qzdoom/wadsrc/static/zscript/mapdata.zs

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struct SectorPortal native play
{
enum EType
{
TYPE_SKYVIEWPOINT = 0, // a regular skybox
TYPE_STACKEDSECTORTHING, // stacked sectors with the thing method
TYPE_PORTAL, // stacked sectors with Sector_SetPortal
TYPE_LINKEDPORTAL, // linked portal (interactive)
TYPE_PLANE, // EE-style plane portal (not implemented in SW renderer)
TYPE_HORIZON, // EE-style horizon portal (not implemented in SW renderer)
};
enum EFlags
{
FLAG_SKYFLATONLY = 1, // portal is only active on skyflatnum
FLAG_INSKYBOX = 2, // to avoid recursion
};
native int mType;
native int mFlags;
native uint mPartner;
native int mPlane;
native Sector mOrigin;
native Sector mDestination;
native Vector2 mDisplacement;
native double mPlaneZ;
native Actor mSkybox;
};
struct Vertex native play
{
native readonly Vector2 p;
native clearscope int Index();
}
struct Side native play
{
enum ETexpart
{
top=0,
mid=1,
bottom=2
};
enum EColorPos
{
walltop = 0,
wallbottom = 1
}
enum EWallFlags
{
WALLF_ABSLIGHTING = 1, // Light is absolute instead of relative
WALLF_NOAUTODECALS = 2, // Do not attach impact decals to this wall
WALLF_NOFAKECONTRAST = 4, // Don't do fake contrast for this wall in side_t::GetLightLevel
WALLF_SMOOTHLIGHTING = 8, // Similar to autocontrast but applies to all angles.
WALLF_CLIP_MIDTEX = 16, // Like the line counterpart, but only for this side.
WALLF_WRAP_MIDTEX = 32, // Like the line counterpart, but only for this side.
WALLF_POLYOBJ = 64, // This wall belongs to a polyobject.
WALLF_LIGHT_FOG = 128, // This wall's Light is used even in fog.
};
native readonly Sector sector; // Sector the SideDef is facing.
//DBaseDecal* AttachedDecals; // [RH] Decals bound to the wall
native readonly Line linedef;
native int16 Light;
native uint16 Flags;
native TextureID GetTexture(int which);
native void SetTexture(int which, TextureID tex);
native void SetTextureXOffset(int which, double offset);
native double GetTextureXOffset(int which);
native void AddTextureXOffset(int which, double delta);
native void SetTextureYOffset(int which, double offset);
native double GetTextureYOffset(int which);
native void AddTextureYOffset(int which, double delta);
native void SetTextureXScale(int which, double scale);
native double GetTextureXScale(int which);
native void MultiplyTextureXScale(int which, double delta);
native void SetTextureYScale(int which, double scale);
native double GetTextureYScale(int which);
native void MultiplyTextureYScale(int which, double delta);
native void SetSpecialColor(int tier, int position, Color scolor);
native Color GetAdditiveColor(int tier);
native void SetAdditiveColor(int tier, Color color);
native void EnableAdditiveColor(int tier, bool enable);
native void SetColorization(int tier, Name cname);
//native DInterpolation *SetInterpolation(int position);
//native void StopInterpolation(int position);
native clearscope Vertex V1();
native clearscope Vertex V2();
native clearscope int Index();
int GetUDMFInt(Name nm)
{
return Level.GetUDMFInt(LevelLocals.UDMF_Side, Index(), nm);
}
double GetUDMFFloat(Name nm)
{
return Level.GetUDMFFloat(LevelLocals.UDMF_Side, Index(), nm);
}
String GetUDMFString(Name nm)
{
return Level.GetUDMFString(LevelLocals.UDMF_Side, Index(), nm);
}
};
struct Line native play
{
enum ESide
{
front=0,
back=1
}
enum ELineFlags
{
ML_BLOCKING =0x00000001, // solid, is an obstacle
ML_BLOCKMONSTERS =0x00000002, // blocks monsters only
ML_TWOSIDED =0x00000004, // backside will not be present at all if not two sided
ML_DONTPEGTOP = 0x00000008, // upper texture unpegged
ML_DONTPEGBOTTOM = 0x00000010, // lower texture unpegged
ML_SECRET = 0x00000020, // don't map as two sided: IT'S A SECRET!
ML_SOUNDBLOCK = 0x00000040, // don't let sound cross two of these
ML_DONTDRAW = 0x00000080, // don't draw on the automap
ML_MAPPED = 0x00000100, // set if already drawn in automap
ML_REPEAT_SPECIAL = 0x00000200, // special is repeatable
ML_ADDTRANS = 0x00000400, // additive translucency (can only be set internally)
// Extended flags
ML_MONSTERSCANACTIVATE = 0x00002000, // [RH] Monsters (as well as players) can activate the line
ML_BLOCK_PLAYERS = 0x00004000,
ML_BLOCKEVERYTHING = 0x00008000, // [RH] Line blocks everything
ML_ZONEBOUNDARY = 0x00010000,
ML_RAILING = 0x00020000,
ML_BLOCK_FLOATERS = 0x00040000,
ML_CLIP_MIDTEX = 0x00080000, // Automatic for every Strife line
ML_WRAP_MIDTEX = 0x00100000,
ML_3DMIDTEX = 0x00200000,
ML_CHECKSWITCHRANGE = 0x00400000,
ML_FIRSTSIDEONLY = 0x00800000, // activated only when crossed from front side
ML_BLOCKPROJECTILE = 0x01000000,
ML_BLOCKUSE = 0x02000000, // blocks all use actions through this line
ML_BLOCKSIGHT = 0x04000000, // blocks monster line of sight
ML_BLOCKHITSCAN = 0x08000000, // blocks hitscan attacks
ML_3DMIDTEX_IMPASS = 0x10000000, // [TP] if 3D midtex, behaves like a height-restricted ML_BLOCKING
};
native readonly vertex v1, v2; // vertices, from v1 to v2
native readonly Vector2 delta; // precalculated v2 - v1 for side checking
native uint flags;
native uint activation; // activation type
native int special;
native int args[5]; // <--- hexen-style arguments (expanded to ZDoom's full width)
native double alpha; // <--- translucency (0=invisible, 1.0=opaque)
native readonly Side sidedef[2];
native readonly double bbox[4]; // bounding box, for the extent of the LineDef.
native readonly Sector frontsector, backsector;
native int validcount; // if == validcount, already checked
native int locknumber; // [Dusk] lock number for special
native readonly uint portalindex;
native readonly uint portaltransferred;
native readonly int health;
native readonly int healthgroup;
native bool isLinePortal();
native bool isVisualPortal();
native Line getPortalDestination();
native int getPortalAlignment();
native clearscope int Index();
native bool Activate(Actor activator, int side, int type);
native bool RemoteActivate(Actor activator, int side, int type, Vector3 pos);
int GetUDMFInt(Name nm)
{
return Level.GetUDMFInt(LevelLocals.UDMF_Line, Index(), nm);
}
double GetUDMFFloat(Name nm)
{
return Level.GetUDMFFloat(LevelLocals.UDMF_Line, Index(), nm);
}
String GetUDMFString(Name nm)
{
return Level.GetUDMFString(LevelLocals.UDMF_Line, Index(), nm);
}
native clearscope int GetHealth();
native void SetHealth(int newhealth);
}
struct SecPlane native play
{
native Vector3 Normal;
native double D;
native double negiC;
native bool isSlope() const;
native int PointOnSide(Vector3 pos) const;
native clearscope double ZatPoint (Vector2 v) const;
native double ZatPointDist(Vector2 v, double dist) const;
native bool isEqual(Secplane other) const;
native void ChangeHeight(double hdiff);
native double GetChangedHeight(double hdiff) const;
native double HeightDiff(double oldd, double newd = 1e37) const;
native double PointToDist(Vector2 xy, double z) const;
}
struct F3DFloor native play
{
enum EF3DFloorFlags
{
FF_EXISTS = 0x1, //MAKE SURE IT'S VALID
FF_SOLID = 0x2, //Does it clip things?
FF_RENDERSIDES = 0x4, //Render the sides?
FF_RENDERPLANES = 0x8, //Render the floor/ceiling?
FF_RENDERALL = 0xC, //Render everything?
FF_SWIMMABLE = 0x10, //Can we swim?
FF_NOSHADE = 0x20, //Does it mess with the lighting?
FF_BOTHPLANES = 0x200, //Render both planes all the time?
FF_TRANSLUCENT = 0x800, //See through!
FF_FOG = 0x1000, //Fog "brush"?
FF_INVERTPLANES = 0x2000, //Reverse the plane visibility rules?
FF_ALLSIDES = 0x4000, //Render inside and outside sides?
FF_INVERTSIDES = 0x8000, //Only render inside sides?
FF_DOUBLESHADOW = 0x10000,//Make two lightlist entries to reset light?
FF_UPPERTEXTURE = 0x20000,
FF_LOWERTEXTURE = 0x40000,
FF_THINFLOOR = 0x80000, // EDGE
FF_SCROLLY = 0x100000, // old leftover definition
FF_NODAMAGE = 0x100000, // no damage transfers
FF_FIX = 0x200000, // use floor of model sector as floor and floor of real sector as ceiling
FF_INVERTSECTOR = 0x400000, // swap meaning of sector planes
FF_DYNAMIC = 0x800000, // created by partitioning another 3D-floor due to overlap
FF_CLIPPED = 0x1000000, // split into several dynamic ffloors
FF_SEETHROUGH = 0x2000000,
FF_SHOOTTHROUGH = 0x4000000,
FF_FADEWALLS = 0x8000000, // Applies real fog to walls and doesn't blend the view
FF_ADDITIVETRANS = 0x10000000, // Render this floor with additive translucency
FF_FLOOD = 0x20000000, // extends towards the next lowest flooding or solid 3D floor or the bottom of the sector
FF_THISINSIDE = 0x40000000, // hack for software 3D with FF_BOTHPLANES
FF_RESET = 0x80000000, // light effect is completely reset, once interrupted
};
native readonly secplane bottom;
native readonly secplane top;
native readonly uint flags;
native readonly Line master;
native readonly Sector model;
native readonly Sector target;
native readonly int alpha;
native TextureID GetTexture(int pos);
}
// This encapsulates all info Doom's original 'special' field contained - for saving and transferring.
struct SecSpecial play
{
Name damagetype;
int damageamount;
short special;
short damageinterval;
short leakydamage;
int Flags;
}
struct FColormap
{
Color LightColor;
Color FadeColor;
uint8 Desaturation;
uint8 BlendFactor;
uint16 FogDensity;
}
struct Sector native play
{
native readonly FColormap ColorMap;
native readonly Color SpecialColors[5];
native readonly Color AdditiveColors[5];
native Actor SoundTarget;
native int16 special;
native int16 lightlevel;
native int16 seqType;
native int sky;
native Name SeqName;
native readonly Vector2 centerspot;
native int validcount;
native Actor thinglist;
native double friction, movefactor;
native int terrainnum[2];
// thinker_t for reversable actions
native SectorEffect floordata;
native SectorEffect ceilingdata;
native SectorEffect lightingdata;
enum EPlane
{
floor,
ceiling,
// only used for specialcolors array
walltop,
wallbottom,
sprites
};
enum EInterpolationType
{
CeilingMove,
FloorMove,
CeilingScroll,
FloorScroll
};
//Interpolation interpolations[4];
native uint8 soundtraversed;
native int8 stairlock;
native int prevsec;
native int nextsec;
native readonly Array<Line> lines;
native readonly @secplane floorplane;
native readonly @secplane ceilingplane;
native readonly Sector heightsec;
native uint bottommap, midmap, topmap;
//struct msecnode_t *touching_thinglist;
//struct msecnode_t *sectorportal_thinglist;
native double gravity;
native Name damagetype;
native int damageamount;
native int16 damageinterval;
native int16 leakydamage;
native readonly uint16 ZoneNumber;
native readonly int healthceiling;
native readonly int healthfloor;
native readonly int healthceilinggroup;
native readonly int healthfloorgroup;
enum ESectorMoreFlags
{
SECMF_FAKEFLOORONLY = 2, // when used as heightsec in R_FakeFlat, only copies floor
SECMF_CLIPFAKEPLANES = 4, // as a heightsec, clip planes to target sector's planes
SECMF_NOFAKELIGHT = 8, // heightsec does not change lighting
SECMF_IGNOREHEIGHTSEC= 16, // heightsec is only for triggering sector actions
SECMF_UNDERWATER = 32, // sector is underwater
SECMF_FORCEDUNDERWATER= 64, // sector is forced to be underwater
SECMF_UNDERWATERMASK = 32+64,
SECMF_DRAWN = 128, // sector has been drawn at least once
SECMF_HIDDEN = 256, // Do not draw on textured automap
}
native uint16 MoreFlags;
enum ESectorFlags
{
SECF_SILENT = 1, // actors in sector make no noise
SECF_NOFALLINGDAMAGE= 2, // No falling damage in this sector
SECF_FLOORDROP = 4, // all actors standing on this floor will remain on it when it lowers very fast.
SECF_NORESPAWN = 8, // players can not respawn in this sector
SECF_FRICTION = 16, // sector has friction enabled
SECF_PUSH = 32, // pushers enabled
SECF_SILENTMOVE = 64, // Sector movement makes mo sound (Eternity got this so this may be useful for an extended cross-port standard.)
SECF_DMGTERRAINFX = 128, // spawns terrain splash when inflicting damage
SECF_ENDGODMODE = 256, // getting damaged by this sector ends god mode
SECF_ENDLEVEL = 512, // ends level when health goes below 10
SECF_HAZARD = 1024, // Change to Strife's delayed damage handling.
SECF_NOATTACK = 2048, // monsters cannot start attacks in this sector.
SECF_WASSECRET = 1 << 30, // a secret that was discovered
SECF_SECRET = 1 << 31, // a secret sector
SECF_DAMAGEFLAGS = SECF_ENDGODMODE|SECF_ENDLEVEL|SECF_DMGTERRAINFX|SECF_HAZARD,
SECF_NOMODIFY = SECF_SECRET|SECF_WASSECRET, // not modifiable by Sector_ChangeFlags
SECF_SPECIALFLAGS = SECF_DAMAGEFLAGS|SECF_FRICTION|SECF_PUSH, // these flags originate from 'special and must be transferrable by floor thinkers
}
enum EMoveResult
{
MOVE_OK,
MOVE_CRUSHED,
MOVE_PASTDEST
};
native uint Flags;
native SectorAction SecActTarget;
native internal uint Portals[2];
native readonly int PortalGroup;
native readonly int sectornum;
native clearscope int Index();
native double, Sector, F3DFloor NextHighestCeilingAt(double x, double y, double bottomz, double topz, int flags = 0);
native double, Sector, F3DFloor NextLowestFloorAt(double x, double y, double z, int flags = 0, double steph = 0);
native F3DFloor Get3DFloor(int index);
native int Get3DFloorCount();
native Sector GetAttached(int index);
native int GetAttachedCount();
native void RemoveForceField();
deprecated("3.8", "Use Level.PointInSector instead") static clearscope Sector PointInSector(Vector2 pt)
{
return level.PointInSector(pt);
}
native bool PlaneMoving(int pos);
native int GetFloorLight();
native int GetCeilingLight();
native Sector GetHeightSec();
native void TransferSpecial(Sector model);
native void GetSpecial(out SecSpecial spec);
native void SetSpecial( SecSpecial spec);
native int GetTerrain(int pos);
native void CheckPortalPlane(int plane);
native double, Sector HighestCeilingAt(Vector2 a);
native double, Sector LowestFloorAt(Vector2 a);
native double, double GetFriction(int plane);
native void SetXOffset(int pos, double o);
native void AddXOffset(int pos, double o);
native double GetXOffset(int pos);
native void SetYOffset(int pos, double o);
native void AddYOffset(int pos, double o);
native double GetYOffset(int pos, bool addbase = true);
native void SetXScale(int pos, double o);
native double GetXScale(int pos);
native void SetYScale(int pos, double o);
native double GetYScale(int pos);
native void SetAngle(int pos, double o);
native double GetAngle(int pos, bool addbase = true);
native void SetBase(int pos, double y, double o);
native void SetAlpha(int pos, double o);
native double GetAlpha(int pos);
native int GetFlags(int pos);
native int GetVisFlags(int pos);
native void ChangeFlags(int pos, int And, int Or);
native int GetPlaneLight(int pos);
native void SetPlaneLight(int pos, int level);
native void SetColor(color c, int desat = 0);
native void SetFade(color c);
native void SetFogDensity(int dens);
native double GetGlowHeight(int pos);
native color GetGlowColor(int pos);
native void SetGlowHeight(int pos, double height);
native void SetGlowColor(int pos, color color);
native void SetSpecialColor(int pos, color color);
native void SetAdditiveColor(int pos, Color color);
native void SetColorization(int tier, Name cname);
native TextureID GetTexture(int pos);
native void SetTexture(int pos, TextureID tex, bool floorclip = true);
native double GetPlaneTexZ(int pos);
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.
native void ChangeLightLevel(int newval);
native void SetLightLevel(int newval);
native int GetLightLevel();
native void AdjustFloorClip();
native bool IsLinked(Sector other, bool ceiling);
native bool PortalBlocksView(int plane);
native bool PortalBlocksSight(int plane);
native bool PortalBlocksMovement(int plane);
native bool PortalBlocksSound(int plane);
native bool PortalIsLinked(int plane);
native void ClearPortal(int plane);
native double GetPortalPlaneZ(int plane);
native Vector2 GetPortalDisplacement(int plane);
native int GetPortalType(int plane);
native int GetOppositePortalGroup(int plane);
native double CenterFloor();
native double CenterCeiling();
native int MoveFloor(double speed, double dest, int crush, int direction, bool hexencrush, bool instant = false);
native int MoveCeiling(double speed, double dest, int crush, int direction, bool hexencrush);
native Sector NextSpecialSector(int type, Sector prev);
native double, Vertex FindLowestFloorSurrounding();
native double, Vertex FindHighestFloorSurrounding();
native double, Vertex FindNextHighestFloor();
native double, Vertex FindNextLowestFloor();
native double, Vertex FindLowestCeilingSurrounding();
native double, Vertex FindHighestCeilingSurrounding();
native double, Vertex FindNextLowestCeiling();
native double, Vertex FindNextHighestCeiling();
native double FindShortestTextureAround();
native double FindShortestUpperAround();
native Sector FindModelFloorSector(double floordestheight);
native Sector FindModelCeilingSector(double floordestheight);
native int FindMinSurroundingLight(int max);
native double, Vertex FindLowestCeilingPoint();
native double, Vertex FindHighestFloorPoint();
native void SetEnvironment(String env);
native void SetEnvironmentID(int envnum);
native SeqNode StartSoundSequenceID (int chan, int sequence, int type, int modenum, bool nostop = false);
native SeqNode StartSoundSequence (int chan, Name seqname, int modenum);
native SeqNode CheckSoundSequence (int chan);
native void StopSoundSequence(int chan);
native bool IsMakingLoopingSound ();
bool isSecret()
{
return !!(Flags & SECF_SECRET);
}
bool wasSecret()
{
return !!(Flags & SECF_WASSECRET);
}
void ClearSecret()
{
Flags &= ~SECF_SECRET;
}
int GetUDMFInt(Name nm)
{
return Level.GetUDMFInt(LevelLocals.UDMF_Sector, Index(), nm);
}
double GetUDMFFloat(Name nm)
{
return Level.GetUDMFFloat(LevelLocals.UDMF_Sector, Index(), nm);
}
String GetUDMFString(Name nm)
{
return Level.GetUDMFString(LevelLocals.UDMF_Sector, Index(), nm);
}
//===========================================================================
//
//
//
//===========================================================================
bool TriggerSectorActions(Actor thing, int activation)
{
let act = SecActTarget;
bool res = false;
while (act != null)
{
Actor next = act.tracer;
if (act.TriggerAction(thing, activation))
{
if (act.bStandStill)
{
act.Destroy();
}
res = true;
}
act = SectorAction(next);
}
return res;
}
native clearscope int GetHealth(SectorPart part);
native void SetHealth(SectorPart part, int newhealth);
}
class SectorTagIterator : Object native
{
deprecated("3.8", "Use Level.CreateSectorTagIterator() instead") static SectorTagIterator Create(int tag, line defline = null)
{
return level.CreateSectorTagIterator(tag, defline);
}
native int Next();
native int NextCompat(bool compat, int secnum);
}
class LineIdIterator : Object native
{
deprecated("3.8", "Use Level.CreateLineIdIterator() instead") static LineIdIterator Create(int tag)
{
return level.CreateLineIdIterator(tag);
}
native int Next();
}