raze-gles/wadsrc/static/zscript/razebase.zs
Christoph Oelckers 1798380f23 - adapted map transition in Duke/RR.
There's still some issues which will be taken care of by adding map flags.
2021-05-02 10:35:43 +02:00

238 lines
5.2 KiB
Text

enum EGameType
{
GAMEFLAG_DUKE = 0x00000001,
GAMEFLAG_NAM = 0x00000002,
GAMEFLAG_NAPALM = 0x00000004,
GAMEFLAG_WW2GI = 0x00000008,
GAMEFLAG_ADDON = 0x00000010,
GAMEFLAG_SHAREWARE = 0x00000020,
GAMEFLAG_DUKEBETA = 0x00000060, // includes 0x20 since it's a shareware beta
GAMEFLAG_PLUTOPAK = 0x00000080,
GAMEFLAG_RR = 0x00000100,
GAMEFLAG_RRRA = 0x00000200,
GAMEFLAG_RRALL = GAMEFLAG_RR | GAMEFLAG_RRRA,
GAMEFLAG_BLOOD = 0x00000800,
GAMEFLAG_SW = 0x00001000,
GAMEFLAG_POWERSLAVE = 0x00002000,
GAMEFLAG_EXHUMED = 0x00004000,
GAMEFLAG_PSEXHUMED = GAMEFLAG_POWERSLAVE | GAMEFLAG_EXHUMED, // the two games really are the same, except for the name and the publisher.
GAMEFLAG_WORLDTOUR = 0x00008000,
GAMEFLAG_DUKEDC = 0x00010000,
GAMEFLAG_DUKENW = 0x00020000,
GAMEFLAG_DUKEVACA = 0x00040000,
GAMEFLAG_BLOODCP = 0x00080000,
GAMEFLAG_ROUTE66 = 0x00100000,
GAMEFLAG_SWWANTON = 0x00200000,
GAMEFLAG_SWTWINDRAG = 0x00400000,
GAMEFLAGMASK = 0x0000FFFF, // flags allowed from grpinfo
// We still need these for the parsers.
GAMEFLAG_FURY = 0,
GAMEFLAG_DEER = 0,
};
struct UserConfigStruct native
{
native readonly bool nomonsters;
native readonly bool nosound;
native readonly bool nologo;
}
extend struct _
{
native @UserConfigStruct userConfig;
native readonly MapRecord currentLevel;
native readonly int paused;
}
struct MapRecord native
{
enum MIFlags
{
FORCEEOG = 1,
USERMAP = 2,
}
native readonly int parTime;
native readonly int designerTime;
native readonly String fileName;
native readonly String labelName;
native readonly String name;
native readonly String music;
native readonly int cdSongId;
native readonly int flags;
native readonly int levelNumber;
native readonly int cluster;
native readonly String InterBackground;
native readonly String nextMap;
native readonly String nextSecret;
//native readonly String messages[MAX_MESSAGES];
native readonly String author;
String GetLabelName()
{
if (flags & USERMAP) return "$TXT_USERMAP";
return labelName;
}
String DisplayName()
{
if (name == "") return labelName;
return name;
}
native ClusterDef GetCluster();
}
struct ClusterDef
{
native readonly String name;
native readonly String InterBackground;
}
struct SummaryInfo native
{
native readonly int kills;
native readonly int maxkills;
native readonly int secrets;
native readonly int maxsecrets;
native readonly int supersecrets;
native readonly int time;
native readonly int playercount;
native readonly bool cheated;
native readonly bool endofgame;
}
struct Raze
{
static int calcSinTableValue(int ang)
{
return int(16384 * sin((360./2048) * ang));
}
native static Color shadeToLight(int shade);
native static void StopAllSounds();
native static bool SoundEnabled();
native static void StopMusic();
native static bool MusicEnabled();
native static String PlayerName(int i);
native static double GetTimeFrac();
native static int bsin(int angle, int shift = 0);
native static int bcos(int angle, int shift = 0);
static bool specialKeyEvent(InputEvent ev)
{
if (ev.type == InputEvent.Type_KeyDown || ev.type == InputEvent.Type_KeyUp)
{
int key = ev.KeyScan;
if (key == InputEvent.KEY_VOLUMEDOWN || key == InputEvent.KEY_VOLUMEUP || (key > InputEvent.KEY_LASTJOYBUTTON && key < InputEvent.KEY_PAD_LTHUMB_RIGHT)) return true;
}
return false;
}
// game check shortcuts
static bool isNam()
{
return gameinfo.gametype & (GAMEFLAG_NAM | GAMEFLAG_NAPALM);
}
static bool isNamWW2GI()
{
return gameinfo.gametype & (GAMEFLAG_NAM | GAMEFLAG_NAPALM |GAMEFLAG_WW2GI);
}
static bool isWW2GI()
{
return gameinfo.gametype & (GAMEFLAG_WW2GI);
}
static bool isRR()
{
return gameinfo.gametype & (GAMEFLAG_RRALL);
}
static bool isRRRA()
{
return gameinfo.gametype & (GAMEFLAG_RRRA);
}
static bool isWorldTour()
{
return gameinfo.gametype & GAMEFLAG_WORLDTOUR;
}
static bool isPlutoPak()
{
return gameinfo.gametype & GAMEFLAG_PLUTOPAK;
}
static bool isShareware()
{
return gameinfo.gametype & GAMEFLAG_SHAREWARE;
}
static bool isBlood()
{
return gameinfo.gametype & GAMEFLAG_BLOOD;
}
// Dont know yet how to best export this, so for now these are just placeholders as MP is not operational anyway.
static int playerPalette(int i)
{
return 0;
}
static int playerFrags(int i, int j)
{
return 0;
}
static int playerFraggedSelf(int i)
{
return 0;
}
}
/*
struct TileFiles
{
native static TextureID GetTexture(int tile, bool animate = false);
}
*/
class RazeMenuDelegate : MenuDelegateBase
{
// Todo: Fix this so that it can be done outside the games' sound modules.
native override void PlaySound(name sname);
// This is native for security reasons. Having a script call to open the console could be subject to abuse.
native override void MenuDismissed();
}
// dummy definitions for the status bar. We need them to create the class descriptors
class BaseStatusBar : StatusBarCore native
{}
class BloodStatusBar : BaseStatusBar native
{}
class DukeCommonStatusBar : BaseStatusBar native
{}
class DukeStatusBar : DukeCommonStatusBar native
{}
class RedneckStatusBar : DukeCommonStatusBar native
{}
class ExhumedStatusBar : BaseStatusBar native
{}
class SWStatusBar : BaseStatusBar native
{}