gzdoom/src/scripting/vmthunks.cpp
2018-12-04 23:12:16 +01:00

2704 lines
66 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 2016-2018 Christoph Oelckers
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
// VM thunks for internal functions.
//
// Important note about this file: Since everything in here is supposed to be called
// from JIT-compiled VM code it needs to be very careful about calling conventions.
// As a result none of the integer sized struct types may be used as function
// arguments, because current C++ calling conventions require them to be passed
// by reference. The JIT code, however will pass them by value so any direct native function
// taking such an argument needs to receive it as a naked int.
//
//-----------------------------------------------------------------------------
#include "vm.h"
#include "r_defs.h"
#include "g_levellocals.h"
#include "s_sound.h"
#include "p_local.h"
#include "v_font.h"
#include "gstrings.h"
#include "a_keys.h"
#include "sbar.h"
#include "doomstat.h"
#include "p_acs.h"
#include "a_pickups.h"
#include "a_specialspot.h"
#include "actorptrselect.h"
#include "a_weapons.h"
#include "d_player.h"
#include "p_setup.h"
#include "i_music.h"
DVector2 AM_GetPosition();
int Net_GetLatency(int *ld, int *ad);
void PrintPickupMessage(bool localview, const FString &str);
DEFINE_ACTION_FUNCTION_NATIVE(DObject, SetMusicVolume, I_SetMusicVolume)
{
PARAM_PROLOGUE;
PARAM_FLOAT(vol);
I_SetMusicVolume(vol);
return 0;
}
//=====================================================================================
//
// FString exports
//
//=====================================================================================
static void LocalizeString(const FString &label, bool prefixed, FString *result)
{
if (!prefixed) *result = GStrings(label);
else if (label[0] != '$') *result = label;
else *result = GStrings(&label[1]);
}
DEFINE_ACTION_FUNCTION_NATIVE(FStringTable, Localize, LocalizeString)
{
PARAM_PROLOGUE;
PARAM_STRING(label);
PARAM_BOOL(prefixed);
FString result;
LocalizeString(label, prefixed, &result);
ACTION_RETURN_STRING(result);
}
static void StringReplace(FString *self, const FString &s1, const FString &s2)
{
self->Substitute(s1, s2);
}
DEFINE_ACTION_FUNCTION_NATIVE(FStringStruct, Replace, StringReplace)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_STRING(s1);
PARAM_STRING(s2);
self->Substitute(s1, s2);
return 0;
}
static void StringMid(FString *self, unsigned pos, unsigned len, FString *result)
{
*result = self->Mid(pos, len);
}
DEFINE_ACTION_FUNCTION_NATIVE(FStringStruct, Mid, StringMid)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_UINT(pos);
PARAM_UINT(len);
FString s = self->Mid(pos, len);
ACTION_RETURN_STRING(s);
}
static void StringLeft(FString *self, unsigned len, FString *result)
{
*result = self->Left(len);
}
DEFINE_ACTION_FUNCTION_NATIVE(FStringStruct, Left, StringLeft)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_UINT(len);
FString s = self->Left(len);
ACTION_RETURN_STRING(s);
}
static void StringTruncate(FString *self, unsigned len)
{
self->Truncate(len);
}
DEFINE_ACTION_FUNCTION_NATIVE(FStringStruct, Truncate, StringTruncate)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_UINT(len);
self->Truncate(len);
return 0;
}
static void StringRemove(FString *self, unsigned index, unsigned remlen)
{
self->Remove(index, remlen);
}
DEFINE_ACTION_FUNCTION_NATIVE(FStringStruct, Remove, StringRemove)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_UINT(index);
PARAM_UINT(remlen);
self->Remove(index, remlen);
return 0;
}
static void StringCharAt(FString *self, int pos, FString *result)
{
if ((unsigned)pos >= self->Len()) *result = "";
else *result = FString((*self)[pos]);
}
// CharAt and CharCodeAt is how JS does it, and JS is similar here in that it doesn't have char type as int.
DEFINE_ACTION_FUNCTION_NATIVE(FStringStruct, CharAt, StringCharAt)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_INT(pos);
FString result;
StringCharAt(self, pos, &result);
ACTION_RETURN_STRING(result);
}
static int StringCharCodeAt(FString *self, int pos)
{
if ((unsigned)pos >= self->Len()) return 0;
else return (*self)[pos];
}
DEFINE_ACTION_FUNCTION_NATIVE(FStringStruct, CharCodeAt, StringCharCodeAt)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_INT(pos);
ACTION_RETURN_INT(StringCharCodeAt(self, pos));
}
static void StringFilter(FString *self, FString *result)
{
*result = strbin1(*self);
}
DEFINE_ACTION_FUNCTION_NATIVE(FStringStruct, Filter, StringFilter)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
ACTION_RETURN_STRING(strbin1(*self));
}
static int StringIndexOf(FString *self, const FString &substr, int startIndex)
{
return self->IndexOf(substr, startIndex);
}
DEFINE_ACTION_FUNCTION_NATIVE(FStringStruct, IndexOf, StringIndexOf)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_STRING(substr);
PARAM_INT(startIndex);
ACTION_RETURN_INT(self->IndexOf(substr, startIndex));
}
static int StringLastIndexOf(FString *self, const FString &substr, int endIndex)
{
return self->LastIndexOfBroken(substr, endIndex);
}
DEFINE_ACTION_FUNCTION_NATIVE(FStringStruct, LastIndexOf, StringLastIndexOf)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_STRING(substr);
PARAM_INT(endIndex);
ACTION_RETURN_INT(self->LastIndexOfBroken(substr, endIndex));
}
static int StringRightIndexOf(FString *self, const FString &substr, int endIndex)
{
return self->LastIndexOf(substr, endIndex);
}
DEFINE_ACTION_FUNCTION_NATIVE(FStringStruct, RightIndexOf, StringRightIndexOf)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_STRING(substr);
PARAM_INT(endIndex);
ACTION_RETURN_INT(self->LastIndexOf(substr, endIndex));
}
static void StringToUpper(FString *self)
{
self->ToUpper();
}
DEFINE_ACTION_FUNCTION_NATIVE(FStringStruct, ToUpper, StringToUpper)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
self->ToUpper();
return 0;
}
static void StringToLower(FString *self)
{
self->ToLower();
}
DEFINE_ACTION_FUNCTION_NATIVE(FStringStruct, ToLower, StringToLower)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
self->ToLower();
return 0;
}
static int StringToInt(FString *self, int base)
{
return (int)self->ToLong(base);
}
DEFINE_ACTION_FUNCTION_NATIVE(FStringStruct, ToInt, StringToInt)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_INT(base);
ACTION_RETURN_INT(self->ToLong(base));
}
static double StringToDbl(FString *self)
{
return self->ToDouble();
}
DEFINE_ACTION_FUNCTION_NATIVE(FStringStruct, ToDouble, StringToDbl)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
ACTION_RETURN_FLOAT(self->ToDouble());
}
static void StringSplit(FString *self, TArray<FString> *tokens, const FString &delimiter, int keepEmpty)
{
self->Split(*tokens, delimiter, static_cast<FString::EmptyTokenType>(keepEmpty));
}
DEFINE_ACTION_FUNCTION_NATIVE(FStringStruct, Split, StringSplit)
{
PARAM_SELF_STRUCT_PROLOGUE(FString);
PARAM_POINTER(tokens, TArray<FString>);
PARAM_STRING(delimiter);
PARAM_INT(keepEmpty);
StringSplit(self, tokens, delimiter, keepEmpty);
return 0;
}
//=====================================================================================
//
// sector_t exports
//
//=====================================================================================
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, FindLowestFloorSurrounding, FindLowestFloorSurrounding)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
vertex_t *v;
double h = FindLowestFloorSurrounding(self, &v);
if (numret > 0) ret[0].SetFloat(h);
if (numret > 1) ret[1].SetPointer(v);
return numret;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, FindHighestFloorSurrounding, FindHighestFloorSurrounding)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
vertex_t *v;
double h = FindHighestFloorSurrounding(self, &v);
if (numret > 0) ret[0].SetFloat(h);
if (numret > 1) ret[1].SetPointer(v);
return numret;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, FindNextHighestFloor, FindNextHighestFloor)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
vertex_t *v;
double h = FindNextHighestFloor(self, &v);
if (numret > 0) ret[0].SetFloat(h);
if (numret > 1) ret[1].SetPointer(v);
return numret;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, FindNextLowestFloor, FindNextLowestFloor)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
vertex_t *v;
double h = FindNextLowestFloor(self, &v);
if (numret > 0) ret[0].SetFloat(h);
if (numret > 1) ret[1].SetPointer(v);
return numret;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, FindNextLowestCeiling, FindNextLowestCeiling)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
vertex_t *v;
double h = FindNextLowestCeiling(self, &v);
if (numret > 0) ret[0].SetFloat(h);
if (numret > 1) ret[1].SetPointer(v);
return numret;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, FindNextHighestCeiling, FindNextHighestCeiling)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
vertex_t *v;
double h = FindNextHighestCeiling(self, &v);
if (numret > 0) ret[0].SetFloat(h);
if (numret > 1) ret[1].SetPointer(v);
return numret;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, FindLowestCeilingSurrounding, FindLowestCeilingSurrounding)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
vertex_t *v;
double h = FindLowestCeilingSurrounding(self, &v);
if (numret > 0) ret[0].SetFloat(h);
if (numret > 1) ret[1].SetPointer(v);
return numret;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, FindHighestCeilingSurrounding, FindHighestCeilingSurrounding)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
vertex_t *v;
double h = FindHighestCeilingSurrounding(self, &v);
if (numret > 0) ret[0].SetFloat(h);
if (numret > 1) ret[1].SetPointer(v);
return numret;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, FindMinSurroundingLight, FindMinSurroundingLight)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(min);
auto h = FindMinSurroundingLight(self, min);
ACTION_RETURN_INT(h);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, FindHighestFloorPoint, FindHighestFloorPoint)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
vertex_t *v;
double h = FindHighestFloorPoint(self, &v);
if (numret > 0) ret[0].SetFloat(h);
if (numret > 1) ret[1].SetPointer(v);
return numret;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, FindLowestCeilingPoint, FindLowestCeilingPoint)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
vertex_t *v;
double h = FindLowestCeilingPoint(self, &v);
if (numret > 0) ret[0].SetFloat(h);
if (numret > 1) ret[1].SetPointer(v);
return numret;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, HighestCeilingAt, HighestCeilingAt)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
sector_t *s;
double h = HighestCeilingAt(self, x, y, &s);
if (numret > 0) ret[0].SetFloat(h);
if (numret > 1) ret[1].SetPointer(s);
return numret;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, LowestFloorAt, LowestFloorAt)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
sector_t *s;
double h = LowestFloorAt(self, x, y, &s);
if (numret > 0) ret[0].SetFloat(h);
if (numret > 1) ret[1].SetPointer(s);
return numret;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, NextHighestCeilingAt, NextHighestCeilingAt)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(bottomz);
PARAM_FLOAT(topz);
PARAM_INT(flags);
sector_t *resultsec;
F3DFloor *resultff;
double resultheight = NextHighestCeilingAt(self, x, y, bottomz, topz, flags, &resultsec, &resultff);
if (numret > 2) ret[2].SetPointer(resultff);
if (numret > 1) ret[1].SetPointer(resultsec);
if (numret > 0) ret[0].SetFloat(resultheight);
return numret;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, NextLowestFloorAt, NextLowestFloorAt)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
PARAM_INT(flags);
PARAM_FLOAT(steph);
sector_t *resultsec;
F3DFloor *resultff;
double resultheight = NextLowestFloorAt(self, x, y, z, flags, steph, &resultsec, &resultff);
if (numret > 2) ret[2].SetPointer(resultff);
if (numret > 1) ret[1].SetPointer(resultsec);
if (numret > 0) ret[0].SetFloat(resultheight);
return numret;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, GetFriction, GetFriction)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(plane);
double mf;
double h = self->GetFriction(plane, &mf);
if (numret > 0) ret[0].SetFloat(h);
if (numret > 1) ret[1].SetFloat(mf);
return numret;
}
static void GetPortalDisplacement(sector_t *sec, int plane, DVector2 *result)
{
*result = sec->GetPortalDisplacement(plane);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, GetPortalDisplacement, GetPortalDisplacement)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_VEC2(self->GetPortalDisplacement(pos));
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, FindShortestTextureAround, FindShortestTextureAround)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
ACTION_RETURN_FLOAT(FindShortestTextureAround(self));
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, FindShortestUpperAround, FindShortestUpperAround)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
ACTION_RETURN_FLOAT(FindShortestUpperAround(self));
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, FindModelFloorSector, FindModelFloorSector)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_FLOAT(fdh);
auto h = FindModelFloorSector(self, fdh);
ACTION_RETURN_POINTER(h);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, FindModelCeilingSector, FindModelCeilingSector)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_FLOAT(fdh);
auto h = FindModelCeilingSector(self, fdh);
ACTION_RETURN_POINTER(h);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetColor, SetColor)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_COLOR(color);
PARAM_INT(desat);
SetColor(self, color, desat);
return 0;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetFade, SetFade)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_COLOR(fade);
SetFade(self, fade);
return 0;
}
static void SetSpecialColor(sector_t *self, int num, int color)
{
if (num >= 0 && num < 5)
{
self->SetSpecialColor(num, color);
}
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetSpecialColor, SetSpecialColor)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(num);
PARAM_COLOR(color);
SetSpecialColor(self, num, color);
return 0;
}
static void SetFogDensity(sector_t *self, int dens)
{
self->Colormap.FogDensity = dens;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetFogDensity, SetFogDensity)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(dens);
self->Colormap.FogDensity = dens;
return 0;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, PlaneMoving, PlaneMoving)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_BOOL(PlaneMoving(self, pos));
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, GetFloorLight, GetFloorLight)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
ACTION_RETURN_INT(self->GetFloorLight());
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, GetCeilingLight, GetCeilingLight)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
ACTION_RETURN_INT(self->GetCeilingLight());
}
static sector_t *GetHeightSec(sector_t *self)
{
return self->GetHeightSec();
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, GetHeightSec, GetHeightSec)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
ACTION_RETURN_POINTER(self->GetHeightSec());
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, GetSpecial, GetSpecial)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_POINTER(spec, secspecial_t);
GetSpecial(self, spec);
return 0;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetSpecial, SetSpecial)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_POINTER(spec, secspecial_t);
SetSpecial(self, spec);
return 0;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, TransferSpecial, TransferSpecial)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_POINTER(spec, sector_t);
TransferSpecial(self, spec);
return 0;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, GetTerrain, GetTerrain)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_INT(GetTerrain(self, pos));
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, CheckPortalPlane, CheckPortalPlane)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(plane);
self->CheckPortalPlane(plane);
return 0;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, RemoveForceField, RemoveForceField)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
RemoveForceField(self);
return 0;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, AdjustFloorClip, AdjustFloorClip)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
AdjustFloorClip(self);
return 0;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, PointInSector, P_PointInSectorXY)
{
PARAM_PROLOGUE;
PARAM_FLOAT(x);
PARAM_FLOAT(y);
ACTION_RETURN_POINTER(P_PointInSector(x, y));
}
static void SetXOffset(sector_t *self, int pos, double o)
{
self->SetXOffset(pos, o);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetXOffset, SetXOffset)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_FLOAT(o);
self->SetXOffset(pos, o);
return 0;
}
static void AddXOffset(sector_t *self, int pos, double o)
{
self->AddXOffset(pos, o);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, AddXOffset, AddXOffset)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_FLOAT(o);
self->AddXOffset(pos, o);
return 0;
}
static double GetXOffset(sector_t *self, int pos)
{
return self->GetXOffset(pos);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, GetXOffset, GetXOffset)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_FLOAT(self->GetXOffset(pos));
}
static void SetYOffset(sector_t *self, int pos, double o)
{
self->SetYOffset(pos, o);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetYOffset, SetYOffset)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_FLOAT(o);
self->SetXOffset(pos, o);
return 0;
}
static void AddYOffset(sector_t *self, int pos, double o)
{
self->AddYOffset(pos, o);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, AddYOffset, AddYOffset)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_FLOAT(o);
self->AddYOffset(pos, o);
return 0;
}
static double GetYOffset(sector_t *self, int pos)
{
return self->GetYOffset(pos);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, GetYOffset, GetYOffset)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_BOOL(addbase);
ACTION_RETURN_FLOAT(self->GetYOffset(pos, addbase));
}
static void SetXScale(sector_t *self, int pos, double o)
{
self->SetXScale(pos, o);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetXScale, SetXScale)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_FLOAT(o);
self->SetXScale(pos, o);
return 0;
}
static double GetXScale(sector_t *self, int pos)
{
return self->GetXScale(pos);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, GetXScale, GetXScale)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_FLOAT(self->GetXScale(pos));
}
static void SetYScale(sector_t *self, int pos, double o)
{
self->SetYScale(pos, o);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetYScale, SetYScale)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_FLOAT(o);
self->SetYScale(pos, o);
return 0;
}
static double GetYScale(sector_t *self, int pos)
{
return self->GetYScale(pos);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, GetYScale, GetYScale)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_FLOAT(self->GetYScale(pos));
}
static void SetAngle(sector_t *self, int pos, double o)
{
self->SetAngle(pos, o);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetAngle, SetAngle)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_ANGLE(o);
self->SetAngle(pos, o);
return 0;
}
static double GetAngle(sector_t *self, int pos, bool addbase)
{
return self->GetAngle(pos, addbase).Degrees;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, GetAngle, GetAngle)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_BOOL(addbase);
ACTION_RETURN_FLOAT(self->GetAngle(pos, addbase).Degrees);
}
static void SetBase(sector_t *self, int pos, double o, double a)
{
self->SetBase(pos, o, a);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetBase, SetBase)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_FLOAT(o);
PARAM_ANGLE(a);
self->SetBase(pos, o, a);
return 0;
}
static void SetAlpha(sector_t *self, int pos, double o)
{
self->SetAlpha(pos, o);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetAlpha, SetAlpha)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_FLOAT(o);
self->SetAlpha(pos, o);
return 0;
}
static double GetAlpha(sector_t *self, int pos)
{
return self->GetAlpha(pos);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, GetAlpha, GetAlpha)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_FLOAT(self->GetAlpha(pos));
}
static int GetFlags(sector_t *self, int pos)
{
return self->GetFlags(pos);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, GetFlags, GetFlags)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_INT(self->GetFlags(pos));
}
static int GetVisFlags(sector_t *self, int pos)
{
return self->GetVisFlags(pos);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, GetVisFlags, GetVisFlags)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_INT(self->GetVisFlags(pos));
}
static void ChangeFlags(sector_t *self, int pos, int a, int o)
{
self->ChangeFlags(pos, a, o);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, ChangeFlags, ChangeFlags)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_INT(a);
PARAM_INT(o);
self->ChangeFlags(pos, a, o);
return 0;
}
static void SetPlaneLight(sector_t *self, int pos, int o)
{
self->SetPlaneLight(pos, o);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetPlaneLight, SetPlaneLight)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_INT(o);
self->SetPlaneLight(pos, o);
return 0;
}
static int GetPlaneLight(sector_t *self, int pos)
{
return self->GetPlaneLight(pos);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, GetPlaneLight, GetPlaneLight)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_INT(self->GetPlaneLight(pos));
}
static void SetTexture(sector_t *self, int pos, int o, bool adj)
{
self->SetTexture(pos, FSetTextureID(o), adj);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetTexture, SetTexture)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_INT(o);
PARAM_BOOL(adj);
self->SetTexture(pos, FSetTextureID(o), adj);
return 0;
}
static int GetSectorTexture(sector_t *self, int pos)
{
return self->GetTexture(pos).GetIndex();
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, GetTexture, GetSectorTexture)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_INT(self->GetTexture(pos).GetIndex());
}
static void SetPlaneTexZ(sector_t *self, int pos, double o, bool)
{
self->SetPlaneTexZ(pos, o, true); // not setting 'dirty' here is a guaranteed cause for problems.
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetPlaneTexZ, SetPlaneTexZ)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_FLOAT(o);
PARAM_BOOL(dirty);
self->SetPlaneTexZ(pos, o, true); // not setting 'dirty' here is a guaranteed cause for problems.
return 0;
}
static double GetPlaneTexZ(sector_t *self, int pos)
{
return self->GetPlaneTexZ(pos);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, GetPlaneTexZ, GetPlaneTexZ)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_FLOAT(self->GetPlaneTexZ(pos));
}
static void SetLightLevel(sector_t *self, int o)
{
self->SetLightLevel(o);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetLightLevel, SetLightLevel)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(o);
self->SetLightLevel(o);
return 0;
}
static void ChangeLightLevel(sector_t *self, int o)
{
self->ChangeLightLevel(o);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, ChangeLightLevel, ChangeLightLevel)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(o);
self->ChangeLightLevel(o);
return 0;
}
static int GetLightLevel(sector_t *self)
{
return self->GetLightLevel();
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, GetLightLevel, GetLightLevel)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
ACTION_RETURN_INT(self->GetLightLevel());
}
static int PortalBlocksView(sector_t *self, int pos)
{
return self->PortalBlocksView(pos);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, PortalBlocksView, PortalBlocksView)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_BOOL(self->PortalBlocksView(pos));
}
static int PortalBlocksSight(sector_t *self, int pos)
{
return self->PortalBlocksSight(pos);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, PortalBlocksSight, PortalBlocksSight)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_BOOL(self->PortalBlocksSight(pos));
}
static int PortalBlocksMovement(sector_t *self, int pos)
{
return self->PortalBlocksMovement(pos);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, PortalBlocksMovement, PortalBlocksMovement)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_BOOL(self->PortalBlocksMovement(pos));
}
static int PortalBlocksSound(sector_t *self, int pos)
{
return self->PortalBlocksSound(pos);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, PortalBlocksSound, PortalBlocksSound)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_BOOL(self->PortalBlocksSound(pos));
}
static int PortalIsLinked(sector_t *self, int pos)
{
return self->PortalIsLinked(pos);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, PortalIsLinked, PortalIsLinked)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_BOOL(self->PortalIsLinked(pos));
}
static void ClearPortal(sector_t *self, int pos)
{
self->ClearPortal(pos);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, ClearPortal, ClearPortal)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
self->ClearPortal(pos);
return 0;
}
static double GetPortalPlaneZ(sector_t *self, int pos)
{
return self->GetPortalPlaneZ(pos);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, GetPortalPlaneZ, GetPortalPlaneZ)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_FLOAT(self->GetPortalPlaneZ(pos));
}
static int GetPortalType(sector_t *self, int pos)
{
return self->GetPortalType(pos);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, GetPortalType, GetPortalType)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_INT(self->GetPortalType(pos));
}
static int GetOppositePortalGroup(sector_t *self, int pos)
{
return self->GetOppositePortalGroup(pos);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, GetOppositePortalGroup, GetOppositePortalGroup)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_INT(self->GetOppositePortalGroup(pos));
}
static double CenterFloor(sector_t *self)
{
return self->CenterFloor();
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, CenterFloor, CenterFloor)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
ACTION_RETURN_FLOAT(self->CenterFloor());
}
static double CenterCeiling(sector_t *self)
{
return self->CenterCeiling();
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, CenterCeiling, CenterCeiling)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
ACTION_RETURN_FLOAT(self->CenterCeiling());
}
static int SectorIndex(sector_t *self)
{
unsigned ndx = self->Index();
if (ndx >= level.sectors.Size()) return -1; // This must not throw because it is the only means to check that the given pointer is valid.
return ndx;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, Index, SectorIndex)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
ACTION_RETURN_INT(SectorIndex(self));
}
static void SetEnvironmentID(sector_t *self, int envnum)
{
level.Zones[self->ZoneNumber].Environment = S_FindEnvironment(envnum);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetEnvironmentID, SetEnvironmentID)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(envnum);
SetEnvironmentID(self, envnum);
return 0;
}
static void SetEnvironment(sector_t *self, const FString &env)
{
level.Zones[self->ZoneNumber].Environment = S_FindEnvironment(env);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetEnvironment, SetEnvironment)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_STRING(env);
SetEnvironment(self, env);
return 0;
}
static double GetGlowHeight(sector_t *self, int pos)
{
return self->GetGlowHeight(pos);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, GetGlowHeight, GetGlowHeight)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_FLOAT(self->GetGlowHeight(pos));
}
static double GetGlowColor(sector_t *self, int pos)
{
return self->GetGlowColor(pos);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, GetGlowColor, GetGlowColor)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
ACTION_RETURN_INT(self->GetGlowColor(pos));
}
static void SetGlowHeight(sector_t *self, int pos, double o)
{
self->SetGlowHeight(pos, float(o));
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetGlowHeight, SetGlowHeight)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_FLOAT(o);
self->SetGlowHeight(pos, float(o));
return 0;
}
static void SetGlowColor(sector_t *self, int pos, int o)
{
self->SetGlowColor(pos, o);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetGlowColor, SetGlowColor)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_COLOR(o);
self->SetGlowColor(pos, o);
return 0;
}
//===========================================================================
//
// line_t exports
//
//===========================================================================
static int isLinePortal(line_t *self)
{
return self->isLinePortal();
}
DEFINE_ACTION_FUNCTION_NATIVE(_Line, isLinePortal, isLinePortal)
{
PARAM_SELF_STRUCT_PROLOGUE(line_t);
ACTION_RETURN_BOOL(self->isLinePortal());
}
static int isVisualPortal(line_t *self)
{
return self->isVisualPortal();
}
DEFINE_ACTION_FUNCTION_NATIVE(_Line, isVisualPortal, isVisualPortal)
{
PARAM_SELF_STRUCT_PROLOGUE(line_t);
ACTION_RETURN_BOOL(self->isVisualPortal());
}
static line_t *getPortalDestination(line_t *self)
{
return self->getPortalDestination();
}
DEFINE_ACTION_FUNCTION_NATIVE(_Line, getPortalDestination, getPortalDestination)
{
PARAM_SELF_STRUCT_PROLOGUE(line_t);
ACTION_RETURN_POINTER(self->getPortalDestination());
}
static int getPortalAlignment(line_t *self)
{
return self->getPortalAlignment();
}
DEFINE_ACTION_FUNCTION_NATIVE(_Line, getPortalAlignment, getPortalAlignment)
{
PARAM_SELF_STRUCT_PROLOGUE(line_t);
ACTION_RETURN_INT(self->getPortalAlignment());
}
static int LineIndex(line_t *self)
{
unsigned ndx = self->Index();
if (ndx >= level.lines.Size())
{
return -1;
}
return ndx;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Line, Index, LineIndex)
{
PARAM_SELF_STRUCT_PROLOGUE(line_t);
ACTION_RETURN_INT(LineIndex(self));
}
//===========================================================================
//
// side_t exports
//
//===========================================================================
static int GetSideTexture(side_t *self, int which)
{
return self->GetTexture(which).GetIndex();
}
DEFINE_ACTION_FUNCTION_NATIVE(_Side, GetTexture, GetSideTexture)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(which);
ACTION_RETURN_INT(self->GetTexture(which).GetIndex());
}
static void SetSideTexture(side_t *self, int which, int tex)
{
self->SetTexture(which, FSetTextureID(tex));
}
DEFINE_ACTION_FUNCTION_NATIVE(_Side, SetTexture, SetSideTexture)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(which);
PARAM_INT(tex);
self->SetTexture(which, FSetTextureID(tex));
return 0;
}
static void SetTextureXOffset(side_t *self, int which, double ofs)
{
self->SetTextureXOffset(which, ofs);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Side, SetTextureXOffset, SetTextureXOffset)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(which);
PARAM_FLOAT(ofs);
self->SetTextureXOffset(which, ofs);
return 0;
}
static void AddTextureXOffset(side_t *self, int which, double ofs)
{
self->AddTextureXOffset(which, ofs);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Side, AddTextureXOffset, AddTextureXOffset)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(which);
PARAM_FLOAT(ofs);
self->AddTextureXOffset(which, ofs);
return 0;
}
static double GetTextureXOffset(side_t *self, int which)
{
return self->GetTextureXOffset(which);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Side, GetTextureXOffset, GetTextureXOffset)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(which);
ACTION_RETURN_FLOAT(self->GetTextureXOffset(which));
}
static void SetTextureYOffset(side_t *self, int which, double ofs)
{
self->SetTextureYOffset(which, ofs);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Side, SetTextureYOffset, SetTextureYOffset)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(which);
PARAM_FLOAT(ofs);
self->SetTextureYOffset(which, ofs);
return 0;
}
static void AddTextureYOffset(side_t *self, int which, double ofs)
{
self->AddTextureYOffset(which, ofs);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Side, AddTextureYOffset, AddTextureYOffset)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(which);
PARAM_FLOAT(ofs);
self->AddTextureYOffset(which, ofs);
return 0;
}
static double GetTextureYOffset(side_t *self, int which)
{
return self->GetTextureYOffset(which);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Side, GetTextureYOffset, GetTextureYOffset)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(which);
ACTION_RETURN_FLOAT(self->GetTextureYOffset(which));
}
static void SetTextureXScale(side_t *self, int which, double ofs)
{
self->SetTextureXScale(which, ofs);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Side, SetTextureXScale, SetTextureXScale)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(which);
PARAM_FLOAT(ofs);
self->SetTextureXScale(which, ofs);
return 0;
}
static void MultiplyTextureXScale(side_t *self, int which, double ofs)
{
self->MultiplyTextureXScale(which, ofs);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Side, MultiplyTextureXScale, MultiplyTextureXScale)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(which);
PARAM_FLOAT(ofs);
self->MultiplyTextureXScale(which, ofs);
return 0;
}
static double GetTextureXScale(side_t *self, int which)
{
return self->GetTextureXScale(which);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Side, GetTextureXScale, GetTextureXScale)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(which);
ACTION_RETURN_FLOAT(self->GetTextureXScale(which));
}
static void SetTextureYScale(side_t *self, int which, double ofs)
{
self->SetTextureYScale(which, ofs);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Side, SetTextureYScale, SetTextureYScale)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(which);
PARAM_FLOAT(ofs);
self->SetTextureYScale(which, ofs);
return 0;
}
static void MultiplyTextureYScale(side_t *self, int which, double ofs)
{
self->MultiplyTextureYScale(which, ofs);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Side, MultiplyTextureYScale, MultiplyTextureYScale)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(which);
PARAM_FLOAT(ofs);
self->MultiplyTextureYScale(which, ofs);
return 0;
}
static double GetTextureYScale(side_t *self, int which)
{
return self->GetTextureYScale(which);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Side, GetTextureYScale, GetTextureYScale)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(which);
ACTION_RETURN_FLOAT(self->GetTextureYScale(which));
}
static vertex_t *GetSideV1(side_t *self)
{
return self->V1();
}
DEFINE_ACTION_FUNCTION_NATIVE(_Side, V1, GetSideV1)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
ACTION_RETURN_POINTER(self->V1());
}
static vertex_t *GetSideV2(side_t *self)
{
return self->V2();
}
DEFINE_ACTION_FUNCTION_NATIVE(_Side, V2, GetSideV2)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
ACTION_RETURN_POINTER(self->V2());
}
static void SetSideSpecialColor(side_t *self, int tier, int position, int color)
{
if (tier >= 0 && tier < 3 && position >= 0 && position < 2)
{
self->SetSpecialColor(tier, position, color);
}
}
DEFINE_ACTION_FUNCTION_NATIVE(_Side, SetSpecialColor, SetSideSpecialColor)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(tier);
PARAM_INT(position);
PARAM_COLOR(color);
SetSideSpecialColor(self, tier, position, color);
return 0;
}
static int SideIndex(side_t *self)
{
unsigned ndx = self->Index();
if (ndx >= level.sides.Size())
{
return -1;
}
return ndx;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Side, Index, SideIndex)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
ACTION_RETURN_INT(SideIndex(self));
}
//=====================================================================================
//
// vertex_t exports
//
//=====================================================================================
static int VertexIndex(vertex_t *self)
{
unsigned ndx = self->Index();
if (ndx >= level.vertexes.Size())
{
return -1;
}
return ndx;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Vertex, Index, VertexIndex)
{
PARAM_SELF_STRUCT_PROLOGUE(vertex_t);
ACTION_RETURN_INT(VertexIndex(self));
}
//=====================================================================================
//
// TexMan exports
//
//=====================================================================================
// This is needed to convert the strings to char pointers.
static void ReplaceTextures(const FString &from, const FString &to, int flags)
{
P_ReplaceTextures(from, to, flags);
}
DEFINE_ACTION_FUNCTION_NATIVE(_TexMan, ReplaceTextures, ReplaceTextures)
{
PARAM_PROLOGUE;
PARAM_STRING(from);
PARAM_STRING(to);
PARAM_INT(flags);
P_ReplaceTextures(from, to, flags);
return 0;
}
//=====================================================================================
//
// secplane_t exports
//
//=====================================================================================
static int isSlope(secplane_t *self)
{
return !self->normal.XY().isZero();
}
DEFINE_ACTION_FUNCTION_NATIVE(_Secplane, isSlope, isSlope)
{
PARAM_SELF_STRUCT_PROLOGUE(secplane_t);
ACTION_RETURN_BOOL(!self->normal.XY().isZero());
}
static int PointOnSide(const secplane_t *self, double x, double y, double z)
{
return self->PointOnSide(DVector3(x, y, z));
}
DEFINE_ACTION_FUNCTION_NATIVE(_Secplane, PointOnSide, PointOnSide)
{
PARAM_SELF_STRUCT_PROLOGUE(secplane_t);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
ACTION_RETURN_INT(self->PointOnSide(DVector3(x, y, z)));
}
static double ZatPoint(const secplane_t *self, double x, double y)
{
return self->ZatPoint(x, y);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Secplane, ZatPoint, ZatPoint)
{
PARAM_SELF_STRUCT_PROLOGUE(secplane_t);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
ACTION_RETURN_FLOAT(self->ZatPoint(x, y));
}
static double ZatPointDist(const secplane_t *self, double x, double y, double d)
{
return (d + self->normal.X*x + self->normal.Y*y) * self->negiC;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Secplane, ZatPointDist, ZatPointDist)
{
PARAM_SELF_STRUCT_PROLOGUE(secplane_t);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(d);
ACTION_RETURN_FLOAT(ZatPointDist(self, x, y, d));
}
static int isPlaneEqual(const secplane_t *self, const secplane_t *other)
{
return *self == *other;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Secplane, isEqual, isPlaneEqual)
{
PARAM_SELF_STRUCT_PROLOGUE(secplane_t);
PARAM_POINTER(other, secplane_t);
ACTION_RETURN_BOOL(*self == *other);
}
static void ChangeHeight(secplane_t *self, double hdiff)
{
self->ChangeHeight(hdiff);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Secplane, ChangeHeight, ChangeHeight)
{
PARAM_SELF_STRUCT_PROLOGUE(secplane_t);
PARAM_FLOAT(hdiff);
self->ChangeHeight(hdiff);
return 0;
}
static double GetChangedHeight(const secplane_t *self, double hdiff)
{
return self->GetChangedHeight(hdiff);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Secplane, GetChangedHeight, GetChangedHeight)
{
PARAM_SELF_STRUCT_PROLOGUE(secplane_t);
PARAM_FLOAT(hdiff);
ACTION_RETURN_FLOAT(self->GetChangedHeight(hdiff));
}
static double HeightDiff(const secplane_t *self, double oldd, double newd)
{
if (newd != 1e37)
{
return self->HeightDiff(oldd);
}
else
{
return self->HeightDiff(oldd, newd);
}
}
DEFINE_ACTION_FUNCTION_NATIVE(_Secplane, HeightDiff, HeightDiff)
{
PARAM_SELF_STRUCT_PROLOGUE(secplane_t);
PARAM_FLOAT(oldd);
PARAM_FLOAT(newd);
ACTION_RETURN_FLOAT(HeightDiff(self, oldd, newd));
}
static double PointToDist(const secplane_t *self, double x, double y, double z)
{
return self->PointToDist(DVector2(x, y), z);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Secplane, PointToDist, PointToDist)
{
PARAM_SELF_STRUCT_PROLOGUE(secplane_t);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
ACTION_RETURN_FLOAT(self->PointToDist(DVector2(x, y), z));
}
//=====================================================================================
//
// FFont exports
//
//=====================================================================================
static FFont *GetFont(int name)
{
return V_GetFont(FName(ENamedName(name)).GetChars());
}
DEFINE_ACTION_FUNCTION_NATIVE(FFont, GetFont, GetFont)
{
PARAM_PROLOGUE;
PARAM_INT(name);
ACTION_RETURN_POINTER(GetFont(name));
}
static FFont *FindFont(int name)
{
return FFont::FindFont(FName(ENamedName(name)));
}
DEFINE_ACTION_FUNCTION_NATIVE(FFont, FindFont, FindFont)
{
PARAM_PROLOGUE;
PARAM_NAME(name);
ACTION_RETURN_POINTER(FFont::FindFont(name));
}
static int GetCharWidth(FFont *font, int code)
{
return font->GetCharWidth(code);
}
DEFINE_ACTION_FUNCTION_NATIVE(FFont, GetCharWidth, GetCharWidth)
{
PARAM_SELF_STRUCT_PROLOGUE(FFont);
PARAM_INT(code);
ACTION_RETURN_INT(self->GetCharWidth(code));
}
static int GetHeight(FFont *font)
{
return font->GetHeight();
}
DEFINE_ACTION_FUNCTION_NATIVE(FFont, GetHeight, GetHeight)
{
PARAM_SELF_STRUCT_PROLOGUE(FFont);
ACTION_RETURN_INT(self->GetHeight());
}
double GetBottomAlignOffset(FFont *font, int c);
DEFINE_ACTION_FUNCTION_NATIVE(FFont, GetBottomAlignOffset, GetBottomAlignOffset)
{
PARAM_SELF_STRUCT_PROLOGUE(FFont);
PARAM_INT(code);
ACTION_RETURN_FLOAT(GetBottomAlignOffset(self, code));
}
static int StringWidth(FFont *font, const FString &str)
{
const char *txt = str[0] == '$' ? GStrings(&str[1]) : str.GetChars();
return font->StringWidth(txt);
}
DEFINE_ACTION_FUNCTION_NATIVE(FFont, StringWidth, StringWidth)
{
PARAM_SELF_STRUCT_PROLOGUE(FFont);
PARAM_STRING(str);
ACTION_RETURN_INT(StringWidth(self, str));
}
static int FindFontColor(int name)
{
return V_FindFontColor(ENamedName(name));
}
DEFINE_ACTION_FUNCTION_NATIVE(FFont, FindFontColor, FindFontColor)
{
PARAM_PROLOGUE;
PARAM_NAME(code);
ACTION_RETURN_INT((int)V_FindFontColor(code));
}
static void GetCursor(FFont *font, FString *result)
{
*result = font->GetCursor();
}
DEFINE_ACTION_FUNCTION_NATIVE(FFont, GetCursor, GetCursor)
{
PARAM_SELF_STRUCT_PROLOGUE(FFont);
ACTION_RETURN_STRING(FString(self->GetCursor()));
}
//=====================================================================================
//
// AActor exports (this will be expanded)
//
//=====================================================================================
DEFINE_ACTION_FUNCTION_NATIVE(AActor, GetPointer, COPY_AAPTR)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(ptr);
ACTION_RETURN_OBJECT(COPY_AAPTR(self, ptr));
}
DEFINE_ACTION_FUNCTION_NATIVE(AActor, A_PlaySound, A_PlaySound)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_SOUND(soundid);
PARAM_INT(channel);
PARAM_FLOAT(volume);
PARAM_BOOL(looping);
PARAM_FLOAT(attenuation);
PARAM_BOOL(local);
A_PlaySound(self, soundid, channel, volume, looping, attenuation, local);
return 0;
}
DEFINE_ACTION_FUNCTION_NATIVE(AActor, CheckKeys, P_CheckKeys)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(locknum);
PARAM_BOOL(remote);
PARAM_BOOL(quiet);
ACTION_RETURN_BOOL(P_CheckKeys(self, locknum, remote, quiet));
}
//=====================================================================================
//
// Inventory exports
//
//=====================================================================================
DEFINE_ACTION_FUNCTION_NATIVE(AInventory, PrintPickupMessage, PrintPickupMessage)
{
PARAM_PROLOGUE;
PARAM_BOOL(localview);
PARAM_STRING(str);
PrintPickupMessage(localview, str);
return 0;
}
//=====================================================================================
//
// Key exports
//
//=====================================================================================
DEFINE_ACTION_FUNCTION_NATIVE(AKey, GetKeyTypeCount, P_GetKeyTypeCount)
{
PARAM_PROLOGUE;
ACTION_RETURN_INT(P_GetKeyTypeCount());
}
DEFINE_ACTION_FUNCTION_NATIVE(AKey, GetKeyType, P_GetKeyType)
{
PARAM_PROLOGUE;
PARAM_INT(num);
ACTION_RETURN_POINTER(P_GetKeyType(num));
}
//=====================================================================================
//
// WeaponSlots exports
//
//=====================================================================================
static int LocateWeapon(FWeaponSlots *self, PClassActor *weap, int *pslot, int *pindex)
{
return self->LocateWeapon(weap, pslot, pindex);
}
DEFINE_ACTION_FUNCTION_NATIVE(FWeaponSlots, LocateWeapon, LocateWeapon)
{
PARAM_SELF_STRUCT_PROLOGUE(FWeaponSlots);
PARAM_CLASS(weap, AActor);
int slot = 0, index = 0;
bool retv = self->LocateWeapon(weap, &slot, &index);
if (numret >= 1) ret[0].SetInt(retv);
if (numret >= 2) ret[1].SetInt(slot);
if (numret >= 3) ret[2].SetInt(index);
return MIN(numret, 3);
}
static PClassActor *GetWeapon(FWeaponSlots *self, int slot, int index)
{
return self->GetWeapon(slot, index);
}
DEFINE_ACTION_FUNCTION_NATIVE(FWeaponSlots, GetWeapon, GetWeapon)
{
PARAM_SELF_STRUCT_PROLOGUE(FWeaponSlots);
PARAM_INT(slot);
PARAM_INT(index);
ACTION_RETURN_POINTER(self->GetWeapon(slot, index));
return 1;
}
static int SlotSize(FWeaponSlots *self, int slot)
{
return self->SlotSize(slot);
}
DEFINE_ACTION_FUNCTION_NATIVE(FWeaponSlots, SlotSize, SlotSize)
{
PARAM_SELF_STRUCT_PROLOGUE(FWeaponSlots);
PARAM_INT(slot);
ACTION_RETURN_INT(self->SlotSize(slot));
return 1;
}
DEFINE_ACTION_FUNCTION_NATIVE(FWeaponSlots, SetupWeaponSlots, FWeaponSlots::SetupWeaponSlots)
{
PARAM_PROLOGUE;
PARAM_OBJECT(pawn, APlayerPawn);
FWeaponSlots::SetupWeaponSlots(pawn);
return 0;
}
//=====================================================================================
//
// SpotState exports
//
//=====================================================================================
DEFINE_ACTION_FUNCTION_NATIVE(DSpotState, GetSpotState, DSpotState::GetSpotState)
{
PARAM_PROLOGUE;
PARAM_BOOL(create);
ACTION_RETURN_OBJECT(DSpotState::GetSpotState(create));
}
static void AddSpot(DSpotState *state, AActor *spot)
{
state->AddSpot(spot);
}
DEFINE_ACTION_FUNCTION_NATIVE(DSpotState, AddSpot, AddSpot)
{
PARAM_SELF_PROLOGUE(DSpotState);
PARAM_OBJECT(spot, AActor);
self->AddSpot(spot);
return 0;
}
static void RemoveSpot(DSpotState *state, AActor *spot)
{
state->RemoveSpot(spot);
}
DEFINE_ACTION_FUNCTION_NATIVE(DSpotState, RemoveSpot, RemoveSpot)
{
PARAM_SELF_PROLOGUE(DSpotState);
PARAM_OBJECT(spot, AActor);
self->RemoveSpot(spot);
return 0;
}
static AActor *GetNextInList(DSpotState *self, PClassActor *type, int skipcounter)
{
return self->GetNextInList(type, skipcounter);
}
DEFINE_ACTION_FUNCTION_NATIVE(DSpotState, GetNextInList, GetNextInList)
{
PARAM_SELF_PROLOGUE(DSpotState);
PARAM_CLASS(type, AActor);
PARAM_INT(skipcounter);
ACTION_RETURN_OBJECT(self->GetNextInList(type, skipcounter));
}
static AActor *GetSpotWithMinMaxDistance(DSpotState *self, PClassActor *type, double x, double y, double mindist, double maxdist)
{
return self->GetSpotWithMinMaxDistance(type, x, y, mindist, maxdist);
}
DEFINE_ACTION_FUNCTION_NATIVE(DSpotState, GetSpotWithMinMaxDistance, GetSpotWithMinMaxDistance)
{
PARAM_SELF_PROLOGUE(DSpotState);
PARAM_CLASS(type, AActor);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(mindist);
PARAM_FLOAT(maxdist);
ACTION_RETURN_OBJECT(self->GetSpotWithMinMaxDistance(type, x, y, mindist, maxdist));
}
static AActor *GetRandomSpot(DSpotState *self, PClassActor *type, bool onlyonce)
{
return self->GetRandomSpot(type, onlyonce);
}
DEFINE_ACTION_FUNCTION_NATIVE(DSpotState, GetRandomSpot, GetRandomSpot)
{
PARAM_SELF_PROLOGUE(DSpotState);
PARAM_CLASS(type, AActor);
PARAM_BOOL(onlyonce);
ACTION_RETURN_POINTER(self->GetRandomSpot(type, onlyonce));
}
//=====================================================================================
//
// Statusbar exports
//
//=====================================================================================
static void SBar_SetSize(DBaseStatusBar *self, int rt, int vw, int vh, int hvw, int hvh)
{
self->SetSize(rt, vw, vh, hvw, hvh);
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, SetSize, SBar_SetSize)
{
PARAM_SELF_PROLOGUE(DBaseStatusBar);
PARAM_INT(rt);
PARAM_INT(vw);
PARAM_INT(vh);
PARAM_INT(hvw);
PARAM_INT(hvh);
self->SetSize(rt, vw, vh, hvw, hvh);
return 0;
}
static void SBar_GetHUDScale(DBaseStatusBar *self, DVector2 *result)
{
*result = self->GetHUDScale();
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, GetHUDScale, SBar_GetHUDScale)
{
PARAM_SELF_PROLOGUE(DBaseStatusBar);
ACTION_RETURN_VEC2(self->GetHUDScale());
}
static void BeginStatusBar(DBaseStatusBar *self, bool fs, int w, int h, int r)
{
self->BeginStatusBar(w, h, r, fs);
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, BeginStatusBar, BeginStatusBar)
{
PARAM_SELF_PROLOGUE(DBaseStatusBar);
PARAM_BOOL(fs);
PARAM_INT(w);
PARAM_INT(h);
PARAM_INT(r);
self->BeginStatusBar(w, h, r, fs);
return 0;
}
static void BeginHUD(DBaseStatusBar *self, double a, bool fs, int w, int h)
{
self->BeginHUD(w, h, a, fs);
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, BeginHUD, BeginHUD)
{
PARAM_SELF_PROLOGUE(DBaseStatusBar);
PARAM_FLOAT(a);
PARAM_BOOL(fs);
PARAM_INT(w);
PARAM_INT(h);
self->BeginHUD(w, h, a, fs);
return 0;
}
static void UpdateScreenGeometry(DBaseStatusBar *)
{
setsizeneeded = true;
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, UpdateScreenGeometry, UpdateScreenGeometry)
{
PARAM_SELF_PROLOGUE(DBaseStatusBar);
setsizeneeded = true;
return 0;
}
static void SBar_Tick(DBaseStatusBar *self)
{
self->Tick();
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, Tick, SBar_Tick)
{
PARAM_SELF_PROLOGUE(DBaseStatusBar);
self->Tick();
return 0;
}
static void SBar_AttachMessage(DBaseStatusBar *self, DHUDMessageBase *msg, unsigned id, int layer)
{
self->AttachMessage(msg, id, layer);
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, AttachMessage, SBar_AttachMessage)
{
PARAM_SELF_PROLOGUE(DBaseStatusBar);
PARAM_OBJECT(msg, DHUDMessageBase);
PARAM_UINT(id);
PARAM_INT(layer);
self->AttachMessage(msg, id, layer);
return 0;
}
static void SBar_DetachMessage(DBaseStatusBar *self, DHUDMessageBase *msg)
{
self->DetachMessage(msg);
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, DetachMessage, SBar_DetachMessage)
{
PARAM_SELF_PROLOGUE(DBaseStatusBar);
PARAM_OBJECT(msg, DHUDMessageBase);
ACTION_RETURN_OBJECT(self->DetachMessage(msg));
}
static void SBar_DetachMessageID(DBaseStatusBar *self, unsigned id)
{
self->DetachMessage(id);
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, DetachMessageID, SBar_DetachMessageID)
{
PARAM_SELF_PROLOGUE(DBaseStatusBar);
PARAM_INT(id);
ACTION_RETURN_OBJECT(self->DetachMessage(id));
}
static void SBar_DetachAllMessages(DBaseStatusBar *self)
{
self->DetachAllMessages();
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, DetachAllMessages, SBar_DetachAllMessages)
{
PARAM_SELF_PROLOGUE(DBaseStatusBar);
self->DetachAllMessages();
return 0;
}
static void SBar_Draw(DBaseStatusBar *self, int state, double ticFrac)
{
self->Draw((EHudState)state, ticFrac);
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, Draw, SBar_Draw)
{
PARAM_SELF_PROLOGUE(DBaseStatusBar);
PARAM_INT(state);
PARAM_FLOAT(ticFrac);
self->Draw((EHudState)state, ticFrac);
return 0;
}
static void SetMugshotState(DBaseStatusBar *self, const FString &statename, bool wait, bool reset)
{
self->mugshot.SetState(statename, wait, reset);
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, SetMugshotState, SetMugshotState)
{
PARAM_SELF_PROLOGUE(DBaseStatusBar);
PARAM_STRING(statename);
PARAM_BOOL(wait);
PARAM_BOOL(reset);
self->mugshot.SetState(statename, wait, reset);
return 0;
}
static void SBar_ScreenSizeChanged(DBaseStatusBar *self)
{
self->ScreenSizeChanged();
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, ScreenSizeChanged, SBar_ScreenSizeChanged)
{
PARAM_SELF_PROLOGUE(DBaseStatusBar);
self->ScreenSizeChanged();
return 0;
}
static double StatusbarToRealCoords(DBaseStatusBar *self, double x, double y, double w, double h, double *py, double *pw, double *ph)
{
self->StatusbarToRealCoords(x, y, w, h);
*py = y;
*pw = w;
*ph = h;
return x;
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, StatusbarToRealCoords, StatusbarToRealCoords)
{
PARAM_SELF_PROLOGUE(DBaseStatusBar);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(w);
PARAM_FLOAT(h);
self->StatusbarToRealCoords(x, y, w, h);
if (numret > 0) ret[0].SetFloat(x);
if (numret > 1) ret[1].SetFloat(y);
if (numret > 2) ret[2].SetFloat(w);
if (numret > 3) ret[3].SetFloat(h);
return MIN(4, numret);
}
static int GetTopOfStatusbar(DBaseStatusBar *self)
{
return self->GetTopOfStatusbar();
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, GetTopOfStatusbar, GetTopOfStatusbar)
{
PARAM_SELF_PROLOGUE(DBaseStatusBar);
ACTION_RETURN_INT(self->GetTopOfStatusbar());
}
void SBar_DrawTexture(DBaseStatusBar *self, int texid, double x, double y, int flags, double alpha, double w, double h, double scaleX, double scaleY)
{
if (!screen->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
self->DrawGraphic(FSetTextureID(texid), x, y, flags, alpha, w, h, scaleX, scaleY);
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, DrawTexture, SBar_DrawTexture)
{
PARAM_SELF_PROLOGUE(DBaseStatusBar);
PARAM_INT(texid);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_INT(flags);
PARAM_FLOAT(alpha);
PARAM_FLOAT(w);
PARAM_FLOAT(h);
PARAM_FLOAT(scaleX);
PARAM_FLOAT(scaleY);
SBar_DrawTexture(self, texid, x, y, flags, alpha, w, h, scaleX, scaleY);
return 0;
}
void SBar_DrawImage(DBaseStatusBar *self, const FString &texid, double x, double y, int flags, double alpha, double w, double h, double scaleX, double scaleY)
{
if (!screen->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
self->DrawGraphic(TexMan.CheckForTexture(texid, ETextureType::Any), x, y, flags, alpha, w, h, scaleX, scaleY);
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, DrawImage, SBar_DrawImage)
{
PARAM_SELF_PROLOGUE(DBaseStatusBar);
PARAM_STRING(texid);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_INT(flags);
PARAM_FLOAT(alpha);
PARAM_FLOAT(w);
PARAM_FLOAT(h);
PARAM_FLOAT(scaleX);
PARAM_FLOAT(scaleY);
SBar_DrawImage(self, texid, x, y, flags, alpha, w, h, scaleX, scaleY);
return 0;
}
void SBar_DrawString(DBaseStatusBar *self, DHUDFont *font, const FString &string, double x, double y, int flags, int trans, double alpha, int wrapwidth, int linespacing);
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, DrawString, SBar_DrawString)
{
PARAM_SELF_PROLOGUE(DBaseStatusBar);
PARAM_POINTER_NOT_NULL(font, DHUDFont);
PARAM_STRING(string);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_INT(flags);
PARAM_INT(trans);
PARAM_FLOAT(alpha);
PARAM_INT(wrapwidth);
PARAM_INT(linespacing);
SBar_DrawString(self, font, string, x, y, flags, trans, alpha, wrapwidth, linespacing);
return 0;
}
static double SBar_TransformRect(DBaseStatusBar *self, double x, double y, double w, double h, int flags, double *py, double *pw, double *ph)
{
self->TransformRect(x, y, w, h, flags);
*py = y;
*pw = w;
*ph = h;
return x;
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, TransformRect, SBar_TransformRect)
{
PARAM_SELF_PROLOGUE(DBaseStatusBar);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(w);
PARAM_FLOAT(h);
PARAM_INT(flags);
self->TransformRect(x, y, w, h, flags);
if (numret > 0) ret[0].SetFloat(x);
if (numret > 1) ret[1].SetFloat(y);
if (numret > 2) ret[2].SetFloat(w);
if (numret > 3) ret[3].SetFloat(h);
return MIN(4, numret);
}
static void SBar_Fill(DBaseStatusBar *self, int color, double x, double y, double w, double h, int flags)
{
if (!screen->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
self->Fill(color, x, y, w, h, flags);
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, Fill, SBar_Fill)
{
PARAM_SELF_PROLOGUE(DBaseStatusBar);
PARAM_COLOR(color);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(w);
PARAM_FLOAT(h);
PARAM_INT(flags);
SBar_Fill(self, color, x, y, w, h, flags);
return 0;
}
static void SBar_SetClipRect(DBaseStatusBar *self, double x, double y, double w, double h, int flags)
{
self->SetClipRect(x, y, w, h, flags);
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, SetClipRect, SBar_SetClipRect)
{
PARAM_SELF_PROLOGUE(DBaseStatusBar);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(w);
PARAM_FLOAT(h);
PARAM_INT(flags);
self->SetClipRect(x, y, w, h, flags);
return 0;
}
static void GetGlobalACSString(int index, FString *result)
{
*result = FBehavior::StaticLookupString(ACS_GlobalVars[index]);
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, GetGlobalACSString, GetGlobalACSString)
{
PARAM_PROLOGUE;
PARAM_INT(index);
ACTION_RETURN_STRING(FBehavior::StaticLookupString(ACS_GlobalVars[index]));
}
static void GetGlobalACSArrayString(int arrayno, int index, FString *result)
{
*result = FBehavior::StaticLookupString(ACS_GlobalVars[index]);
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, GetGlobalACSArrayString, GetGlobalACSArrayString)
{
PARAM_PROLOGUE;
PARAM_INT(arrayno);
PARAM_INT(index);
ACTION_RETURN_STRING(FBehavior::StaticLookupString(ACS_GlobalArrays[arrayno][index]));
}
static int GetGlobalACSValue(int index)
{
return (ACS_GlobalVars[index]);
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, GetGlobalACSValue, GetGlobalACSValue)
{
PARAM_PROLOGUE;
PARAM_INT(index);
ACTION_RETURN_INT(ACS_GlobalVars[index]);
}
static int GetGlobalACSArrayValue(int arrayno, int index)
{
return (ACS_GlobalArrays[arrayno][index]);
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, GetGlobalACSArrayValue, GetGlobalACSArrayValue)
{
PARAM_PROLOGUE;
PARAM_INT(arrayno);
PARAM_INT(index);
ACTION_RETURN_INT(ACS_GlobalArrays[arrayno][index]);
}
void FormatNumber(int number, int minsize, int maxsize, int flags, const FString &prefix, FString *result);
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, FormatNumber, FormatNumber)
{
PARAM_PROLOGUE;
PARAM_INT(number);
PARAM_INT(minsize);
PARAM_INT(maxsize);
PARAM_INT(flags);
PARAM_STRING(prefix);
FString fmt;
FormatNumber(number, minsize, maxsize, flags, prefix, &fmt);
ACTION_RETURN_STRING(fmt);
}
static void ReceivedWeapon(DBaseStatusBar *self)
{
self->mugshot.Grin();
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, ReceivedWeapon, ReceivedWeapon)
{
PARAM_SELF_PROLOGUE(DBaseStatusBar);
ReceivedWeapon(self);
return 0;
}
static int GetMugshot(DBaseStatusBar *self, int accuracy, int stateflags, const FString &def_face)
{
auto tex = self->mugshot.GetFace(self->CPlayer, def_face, accuracy, (FMugShot::StateFlags)stateflags);
return (tex ? tex->id.GetIndex() : -1);
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, GetMugshot, GetMugshot)
{
PARAM_SELF_PROLOGUE(DBaseStatusBar);
PARAM_INT(accuracy);
PARAM_INT(stateflags);
PARAM_STRING(def_face);
ACTION_RETURN_INT(GetMugshot(self, accuracy, stateflags, def_face));
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, GetInventoryIcon, GetInventoryIcon)
{
PARAM_PROLOGUE;
PARAM_OBJECT(item, AActor);
PARAM_INT(flags);
int applyscale;
FTextureID icon = FSetTextureID(GetInventoryIcon(item, flags, &applyscale));
if (numret >= 1) ret[0].SetInt(icon.GetIndex());
if (numret >= 2) ret[1].SetInt(applyscale);
return MIN(numret, 2);
}
//=====================================================================================
//
//
//
//=====================================================================================
DHUDFont *CreateHudFont(FFont *fnt, int spac, bool mono, int sx, int sy)
{
return (Create<DHUDFont>(fnt, spac, mono, sy, sy));
}
DEFINE_ACTION_FUNCTION_NATIVE(DHUDFont, Create, CreateHudFont)
{
PARAM_PROLOGUE;
PARAM_POINTER(fnt, FFont);
PARAM_INT(spac);
PARAM_BOOL(mono);
PARAM_INT(sx);
PARAM_INT(sy);
ACTION_RETURN_POINTER(Create<DHUDFont>(fnt, spac, mono, sy, sy));
}
//=====================================================================================
//
//
//
//=====================================================================================
static void FormatMapName(FLevelLocals *self, int cr, FString *result)
{
char mapnamecolor[3] = { '\34', char(cr + 'A'), 0 };
ST_FormatMapName(*result, mapnamecolor);
}
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, FormatMapName, FormatMapName)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_INT(cr);
FString rets;
FormatMapName(self, cr, &rets);
ACTION_RETURN_STRING(rets);
}
static void GetAutomapPosition(DVector2 *pos)
{
*pos = AM_GetPosition();
}
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, GetAutomapPosition, GetAutomapPosition)
{
PARAM_PROLOGUE;
ACTION_RETURN_VEC2(AM_GetPosition());
}
static int ZGetUDMFInt(int type, int index, int key)
{
return GetUDMFInt(type, index, ENamedName(key));
}
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, GetUDMFInt, ZGetUDMFInt)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_INT(type);
PARAM_INT(index);
PARAM_NAME(key);
ACTION_RETURN_INT(GetUDMFInt(type, index, key));
}
static double ZGetUDMFFloat(int type, int index, int key)
{
return GetUDMFFloat(type, index, ENamedName(key));
}
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, GetUDMFFloat, ZGetUDMFFloat)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_INT(type);
PARAM_INT(index);
PARAM_NAME(key);
ACTION_RETURN_FLOAT(GetUDMFFloat(type, index, key));
}
static void ZGetUDMFString(int type, int index, int key, FString *result)
{
*result = GetUDMFString(type, index, ENamedName(key));
}
DEFINE_ACTION_FUNCTION(FLevelLocals, GetUDMFString, ZGetUDMFString)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_INT(type);
PARAM_INT(index);
PARAM_NAME(key);
ACTION_RETURN_STRING(GetUDMFString(type, index, key));
}
//=====================================================================================
//
//
//
//=====================================================================================
static int GetRealTime()
{
time_t now;
time(&now);
struct tm* timeinfo = localtime(&now);
return timeinfo ? timeinfo->tm_sec + timeinfo->tm_min * 60 + timeinfo->tm_hour * 3600 : 0;
}
DEFINE_ACTION_FUNCTION_NATIVE(_AltHUD, GetRealTime, GetRealTime)
{
PARAM_PROLOGUE;
ACTION_RETURN_INT(GetRealTime());
}
DEFINE_ACTION_FUNCTION_NATIVE(_AltHUD, GetLatency, Net_GetLatency)
{
PARAM_PROLOGUE;
int ld, ad;
int severity = Net_GetLatency(&ld, &ad);
if (numret > 0) ret[0].SetInt(severity);
if (numret > 1) ret[1].SetInt(ld);
if (numret > 2) ret[2].SetInt(ad);
return numret;
}
DEFINE_FIELD_X(Sector, sector_t, floorplane)
DEFINE_FIELD_X(Sector, sector_t, ceilingplane)
DEFINE_FIELD_X(Sector, sector_t, Colormap)
DEFINE_FIELD_X(Sector, sector_t, SpecialColors)
DEFINE_FIELD_X(Sector, sector_t, SoundTarget)
DEFINE_FIELD_X(Sector, sector_t, special)
DEFINE_FIELD_X(Sector, sector_t, lightlevel)
DEFINE_FIELD_X(Sector, sector_t, seqType)
DEFINE_FIELD_X(Sector, sector_t, sky)
DEFINE_FIELD_X(Sector, sector_t, SeqName)
DEFINE_FIELD_X(Sector, sector_t, centerspot)
DEFINE_FIELD_X(Sector, sector_t, validcount)
DEFINE_FIELD_X(Sector, sector_t, thinglist)
DEFINE_FIELD_X(Sector, sector_t, friction)
DEFINE_FIELD_X(Sector, sector_t, movefactor)
DEFINE_FIELD_X(Sector, sector_t, terrainnum)
DEFINE_FIELD_X(Sector, sector_t, floordata)
DEFINE_FIELD_X(Sector, sector_t, ceilingdata)
DEFINE_FIELD_X(Sector, sector_t, lightingdata)
DEFINE_FIELD_X(Sector, sector_t, interpolations)
DEFINE_FIELD_X(Sector, sector_t, soundtraversed)
DEFINE_FIELD_X(Sector, sector_t, stairlock)
DEFINE_FIELD_X(Sector, sector_t, prevsec)
DEFINE_FIELD_X(Sector, sector_t, nextsec)
DEFINE_FIELD_UNSIZED(Sector, sector_t, Lines)
DEFINE_FIELD_X(Sector, sector_t, heightsec)
DEFINE_FIELD_X(Sector, sector_t, bottommap)
DEFINE_FIELD_X(Sector, sector_t, midmap)
DEFINE_FIELD_X(Sector, sector_t, topmap)
DEFINE_FIELD_X(Sector, sector_t, touching_thinglist)
DEFINE_FIELD_X(Sector, sector_t, sectorportal_thinglist)
DEFINE_FIELD_X(Sector, sector_t, gravity)
DEFINE_FIELD_X(Sector, sector_t, damagetype)
DEFINE_FIELD_X(Sector, sector_t, damageamount)
DEFINE_FIELD_X(Sector, sector_t, damageinterval)
DEFINE_FIELD_X(Sector, sector_t, leakydamage)
DEFINE_FIELD_X(Sector, sector_t, ZoneNumber)
DEFINE_FIELD_X(Sector, sector_t, healthceiling)
DEFINE_FIELD_X(Sector, sector_t, healthfloor)
DEFINE_FIELD_X(Sector, sector_t, healthceilinggroup)
DEFINE_FIELD_X(Sector, sector_t, healthfloorgroup)
DEFINE_FIELD_X(Sector, sector_t, MoreFlags)
DEFINE_FIELD_X(Sector, sector_t, Flags)
DEFINE_FIELD_X(Sector, sector_t, SecActTarget)
DEFINE_FIELD_X(Sector, sector_t, Portals)
DEFINE_FIELD_X(Sector, sector_t, PortalGroup)
DEFINE_FIELD_X(Sector, sector_t, sectornum)
DEFINE_FIELD_X(Line, line_t, v1)
DEFINE_FIELD_X(Line, line_t, v2)
DEFINE_FIELD_X(Line, line_t, delta)
DEFINE_FIELD_X(Line, line_t, flags)
DEFINE_FIELD_X(Line, line_t, activation)
DEFINE_FIELD_X(Line, line_t, special)
DEFINE_FIELD_X(Line, line_t, args)
DEFINE_FIELD_X(Line, line_t, alpha)
DEFINE_FIELD_X(Line, line_t, sidedef)
DEFINE_FIELD_X(Line, line_t, bbox)
DEFINE_FIELD_X(Line, line_t, frontsector)
DEFINE_FIELD_X(Line, line_t, backsector)
DEFINE_FIELD_X(Line, line_t, validcount)
DEFINE_FIELD_X(Line, line_t, locknumber)
DEFINE_FIELD_X(Line, line_t, portalindex)
DEFINE_FIELD_X(Line, line_t, portaltransferred)
DEFINE_FIELD_X(Line, line_t, health)
DEFINE_FIELD_X(Line, line_t, healthgroup)
DEFINE_FIELD_X(Side, side_t, sector)
DEFINE_FIELD_X(Side, side_t, linedef)
DEFINE_FIELD_X(Side, side_t, Light)
DEFINE_FIELD_X(Side, side_t, Flags)
DEFINE_FIELD_X(Secplane, secplane_t, normal)
DEFINE_FIELD_X(Secplane, secplane_t, D)
DEFINE_FIELD_X(Secplane, secplane_t, negiC)
DEFINE_FIELD_X(Vertex, vertex_t, p)
DEFINE_FIELD(DBaseStatusBar, RelTop);
DEFINE_FIELD(DBaseStatusBar, HorizontalResolution);
DEFINE_FIELD(DBaseStatusBar, VerticalResolution);
DEFINE_FIELD(DBaseStatusBar, Centering);
DEFINE_FIELD(DBaseStatusBar, FixedOrigin);
DEFINE_FIELD(DBaseStatusBar, CompleteBorder);
DEFINE_FIELD(DBaseStatusBar, CrosshairSize);
DEFINE_FIELD(DBaseStatusBar, Displacement);
DEFINE_FIELD(DBaseStatusBar, CPlayer);
DEFINE_FIELD(DBaseStatusBar, ShowLog);
DEFINE_FIELD(DBaseStatusBar, Alpha);
DEFINE_FIELD(DBaseStatusBar, drawOffset);
DEFINE_FIELD(DBaseStatusBar, drawClip);
DEFINE_FIELD(DBaseStatusBar, fullscreenOffsets);
DEFINE_FIELD(DBaseStatusBar, defaultScale);
DEFINE_FIELD(DBaseStatusBar, artiflashTick);
DEFINE_FIELD(DBaseStatusBar, itemflashFade);
DEFINE_FIELD(DHUDFont, mFont);
DEFINE_GLOBAL(StatusBar);