mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 15:22:16 +00:00
442 lines
14 KiB
Text
442 lines
14 KiB
Text
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struct SectorPortal native
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{
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enum EType
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{
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TYPE_SKYVIEWPOINT = 0, // a regular skybox
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TYPE_STACKEDSECTORTHING, // stacked sectors with the thing method
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TYPE_PORTAL, // stacked sectors with Sector_SetPortal
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TYPE_LINKEDPORTAL, // linked portal (interactive)
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TYPE_PLANE, // EE-style plane portal (not implemented in SW renderer)
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TYPE_HORIZON, // EE-style horizon portal (not implemented in SW renderer)
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};
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enum EFlags
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{
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FLAG_SKYFLATONLY = 1, // portal is only active on skyflatnum
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FLAG_INSKYBOX = 2, // to avoid recursion
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};
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native int mType;
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native int mFlags;
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native uint mPartner;
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native int mPlane;
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native Sector mOrigin;
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native Sector mDestination;
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native Vector2 mDisplacement;
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native double mPlaneZ;
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native Actor mSkybox;
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native static uint GetSkyboxPortal(Actor actor);
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};
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struct Vertex native
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{
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native readonly Vector2 p;
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}
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struct Side native
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{
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enum ETexpart
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{
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top=0,
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mid=1,
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bottom=2
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};
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enum EWallFlags
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{
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WALLF_ABSLIGHTING = 1, // Light is absolute instead of relative
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WALLF_NOAUTODECALS = 2, // Do not attach impact decals to this wall
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WALLF_NOFAKECONTRAST = 4, // Don't do fake contrast for this wall in side_t::GetLightLevel
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WALLF_SMOOTHLIGHTING = 8, // Similar to autocontrast but applies to all angles.
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WALLF_CLIP_MIDTEX = 16, // Like the line counterpart, but only for this side.
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WALLF_WRAP_MIDTEX = 32, // Like the line counterpart, but only for this side.
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WALLF_POLYOBJ = 64, // This wall belongs to a polyobject.
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WALLF_LIGHT_FOG = 128, // This wall's Light is used even in fog.
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};
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native Sector sector; // Sector the SideDef is facing.
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//DBaseDecal* AttachedDecals; // [RH] Decals bound to the wall
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native Line linedef;
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native int16 Light;
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native uint8 Flags;
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native TextureID GetTexture(int which);
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native void SetTexture(int which, TextureID tex);
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native void SetTextureXOffset(int which, double offset);
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native double GetTextureXOffset(int which);
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native void AddTextureXOffset(int which, double delta);
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native void SetTextureYOffset(int which, double offset);
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native double GetTextureYOffset(int which);
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native void AddTextureYOffset(int which, double delta);
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native void SetTextureXScale(int which, double scale);
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native double GetTextureXScale(int which);
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native void MultiplyTextureXScale(int which, double delta);
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native void SetTextureYScale(int which, double scale);
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native double GetTextureYScale(int which);
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native void MultiplyTextureYScale(int which, double delta);
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//native DInterpolation *SetInterpolation(int position);
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//native void StopInterpolation(int position);
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native Vertex V1();
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native Vertex V2();
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native int Index();
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int GetUDMFInt(Name nm)
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{
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return Level.GetUDMFInt(LevelLocals.UDMF_Side, Index(), nm);
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}
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double GetUDMFFloat(Name nm)
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{
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return Level.GetUDMFFloat(LevelLocals.UDMF_Side, Index(), nm);
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}
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String GetUDMFString(Name nm)
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{
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return Level.GetUDMFString(LevelLocals.UDMF_Side, Index(), nm);
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}
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};
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struct Line native
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{
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enum ELineFlags
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{
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ML_BLOCKING =0x00000001, // solid, is an obstacle
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ML_BLOCKMONSTERS =0x00000002, // blocks monsters only
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ML_TWOSIDED =0x00000004, // backside will not be present at all if not two sided
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ML_DONTPEGTOP = 0x00000008, // upper texture unpegged
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ML_DONTPEGBOTTOM = 0x00000010, // lower texture unpegged
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ML_SECRET = 0x00000020, // don't map as two sided: IT'S A SECRET!
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ML_SOUNDBLOCK = 0x00000040, // don't let sound cross two of these
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ML_DONTDRAW = 0x00000080, // don't draw on the automap
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ML_MAPPED = 0x00000100, // set if already drawn in automap
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ML_REPEAT_SPECIAL = 0x00000200, // special is repeatable
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ML_ADDTRANS = 0x00000400, // additive translucency (can only be set internally)
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// Extended flags
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ML_MONSTERSCANACTIVATE = 0x00002000, // [RH] Monsters (as well as players) can activate the line
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ML_BLOCK_PLAYERS = 0x00004000,
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ML_BLOCKEVERYTHING = 0x00008000, // [RH] Line blocks everything
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ML_ZONEBOUNDARY = 0x00010000,
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ML_RAILING = 0x00020000,
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ML_BLOCK_FLOATERS = 0x00040000,
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ML_CLIP_MIDTEX = 0x00080000, // Automatic for every Strife line
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ML_WRAP_MIDTEX = 0x00100000,
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ML_3DMIDTEX = 0x00200000,
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ML_CHECKSWITCHRANGE = 0x00400000,
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ML_FIRSTSIDEONLY = 0x00800000, // activated only when crossed from front side
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ML_BLOCKPROJECTILE = 0x01000000,
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ML_BLOCKUSE = 0x02000000, // blocks all use actions through this line
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ML_BLOCKSIGHT = 0x04000000, // blocks monster line of sight
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ML_BLOCKHITSCAN = 0x08000000, // blocks hitscan attacks
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ML_3DMIDTEX_IMPASS = 0x10000000, // [TP] if 3D midtex, behaves like a height-restricted ML_BLOCKING
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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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native readonly uint portaltransferred;
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native bool isLinePortal();
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native bool isVisualPortal();
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native Line getPortalDestination();
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native int getPortalAlignment();
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native int Index();
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int GetUDMFInt(Name nm)
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{
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return Level.GetUDMFInt(LevelLocals.UDMF_Line, Index(), nm);
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}
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double GetUDMFFloat(Name nm)
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{
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return Level.GetUDMFFloat(LevelLocals.UDMF_Line, Index(), nm);
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}
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String GetUDMFString(Name nm)
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{
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return Level.GetUDMFString(LevelLocals.UDMF_Line, Index(), nm);
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}
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}
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struct SecPlane native
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{
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native Vector3 Normal;
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native double D;
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native double negiC;
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native bool isSlope();
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native int PointOnSide(Vector3 pos);
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native double ZatPoint (Vector2 v);
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native double ZatPointDist(Vector2 v, double dist);
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native bool isEqual(Secplane other);
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native void ChangeHeight(double hdiff);
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native double GetChangedHeight(double hdiff);
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native double HeightDiff(double oldd, double newd = 0.0);
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native double PointToDist(Vector2 xy, double z);
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}
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// This encapsulates all info Doom's original 'special' field contained - for saving and transferring.
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struct SecSpecial
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{
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Name damagetype;
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int damageamount;
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short special;
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short damageinterval;
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short leakydamage;
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int Flags;
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}
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struct Sector native
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{
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//secplane_t floorplane, ceilingplane; // defined internally
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//FDynamicColormap *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;
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native Actor thinglist;
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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 EPlane
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{
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floor,
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ceiling
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};
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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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//TStaticPointedArray<line_t *> Lines; // this is defined internally to avoid exposing some overly complicated type to the parser
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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 *sectorportal_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 readonly uint16 ZoneNumber;
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enum ESectorMoreFlags
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{
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SECMF_FAKEFLOORONLY = 2, // when used as heightsec in R_FakeFlat, only copies floor
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SECMF_CLIPFAKEPLANES = 4, // as a heightsec, clip planes to target sector's planes
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SECMF_NOFAKELIGHT = 8, // heightsec does not change lighting
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SECMF_IGNOREHEIGHTSEC= 16, // heightsec is only for triggering sector actions
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SECMF_UNDERWATER = 32, // sector is underwater
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SECMF_FORCEDUNDERWATER= 64, // sector is forced to be underwater
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SECMF_UNDERWATERMASK = 32+64,
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SECMF_DRAWN = 128, // sector has been drawn at least once
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SECMF_HIDDEN = 256, // Do not draw on textured automap
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}
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native uint16 MoreFlags;
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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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}
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enum EMoveResult
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{
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MOVE_OK,
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MOVE_CRUSHED,
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MOVE_PASTDEST
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};
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native uint Flags;
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native SectorAction SecActTarget;
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native uint Portals[2];
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native readonly int PortalGroup;
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native readonly int sectornum;
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native int Index();
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native double, Sector, F3DFloor NextHighestCeilingAt(double x, double y, double bottomz, double topz, int flags = 0);
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native double, Sector, F3DFloor NextLowestFloorAt(double x, double y, double z, int flags = 0, double steph = 0);
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native void RemoveForceField();
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native static Sector PointInSector(Vector2 pt);
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native void SetColor(color c, int desat = 0);
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native void SetFade(color c);
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native bool PlaneMoving(int pos);
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native int GetFloorLight();
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native int GetCeilingLight();
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native Sector GetHeightSec();
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native void TransferSpecial(Sector model);
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native void GetSpecial(out SecSpecial spec);
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native void SetSpecial( SecSpecial spec);
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native int GetTerrain(int pos);
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native void CheckPortalPlane(int plane);
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native double, Sector HighestCeilingAt(Vector2 a);
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native double, Sector LowestFloorAt(Vector2 a);
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native double, double GetFriction(int plane);
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native void SetXOffset(int pos, double o);
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native void AddXOffset(int pos, double o);
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native double GetXOffset(int pos);
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native void SetYOffset(int pos, double o);
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native void AddYOffset(int pos, double o);
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native double GetYOffset(int pos, bool addbase = true);
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native void SetXScale(int pos, double o);
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native double GetXScale(int pos);
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native void SetYScale(int pos, double o);
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native double GetYScale(int pos);
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native void SetAngle(int pos, double o);
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native double GetAngle(int pos, bool addbase = true);
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native void SetBase(int pos, double y, double o);
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native void SetAlpha(int pos, double o);
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native double GetAlpha(int pos);
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native int GetFlags(int pos);
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native int GetVisFlags(int pos);
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native void ChangeFlags(int pos, int And, int Or);
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native int GetPlaneLight(int pos);
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native void SetPlaneLight(int pos, int level);
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native TextureID GetTexture(int pos);
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native void SetTexture(int pos, TextureID tex, bool floorclip = true);
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native double GetPlaneTexZ(int pos);
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native void SetPlaneTexZ(int pos, double val, bool dirtify = false); // This mainly gets used by init code. The only place where it must set the vertex to dirty is the interpolation code.
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native void ChangeLightLevel(int newval);
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native void SetLightLevel(int newval);
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native int GetLightLevel();
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native void AdjustFloorClip();
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native bool IsLinked(Sector other, bool ceiling);
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native bool PortalBlocksView(int plane);
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native bool PortalBlocksSight(int plane);
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native bool PortalBlocksMovement(int plane);
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native bool PortalBlocksSound(int plane);
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native bool PortalIsLinked(int plane);
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native void ClearPortal(int plane);
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native double GetPortalPlaneZ(int plane);
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native Vector2 GetPortalDisplacement(int plane);
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native int GetPortalType(int plane);
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native int GetOppositePortalGroup(int plane);
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native double CenterFloor();
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native double CenterCeiling();
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native bool TriggerSectorActions(Actor thing, int activation);
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native int MoveFloor(double speed, double dest, int crush, int direction, bool hexencrush, bool instant = false);
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native int MoveCeiling(double speed, double dest, int crush, int direction, bool hexencrush);
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native Sector NextSpecialSector(int type, Sector prev);
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native double, Vertex FindLowestFloorSurrounding();
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native double, Vertex FindHighestFloorSurrounding();
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native double, Vertex FindNextHighestFloor();
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native double, Vertex FindNextLowestFloor();
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native double, Vertex FindLowestCeilingSurrounding();
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native double, Vertex FindHighestCeilingSurrounding();
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native double, Vertex FindNextLowestCeiling();
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native double, Vertex FindNextHighestCeiling();
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native double FindShortestTextureAround();
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native double FindShortestUpperAround();
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native Sector FindModelFloorSector(double floordestheight);
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native Sector FindModelCeilingSector(double floordestheight);
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native int FindMinSurroundingLight(int max);
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native double, Vertex FindLowestCeilingPoint();
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native double, Vertex FindHighestFloorPoint();
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native void SetEnvironment(String env);
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native void SetEnvironmentID(int envnum);
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native SeqNode StartSoundSequenceID (int chan, int sequence, int type, int modenum, bool nostop = false);
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native SeqNode StartSoundSequence (int chan, Name seqname, int modenum);
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native SeqNode CheckSoundSequence (int chan);
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native void StopSoundSequence(int chan);
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native bool IsMakingLoopingSound ();
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bool isSecret()
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{
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return !!(Flags & SECF_SECRET);
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}
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bool wasSecret()
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{
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return !!(Flags & SECF_WASSECRET);
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}
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void ClearSecret()
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{
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Flags &= ~SECF_SECRET;
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}
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int GetUDMFInt(Name nm)
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{
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return Level.GetUDMFInt(LevelLocals.UDMF_Sector, Index(), nm);
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}
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double GetUDMFFloat(Name nm)
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{
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return Level.GetUDMFFloat(LevelLocals.UDMF_Sector, Index(), nm);
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}
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String GetUDMFString(Name nm)
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{
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return Level.GetUDMFString(LevelLocals.UDMF_Sector, Index(), nm);
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}
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}
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