gzdoom/wadsrc/static/zscript/base.txt
Christoph Oelckers 5ce5466e18 - scriptified hexenspecialdecs.
- made '->' a single token. Although ZScript does not use it, the parser tends to get confused and fatally chokes on leftover arrows so this ensures more robust error handling.
2016-11-27 20:14:43 +01:00

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class Object native
{
native bool bDestroyed;
// These really should be global functions...
native static int G_SkillPropertyInt(int p);
native static double G_SkillPropertyFloat(int p);
native static vector3, int G_PickDeathmatchStart();
native static vector3, int G_PickPlayerStart(int pnum, int flags = 0);
native static int GameType();
/*virtual*/ native void Destroy();
}
class Thinker : Object native
{
const TICRATE = 35;
virtual native void Tick();
virtual native void PostBeginPlay();
}
class ThinkerIterator : Object native
{
enum EStatnums
{
MAX_STATNUM = 127
}
native static ThinkerIterator Create(class<Object> type = "Actor", int statnum=MAX_STATNUM+1);
native Thinker Next(bool exact = false);
native void Reinit();
}
class ActorIterator : Object native
{
native static ActorIterator Create(int tid, class<Actor> type = "Actor");
native Actor Next();
native void Reinit();
}
class DropItem : Object native
{
native readonly DropItem Next;
native readonly name Name;
native readonly int Probability;
native int Amount;
}
class SpotState : Object native
{
native static SpotState GetSpotState();
native SpecialSpot GetNextInList(class<Actor> type, int skipcounter);
native SpecialSpot GetSpotWithMinMaxDistance(Class<Actor> type, double x, double y, double mindist, double maxdist);
}
struct LevelLocals native
{
native readonly int time;
native readonly int maptime;
native readonly int totaltime;
native readonly int starttime;
native readonly int partime;
native readonly int sucktime;
native readonly int cluster;
native readonly int clusterflags;
native readonly int levelnum;
native readonly String LevelName;
native readonly String MapName;
native String NextMap;
native String NextSecretMap;
native readonly int maptype;
native readonly String Music;
native readonly int musicorder;
native readonly int total_secrets;
native int found_secrets;
native readonly int total_items;
native int found_items;
native readonly 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;
// level_info_t *info cannot be done yet.
}
// a few values of this need to be readable by the play code.
// Most are handled at load time and are omitted here.
struct DehInfo native
{
native int MaxSoulsphere;
native uint8 ExplosionStyle;
native double ExplosionAlpha;
native int NoAutofreeze;
native int BFGCells;
}
struct State native
{
native State NextState;
native int sprite;
native int16 Tics;
native uint16 TicRange;
native uint8 Frame;
native uint8 UseFlags;
native int Misc1;
native int Misc2;
native uint16 bSlow;
native uint16 bFast;
native bool bFullbright;
native bool bNoDelay;
native bool bSameFrame;
native bool bCanRaise;
native bool bDehacked;
}
struct F3DFloor native
{
}
struct Line native
{
//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;
}
struct Sector native
{
//secplane_t floorplane, ceilingplane;
//FDynamicColormap *ColorMap; // [RH] Per-sector 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 EInterpolationType
{
CeilingMove,
FloorMove,
CeilingScroll,
FloorScroll
};
//Interpolation interpolations[4];
native uint8 soundtraversed;
native int8 stairlock;
native int prevsec;
native int nextsec;
native readonly int16 linecount;
//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 *render_thinglist;
native double gravity;
native Name damagetype;
native int damageamount;
native int16 damageinterval;
native int16 leakydamage;
native uint16 ZoneNumber;
native uint16 MoreFlags;
native uint Flags;
native SectorAction SecActTarget;
native readonly uint Portals[2];
native readonly int PortalGroup;
native readonly int sectornum;
native double, Sector, F3DFloor NextHighestCeilingAt(double x, double y, double bottomz, double topz, int flags = 0);
}
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);
}