- 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:
Christoph Oelckers 2017-01-14 13:02:08 +01:00
parent 386c00f17e
commit f83444f3cc
8 changed files with 501 additions and 381 deletions

View file

@ -869,6 +869,16 @@ DSeqNode *SN_StartSequence (AActor *actor, int sequence, seqtype_t type, int mod
return NULL;
}
DEFINE_ACTION_FUNCTION(AActor, StartSoundSequenceID)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(seq);
PARAM_INT(type);
PARAM_INT(modenum);
PARAM_BOOL_DEF(nostop);
ACTION_RETURN_POINTER(SN_StartSequence(self, seq, seqtype_t(type), modenum, nostop));
}
DSeqNode *SN_StartSequence (sector_t *sector, int chan, int sequence, seqtype_t type, int modenum, bool nostop)
{
if (!nostop)
@ -882,6 +892,17 @@ DSeqNode *SN_StartSequence (sector_t *sector, int chan, int sequence, seqtype_t
return NULL;
}
DEFINE_ACTION_FUNCTION(_Sector, StartSoundSequenceID)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(chan);
PARAM_INT(seq);
PARAM_INT(type);
PARAM_INT(modenum);
PARAM_BOOL_DEF(nostop);
ACTION_RETURN_POINTER(SN_StartSequence(self, chan, seq, seqtype_t(type), modenum, nostop));
}
DSeqNode *SN_StartSequence (FPolyObj *poly, int sequence, seqtype_t type, int modenum, bool nostop)
{
if (!nostop)
@ -921,6 +942,15 @@ DSeqNode *SN_StartSequence (AActor *actor, FName seqname, int modenum)
return NULL;
}
DEFINE_ACTION_FUNCTION(AActor, StartSoundSequence)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_NAME(seq);
PARAM_INT(modenum);
ACTION_RETURN_POINTER(SN_StartSequence(self, seq, modenum));
}
DSeqNode *SN_StartSequence (sector_t *sec, int chan, const char *seqname, int modenum)
{
int seqnum = FindSequence(seqname);
@ -941,6 +971,15 @@ DSeqNode *SN_StartSequence (sector_t *sec, int chan, FName seqname, int modenum)
return NULL;
}
DEFINE_ACTION_FUNCTION(_Sector, StartSoundSequence)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(chan);
PARAM_NAME(seq);
PARAM_INT(modenum);
ACTION_RETURN_POINTER(SN_StartSequence(self, chan, seq, modenum));
}
DSeqNode *SN_StartSequence (FPolyObj *poly, const char *seqname, int modenum)
{
int seqnum = FindSequence(seqname);
@ -1001,6 +1040,13 @@ DSeqNode *SN_CheckSequence(sector_t *sector, int chan)
return NULL;
}
DEFINE_ACTION_FUNCTION(_Sector, CheckSoundSequence)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(chan);
ACTION_RETURN_POINTER(SN_CheckSequence(self, chan));
}
//==========================================================================
//
// SN_StopSequence
@ -1012,6 +1058,13 @@ void SN_StopSequence (AActor *actor)
SN_DoStop (actor);
}
DEFINE_ACTION_FUNCTION(AActor, StopSoundSequence)
{
PARAM_SELF_PROLOGUE(AActor);
SN_StopSequence(self);
return 0;
}
void SN_StopSequence (sector_t *sector, int chan)
{
DSeqNode *node = SN_CheckSequence(sector, chan);
@ -1021,6 +1074,15 @@ void SN_StopSequence (sector_t *sector, int chan)
}
}
DEFINE_ACTION_FUNCTION(_Sector, StopSoundSequence)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(chan);
SN_StopSequence(self, chan);
return 0;
}
void SN_StopSequence (FPolyObj *poly)
{
SN_DoStop (poly);
@ -1090,6 +1152,13 @@ bool SN_IsMakingLoopingSound (sector_t *sector)
return false;
}
DEFINE_ACTION_FUNCTION(_Sector, IsMakingLoopingSound)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
ACTION_RETURN_BOOL(SN_IsMakingLoopingSound(self));
}
//==========================================================================
//
// SN_UpdateActiveSequences
@ -1325,6 +1394,15 @@ FName SN_GetSequenceSlot (int sequence, seqtype_t type)
return NAME_None;
}
DEFINE_ACTION_FUNCTION(DSeqNode, GetSequenceSlot)
{
PARAM_PROLOGUE;
PARAM_INT(seq);
PARAM_INT(type);
ACTION_RETURN_INT(SN_GetSequenceSlot(seq, seqtype_t(type)).GetIndex());
}
//==========================================================================
//
// SN_MarkPrecacheSounds
@ -1351,6 +1429,16 @@ void SN_MarkPrecacheSounds(int sequence, seqtype_t type)
}
}
DEFINE_ACTION_FUNCTION(DSeqNode, MarkPrecacheSounds)
{
PARAM_PROLOGUE;
PARAM_INT(seq);
PARAM_INT(type);
SN_MarkPrecacheSounds(seq, seqtype_t(type));
return 0;
}
//==========================================================================
//
// SN_ChangeNodeData
@ -1462,7 +1550,16 @@ bool SN_AreModesSame(int seqnum, seqtype_t type, int mode1, int mode2)
return true;
}
bool SN_AreModesSame(const char *name, int mode1, int mode2)
DEFINE_ACTION_FUNCTION(DSeqNode, AreModesSameID)
{
PARAM_SELF_PROLOGUE(DSeqNode);
PARAM_INT(seqnum);
PARAM_INT(type);
PARAM_INT(mode);
ACTION_RETURN_BOOL(SN_AreModesSame(seqnum, seqtype_t(type), mode, self->GetModeNum()));
}
bool SN_AreModesSame(FName name, int mode1, int mode2)
{
int seqnum = FindSequence(name);
if (seqnum >= 0)
@ -1473,6 +1570,14 @@ bool SN_AreModesSame(const char *name, int mode1, int mode2)
return true;
}
DEFINE_ACTION_FUNCTION(DSeqNode, AreModesSame)
{
PARAM_SELF_PROLOGUE(DSeqNode);
PARAM_NAME(seq);
PARAM_INT(mode);
ACTION_RETURN_BOOL(SN_AreModesSame(seq, mode, self->GetModeNum()));
}
//==========================================================================
//
// CCMD playsequence

View file

@ -20,7 +20,7 @@ class DSeqNode : public DObject
DECLARE_CLASS (DSeqNode, DObject)
HAS_OBJECT_POINTERS
public:
void Serialize(FSerializer &arc);
void Serialize(FSerializer &arc) override;
void StopAndDestroy ();
void OnDestroy() override;
void Tick ();
@ -91,7 +91,7 @@ void SN_StopSequence (AActor *mobj);
void SN_StopSequence (sector_t *sector, int chan);
void SN_StopSequence (FPolyObj *poly);
bool SN_AreModesSame(int sequence, seqtype_t type, int mode1, int mode2);
bool SN_AreModesSame(const char *name, int mode1, int mode2);
bool SN_AreModesSame(FName name, int mode1, int mode2);
void SN_UpdateActiveSequences (void);
ptrdiff_t SN_GetSequenceOffset (int sequence, SDWORD *sequencePtr);
void SN_DoStop (void *);

View file

@ -2306,19 +2306,6 @@ void ZCCCompiler::CompileFunction(ZCC_StructWork *c, ZCC_FuncDeclarator *f, bool
unsigned vindex = ~0u;
if (virtsym != nullptr) vindex = virtsym->Variants[0].Implementation->VirtualIndex;
if (vindex != ~0u || (varflags & VARF_Virtual))
{
// Todo: Check if the declaration is legal.
// First step: compare prototypes - if they do not match the virtual base method does not apply.
// Second step: Check flags. Possible cases:
// 1. Base method is final: Error.
// 2. This method is override: Base virtual method must exist
// 3. This method is virtual but not override: Base may not have a virtual method with the same prototype.
}
if (!(f->Flags & ZCC_Native))
{
if (f->Body == nullptr)

View file

@ -1,4 +1,6 @@
#include "zscript/base.txt"
#include "zscript/sounddata.txt"
#include "zscript/mapdata.txt"
#include "zscript/dynarrays.txt"
#include "zscript/constants.txt"
#include "zscript/actor.txt"

View file

@ -420,6 +420,10 @@ class Actor : Thinker native
native bool HitFriend();
native bool MonsterMove();
native SeqNode StartSoundSequenceID (int sequence, int type, int modenum, bool nostop = false);
native SeqNode StartSoundSequence (Name seqname, int modenum);
native void StopSoundSequence();
native void FindFloorCeiling(int flags = 0);
native double, double GetFriction();
native bool, Actor TestMobjZ(bool quick = false);

View file

@ -187,371 +187,6 @@ 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();
}
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);
bool isSecret()
{
return !!(Flags & SECF_SECRET);
}
bool wasSecret()
{
return !!(Flags & SECF_WASSECRET);
}
void ClearSecret()
{
Flags &= ~SECF_SECRET;
}
}
struct Wads
{
enum WadNamespace

View 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;
}
}

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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);
}