mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 04:22:34 +00:00
- exported the sound sequence interface to scripting.
- split out the map data definitions from base.txt into their own file.
This commit is contained in:
parent
386c00f17e
commit
f83444f3cc
8 changed files with 501 additions and 381 deletions
107
src/s_sndseq.cpp
107
src/s_sndseq.cpp
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@ -869,6 +869,16 @@ DSeqNode *SN_StartSequence (AActor *actor, int sequence, seqtype_t type, int mod
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return NULL;
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}
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DEFINE_ACTION_FUNCTION(AActor, StartSoundSequenceID)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT(seq);
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PARAM_INT(type);
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PARAM_INT(modenum);
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PARAM_BOOL_DEF(nostop);
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ACTION_RETURN_POINTER(SN_StartSequence(self, seq, seqtype_t(type), modenum, nostop));
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}
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DSeqNode *SN_StartSequence (sector_t *sector, int chan, int sequence, seqtype_t type, int modenum, bool nostop)
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{
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if (!nostop)
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@ -882,6 +892,17 @@ DSeqNode *SN_StartSequence (sector_t *sector, int chan, int sequence, seqtype_t
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return NULL;
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}
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DEFINE_ACTION_FUNCTION(_Sector, StartSoundSequenceID)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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PARAM_INT(chan);
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PARAM_INT(seq);
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PARAM_INT(type);
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PARAM_INT(modenum);
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PARAM_BOOL_DEF(nostop);
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ACTION_RETURN_POINTER(SN_StartSequence(self, chan, seq, seqtype_t(type), modenum, nostop));
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}
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DSeqNode *SN_StartSequence (FPolyObj *poly, int sequence, seqtype_t type, int modenum, bool nostop)
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{
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if (!nostop)
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@ -921,6 +942,15 @@ DSeqNode *SN_StartSequence (AActor *actor, FName seqname, int modenum)
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return NULL;
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}
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DEFINE_ACTION_FUNCTION(AActor, StartSoundSequence)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_NAME(seq);
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PARAM_INT(modenum);
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ACTION_RETURN_POINTER(SN_StartSequence(self, seq, modenum));
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}
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DSeqNode *SN_StartSequence (sector_t *sec, int chan, const char *seqname, int modenum)
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{
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int seqnum = FindSequence(seqname);
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@ -941,6 +971,15 @@ DSeqNode *SN_StartSequence (sector_t *sec, int chan, FName seqname, int modenum)
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return NULL;
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}
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DEFINE_ACTION_FUNCTION(_Sector, StartSoundSequence)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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PARAM_INT(chan);
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PARAM_NAME(seq);
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PARAM_INT(modenum);
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ACTION_RETURN_POINTER(SN_StartSequence(self, chan, seq, modenum));
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}
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DSeqNode *SN_StartSequence (FPolyObj *poly, const char *seqname, int modenum)
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{
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int seqnum = FindSequence(seqname);
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@ -1001,6 +1040,13 @@ DSeqNode *SN_CheckSequence(sector_t *sector, int chan)
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return NULL;
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}
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DEFINE_ACTION_FUNCTION(_Sector, CheckSoundSequence)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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PARAM_INT(chan);
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ACTION_RETURN_POINTER(SN_CheckSequence(self, chan));
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}
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//==========================================================================
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//
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// SN_StopSequence
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@ -1012,6 +1058,13 @@ void SN_StopSequence (AActor *actor)
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SN_DoStop (actor);
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}
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DEFINE_ACTION_FUNCTION(AActor, StopSoundSequence)
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{
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PARAM_SELF_PROLOGUE(AActor);
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SN_StopSequence(self);
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return 0;
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}
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void SN_StopSequence (sector_t *sector, int chan)
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{
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DSeqNode *node = SN_CheckSequence(sector, chan);
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@ -1021,6 +1074,15 @@ void SN_StopSequence (sector_t *sector, int chan)
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}
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}
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DEFINE_ACTION_FUNCTION(_Sector, StopSoundSequence)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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PARAM_INT(chan);
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SN_StopSequence(self, chan);
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return 0;
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}
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void SN_StopSequence (FPolyObj *poly)
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{
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SN_DoStop (poly);
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@ -1090,6 +1152,13 @@ bool SN_IsMakingLoopingSound (sector_t *sector)
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return false;
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}
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DEFINE_ACTION_FUNCTION(_Sector, IsMakingLoopingSound)
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{
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PARAM_SELF_STRUCT_PROLOGUE(sector_t);
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ACTION_RETURN_BOOL(SN_IsMakingLoopingSound(self));
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}
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//==========================================================================
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//
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// SN_UpdateActiveSequences
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@ -1325,6 +1394,15 @@ FName SN_GetSequenceSlot (int sequence, seqtype_t type)
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return NAME_None;
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}
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DEFINE_ACTION_FUNCTION(DSeqNode, GetSequenceSlot)
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{
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PARAM_PROLOGUE;
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PARAM_INT(seq);
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PARAM_INT(type);
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ACTION_RETURN_INT(SN_GetSequenceSlot(seq, seqtype_t(type)).GetIndex());
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}
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//==========================================================================
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//
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// SN_MarkPrecacheSounds
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@ -1351,6 +1429,16 @@ void SN_MarkPrecacheSounds(int sequence, seqtype_t type)
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}
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}
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DEFINE_ACTION_FUNCTION(DSeqNode, MarkPrecacheSounds)
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{
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PARAM_PROLOGUE;
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PARAM_INT(seq);
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PARAM_INT(type);
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SN_MarkPrecacheSounds(seq, seqtype_t(type));
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return 0;
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}
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//==========================================================================
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//
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// SN_ChangeNodeData
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@ -1462,7 +1550,16 @@ bool SN_AreModesSame(int seqnum, seqtype_t type, int mode1, int mode2)
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return true;
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}
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bool SN_AreModesSame(const char *name, int mode1, int mode2)
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DEFINE_ACTION_FUNCTION(DSeqNode, AreModesSameID)
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{
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PARAM_SELF_PROLOGUE(DSeqNode);
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PARAM_INT(seqnum);
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PARAM_INT(type);
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PARAM_INT(mode);
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ACTION_RETURN_BOOL(SN_AreModesSame(seqnum, seqtype_t(type), mode, self->GetModeNum()));
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}
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bool SN_AreModesSame(FName name, int mode1, int mode2)
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{
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int seqnum = FindSequence(name);
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if (seqnum >= 0)
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@ -1473,6 +1570,14 @@ bool SN_AreModesSame(const char *name, int mode1, int mode2)
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return true;
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}
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DEFINE_ACTION_FUNCTION(DSeqNode, AreModesSame)
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{
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PARAM_SELF_PROLOGUE(DSeqNode);
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PARAM_NAME(seq);
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PARAM_INT(mode);
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ACTION_RETURN_BOOL(SN_AreModesSame(seq, mode, self->GetModeNum()));
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}
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//==========================================================================
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//
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// CCMD playsequence
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@ -20,7 +20,7 @@ class DSeqNode : public DObject
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DECLARE_CLASS (DSeqNode, DObject)
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HAS_OBJECT_POINTERS
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public:
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void Serialize(FSerializer &arc);
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void Serialize(FSerializer &arc) override;
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void StopAndDestroy ();
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void OnDestroy() override;
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void Tick ();
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@ -91,7 +91,7 @@ void SN_StopSequence (AActor *mobj);
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void SN_StopSequence (sector_t *sector, int chan);
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void SN_StopSequence (FPolyObj *poly);
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bool SN_AreModesSame(int sequence, seqtype_t type, int mode1, int mode2);
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bool SN_AreModesSame(const char *name, int mode1, int mode2);
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bool SN_AreModesSame(FName name, int mode1, int mode2);
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void SN_UpdateActiveSequences (void);
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ptrdiff_t SN_GetSequenceOffset (int sequence, SDWORD *sequencePtr);
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void SN_DoStop (void *);
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@ -2306,19 +2306,6 @@ void ZCCCompiler::CompileFunction(ZCC_StructWork *c, ZCC_FuncDeclarator *f, bool
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unsigned vindex = ~0u;
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if (virtsym != nullptr) vindex = virtsym->Variants[0].Implementation->VirtualIndex;
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if (vindex != ~0u || (varflags & VARF_Virtual))
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{
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// Todo: Check if the declaration is legal.
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// First step: compare prototypes - if they do not match the virtual base method does not apply.
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// Second step: Check flags. Possible cases:
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// 1. Base method is final: Error.
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// 2. This method is override: Base virtual method must exist
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// 3. This method is virtual but not override: Base may not have a virtual method with the same prototype.
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}
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if (!(f->Flags & ZCC_Native))
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{
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if (f->Body == nullptr)
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@ -1,4 +1,6 @@
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#include "zscript/base.txt"
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#include "zscript/sounddata.txt"
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#include "zscript/mapdata.txt"
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#include "zscript/dynarrays.txt"
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#include "zscript/constants.txt"
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#include "zscript/actor.txt"
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@ -420,6 +420,10 @@ class Actor : Thinker native
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native bool HitFriend();
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native bool MonsterMove();
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native SeqNode StartSoundSequenceID (int sequence, int type, int modenum, bool nostop = false);
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native SeqNode StartSoundSequence (Name seqname, int modenum);
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native void StopSoundSequence();
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native void FindFloorCeiling(int flags = 0);
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native double, double GetFriction();
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native bool, Actor TestMobjZ(bool quick = false);
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@ -187,371 +187,6 @@ struct F3DFloor native
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{
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}
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struct Vertex native
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{
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native readonly Vector2 p;
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}
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struct Side
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{
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enum ETexpart
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{
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top=0,
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mid=1,
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bottom=2
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};
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enum EWallFlags
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{
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WALLF_ABSLIGHTING = 1, // Light is absolute instead of relative
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WALLF_NOAUTODECALS = 2, // Do not attach impact decals to this wall
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WALLF_NOFAKECONTRAST = 4, // Don't do fake contrast for this wall in side_t::GetLightLevel
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WALLF_SMOOTHLIGHTING = 8, // Similar to autocontrast but applies to all angles.
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WALLF_CLIP_MIDTEX = 16, // Like the line counterpart, but only for this side.
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WALLF_WRAP_MIDTEX = 32, // Like the line counterpart, but only for this side.
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WALLF_POLYOBJ = 64, // This wall belongs to a polyobject.
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WALLF_LIGHT_FOG = 128, // This wall's Light is used even in fog.
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};
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native Sector sector; // Sector the SideDef is facing.
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//DBaseDecal* AttachedDecals; // [RH] Decals bound to the wall
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native Line linedef;
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native int16 Light;
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native uint8 Flags;
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native TextureID GetTexture(int which);
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native void SetTexture(int which, TextureID tex);
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native void SetTextureXOffset(int which, double offset);
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native double GetTextureXOffset(int which);
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native void AddTextureXOffset(int which, double delta);
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native void SetTextureYOffset(int which, double offset);
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native double GetTextureYOffset(int which);
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native void AddTextureYOffset(int which, double delta);
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native void SetTextureXScale(int which, double scale);
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native double GetTextureXScale(int which);
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native void MultiplyTextureXScale(int which, double delta);
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native void SetTextureYScale(int which, double scale);
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native double GetTextureYScale(int which);
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native void MultiplyTextureYScale(int which, double delta);
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//native DInterpolation *SetInterpolation(int position);
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//native void StopInterpolation(int position);
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native Vertex V1();
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native Vertex V2();
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native int Index();
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};
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struct Line native
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{
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enum ELineFlags
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{
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ML_BLOCKING =0x00000001, // solid, is an obstacle
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ML_BLOCKMONSTERS =0x00000002, // blocks monsters only
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ML_TWOSIDED =0x00000004, // backside will not be present at all if not two sided
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ML_DONTPEGTOP = 0x00000008, // upper texture unpegged
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ML_DONTPEGBOTTOM = 0x00000010, // lower texture unpegged
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ML_SECRET = 0x00000020, // don't map as two sided: IT'S A SECRET!
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ML_SOUNDBLOCK = 0x00000040, // don't let sound cross two of these
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ML_DONTDRAW = 0x00000080, // don't draw on the automap
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ML_MAPPED = 0x00000100, // set if already drawn in automap
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ML_REPEAT_SPECIAL = 0x00000200, // special is repeatable
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ML_ADDTRANS = 0x00000400, // additive translucency (can only be set internally)
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// Extended flags
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ML_MONSTERSCANACTIVATE = 0x00002000, // [RH] Monsters (as well as players) can activate the line
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ML_BLOCK_PLAYERS = 0x00004000,
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ML_BLOCKEVERYTHING = 0x00008000, // [RH] Line blocks everything
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ML_ZONEBOUNDARY = 0x00010000,
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ML_RAILING = 0x00020000,
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ML_BLOCK_FLOATERS = 0x00040000,
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ML_CLIP_MIDTEX = 0x00080000, // Automatic for every Strife line
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ML_WRAP_MIDTEX = 0x00100000,
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ML_3DMIDTEX = 0x00200000,
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ML_CHECKSWITCHRANGE = 0x00400000,
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ML_FIRSTSIDEONLY = 0x00800000, // activated only when crossed from front side
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ML_BLOCKPROJECTILE = 0x01000000,
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ML_BLOCKUSE = 0x02000000, // blocks all use actions through this line
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ML_BLOCKSIGHT = 0x04000000, // blocks monster line of sight
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ML_BLOCKHITSCAN = 0x08000000, // blocks hitscan attacks
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ML_3DMIDTEX_IMPASS = 0x10000000, // [TP] if 3D midtex, behaves like a height-restricted ML_BLOCKING
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};
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native readonly vertex v1, v2; // vertices, from v1 to v2
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native readonly Vector2 delta; // precalculated v2 - v1 for side checking
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native uint flags;
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native uint activation; // activation type
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native int special;
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native int args[5]; // <--- hexen-style arguments (expanded to ZDoom's full width)
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native double alpha; // <--- translucency (0=invisibile, FRACUNIT=opaque)
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//native Side sidedef[2];
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native readonly double bbox[4]; // bounding box, for the extent of the LineDef.
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native readonly Sector frontsector, backsector;
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native int validcount; // if == validcount, already checked
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native int locknumber; // [Dusk] lock number for special
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native readonly uint portalindex;
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native readonly uint portaltransferred;
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native bool isLinePortal();
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native bool isVisualPortal();
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native Line getPortalDestination();
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native int getPortalAlignment();
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native int Index();
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}
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struct SecPlane native
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{
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native Vector3 Normal;
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native double D;
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native double negiC;
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native bool isSlope();
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native int PointOnSide(Vector3 pos);
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native double ZatPoint (Vector2 v);
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native double ZatPointDist(Vector2 v, double dist);
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native bool isEqual(Secplane other);
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native void ChangeHeight(double hdiff);
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native double GetChangedHeight(double hdiff);
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native double HeightDiff(double oldd, double newd = 0.0);
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native double PointToDist(Vector2 xy, double z);
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}
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// This encapsulates all info Doom's original 'special' field contained - for saving and transferring.
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struct SecSpecial
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{
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Name damagetype;
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int damageamount;
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short special;
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short damageinterval;
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short leakydamage;
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int Flags;
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}
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struct Sector native
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{
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//secplane_t floorplane, ceilingplane; // defined internally
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//FDynamicColormap *ColorMap;
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native Actor SoundTarget;
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native int16 special;
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native int16 lightlevel;
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native int16 seqType;
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native int sky;
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native Name SeqName;
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native readonly Vector2 centerspot;
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native int validcount;
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native Actor thinglist;
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native double friction, movefactor;
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native int terrainnum[2];
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// thinker_t for reversable actions
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//SectorEffect floordata;
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//SectorEffect ceilingdata;
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//SectorEffect lightingdata;
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enum EPlane
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{
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floor,
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ceiling
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};
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enum EInterpolationType
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{
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CeilingMove,
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FloorMove,
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CeilingScroll,
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FloorScroll
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};
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//Interpolation interpolations[4];
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native uint8 soundtraversed;
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native int8 stairlock;
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native int prevsec;
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native int nextsec;
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//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;
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native uint bottommap, midmap, topmap;
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//struct msecnode_t *touching_thinglist;
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//struct msecnode_t *sectorportal_thinglist;
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native double gravity;
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native Name damagetype;
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native int damageamount;
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native int16 damageinterval;
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native int16 leakydamage;
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native readonly uint16 ZoneNumber;
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enum ESectorMoreFlags
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{
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SECMF_FAKEFLOORONLY = 2, // when used as heightsec in R_FakeFlat, only copies floor
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SECMF_CLIPFAKEPLANES = 4, // as a heightsec, clip planes to target sector's planes
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SECMF_NOFAKELIGHT = 8, // heightsec does not change lighting
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SECMF_IGNOREHEIGHTSEC= 16, // heightsec is only for triggering sector actions
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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
|
||||
}
|
||||
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
|
||||
};
|
||||
|
||||
native uint Flags;
|
||||
|
||||
native SectorAction SecActTarget;
|
||||
|
||||
native readonly uint Portals[2];
|
||||
native readonly int PortalGroup;
|
||||
|
||||
native readonly int sectornum;
|
||||
|
||||
native int Index();
|
||||
|
||||
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 bool TriggerSectorActions(Actor thing, int activation);
|
||||
|
||||
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();
|
||||
|
||||
native void SetEnvironment(String env);
|
||||
native void SetEnvironmentID(int envnum);
|
||||
|
||||
bool isSecret()
|
||||
{
|
||||
return !!(Flags & SECF_SECRET);
|
||||
}
|
||||
|
||||
bool wasSecret()
|
||||
{
|
||||
return !!(Flags & SECF_WASSECRET);
|
||||
}
|
||||
|
||||
void ClearSecret()
|
||||
{
|
||||
Flags &= ~SECF_SECRET;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
struct Wads
|
||||
{
|
||||
enum WadNamespace
|
||||
|
|
369
wadsrc/static/zscript/mapdata.txt
Normal file
369
wadsrc/static/zscript/mapdata.txt
Normal file
|
@ -0,0 +1,369 @@
|
|||
|
||||
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();
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
struct Sector native
|
||||
{
|
||||
//secplane_t floorplane, ceilingplane; // defined internally
|
||||
//FDynamicColormap *ColorMap;
|
||||
|
||||
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;
|
||||
|
||||
native double friction, movefactor;
|
||||
native int terrainnum[2];
|
||||
|
||||
// thinker_t for reversable actions
|
||||
//SectorEffect floordata;
|
||||
//SectorEffect ceilingdata;
|
||||
//SectorEffect lightingdata;
|
||||
|
||||
enum EPlane
|
||||
{
|
||||
floor,
|
||||
ceiling
|
||||
};
|
||||
|
||||
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
|
||||
|
||||
native readonly Sector heightsec;
|
||||
|
||||
native uint bottommap, midmap, topmap;
|
||||
|
||||
//struct msecnode_t *touching_thinglist;
|
||||
//struct msecnode_t *sectorportal_thinglist;
|
||||
|
||||
native double gravity;
|
||||
native Name damagetype;
|
||||
native int damageamount;
|
||||
native int16 damageinterval;
|
||||
native int16 leakydamage;
|
||||
|
||||
native readonly 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
|
||||
}
|
||||
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
|
||||
};
|
||||
|
||||
native uint Flags;
|
||||
|
||||
native SectorAction SecActTarget;
|
||||
|
||||
native readonly uint Portals[2];
|
||||
native readonly int PortalGroup;
|
||||
|
||||
native readonly int sectornum;
|
||||
|
||||
native int Index();
|
||||
|
||||
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 bool TriggerSectorActions(Actor thing, int activation);
|
||||
|
||||
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();
|
||||
|
||||
native void SetEnvironment(String env);
|
||||
native void SetEnvironmentID(int envnum);
|
||||
|
||||
native SeqNode StartSoundSequenceID (int chan, int sequence, int type, int modenum, bool nostop = false);
|
||||
native SeqNode StartSoundSequence (int chan, Name seqname, int modenum);
|
||||
native SeqNode CheckSoundSequence (int chan);
|
||||
native void StopSoundSequence(int chan);
|
||||
native bool IsMakingLoopingSound ();
|
||||
|
||||
bool isSecret()
|
||||
{
|
||||
return !!(Flags & SECF_SECRET);
|
||||
}
|
||||
|
||||
bool wasSecret()
|
||||
{
|
||||
return !!(Flags & SECF_WASSECRET);
|
||||
}
|
||||
|
||||
void ClearSecret()
|
||||
{
|
||||
Flags &= ~SECF_SECRET;
|
||||
}
|
||||
}
|
18
wadsrc/static/zscript/sounddata.txt
Normal file
18
wadsrc/static/zscript/sounddata.txt
Normal file
|
@ -0,0 +1,18 @@
|
|||
|
||||
class SeqNode native
|
||||
{
|
||||
enum ESeqType
|
||||
{
|
||||
PLATFORM,
|
||||
DOOR,
|
||||
ENVIRONMENT,
|
||||
NUMSEQTYPES,
|
||||
NOTRANS
|
||||
};
|
||||
|
||||
native bool AreModesSameID(int sequence, int type, int mode1);
|
||||
native bool AreModesSame(Name name, int mode1);
|
||||
native static Name GetSequenceSlot (int sequence, int type);
|
||||
native static void MarkPrecacheSounds(int sequence, int type);
|
||||
}
|
||||
|
Loading…
Reference in a new issue