2016-10-30 13:00:11 +00:00
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class Object native
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{
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2016-11-22 22:42:32 +00:00
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native bool bDestroyed;
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2016-11-18 21:12:53 +00:00
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// These really should be global functions...
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native static int G_SkillPropertyInt(int p);
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native static double G_SkillPropertyFloat(int p);
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2016-11-25 18:52:35 +00:00
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native static vector3, int G_PickDeathmatchStart();
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native static vector3, int G_PickPlayerStart(int pnum, int flags = 0);
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2016-11-26 00:14:47 +00:00
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native static int GameType();
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2016-11-28 10:52:03 +00:00
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native static void S_Sound (Sound sound_id, int channel, float volume = 1, float attenuation = ATTN_NORM);
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native static void C_MidPrint(string fontname, string textlabel, bool bold = false); // always uses the stringtable.
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2016-11-18 21:12:53 +00:00
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2016-11-24 20:36:02 +00:00
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/*virtual*/ native void Destroy();
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2016-10-30 13:00:11 +00:00
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}
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class Thinker : Object native
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{
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2016-11-23 20:26:59 +00:00
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const TICRATE = 35;
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2016-11-21 13:59:17 +00:00
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virtual native void Tick();
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virtual native void PostBeginPlay();
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2016-10-31 16:02:47 +00:00
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}
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class ThinkerIterator : Object native
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{
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enum EStatnums
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{
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MAX_STATNUM = 127
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}
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2016-11-05 00:19:41 +00:00
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native static ThinkerIterator Create(class<Object> type = "Actor", int statnum=MAX_STATNUM+1);
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native Thinker Next(bool exact = false);
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2016-10-31 16:02:47 +00:00
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native void Reinit();
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}
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2016-11-16 00:36:21 +00:00
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class ActorIterator : Object native
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{
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native static ActorIterator Create(int tid, class<Actor> type = "Actor");
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native Actor Next();
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native void Reinit();
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}
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2016-10-31 16:02:47 +00:00
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class DropItem : Object native
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{
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native readonly DropItem Next;
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2016-11-05 00:19:41 +00:00
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native readonly name Name;
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2016-10-31 16:02:47 +00:00
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native readonly int Probability;
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2016-11-22 22:42:32 +00:00
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native int Amount;
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2016-10-31 16:02:47 +00:00
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}
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2016-11-18 21:12:53 +00:00
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class SpotState : Object native
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{
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native static SpotState GetSpotState();
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native SpecialSpot GetNextInList(class<Actor> type, int skipcounter);
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2016-11-24 00:23:35 +00:00
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native SpecialSpot GetSpotWithMinMaxDistance(Class<Actor> type, double x, double y, double mindist, double maxdist);
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2016-11-22 18:20:31 +00:00
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}
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2016-11-22 23:35:06 +00:00
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struct LevelLocals native
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{
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native readonly int time;
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native readonly int maptime;
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native readonly int totaltime;
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native readonly int starttime;
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native readonly int partime;
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native readonly int sucktime;
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native readonly int cluster;
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native readonly int clusterflags;
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native readonly int levelnum;
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native readonly String LevelName;
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native readonly String MapName;
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native String NextMap;
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native String NextSecretMap;
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native readonly int maptype;
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native readonly String Music;
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native readonly int musicorder;
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native readonly int total_secrets;
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native int found_secrets;
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native readonly int total_items;
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native int found_items;
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native readonly int total_monsters;
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native int killed_monsters;
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native double gravity;
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native double aircontrol;
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native double airfriction;
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native int airsupply;
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native double teamdamage;
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native bool monsterstelefrag;
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native bool actownspecial;
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native bool sndseqtotalctrl;
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native bool allmap;
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native bool missilesactivateimpact;
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native bool monsterfallingdamage;
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native bool checkswitchrange;
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native bool polygrind;
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2016-11-27 19:14:43 +00:00
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native bool nomonsters;
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2016-11-22 23:35:06 +00:00
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// level_info_t *info cannot be done yet.
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}
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2016-11-28 17:15:18 +00:00
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struct StringTable native
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{
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native static String Localize(String val);
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}
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|
2016-11-25 00:33:04 +00:00
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// a few values of this need to be readable by the play code.
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// Most are handled at load time and are omitted here.
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struct DehInfo native
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{
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native int MaxSoulsphere;
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native uint8 ExplosionStyle;
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native double ExplosionAlpha;
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native int NoAutofreeze;
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native int BFGCells;
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}
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|
2016-11-22 23:35:06 +00:00
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struct State native
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{
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2016-11-25 00:33:04 +00:00
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native State NextState;
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native int sprite;
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native int16 Tics;
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native uint16 TicRange;
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native uint8 Frame;
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native uint8 UseFlags;
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native int Misc1;
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native int Misc2;
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native uint16 bSlow;
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native uint16 bFast;
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native bool bFullbright;
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native bool bNoDelay;
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native bool bSameFrame;
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native bool bCanRaise;
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native bool bDehacked;
|
2016-11-28 22:30:14 +00:00
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native int DistanceTo(state other);
|
2016-11-22 23:35:06 +00:00
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|
|
}
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|
2016-11-25 15:05:03 +00:00
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struct F3DFloor native
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{
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}
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2016-11-27 17:52:24 +00:00
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struct Line native
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{
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//native readonly vertex v1, v2; // vertices, from v1 to v2
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native readonly Vector2 delta; // precalculated v2 - v1 for side checking
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native uint flags;
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native uint activation; // activation type
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native int special;
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native int args[5]; // <--- hexen-style arguments (expanded to ZDoom's full width)
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native double alpha; // <--- translucency (0=invisibile, FRACUNIT=opaque)
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//native Side sidedef[2];
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native readonly double bbox[4]; // bounding box, for the extent of the LineDef.
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native readonly Sector frontsector, backsector;
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native int validcount; // if == validcount, already checked
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native int locknumber; // [Dusk] lock number for special
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native readonly uint portalindex;
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|
|
}
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|
|
2016-11-22 18:20:31 +00:00
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struct Sector native
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{
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2016-11-26 08:51:14 +00:00
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//secplane_t floorplane, ceilingplane;
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//FDynamicColormap *ColorMap; // [RH] Per-sector colormap
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native Actor SoundTarget;
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native int16 special;
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native int16 lightlevel;
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native int16 seqType;
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native int sky;
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native Name SeqName;
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|
native readonly Vector2 centerspot;
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native int validcount;
|
2016-11-27 17:52:24 +00:00
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|
native Actor thinglist;
|
2016-11-26 08:51:14 +00:00
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native double friction, movefactor;
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native int terrainnum[2];
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// thinker_t for reversable actions
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//SectorEffect floordata;
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//SectorEffect ceilingdata;
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//SectorEffect lightingdata;
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enum EInterpolationType
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|
{
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CeilingMove,
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FloorMove,
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CeilingScroll,
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FloorScroll
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|
};
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//Interpolation interpolations[4];
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native uint8 soundtraversed;
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native int8 stairlock;
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native int prevsec;
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native int nextsec;
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native readonly int16 linecount;
|
2016-11-27 17:52:24 +00:00
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//line_t **lines; // this is defined internally to avoid exposing some overly complicated type to the parser
|
2016-11-26 08:51:14 +00:00
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native readonly Sector heightsec;
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native uint bottommap, midmap, topmap;
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//struct msecnode_t *touching_thinglist;
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//struct msecnode_t *render_thinglist;
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native double gravity;
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native Name damagetype;
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native int damageamount;
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native int16 damageinterval;
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native int16 leakydamage;
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native uint16 ZoneNumber;
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native uint16 MoreFlags;
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2016-11-28 20:33:14 +00:00
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enum ESectorFlags
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|
{
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SECF_SILENT = 1, // actors in sector make no noise
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SECF_NOFALLINGDAMAGE= 2, // No falling damage in this sector
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SECF_FLOORDROP = 4, // all actors standing on this floor will remain on it when it lowers very fast.
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SECF_NORESPAWN = 8, // players can not respawn in this sector
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SECF_FRICTION = 16, // sector has friction enabled
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SECF_PUSH = 32, // pushers enabled
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SECF_SILENTMOVE = 64, // Sector movement makes mo sound (Eternity got this so this may be useful for an extended cross-port standard.)
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SECF_DMGTERRAINFX = 128, // spawns terrain splash when inflicting damage
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SECF_ENDGODMODE = 256, // getting damaged by this sector ends god mode
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SECF_ENDLEVEL = 512, // ends level when health goes below 10
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SECF_HAZARD = 1024, // Change to Strife's delayed damage handling.
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SECF_WASSECRET = 1 << 30, // a secret that was discovered
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SECF_SECRET = 1 << 31, // a secret sector
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SECF_DAMAGEFLAGS = SECF_ENDGODMODE|SECF_ENDLEVEL|SECF_DMGTERRAINFX|SECF_HAZARD,
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SECF_NOMODIFY = SECF_SECRET|SECF_WASSECRET, // not modifiable by Sector_ChangeFlags
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SECF_SPECIALFLAGS = SECF_DAMAGEFLAGS|SECF_FRICTION|SECF_PUSH, // these flags originate from 'special and must be transferrable by floor thinkers
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}
|
2016-11-26 08:51:14 +00:00
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native uint Flags;
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native SectorAction SecActTarget;
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native readonly uint Portals[2];
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native readonly int PortalGroup;
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native readonly int sectornum;
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|
2016-11-25 15:05:03 +00:00
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native double, Sector, F3DFloor NextHighestCeilingAt(double x, double y, double bottomz, double topz, int flags = 0);
|
2016-11-22 18:20:31 +00:00
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}
|
2016-11-25 15:05:03 +00:00
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|
2016-11-26 00:14:47 +00:00
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struct Wads
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{
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enum WadNamespace
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{
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ns_hidden = -1,
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ns_global = 0,
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ns_sprites,
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ns_flats,
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|
ns_colormaps,
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ns_acslibrary,
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ns_newtextures,
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ns_bloodraw,
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ns_bloodsfx,
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ns_bloodmisc,
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ns_strifevoices,
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ns_hires,
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ns_voxels,
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ns_specialzipdirectory,
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ns_sounds,
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ns_patches,
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ns_graphics,
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ns_music,
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ns_firstskin,
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|
}
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|
native static int CheckNumForName(string name, int ns, int wadnum = -1, bool exact = false);
|
2016-11-27 23:49:10 +00:00
|
|
|
}
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|
|
struct TerrainDef native
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|
|
{
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|
|
native Name TerrainName;
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|
|
native int Splash;
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|
|
native int DamageAmount;
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|
|
native Name DamageMOD;
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|
|
native int DamageTimeMask;
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|
|
native double FootClip;
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|
|
|
native float StepVolume;
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|
|
native int WalkStepTics;
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|
|
native int RunStepTics;
|
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|
|
native Sound LeftStepSound;
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|
|
native Sound RightStepSound;
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|
|
native bool IsLiquid;
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|
|
native bool AllowProtection;
|
|
|
|
native double Friction;
|
|
|
|
native double MoveFactor;
|
|
|
|
};
|
2016-11-28 00:30:36 +00:00
|
|
|
|
|
|
|
enum EPickStart
|
|
|
|
{
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|
|
PPS_FORCERANDOM = 1,
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|
|
|
PPS_NOBLOCKINGCHECK = 2,
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|
|
|
}
|
2016-11-28 17:15:18 +00:00
|
|
|
|
|
|
|
// Although String is a builtin type, this is a convenient way to attach methods to it.
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|
|
|
struct String native
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|
|
|
{
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|
|
|
native void Replace(String pattern, String replacement);
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|
|
|
}
|
2016-11-28 20:33:14 +00:00
|
|
|
|
|
|
|
class Floor : Thinker native
|
|
|
|
{
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|
|
|
// only here so that some constants and functions can be added. Not directly usable yet.
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|
|
|
enum EFloor
|
|
|
|
{
|
|
|
|
floorLowerToLowest,
|
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|
|
floorLowerToNearest,
|
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|
|
floorLowerToHighest,
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|
|
floorLowerByValue,
|
|
|
|
floorRaiseByValue,
|
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|
|
floorRaiseToHighest,
|
|
|
|
floorRaiseToNearest,
|
|
|
|
floorRaiseAndCrush,
|
|
|
|
floorRaiseAndCrushDoom,
|
|
|
|
floorCrushStop,
|
|
|
|
floorLowerInstant,
|
|
|
|
floorRaiseInstant,
|
|
|
|
floorMoveToValue,
|
|
|
|
floorRaiseToLowestCeiling,
|
|
|
|
floorRaiseByTexture,
|
|
|
|
|
|
|
|
floorLowerAndChange,
|
|
|
|
floorRaiseAndChange,
|
|
|
|
|
|
|
|
floorRaiseToLowest,
|
|
|
|
floorRaiseToCeiling,
|
|
|
|
floorLowerToLowestCeiling,
|
|
|
|
floorLowerByTexture,
|
|
|
|
floorLowerToCeiling,
|
|
|
|
|
|
|
|
donutRaise,
|
|
|
|
|
|
|
|
buildStair,
|
|
|
|
waitStair,
|
|
|
|
resetStair,
|
|
|
|
|
|
|
|
// Not to be used as parameters to EV_DoFloor()
|
|
|
|
genFloorChg0,
|
|
|
|
genFloorChgT,
|
|
|
|
genFloorChg
|
|
|
|
};
|
|
|
|
|
|
|
|
native static bool CreateFloor(sector sec, EFloor floortype, line ln, double speed, double height = 0, int crush = -1, int change = 0, bool hexencrush = false, bool hereticlower = false);
|
|
|
|
|
|
|
|
}
|