 emerald key
6 dungeon key
7 silver key
8 rusted key
9 horn key
10 swamp key
11 castle key