gzdoom/src/scripting/vmthunks.cpp
2018-11-29 00:27:09 +01:00

1538 lines
37 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.
//
//-----------------------------------------------------------------------------
#include "vm.h"
#include "r_defs.h"
#include "g_levellocals.h"
#include "s_sound.h"
#include "p_local.h"
DEFINE_ACTION_FUNCTION(_Sector, FindLowestFloorSurrounding)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
vertex_t *v;
double h = self->FindLowestFloorSurrounding(&v);
if (numret > 0) ret[0].SetFloat(h);
if (numret > 1) ret[1].SetPointer(v);
return numret;
}
DEFINE_ACTION_FUNCTION(_Sector, FindHighestFloorSurrounding)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
vertex_t *v;
double h = self->FindHighestFloorSurrounding(&v);
if (numret > 0) ret[0].SetFloat(h);
if (numret > 1) ret[1].SetPointer(v);
return numret;
}
DEFINE_ACTION_FUNCTION(_Sector, FindNextHighestFloor)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
vertex_t *v;
double h = self->FindNextHighestFloor(&v);
if (numret > 0) ret[0].SetFloat(h);
if (numret > 1) ret[1].SetPointer(v);
return numret;
}
DEFINE_ACTION_FUNCTION(_Sector, FindNextLowestFloor)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
vertex_t *v;
double h = self->FindNextLowestFloor(&v);
if (numret > 0) ret[0].SetFloat(h);
if (numret > 1) ret[1].SetPointer(v);
return numret;
}
DEFINE_ACTION_FUNCTION(_Sector, FindNextLowestCeiling)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
vertex_t *v;
double h = self->FindNextLowestCeiling(&v);
if (numret > 0) ret[0].SetFloat(h);
if (numret > 1) ret[1].SetPointer(v);
return numret;
}
DEFINE_ACTION_FUNCTION(_Sector, FindNextHighestCeiling)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
vertex_t *v;
double h = self->FindNextHighestCeiling(&v);
if (numret > 0) ret[0].SetFloat(h);
if (numret > 1) ret[1].SetPointer(v);
return numret;
}
DEFINE_ACTION_FUNCTION(_Sector, FindLowestCeilingSurrounding)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
vertex_t *v;
double h = self->FindLowestCeilingSurrounding(&v);
if (numret > 0) ret[0].SetFloat(h);
if (numret > 1) ret[1].SetPointer(v);
return numret;
}
DEFINE_ACTION_FUNCTION(_Sector, FindHighestCeilingSurrounding)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
vertex_t *v;
double h = self->FindHighestCeilingSurrounding(&v);
if (numret > 0) ret[0].SetFloat(h);
if (numret > 1) ret[1].SetPointer(v);
return numret;
}
DEFINE_ACTION_FUNCTION(_Sector, FindMinSurroundingLight)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(min);
auto h = self->FindMinSurroundingLight(min);
ACTION_RETURN_INT(h);
}
DEFINE_ACTION_FUNCTION(_Sector, FindHighestFloorPoint)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
vertex_t *v;
double h = self->FindHighestFloorPoint(&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(_Sector, 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));
}
//===========================================================================
//
//
//
//===========================================================================
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));
}
//=====================================================================================
//
//
//=====================================================================================
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));
}
// 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;
}
//=====================================================================================
//
//
//=====================================================================================
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));
}
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_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)