enum EGameType { GAMEFLAG_DUKE = 0x00000001, GAMEFLAG_NAM = 0x00000002, GAMEFLAG_NAPALM = 0x00000004, GAMEFLAG_WW2GI = 0x00000008, GAMEFLAG_ADDON = 0x00000010, GAMEFLAG_SHAREWARE = 0x00000020, GAMEFLAG_DUKEBETA = 0x00000060, // includes 0x20 since it's a shareware beta GAMEFLAG_PLUTOPAK = 0x00000080, GAMEFLAG_RR = 0x00000100, GAMEFLAG_RRRA = 0x00000200, GAMEFLAG_RRALL = GAMEFLAG_RR | GAMEFLAG_RRRA, GAMEFLAG_BLOOD = 0x00000800, GAMEFLAG_SW = 0x00001000, GAMEFLAG_POWERSLAVE = 0x00002000, GAMEFLAG_EXHUMED = 0x00004000, GAMEFLAG_PSEXHUMED = GAMEFLAG_POWERSLAVE | GAMEFLAG_EXHUMED, // the two games really are the same, except for the name and the publisher. GAMEFLAG_WORLDTOUR = 0x00008000, GAMEFLAG_DUKEDC = 0x00010000, GAMEFLAG_DUKENW = 0x00020000, GAMEFLAG_DUKEVACA = 0x00040000, GAMEFLAG_BLOODCP = 0x00080000, GAMEFLAG_ROUTE66 = 0x00100000, GAMEFLAG_SWWANTON = 0x00200000, GAMEFLAG_SWTWINDRAG = 0x00400000, GAMEFLAGMASK = 0x0000FFFF, // flags allowed from grpinfo // We still need these for the parsers. GAMEFLAG_FURY = 0, GAMEFLAG_DEER = 0, }; enum AM_Mode { am_off, am_overlay, am_full, am_count } enum EHudSize { Hud_Current = -1, Hud_Frame50 = 0, Hud_Frame60, Hud_Frame70, Hud_Frame80, Hud_Frame90, Hud_Stbar, Hud_StbarOverlay, Hud_Mini, Hud_Full, Hud_Althud, Hud_Nothing, Hud_MAX } struct UserConfigStruct native { native readonly bool nomonsters; native readonly bool nosound; native readonly bool nologo; } extend struct _ { native @UserConfigStruct userConfig; native readonly MapRecord currentLevel; native readonly int automapMode; native readonly int PlayClock; native Array<@sectortype> Sectors; native Array<@walltype> Walls; } struct MapRecord native { enum MIFlags { FORCEEOG = 1, USERMAP = 2, } native readonly int parTime; native readonly int designerTime; native readonly String fileName; native readonly String labelName; native readonly String name; native readonly String music; native readonly int cdSongId; native readonly int flags; native readonly int levelNumber; native readonly int cluster; native readonly String InterBackground; native readonly String nextMap; native readonly String nextSecret; //native readonly String messages[MAX_MESSAGES]; native readonly String author; String GetLabelName() { if (flags & USERMAP) return StringTable.Localize("$MNU_USERMAP"); return labelName; } String DisplayName() { if (name == "") return labelName; return StringTable.Localize(name); } native ClusterDef GetCluster(); } struct ClusterDef { native readonly String name; native readonly String InterBackground; } struct SummaryInfo native { native readonly int kills; native readonly int maxkills; native readonly int secrets; native readonly int maxsecrets; native readonly int supersecrets; native readonly int time; native readonly int totaltime; native readonly int playercount; native readonly bool cheated; native readonly bool endofgame; } // this only allows function getters to enable validation on the target. struct CollisionData { int type; int exbits; voidptr hit; // do not access! native walltype hitWall(); native sectortype hitSector(); native CoreActor hitActor(); native void setSector(sectortype s); native void setWall(walltype w); native void setActor(CoreActor a); native void setVoid(); } struct HitInfo { Vector3 hitpos; sectortype hitSector; walltype hitWall; CoreActor hitActor; } struct Raze { const kAngleMask = 0x7FF; const BAngToDegree = 360. / 2048.; native static Color shadeToLight(int shade); native static String PlayerName(int i); static int bsin(double angle) { return int(sin(angle * (360. / 2048)) * 16384); } static double bobval(double angle) { return sin(angle * (360. / 2048)); } native static TextureID PickTexture(TextureID texid); native static int GetBuildTime(); native static Font PickBigFont(String cmptext = ""); native static Font PickSmallFont(String cmptext = ""); native static int SoundEnabled(); native static void SetReverb(int r); native static void SetReverbDelay(int d); native static Sound FindSoundByResID(int id); //native static int tileflags(TextureID tex) native static sectortype updatesector(Vector2 pos, sectortype lastsect, double maxdist = 96); native static sectortype, Vector3 clipmove(Vector3 pos, sectortype sect, Vector2 move, double walldist, double ceildist, double flordist, uint cliptype, CollisionData coll, int clipmoveboxtracenum = 3); native static bool cansee(Vector3 start, sectortype startsec, Vector3 end, sectortype endsec); native static int hitscan(Vector3 start, sectortype startsect, Vector3 vect, HitInfo hitinfo, uint cliptype, double maxrange = -1); // game check shortcuts static bool isDuke() { return gameinfo.gametype & GAMEFLAG_DUKE; } static bool isNam() { return gameinfo.gametype & (GAMEFLAG_NAM | GAMEFLAG_NAPALM); } static bool isNamWW2GI() { return gameinfo.gametype & (GAMEFLAG_NAM | GAMEFLAG_NAPALM |GAMEFLAG_WW2GI); } static bool isWW2GI() { return gameinfo.gametype & (GAMEFLAG_WW2GI); } static bool isRR() { return gameinfo.gametype & (GAMEFLAG_RRALL); } static bool isRRRA() { return gameinfo.gametype & (GAMEFLAG_RRRA); } static bool isWorldTour() { return gameinfo.gametype & GAMEFLAG_WORLDTOUR; } static bool isPlutoPak() { return gameinfo.gametype & GAMEFLAG_PLUTOPAK; } static bool isShareware() { return gameinfo.gametype & GAMEFLAG_SHAREWARE; } static bool isBlood() { return gameinfo.gametype & GAMEFLAG_BLOOD; } static bool isSW() { return gameinfo.gametype & GAMEFLAG_SW; } // Dont know yet how to best export this, so for now these are just placeholders as MP is not operational anyway. static int playerPalette(int i) { return 0; } static int playerFrags(int i, int j) { return 0; } static int playerFraggedSelf(int i) { return 0; } static void DrawScoreboard(int top) { // todo: reimplement this in a game independent fashion based on GZDoom's code. // Right now, with no MP support there is no need, though. } static double, double setFreeAimVelocity(double vel, double zvel, double pitch, double zvspeed) { return vel * cos(pitch), sin(pitch) * zvspeed; } } /* struct TileFiles { native static TextureID GetTexture(int tile, bool animate = false); } */ class RazeMenuDelegate : MenuDelegateBase { // Todo: Fix this so that it can be done outside the games' sound modules. native override void PlaySound(name sname); // This is native for security reasons. Having a script call to open the console could be subject to abuse. native override void MenuDismissed(); }