raze/source/games/duke/src/vmexports.cpp

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BEGIN_DUKE_NS
//---------------------------------------------------------------------------
//
// global exports
//
//---------------------------------------------------------------------------
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player_struct* duke_getviewplayer()
{
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return &ps[screenpeek];
}
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DEFINE_ACTION_FUNCTION_NATIVE(_Duke, getviewplayer, duke_getviewplayer)
{
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PARAM_PROLOGUE;
ACTION_RETURN_POINTER(duke_getviewplayer());
}
DEFINE_ACTION_FUNCTION(_Duke, MaxAmmoAmount)
{
PARAM_PROLOGUE;
PARAM_INT(weap);
int max = weap < 0 || weap >= MAX_WEAPONS ? 0 : gs.max_ammo_amount[weap];
ACTION_RETURN_INT(max);
}
void S_PlaySpecialMusic(unsigned int m);
DEFINE_ACTION_FUNCTION_NATIVE(_Duke, PlaySpecialMusic, S_PlaySpecialMusic)
{
PARAM_PROLOGUE;
PARAM_INT(song);
S_PlaySpecialMusic(song);
return 0;
}
static int PlaySound(int num, int chan, int flags, double vol)
{
return S_PlaySound(num, chan, EChanFlags::FromInt(flags), float(vol));
}
DEFINE_ACTION_FUNCTION_NATIVE(_Duke, PlaySound, PlaySound)
{
PARAM_PROLOGUE;
PARAM_INT(snd);
PARAM_INT(chan);
PARAM_INT(flags);
PARAM_FLOAT(vol);
ACTION_RETURN_INT(PlaySound(snd, chan, flags, vol));
}
static void StopSound(int num)
{
S_StopSound(num);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Duke, StopSound, StopSound)
{
PARAM_PROLOGUE;
PARAM_INT(snd);
StopSound(snd);
return 0;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Duke, CheckSoundPlaying, S_CheckSoundPlaying)
{
PARAM_PROLOGUE;
PARAM_INT(snd);
ACTION_RETURN_INT(S_CheckSoundPlaying(snd));
}
player_struct* duke_checkcursectnums(sectortype* sector)
{
if (!sector) return nullptr;
int pp = checkcursectnums(sector);
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return pp >= 0 ? &ps[pp] : nullptr;
}
DEFINE_ACTION_FUNCTION_NATIVE(_Duke, checkcursectnums, duke_checkcursectnums)
{
PARAM_PROLOGUE;
PARAM_POINTER(sect, sectortype);
ACTION_RETURN_POINTER(duke_checkcursectnums(sect));
}
DEFINE_GLOBAL_UNSIZED(dlevel)
//---------------------------------------------------------------------------
//
// DukeActor
//
//---------------------------------------------------------------------------
DEFINE_FIELD(DDukeActor, ownerActor)
DEFINE_FIELD(DDukeActor, hitOwnerActor)
DEFINE_FIELD(DDukeActor, cgg)
DEFINE_FIELD(DDukeActor, spriteextra)
DEFINE_FIELD(DDukeActor, hitang)
DEFINE_FIELD(DDukeActor, hitextra)
DEFINE_FIELD(DDukeActor, movflag)
DEFINE_FIELD(DDukeActor, tempval)
DEFINE_FIELD(DDukeActor, timetosleep)
DEFINE_FIELD(DDukeActor, floorz)
DEFINE_FIELD(DDukeActor, ceilingz)
DEFINE_FIELD(DDukeActor, saved_ammo)
DEFINE_FIELD(DDukeActor, palvals)
DEFINE_FIELD(DDukeActor, temp_data)
DEFINE_FIELD(DDukeActor, temp_actor)
DEFINE_FIELD(DDukeActor, seek_actor)
DEFINE_FIELD(DDukeActor, flags1)
DEFINE_FIELD(DDukeActor, flags2)
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DEFINE_FIELD(DDukeActor, spritesetindex)
DEFINE_FIELD(DDukeActor, temp_walls)
DEFINE_FIELD(DDukeActor, temp_sect)
DEFINE_FIELD(DDukeActor, actorstayput)
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DEFINE_FIELD(DDukeActor, temp_pos)
DEFINE_FIELD(DDukeActor, temp_pos2)
DEFINE_FIELD(DDukeActor, temp_angle)
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static void setSpritesetImage(DDukeActor* self, unsigned int index)
{
auto& spriteset = static_cast<PClassActor*>(self->GetClass())->ActorInfo()->SpriteSet;
if (index >= spriteset.Size())
{
ThrowAbortException(X_ARRAY_OUT_OF_BOUNDS, "Bad sprite set index %d (max. allowed is %d", index, spriteset.Size() - 1);
}
self->spritesetindex = index;
self->spr.picnum = spriteset[index];
}
DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, SetSpritesetImage, setSpritesetImage)
{
PARAM_SELF_PROLOGUE(DDukeActor);
PARAM_UINT(index);
setSpritesetImage(self, index);
return 0;
}
static int getSpritesetSize(DDukeActor* self)
{
auto& spriteset = static_cast<PClassActor*>(self->GetClass())->ActorInfo()->SpriteSet;
return spriteset.Size();
}
DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, GetSpritesetSize, getSpritesetSize)
{
PARAM_SELF_PROLOGUE(DDukeActor);
ACTION_RETURN_INT(getSpritesetSize(self));
}
DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, getglobalz, getglobalz)
{
PARAM_SELF_PROLOGUE(DDukeActor);
getglobalz(self);
return 0;
}
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player_struct* DukeActor_findplayer(DDukeActor* self, double* dist)
{
double a;
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return &ps[findplayer(self, dist? dist : &a)];
}
DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, findplayer, DukeActor_findplayer)
{
PARAM_SELF_PROLOGUE(DDukeActor);
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double d;
auto p = DukeActor_findplayer(self, &d);
if (numret > 0) ret[0].SetPointer(p);
if (numret > 1) ret[1].SetFloat(d);
return min(numret, 2);
}
int DukeActor_ifhitbyweapon(DDukeActor* self)
{
return fi.ifhitbyweapon(self);
}
DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, ifhitbyweapon, DukeActor_ifhitbyweapon)
{
PARAM_SELF_PROLOGUE(DDukeActor);
ACTION_RETURN_INT(DukeActor_ifhitbyweapon(self));
}
DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, domove, ssp)
{
PARAM_SELF_PROLOGUE(DDukeActor);
PARAM_INT(clipmask);
ACTION_RETURN_INT(ssp(self, clipmask));
}
int DukeActor_PlayActorSound(DDukeActor* self, int snd)
{
return S_PlayActorSound(snd, self);
}
DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, PlayActorSound, DukeActor_PlayActorSound)
{
PARAM_SELF_PROLOGUE(DDukeActor);
PARAM_INT(snd);
ACTION_RETURN_INT(DukeActor_PlayActorSound(self, snd));
}
DDukeActor* DukeActor_Spawn(DDukeActor* origin, int intname)
{
int picnum = -1;
// this is still a hack so it can spawn actors which haven't been scriptified yet. This will go away later.
if (FName(ENamedName(intname)) == FName("DukeToiletWater"))
{
picnum = TileFiles.tileForName("TOILETWATER");
}
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else if (FName(ENamedName(intname)) == FName("DukeBurning"))
{
picnum = TileFiles.tileForName("BURNIMG");
}
if (FName(ENamedName(intname)) == FName("DukeBloodPool"))
{
picnum = TileFiles.tileForName("BLOODPOOL");
}
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if (FName(ENamedName(intname)) == FName("DukeExplosion2"))
{
picnum = TileFiles.tileForName("EXPLOSION2");
}
if (picnum == -1)
{
auto cls = PClass::FindActor(FName(ENamedName(intname)));
if (cls) return spawn(origin, cls);
}
else
{
return spawn(origin, picnum);
}
return nullptr;
}
DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, spawn, DukeActor_Spawn)
{
PARAM_SELF_PROLOGUE(DDukeActor);
PARAM_INT(type);
ACTION_RETURN_POINTER(DukeActor_Spawn(self, type));
}
DDukeActor* DukeActor_spawnweaponorammo(DDukeActor* origin, unsigned intname)
{
if (intname > 14) return nullptr;
return spawn(origin, gs.weaponsandammosprites[intname]);
}
DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, spawnweaponorammo, DukeActor_spawnweaponorammo)
{
PARAM_SELF_PROLOGUE(DDukeActor);
PARAM_INT(type);
ACTION_RETURN_POINTER(DukeActor_spawnweaponorammo(self, type));
}
void DukeActor_Lotsofglass(DDukeActor* origin, int count)
{
lotsofglass(origin, nullptr, count);
}
DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, lotsofglass, DukeActor_Lotsofglass)
{
PARAM_SELF_PROLOGUE(DDukeActor);
PARAM_INT(count);
DukeActor_Lotsofglass(self, count);
return 0;
}
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DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, makeitfall, makeitfall)
{
PARAM_SELF_PROLOGUE(DDukeActor);
makeitfall(self);
return 0;
}
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DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, RandomScrap, RANDOMSCRAP)
{
PARAM_SELF_PROLOGUE(DDukeActor);
RANDOMSCRAP(self);
return 0;
}
void DukeActor_hitradius(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int hp4)
{
fi.hitradius(actor, r, hp1, hp2, hp3, hp4);
}
DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, hitradius, DukeActor_hitradius)
{
PARAM_SELF_PROLOGUE(DDukeActor);
PARAM_INT(r);
PARAM_INT(h1);
PARAM_INT(h2);
PARAM_INT(h3);
PARAM_INT(h4);
DukeActor_hitradius(self, r, h1, h2, h3, h4);
return 0;
}
DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, hitasprite, hitasprite)
{
PARAM_SELF_PROLOGUE(DDukeActor);
DDukeActor* p;
double d = hitasprite(self, &p);
if (numret > 0) ret[0].SetFloat(d);
if (numret > 1) ret[1].SetPointer(p);
return min(numret, 2);
}
DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, ChangeSector, ChangeActorSect)
{
PARAM_SELF_PROLOGUE(DDukeActor);
PARAM_POINTER(sec, sectortype);
PARAM_INT(tail);
ChangeActorSect(self, sec, tail);
return 0;
}
DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, ChangeStat, ChangeActorStat)
{
PARAM_SELF_PROLOGUE(DDukeActor);
PARAM_INT(stat);
PARAM_INT(tail);
ChangeActorStat(self, stat, tail);
return 0;
}
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void DukeActor_detonate(DDukeActor* origin, int intname)
{
// all callers use "EXPLOSION2", so ignore the parameter for now
int picnum = TileFiles.tileForName("EXPLOSION2");
detonate(origin, picnum);
}
DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, detonate, DukeActor_detonate)
{
PARAM_SELF_PROLOGUE(DDukeActor);
PARAM_INT(type);
DukeActor_detonate(self, type);
return 0;
}
void DukeActor_checkhitdefault(DDukeActor* origin, DDukeActor* proj)
{
fi.checkhitdefault(origin, proj);
}
DEFINE_ACTION_FUNCTION_NATIVE(DDukeActor, checkhitdefault, DukeActor_checkhitdefault)
{
PARAM_SELF_PROLOGUE(DDukeActor);
PARAM_OBJECT(proj, DDukeActor);
DukeActor_checkhitdefault(self, proj);
return 0;
}
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// temporary helpers to hide the fact that these flags are not part of the actor yet.
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DEFINE_ACTION_FUNCTION(DDukeActor, actorflag1)
{
PARAM_SELF_PROLOGUE(DDukeActor);
PARAM_INT(mask);
ACTION_RETURN_BOOL(!!actorflag(self, EDukeFlags1::FromInt(mask)));
}
DEFINE_ACTION_FUNCTION(DDukeActor, actorflag2)
{
PARAM_SELF_PROLOGUE(DDukeActor);
PARAM_INT(mask);
ACTION_RETURN_BOOL(!!actorflag(self, EDukeFlags2::FromInt(mask)));
}
DEFINE_ACTION_FUNCTION(DDukeActor, attackerflag1)
{
PARAM_SELF_PROLOGUE(DDukeActor);
PARAM_INT(mask);
ACTION_RETURN_BOOL(!!attackerflag(self, EDukeFlags1::FromInt(mask)));
}
DEFINE_ACTION_FUNCTION(DDukeActor, attackerflag2)
{
PARAM_SELF_PROLOGUE(DDukeActor);
PARAM_INT(mask);
ACTION_RETURN_BOOL(!!attackerflag(self, EDukeFlags2::FromInt(mask)));
}
//---------------------------------------------------------------------------
//
// DukePlayer
//
//---------------------------------------------------------------------------
DEFINE_FIELD_X(DukePlayer, player_struct, gotweapon)
DEFINE_FIELD_X(DukePlayer, player_struct, pals)
DEFINE_FIELD_X(DukePlayer, player_struct, weapon_sway)
DEFINE_FIELD_X(DukePlayer, player_struct, oweapon_sway)
DEFINE_FIELD_X(DukePlayer, player_struct, weapon_pos)
DEFINE_FIELD_X(DukePlayer, player_struct, kickback_pic)
DEFINE_FIELD_X(DukePlayer, player_struct, random_club_frame)
DEFINE_FIELD_X(DukePlayer, player_struct, oweapon_pos)
DEFINE_FIELD_X(DukePlayer, player_struct, okickback_pic)
DEFINE_FIELD_X(DukePlayer, player_struct, orandom_club_frame)
DEFINE_FIELD_X(DukePlayer, player_struct, hard_landing)
DEFINE_FIELD_X(DukePlayer, player_struct, ohard_landing)
DEFINE_FIELD_X(DukePlayer, player_struct, psectlotag)
//DEFINE_FIELD_X(DukePlayer, player_struct, exitx)
//DEFINE_FIELD_X(DukePlayer, player_struct, exity)
//DEFINE_FIELD_X(DukePlayer, player_struct, loogiex)
//DEFINE_FIELD_X(DukePlayer, player_struct, loogiey)
DEFINE_FIELD_X(DukePlayer, player_struct, numloogs)
DEFINE_FIELD_X(DukePlayer, player_struct, loogcnt)
DEFINE_FIELD_X(DukePlayer, player_struct, invdisptime)
//DEFINE_FIELD_X(DukePlayer, player_struct, bobposx)
//DEFINE_FIELD_X(DukePlayer, player_struct, bobposy)
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DEFINE_FIELD_X(DukePlayer, player_struct, pos)
DEFINE_FIELD_X(DukePlayer, player_struct, pyoff)
DEFINE_FIELD_X(DukePlayer, player_struct, opyoff)
//DEFINE_FIELD_X(DukePlayer, player_struct, posxv)
//DEFINE_FIELD_X(DukePlayer, player_struct, posyv)
//DEFINE_FIELD_X(DukePlayer, player_struct, poszv)
DEFINE_FIELD_X(DukePlayer, player_struct, last_pissed_time)
DEFINE_FIELD_X(DukePlayer, player_struct, truefz)
DEFINE_FIELD_X(DukePlayer, player_struct, truecz)
DEFINE_FIELD_X(DukePlayer, player_struct, player_par)
DEFINE_FIELD_X(DukePlayer, player_struct, visibility)
DEFINE_FIELD_X(DukePlayer, player_struct, bobcounter)
DEFINE_FIELD_X(DukePlayer, player_struct, randomflamex)
DEFINE_FIELD_X(DukePlayer, player_struct, crack_time)
DEFINE_FIELD_X(DukePlayer, player_struct, aim_mode)
DEFINE_FIELD_X(DukePlayer, player_struct, ftt)
DEFINE_FIELD_X(DukePlayer, player_struct, cursector)
DEFINE_FIELD_X(DukePlayer, player_struct, last_extra)
DEFINE_FIELD_X(DukePlayer, player_struct, subweapon)
DEFINE_FIELD_X(DukePlayer, player_struct, ammo_amount)
DEFINE_FIELD_X(DukePlayer, player_struct, frag)
DEFINE_FIELD_X(DukePlayer, player_struct, fraggedself)
DEFINE_FIELD_X(DukePlayer, player_struct, curr_weapon)
DEFINE_FIELD_X(DukePlayer, player_struct, last_weapon)
DEFINE_FIELD_X(DukePlayer, player_struct, tipincs)
DEFINE_FIELD_X(DukePlayer, player_struct, wantweaponfire)
DEFINE_FIELD_X(DukePlayer, player_struct, holoduke_amount)
DEFINE_FIELD_X(DukePlayer, player_struct, hurt_delay)
DEFINE_FIELD_X(DukePlayer, player_struct, hbomb_hold_delay)
DEFINE_FIELD_X(DukePlayer, player_struct, jumping_counter)
DEFINE_FIELD_X(DukePlayer, player_struct, airleft)
DEFINE_FIELD_X(DukePlayer, player_struct, knee_incs)
DEFINE_FIELD_X(DukePlayer, player_struct, access_incs)
DEFINE_FIELD_X(DukePlayer, player_struct, ftq)
DEFINE_FIELD_X(DukePlayer, player_struct, access_wall)
DEFINE_FIELD_X(DukePlayer, player_struct, got_access)
DEFINE_FIELD_X(DukePlayer, player_struct, weapon_ang)
DEFINE_FIELD_X(DukePlayer, player_struct, firstaid_amount)
DEFINE_FIELD_X(DukePlayer, player_struct, actor)
DEFINE_FIELD_X(DukePlayer, player_struct, one_parallax_sectnum)
DEFINE_FIELD_X(DukePlayer, player_struct, over_shoulder_on)
DEFINE_FIELD_X(DukePlayer, player_struct, fist_incs)
DEFINE_FIELD_X(DukePlayer, player_struct, cheat_phase)
DEFINE_FIELD_X(DukePlayer, player_struct, extra_extra8)
DEFINE_FIELD_X(DukePlayer, player_struct, quick_kick)
DEFINE_FIELD_X(DukePlayer, player_struct, last_quick_kick)
DEFINE_FIELD_X(DukePlayer, player_struct, heat_amount)
DEFINE_FIELD_X(DukePlayer, player_struct, timebeforeexit)
DEFINE_FIELD_X(DukePlayer, player_struct, customexitsound)
DEFINE_FIELD_X(DukePlayer, player_struct, weaprecs)
DEFINE_FIELD_X(DukePlayer, player_struct, weapreccnt)
DEFINE_FIELD_X(DukePlayer, player_struct, interface_toggle_flag)
DEFINE_FIELD_X(DukePlayer, player_struct, dead_flag)
DEFINE_FIELD_X(DukePlayer, player_struct, show_empty_weapon)
DEFINE_FIELD_X(DukePlayer, player_struct, scuba_amount)
DEFINE_FIELD_X(DukePlayer, player_struct, jetpack_amount)
DEFINE_FIELD_X(DukePlayer, player_struct, steroids_amount)
DEFINE_FIELD_X(DukePlayer, player_struct, shield_amount)
DEFINE_FIELD_X(DukePlayer, player_struct, pycount)
DEFINE_FIELD_X(DukePlayer, player_struct, frag_ps)
DEFINE_FIELD_X(DukePlayer, player_struct, transporter_hold)
DEFINE_FIELD_X(DukePlayer, player_struct, last_full_weapon)
DEFINE_FIELD_X(DukePlayer, player_struct, footprintshade)
DEFINE_FIELD_X(DukePlayer, player_struct, boot_amount)
DEFINE_FIELD_X(DukePlayer, player_struct, on_warping_sector)
DEFINE_FIELD_X(DukePlayer, player_struct, footprintcount)
DEFINE_FIELD_X(DukePlayer, player_struct, hbomb_on)
DEFINE_FIELD_X(DukePlayer, player_struct, jumping_toggle)
DEFINE_FIELD_X(DukePlayer, player_struct, rapid_fire_hold)
DEFINE_FIELD_X(DukePlayer, player_struct, on_ground)
DEFINE_FIELD_X(DukePlayer, player_struct, inven_icon)
DEFINE_FIELD_X(DukePlayer, player_struct, buttonpalette)
DEFINE_FIELD_X(DukePlayer, player_struct, jetpack_on)
DEFINE_FIELD_X(DukePlayer, player_struct, spritebridge)
DEFINE_FIELD_X(DukePlayer, player_struct, lastrandomspot)
DEFINE_FIELD_X(DukePlayer, player_struct, scuba_on)
DEFINE_FIELD_X(DukePlayer, player_struct, footprintpal)
DEFINE_FIELD_X(DukePlayer, player_struct, heat_on)
DEFINE_FIELD_X(DukePlayer, player_struct, holster_weapon)
DEFINE_FIELD_X(DukePlayer, player_struct, falling_counter)
DEFINE_FIELD_X(DukePlayer, player_struct, refresh_inventory)
DEFINE_FIELD_X(DukePlayer, player_struct, toggle_key_flag)
DEFINE_FIELD_X(DukePlayer, player_struct, knuckle_incs)
DEFINE_FIELD_X(DukePlayer, player_struct, walking_snd_toggle)
DEFINE_FIELD_X(DukePlayer, player_struct, palookup)
DEFINE_FIELD_X(DukePlayer, player_struct, quick_kick_msg)
DEFINE_FIELD_X(DukePlayer, player_struct, max_secret_rooms)
DEFINE_FIELD_X(DukePlayer, player_struct, secret_rooms)
DEFINE_FIELD_X(DukePlayer, player_struct, max_actors_killed)
DEFINE_FIELD_X(DukePlayer, player_struct, actors_killed)
DEFINE_FIELD_X(DukePlayer, player_struct, resurrected)
DEFINE_FIELD_X(DukePlayer, player_struct, stairs)
DEFINE_FIELD_X(DukePlayer, player_struct, detonate_count)
//DEFINE_FIELD_X(DukePlayer, player_struct, noise.X)
//DEFINE_FIELD_X(DukePlayer, player_struct, noise.Y)
DEFINE_FIELD_X(DukePlayer, player_struct, noise_radius)
DEFINE_FIELD_X(DukePlayer, player_struct, drink_timer)
DEFINE_FIELD_X(DukePlayer, player_struct, eat_timer)
DEFINE_FIELD_X(DukePlayer, player_struct, SlotWin)
DEFINE_FIELD_X(DukePlayer, player_struct, recoil)
DEFINE_FIELD_X(DukePlayer, player_struct, detonate_time)
DEFINE_FIELD_X(DukePlayer, player_struct, yehaa_timer)
DEFINE_FIELD_X(DukePlayer, player_struct, drink_amt)
DEFINE_FIELD_X(DukePlayer, player_struct, eat)
DEFINE_FIELD_X(DukePlayer, player_struct, drunkang)
DEFINE_FIELD_X(DukePlayer, player_struct, eatang)
DEFINE_FIELD_X(DukePlayer, player_struct, shotgun_state)
DEFINE_FIELD_X(DukePlayer, player_struct, donoise)
DEFINE_FIELD_X(DukePlayer, player_struct, keys)
DEFINE_FIELD_X(DukePlayer, player_struct, drug_aspect)
DEFINE_FIELD_X(DukePlayer, player_struct, drug_timer)
DEFINE_FIELD_X(DukePlayer, player_struct, SeaSick)
DEFINE_FIELD_X(DukePlayer, player_struct, MamaEnd)
DEFINE_FIELD_X(DukePlayer, player_struct, moto_drink)
DEFINE_FIELD_X(DukePlayer, player_struct, TiltStatus)
DEFINE_FIELD_X(DukePlayer, player_struct, oTiltStatus)
DEFINE_FIELD_X(DukePlayer, player_struct, VBumpNow)
DEFINE_FIELD_X(DukePlayer, player_struct, VBumpTarget)
DEFINE_FIELD_X(DukePlayer, player_struct, TurbCount)
DEFINE_FIELD_X(DukePlayer, player_struct, drug_stat)
DEFINE_FIELD_X(DukePlayer, player_struct, DrugMode)
DEFINE_FIELD_X(DukePlayer, player_struct, lotag800kill)
DEFINE_FIELD_X(DukePlayer, player_struct, sea_sick_stat)
DEFINE_FIELD_X(DukePlayer, player_struct, hurt_delay2)
DEFINE_FIELD_X(DukePlayer, player_struct, nocheat)
DEFINE_FIELD_X(DukePlayer, player_struct, OnMotorcycle)
DEFINE_FIELD_X(DukePlayer, player_struct, OnBoat)
DEFINE_FIELD_X(DukePlayer, player_struct, moto_underwater)
DEFINE_FIELD_X(DukePlayer, player_struct, NotOnWater)
DEFINE_FIELD_X(DukePlayer, player_struct, MotoOnGround)
DEFINE_FIELD_X(DukePlayer, player_struct, moto_do_bump)
DEFINE_FIELD_X(DukePlayer, player_struct, moto_bump_fast)
DEFINE_FIELD_X(DukePlayer, player_struct, moto_on_oil)
DEFINE_FIELD_X(DukePlayer, player_struct, moto_on_mud)
DEFINE_FIELD_X(DukePlayer, player_struct, vehForwardScale)
DEFINE_FIELD_X(DukePlayer, player_struct, vehReverseScale)
DEFINE_FIELD_X(DukePlayer, player_struct, MotoSpeed)
DEFINE_FIELD_X(DukePlayer, player_struct, vehTurnLeft)
DEFINE_FIELD_X(DukePlayer, player_struct, vehTurnRight)
DEFINE_FIELD_X(DukePlayer, player_struct, vehBraking)
DEFINE_FIELD_X(DukePlayer, player_struct, holoduke_on)
DEFINE_FIELD_X(DukePlayer, player_struct, actorsqu)
DEFINE_FIELD_X(DukePlayer, player_struct, wackedbyactor)
DEFINE_FIELD_X(DukePlayer, player_struct, on_crane)
DEFINE_FIELD_X(DukePlayer, player_struct, somethingonplayer)
DEFINE_FIELD_X(DukePlayer, player_struct, access_spritenum)
DEFINE_FIELD_X(DukePlayer, player_struct, dummyplayersprite)
DEFINE_FIELD_X(DukePlayer, player_struct, newOwner)
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DEFINE_FIELD_X(DukePlayer, player_struct, fric)
DEFINE_ACTION_FUNCTION(_DukePlayer, IsFrozen)
{
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
ACTION_RETURN_BOOL(self->GetActor()->spr.pal == 1 && self->last_extra < 2);
}
DEFINE_ACTION_FUNCTION(_DukePlayer, GetGameVar)
{
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
PARAM_STRING(name);
PARAM_INT(def);
ACTION_RETURN_INT(GetGameVar(name, def, self->GetActor(), self->GetPlayerNum()).safeValue());
}
void dukeplayer_backuppos(player_struct* self)
{
self->backuppos();
}
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, backuppos, dukeplayer_backuppos)
{
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
dukeplayer_backuppos(self);
return 0;
}
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void dukeplayer_backupxyz(player_struct* self)
{
self->backupxyz();
}
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, backupxyz, dukeplayer_backupxyz)
{
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
dukeplayer_backupxyz(self);
return 0;
}
void dukeplayer_setpos(player_struct* self, double x, double y, double z)
{
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self->pos = { x, y, z };
}
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, setpos, dukeplayer_setpos)
{
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
dukeplayer_setpos(self, x, y, z);
return 0;
}
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void dukeplayer_settargetangle(player_struct* self, double a, int backup)
{
self->angle.settarget(DAngle::fromDeg(a), backup);
}
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, settargetangle, dukeplayer_settargetangle)
{
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
PARAM_FLOAT(a);
PARAM_BOOL(bak);
dukeplayer_settargetangle(self, a, bak);
return 0;
}
double dukeplayer_angle(player_struct* self)
{
return self->angle.ang.Degrees();
}
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, angle, dukeplayer_angle)
{
PARAM_SELF_STRUCT_PROLOGUE(player_struct);
ACTION_RETURN_FLOAT(dukeplayer_angle(self));
}
static DDukeActor* duke_firstStat(DukeStatIterator* it, int statnum)
{
it->Reset(statnum);
return it->Next();
}
DEFINE_ACTION_FUNCTION_NATIVE(_DukeStatIterator, First, duke_firstStat)
{
PARAM_SELF_STRUCT_PROLOGUE(DukeStatIterator);
PARAM_INT(Sect);
ACTION_RETURN_POINTER(duke_firstStat(self, Sect));
}
static DDukeActor* duke_nextStat(DukeStatIterator* it)
{
return it->Next();
}
DEFINE_ACTION_FUNCTION_NATIVE(_DukeStatIterator, Next, duke_nextStat)
{
PARAM_SELF_STRUCT_PROLOGUE(DukeStatIterator);
ACTION_RETURN_POINTER(duke_nextStat(self));
}
static DDukeActor* duke_firstSect(DukeSectIterator* it, sectortype* sect)
{
if (sect == nullptr) return nullptr;
it->Reset(sect);
return it->Next();
}
DEFINE_ACTION_FUNCTION_NATIVE(_DukeSectIterator, First, duke_firstSect)
{
PARAM_SELF_STRUCT_PROLOGUE(DukeSectIterator);
PARAM_POINTER(sect, sectortype);
ACTION_RETURN_POINTER(duke_firstSect(self, sect));
}
static DDukeActor* duke_nextSect(DukeSectIterator* it)
{
return it->Next();
}
DEFINE_ACTION_FUNCTION_NATIVE(_DukeSectIterator, Next, duke_nextSect)
{
PARAM_SELF_STRUCT_PROLOGUE(DukeSectIterator);
ACTION_RETURN_POINTER(duke_nextSect(self));
}
static DDukeActor* duke_firstSprite(DukeSpriteIterator* it)
{
it->Reset();
return it->Next();
}
DEFINE_ACTION_FUNCTION_NATIVE(_DukeSpriteIterator, First, duke_firstSprite)
{
PARAM_SELF_STRUCT_PROLOGUE(DukeSpriteIterator);
ACTION_RETURN_POINTER(duke_firstSprite(self));
}
static DDukeActor* duke_nextSprite(DukeSpriteIterator* it)
{
return it->Next();
}
DEFINE_ACTION_FUNCTION_NATIVE(_DukeSpriteIterator, Next, duke_nextSprite)
{
PARAM_SELF_STRUCT_PROLOGUE(DukeSpriteIterator);
ACTION_RETURN_POINTER(duke_nextSprite(self));
}
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DDukeActor* DukeLevel_SpawnActor(DukeLevel* self, sectortype* sect, double x, double y, double z, PClassActor* type, int shade, double scalex, double scaley, double angle, double vel, double zvel, DDukeActor* owner, int stat)
{
return SpawnActor(sect, DVector3(x, y, z), type, shade, DVector2(scalex, scaley), DAngle::fromDeg(angle), vel, zvel, owner, stat);
}
DEFINE_ACTION_FUNCTION_NATIVE(_DukeLevel, SpawnActor, DukeLevel_SpawnActor)
{
PARAM_SELF_STRUCT_PROLOGUE(DukeLevel);
PARAM_POINTER(sect, sectortype);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
PARAM_CLASS(type, DDukeActor);
PARAM_INT(shade);
PARAM_FLOAT(scalex);
PARAM_FLOAT(scaley);
PARAM_FLOAT(angle);
PARAM_FLOAT(vel);
PARAM_FLOAT(zvel);
PARAM_OBJECT(owner, DDukeActor);
PARAM_INT(stat);
ACTION_RETURN_POINTER(DukeLevel_SpawnActor(self, sect, x, y, z, static_cast<PClassActor*>(type), shade, scalex, scaley, angle, vel, zvel, owner, stat));
}
DEFINE_FIELD_X(DukeGameInfo, DukeGameInfo, playerfriction);
DEFINE_FIELD_X(DukeGameInfo, DukeGameInfo, gravity);
DEFINE_FIELD_X(DukeGameInfo, DukeGameInfo, respawnactortime);
DEFINE_FIELD_X(DukeGameInfo, DukeGameInfo, bouncemineblastradius);
DEFINE_FIELD_X(DukeGameInfo, DukeGameInfo, respawnitemtime);
DEFINE_FIELD_X(DukeGameInfo, DukeGameInfo, morterblastradius);
DEFINE_FIELD_X(DukeGameInfo, DukeGameInfo, numfreezebounces);
DEFINE_FIELD_X(DukeGameInfo, DukeGameInfo, pipebombblastradius);
DEFINE_FIELD_X(DukeGameInfo, DukeGameInfo, rpgblastradius);
DEFINE_FIELD_X(DukeGameInfo, DukeGameInfo, seenineblastradius);
DEFINE_FIELD_X(DukeGameInfo, DukeGameInfo, shrinkerblastradius);
DEFINE_FIELD_X(DukeGameInfo, DukeGameInfo, tripbombblastradius);
DEFINE_FIELD_X(DukeGameInfo, DukeGameInfo, camerashitable);
DEFINE_FIELD_X(DukeGameInfo, DukeGameInfo, max_player_health);
DEFINE_FIELD_X(DukeGameInfo, DukeGameInfo, max_armour_amount);
DEFINE_FIELD_X(DukeGameInfo, DukeGameInfo, lasermode);
DEFINE_FIELD_X(DukeGameInfo, DukeGameInfo, freezerhurtowner);
DEFINE_FIELD_X(DukeGameInfo, DukeGameInfo, impact_damage);
DEFINE_FIELD_X(DukeGameInfo, DukeGameInfo, playerheight);
DEFINE_FIELD_X(DukeGameInfo, DukeGameInfo, displayflags);
DEFINE_GLOBAL_UNSIZED(gs)
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DEFINE_FIELD_X(DukeUserDefs, user_defs, god);
DEFINE_FIELD_X(DukeUserDefs, user_defs, cashman);
DEFINE_FIELD_X(DukeUserDefs, user_defs, eog);
DEFINE_FIELD_X(DukeUserDefs, user_defs, clipping);
DEFINE_FIELD_X(DukeUserDefs, user_defs, user_pals);
DEFINE_FIELD_X(DukeUserDefs, user_defs, from_bonus);
DEFINE_FIELD_X(DukeUserDefs, user_defs, last_level);
DEFINE_FIELD_X(DukeUserDefs, user_defs, secretlevel);
DEFINE_FIELD_X(DukeUserDefs, user_defs, const_visibility);
DEFINE_FIELD_X(DukeUserDefs, user_defs, coop);
DEFINE_FIELD_X(DukeUserDefs, user_defs, respawn_monsters);
DEFINE_FIELD_X(DukeUserDefs, user_defs, respawn_items);
DEFINE_FIELD_X(DukeUserDefs, user_defs, respawn_inventory);
DEFINE_FIELD_X(DukeUserDefs, user_defs, recstat);
DEFINE_FIELD_X(DukeUserDefs, user_defs, monsters_off);
DEFINE_FIELD_X(DukeUserDefs, user_defs, brightness);
DEFINE_FIELD_X(DukeUserDefs, user_defs, ffire);
DEFINE_FIELD_X(DukeUserDefs, user_defs, multimode);
DEFINE_FIELD_X(DukeUserDefs, user_defs, player_skill);
DEFINE_FIELD_X(DukeUserDefs, user_defs, marker);
DEFINE_FIELD_X(DukeUserDefs, user_defs, bomb_tag);
DEFINE_FIELD_X(DukeUserDefs, user_defs, cameraactor);
DEFINE_GLOBAL_UNSIZED(ud)
// this is only a temporary helper until weaponsandammosprites can be migrated to real class types. We absolutely do not want any access to tile numbers in the scripts - even now.
void tspritetype_setWeaponOrAmmoSprite(tspritetype* targ, unsigned z)
{
if (z < 15)
{
targ->picnum = gs.weaponsandammosprites[z];
}
}
DEFINE_ACTION_FUNCTION_NATIVE(_tspritetype, setWeaponOrAmmoSprite, tspritetype_setWeaponOrAmmoSprite)
{
PARAM_SELF_STRUCT_PROLOGUE(tspritetype);
PARAM_INT(z);
tspritetype_setWeaponOrAmmoSprite(self, z);
return 0;
}
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END_DUKE_NS