struct TexMan { enum EUseTypes { Type_Any, Type_Wall, Type_Flat, Type_Sprite, Type_WallPatch, Type_Build, Type_SkinSprite, Type_Decal, Type_MiscPatch, Type_FontChar, Type_Override, // For patches between TX_START/TX_END Type_Autopage, // Automap background - used to enable the use of FAutomapTexture Type_SkinGraphic, Type_Null, Type_FirstDefined, }; enum EFlags { TryAny = 1, Overridable = 2, ReturnFirst = 4, AllowSkins = 8, ShortNameOnly = 16, DontCreate = 32 }; enum ETexReplaceFlags { NOT_BOTTOM = 1, NOT_MIDDLE = 2, NOT_TOP = 4, NOT_FLOOR = 8, NOT_CEILING = 16, NOT_WALL = 7, NOT_FLAT = 24 }; native static TextureID CheckForTexture(String name, int usetype, int flags = TryAny); native static void ReplaceTextures(String from, String to, int flags); } enum DrawTextureTags { TAG_USER = (1<<30), DTA_Base = TAG_USER + 5000, DTA_DestWidth, // width of area to draw to DTA_DestHeight, // height of area to draw to DTA_Alpha, // alpha value for translucency DTA_FillColor, // color to stencil onto the destination (RGB is the color for truecolor drawers, A is the palette index for paletted drawers) DTA_TranslationIndex, // translation table to recolor the source DTA_AlphaChannel, // bool: the source is an alpha channel; used with DTA_FillColor DTA_Clean, // bool: scale texture size and position by CleanXfac and CleanYfac DTA_320x200, // bool: scale texture size and position to fit on a virtual 320x200 screen DTA_Bottom320x200, // bool: same as DTA_320x200 but centers virtual screen on bottom for 1280x1024 targets DTA_CleanNoMove, // bool: like DTA_Clean but does not reposition output position DTA_CleanNoMove_1, // bool: like DTA_CleanNoMove, but uses Clean[XY]fac_1 instead DTA_FlipX, // bool: flip image horizontally //FIXME: Does not work with DTA_Window(Left|Right) DTA_ShadowColor, // color of shadow DTA_ShadowAlpha, // alpha of shadow DTA_Shadow, // set shadow color and alphas to defaults DTA_VirtualWidth, // pretend the canvas is this wide DTA_VirtualHeight, // pretend the canvas is this tall DTA_TopOffset, // override texture's top offset DTA_LeftOffset, // override texture's left offset DTA_CenterOffset, // bool: override texture's left and top offsets and set them for the texture's middle DTA_CenterBottomOffset,// bool: override texture's left and top offsets and set them for the texture's bottom middle DTA_WindowLeft, // don't draw anything left of this column (on source, not dest) DTA_WindowRight, // don't draw anything at or to the right of this column (on source, not dest) DTA_ClipTop, // don't draw anything above this row (on dest, not source) DTA_ClipBottom, // don't draw anything at or below this row (on dest, not source) DTA_ClipLeft, // don't draw anything to the left of this column (on dest, not source) DTA_ClipRight, // don't draw anything at or to the right of this column (on dest, not source) DTA_Masked, // true(default)=use masks from texture, false=ignore masks DTA_HUDRules, // use fullscreen HUD rules to position and size textures DTA_HUDRulesC, // only used internally for marking HUD_HorizCenter DTA_KeepRatio, // doesn't adjust screen size for DTA_Virtual* if the aspect ratio is not 4:3 DTA_RenderStyle, // same as render style for actors DTA_ColorOverlay, // DWORD: ARGB to overlay on top of image; limited to black for software DTA_Internal1, DTA_Internal2, DTA_Internal3, DTA_Fullscreen, // Draw image fullscreen (same as DTA_VirtualWidth/Height with graphics size.) // floating point duplicates of some of the above: DTA_DestWidthF, DTA_DestHeightF, DTA_TopOffsetF, DTA_LeftOffsetF, DTA_VirtualWidthF, DTA_VirtualHeightF, DTA_WindowLeftF, DTA_WindowRightF, // For DrawText calls only: DTA_TextLen, // stop after this many characters, even if \0 not hit DTA_CellX, // horizontal size of character cell DTA_CellY, // vertical size of character cell }; struct Screen native { enum EColorRange { CR_UNDEFINED = -1, CR_BRICK, CR_TAN, CR_GRAY, CR_GREY = CR_GRAY, CR_GREEN, CR_BROWN, CR_GOLD, CR_RED, CR_BLUE, CR_ORANGE, CR_WHITE, CR_YELLOW, CR_UNTRANSLATED, CR_BLACK, CR_LIGHTBLUE, CR_CREAM, CR_OLIVE, CR_DARKGREEN, CR_DARKRED, CR_DARKBROWN, CR_PURPLE, CR_DARKGRAY, CR_CYAN, NUM_TEXT_COLORS }; int CleanWidth, CleanHeight; int CleanXFac, CleanYFac; int CleanWidth_1, CleanHeight_1; int CleanXFac_1, CleanYFac_1; native static Color PaletteColor(int index); native static int GetWidth(); native static int GetHeight(); native static void DrawHUDTexture(TextureID tex, double x, double y); native static vararg void DrawTexture(TextureID tex, bool animate, double x, double y, ...); native static vararg void DrawChar(Font font, int normalcolor, double x, double y, int character, ...); native static vararg void DrawText(Font font, int normalcolor, double x, double y, String text, ...); } class BrokenLines : Object native { native int Count(); native int StringWidth(int line); native String StringAt(int line); } struct Font native { native int GetCharWidth(int code); native int StringWidth(String code); native int GetHeight(); native static int FindFontColor(Name color); native static Font FindFont(Name fontname); native static Font GetFont(Name fontname); native static BrokenLines BreakLines(String text, int maxlen); } struct Console native { native static void HideConsole(); native static void MidPrint(Font fontname, string textlabel, bool bold = false); } struct DamageTypeDefinition native { native static bool IgnoreArmor(Name type); } struct CVar native { } struct GameInfoStruct native { // will be extended as needed. native Name backpacktype; native double Armor2Percent; native String ArmorIcon1; native String ArmorIcon2; native int gametype; } 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 void S_Sound (Sound sound_id, int channel, float volume = 1, float attenuation = ATTN_NORM); native static void S_PauseSound (bool notmusic, bool notsfx); native static void S_ResumeSound (bool notsfx); native static bool S_ChangeMusic(String music_name, int order = 0, bool looping = true, bool force = false); native static uint BAM(double angle); native static void SetMusicVolume(float vol); native Name GetClassName(); native void Destroy(); // 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 } 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 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 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(); } struct DropItem 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 type, int skipcounter); native SpecialSpot GetSpotWithMinMaxDistance(Class 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; native bool frozen; native bool infinite_flight; // level_info_t *info cannot be done yet. } struct StringTable native { native static String Localize(String val, bool prefixed = false); } // 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; native int BlueAC; } 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); native bool ValidateSpriteFrame(); } struct F3DFloor native { } 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 StringStruct native { native static vararg String Format(String fmt, ...); native vararg void AppendFormat(String fmt, ...); native void Replace(String pattern, String replacement); native String Mid(int pos = 0, int len = 2147483647); native int Len(); native String CharAt(int pos); native int CharCodeAt(int pos); } 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; };