gzdoom/wadsrc/static/zscript/base.txt
Christoph Oelckers a6b7ce00c2 - made DropItem fully read-only by changing the two places which messed around with DropItem.Amount to use a local variable instead.
The pointers themselves should have been declared read-only from the start but for that it is too late, so now all its members are.
2017-06-21 11:39:59 +02:00

777 lines
22 KiB
Text

struct _ native // These are the global variables, the struct is only here to avoid extending the parser for this.
{
native readonly Array<class<Actor> > AllActorClasses;
native readonly Array<@PlayerClass> PlayerClasses;
native readonly Array<@PlayerSkin> PlayerSkins;
native readonly Array<@Team> Teams;
native int validcount;
native readonly bool multiplayer;
native play @LevelLocals level;
native @KeyBindings Bindings;
native @KeyBindings AutomapBindings;
native play @DehInfo deh;
native readonly @GameInfoStruct gameinfo;
native play @PlayerInfo players[MAXPLAYERS];
native readonly bool playeringame[MAXPLAYERS];
native readonly bool automapactive;
native play uint gameaction;
native readonly int gamestate;
native readonly TextureID skyflatnum;
native readonly uint8 globalfreeze;
native readonly int consoleplayer;
native readonly Font smallfont;
native readonly Font smallfont2;
native readonly Font bigfont;
native readonly Font confont;
native readonly Font intermissionfont;
native readonly int CleanXFac;
native readonly int CleanYFac;
native readonly int CleanWidth;
native readonly int CleanHeight;
native readonly int CleanXFac_1;
native readonly int CleanYFac_1;
native readonly int CleanWidth_1;
native readonly int CleanHeight_1;
native ui int menuactive;
native readonly @FOptionMenuSettings OptionMenuSettings;
native readonly int gametic;
native readonly bool demoplayback;
native ui int BackbuttonTime;
native ui float BackbuttonAlpha;
native readonly int Net_Arbitrator;
native ui BaseStatusBar StatusBar;
native readonly Weapon WP_NOCHANGE;
native int LocalViewPitch;
}
struct TexMan
{
enum EUseTypes
{
Type_Any,
Type_Wall,
Type_Flat,
Type_Sprite,
Type_WallPatch,
Type_Build,
Type_SkinSprite,
Type_Decal,
Type_MiscPatch,
Type_FontChar,
Type_Override, // For patches between TX_START/TX_END
Type_Autopage, // Automap background - used to enable the use of FAutomapTexture
Type_SkinGraphic,
Type_Null,
Type_FirstDefined,
};
enum EFlags
{
TryAny = 1,
Overridable = 2,
ReturnFirst = 4,
AllowSkins = 8,
ShortNameOnly = 16,
DontCreate = 32
};
enum ETexReplaceFlags
{
NOT_BOTTOM = 1,
NOT_MIDDLE = 2,
NOT_TOP = 4,
NOT_FLOOR = 8,
NOT_CEILING = 16,
NOT_WALL = 7,
NOT_FLAT = 24
};
native static TextureID CheckForTexture(String name, int usetype, int flags = TryAny);
native static void ReplaceTextures(String from, String to, int flags);
native static int, int GetSize(TextureID tex);
native static Vector2 GetScaledSize(TextureID tex);
native static Vector2 GetScaledOffset(TextureID tex);
native static int CheckRealHeight(TextureID tex);
native static void SetCameraToTexture(Actor viewpoint, String texture, int fov);
}
enum DrawTextureTags
{
TAG_USER = (1<<30),
DTA_Base = TAG_USER + 5000,
DTA_DestWidth, // width of area to draw to
DTA_DestHeight, // height of area to draw to
DTA_Alpha, // alpha value for translucency
DTA_FillColor, // color to stencil onto the destination (RGB is the color for truecolor drawers, A is the palette index for paletted drawers)
DTA_TranslationIndex, // translation table to recolor the source
DTA_AlphaChannel, // bool: the source is an alpha channel; used with DTA_FillColor
DTA_Clean, // bool: scale texture size and position by CleanXfac and CleanYfac
DTA_320x200, // bool: scale texture size and position to fit on a virtual 320x200 screen
DTA_Bottom320x200, // bool: same as DTA_320x200 but centers virtual screen on bottom for 1280x1024 targets
DTA_CleanNoMove, // bool: like DTA_Clean but does not reposition output position
DTA_CleanNoMove_1, // bool: like DTA_CleanNoMove, but uses Clean[XY]fac_1 instead
DTA_FlipX, // bool: flip image horizontally //FIXME: Does not work with DTA_Window(Left|Right)
DTA_ShadowColor, // color of shadow
DTA_ShadowAlpha, // alpha of shadow
DTA_Shadow, // set shadow color and alphas to defaults
DTA_VirtualWidth, // pretend the canvas is this wide
DTA_VirtualHeight, // pretend the canvas is this tall
DTA_TopOffset, // override texture's top offset
DTA_LeftOffset, // override texture's left offset
DTA_CenterOffset, // bool: override texture's left and top offsets and set them for the texture's middle
DTA_CenterBottomOffset,// bool: override texture's left and top offsets and set them for the texture's bottom middle
DTA_WindowLeft, // don't draw anything left of this column (on source, not dest)
DTA_WindowRight, // don't draw anything at or to the right of this column (on source, not dest)
DTA_ClipTop, // don't draw anything above this row (on dest, not source)
DTA_ClipBottom, // don't draw anything at or below this row (on dest, not source)
DTA_ClipLeft, // don't draw anything to the left of this column (on dest, not source)
DTA_ClipRight, // don't draw anything at or to the right of this column (on dest, not source)
DTA_Masked, // true(default)=use masks from texture, false=ignore masks
DTA_HUDRules, // use fullscreen HUD rules to position and size textures
DTA_HUDRulesC, // only used internally for marking HUD_HorizCenter
DTA_KeepRatio, // doesn't adjust screen size for DTA_Virtual* if the aspect ratio is not 4:3
DTA_RenderStyle, // same as render style for actors
DTA_ColorOverlay, // DWORD: ARGB to overlay on top of image; limited to black for software
DTA_Internal1,
DTA_Internal2,
DTA_Internal3,
DTA_Fullscreen, // Draw image fullscreen (same as DTA_VirtualWidth/Height with graphics size.)
// floating point duplicates of some of the above:
DTA_DestWidthF,
DTA_DestHeightF,
DTA_TopOffsetF,
DTA_LeftOffsetF,
DTA_VirtualWidthF,
DTA_VirtualHeightF,
DTA_WindowLeftF,
DTA_WindowRightF,
// For DrawText calls only:
DTA_TextLen, // stop after this many characters, even if \0 not hit
DTA_CellX, // horizontal size of character cell
DTA_CellY, // vertical size of character cell
};
struct Screen native
{
native static Color PaletteColor(int index);
native static int GetWidth();
native static int GetHeight();
native static void Clear(int left, int top, int right, int bottom, Color color, int palcolor = -1);
native static void Dim(Color col, double amount, int x, int y, int w, int h);
native static vararg void DrawTexture(TextureID tex, bool animate, double x, double y, ...);
native static vararg void DrawChar(Font font, int normalcolor, double x, double y, int character, ...);
native static vararg void DrawText(Font font, int normalcolor, double x, double y, String text, ...);
native static void DrawFrame(int x, int y, int w, int h);
native static Vector2, Vector2 VirtualToRealCoords(Vector2 pos, Vector2 size, Vector2 vsize, bool vbottom=false, bool handleaspect=true);
native static double GetAspectRatio();
native static void SetClipRect(int x, int y, int w, int h);
native static void ClearClipRect();
native static int, int, int, int GetClipRect();
// This is a leftover of the abandoned Inventory.DrawPowerup method.
deprecated("2.5") static ui void DrawHUDTexture(TextureID tex, double x, double y)
{
statusBar.DrawTexture(tex, (x, y), BaseStatusBar.DI_SCREEN_RIGHT_TOP, 1., (32, 32));
}
}
struct Font native
{
enum EColorRange
{
CR_UNDEFINED = -1,
CR_BRICK,
CR_TAN,
CR_GRAY,
CR_GREY = CR_GRAY,
CR_GREEN,
CR_BROWN,
CR_GOLD,
CR_RED,
CR_BLUE,
CR_ORANGE,
CR_WHITE,
CR_YELLOW,
CR_UNTRANSLATED,
CR_BLACK,
CR_LIGHTBLUE,
CR_CREAM,
CR_OLIVE,
CR_DARKGREEN,
CR_DARKRED,
CR_DARKBROWN,
CR_PURPLE,
CR_DARKGRAY,
CR_CYAN,
NUM_TEXT_COLORS
};
const TEXTCOLOR_BRICK = "\034A";
const TEXTCOLOR_TAN = "\034B";
const TEXTCOLOR_GRAY = "\034C";
const TEXTCOLOR_GREY = "\034C";
const TEXTCOLOR_GREEN = "\034D";
const TEXTCOLOR_BROWN = "\034E";
const TEXTCOLOR_GOLD = "\034F";
const TEXTCOLOR_RED = "\034G";
const TEXTCOLOR_BLUE = "\034H";
const TEXTCOLOR_ORANGE = "\034I";
const TEXTCOLOR_WHITE = "\034J";
const TEXTCOLOR_YELLOW = "\034K";
const TEXTCOLOR_UNTRANSLATED = "\034L";
const TEXTCOLOR_BLACK = "\034M";
const TEXTCOLOR_LIGHTBLUE = "\034N";
const TEXTCOLOR_CREAM = "\034O";
const TEXTCOLOR_OLIVE = "\034P";
const TEXTCOLOR_DARKGREEN = "\034Q";
const TEXTCOLOR_DARKRED = "\034R";
const TEXTCOLOR_DARKBROWN = "\034S";
const TEXTCOLOR_PURPLE = "\034T";
const TEXTCOLOR_DARKGRAY = "\034U";
const TEXTCOLOR_CYAN = "\034V";
const TEXTCOLOR_NORMAL = "\034-";
const TEXTCOLOR_BOLD = "\034+";
const TEXTCOLOR_CHAT = "\034*";
const TEXTCOLOR_TEAMCHAT = "\034!";
native int GetCharWidth(int code);
native int StringWidth(String code);
native int GetHeight();
native String GetCursor();
native static int FindFontColor(Name color);
native static Font FindFont(Name fontname);
native static Font GetFont(Name fontname);
native BrokenLines BreakLines(String text, int maxlen);
}
struct Translation version("2.4")
{
Color colors[256];
native int AddTranslation();
native static bool SetPlayerTranslation(int group, int num, int plrnum, PlayerClass pclass);
native static int GetID(Name transname);
static int MakeID(int group, int num)
{
return (group << 16) + num;
}
}
struct Console native
{
native static void HideConsole();
native static void MidPrint(Font fontname, string textlabel, bool bold = false);
native static vararg void Printf(string fmt, ...);
}
struct DamageTypeDefinition native
{
native static bool IgnoreArmor(Name type);
}
struct CVar native
{
enum ECVarType
{
CVAR_Bool,
CVAR_Int,
CVAR_Float,
CVAR_String,
CVAR_Color,
};
native static CVar FindCVar(Name name);
native static CVar GetCVar(Name name, PlayerInfo player = null);
native int GetInt();
native double GetFloat();
native String GetString();
native void SetInt(int v);
native void SetFloat(double v);
native void SetString(String s);
native int GetRealType();
native int ResetToDefault();
}
struct GIFont version("2.4")
{
Name fontname;
Name color;
};
struct GameInfoStruct native
{
// will be extended as needed.
native Name backpacktype;
native double Armor2Percent;
native String ArmorIcon1;
native String ArmorIcon2;
native int gametype;
native bool norandomplayerclass;
native Array<Name> infoPages;
native String mBackButton;
native GIFont mStatscreenMapNameFont;
native GIFont mStatscreenEnteringFont;
native GIFont mStatscreenFinishedFont;
native double gibfactor;
native bool intermissioncounter;
}
class Object native
{
native bool bDestroyed;
// These really should be global functions...
native static String G_SkillName();
native static int G_SkillPropertyInt(int p);
native static double G_SkillPropertyFloat(int p);
native static vector3, int G_PickDeathmatchStart();
native static vector3, int G_PickPlayerStart(int pnum, int flags = 0);
native static void S_Sound (Sound sound_id, int channel, float volume = 1, float attenuation = ATTN_NORM);
native static void S_PauseSound (bool notmusic, bool notsfx);
native static void S_ResumeSound (bool notsfx);
native static bool S_ChangeMusic(String music_name, int order = 0, bool looping = true, bool force = false);
native static uint BAM(double angle);
native static void SetMusicVolume(float vol);
native static uint MSTime();
native vararg static void ThrowAbortException(String fmt, ...);
native virtualscope void Destroy();
// This does not call into the native method of the same name to avoid problems with objects that get garbage collected late on shutdown.
virtual virtualscope void OnDestroy() {}
}
class BrokenLines : Object native version("2.4")
{
native int Count();
native int StringWidth(int line);
native String StringAt(int line);
}
class Thinker : Object native play
{
enum EStatnums
{
// Thinkers that don't actually think
STAT_INFO, // An info queue
STAT_DECAL, // A decal
STAT_AUTODECAL, // A decal that can be automatically deleted
STAT_CORPSEPOINTER, // An entry in Hexen's corpse queue
STAT_TRAVELLING, // An actor temporarily travelling to a new map
STAT_STATIC,
// Thinkers that do think
STAT_FIRST_THINKING=32,
STAT_SCROLLER=STAT_FIRST_THINKING, // A DScroller thinker
STAT_PLAYER, // A player actor
STAT_BOSSTARGET, // A boss brain target
STAT_LIGHTNING, // The lightning thinker
STAT_DECALTHINKER, // An object that thinks for a decal
STAT_INVENTORY, // An inventory item
STAT_LIGHT, // A sector light effect
STAT_LIGHTTRANSFER, // A sector light transfer. These must be ticked after the light effects.
STAT_EARTHQUAKE, // Earthquake actors
STAT_MAPMARKER, // Map marker actors
STAT_DLIGHT, // Dynamic lights
STAT_DEFAULT = 100, // Thinkers go here unless specified otherwise.
STAT_SECTOREFFECT, // All sector effects that cause floor and ceiling movement
STAT_ACTORMOVER, // actor movers
STAT_SCRIPTS, // The ACS thinker. This is to ensure that it can't tick before all actors called PostBeginPlay
STAT_BOT, // Bot thinker
MAX_STATNUM = 127
}
const TICRATE = 35;
virtual native void Tick();
virtual native void PostBeginPlay();
virtual native void ChangeStatNum(int stat);
static clearscope int Tics2Seconds(int tics)
{
// This compensates for one tic being slightly less than 1/35 of a second.
return int(tics * (0.98 / TICRATE));
}
}
class ThinkerIterator : Object native
{
native static ThinkerIterator Create(class<Object> type = "Actor", int statnum=Thinker.MAX_STATNUM+1);
native Thinker Next(bool exact = false);
native void Reinit();
}
class ActorIterator : Object native
{
native static ActorIterator Create(int tid, class<Actor> type = "Actor");
native Actor Next();
native void Reinit();
}
class BlockThingsIterator : Object native
{
native Actor thing;
native Vector3 position;
native int portalflags;
native static BlockThingsIterator Create(Actor origin, double checkradius = -1, bool ignorerestricted = false);
native static BlockThingsIterator CreateFromPos(double checkx, double checky, double checkz, double checkh, double checkradius, bool ignorerestricted);
native bool Next();
}
class BlockLinesIterator : Object native
{
native Line CurLine;
native Vector3 position;
native int portalflags;
native static BlockThingsIterator Create(Actor origin, double checkradius = -1);
native static BlockThingsIterator CreateFromPos(Vector3 pos, double checkh, double checkradius, Sector sec = null);
native bool Next();
}
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 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 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;
// 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 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;
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 int MaxSoulsphere;
native uint8 ExplosionStyle;
native double ExplosionAlpha;
native int NoAutofreeze;
native int BFGCells;
native int BlueAC;
}
struct State native
{
native State NextState;
native int sprite;
native int16 Tics;
native uint16 TicRange;
native uint8 Frame;
native uint8 UseFlags;
native int Misc1;
native int Misc2;
native uint16 bSlow;
native uint16 bFast;
native bool bFullbright;
native bool bNoDelay;
native bool bSameFrame;
native bool bCanRaise;
native bool bDehacked;
native int DistanceTo(state other);
native bool ValidateSpriteFrame();
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,
}
native static int CheckNumForName(string name, int ns, int wadnum = -1, bool exact = false);
}
struct TerrainDef native
{
native Name TerrainName;
native int Splash;
native int DamageAmount;
native Name DamageMOD;
native int DamageTimeMask;
native double FootClip;
native float StepVolume;
native int WalkStepTics;
native int RunStepTics;
native Sound LeftStepSound;
native Sound RightStepSound;
native bool IsLiquid;
native bool AllowProtection;
native double Friction;
native double MoveFactor;
};
enum EPickStart
{
PPS_FORCERANDOM = 1,
PPS_NOBLOCKINGCHECK = 2,
}
// Although String is a builtin type, this is a convenient way to attach methods to it.
struct StringStruct native
{
native static vararg String Format(String fmt, ...);
native vararg void AppendFormat(String fmt, ...);
native void Replace(String pattern, String replacement);
native String Left(int len) const;
native String Mid(int pos = 0, int len = 2147483647) const;
native void Truncate(int newlen);
native String CharAt(int pos) const;
native int CharCodeAt(int pos) const;
native String Filter();
}
class SectorEffect : Thinker native
{
native protected Sector m_Sector;
}
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 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
{
}