gzdoom/wadsrc/static/zscript/base.txt

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class Object native
{
native bool bDestroyed;
// These really should be global functions...
native static int G_SkillPropertyInt(int p);
native static double G_SkillPropertyFloat(int p);
native static vector3, int G_PickDeathmatchStart();
native static vector3, int G_PickPlayerStart(int pnum, int flags = 0);
native static int GameType();
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native static void S_Sound (Sound sound_id, int channel, float volume = 1, float attenuation = ATTN_NORM);
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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);
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native static void C_MidPrint(string fontname, string textlabel, bool bold = false); // always uses the stringtable.
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native static uint BAM(double angle);
native static void SetMusicVolume(float vol);
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native Name GetClassName();
native void Destroy();
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// This does not call into the native method of the same name to avoid problems with objects that get garbage collected late on shutdown.
virtual void OnDestroy() {}
}
class Thinker : Object native
{
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
// 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_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
}
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const TICRATE = 35;
virtual native void Tick();
virtual native void PostBeginPlay();
virtual native void ChangeStatNum(int stat);
}
class ThinkerIterator : Object native
{
native static ThinkerIterator Create(class<Object> type = "Actor", int statnum=Thinker.MAX_STATNUM+1);
native Thinker Next(bool exact = false);
native void Reinit();
}
class ActorIterator : Object native
{
native static ActorIterator Create(int tid, class<Actor> type = "Actor");
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 DropItem : Object native
{
native readonly DropItem Next;
native readonly name Name;
native readonly int Probability;
native int Amount;
}
class SpotState : Object native
{
native static SpotState GetSpotState();
native SpecialSpot GetNextInList(class<Actor> type, int skipcounter);
native SpecialSpot GetSpotWithMinMaxDistance(Class<Actor> type, double x, double y, double mindist, double maxdist);
}
struct LevelLocals native
{
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 int maptype;
native readonly String Music;
native readonly int musicorder;
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 double gravity;
native double aircontrol;
native double airfriction;
native int airsupply;
native double teamdamage;
native bool monsterstelefrag;
native bool actownspecial;
native bool sndseqtotalctrl;
native bool allmap;
native bool missilesactivateimpact;
native bool monsterfallingdamage;
native bool checkswitchrange;
native bool polygrind;
native bool nomonsters;
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native bool frozen;
// level_info_t *info cannot be done yet.
}
struct StringTable native
{
native static String Localize(String val);
}
// 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 int MaxSoulsphere;
native uint8 ExplosionStyle;
native double ExplosionAlpha;
native int NoAutofreeze;
native int BFGCells;
}
struct State native
{
native State NextState;
native int sprite;
native int16 Tics;
native uint16 TicRange;
native uint8 Frame;
native uint8 UseFlags;
native int Misc1;
native int Misc2;
native uint16 bSlow;
native uint16 bFast;
native bool bFullbright;
native bool bNoDelay;
native bool bSameFrame;
native bool bCanRaise;
native bool bDehacked;
native int DistanceTo(state other);
}
struct F3DFloor native
{
}
struct Vertex native
{
native readonly Vector2 p;
}
struct Side
{
enum ETexpart
{
top=0,
mid=1,
bottom=2
};
enum EWallFlags
{
WALLF_ABSLIGHTING = 1, // Light is absolute instead of relative
WALLF_NOAUTODECALS = 2, // Do not attach impact decals to this wall
WALLF_NOFAKECONTRAST = 4, // Don't do fake contrast for this wall in side_t::GetLightLevel
WALLF_SMOOTHLIGHTING = 8, // Similar to autocontrast but applies to all angles.
WALLF_CLIP_MIDTEX = 16, // Like the line counterpart, but only for this side.
WALLF_WRAP_MIDTEX = 32, // Like the line counterpart, but only for this side.
WALLF_POLYOBJ = 64, // This wall belongs to a polyobject.
WALLF_LIGHT_FOG = 128, // This wall's Light is used even in fog.
};
native Sector sector; // Sector the SideDef is facing.
//DBaseDecal* AttachedDecals; // [RH] Decals bound to the wall
native Line linedef;
native int16 Light;
native uint8 Flags;
native TextureID GetTexture(int which);
native void SetTexture(int which, TextureID tex);
native void SetTextureXOffset(int which, double offset);
native double GetTextureXOffset(int which);
native void AddTextureXOffset(int which, double delta);
native void SetTextureYOffset(int which, double offset);
native double GetTextureYOffset(int which);
native void AddTextureYOffset(int which, double delta);
native void SetTextureXScale(int which, double scale);
native double GetTextureXScale(int which);
native void MultiplyTextureXScale(int which, double delta);
native void SetTextureYScale(int which, double scale);
native double GetTextureYScale(int which);
native void MultiplyTextureYScale(int which, double delta);
//native DInterpolation *SetInterpolation(int position);
//native void StopInterpolation(int position);
native Vertex V1();
native Vertex V2();
native int Index();
};
struct Line native
{
enum ELineFlags
{
ML_BLOCKING =0x00000001, // solid, is an obstacle
ML_BLOCKMONSTERS =0x00000002, // blocks monsters only
ML_TWOSIDED =0x00000004, // backside will not be present at all if not two sided
ML_DONTPEGTOP = 0x00000008, // upper texture unpegged
ML_DONTPEGBOTTOM = 0x00000010, // lower texture unpegged
ML_SECRET = 0x00000020, // don't map as two sided: IT'S A SECRET!
ML_SOUNDBLOCK = 0x00000040, // don't let sound cross two of these
ML_DONTDRAW = 0x00000080, // don't draw on the automap
ML_MAPPED = 0x00000100, // set if already drawn in automap
ML_REPEAT_SPECIAL = 0x00000200, // special is repeatable
ML_ADDTRANS = 0x00000400, // additive translucency (can only be set internally)
// Extended flags
ML_MONSTERSCANACTIVATE = 0x00002000, // [RH] Monsters (as well as players) can activate the line
ML_BLOCK_PLAYERS = 0x00004000,
ML_BLOCKEVERYTHING = 0x00008000, // [RH] Line blocks everything
ML_ZONEBOUNDARY = 0x00010000,
ML_RAILING = 0x00020000,
ML_BLOCK_FLOATERS = 0x00040000,
ML_CLIP_MIDTEX = 0x00080000, // Automatic for every Strife line
ML_WRAP_MIDTEX = 0x00100000,
ML_3DMIDTEX = 0x00200000,
ML_CHECKSWITCHRANGE = 0x00400000,
ML_FIRSTSIDEONLY = 0x00800000, // activated only when crossed from front side
ML_BLOCKPROJECTILE = 0x01000000,
ML_BLOCKUSE = 0x02000000, // blocks all use actions through this line
ML_BLOCKSIGHT = 0x04000000, // blocks monster line of sight
ML_BLOCKHITSCAN = 0x08000000, // blocks hitscan attacks
ML_3DMIDTEX_IMPASS = 0x10000000, // [TP] if 3D midtex, behaves like a height-restricted ML_BLOCKING
};
native readonly vertex v1, v2; // vertices, from v1 to v2
native readonly Vector2 delta; // precalculated v2 - v1 for side checking
native uint flags;
native uint activation; // activation type
native int special;
native int args[5]; // <--- hexen-style arguments (expanded to ZDoom's full width)
native double alpha; // <--- translucency (0=invisibile, FRACUNIT=opaque)
//native Side sidedef[2];
native readonly double bbox[4]; // bounding box, for the extent of the LineDef.
native readonly Sector frontsector, backsector;
native int validcount; // if == validcount, already checked
native int locknumber; // [Dusk] lock number for special
native readonly uint portalindex;
native readonly uint portaltransferred;
native bool isLinePortal();
native bool isVisualPortal();
native Line getPortalDestination();
native int getPortalAlignment();
native int Index();
}
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struct SecPlane native
{
native Vector3 Normal;
native double D;
native double negiC;
native bool isSlope();
native int PointOnSide(Vector3 pos);
native double ZatPoint (Vector2 v);
native double ZatPointDist(Vector2 v, double dist);
native bool isEqual(Secplane other);
native void ChangeHeight(double hdiff);
native double GetChangedHeight(double hdiff);
native double HeightDiff(double oldd, double newd = 0.0);
native double PointToDist(Vector2 xy, double z);
}
// This encapsulates all info Doom's original 'special' field contained - for saving and transferring.
struct SecSpecial
{
Name damagetype;
int damageamount;
short special;
short damageinterval;
short leakydamage;
int Flags;
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}
struct Sector native
{
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//secplane_t floorplane, ceilingplane; // defined internally
//FDynamicColormap *ColorMap;
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native Actor SoundTarget;
native int16 special;
native int16 lightlevel;
native int16 seqType;
native int sky;
native Name SeqName;
native readonly Vector2 centerspot;
native int validcount;
native Actor thinglist;
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native double friction, movefactor;
native int terrainnum[2];
// thinker_t for reversable actions
//SectorEffect floordata;
//SectorEffect ceilingdata;
//SectorEffect lightingdata;
enum EPlane
{
floor,
ceiling
};
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enum EInterpolationType
{
CeilingMove,
FloorMove,
CeilingScroll,
FloorScroll
};
//Interpolation interpolations[4];
native uint8 soundtraversed;
native int8 stairlock;
native int prevsec;
native int nextsec;
//TStaticPointedArray<line_t *> Lines; // this is defined internally to avoid exposing some overly complicated type to the parser
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native readonly Sector heightsec;
native uint bottommap, midmap, topmap;
//struct msecnode_t *touching_thinglist;
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//struct msecnode_t *sectorportal_thinglist;
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native double gravity;
native Name damagetype;
native int damageamount;
native int16 damageinterval;
native int16 leakydamage;
native uint16 ZoneNumber;
enum ESectorMoreFlags
{
SECMF_FAKEFLOORONLY = 2, // when used as heightsec in R_FakeFlat, only copies floor
SECMF_CLIPFAKEPLANES = 4, // as a heightsec, clip planes to target sector's planes
SECMF_NOFAKELIGHT = 8, // heightsec does not change lighting
SECMF_IGNOREHEIGHTSEC= 16, // heightsec is only for triggering sector actions
SECMF_UNDERWATER = 32, // sector is underwater
SECMF_FORCEDUNDERWATER= 64, // sector is forced to be underwater
SECMF_UNDERWATERMASK = 32+64,
SECMF_DRAWN = 128, // sector has been drawn at least once
SECMF_HIDDEN = 256, // Do not draw on textured automap
}
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native uint16 MoreFlags;
enum ESectorFlags
{
SECF_SILENT = 1, // actors in sector make no noise
SECF_NOFALLINGDAMAGE= 2, // No falling damage in this sector
SECF_FLOORDROP = 4, // all actors standing on this floor will remain on it when it lowers very fast.
SECF_NORESPAWN = 8, // players can not respawn in this sector
SECF_FRICTION = 16, // sector has friction enabled
SECF_PUSH = 32, // pushers enabled
SECF_SILENTMOVE = 64, // Sector movement makes mo sound (Eternity got this so this may be useful for an extended cross-port standard.)
SECF_DMGTERRAINFX = 128, // spawns terrain splash when inflicting damage
SECF_ENDGODMODE = 256, // getting damaged by this sector ends god mode
SECF_ENDLEVEL = 512, // ends level when health goes below 10
SECF_HAZARD = 1024, // Change to Strife's delayed damage handling.
SECF_WASSECRET = 1 << 30, // a secret that was discovered
SECF_SECRET = 1 << 31, // a secret sector
SECF_DAMAGEFLAGS = SECF_ENDGODMODE|SECF_ENDLEVEL|SECF_DMGTERRAINFX|SECF_HAZARD,
SECF_NOMODIFY = SECF_SECRET|SECF_WASSECRET, // not modifiable by Sector_ChangeFlags
SECF_SPECIALFLAGS = SECF_DAMAGEFLAGS|SECF_FRICTION|SECF_PUSH, // these flags originate from 'special and must be transferrable by floor thinkers
}
enum EMoveResult
{
MOVE_OK,
MOVE_CRUSHED,
MOVE_PASTDEST
};
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native uint Flags;
native SectorAction SecActTarget;
native readonly uint Portals[2];
native readonly int PortalGroup;
native readonly int sectornum;
native int Index();
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native double, Sector, F3DFloor NextHighestCeilingAt(double x, double y, double bottomz, double topz, int flags = 0);
native double, Sector, F3DFloor NextLowestFloorAt(double x, double y, double z, int flags = 0, double steph = 0);
native void RemoveForceField();
native static Sector PointInSector(Vector2 pt);
native void SetColor(color c, int desat = 0);
native void SetFade(color c);
native bool PlaneMoving(int pos);
native int GetFloorLight();
native int GetCeilingLight();
native Sector GetHeightSec();
native void TransferSpecial(Sector model);
native void GetSpecial(out SecSpecial spec);
native void SetSpecial( SecSpecial spec);
native int GetTerrain(int pos);
native void CheckPortalPlane(int plane);
native double, Sector HighestCeilingAt(Vector2 a);
native double, Sector LowestFloorAt(Vector2 a);
native double, double GetFriction(int plane);
native void SetXOffset(int pos, double o);
native void AddXOffset(int pos, double o);
native double GetXOffset(int pos);
native void SetYOffset(int pos, double o);
native void AddYOffset(int pos, double o);
native double GetYOffset(int pos, bool addbase = true);
native void SetXScale(int pos, double o);
native double GetXScale(int pos);
native void SetYScale(int pos, double o);
native double GetYScale(int pos);
native void SetAngle(int pos, double o);
native double GetAngle(int pos, bool addbase = true);
native void SetBase(int pos, double y, double o);
native void SetAlpha(int pos, double o);
native double GetAlpha(int pos);
native int GetFlags(int pos);
native int GetVisFlags(int pos);
native void ChangeFlags(int pos, int And, int Or);
native int GetPlaneLight(int pos);
native void SetPlaneLight(int pos, int level);
native TextureID GetTexture(int pos);
native void SetTexture(int pos, TextureID tex, bool floorclip = true);
native double GetPlaneTexZ(int pos);
native void SetPlaneTexZ(int pos, double val, bool dirtify = false); // This mainly gets used by init code. The only place where it must set the vertex to dirty is the interpolation code.
native void ChangeLightLevel(int newval);
native void SetLightLevel(int newval);
native int GetLightLevel();
native void AdjustFloorClip();
native bool IsLinked(Sector other, bool ceiling);
native bool PortalBlocksView(int plane);
native bool PortalBlocksSight(int plane);
native bool PortalBlocksMovement(int plane);
native bool PortalBlocksSound(int plane);
native bool PortalIsLinked(int plane);
native void ClearPortal(int plane);
native double GetPortalPlaneZ(int plane);
native Vector2 GetPortalDisplacement(int plane);
native int GetPortalType(int plane);
native int GetOppositePortalGroup(int plane);
native double CenterFloor();
native double CenterCeiling();
native int MoveFloor(double speed, double dest, int crush, int direction, bool hexencrush, bool instant = false);
native int MoveCeiling(double speed, double dest, int crush, int direction, bool hexencrush);
native Sector NextSpecialSector(int type, Sector prev);
native double, Vertex FindLowestFloorSurrounding();
native double, Vertex FindHighestFloorSurrounding();
native double, Vertex FindNextHighestFloor();
native double, Vertex FindNextLowestFloor();
native double, Vertex FindLowestCeilingSurrounding();
native double, Vertex FindHighestCeilingSurrounding();
native double, Vertex FindNextLowestCeiling();
native double, Vertex FindNextHighestCeiling();
native double FindShortestTextureAround();
native double FindShortestUpperAround();
native Sector FindModelFloorSector(double floordestheight);
native Sector FindModelCeilingSector(double floordestheight);
native int FindMinSurroundingLight(int max);
native double, Vertex FindLowestCeilingPoint();
native double, Vertex FindHighestFloorPoint();
bool isSecret()
{
return !!(Flags & SECF_SECRET);
}
bool wasSecret()
{
return !!(Flags & SECF_WASSECRET);
}
void ClearSecret()
{
Flags &= ~SECF_SECRET;
}
}
struct Wads
{
enum WadNamespace
{
ns_hidden = -1,
ns_global = 0,
ns_sprites,
ns_flats,
ns_colormaps,
ns_acslibrary,
ns_newtextures,
ns_bloodraw,
ns_bloodsfx,
ns_bloodmisc,
ns_strifevoices,
ns_hires,
ns_voxels,
ns_specialzipdirectory,
ns_sounds,
ns_patches,
ns_graphics,
ns_music,
ns_firstskin,
}
native static int CheckNumForName(string name, int ns, int wadnum = -1, bool exact = false);
}
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 double Friction;
native double MoveFactor;
};
enum EPickStart
{
PPS_FORCERANDOM = 1,
PPS_NOBLOCKINGCHECK = 2,
}
// Although String is a builtin type, this is a convenient way to attach methods to it.
struct String native
{
native void Replace(String pattern, String replacement);
}
class Floor : Thinker 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 EV_DoFloor()
genFloorChg0,
genFloorChgT,
genFloorChg
};
native static bool CreateFloor(sector sec, EFloor floortype, line ln, double speed, double height = 0, int crush = -1, int change = 0, bool crushmode = false, bool hereticlower = false);
}
class Ceiling : Thinker 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
}
native 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);
}
struct LookExParams
{
double Fov;
double minDist;
double maxDist;
double maxHeardist;
int flags;
State seestate;
};