extend struct _ { native readonly Array > AllActorClasses; native readonly Array<@PlayerClass> PlayerClasses; native readonly Array<@PlayerSkin> PlayerSkins; native readonly Array<@Team> Teams; native int validcount; native play @DehInfo deh; native readonly bool automapactive; native readonly TextureID skyflatnum; native readonly int gametic; native readonly int Net_Arbitrator; native ui BaseStatusBar StatusBar; native readonly Weapon WP_NOCHANGE; deprecated("3.8", "Use Actor.isFrozen() or Level.isFrozen() instead") native readonly bool globalfreeze; native int LocalViewPitch; // sandbox state in multi-level setups: native play @PlayerInfo players[MAXPLAYERS]; native readonly bool playeringame[MAXPLAYERS]; native play LevelLocals Level; } extend struct TexMan { native static void SetCameraToTexture(Actor viewpoint, String texture, double fov); deprecated("3.8", "Use Level.ReplaceTextures() instead") static void ReplaceTextures(String from, String to, int flags) { level.ReplaceTextures(from, to, flags); } } extend struct Screen { native static void DrawFrame(int x, int y, int w, int h); // This is a leftover of the abandoned Inventory.DrawPowerup method. deprecated("2.5", "Use StatusBar.DrawTexture() instead") static ui void DrawHUDTexture(TextureID tex, double x, double y) { statusBar.DrawTexture(tex, (x, y), BaseStatusBar.DI_SCREEN_RIGHT_TOP, 1., (32, 32)); } } extend struct Translation { Color colors[256]; native int AddTranslation(); native static bool SetPlayerTranslation(int group, int num, int plrnum, PlayerClass pclass); native static int GetID(Name transname); } struct DamageTypeDefinition native { native static bool IgnoreArmor(Name type); } extend struct CVar { native static CVar GetCVar(Name name, PlayerInfo player = null); } extend struct GameInfoStruct { // will be extended as needed. native Name backpacktype; native double Armor2Percent; native String ArmorIcon1; native String ArmorIcon2; native bool norandomplayerclass; native Array infoPages; native GIFont mStatscreenMapNameFont; native GIFont mStatscreenEnteringFont; native GIFont mStatscreenFinishedFont; native GIFont mStatscreenContentFont; native GIFont mStatscreenAuthorFont; native double gibfactor; native bool intermissioncounter; native Color defaultbloodcolor; native double telefogheight; native int defKickback; native int defaultdropstyle; native TextureID healthpic; native TextureID berserkpic; native double normforwardmove[2]; native double normsidemove[2]; } extend class Object { private native static Object BuiltinNewDoom(Class cls, int outerclass, int compatibility); private native static int BuiltinCallLineSpecial(int special, Actor activator, int arg1, int arg2, int arg3, int arg4, int arg5); // These really should be global functions... native static String G_SkillName(); native static int G_SkillPropertyInt(int p); native static double G_SkillPropertyFloat(int p); deprecated("3.8", "Use Level.PickDeathMatchStart() instead") static vector3, int G_PickDeathmatchStart() { return level.PickDeathmatchStart(); } deprecated("3.8", "Use Level.PickPlayerStart() instead") static vector3, int G_PickPlayerStart(int pnum, int flags = 0) { return level.PickPlayerStart(pnum, flags); } deprecated("4.3", "Use S_StartSound() instead") native static void S_Sound (Sound sound_id, int channel, float volume = 1, float attenuation = ATTN_NORM, float pitch = 0.0); native static void S_StartSound (Sound sound_id, int channel, int flags = 0, float volume = 1, float attenuation = ATTN_NORM, float pitch = 0.0, float startTime = 0.0); native static void S_PauseSound (bool notmusic, bool notsfx); native static void S_ResumeSound (bool notsfx); native static bool S_ChangeMusic(String music_name, int order = 0, bool looping = true, bool force = false); native static float S_GetLength(Sound sound_id); native static void MarkSound(Sound snd); native static uint BAM(double angle); native static void SetMusicVolume(float vol); } class Thinker : Object native play { enum EStatnums { // Thinkers that don't actually think STAT_INFO, // An info queue STAT_DECAL, // A decal STAT_AUTODECAL, // A decal that can be automatically deleted STAT_CORPSEPOINTER, // An entry in Hexen's corpse queue STAT_TRAVELLING, // An actor temporarily travelling to a new map STAT_STATIC, // Thinkers that do think STAT_FIRST_THINKING=32, STAT_SCROLLER=STAT_FIRST_THINKING, // A DScroller thinker STAT_PLAYER, // A player actor STAT_BOSSTARGET, // A boss brain target STAT_LIGHTNING, // The lightning thinker STAT_DECALTHINKER, // An object that thinks for a decal STAT_INVENTORY, // An inventory item STAT_LIGHT, // A sector light effect STAT_LIGHTTRANSFER, // A sector light transfer. These must be ticked after the light effects. STAT_EARTHQUAKE, // Earthquake actors STAT_MAPMARKER, // Map marker actors STAT_DLIGHT, // Dynamic lights STAT_USER = 70, STAT_USER_MAX = 90, STAT_DEFAULT = 100, // Thinkers go here unless specified otherwise. STAT_SECTOREFFECT, // All sector effects that cause floor and ceiling movement STAT_ACTORMOVER, // actor movers STAT_SCRIPTS, // The ACS thinker. This is to ensure that it can't tick before all actors called PostBeginPlay STAT_BOT, // Bot thinker MAX_STATNUM = 127 } native LevelLocals Level; virtual native void Tick(); virtual native void PostBeginPlay(); native void ChangeStatNum(int stat); static clearscope int Tics2Seconds(int tics) { return int(tics / TICRATE); } } class ThinkerIterator : Object native { native static ThinkerIterator Create(class type = "Actor", int statnum=Thinker.MAX_STATNUM+1); native Thinker Next(bool exact = false); native void Reinit(); } class ActorIterator : Object native { deprecated("3.8", "Use Level.CreateActorIterator() instead") static ActorIterator Create(int tid, class type = "Actor") { return level.CreateActorIterator(tid, type); } native Actor Next(); native void Reinit(); } class BlockThingsIterator : Object native { native Actor thing; native Vector3 position; native int portalflags; native static BlockThingsIterator Create(Actor origin, double checkradius = -1, bool ignorerestricted = false); native static BlockThingsIterator CreateFromPos(double checkx, double checky, double checkz, double checkh, double checkradius, bool ignorerestricted); native bool Next(); } class BlockLinesIterator : Object native { native Line CurLine; native Vector3 position; native int portalflags; native static BlockLinesIterator Create(Actor origin, double checkradius = -1); native static BlockLinesIterator CreateFromPos(Vector3 pos, double checkh, double checkradius, Sector sec = null); native bool Next(); } enum ETraceStatus { TRACE_Stop, // stop the trace, returning this hit TRACE_Continue, // continue the trace, returning this hit if there are none further along TRACE_Skip, // continue the trace; do not return this hit TRACE_Abort // stop the trace, returning no hits } enum ETraceFlags { TRACE_NoSky = 0x0001, // Hitting the sky returns TRACE_HitNone //TRACE_PCross = 0x0002, // Trigger SPAC_PCROSS lines //TRACE_Impact = 0x0004, // Trigger SPAC_IMPACT lines TRACE_PortalRestrict = 0x0008, // Cannot go through portals without a static link offset. TRACE_ReportPortals = 0x0010, // Report any portal crossing to the TraceCallback //TRACE_3DCallback = 0x0020, // [ZZ] use TraceCallback to determine whether we need to go through a line to do 3D floor check, or not. without this, only line flag mask is used TRACE_HitSky = 0x0040 // Hitting the sky returns TRACE_HasHitSky } enum ETraceResult { TRACE_HitNone, TRACE_HitFloor, TRACE_HitCeiling, TRACE_HitWall, TRACE_HitActor, TRACE_CrossingPortal, TRACE_HasHitSky } enum ELineTier { TIER_Middle, TIER_Upper, TIER_Lower, TIER_FFloor } struct TraceResults native { native Sector HitSector; // originally called "Sector". cannot be named like this in ZScript. native TextureID HitTexture; native vector3 HitPos; native vector3 HitVector; native vector3 SrcFromTarget; native double SrcAngleFromTarget; native double Distance; native double Fraction; native Actor HitActor; // valid if hit an actor. // originally called "Actor". native Line HitLine; // valid if hit a line // originally called "Line". native uint8 Side; native uint8 Tier; // see Tracer.ELineTier native bool unlinked; // passed through a portal without static offset. native ETraceResult HitType; native F3DFloor ffloor; native Sector CrossedWater; // For Boom-style, Transfer_Heights-based deep water native vector3 CrossedWaterPos; // remember the position so that we can use it for spawning the splash native Sector Crossed3DWater; // For 3D floor-based deep water native vector3 Crossed3DWaterPos; } class LineTracer : Object native { native @TraceResults Results; native bool Trace(vector3 start, Sector sec, vector3 direction, double maxDist, ETraceFlags traceFlags); virtual ETraceStatus TraceCallback() { // Normally you would examine Results.HitType (for ETraceResult), and determine either: // - stop tracing and return the entity that was found (return TRACE_Stop) // - ignore some object, like noclip, e.g. only count solid walls and floors, and ignore actors (return TRACE_Skip) // - find last object of some type (return TRACE_Continue) // - stop tracing entirely and assume we found nothing (return TRACE_Abort) // TRACE_Abort and TRACE_Continue are of limited use in scripting. return TRACE_Stop; // default callback returns first hit, whatever it is. } } struct DropItem native { native readonly DropItem Next; native readonly name Name; native readonly int Probability; native readonly int Amount; } struct LevelLocals native { enum EUDMF { UDMF_Line, UDMF_Side, UDMF_Sector, //UDMF_Thing // not implemented }; const CLUSTER_HUB = 0x00000001; // Cluster uses hub behavior native Array<@Sector> Sectors; native Array<@Line> Lines; native Array<@Side> Sides; native readonly Array<@Vertex> Vertexes; native internal Array<@SectorPortal> SectorPortals; native readonly int time; native readonly int maptime; native readonly int totaltime; native readonly int starttime; native readonly int partime; native readonly int sucktime; native readonly int cluster; native readonly int clusterflags; native readonly int levelnum; native readonly String LevelName; native readonly String MapName; native String NextMap; native String NextSecretMap; native readonly String F1Pic; native readonly int maptype; native readonly String AuthorName; native readonly String Music; native readonly int musicorder; native readonly TextureID skytexture1; native readonly TextureID skytexture2; native float skyspeed1; native float skyspeed2; native int total_secrets; native int found_secrets; native int total_items; native int found_items; native int total_monsters; native int killed_monsters; native play double gravity; native play double aircontrol; native play double airfriction; native play int airsupply; native readonly double teamdamage; native readonly bool noinventorybar; native readonly bool monsterstelefrag; native readonly bool actownspecial; native readonly bool sndseqtotalctrl; native bool allmap; native readonly bool missilesactivateimpact; native readonly bool monsterfallingdamage; native readonly bool checkswitchrange; native readonly bool polygrind; native readonly bool nomonsters; native readonly bool allowrespawn; deprecated("3.8", "Use Level.isFrozen() instead") native bool frozen; native readonly bool infinite_flight; native readonly bool no_dlg_freeze; native readonly bool keepfullinventory; native readonly bool removeitems; native readonly int fogdensity; native readonly int outsidefogdensity; native readonly int skyfog; native readonly float pixelstretch; native readonly float MusicVolume; native name deathsequence; native readonly int compatflags; native readonly int compatflags2; // level_info_t *info cannot be done yet. native String GetUDMFString(int type, int index, Name key); native int GetUDMFInt(int type, int index, Name key); native double GetUDMFFloat(int type, int index, Name key); native play int ExecuteSpecial(int special, Actor activator, line linedef, bool lineside, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0, int arg5 = 0); native void GiveSecret(Actor activator, bool printmsg = true, bool playsound = true); native void StartSlideshow(Name whichone = 'none'); native static void MakeScreenShot(); native static void MakeAutoSave(); native void WorldDone(); deprecated("3.8", "This function does nothing") static void RemoveAllBots(bool fromlist) { /* intentionally left as no-op. */ } native ui Vector2 GetAutomapPosition(); native void SetInterMusic(String nextmap); native String FormatMapName(int mapnamecolor); native bool IsJumpingAllowed() const; native bool IsCrouchingAllowed() const; native bool IsFreelookAllowed() const; native void StartIntermission(Name type, int state) const; native play SpotState GetSpotState(bool create = true); native int FindUniqueTid(int start = 0, int limit = 0); native uint GetSkyboxPortal(Actor actor); native void ReplaceTextures(String from, String to, int flags); clearscope native HealthGroup FindHealthGroup(int id); native vector3, int PickDeathmatchStart(); native vector3, int PickPlayerStart(int pnum, int flags = 0); native int isFrozen() const; native void setFrozen(bool on); native clearscope Sector PointInSector(Vector2 pt) const; native clearscope bool IsPointInLevel(vector3 p) const; deprecated("3.8", "Use Level.IsPointInLevel() instead") clearscope static bool IsPointInMap(vector3 p) { return level.IsPointInLevel(p); } native clearscope vector2 Vec2Diff(vector2 v1, vector2 v2) const; native clearscope vector3 Vec3Diff(vector3 v1, vector3 v2) const; native clearscope vector3 SphericalCoords(vector3 viewpoint, vector3 targetPos, vector2 viewAngles = (0, 0), bool absolute = false) const; native clearscope vector2 Vec2Offset(vector2 pos, vector2 dir, bool absolute = false) const; native clearscope vector3 Vec2OffsetZ(vector2 pos, vector2 dir, double atz, bool absolute = false) const; native clearscope vector3 Vec3Offset(vector3 pos, vector3 dir, bool absolute = false) const; native String GetChecksum() const; native void ChangeSky(TextureID sky1, TextureID sky2 ); native SectorTagIterator CreateSectorTagIterator(int tag, line defline = null); native LineIdIterator CreateLineIdIterator(int tag); native ActorIterator CreateActorIterator(int tid, class type = "Actor"); String TimeFormatted(bool totals = false) { int sec = Thinker.Tics2Seconds(totals? totaltime : time); return String.Format("%02d:%02d:%02d", sec / 3600, (sec % 3600) / 60, sec % 60); } native play bool CreateCeiling(sector sec, int type, line ln, double speed, double speed2, double height = 0, int crush = -1, int silent = 0, int change = 0, int crushmode = 0 /*Floor.crushDoom*/); native play bool CreateFloor(sector sec, int floortype, line ln, double speed, double height = 0, int crush = -1, int change = 0, bool crushmode = false, bool hereticlower = false); native void ExitLevel(int position, bool keepFacing); native void SecretExitLevel(int position); native void ChangeLevel(string levelname, int position = 0, int flags = 0, int skill = -1); } // a few values of this need to be readable by the play code. // Most are handled at load time and are omitted here. struct DehInfo native { native readonly int MaxSoulsphere; native readonly uint8 ExplosionStyle; native readonly double ExplosionAlpha; native readonly int NoAutofreeze; native readonly int BFGCells; native readonly int BlueAC; native readonly int MaxHealth; } struct State native { native readonly State NextState; native readonly int sprite; native readonly int16 Tics; native readonly uint16 TicRange; native readonly uint8 Frame; native readonly uint8 UseFlags; native readonly int Misc1; native readonly int Misc2; native readonly uint16 bSlow; native readonly uint16 bFast; native readonly bool bFullbright; native readonly bool bNoDelay; native readonly bool bSameFrame; native readonly bool bCanRaise; native readonly bool bDehacked; native int DistanceTo(state other); native bool ValidateSpriteFrame(); native TextureID, bool, Vector2 GetSpriteTexture(int rotation, int skin = 0, Vector2 scale = (0,0)); native bool InStateSequence(State base); } struct TerrainDef native { native Name TerrainName; native int Splash; native int DamageAmount; native Name DamageMOD; native int DamageTimeMask; native double FootClip; native float StepVolume; native int WalkStepTics; native int RunStepTics; native Sound LeftStepSound; native Sound RightStepSound; native bool IsLiquid; native bool AllowProtection; native bool DamageOnLand; native double Friction; native double MoveFactor; }; enum EPickStart { PPS_FORCERANDOM = 1, PPS_NOBLOCKINGCHECK = 2, } class SectorEffect : Thinker native { native protected Sector m_Sector; native Sector GetSector(); } class Mover : SectorEffect native {} class MovingFloor : Mover native {} class MovingCeiling : Mover native {} class Floor : MovingFloor native { // only here so that some constants and functions can be added. Not directly usable yet. enum EFloor { floorLowerToLowest, floorLowerToNearest, floorLowerToHighest, floorLowerByValue, floorRaiseByValue, floorRaiseToHighest, floorRaiseToNearest, floorRaiseAndCrush, floorRaiseAndCrushDoom, floorCrushStop, floorLowerInstant, floorRaiseInstant, floorMoveToValue, floorRaiseToLowestCeiling, floorRaiseByTexture, floorLowerAndChange, floorRaiseAndChange, floorRaiseToLowest, floorRaiseToCeiling, floorLowerToLowestCeiling, floorLowerByTexture, floorLowerToCeiling, donutRaise, buildStair, waitStair, resetStair, // Not to be used as parameters to DoFloor() genFloorChg0, genFloorChgT, genFloorChg }; deprecated("3.8", "Use Level.CreateFloor() instead") static bool CreateFloor(sector sec, int floortype, line ln, double speed, double height = 0, int crush = -1, int change = 0, bool crushmode = false, bool hereticlower = false) { return level.CreateFloor(sec, floortype, ln, speed, height, crush, change, crushmode, hereticlower); } } class Ceiling : MovingCeiling native { enum ECeiling { ceilLowerByValue, ceilRaiseByValue, ceilMoveToValue, ceilLowerToHighestFloor, ceilLowerInstant, ceilRaiseInstant, ceilCrushAndRaise, ceilLowerAndCrush, ceil_placeholder, ceilCrushRaiseAndStay, ceilRaiseToNearest, ceilLowerToLowest, ceilLowerToFloor, // The following are only used by Generic_Ceiling ceilRaiseToHighest, ceilLowerToHighest, ceilRaiseToLowest, ceilLowerToNearest, ceilRaiseToHighestFloor, ceilRaiseToFloor, ceilRaiseByTexture, ceilLowerByTexture, genCeilingChg0, genCeilingChgT, genCeilingChg } enum ECrushMode { crushDoom = 0, crushHexen = 1, crushSlowdown = 2 } deprecated("3.8", "Use Level.CreateCeiling() instead") static bool CreateCeiling(sector sec, int type, line ln, double speed, double speed2, double height = 0, int crush = -1, int silent = 0, int change = 0, int crushmode = crushDoom) { return level.CreateCeiling(sec, type, ln, speed, speed2, height, crush, silent, change, crushmode); } } struct LookExParams { double Fov; double minDist; double maxDist; double maxHeardist; int flags; State seestate; }; class Lighting : SectorEffect native { } struct Shader native { native clearscope static void SetEnabled(PlayerInfo player, string shaderName, bool enable); native clearscope static void SetUniform1f(PlayerInfo player, string shaderName, string uniformName, float value); native clearscope static void SetUniform2f(PlayerInfo player, string shaderName, string uniformName, vector2 value); native clearscope static void SetUniform3f(PlayerInfo player, string shaderName, string uniformName, vector3 value); native clearscope static void SetUniform1i(PlayerInfo player, string shaderName, string uniformName, int value); } struct FRailParams { native int damage; native double offset_xy; native double offset_z; native int color1, color2; native double maxdiff; native int flags; native Class puff; native double angleoffset; native double pitchoffset; native double distance; native int duration; native double sparsity; native double drift; native Class spawnclass; native int SpiralOffset; native int limit; }; // [RH] Shoot a railgun