mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 13:01:47 +00:00
22cf35c1c7
Parts of this menu suffered badly from lack of screen space to convey the intended information due to the oversized fonts. With the new font this is a lot less problematic (unless using 320x200, of course)
1067 lines
32 KiB
Text
1067 lines
32 KiB
Text
|
|
struct _ native // These are the global variables, the struct is only here to avoid extending the parser for this.
|
|
{
|
|
native readonly Array<class> AllClasses;
|
|
native readonly Array<class<Actor> > AllActorClasses;
|
|
native readonly Array<@PlayerClass> PlayerClasses;
|
|
native readonly Array<@PlayerSkin> PlayerSkins;
|
|
native readonly Array<@Team> Teams;
|
|
native int validcount;
|
|
native readonly bool multiplayer;
|
|
native @KeyBindings Bindings;
|
|
native @KeyBindings AutomapBindings;
|
|
native play @DehInfo deh;
|
|
native readonly @GameInfoStruct gameinfo;
|
|
native readonly ui bool netgame;
|
|
|
|
native readonly bool automapactive;
|
|
native readonly uint gameaction;
|
|
native readonly int gamestate;
|
|
native readonly TextureID skyflatnum;
|
|
native readonly Font smallfont;
|
|
native readonly Font smallfont2;
|
|
native readonly Font bigfont;
|
|
native readonly Font confont;
|
|
native readonly Font NewConsoleFont;
|
|
native readonly Font intermissionfont;
|
|
native readonly int CleanXFac;
|
|
native readonly int CleanYFac;
|
|
native readonly int CleanWidth;
|
|
native readonly int CleanHeight;
|
|
native readonly int CleanXFac_1;
|
|
native readonly int CleanYFac_1;
|
|
native readonly int CleanWidth_1;
|
|
native readonly int CleanHeight_1;
|
|
native ui int menuactive;
|
|
native readonly @FOptionMenuSettings OptionMenuSettings;
|
|
native readonly int gametic;
|
|
native readonly bool demoplayback;
|
|
native ui int BackbuttonTime;
|
|
native ui float BackbuttonAlpha;
|
|
native readonly int Net_Arbitrator;
|
|
native ui BaseStatusBar StatusBar;
|
|
native readonly Weapon WP_NOCHANGE;
|
|
deprecated("3.8") native readonly bool globalfreeze;
|
|
native int LocalViewPitch;
|
|
native readonly @MusPlayingInfo musplaying;
|
|
|
|
// sandbox state in multi-level setups:
|
|
|
|
native play @PlayerInfo players[MAXPLAYERS];
|
|
native readonly bool playeringame[MAXPLAYERS];
|
|
native readonly int consoleplayer;
|
|
native play LevelLocals Level;
|
|
|
|
}
|
|
|
|
struct MusPlayingInfo native
|
|
{
|
|
native String name;
|
|
native int baseorder;
|
|
native bool loop;
|
|
};
|
|
|
|
struct TexMan
|
|
{
|
|
enum EUseTypes
|
|
{
|
|
Type_Any,
|
|
Type_Wall,
|
|
Type_Flat,
|
|
Type_Sprite,
|
|
Type_WallPatch,
|
|
Type_Build,
|
|
Type_SkinSprite,
|
|
Type_Decal,
|
|
Type_MiscPatch,
|
|
Type_FontChar,
|
|
Type_Override, // For patches between TX_START/TX_END
|
|
Type_Autopage, // Automap background - used to enable the use of FAutomapTexture
|
|
Type_SkinGraphic,
|
|
Type_Null,
|
|
Type_FirstDefined,
|
|
};
|
|
|
|
enum EFlags
|
|
{
|
|
TryAny = 1,
|
|
Overridable = 2,
|
|
ReturnFirst = 4,
|
|
AllowSkins = 8,
|
|
ShortNameOnly = 16,
|
|
DontCreate = 32,
|
|
Localize = 64
|
|
};
|
|
|
|
enum ETexReplaceFlags
|
|
{
|
|
NOT_BOTTOM = 1,
|
|
NOT_MIDDLE = 2,
|
|
NOT_TOP = 4,
|
|
NOT_FLOOR = 8,
|
|
NOT_CEILING = 16,
|
|
NOT_WALL = 7,
|
|
NOT_FLAT = 24
|
|
};
|
|
|
|
native static TextureID CheckForTexture(String name, int usetype, int flags = TryAny);
|
|
deprecated("3.8") static void ReplaceTextures(String from, String to, int flags)
|
|
{
|
|
level.ReplaceTextures(from, to, flags);
|
|
}
|
|
native static String GetName(TextureID tex);
|
|
native static int, int GetSize(TextureID tex);
|
|
native static Vector2 GetScaledSize(TextureID tex);
|
|
native static Vector2 GetScaledOffset(TextureID tex);
|
|
native static int CheckRealHeight(TextureID tex);
|
|
native static bool OkForLocalization(TextureID patch, String textSubstitute);
|
|
|
|
native static void SetCameraToTexture(Actor viewpoint, String texture, double fov);
|
|
}
|
|
|
|
enum DrawTextureTags
|
|
{
|
|
TAG_USER = (1<<30),
|
|
DTA_Base = TAG_USER + 5000,
|
|
DTA_DestWidth, // width of area to draw to
|
|
DTA_DestHeight, // height of area to draw to
|
|
DTA_Alpha, // alpha value for translucency
|
|
DTA_FillColor, // color to stencil onto the destination (RGB is the color for truecolor drawers, A is the palette index for paletted drawers)
|
|
DTA_TranslationIndex, // translation table to recolor the source
|
|
DTA_AlphaChannel, // bool: the source is an alpha channel; used with DTA_FillColor
|
|
DTA_Clean, // bool: scale texture size and position by CleanXfac and CleanYfac
|
|
DTA_320x200, // bool: scale texture size and position to fit on a virtual 320x200 screen
|
|
DTA_Bottom320x200, // bool: same as DTA_320x200 but centers virtual screen on bottom for 1280x1024 targets
|
|
DTA_CleanNoMove, // bool: like DTA_Clean but does not reposition output position
|
|
DTA_CleanNoMove_1, // bool: like DTA_CleanNoMove, but uses Clean[XY]fac_1 instead
|
|
DTA_FlipX, // bool: flip image horizontally //FIXME: Does not work with DTA_Window(Left|Right)
|
|
DTA_ShadowColor, // color of shadow
|
|
DTA_ShadowAlpha, // alpha of shadow
|
|
DTA_Shadow, // set shadow color and alphas to defaults
|
|
DTA_VirtualWidth, // pretend the canvas is this wide
|
|
DTA_VirtualHeight, // pretend the canvas is this tall
|
|
DTA_TopOffset, // override texture's top offset
|
|
DTA_LeftOffset, // override texture's left offset
|
|
DTA_CenterOffset, // bool: override texture's left and top offsets and set them for the texture's middle
|
|
DTA_CenterBottomOffset,// bool: override texture's left and top offsets and set them for the texture's bottom middle
|
|
DTA_WindowLeft, // don't draw anything left of this column (on source, not dest)
|
|
DTA_WindowRight, // don't draw anything at or to the right of this column (on source, not dest)
|
|
DTA_ClipTop, // don't draw anything above this row (on dest, not source)
|
|
DTA_ClipBottom, // don't draw anything at or below this row (on dest, not source)
|
|
DTA_ClipLeft, // don't draw anything to the left of this column (on dest, not source)
|
|
DTA_ClipRight, // don't draw anything at or to the right of this column (on dest, not source)
|
|
DTA_Masked, // true(default)=use masks from texture, false=ignore masks
|
|
DTA_HUDRules, // use fullscreen HUD rules to position and size textures
|
|
DTA_HUDRulesC, // only used internally for marking HUD_HorizCenter
|
|
DTA_KeepRatio, // doesn't adjust screen size for DTA_Virtual* if the aspect ratio is not 4:3
|
|
DTA_RenderStyle, // same as render style for actors
|
|
DTA_ColorOverlay, // DWORD: ARGB to overlay on top of image; limited to black for software
|
|
DTA_Internal1,
|
|
DTA_Internal2,
|
|
DTA_Desaturate, // explicit desaturation factor (does not do anything in Legacy OpenGL)
|
|
DTA_Fullscreen, // Draw image fullscreen (same as DTA_VirtualWidth/Height with graphics size.)
|
|
|
|
// floating point duplicates of some of the above:
|
|
DTA_DestWidthF,
|
|
DTA_DestHeightF,
|
|
DTA_TopOffsetF,
|
|
DTA_LeftOffsetF,
|
|
DTA_VirtualWidthF,
|
|
DTA_VirtualHeightF,
|
|
DTA_WindowLeftF,
|
|
DTA_WindowRightF,
|
|
|
|
// For DrawText calls only:
|
|
DTA_TextLen, // stop after this many characters, even if \0 not hit
|
|
DTA_CellX, // horizontal size of character cell
|
|
DTA_CellY, // vertical size of character cell
|
|
|
|
DTA_Color,
|
|
DTA_FlipY, // bool: flip image vertically
|
|
DTA_SrcX, // specify a source rectangle (this supersedes the poorly implemented DTA_WindowLeft/Right
|
|
DTA_SrcY,
|
|
DTA_SrcWidth,
|
|
DTA_SrcHeight,
|
|
DTA_LegacyRenderStyle, // takes an old-style STYLE_* constant instead of an FRenderStyle
|
|
DTA_Internal3,
|
|
};
|
|
|
|
class Shape2D : Object native
|
|
{
|
|
enum EClearWhich
|
|
{
|
|
C_Verts = 1,
|
|
C_Coords = 2,
|
|
C_Indices = 4,
|
|
};
|
|
|
|
native void Clear( int which = C_Verts|C_Coords|C_Indices );
|
|
native void PushVertex( Vector2 v );
|
|
native void PushCoord( Vector2 c );
|
|
native void PushTriangle( int a, int b, int c );
|
|
}
|
|
|
|
struct Screen native
|
|
{
|
|
native static Color PaletteColor(int index);
|
|
native static int GetWidth();
|
|
native static int GetHeight();
|
|
native static void Clear(int left, int top, int right, int bottom, Color color, int palcolor = -1);
|
|
native static void Dim(Color col, double amount, int x, int y, int w, int h);
|
|
|
|
native static vararg void DrawTexture(TextureID tex, bool animate, double x, double y, ...);
|
|
native static vararg void DrawShape(TextureID tex, bool animate, Shape2D s, ...);
|
|
native static vararg void DrawChar(Font font, int normalcolor, double x, double y, int character, ...);
|
|
native static vararg void DrawText(Font font, int normalcolor, double x, double y, String text, ...);
|
|
native static void DrawLine(int x0, int y0, int x1, int y1, Color color, int alpha = 255);
|
|
native static void DrawThickLine(int x0, int y0, int x1, int y1, double thickness, Color color, int alpha = 255);
|
|
native static void DrawFrame(int x, int y, int w, int h);
|
|
native static Vector2, Vector2 VirtualToRealCoords(Vector2 pos, Vector2 size, Vector2 vsize, bool vbottom=false, bool handleaspect=true);
|
|
native static double GetAspectRatio();
|
|
native static void SetClipRect(int x, int y, int w, int h);
|
|
native static void ClearClipRect();
|
|
native static int, int, int, int GetClipRect();
|
|
native static int, int, int, int GetViewWindow();
|
|
|
|
|
|
// This is a leftover of the abandoned Inventory.DrawPowerup method.
|
|
deprecated("2.5") static ui void DrawHUDTexture(TextureID tex, double x, double y)
|
|
{
|
|
statusBar.DrawTexture(tex, (x, y), BaseStatusBar.DI_SCREEN_RIGHT_TOP, 1., (32, 32));
|
|
}
|
|
}
|
|
|
|
struct Font native
|
|
{
|
|
enum EColorRange
|
|
{
|
|
CR_UNDEFINED = -1,
|
|
CR_BRICK,
|
|
CR_TAN,
|
|
CR_GRAY,
|
|
CR_GREY = CR_GRAY,
|
|
CR_GREEN,
|
|
CR_BROWN,
|
|
CR_GOLD,
|
|
CR_RED,
|
|
CR_BLUE,
|
|
CR_ORANGE,
|
|
CR_WHITE,
|
|
CR_YELLOW,
|
|
CR_UNTRANSLATED,
|
|
CR_BLACK,
|
|
CR_LIGHTBLUE,
|
|
CR_CREAM,
|
|
CR_OLIVE,
|
|
CR_DARKGREEN,
|
|
CR_DARKRED,
|
|
CR_DARKBROWN,
|
|
CR_PURPLE,
|
|
CR_DARKGRAY,
|
|
CR_CYAN,
|
|
CR_ICE,
|
|
CR_FIRE,
|
|
CR_SAPPHIRE,
|
|
CR_TEAL,
|
|
NUM_TEXT_COLORS
|
|
};
|
|
|
|
const TEXTCOLOR_BRICK = "\034A";
|
|
const TEXTCOLOR_TAN = "\034B";
|
|
const TEXTCOLOR_GRAY = "\034C";
|
|
const TEXTCOLOR_GREY = "\034C";
|
|
const TEXTCOLOR_GREEN = "\034D";
|
|
const TEXTCOLOR_BROWN = "\034E";
|
|
const TEXTCOLOR_GOLD = "\034F";
|
|
const TEXTCOLOR_RED = "\034G";
|
|
const TEXTCOLOR_BLUE = "\034H";
|
|
const TEXTCOLOR_ORANGE = "\034I";
|
|
const TEXTCOLOR_WHITE = "\034J";
|
|
const TEXTCOLOR_YELLOW = "\034K";
|
|
const TEXTCOLOR_UNTRANSLATED = "\034L";
|
|
const TEXTCOLOR_BLACK = "\034M";
|
|
const TEXTCOLOR_LIGHTBLUE = "\034N";
|
|
const TEXTCOLOR_CREAM = "\034O";
|
|
const TEXTCOLOR_OLIVE = "\034P";
|
|
const TEXTCOLOR_DARKGREEN = "\034Q";
|
|
const TEXTCOLOR_DARKRED = "\034R";
|
|
const TEXTCOLOR_DARKBROWN = "\034S";
|
|
const TEXTCOLOR_PURPLE = "\034T";
|
|
const TEXTCOLOR_DARKGRAY = "\034U";
|
|
const TEXTCOLOR_CYAN = "\034V";
|
|
const TEXTCOLOR_ICE = "\034W";
|
|
const TEXTCOLOR_FIRE = "\034X";
|
|
const TEXTCOLOR_SAPPHIRE = "\034Y";
|
|
const TEXTCOLOR_TEAL = "\034Z";
|
|
|
|
const TEXTCOLOR_NORMAL = "\034-";
|
|
const TEXTCOLOR_BOLD = "\034+";
|
|
|
|
const TEXTCOLOR_CHAT = "\034*";
|
|
const TEXTCOLOR_TEAMCHAT = "\034!";
|
|
|
|
|
|
native int GetCharWidth(int code);
|
|
native int StringWidth(String code);
|
|
native int GetHeight();
|
|
native String GetCursor();
|
|
|
|
native static int FindFontColor(Name color);
|
|
native double GetBottomAlignOffset(int code);
|
|
native static Font FindFont(Name fontname);
|
|
native static Font GetFont(Name fontname);
|
|
native BrokenLines BreakLines(String text, int maxlen);
|
|
}
|
|
|
|
struct Translation version("2.4")
|
|
{
|
|
Color colors[256];
|
|
|
|
native int AddTranslation();
|
|
native static bool SetPlayerTranslation(int group, int num, int plrnum, PlayerClass pclass);
|
|
native static int GetID(Name transname);
|
|
static int MakeID(int group, int num)
|
|
{
|
|
return (group << 16) + num;
|
|
}
|
|
}
|
|
|
|
struct Console native
|
|
{
|
|
native static void HideConsole();
|
|
native static void MidPrint(Font fontname, string textlabel, bool bold = false);
|
|
native static vararg void Printf(string fmt, ...);
|
|
}
|
|
|
|
struct DamageTypeDefinition native
|
|
{
|
|
native static bool IgnoreArmor(Name type);
|
|
}
|
|
|
|
struct CVar native
|
|
{
|
|
enum ECVarType
|
|
{
|
|
CVAR_Bool,
|
|
CVAR_Int,
|
|
CVAR_Float,
|
|
CVAR_String,
|
|
CVAR_Color,
|
|
};
|
|
|
|
native static CVar FindCVar(Name name);
|
|
native static CVar GetCVar(Name name, PlayerInfo player = null);
|
|
bool GetBool() { return GetInt(); }
|
|
native int GetInt();
|
|
native double GetFloat();
|
|
native String GetString();
|
|
void SetBool(bool b) { SetInt(b); }
|
|
native void SetInt(int v);
|
|
native void SetFloat(double v);
|
|
native void SetString(String s);
|
|
native int GetRealType();
|
|
native int ResetToDefault();
|
|
}
|
|
|
|
struct GIFont version("2.4")
|
|
{
|
|
Name fontname;
|
|
Name color;
|
|
};
|
|
|
|
struct GameInfoStruct native
|
|
{
|
|
// will be extended as needed.
|
|
native Name backpacktype;
|
|
native double Armor2Percent;
|
|
native String ArmorIcon1;
|
|
native String ArmorIcon2;
|
|
native int gametype;
|
|
native bool norandomplayerclass;
|
|
native Array<Name> infoPages;
|
|
native String mBackButton;
|
|
native GIFont mStatscreenMapNameFont;
|
|
native GIFont mStatscreenEnteringFont;
|
|
native GIFont mStatscreenFinishedFont;
|
|
native double gibfactor;
|
|
native bool intermissioncounter;
|
|
native Name mSliderColor;
|
|
native Color defaultbloodcolor;
|
|
native double telefogheight;
|
|
native int defKickback;
|
|
native int defaultdropstyle;
|
|
native TextureID healthpic;
|
|
native TextureID berserkpic;
|
|
native double normforwardmove[2];
|
|
native double normsidemove[2];
|
|
}
|
|
|
|
class Object native
|
|
{
|
|
native bool bDestroyed;
|
|
|
|
// These must be defined in some class, so that the compiler can find them. Object is just fine, as long as they are private to external code.
|
|
private native static Object BuiltinNew(Class<Object> cls, int outerclass, int compatibility);
|
|
private native static int BuiltinRandom(voidptr rng, int min, int max);
|
|
private native static double BuiltinFRandom(voidptr rng, double min, double max);
|
|
private native static int BuiltinRandom2(voidptr rng, int mask);
|
|
private native static void BuiltinRandomSeed(voidptr rng, int seed);
|
|
private native static int BuiltinCallLineSpecial(int special, Actor activator, int arg1, int arg2, int arg3, int arg4, int arg5);
|
|
private native static Class<Object> BuiltinNameToClass(Name nm, Class<Object> filter);
|
|
private native static Object BuiltinClassCast(Object inptr, Class<Object> test);
|
|
|
|
// These really should be global functions...
|
|
native static String G_SkillName();
|
|
native static int G_SkillPropertyInt(int p);
|
|
native static double G_SkillPropertyFloat(int p);
|
|
deprecated("3.8") static vector3, int G_PickDeathmatchStart()
|
|
{
|
|
return level.PickDeathmatchStart();
|
|
}
|
|
deprecated("3.8") static vector3, int G_PickPlayerStart(int pnum, int flags = 0)
|
|
{
|
|
return level.PickPlayerStart(pnum, flags);
|
|
}
|
|
native static void S_Sound (Sound sound_id, int channel, float volume = 1, float attenuation = ATTN_NORM);
|
|
native static void S_PauseSound (bool notmusic, bool notsfx);
|
|
native static void S_ResumeSound (bool notsfx);
|
|
native static bool S_ChangeMusic(String music_name, int order = 0, bool looping = true, bool force = false);
|
|
native static float S_GetLength(Sound sound_id);
|
|
native static void MarkSound(Sound snd);
|
|
native static uint BAM(double angle);
|
|
native static void SetMusicVolume(float vol);
|
|
native static uint MSTime();
|
|
native vararg static void ThrowAbortException(String fmt, ...);
|
|
|
|
native virtualscope void Destroy();
|
|
|
|
// This does not call into the native method of the same name to avoid problems with objects that get garbage collected late on shutdown.
|
|
virtual virtualscope void OnDestroy() {}
|
|
}
|
|
|
|
class BrokenLines : Object native version("2.4")
|
|
{
|
|
native int Count();
|
|
native int StringWidth(int line);
|
|
native String StringAt(int line);
|
|
}
|
|
|
|
class Thinker : Object native play
|
|
{
|
|
enum EStatnums
|
|
{
|
|
// Thinkers that don't actually think
|
|
STAT_INFO, // An info queue
|
|
STAT_DECAL, // A decal
|
|
STAT_AUTODECAL, // A decal that can be automatically deleted
|
|
STAT_CORPSEPOINTER, // An entry in Hexen's corpse queue
|
|
STAT_TRAVELLING, // An actor temporarily travelling to a new map
|
|
STAT_STATIC,
|
|
|
|
// Thinkers that do think
|
|
STAT_FIRST_THINKING=32,
|
|
STAT_SCROLLER=STAT_FIRST_THINKING, // A DScroller thinker
|
|
STAT_PLAYER, // A player actor
|
|
STAT_BOSSTARGET, // A boss brain target
|
|
STAT_LIGHTNING, // The lightning thinker
|
|
STAT_DECALTHINKER, // An object that thinks for a decal
|
|
STAT_INVENTORY, // An inventory item
|
|
STAT_LIGHT, // A sector light effect
|
|
STAT_LIGHTTRANSFER, // A sector light transfer. These must be ticked after the light effects.
|
|
STAT_EARTHQUAKE, // Earthquake actors
|
|
STAT_MAPMARKER, // Map marker actors
|
|
STAT_DLIGHT, // Dynamic lights
|
|
|
|
STAT_USER = 70,
|
|
STAT_USER_MAX = 90,
|
|
|
|
STAT_DEFAULT = 100, // Thinkers go here unless specified otherwise.
|
|
STAT_SECTOREFFECT, // All sector effects that cause floor and ceiling movement
|
|
STAT_ACTORMOVER, // actor movers
|
|
STAT_SCRIPTS, // The ACS thinker. This is to ensure that it can't tick before all actors called PostBeginPlay
|
|
STAT_BOT, // Bot thinker
|
|
MAX_STATNUM = 127
|
|
}
|
|
|
|
const TICRATE = 35;
|
|
|
|
native LevelLocals Level;
|
|
|
|
virtual native void Tick();
|
|
virtual native void PostBeginPlay();
|
|
native void ChangeStatNum(int stat);
|
|
|
|
static clearscope int Tics2Seconds(int tics)
|
|
{
|
|
return int(tics / TICRATE);
|
|
}
|
|
|
|
}
|
|
|
|
class ThinkerIterator : Object native
|
|
{
|
|
native static ThinkerIterator Create(class<Object> type = "Actor", int statnum=Thinker.MAX_STATNUM+1);
|
|
native Thinker Next(bool exact = false);
|
|
native void Reinit();
|
|
}
|
|
|
|
class ActorIterator : Object native
|
|
{
|
|
deprecated("3.8") static ActorIterator Create(int tid, class<Actor> type = "Actor")
|
|
{
|
|
return level.CreateActorIterator(tid, type);
|
|
}
|
|
native Actor Next();
|
|
native void Reinit();
|
|
}
|
|
|
|
class BlockThingsIterator : Object native
|
|
{
|
|
native Actor thing;
|
|
native Vector3 position;
|
|
native int portalflags;
|
|
|
|
native static BlockThingsIterator Create(Actor origin, double checkradius = -1, bool ignorerestricted = false);
|
|
native static BlockThingsIterator CreateFromPos(double checkx, double checky, double checkz, double checkh, double checkradius, bool ignorerestricted);
|
|
native bool Next();
|
|
}
|
|
|
|
class BlockLinesIterator : Object native
|
|
{
|
|
native Line CurLine;
|
|
native Vector3 position;
|
|
native int portalflags;
|
|
|
|
native static BlockLinesIterator Create(Actor origin, double checkradius = -1);
|
|
native static BlockLinesIterator CreateFromPos(Vector3 pos, double checkh, double checkradius, Sector sec = null);
|
|
native bool Next();
|
|
}
|
|
|
|
enum ETraceStatus
|
|
{
|
|
TRACE_Stop, // stop the trace, returning this hit
|
|
TRACE_Continue, // continue the trace, returning this hit if there are none further along
|
|
TRACE_Skip, // continue the trace; do not return this hit
|
|
TRACE_Abort // stop the trace, returning no hits
|
|
}
|
|
|
|
enum ETraceFlags
|
|
{
|
|
TRACE_NoSky = 0x0001, // Hitting the sky returns TRACE_HitNone
|
|
//TRACE_PCross = 0x0002, // Trigger SPAC_PCROSS lines
|
|
//TRACE_Impact = 0x0004, // Trigger SPAC_IMPACT lines
|
|
TRACE_PortalRestrict = 0x0008, // Cannot go through portals without a static link offset.
|
|
TRACE_ReportPortals = 0x0010, // Report any portal crossing to the TraceCallback
|
|
//TRACE_3DCallback = 0x0020, // [ZZ] use TraceCallback to determine whether we need to go through a line to do 3D floor check, or not. without this, only line flag mask is used
|
|
TRACE_HitSky = 0x0040 // Hitting the sky returns TRACE_HasHitSky
|
|
}
|
|
|
|
|
|
enum ETraceResult
|
|
{
|
|
TRACE_HitNone,
|
|
TRACE_HitFloor,
|
|
TRACE_HitCeiling,
|
|
TRACE_HitWall,
|
|
TRACE_HitActor,
|
|
TRACE_CrossingPortal,
|
|
TRACE_HasHitSky
|
|
}
|
|
|
|
enum ELineTier
|
|
{
|
|
TIER_Middle,
|
|
TIER_Upper,
|
|
TIER_Lower,
|
|
TIER_FFloor
|
|
}
|
|
|
|
struct TraceResults native
|
|
{
|
|
native Sector HitSector; // originally called "Sector". cannot be named like this in ZScript.
|
|
native TextureID HitTexture;
|
|
native vector3 HitPos;
|
|
native vector3 HitVector;
|
|
native vector3 SrcFromTarget;
|
|
native double SrcAngleFromTarget;
|
|
|
|
native double Distance;
|
|
native double Fraction;
|
|
|
|
native Actor HitActor; // valid if hit an actor. // originally called "Actor".
|
|
|
|
native Line HitLine; // valid if hit a line // originally called "Line".
|
|
native uint8 Side;
|
|
native uint8 Tier; // see Tracer.ELineTier
|
|
native bool unlinked; // passed through a portal without static offset.
|
|
|
|
native ETraceResult HitType;
|
|
// F3DFloor *ffloor;
|
|
|
|
native Sector CrossedWater; // For Boom-style, Transfer_Heights-based deep water
|
|
native vector3 CrossedWaterPos; // remember the position so that we can use it for spawning the splash
|
|
native Sector Crossed3DWater; // For 3D floor-based deep water
|
|
native vector3 Crossed3DWaterPos;
|
|
}
|
|
|
|
class LineTracer : Object native
|
|
{
|
|
native @TraceResults Results;
|
|
native bool Trace(vector3 start, Sector sec, vector3 direction, double maxDist, ETraceFlags traceFlags);
|
|
|
|
virtual ETraceStatus TraceCallback()
|
|
{
|
|
// Normally you would examine Results.HitType (for ETraceResult), and determine either:
|
|
// - stop tracing and return the entity that was found (return TRACE_Stop)
|
|
// - ignore some object, like noclip, e.g. only count solid walls and floors, and ignore actors (return TRACE_Skip)
|
|
// - find last object of some type (return TRACE_Continue)
|
|
// - stop tracing entirely and assume we found nothing (return TRACE_Abort)
|
|
// TRACE_Abort and TRACE_Continue are of limited use in scripting.
|
|
|
|
return TRACE_Stop; // default callback returns first hit, whatever it is.
|
|
}
|
|
}
|
|
|
|
struct DropItem native
|
|
{
|
|
native readonly DropItem Next;
|
|
native readonly name Name;
|
|
native readonly int Probability;
|
|
native readonly int Amount;
|
|
}
|
|
|
|
struct LevelLocals native
|
|
{
|
|
enum EUDMF
|
|
{
|
|
UDMF_Line,
|
|
UDMF_Side,
|
|
UDMF_Sector,
|
|
//UDMF_Thing // not implemented
|
|
};
|
|
|
|
const CLUSTER_HUB = 0x00000001; // Cluster uses hub behavior
|
|
|
|
|
|
native Array<@Sector> Sectors;
|
|
native Array<@Line> Lines;
|
|
native Array<@Side> Sides;
|
|
native readonly Array<@Vertex> Vertexes;
|
|
native internal Array<@SectorPortal> SectorPortals;
|
|
|
|
native readonly int time;
|
|
native readonly int maptime;
|
|
native readonly int totaltime;
|
|
native readonly int starttime;
|
|
native readonly int partime;
|
|
native readonly int sucktime;
|
|
native readonly int cluster;
|
|
native readonly int clusterflags;
|
|
native readonly int levelnum;
|
|
native readonly String LevelName;
|
|
native readonly String MapName;
|
|
native String NextMap;
|
|
native String NextSecretMap;
|
|
native readonly String F1Pic;
|
|
native readonly int maptype;
|
|
native readonly String Music;
|
|
native readonly int musicorder;
|
|
native readonly TextureID skytexture1;
|
|
native readonly TextureID skytexture2;
|
|
native float skyspeed1;
|
|
native float skyspeed2;
|
|
native int total_secrets;
|
|
native int found_secrets;
|
|
native int total_items;
|
|
native int found_items;
|
|
native int total_monsters;
|
|
native int killed_monsters;
|
|
native play double gravity;
|
|
native play double aircontrol;
|
|
native play double airfriction;
|
|
native play int airsupply;
|
|
native readonly double teamdamage;
|
|
native readonly bool noinventorybar;
|
|
native readonly bool monsterstelefrag;
|
|
native readonly bool actownspecial;
|
|
native readonly bool sndseqtotalctrl;
|
|
native bool allmap;
|
|
native readonly bool missilesactivateimpact;
|
|
native readonly bool monsterfallingdamage;
|
|
native readonly bool checkswitchrange;
|
|
native readonly bool polygrind;
|
|
native readonly bool nomonsters;
|
|
native readonly bool allowrespawn;
|
|
deprecated("3.8") native bool frozen;
|
|
native readonly bool infinite_flight;
|
|
native readonly bool no_dlg_freeze;
|
|
native readonly bool keepfullinventory;
|
|
native readonly bool removeitems;
|
|
native readonly int fogdensity;
|
|
native readonly int outsidefogdensity;
|
|
native readonly int skyfog;
|
|
native readonly float pixelstretch;
|
|
native name deathsequence;
|
|
native readonly int compatflags;
|
|
native readonly int compatflags2;
|
|
// level_info_t *info cannot be done yet.
|
|
|
|
native String GetUDMFString(int type, int index, Name key);
|
|
native int GetUDMFInt(int type, int index, Name key);
|
|
native double GetUDMFFloat(int type, int index, Name key);
|
|
native play int ExecuteSpecial(int special, Actor activator, line linedef, bool lineside, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0, int arg5 = 0);
|
|
native void GiveSecret(Actor activator, bool printmsg = true, bool playsound = true);
|
|
native void StartSlideshow(Name whichone = 'none');
|
|
native static void MakeScreenShot();
|
|
native static void MakeAutoSave();
|
|
native void WorldDone();
|
|
deprecated("3.8") static void RemoveAllBots(bool fromlist) { /* intentionally left as no-op. */ }
|
|
native ui Vector2 GetAutomapPosition();
|
|
native void SetInterMusic(String nextmap);
|
|
native String FormatMapName(int mapnamecolor);
|
|
native bool IsJumpingAllowed() const;
|
|
native bool IsCrouchingAllowed() const;
|
|
native bool IsFreelookAllowed() const;
|
|
native void StartIntermission(Name type, int state) const;
|
|
native play SpotState GetSpotState(bool create = true);
|
|
native int FindUniqueTid(int start = 0, int limit = 0);
|
|
native uint GetSkyboxPortal(Actor actor);
|
|
native void ReplaceTextures(String from, String to, int flags);
|
|
clearscope native HealthGroup FindHealthGroup(int id);
|
|
native vector3, int PickDeathmatchStart();
|
|
native vector3, int PickPlayerStart(int pnum, int flags = 0);
|
|
native int isFrozen() const;
|
|
native void setFrozen(bool on);
|
|
|
|
native clearscope Sector PointInSector(Vector2 pt) const;
|
|
|
|
native clearscope bool IsPointInLevel(vector3 p) const;
|
|
deprecated("3.8") clearscope static bool IsPointInMap(vector3 p)
|
|
{
|
|
return level.IsPointInLevel(p);
|
|
}
|
|
|
|
native clearscope vector2 Vec2Diff(vector2 v1, vector2 v2) const;
|
|
native clearscope vector3 Vec3Diff(vector3 v1, vector3 v2) const;
|
|
native clearscope vector3 SphericalCoords(vector3 viewpoint, vector3 targetPos, vector2 viewAngles = (0, 0), bool absolute = false) const;
|
|
|
|
native clearscope vector2 Vec2Offset(vector2 pos, vector2 dir, bool absolute = false) const;
|
|
native clearscope vector3 Vec2OffsetZ(vector2 pos, vector2 dir, double atz, bool absolute = false) const;
|
|
native clearscope vector3 Vec3Offset(vector3 pos, vector3 dir, bool absolute = false) const;
|
|
|
|
native String GetChecksum() const;
|
|
|
|
native void ChangeSky(TextureID sky1, TextureID sky2 );
|
|
|
|
native SectorTagIterator CreateSectorTagIterator(int tag, line defline = null);
|
|
native LineIdIterator CreateLineIdIterator(int tag);
|
|
native ActorIterator CreateActorIterator(int tid, class<Actor> type = "Actor");
|
|
|
|
String TimeFormatted(bool totals = false)
|
|
{
|
|
int sec = Thinker.Tics2Seconds(totals? totaltime : time);
|
|
return String.Format("%02d:%02d:%02d", sec / 3600, (sec % 3600) / 60, sec % 60);
|
|
}
|
|
|
|
native play bool CreateCeiling(sector sec, int type, line ln, double speed, double speed2, double height = 0, int crush = -1, int silent = 0, int change = 0, int crushmode = 0 /*Floor.crushDoom*/);
|
|
native play bool CreateFloor(sector sec, int floortype, line ln, double speed, double height = 0, int crush = -1, int change = 0, bool crushmode = false, bool hereticlower = false);
|
|
|
|
}
|
|
|
|
struct StringTable native
|
|
{
|
|
native static String Localize(String val, bool prefixed = true);
|
|
}
|
|
|
|
// a few values of this need to be readable by the play code.
|
|
// Most are handled at load time and are omitted here.
|
|
struct DehInfo native
|
|
{
|
|
native readonly int MaxSoulsphere;
|
|
native readonly uint8 ExplosionStyle;
|
|
native readonly double ExplosionAlpha;
|
|
native readonly int NoAutofreeze;
|
|
native readonly int BFGCells;
|
|
native readonly int BlueAC;
|
|
native readonly int MaxHealth;
|
|
}
|
|
|
|
struct State native
|
|
{
|
|
native readonly State NextState;
|
|
native readonly int sprite;
|
|
native readonly int16 Tics;
|
|
native readonly uint16 TicRange;
|
|
native readonly uint8 Frame;
|
|
native readonly uint8 UseFlags;
|
|
native readonly int Misc1;
|
|
native readonly int Misc2;
|
|
native readonly uint16 bSlow;
|
|
native readonly uint16 bFast;
|
|
native readonly bool bFullbright;
|
|
native readonly bool bNoDelay;
|
|
native readonly bool bSameFrame;
|
|
native readonly bool bCanRaise;
|
|
native readonly bool bDehacked;
|
|
|
|
native int DistanceTo(state other);
|
|
native bool ValidateSpriteFrame();
|
|
native TextureID, bool, Vector2 GetSpriteTexture(int rotation, int skin = 0, Vector2 scale = (0,0));
|
|
native bool InStateSequence(State base);
|
|
}
|
|
|
|
struct F3DFloor native
|
|
{
|
|
}
|
|
|
|
struct Wads
|
|
{
|
|
enum WadNamespace
|
|
{
|
|
ns_hidden = -1,
|
|
|
|
ns_global = 0,
|
|
ns_sprites,
|
|
ns_flats,
|
|
ns_colormaps,
|
|
ns_acslibrary,
|
|
ns_newtextures,
|
|
ns_bloodraw,
|
|
ns_bloodsfx,
|
|
ns_bloodmisc,
|
|
ns_strifevoices,
|
|
ns_hires,
|
|
ns_voxels,
|
|
|
|
ns_specialzipdirectory,
|
|
ns_sounds,
|
|
ns_patches,
|
|
ns_graphics,
|
|
ns_music,
|
|
|
|
ns_firstskin,
|
|
}
|
|
|
|
enum FindLumpNamespace
|
|
{
|
|
GlobalNamespace = 0,
|
|
AnyNamespace = 1,
|
|
}
|
|
|
|
native static int CheckNumForName(string name, int ns, int wadnum = -1, bool exact = false);
|
|
native static int CheckNumForFullName(string name);
|
|
native static int FindLump(string name, int startlump = 0, FindLumpNamespace ns = GlobalNamespace);
|
|
native static string ReadLump(int lump);
|
|
}
|
|
|
|
struct TerrainDef native
|
|
{
|
|
native Name TerrainName;
|
|
native int Splash;
|
|
native int DamageAmount;
|
|
native Name DamageMOD;
|
|
native int DamageTimeMask;
|
|
native double FootClip;
|
|
native float StepVolume;
|
|
native int WalkStepTics;
|
|
native int RunStepTics;
|
|
native Sound LeftStepSound;
|
|
native Sound RightStepSound;
|
|
native bool IsLiquid;
|
|
native bool AllowProtection;
|
|
native double Friction;
|
|
native double MoveFactor;
|
|
};
|
|
|
|
enum EPickStart
|
|
{
|
|
PPS_FORCERANDOM = 1,
|
|
PPS_NOBLOCKINGCHECK = 2,
|
|
}
|
|
|
|
enum EmptyTokenType
|
|
{
|
|
TOK_SKIPEMPTY = 0,
|
|
TOK_KEEPEMPTY = 1,
|
|
}
|
|
|
|
// Although String is a builtin type, this is a convenient way to attach methods to it.
|
|
struct StringStruct native
|
|
{
|
|
native static vararg String Format(String fmt, ...);
|
|
native vararg void AppendFormat(String fmt, ...);
|
|
|
|
native void Replace(String pattern, String replacement);
|
|
native String Left(int len) const;
|
|
native String Mid(int pos = 0, int len = 2147483647) const;
|
|
native void Truncate(int newlen);
|
|
native void Remove(int index, int remlen);
|
|
native String CharAt(int pos) const;
|
|
native int CharCodeAt(int pos) const;
|
|
native String Filter();
|
|
native int IndexOf(String substr, int startIndex = 0) const;
|
|
deprecated("3.5.1") native int LastIndexOf(String substr, int endIndex = 2147483647) const;
|
|
native int RightIndexOf(String substr, int endIndex = 2147483647) const;
|
|
native void ToUpper();
|
|
native void ToLower();
|
|
native int ToInt(int base = 0) const;
|
|
native double ToDouble() const;
|
|
native void Split(out Array<String> tokens, String delimiter, EmptyTokenType keepEmpty = TOK_KEEPEMPTY) const;
|
|
native void AppendCharacter(int c);
|
|
native void DeleteLastCharacter();
|
|
}
|
|
|
|
class SectorEffect : Thinker native
|
|
{
|
|
native protected Sector m_Sector;
|
|
|
|
native Sector GetSector();
|
|
}
|
|
|
|
class Mover : SectorEffect native
|
|
{}
|
|
|
|
class MovingFloor : Mover native
|
|
{}
|
|
|
|
class MovingCeiling : Mover native
|
|
{}
|
|
|
|
class Floor : MovingFloor native
|
|
{
|
|
// only here so that some constants and functions can be added. Not directly usable yet.
|
|
enum EFloor
|
|
{
|
|
floorLowerToLowest,
|
|
floorLowerToNearest,
|
|
floorLowerToHighest,
|
|
floorLowerByValue,
|
|
floorRaiseByValue,
|
|
floorRaiseToHighest,
|
|
floorRaiseToNearest,
|
|
floorRaiseAndCrush,
|
|
floorRaiseAndCrushDoom,
|
|
floorCrushStop,
|
|
floorLowerInstant,
|
|
floorRaiseInstant,
|
|
floorMoveToValue,
|
|
floorRaiseToLowestCeiling,
|
|
floorRaiseByTexture,
|
|
|
|
floorLowerAndChange,
|
|
floorRaiseAndChange,
|
|
|
|
floorRaiseToLowest,
|
|
floorRaiseToCeiling,
|
|
floorLowerToLowestCeiling,
|
|
floorLowerByTexture,
|
|
floorLowerToCeiling,
|
|
|
|
donutRaise,
|
|
|
|
buildStair,
|
|
waitStair,
|
|
resetStair,
|
|
|
|
// Not to be used as parameters to DoFloor()
|
|
genFloorChg0,
|
|
genFloorChgT,
|
|
genFloorChg
|
|
};
|
|
|
|
deprecated("3.8") static bool CreateFloor(sector sec, int floortype, line ln, double speed, double height = 0, int crush = -1, int change = 0, bool crushmode = false, bool hereticlower = false)
|
|
{
|
|
return level.CreateFloor(sec, floortype, ln, speed, height, crush, change, crushmode, hereticlower);
|
|
}
|
|
}
|
|
|
|
class Ceiling : MovingCeiling native
|
|
{
|
|
enum ECeiling
|
|
{
|
|
ceilLowerByValue,
|
|
ceilRaiseByValue,
|
|
ceilMoveToValue,
|
|
ceilLowerToHighestFloor,
|
|
ceilLowerInstant,
|
|
ceilRaiseInstant,
|
|
ceilCrushAndRaise,
|
|
ceilLowerAndCrush,
|
|
ceil_placeholder,
|
|
ceilCrushRaiseAndStay,
|
|
ceilRaiseToNearest,
|
|
ceilLowerToLowest,
|
|
ceilLowerToFloor,
|
|
|
|
// The following are only used by Generic_Ceiling
|
|
ceilRaiseToHighest,
|
|
ceilLowerToHighest,
|
|
ceilRaiseToLowest,
|
|
ceilLowerToNearest,
|
|
ceilRaiseToHighestFloor,
|
|
ceilRaiseToFloor,
|
|
ceilRaiseByTexture,
|
|
ceilLowerByTexture,
|
|
|
|
genCeilingChg0,
|
|
genCeilingChgT,
|
|
genCeilingChg
|
|
}
|
|
|
|
enum ECrushMode
|
|
{
|
|
crushDoom = 0,
|
|
crushHexen = 1,
|
|
crushSlowdown = 2
|
|
}
|
|
|
|
deprecated("3.8") static bool CreateCeiling(sector sec, int type, line ln, double speed, double speed2, double height = 0, int crush = -1, int silent = 0, int change = 0, int crushmode = crushDoom)
|
|
{
|
|
return level.CreateCeiling(sec, type, ln, speed, speed2, height, crush, silent, change, crushmode);
|
|
}
|
|
|
|
}
|
|
|
|
struct LookExParams
|
|
{
|
|
double Fov;
|
|
double minDist;
|
|
double maxDist;
|
|
double maxHeardist;
|
|
int flags;
|
|
State seestate;
|
|
};
|
|
|
|
class Lighting : SectorEffect native
|
|
{
|
|
}
|
|
|
|
struct Shader native
|
|
{
|
|
native clearscope static void SetEnabled(PlayerInfo player, string shaderName, bool enable);
|
|
native clearscope static void SetUniform1f(PlayerInfo player, string shaderName, string uniformName, float value);
|
|
native clearscope static void SetUniform2f(PlayerInfo player, string shaderName, string uniformName, vector2 value);
|
|
native clearscope static void SetUniform3f(PlayerInfo player, string shaderName, string uniformName, vector3 value);
|
|
native clearscope static void SetUniform1i(PlayerInfo player, string shaderName, string uniformName, int value);
|
|
}
|
|
|
|
struct FRailParams
|
|
{
|
|
native int damage;
|
|
native double offset_xy;
|
|
native double offset_z;
|
|
native int color1, color2;
|
|
native double maxdiff;
|
|
native int flags;
|
|
native Class<Actor> puff;
|
|
native double angleoffset;
|
|
native double pitchoffset;
|
|
native double distance;
|
|
native int duration;
|
|
native double sparsity;
|
|
native double drift;
|
|
native Class<Actor> spawnclass;
|
|
native int SpiralOffset;
|
|
native int limit;
|
|
}; // [RH] Shoot a railgun
|
|
|