mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
7a692b1557
- fixed the optional parameter in Shape2D.Clear.
951 lines
28 KiB
Text
951 lines
28 KiB
Text
struct _ native // These are the global variables, the struct is only here to avoid extending the parser for this.
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{
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native readonly Array<class<Actor> > AllActorClasses;
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native readonly Array<@PlayerClass> PlayerClasses;
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native readonly Array<@PlayerSkin> PlayerSkins;
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native readonly Array<@Team> Teams;
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native int validcount;
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native readonly bool multiplayer;
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native play @LevelLocals level;
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native @KeyBindings Bindings;
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native @KeyBindings AutomapBindings;
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native play @DehInfo deh;
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native readonly @GameInfoStruct gameinfo;
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native play @PlayerInfo players[MAXPLAYERS];
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native readonly bool playeringame[MAXPLAYERS];
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native readonly bool automapactive;
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native play uint gameaction;
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native readonly int gamestate;
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native readonly TextureID skyflatnum;
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native readonly uint8 globalfreeze;
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native readonly int consoleplayer;
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native readonly Font smallfont;
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native readonly Font smallfont2;
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native readonly Font bigfont;
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native readonly Font confont;
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native readonly Font intermissionfont;
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native readonly int CleanXFac;
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native readonly int CleanYFac;
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native readonly int CleanWidth;
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native readonly int CleanHeight;
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native readonly int CleanXFac_1;
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native readonly int CleanYFac_1;
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native readonly int CleanWidth_1;
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native readonly int CleanHeight_1;
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native ui int menuactive;
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native readonly @FOptionMenuSettings OptionMenuSettings;
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native readonly int gametic;
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native readonly bool demoplayback;
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native ui int BackbuttonTime;
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native ui float BackbuttonAlpha;
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native readonly int Net_Arbitrator;
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native ui BaseStatusBar StatusBar;
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native readonly Weapon WP_NOCHANGE;
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native int LocalViewPitch;
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}
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struct TexMan
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{
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enum EUseTypes
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{
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Type_Any,
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Type_Wall,
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Type_Flat,
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Type_Sprite,
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Type_WallPatch,
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Type_Build,
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Type_SkinSprite,
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Type_Decal,
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Type_MiscPatch,
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Type_FontChar,
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Type_Override, // For patches between TX_START/TX_END
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Type_Autopage, // Automap background - used to enable the use of FAutomapTexture
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Type_SkinGraphic,
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Type_Null,
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Type_FirstDefined,
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};
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enum EFlags
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{
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TryAny = 1,
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Overridable = 2,
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ReturnFirst = 4,
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AllowSkins = 8,
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ShortNameOnly = 16,
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DontCreate = 32
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};
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enum ETexReplaceFlags
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{
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NOT_BOTTOM = 1,
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NOT_MIDDLE = 2,
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NOT_TOP = 4,
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NOT_FLOOR = 8,
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NOT_CEILING = 16,
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NOT_WALL = 7,
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NOT_FLAT = 24
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};
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native static TextureID CheckForTexture(String name, int usetype, int flags = TryAny);
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native static void ReplaceTextures(String from, String to, int flags);
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native static String GetName(TextureID tex);
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native static int, int GetSize(TextureID tex);
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native static Vector2 GetScaledSize(TextureID tex);
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native static Vector2 GetScaledOffset(TextureID tex);
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native static int CheckRealHeight(TextureID tex);
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native static void SetCameraToTexture(Actor viewpoint, String texture, double fov);
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}
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enum DrawTextureTags
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{
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TAG_USER = (1<<30),
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DTA_Base = TAG_USER + 5000,
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DTA_DestWidth, // width of area to draw to
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DTA_DestHeight, // height of area to draw to
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DTA_Alpha, // alpha value for translucency
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DTA_FillColor, // color to stencil onto the destination (RGB is the color for truecolor drawers, A is the palette index for paletted drawers)
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DTA_TranslationIndex, // translation table to recolor the source
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DTA_AlphaChannel, // bool: the source is an alpha channel; used with DTA_FillColor
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DTA_Clean, // bool: scale texture size and position by CleanXfac and CleanYfac
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DTA_320x200, // bool: scale texture size and position to fit on a virtual 320x200 screen
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DTA_Bottom320x200, // bool: same as DTA_320x200 but centers virtual screen on bottom for 1280x1024 targets
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DTA_CleanNoMove, // bool: like DTA_Clean but does not reposition output position
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DTA_CleanNoMove_1, // bool: like DTA_CleanNoMove, but uses Clean[XY]fac_1 instead
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DTA_FlipX, // bool: flip image horizontally //FIXME: Does not work with DTA_Window(Left|Right)
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DTA_ShadowColor, // color of shadow
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DTA_ShadowAlpha, // alpha of shadow
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DTA_Shadow, // set shadow color and alphas to defaults
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DTA_VirtualWidth, // pretend the canvas is this wide
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DTA_VirtualHeight, // pretend the canvas is this tall
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DTA_TopOffset, // override texture's top offset
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DTA_LeftOffset, // override texture's left offset
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DTA_CenterOffset, // bool: override texture's left and top offsets and set them for the texture's middle
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DTA_CenterBottomOffset,// bool: override texture's left and top offsets and set them for the texture's bottom middle
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DTA_WindowLeft, // don't draw anything left of this column (on source, not dest)
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DTA_WindowRight, // don't draw anything at or to the right of this column (on source, not dest)
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DTA_ClipTop, // don't draw anything above this row (on dest, not source)
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DTA_ClipBottom, // don't draw anything at or below this row (on dest, not source)
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DTA_ClipLeft, // don't draw anything to the left of this column (on dest, not source)
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DTA_ClipRight, // don't draw anything at or to the right of this column (on dest, not source)
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DTA_Masked, // true(default)=use masks from texture, false=ignore masks
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DTA_HUDRules, // use fullscreen HUD rules to position and size textures
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DTA_HUDRulesC, // only used internally for marking HUD_HorizCenter
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DTA_KeepRatio, // doesn't adjust screen size for DTA_Virtual* if the aspect ratio is not 4:3
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DTA_RenderStyle, // same as render style for actors
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DTA_ColorOverlay, // DWORD: ARGB to overlay on top of image; limited to black for software
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DTA_Internal1,
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DTA_Internal2,
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DTA_Desaturate, // explicit desaturation factor (does not do anything in Legacy OpenGL)
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DTA_Fullscreen, // Draw image fullscreen (same as DTA_VirtualWidth/Height with graphics size.)
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// floating point duplicates of some of the above:
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DTA_DestWidthF,
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DTA_DestHeightF,
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DTA_TopOffsetF,
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DTA_LeftOffsetF,
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DTA_VirtualWidthF,
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DTA_VirtualHeightF,
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DTA_WindowLeftF,
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DTA_WindowRightF,
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// For DrawText calls only:
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DTA_TextLen, // stop after this many characters, even if \0 not hit
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DTA_CellX, // horizontal size of character cell
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DTA_CellY, // vertical size of character cell
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DTA_Color,
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DTA_FlipY, // bool: flip image vertically
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DTA_SrcX, // specify a source rectangle (this supersedes the poorly implemented DTA_WindowLeft/Right
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DTA_SrcY,
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DTA_SrcWidth,
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DTA_SrcHeight,
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DTA_LegacyRenderStyle, // takes an old-style STYLE_* constant instead of an FRenderStyle
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};
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class Shape2D : Object native
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{
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enum EClearWhich
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{
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C_Verts = 1,
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C_Coords = 2,
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C_Indices = 4,
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};
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native void Clear( int which = C_Verts|C_Coords|C_Indices );
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native void PushVertex( Vector2 v );
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native void PushCoord( Vector2 c );
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native void PushTriangle( int a, int b, int c );
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}
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struct Screen native
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{
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native static Color PaletteColor(int index);
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native static int GetWidth();
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native static int GetHeight();
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native static void Clear(int left, int top, int right, int bottom, Color color, int palcolor = -1);
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native static void Dim(Color col, double amount, int x, int y, int w, int h);
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native static vararg void DrawTexture(TextureID tex, bool animate, double x, double y, ...);
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native static vararg void DrawShape(TextureID tex, bool animate, Shape2D s, ...);
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native static vararg void DrawChar(Font font, int normalcolor, double x, double y, int character, ...);
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native static vararg void DrawText(Font font, int normalcolor, double x, double y, String text, ...);
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native static void DrawLine(int x0, int y0, int x1, int y1, Color color);
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native static void DrawFrame(int x, int y, int w, int h);
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native static Vector2, Vector2 VirtualToRealCoords(Vector2 pos, Vector2 size, Vector2 vsize, bool vbottom=false, bool handleaspect=true);
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native static double GetAspectRatio();
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native static void SetClipRect(int x, int y, int w, int h);
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native static void ClearClipRect();
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native static int, int, int, int GetClipRect();
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native static int, int, int, int GetViewWindow();
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// This is a leftover of the abandoned Inventory.DrawPowerup method.
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deprecated("2.5") static ui void DrawHUDTexture(TextureID tex, double x, double y)
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{
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statusBar.DrawTexture(tex, (x, y), BaseStatusBar.DI_SCREEN_RIGHT_TOP, 1., (32, 32));
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}
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}
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struct Font native
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{
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enum EColorRange
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{
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CR_UNDEFINED = -1,
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CR_BRICK,
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CR_TAN,
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CR_GRAY,
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CR_GREY = CR_GRAY,
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CR_GREEN,
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CR_BROWN,
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CR_GOLD,
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CR_RED,
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CR_BLUE,
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CR_ORANGE,
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CR_WHITE,
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CR_YELLOW,
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CR_UNTRANSLATED,
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CR_BLACK,
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CR_LIGHTBLUE,
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CR_CREAM,
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CR_OLIVE,
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CR_DARKGREEN,
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CR_DARKRED,
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CR_DARKBROWN,
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CR_PURPLE,
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CR_DARKGRAY,
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CR_CYAN,
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CR_ICE,
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CR_FIRE,
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CR_SAPPHIRE,
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CR_TEAL,
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NUM_TEXT_COLORS
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};
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const TEXTCOLOR_BRICK = "\034A";
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const TEXTCOLOR_TAN = "\034B";
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const TEXTCOLOR_GRAY = "\034C";
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const TEXTCOLOR_GREY = "\034C";
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const TEXTCOLOR_GREEN = "\034D";
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const TEXTCOLOR_BROWN = "\034E";
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const TEXTCOLOR_GOLD = "\034F";
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const TEXTCOLOR_RED = "\034G";
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const TEXTCOLOR_BLUE = "\034H";
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const TEXTCOLOR_ORANGE = "\034I";
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const TEXTCOLOR_WHITE = "\034J";
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const TEXTCOLOR_YELLOW = "\034K";
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const TEXTCOLOR_UNTRANSLATED = "\034L";
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const TEXTCOLOR_BLACK = "\034M";
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const TEXTCOLOR_LIGHTBLUE = "\034N";
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const TEXTCOLOR_CREAM = "\034O";
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const TEXTCOLOR_OLIVE = "\034P";
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const TEXTCOLOR_DARKGREEN = "\034Q";
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const TEXTCOLOR_DARKRED = "\034R";
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const TEXTCOLOR_DARKBROWN = "\034S";
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const TEXTCOLOR_PURPLE = "\034T";
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const TEXTCOLOR_DARKGRAY = "\034U";
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const TEXTCOLOR_CYAN = "\034V";
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const TEXTCOLOR_ICE = "\034W";
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const TEXTCOLOR_FIRE = "\034X";
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const TEXTCOLOR_SAPPHIRE = "\034Y";
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const TEXTCOLOR_TEAL = "\034Z";
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const TEXTCOLOR_NORMAL = "\034-";
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const TEXTCOLOR_BOLD = "\034+";
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const TEXTCOLOR_CHAT = "\034*";
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const TEXTCOLOR_TEAMCHAT = "\034!";
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native int GetCharWidth(int code);
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native int StringWidth(String code);
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native int GetHeight();
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native String GetCursor();
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native static int FindFontColor(Name color);
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native static Font FindFont(Name fontname);
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native static Font GetFont(Name fontname);
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native BrokenLines BreakLines(String text, int maxlen);
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}
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struct Translation version("2.4")
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{
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Color colors[256];
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native int AddTranslation();
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native static bool SetPlayerTranslation(int group, int num, int plrnum, PlayerClass pclass);
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native static int GetID(Name transname);
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static int MakeID(int group, int num)
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{
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return (group << 16) + num;
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}
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}
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struct Console native
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{
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native static void HideConsole();
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native static void MidPrint(Font fontname, string textlabel, bool bold = false);
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native static vararg void Printf(string fmt, ...);
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}
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struct DamageTypeDefinition native
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{
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native static bool IgnoreArmor(Name type);
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}
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struct CVar native
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{
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enum ECVarType
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{
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CVAR_Bool,
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CVAR_Int,
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CVAR_Float,
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CVAR_String,
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CVAR_Color,
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};
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native static CVar FindCVar(Name name);
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native static CVar GetCVar(Name name, PlayerInfo player = null);
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bool GetBool() { return GetInt(); }
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native int GetInt();
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native double GetFloat();
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native String GetString();
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void SetBool(bool b) { SetInt(b); }
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native void SetInt(int v);
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native void SetFloat(double v);
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native void SetString(String s);
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native int GetRealType();
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native int ResetToDefault();
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}
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struct GIFont version("2.4")
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{
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Name fontname;
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Name color;
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};
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struct GameInfoStruct native
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{
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// will be extended as needed.
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native Name backpacktype;
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native double Armor2Percent;
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native String ArmorIcon1;
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native String ArmorIcon2;
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native int gametype;
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native bool norandomplayerclass;
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native Array<Name> infoPages;
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native String mBackButton;
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native GIFont mStatscreenMapNameFont;
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native GIFont mStatscreenEnteringFont;
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native GIFont mStatscreenFinishedFont;
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native double gibfactor;
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native bool intermissioncounter;
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native Name mSliderColor;
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}
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class Object native
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{
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native bool bDestroyed;
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// These really should be global functions...
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native static String G_SkillName();
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native static int G_SkillPropertyInt(int p);
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native static double G_SkillPropertyFloat(int p);
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native static vector3, int G_PickDeathmatchStart();
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native static vector3, int G_PickPlayerStart(int pnum, int flags = 0);
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native static void S_Sound (Sound sound_id, int channel, float volume = 1, float attenuation = ATTN_NORM);
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native static void S_PauseSound (bool notmusic, bool notsfx);
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native static void S_ResumeSound (bool notsfx);
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native static bool S_ChangeMusic(String music_name, int order = 0, bool looping = true, bool force = false);
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native static float S_GetLength(Sound sound_id);
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native static uint BAM(double angle);
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native static void SetMusicVolume(float vol);
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native static uint MSTime();
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native vararg static void ThrowAbortException(String fmt, ...);
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native virtualscope void Destroy();
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// This does not call into the native method of the same name to avoid problems with objects that get garbage collected late on shutdown.
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virtual virtualscope void OnDestroy() {}
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}
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class BrokenLines : Object native version("2.4")
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{
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native int Count();
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native int StringWidth(int line);
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native String StringAt(int line);
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}
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class Thinker : Object native play
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{
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enum EStatnums
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{
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// Thinkers that don't actually think
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STAT_INFO, // An info queue
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STAT_DECAL, // A decal
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STAT_AUTODECAL, // A decal that can be automatically deleted
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STAT_CORPSEPOINTER, // An entry in Hexen's corpse queue
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STAT_TRAVELLING, // An actor temporarily travelling to a new map
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STAT_STATIC,
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// Thinkers that do think
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STAT_FIRST_THINKING=32,
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STAT_SCROLLER=STAT_FIRST_THINKING, // A DScroller thinker
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STAT_PLAYER, // A player actor
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STAT_BOSSTARGET, // A boss brain target
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STAT_LIGHTNING, // The lightning thinker
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STAT_DECALTHINKER, // An object that thinks for a decal
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STAT_INVENTORY, // An inventory item
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STAT_LIGHT, // A sector light effect
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STAT_LIGHTTRANSFER, // A sector light transfer. These must be ticked after the light effects.
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STAT_EARTHQUAKE, // Earthquake actors
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STAT_MAPMARKER, // Map marker actors
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STAT_DLIGHT, // Dynamic lights
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STAT_USER = 70,
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STAT_USER_MAX = 90,
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STAT_DEFAULT = 100, // Thinkers go here unless specified otherwise.
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STAT_SECTOREFFECT, // All sector effects that cause floor and ceiling movement
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STAT_ACTORMOVER, // actor movers
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STAT_SCRIPTS, // The ACS thinker. This is to ensure that it can't tick before all actors called PostBeginPlay
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STAT_BOT, // Bot thinker
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MAX_STATNUM = 127
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}
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const TICRATE = 35;
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virtual native void Tick();
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virtual native void PostBeginPlay();
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virtual native void ChangeStatNum(int stat);
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static clearscope int Tics2Seconds(int tics)
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{
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return int(tics / TICRATE);
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}
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}
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class ThinkerIterator : Object native
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{
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native static ThinkerIterator Create(class<Object> type = "Actor", int statnum=Thinker.MAX_STATNUM+1);
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native Thinker Next(bool exact = false);
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native void Reinit();
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}
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class ActorIterator : Object native
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{
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native static ActorIterator Create(int tid, class<Actor> type = "Actor");
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native Actor Next();
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native void Reinit();
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}
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class BlockThingsIterator : Object native
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{
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native Actor thing;
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native Vector3 position;
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native int portalflags;
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native static BlockThingsIterator Create(Actor origin, double checkradius = -1, bool ignorerestricted = false);
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native static BlockThingsIterator CreateFromPos(double checkx, double checky, double checkz, double checkh, double checkradius, bool ignorerestricted);
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native bool Next();
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}
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class BlockLinesIterator : Object native
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{
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native Line CurLine;
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native Vector3 position;
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native int portalflags;
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native static BlockLinesIterator Create(Actor origin, double checkradius = -1);
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native static BlockLinesIterator CreateFromPos(Vector3 pos, double checkh, double checkradius, Sector sec = null);
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native bool Next();
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}
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enum ETraceStatus
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{
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TRACE_Stop, // stop the trace, returning this hit
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TRACE_Continue, // continue the trace, returning this hit if there are none further along
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TRACE_Skip, // continue the trace; do not return this hit
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TRACE_Abort // stop the trace, returning no hits
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}
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enum ETraceFlags
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{
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TRACE_NoSky = 0x0001, // Hitting the sky returns TRACE_HitNone
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|
//TRACE_PCross = 0x0002, // Trigger SPAC_PCROSS lines
|
|
//TRACE_Impact = 0x0004, // Trigger SPAC_IMPACT lines
|
|
TRACE_PortalRestrict = 0x0008, // Cannot go through portals without a static link offset.
|
|
TRACE_ReportPortals = 0x0010, // Report any portal crossing to the TraceCallback
|
|
//TRACE_3DCallback = 0x0020, // [ZZ] use TraceCallback to determine whether we need to go through a line to do 3D floor check, or not. without this, only line flag mask is used
|
|
}
|
|
|
|
|
|
enum ETraceResult
|
|
{
|
|
TRACE_HitNone,
|
|
TRACE_HitFloor,
|
|
TRACE_HitCeiling,
|
|
TRACE_HitWall,
|
|
TRACE_HitActor,
|
|
TRACE_CrossingPortal
|
|
}
|
|
|
|
enum ELineTier
|
|
{
|
|
TIER_Middle,
|
|
TIER_Upper,
|
|
TIER_Lower,
|
|
TIER_FFloor
|
|
}
|
|
|
|
struct TraceResults native
|
|
{
|
|
native Sector HitSector; // originally called "Sector". cannot be named like this in ZScript.
|
|
native TextureID HitTexture;
|
|
native vector3 HitPos;
|
|
native vector3 HitVector;
|
|
native vector3 SrcFromTarget;
|
|
native double SrcAngleFromTarget;
|
|
|
|
native double Distance;
|
|
native double Fraction;
|
|
|
|
native Actor HitActor; // valid if hit an actor. // originally called "Actor".
|
|
|
|
native Line HitLine; // valid if hit a line // originally called "Line".
|
|
native uint8 Side;
|
|
native uint8 Tier; // see Tracer.ELineTier
|
|
native bool unlinked; // passed through a portal without static offset.
|
|
|
|
native ETraceResult HitType;
|
|
// F3DFloor *ffloor;
|
|
|
|
native Sector CrossedWater; // For Boom-style, Transfer_Heights-based deep water
|
|
native vector3 CrossedWaterPos; // remember the position so that we can use it for spawning the splash
|
|
native Sector Crossed3DWater; // For 3D floor-based deep water
|
|
native vector3 Crossed3DWaterPos;
|
|
}
|
|
|
|
class LineTracer : Object native
|
|
{
|
|
native @TraceResults Results;
|
|
native bool Trace(vector3 start, Sector sec, vector3 direction, double maxDist, ETraceFlags traceFlags);
|
|
|
|
virtual ETraceStatus TraceCallback()
|
|
{
|
|
// Normally you would examine Results.HitType (for ETraceResult), and determine either:
|
|
// - stop tracing and return the entity that was found (return TRACE_Stop)
|
|
// - ignore some object, like noclip, e.g. only count solid walls and floors, and ignore actors (return TRACE_Skip)
|
|
// - find last object of some type (return TRACE_Continue)
|
|
// - stop tracing entirely and assume we found nothing (return TRACE_Abort)
|
|
// TRACE_Abort and TRACE_Continue are of limited use in scripting.
|
|
|
|
return TRACE_Stop; // default callback returns first hit, whatever it is.
|
|
}
|
|
}
|
|
|
|
struct DropItem native
|
|
{
|
|
native readonly DropItem Next;
|
|
native readonly name Name;
|
|
native readonly int Probability;
|
|
native readonly int Amount;
|
|
}
|
|
|
|
class SpotState : Object native
|
|
{
|
|
native static SpotState GetSpotState();
|
|
native SpecialSpot GetNextInList(class<Actor> type, int skipcounter);
|
|
native SpecialSpot GetSpotWithMinMaxDistance(Class<Actor> type, double x, double y, double mindist, double maxdist);
|
|
|
|
}
|
|
|
|
struct LevelLocals native
|
|
{
|
|
enum EUDMF
|
|
{
|
|
UDMF_Line,
|
|
UDMF_Side,
|
|
UDMF_Sector,
|
|
//UDMF_Thing // not implemented
|
|
};
|
|
|
|
native Array<@Sector> Sectors;
|
|
native Array<@Line> Lines;
|
|
native Array<@Side> Sides;
|
|
native readonly Array<@Vertex> Vertexes;
|
|
native internal Array<@SectorPortal> SectorPortals;
|
|
|
|
native readonly int time;
|
|
native readonly int maptime;
|
|
native readonly int totaltime;
|
|
native readonly int starttime;
|
|
native readonly int partime;
|
|
native readonly int sucktime;
|
|
native readonly int cluster;
|
|
native readonly int clusterflags;
|
|
native readonly int levelnum;
|
|
native readonly String LevelName;
|
|
native readonly String MapName;
|
|
native String NextMap;
|
|
native String NextSecretMap;
|
|
native String F1Pic;
|
|
native readonly int maptype;
|
|
native readonly String Music;
|
|
native readonly int musicorder;
|
|
native readonly TextureID skytexture1;
|
|
native readonly TextureID skytexture2;
|
|
native float skyspeed1;
|
|
native float skyspeed2;
|
|
native int total_secrets;
|
|
native int found_secrets;
|
|
native int total_items;
|
|
native int found_items;
|
|
native int total_monsters;
|
|
native int killed_monsters;
|
|
native play double gravity;
|
|
native play double aircontrol;
|
|
native play double airfriction;
|
|
native play int airsupply;
|
|
native readonly double teamdamage;
|
|
native readonly bool noinventorybar;
|
|
native readonly bool monsterstelefrag;
|
|
native readonly bool actownspecial;
|
|
native readonly bool sndseqtotalctrl;
|
|
native bool allmap;
|
|
native readonly bool missilesactivateimpact;
|
|
native readonly bool monsterfallingdamage;
|
|
native readonly bool checkswitchrange;
|
|
native readonly bool polygrind;
|
|
native readonly bool nomonsters;
|
|
native readonly bool allowrespawn;
|
|
native bool frozen;
|
|
native readonly bool infinite_flight;
|
|
native readonly bool no_dlg_freeze;
|
|
native readonly int fogdensity;
|
|
native readonly int outsidefogdensity;
|
|
native readonly int skyfog;
|
|
native readonly float pixelstretch;
|
|
// level_info_t *info cannot be done yet.
|
|
|
|
native String GetUDMFString(int type, int index, Name key);
|
|
native int GetUDMFInt(int type, int index, Name key);
|
|
native double GetUDMFFloat(int type, int index, Name key);
|
|
native bool ExecuteSpecial(int special, Actor activator, line linedef, bool lineside, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0, int arg5 = 0);
|
|
native static void GiveSecret(Actor activator, bool printmsg = true, bool playsound = true);
|
|
native static void StartSlideshow(Name whichone = 'none');
|
|
native static void WorldDone();
|
|
native static void RemoveAllBots(bool fromlist);
|
|
native void SetInterMusic(String nextmap);
|
|
native String FormatMapName(int mapnamecolor);
|
|
native bool IsJumpingAllowed() const;
|
|
native bool IsCrouchingAllowed() const;
|
|
native bool IsFreelookAllowed() const;
|
|
|
|
native static clearscope vector2 Vec2Diff(vector2 v1, vector2 v2);
|
|
native static clearscope vector3 Vec3Diff(vector3 v1, vector3 v2);
|
|
|
|
native static clearscope vector2 Vec2Offset(vector2 pos, vector2 dir, bool absolute = false);
|
|
native static clearscope vector3 Vec2OffsetZ(vector2 pos, vector2 dir, double atz, bool absolute = false);
|
|
native static clearscope vector3 Vec3Offset(vector3 pos, vector3 dir, bool absolute = false);
|
|
|
|
native String GetChecksum() const;
|
|
|
|
native void ChangeSky( TextureID sky1, TextureID sky2 );
|
|
|
|
String TimeFormatted(bool totals = false)
|
|
{
|
|
int sec = Thinker.Tics2Seconds(totals? totaltime : time);
|
|
return String.Format("%02d:%02d:%02d", sec / 3600, (sec % 3600) / 60, sec % 60);
|
|
}
|
|
}
|
|
|
|
struct StringTable native
|
|
{
|
|
native static String Localize(String val, bool prefixed = true);
|
|
}
|
|
|
|
// a few values of this need to be readable by the play code.
|
|
// Most are handled at load time and are omitted here.
|
|
struct DehInfo native
|
|
{
|
|
native readonly int MaxSoulsphere;
|
|
native readonly uint8 ExplosionStyle;
|
|
native readonly double ExplosionAlpha;
|
|
native readonly int NoAutofreeze;
|
|
native readonly int BFGCells;
|
|
native readonly int BlueAC;
|
|
}
|
|
|
|
struct State native
|
|
{
|
|
native readonly State NextState;
|
|
native readonly int sprite;
|
|
native readonly int16 Tics;
|
|
native readonly uint16 TicRange;
|
|
native readonly uint8 Frame;
|
|
native readonly uint8 UseFlags;
|
|
native readonly int Misc1;
|
|
native readonly int Misc2;
|
|
native readonly uint16 bSlow;
|
|
native readonly uint16 bFast;
|
|
native readonly bool bFullbright;
|
|
native readonly bool bNoDelay;
|
|
native readonly bool bSameFrame;
|
|
native readonly bool bCanRaise;
|
|
native readonly bool bDehacked;
|
|
|
|
native int DistanceTo(state other);
|
|
native bool ValidateSpriteFrame();
|
|
native TextureID, bool, Vector2 GetSpriteTexture(int rotation, int skin = 0, Vector2 scale = (0,0));
|
|
}
|
|
|
|
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,
|
|
}
|
|
|
|
enum FindLumpNamespace
|
|
{
|
|
GlobalNamespace = 0,
|
|
AnyNamespace = 1,
|
|
}
|
|
|
|
native static int CheckNumForName(string name, int ns, int wadnum = -1, bool exact = false);
|
|
native static int CheckNumForFullName(string name);
|
|
native static int FindLump(string name, int startlump = 0, FindLumpNamespace ns = GlobalNamespace);
|
|
native static string ReadLump(int lump);
|
|
}
|
|
|
|
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,
|
|
}
|
|
|
|
enum EmptyTokenType
|
|
{
|
|
TOK_SKIPEMPTY = 0,
|
|
TOK_KEEPEMPTY = 1,
|
|
}
|
|
|
|
// 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 Left(int len) const;
|
|
native String Mid(int pos = 0, int len = 2147483647) const;
|
|
native void Truncate(int newlen);
|
|
native void Remove(int index, int remlen);
|
|
native String CharAt(int pos) const;
|
|
native int CharCodeAt(int pos) const;
|
|
native String Filter();
|
|
native int IndexOf(String substr, int startIndex = 0) const;
|
|
native int LastIndexOf(String substr, int endIndex = 2147483647) const;
|
|
native void ToUpper();
|
|
native void ToLower();
|
|
native int ToInt(int base = 0) const;
|
|
native double ToDouble() const;
|
|
native void Split(out Array<String> tokens, String delimiter, EmptyTokenType keepEmpty = TOK_KEEPEMPTY) const;
|
|
}
|
|
|
|
class SectorEffect : Thinker native
|
|
{
|
|
native protected Sector m_Sector;
|
|
|
|
native Sector GetSector();
|
|
}
|
|
|
|
class Mover : SectorEffect native
|
|
{}
|
|
|
|
class MovingFloor : Mover native
|
|
{}
|
|
|
|
class MovingCeiling : Mover native
|
|
{}
|
|
|
|
class Floor : MovingFloor native
|
|
{
|
|
// only here so that some constants and functions can be added. Not directly usable yet.
|
|
enum EFloor
|
|
{
|
|
floorLowerToLowest,
|
|
floorLowerToNearest,
|
|
floorLowerToHighest,
|
|
floorLowerByValue,
|
|
floorRaiseByValue,
|
|
floorRaiseToHighest,
|
|
floorRaiseToNearest,
|
|
floorRaiseAndCrush,
|
|
floorRaiseAndCrushDoom,
|
|
floorCrushStop,
|
|
floorLowerInstant,
|
|
floorRaiseInstant,
|
|
floorMoveToValue,
|
|
floorRaiseToLowestCeiling,
|
|
floorRaiseByTexture,
|
|
|
|
floorLowerAndChange,
|
|
floorRaiseAndChange,
|
|
|
|
floorRaiseToLowest,
|
|
floorRaiseToCeiling,
|
|
floorLowerToLowestCeiling,
|
|
floorLowerByTexture,
|
|
floorLowerToCeiling,
|
|
|
|
donutRaise,
|
|
|
|
buildStair,
|
|
waitStair,
|
|
resetStair,
|
|
|
|
// Not to be used as parameters to DoFloor()
|
|
genFloorChg0,
|
|
genFloorChgT,
|
|
genFloorChg
|
|
};
|
|
|
|
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 : MovingCeiling native
|
|
{
|
|
enum ECeiling
|
|
{
|
|
ceilLowerByValue,
|
|
ceilRaiseByValue,
|
|
ceilMoveToValue,
|
|
ceilLowerToHighestFloor,
|
|
ceilLowerInstant,
|
|
ceilRaiseInstant,
|
|
ceilCrushAndRaise,
|
|
ceilLowerAndCrush,
|
|
ceil_placeholder,
|
|
ceilCrushRaiseAndStay,
|
|
ceilRaiseToNearest,
|
|
ceilLowerToLowest,
|
|
ceilLowerToFloor,
|
|
|
|
// The following are only used by Generic_Ceiling
|
|
ceilRaiseToHighest,
|
|
ceilLowerToHighest,
|
|
ceilRaiseToLowest,
|
|
ceilLowerToNearest,
|
|
ceilRaiseToHighestFloor,
|
|
ceilRaiseToFloor,
|
|
ceilRaiseByTexture,
|
|
ceilLowerByTexture,
|
|
|
|
genCeilingChg0,
|
|
genCeilingChgT,
|
|
genCeilingChg
|
|
}
|
|
|
|
enum ECrushMode
|
|
{
|
|
crushDoom = 0,
|
|
crushHexen = 1,
|
|
crushSlowdown = 2
|
|
}
|
|
|
|
native static bool CreateCeiling(sector sec, int type, line ln, double speed, double speed2, double height = 0, int crush = -1, int silent = 0, int change = 0, int crushmode = crushDoom);
|
|
|
|
}
|
|
|
|
struct LookExParams
|
|
{
|
|
double Fov;
|
|
double minDist;
|
|
double maxDist;
|
|
double maxHeardist;
|
|
int flags;
|
|
State seestate;
|
|
};
|
|
|
|
class Lighting : SectorEffect native
|
|
{
|
|
}
|
|
|
|
struct Shader native
|
|
{
|
|
native clearscope static void SetEnabled(PlayerInfo player, string shaderName, bool enable);
|
|
native clearscope static void SetUniform1f(PlayerInfo player, string shaderName, string uniformName, float value);
|
|
native clearscope static void SetUniform2f(PlayerInfo player, string shaderName, string uniformName, vector2 value);
|
|
native clearscope static void SetUniform3f(PlayerInfo player, string shaderName, string uniformName, vector3 value);
|
|
native clearscope static void SetUniform1i(PlayerInfo player, string shaderName, string uniformName, int value);
|
|
}
|