qzdoom/wadsrc/static/zscript/base.txt
Christoph Oelckers ef3421eee5 - moved dynamic lights out of the GL code into the common game code.
Since the true color software renderer also handles them there is no point keeping them on the GL side.
This also optimized how they are stored, because we no longer need to be aware of a base engine which doesn't have them.
2017-03-12 19:57:06 +01:00

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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
};
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);
native static void ReplaceTextures(String from, String to, int flags);
native static int, int GetSize(TextureID tex);
native static Vector2 GetScaledSize(TextureID tex);
}
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_Internal3,
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
};
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 void DrawHUDTexture(TextureID tex, double x, double y);
native static vararg void DrawTexture(TextureID tex, bool animate, double x, double y, ...);
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 DrawFrame(int x, int y, int w, int h);
}
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,
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_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 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);
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 int GetInt();
native double GetFloat();
native String GetString();
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;
}
class Object native
{
native bool bDestroyed;
// These really should be global functions...
native static int G_SkillPropertyInt(int p);
native static double G_SkillPropertyFloat(int p);
native static vector3, int G_PickDeathmatchStart();
native static vector3, int G_PickPlayerStart(int pnum, int flags = 0);
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 uint BAM(double angle);
native static void SetMusicVolume(float vol);
native static uint MSTime();
native Name GetClassName();
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_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;
virtual native void Tick();
virtual native void PostBeginPlay();
virtual native void ChangeStatNum(int stat);
}
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
{
native static ActorIterator Create(int tid, class<Actor> type = "Actor");
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 BlockThingsIterator Create(Actor origin, double checkradius = -1);
native static BlockThingsIterator CreateFromPos(Vector3 pos, double checkh, double checkradius, Sector sec = null);
native bool Next();
}
struct DropItem native
{
native readonly DropItem Next;
native readonly name Name;
native readonly int Probability;
native int Amount;
}
class SpotState : Object native
{
native static SpotState GetSpotState();
native SpecialSpot GetNextInList(class<Actor> type, int skipcounter);
native SpecialSpot GetSpotWithMinMaxDistance(Class<Actor> type, double x, double y, double mindist, double maxdist);
}
struct LevelLocals native
{
enum EUDMF
{
UDMF_Line,
UDMF_Side,
UDMF_Sector,
//UDMF_Thing // not implemented
};
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 String F1Pic;
native readonly int maptype;
native readonly String Music;
native readonly int musicorder;
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 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 bool frozen;
native readonly bool infinite_flight;
native readonly bool no_dlg_freeze;
// 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 bool ExecuteSpecial(int special, Actor activator, line linedef, bool lineside, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0, int arg5 = 0);
}
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 int MaxSoulsphere;
native uint8 ExplosionStyle;
native double ExplosionAlpha;
native int NoAutofreeze;
native int BFGCells;
native int BlueAC;
}
struct State native
{
native State NextState;
native int sprite;
native int16 Tics;
native uint16 TicRange;
native uint8 Frame;
native uint8 UseFlags;
native int Misc1;
native int Misc2;
native uint16 bSlow;
native uint16 bFast;
native bool bFullbright;
native bool bNoDelay;
native bool bSameFrame;
native bool bCanRaise;
native bool bDehacked;
native int DistanceTo(state other);
native bool ValidateSpriteFrame();
native TextureID, bool, Vector2 GetSpriteTexture(int rotation, int skin = 0, Vector2 scale = (0,0));
}
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,
}
native static int CheckNumForName(string name, int ns, int wadnum = -1, bool exact = false);
}
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,
}
// 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);
native String Mid(int pos = 0, int len = 2147483647);
native void Truncate(int newlen);
native String CharAt(int pos);
native int CharCodeAt(int pos);
native String Filter();
}
class Floor : Thinker 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
};
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);
}
class Ceiling : Thinker 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
}
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);
}
struct LookExParams
{
double Fov;
double minDist;
double maxDist;
double maxHeardist;
int flags;
State seestate;
};