gzdoom/src/scripting/vmthunks.cpp
Christoph Oelckers f9239f6e0f - added a compiler-side workaround for the formerly static methods of FLevelLocals.
LevelLocals on the left side of.a function call will now always be remapped to 'Level', which will either remap to the same-named instance variable or the global deprecated one.

In a few degenerate cases where there is a conflicting local variable named 'level' it may error out but that is unavoidable here but this is very unlikely.
2019-01-29 02:04:31 +01:00

3008 lines
75 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"
#include "am_map.h"
DVector2 AM_GetPosition();
int Net_GetLatency(int *ld, int *ad);
void PrintPickupMessage(bool localview, const FString &str);
//=====================================================================================
//
// 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 SetAdditiveColor(sector_t *self, int pos, int color)
{
if (pos >= 0 && pos < 5)
{
self->SetAdditiveColor(pos, color);
}
}
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, SetAdditiveColor, SetAdditiveColor)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_INT(pos);
PARAM_COLOR(color);
SetAdditiveColor(self, pos, 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;
}
static sector_t *PointInSectorXY(FLevelLocals *self, double x, double y)
{
return self->PointInSector(x ,y);
}
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, PointInSector, PointInSectorXY)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
ACTION_RETURN_POINTER(PointInSectorXY(self, 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)
{
return self->Index();
}
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)
{
self->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)
{
self->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)
{
return self->Index();
}
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 GetSideAdditiveColor(side_t *self, int tier)
{
if (tier >= 0 && tier < 3)
{
return self->GetAdditiveColor(tier, self->sector);
}
return 0;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Side, GetAdditiveColor, GetSideAdditiveColor)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(tier);
ACTION_RETURN_INT(GetSideAdditiveColor(self, tier));
return 0;
}
static void SetSideAdditiveColor(side_t *self, int tier, int color)
{
if (tier >= 0 && tier < 3)
{
self->SetAdditiveColor(tier, color);
}
}
DEFINE_ACTION_FUNCTION_NATIVE(_Side, SetAdditiveColor, SetSideAdditiveColor)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(tier);
PARAM_COLOR(color);
SetSideAdditiveColor(self, tier, color);
return 0;
}
static void EnableSideAdditiveColor(side_t *self, int tier, bool enable)
{
if (tier >= 0 && tier < 3)
{
self->EnableAdditiveColor(tier, enable);
}
}
DEFINE_ACTION_FUNCTION_NATIVE(_Side, EnableAdditiveColor, EnableSideAdditiveColor)
{
PARAM_SELF_STRUCT_PROLOGUE(side_t);
PARAM_INT(tier);
PARAM_BOOL(enable);
EnableSideAdditiveColor(self, tier, enable);
return 0;
}
static int SideIndex(side_t *self)
{
return self->Index();
}
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)
{
return self->Index();
}
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(FLevelLocals *self, const FString &from, const FString &to, int flags)
{
self->ReplaceTextures(from, to, flags);
}
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, ReplaceTextures, ReplaceTextures)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_STRING(from);
PARAM_STRING(to);
PARAM_INT(flags);
self->ReplaceTextures(from, to, flags);
return 0;
}
void SetCameraToTexture(AActor *viewpoint, const FString &texturename, double fov);
DEFINE_ACTION_FUNCTION_NATIVE(_TexMan, SetCameraToTexture, SetCameraToTexture)
{
PARAM_PROLOGUE;
PARAM_OBJECT(viewpoint, AActor);
PARAM_STRING(texturename); // [ZZ] there is no point in having this as FTextureID because it's easier to refer to a cameratexture by name and it isn't executed too often to cache it.
PARAM_FLOAT(fov);
SetCameraToTexture(viewpoint, texturename, fov);
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()));
}
//=====================================================================================
//
// 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, AActor);
FWeaponSlots::SetupWeaponSlots(pawn);
return 0;
}
//=====================================================================================
//
// SpotState exports
//
//=====================================================================================
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 = currentUILevel->Behaviors.LookupString(ACS_GlobalVars[index]);
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, GetGlobalACSString, GetGlobalACSString)
{
PARAM_PROLOGUE;
PARAM_INT(index);
FString res;
GetGlobalACSString(index, &res);
ACTION_RETURN_STRING(res);
}
static void GetGlobalACSArrayString(int arrayno, int index, FString *result)
{
*result = currentUILevel->Behaviors.LookupString(ACS_GlobalVars[index]);
}
DEFINE_ACTION_FUNCTION_NATIVE(DBaseStatusBar, GetGlobalACSArrayString, GetGlobalACSArrayString)
{
PARAM_PROLOGUE;
PARAM_INT(arrayno);
PARAM_INT(index);
FString res;
GetGlobalACSArrayString(arrayno, index, &res);
ACTION_RETURN_STRING(res);
}
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->GetID().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));
}
//=====================================================================================
//
//
//
//=====================================================================================
DSpotState *GetSpotState(FLevelLocals *self, int create)
{
if (create && self->SpotState == nullptr) self->SpotState = Create<DSpotState>();
GC::WriteBarrier(self->SpotState);
return self->SpotState;
}
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, GetSpotState, GetSpotState)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_INT(create);
ACTION_RETURN_POINTER(GetSpotState(self, create));
}
//---------------------------------------------------------------------------
//
// Format the map name, include the map label if wanted
//
//---------------------------------------------------------------------------
EXTERN_CVAR(Int, am_showmaplabel)
static void FormatMapName(FLevelLocals *self, int cr, FString *result)
{
char mapnamecolor[3] = { '\34', char(cr + 'A'), 0 };
cluster_info_t *cluster = FindClusterInfo(self->cluster);
bool ishub = (cluster != nullptr && (cluster->flags & CLUSTER_HUB));
*result = "";
if (am_showmaplabel == 1 || (am_showmaplabel == 2 && !ishub))
{
*result << self->MapName << ": ";
}
*result << mapnamecolor << self->LevelName;
}
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(FLevelLocals *self, DVector2 *pos)
{
*pos = self->automap->GetPosition();
}
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, GetAutomapPosition, GetAutomapPosition)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
DVector2 result;
GetAutomapPosition(self, &result);
ACTION_RETURN_VEC2(result);
}
static int ZGetUDMFInt(FLevelLocals *self, 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(FLevelLocals *self, 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(FLevelLocals *self, int type, int index, int key, FString *result)
{
*result = GetUDMFString(type, index, ENamedName(key));
}
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, GetUDMFString, ZGetUDMFString)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_INT(type);
PARAM_INT(index);
PARAM_NAME(key);
ACTION_RETURN_STRING(GetUDMFString(type, index, key));
}
DEFINE_ACTION_FUNCTION(FLevelLocals, GetChecksum)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
char md5string[33];
for (int j = 0; j < 16; ++j)
{
sprintf(md5string + j * 2, "%02x", self->md5[j]);
}
ACTION_RETURN_STRING((const char*)md5string);
}
static void Vec2Offset(FLevelLocals *Level, double x, double y, double dx, double dy, bool absolute, DVector2 *result)
{
if (absolute)
{
*result = (DVector2(x + dx, y + dy));
}
else
{
*result = Level->GetPortalOffsetPosition(x, y, dx, dy);
}
}
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, Vec2Offset, Vec2Offset)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(dx);
PARAM_FLOAT(dy);
PARAM_BOOL(absolute);
DVector2 result;
Vec2Offset(self, x, y, dx, dy, absolute, &result);
ACTION_RETURN_VEC2(result);
}
static void Vec2OffsetZ(FLevelLocals *Level, double x, double y, double dx, double dy, double atz, bool absolute, DVector3 *result)
{
if (absolute)
{
*result = (DVector3(x + dx, y + dy, atz));
}
else
{
DVector2 v = level.GetPortalOffsetPosition(x, y, dx, dy);
*result = (DVector3(v, atz));
}
}
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, Vec2OffsetZ, Vec2OffsetZ)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(dx);
PARAM_FLOAT(dy);
PARAM_FLOAT(atz);
PARAM_BOOL(absolute);
DVector3 result;
Vec2OffsetZ(self, x, y, dx, dy, atz, absolute, &result);
ACTION_RETURN_VEC3(result);
}
static void Vec3Offset(FLevelLocals *Level, double x, double y, double z, double dx, double dy, double dz, bool absolute, DVector3 *result)
{
if (absolute)
{
*result = (DVector3(x + dx, y + dy, z + dz));
}
else
{
DVector2 v = Level->GetPortalOffsetPosition(x, y, dx, dy);
*result = (DVector3(v, z + dz));
}
}
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, Vec3Offset, Vec3Offset)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
PARAM_FLOAT(dx);
PARAM_FLOAT(dy);
PARAM_FLOAT(dz);
PARAM_BOOL(absolute);
DVector3 result;
Vec3Offset(self, x, y, z, dx, dy, dz, absolute, &result);
ACTION_RETURN_VEC3(result);
}
int IsPointInMap(FLevelLocals *Level, double x, double y, double z);
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, IsPointInLevel, IsPointInMap)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
ACTION_RETURN_BOOL(IsPointInMap(self, x, y, z));
}
template <typename T>
inline T VecDiff(FLevelLocals *Level, const T& v1, const T& v2)
{
T result = v2 - v1;
if (Level->subsectors.Size() > 0)
{
const sector_t * sec1 = Level->PointInSector(v1);
const sector_t * sec2 = Level->PointInSector(v2);
if (nullptr != sec1 && nullptr != sec2)
{
result += Level->Displacements.getOffset(sec2->PortalGroup, sec1->PortalGroup);
}
}
return result;
}
void Vec2Diff(FLevelLocals *Level, double x1, double y1, double x2, double y2, DVector2 *result)
{
*result = VecDiff(Level, DVector2(x1, y1), DVector2(x2, y2));
}
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, Vec2Diff, Vec2Diff)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_FLOAT(x1);
PARAM_FLOAT(y1);
PARAM_FLOAT(x2);
PARAM_FLOAT(y2);
ACTION_RETURN_VEC2(VecDiff(self, DVector2(x1, y1), DVector2(x2, y2)));
}
void Vec3Diff(FLevelLocals *Level, double x1, double y1, double z1, double x2, double y2, double z2, DVector3 *result)
{
*result = VecDiff(Level, DVector3(x1, y1, z1), DVector3(x2, y2, z2));
}
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, Vec3Diff, Vec3Diff)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_FLOAT(x1);
PARAM_FLOAT(y1);
PARAM_FLOAT(z1);
PARAM_FLOAT(x2);
PARAM_FLOAT(y2);
PARAM_FLOAT(z2);
ACTION_RETURN_VEC3(VecDiff(self, DVector3(x1, y1, z1), DVector3(x2, y2, z2)));
}
void SphericalCoords(FLevelLocals *self, double vpX, double vpY, double vpZ, double tX, double tY, double tZ, double viewYaw, double viewPitch, int absolute, DVector3 *result)
{
DVector3 viewpoint(vpX, vpY, vpZ);
DVector3 target(tX, tY, tZ);
auto vecTo = absolute ? target - viewpoint : VecDiff(self, viewpoint, target);
*result = (DVector3(
deltaangle(vecTo.Angle(), viewYaw).Degrees,
deltaangle(vecTo.Pitch(), viewPitch).Degrees,
vecTo.Length()
));
}
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, SphericalCoords, SphericalCoords)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_FLOAT(viewpointX);
PARAM_FLOAT(viewpointY);
PARAM_FLOAT(viewpointZ);
PARAM_FLOAT(targetX);
PARAM_FLOAT(targetY);
PARAM_FLOAT(targetZ);
PARAM_FLOAT(viewYaw);
PARAM_FLOAT(viewPitch);
PARAM_BOOL(absolute);
DVector3 result;
SphericalCoords(self, viewpointX, viewpointY, viewpointZ, targetX, targetY, targetZ, viewYaw, viewpointZ, absolute, &result);
ACTION_RETURN_VEC3(result);
}
static int isFrozen(FLevelLocals *self)
{
return self->isFrozen();
}
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, isFrozen, isFrozen)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
return isFrozen(self);
}
void setFrozen(FLevelLocals *self, int on)
{
self->frozenstate = (self->frozenstate & ~1) | !!on;
// For compatibility. The engine itself never checks this.
if (on) self->flags2 |= LEVEL2_FROZEN;
else self->flags2 &= ~LEVEL2_FROZEN;
}
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, setFrozen, setFrozen)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_BOOL(on);
setFrozen(self, on);
return 0;
}
//=====================================================================================
//
//
//
//=====================================================================================
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_GLOBAL(level);
DEFINE_GLOBAL(currentUILevel);
DEFINE_FIELD(FLevelLocals, sectors)
DEFINE_FIELD(FLevelLocals, lines)
DEFINE_FIELD(FLevelLocals, sides)
DEFINE_FIELD(FLevelLocals, vertexes)
DEFINE_FIELD(FLevelLocals, sectorPortals)
DEFINE_FIELD(FLevelLocals, time)
DEFINE_FIELD(FLevelLocals, maptime)
DEFINE_FIELD(FLevelLocals, totaltime)
DEFINE_FIELD(FLevelLocals, starttime)
DEFINE_FIELD(FLevelLocals, partime)
DEFINE_FIELD(FLevelLocals, sucktime)
DEFINE_FIELD(FLevelLocals, cluster)
DEFINE_FIELD(FLevelLocals, clusterflags)
DEFINE_FIELD(FLevelLocals, levelnum)
DEFINE_FIELD(FLevelLocals, LevelName)
DEFINE_FIELD(FLevelLocals, MapName)
DEFINE_FIELD(FLevelLocals, NextMap)
DEFINE_FIELD(FLevelLocals, NextSecretMap)
DEFINE_FIELD(FLevelLocals, F1Pic)
DEFINE_FIELD(FLevelLocals, maptype)
DEFINE_FIELD(FLevelLocals, Music)
DEFINE_FIELD(FLevelLocals, musicorder)
DEFINE_FIELD(FLevelLocals, skytexture1)
DEFINE_FIELD(FLevelLocals, skytexture2)
DEFINE_FIELD(FLevelLocals, skyspeed1)
DEFINE_FIELD(FLevelLocals, skyspeed2)
DEFINE_FIELD(FLevelLocals, total_secrets)
DEFINE_FIELD(FLevelLocals, found_secrets)
DEFINE_FIELD(FLevelLocals, total_items)
DEFINE_FIELD(FLevelLocals, found_items)
DEFINE_FIELD(FLevelLocals, total_monsters)
DEFINE_FIELD(FLevelLocals, killed_monsters)
DEFINE_FIELD(FLevelLocals, gravity)
DEFINE_FIELD(FLevelLocals, aircontrol)
DEFINE_FIELD(FLevelLocals, airfriction)
DEFINE_FIELD(FLevelLocals, airsupply)
DEFINE_FIELD(FLevelLocals, teamdamage)
DEFINE_FIELD(FLevelLocals, fogdensity)
DEFINE_FIELD(FLevelLocals, outsidefogdensity)
DEFINE_FIELD(FLevelLocals, skyfog)
DEFINE_FIELD(FLevelLocals, pixelstretch)
DEFINE_FIELD(FLevelLocals, deathsequence)
DEFINE_FIELD_BIT(FLevelLocals, flags, noinventorybar, LEVEL_NOINVENTORYBAR)
DEFINE_FIELD_BIT(FLevelLocals, flags, monsterstelefrag, LEVEL_MONSTERSTELEFRAG)
DEFINE_FIELD_BIT(FLevelLocals, flags, actownspecial, LEVEL_ACTOWNSPECIAL)
DEFINE_FIELD_BIT(FLevelLocals, flags, sndseqtotalctrl, LEVEL_SNDSEQTOTALCTRL)
DEFINE_FIELD_BIT(FLevelLocals, flags2, allmap, LEVEL2_ALLMAP)
DEFINE_FIELD_BIT(FLevelLocals, flags2, missilesactivateimpact, LEVEL2_MISSILESACTIVATEIMPACT)
DEFINE_FIELD_BIT(FLevelLocals, flags2, monsterfallingdamage, LEVEL2_MONSTERFALLINGDAMAGE)
DEFINE_FIELD_BIT(FLevelLocals, flags2, checkswitchrange, LEVEL2_CHECKSWITCHRANGE)
DEFINE_FIELD_BIT(FLevelLocals, flags2, polygrind, LEVEL2_POLYGRIND)
DEFINE_FIELD_BIT(FLevelLocals, flags2, allowrespawn, LEVEL2_ALLOWRESPAWN)
DEFINE_FIELD_BIT(FLevelLocals, flags2, nomonsters, LEVEL2_NOMONSTERS)
DEFINE_FIELD_BIT(FLevelLocals, flags2, frozen, LEVEL2_FROZEN)
DEFINE_FIELD_BIT(FLevelLocals, flags2, infinite_flight, LEVEL2_INFINITE_FLIGHT)
DEFINE_FIELD_BIT(FLevelLocals, flags2, no_dlg_freeze, LEVEL2_CONV_SINGLE_UNFREEZE)
DEFINE_FIELD_BIT(FLevelLocals, flags2, keepfullinventory, LEVEL2_KEEPFULLINVENTORY)
DEFINE_FIELD_BIT(FLevelLocals, flags3, removeitems, LEVEL3_REMOVEITEMS)
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, AdditiveColors)
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);