mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-27 22:33:17 +00:00
487 lines
16 KiB
Text
487 lines
16 KiB
Text
|
|
struct SectorPortal native play
|
|
{
|
|
enum EType
|
|
{
|
|
TYPE_SKYVIEWPOINT = 0, // a regular skybox
|
|
TYPE_STACKEDSECTORTHING, // stacked sectors with the thing method
|
|
TYPE_PORTAL, // stacked sectors with Sector_SetPortal
|
|
TYPE_LINKEDPORTAL, // linked portal (interactive)
|
|
TYPE_PLANE, // EE-style plane portal (not implemented in SW renderer)
|
|
TYPE_HORIZON, // EE-style horizon portal (not implemented in SW renderer)
|
|
};
|
|
|
|
enum EFlags
|
|
{
|
|
FLAG_SKYFLATONLY = 1, // portal is only active on skyflatnum
|
|
FLAG_INSKYBOX = 2, // to avoid recursion
|
|
};
|
|
|
|
native int mType;
|
|
native int mFlags;
|
|
native uint mPartner;
|
|
native int mPlane;
|
|
native Sector mOrigin;
|
|
native Sector mDestination;
|
|
native Vector2 mDisplacement;
|
|
native double mPlaneZ;
|
|
native Actor mSkybox;
|
|
|
|
native static uint GetSkyboxPortal(Actor actor);
|
|
};
|
|
|
|
|
|
struct Vertex native play
|
|
{
|
|
native readonly Vector2 p;
|
|
}
|
|
|
|
struct Side native play
|
|
{
|
|
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 readonly Sector sector; // Sector the SideDef is facing.
|
|
//DBaseDecal* AttachedDecals; // [RH] Decals bound to the wall
|
|
native readonly 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 clearscope Vertex V1();
|
|
native clearscope Vertex V2();
|
|
|
|
native int Index();
|
|
|
|
int GetUDMFInt(Name nm)
|
|
{
|
|
return Level.GetUDMFInt(LevelLocals.UDMF_Side, Index(), nm);
|
|
}
|
|
double GetUDMFFloat(Name nm)
|
|
{
|
|
return Level.GetUDMFFloat(LevelLocals.UDMF_Side, Index(), nm);
|
|
}
|
|
String GetUDMFString(Name nm)
|
|
{
|
|
return Level.GetUDMFString(LevelLocals.UDMF_Side, Index(), nm);
|
|
}
|
|
|
|
};
|
|
|
|
struct Line native play
|
|
{
|
|
enum ESide
|
|
{
|
|
front=0,
|
|
back=1
|
|
}
|
|
|
|
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 readonly 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();
|
|
native bool Activate(Actor activator, int side, int type);
|
|
native bool RemoteActivate(Actor activator, int side, int type, Vector3 pos);
|
|
|
|
int GetUDMFInt(Name nm)
|
|
{
|
|
return Level.GetUDMFInt(LevelLocals.UDMF_Line, Index(), nm);
|
|
}
|
|
double GetUDMFFloat(Name nm)
|
|
{
|
|
return Level.GetUDMFFloat(LevelLocals.UDMF_Line, Index(), nm);
|
|
}
|
|
String GetUDMFString(Name nm)
|
|
{
|
|
return Level.GetUDMFString(LevelLocals.UDMF_Line, Index(), nm);
|
|
}
|
|
}
|
|
|
|
struct SecPlane native play
|
|
{
|
|
native Vector3 Normal;
|
|
native double D;
|
|
native double negiC;
|
|
|
|
native bool isSlope() const;
|
|
native int PointOnSide(Vector3 pos) const;
|
|
native clearscope double ZatPoint (Vector2 v) const;
|
|
native double ZatPointDist(Vector2 v, double dist) const;
|
|
native bool isEqual(Secplane other) const;
|
|
native void ChangeHeight(double hdiff);
|
|
native double GetChangedHeight(double hdiff) const;
|
|
native double HeightDiff(double oldd, double newd = 0.0) const;
|
|
native double PointToDist(Vector2 xy, double z) const;
|
|
}
|
|
|
|
// This encapsulates all info Doom's original 'special' field contained - for saving and transferring.
|
|
struct SecSpecial play
|
|
{
|
|
Name damagetype;
|
|
int damageamount;
|
|
short special;
|
|
short damageinterval;
|
|
short leakydamage;
|
|
int Flags;
|
|
}
|
|
|
|
struct FColormap
|
|
{
|
|
Color LightColor;
|
|
Color FadeColor;
|
|
uint8 Desaturation;
|
|
uint8 BlendFactor;
|
|
uint16 FogDensity;
|
|
}
|
|
|
|
struct Sector native play
|
|
{
|
|
|
|
native readonly FColormap ColorMap;
|
|
native readonly Color SpecialColors[5];
|
|
|
|
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
|
|
native SectorEffect floordata;
|
|
native SectorEffect ceilingdata;
|
|
native SectorEffect lightingdata;
|
|
|
|
enum EPlane
|
|
{
|
|
floor,
|
|
ceiling,
|
|
// only used for specialcolors array
|
|
walltop,
|
|
wallbottom,
|
|
sprites
|
|
};
|
|
|
|
enum EInterpolationType
|
|
{
|
|
CeilingMove,
|
|
FloorMove,
|
|
CeilingScroll,
|
|
FloorScroll
|
|
};
|
|
//Interpolation interpolations[4];
|
|
|
|
native uint8 soundtraversed;
|
|
native int8 stairlock;
|
|
native int prevsec;
|
|
native int nextsec;
|
|
|
|
native readonly Array<Line> lines;
|
|
|
|
native readonly @secplane floorplane;
|
|
native readonly @secplane ceilingplane;
|
|
|
|
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 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 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 void SetColor(color c, int desat = 0);
|
|
native void SetFade(color c);
|
|
native void SetFogDensity(int dens);
|
|
native double GetGlowHeight(int pos);
|
|
native color GetGlowColor(int pos);
|
|
native void SetGlowHeight(int pos, double height);
|
|
native void SetGlowColor(int pos, color color);
|
|
native void SetSpecialColor(int pos, color color);
|
|
|
|
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;
|
|
}
|
|
|
|
int GetUDMFInt(Name nm)
|
|
{
|
|
return Level.GetUDMFInt(LevelLocals.UDMF_Sector, Index(), nm);
|
|
}
|
|
double GetUDMFFloat(Name nm)
|
|
{
|
|
return Level.GetUDMFFloat(LevelLocals.UDMF_Sector, Index(), nm);
|
|
}
|
|
String GetUDMFString(Name nm)
|
|
{
|
|
return Level.GetUDMFString(LevelLocals.UDMF_Sector, Index(), nm);
|
|
}
|
|
|
|
}
|
|
|
|
class SectorTagIterator : Object native
|
|
{
|
|
native static SectorTagIterator Create(int tag, line defline = null);
|
|
native int Next();
|
|
native int NextCompat(bool compat, int secnum);
|
|
}
|
|
|
|
class LineIdIterator : Object native
|
|
{
|
|
native static LineIdIterator Create(int tag);
|
|
native int Next();
|
|
}
|