mirror of
https://github.com/ZDoom/qzdoom.git
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8277299135
Making this an object had little to no advantage, except being able to remove the deleter code. Now, with some of the class data already being allocated in a memory arena so that freeing it is easier, this can also be used for the drop item lists which makes it unnecessary to subject them to the GC. This also merges the memory arenas for VM functions and flat pointers because both get deleted at the same time so they can share the same one.
527 lines
14 KiB
Text
527 lines
14 KiB
Text
struct TexMan
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{
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enum EUseTypes
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{
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Type_Any,
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Type_Wall,
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Type_Flat,
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Type_Sprite,
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Type_WallPatch,
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Type_Build,
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Type_SkinSprite,
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Type_Decal,
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Type_MiscPatch,
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Type_FontChar,
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Type_Override, // For patches between TX_START/TX_END
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Type_Autopage, // Automap background - used to enable the use of FAutomapTexture
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Type_SkinGraphic,
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Type_Null,
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Type_FirstDefined,
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};
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enum EFlags
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{
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TryAny = 1,
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Overridable = 2,
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ReturnFirst = 4,
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AllowSkins = 8,
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ShortNameOnly = 16,
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DontCreate = 32
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};
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native static TextureID CheckForTexture(String name, int usetype, int flags = TryAny);
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}
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enum DrawTextureTags
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{
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TAG_USER = (1<<30),
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DTA_Base = TAG_USER + 5000,
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DTA_DestWidth, // width of area to draw to
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DTA_DestHeight, // height of area to draw to
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DTA_Alpha, // alpha value for translucency
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DTA_FillColor, // color to stencil onto the destination (RGB is the color for truecolor drawers, A is the palette index for paletted drawers)
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DTA_TranslationIndex, // translation table to recolor the source
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DTA_AlphaChannel, // bool: the source is an alpha channel; used with DTA_FillColor
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DTA_Clean, // bool: scale texture size and position by CleanXfac and CleanYfac
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DTA_320x200, // bool: scale texture size and position to fit on a virtual 320x200 screen
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DTA_Bottom320x200, // bool: same as DTA_320x200 but centers virtual screen on bottom for 1280x1024 targets
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DTA_CleanNoMove, // bool: like DTA_Clean but does not reposition output position
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DTA_CleanNoMove_1, // bool: like DTA_CleanNoMove, but uses Clean[XY]fac_1 instead
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DTA_FlipX, // bool: flip image horizontally //FIXME: Does not work with DTA_Window(Left|Right)
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DTA_ShadowColor, // color of shadow
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DTA_ShadowAlpha, // alpha of shadow
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DTA_Shadow, // set shadow color and alphas to defaults
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DTA_VirtualWidth, // pretend the canvas is this wide
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DTA_VirtualHeight, // pretend the canvas is this tall
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DTA_TopOffset, // override texture's top offset
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DTA_LeftOffset, // override texture's left offset
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DTA_CenterOffset, // bool: override texture's left and top offsets and set them for the texture's middle
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DTA_CenterBottomOffset,// bool: override texture's left and top offsets and set them for the texture's bottom middle
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DTA_WindowLeft, // don't draw anything left of this column (on source, not dest)
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DTA_WindowRight, // don't draw anything at or to the right of this column (on source, not dest)
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DTA_ClipTop, // don't draw anything above this row (on dest, not source)
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DTA_ClipBottom, // don't draw anything at or below this row (on dest, not source)
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DTA_ClipLeft, // don't draw anything to the left of this column (on dest, not source)
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DTA_ClipRight, // don't draw anything at or to the right of this column (on dest, not source)
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DTA_Masked, // true(default)=use masks from texture, false=ignore masks
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DTA_HUDRules, // use fullscreen HUD rules to position and size textures
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DTA_HUDRulesC, // only used internally for marking HUD_HorizCenter
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DTA_KeepRatio, // doesn't adjust screen size for DTA_Virtual* if the aspect ratio is not 4:3
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DTA_RenderStyle, // same as render style for actors
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DTA_ColorOverlay, // DWORD: ARGB to overlay on top of image; limited to black for software
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DTA_Internal1,
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DTA_Internal2,
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DTA_Internal3,
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DTA_Fullscreen, // Draw image fullscreen (same as DTA_VirtualWidth/Height with graphics size.)
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// floating point duplicates of some of the above:
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DTA_DestWidthF,
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DTA_DestHeightF,
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DTA_TopOffsetF,
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DTA_LeftOffsetF,
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DTA_VirtualWidthF,
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DTA_VirtualHeightF,
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DTA_WindowLeftF,
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DTA_WindowRightF,
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// For DrawText calls only:
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DTA_TextLen, // stop after this many characters, even if \0 not hit
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DTA_CellX, // horizontal size of character cell
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DTA_CellY, // vertical size of character cell
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};
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struct Screen native
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{
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enum EColorRange
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{
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CR_UNDEFINED = -1,
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CR_BRICK,
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CR_TAN,
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CR_GRAY,
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CR_GREY = CR_GRAY,
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CR_GREEN,
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CR_BROWN,
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CR_GOLD,
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CR_RED,
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CR_BLUE,
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CR_ORANGE,
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CR_WHITE,
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CR_YELLOW,
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CR_UNTRANSLATED,
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CR_BLACK,
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CR_LIGHTBLUE,
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CR_CREAM,
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CR_OLIVE,
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CR_DARKGREEN,
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CR_DARKRED,
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CR_DARKBROWN,
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CR_PURPLE,
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CR_DARKGRAY,
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CR_CYAN,
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NUM_TEXT_COLORS
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};
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native static int GetWidth();
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native static int GetHeight();
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native static void DrawHUDTexture(TextureID tex, double x, double y);
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native static vararg void DrawTexture(TextureID tex, bool animate, double x, double y, ...);
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native static vararg void DrawChar(Font font, int normalcolor, double x, double y, int character, ...);
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native static vararg void DrawText(Font font, int normalcolor, double x, double y, String text, ...);
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}
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class BrokenLines : Object native
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{
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native int Count();
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native int StringWidth(int line);
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native String StringAt(int line);
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}
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struct Font native
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{
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native int GetCharWidth(int code);
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native int StringWidth(String code);
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native static int FindFontColor(Name color);
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native static Font FindFont(Name fontname);
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native static Font GetFont(Name fontname);
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native static BrokenLines BreakLines(String text, int maxlen);
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}
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struct Console native
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{
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native static void HideConsole();
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native static void MidPrint(Font fontname, string textlabel, bool bold = false);
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}
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struct DamageTypeDefinition native
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{
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native static bool IgnoreArmor(Name type);
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}
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struct GameInfoStruct native
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{
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// will be extended as needed.
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native Name backpacktype;
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native double Armor2Percent;
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native String ArmorIcon1;
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native String ArmorIcon2;
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native int gametype;
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}
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class Object native
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{
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native bool bDestroyed;
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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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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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native static void S_Sound (Sound sound_id, int channel, float volume = 1, float attenuation = ATTN_NORM);
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native static void S_PauseSound (bool notmusic, bool notsfx);
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native static void S_ResumeSound (bool notsfx);
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native static bool S_ChangeMusic(String music_name, int order = 0, bool looping = true, bool force = false);
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native static uint BAM(double angle);
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native static void SetMusicVolume(float vol);
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native Name GetClassName();
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native void Destroy();
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// This does not call into the native method of the same name to avoid problems with objects that get garbage collected late on shutdown.
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virtual void OnDestroy() {}
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}
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class Thinker : Object native
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{
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enum EStatnums
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{
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// Thinkers that don't actually think
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STAT_INFO, // An info queue
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STAT_DECAL, // A decal
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STAT_AUTODECAL, // A decal that can be automatically deleted
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STAT_CORPSEPOINTER, // An entry in Hexen's corpse queue
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STAT_TRAVELLING, // An actor temporarily travelling to a new map
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// Thinkers that do think
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STAT_FIRST_THINKING=32,
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STAT_SCROLLER=STAT_FIRST_THINKING, // A DScroller thinker
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STAT_PLAYER, // A player actor
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STAT_BOSSTARGET, // A boss brain target
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STAT_LIGHTNING, // The lightning thinker
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STAT_DECALTHINKER, // An object that thinks for a decal
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STAT_INVENTORY, // An inventory item
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STAT_LIGHT, // A sector light effect
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STAT_LIGHTTRANSFER, // A sector light transfer. These must be ticked after the light effects.
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STAT_EARTHQUAKE, // Earthquake actors
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STAT_MAPMARKER, // Map marker actors
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STAT_DEFAULT = 100, // Thinkers go here unless specified otherwise.
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STAT_SECTOREFFECT, // All sector effects that cause floor and ceiling movement
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STAT_ACTORMOVER, // actor movers
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STAT_SCRIPTS, // The ACS thinker. This is to ensure that it can't tick before all actors called PostBeginPlay
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STAT_BOT, // Bot thinker
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MAX_STATNUM = 127
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}
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const TICRATE = 35;
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virtual native void Tick();
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virtual native void PostBeginPlay();
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virtual native void ChangeStatNum(int stat);
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}
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class ThinkerIterator : Object native
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{
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native static ThinkerIterator Create(class<Object> type = "Actor", int statnum=Thinker.MAX_STATNUM+1);
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native Thinker Next(bool exact = false);
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native void Reinit();
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}
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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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class BlockThingsIterator : Object native
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{
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native Actor thing;
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native Vector3 position;
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native int portalflags;
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native static BlockThingsIterator Create(Actor origin, double checkradius = -1, bool ignorerestricted = false);
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native static BlockThingsIterator CreateFromPos(double checkx, double checky, double checkz, double checkh, double checkradius, bool ignorerestricted);
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native bool Next();
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}
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struct DropItem native
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{
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native readonly DropItem Next;
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native readonly name Name;
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native readonly int Probability;
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native int Amount;
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}
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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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native SpecialSpot GetSpotWithMinMaxDistance(Class<Actor> type, double x, double y, double mindist, double maxdist);
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}
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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 int total_secrets;
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native int found_secrets;
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native int total_items;
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native int found_items;
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native 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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native bool nomonsters;
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native bool frozen;
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native bool infinite_flight;
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// level_info_t *info cannot be done yet.
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}
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struct StringTable native
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{
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native static String Localize(String val, bool prefixed = false);
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}
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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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native int BlueAC;
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}
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struct State native
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{
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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;
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native int DistanceTo(state other);
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native bool ValidateSpriteFrame();
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}
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struct F3DFloor native
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{
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}
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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);
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}
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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;
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native double Friction;
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native double MoveFactor;
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};
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enum EPickStart
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{
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PPS_FORCERANDOM = 1,
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PPS_NOBLOCKINGCHECK = 2,
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}
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// Although String is a builtin type, this is a convenient way to attach methods to it.
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struct StringStruct native
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{
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native static vararg String Format(String fmt, ...);
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native vararg void AppendFormat(String fmt, ...);
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native void Replace(String pattern, String replacement);
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native String Mid(int pos = 0, int len = 2147483647);
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native int Len();
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native String CharAt(int pos);
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native int CharCodeAt(int pos);
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}
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class Floor : Thinker native
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{
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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
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{
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floorLowerToLowest,
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floorLowerToNearest,
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floorLowerToHighest,
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floorLowerByValue,
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floorRaiseByValue,
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floorRaiseToHighest,
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floorRaiseToNearest,
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floorRaiseAndCrush,
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floorRaiseAndCrushDoom,
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floorCrushStop,
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floorLowerInstant,
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floorRaiseInstant,
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floorMoveToValue,
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floorRaiseToLowestCeiling,
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floorRaiseByTexture,
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floorLowerAndChange,
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floorRaiseAndChange,
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floorRaiseToLowest,
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floorRaiseToCeiling,
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floorLowerToLowestCeiling,
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floorLowerByTexture,
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floorLowerToCeiling,
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donutRaise,
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buildStair,
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waitStair,
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resetStair,
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// Not to be used as parameters to EV_DoFloor()
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genFloorChg0,
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genFloorChgT,
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genFloorChg
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};
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native static bool CreateFloor(sector sec, EFloor floortype, line ln, double speed, double height = 0, int crush = -1, int change = 0, bool crushmode = false, bool hereticlower = false);
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}
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class Ceiling : Thinker native
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{
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enum ECeiling
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{
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ceilLowerByValue,
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ceilRaiseByValue,
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ceilMoveToValue,
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ceilLowerToHighestFloor,
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ceilLowerInstant,
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ceilRaiseInstant,
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ceilCrushAndRaise,
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ceilLowerAndCrush,
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ceil_placeholder,
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ceilCrushRaiseAndStay,
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ceilRaiseToNearest,
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ceilLowerToLowest,
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ceilLowerToFloor,
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// The following are only used by Generic_Ceiling
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ceilRaiseToHighest,
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ceilLowerToHighest,
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ceilRaiseToLowest,
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ceilLowerToNearest,
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ceilRaiseToHighestFloor,
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ceilRaiseToFloor,
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ceilRaiseByTexture,
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ceilLowerByTexture,
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genCeilingChg0,
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genCeilingChgT,
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genCeilingChg
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}
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enum ECrushMode
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{
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crushDoom = 0,
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crushHexen = 1,
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crushSlowdown = 2
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}
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native 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);
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}
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struct LookExParams
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{
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double Fov;
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double minDist;
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double maxDist;
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double maxHeardist;
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int flags;
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State seestate;
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};
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