// sector effector lotags. Preferably these should be eliminated once SE's get converted to classes. Until then we still need these. enum EEffectorTypes { SE_0_ROTATING_SECTOR = 0, SE_1_PIVOT = 1, SE_2_EARTHQUAKE = 2, SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT = 3, SE_4_RANDOM_LIGHTS = 4, SE_5_BOSS = 5, SE_6_SUBWAY = 6, SE_7_TELEPORT = 7, SE_8_UP_OPEN_DOOR_LIGHTS = 8, SE_9_DOWN_OPEN_DOOR_LIGHTS = 9, SE_10_DOOR_AUTO_CLOSE = 10, SE_11_SWINGING_DOOR = 11, SE_12_LIGHT_SWITCH = 12, SE_13_EXPLOSIVE = 13, SE_14_SUBWAY_CAR = 14, SE_15_SLIDING_DOOR = 15, SE_16_REACTOR = 16, SE_17_WARP_ELEVATOR = 17, SE_18_INCREMENTAL_SECTOR_RISE_FALL = 18, SE_19_EXPLOSION_LOWERS_CEILING = 19, SE_20_STRETCH_BRIDGE = 20, SE_21_DROP_FLOOR = 21, SE_22_TEETH_DOOR = 22, SE_23_ONE_WAY_TELEPORT = 23, SE_24_CONVEYOR = 24, SE_25_PISTON = 25, SE_26 = 26, SE_27_DEMO_CAM = 27, SE_28_LIGHTNING = 28, SE_29_WAVES = 29, SE_30_TWO_WAY_TRAIN = 30, SE_31_FLOOR_RISE_FALL = 31, SE_32_CEILING_RISE_FALL = 32, SE_33_QUAKE_DEBRIS = 33, SE_34 = 34, SE_35 = 35, SE_36_PROJ_SHOOTER = 36, SE_47_LIGHT_SWITCH = 47, SE_48_LIGHT_SWITCH = 48, SE_49_POINT_LIGHT = 49, SE_50_SPOT_LIGHT = 50, SE_128_GLASS_BREAKING = 128, SE_130 = 130, SE_131 = 131, SE_156_CONVEYOR_NOSCROLL = 156, }; enum ESectorTriggers { ST_0_NO_EFFECT = 0, ST_1_ABOVE_WATER = 1, ST_2_UNDERWATER = 2, ST_3 = 3, // ^^^ maybe not complete substitution in code ST_9_SLIDING_ST_DOOR = 9, ST_15_WARP_ELEVATOR = 15, ST_16_PLATFORM_DOWN = 16, ST_17_PLATFORM_UP = 17, ST_18_ELEVATOR_DOWN = 18, ST_19_ELEVATOR_UP = 19, ST_20_CEILING_DOOR = 20, ST_21_FLOOR_DOOR = 21, ST_22_SPLITTING_DOOR = 22, ST_23_SWINGING_DOOR = 23, ST_25_SLIDING_DOOR = 25, ST_26_SPLITTING_ST_DOOR = 26, ST_27_STRETCH_BRIDGE = 27, ST_28_DROP_FLOOR = 28, ST_29_TEETH_DOOR = 29, ST_30_ROTATE_RISE_BRIDGE = 30, ST_31_TWO_WAY_TRAIN = 31, ST_41_JAILDOOR = 41, ST_42_MINECART = 42, ST_160_FLOOR_TELEPORT = 160, ST_161_CEILING_TELEPORT = 161, // left: ST 32767, 65534, 65535 }; class DukeActor : CoreActor native { enum EStatnums { STAT_DEFAULT = 0, STAT_ACTOR = 1, STAT_ZOMBIEACTOR = 2, STAT_EFFECTOR = 3, STAT_PROJECTILE = 4, STAT_MISC = 5, STAT_STANDABLE = 6, STAT_LOCATOR = 7, STAT_ACTIVATOR = 8, STAT_TRANSPORT = 9, STAT_PLAYER = 10, STAT_FX = 11, STAT_FALLER = 12, STAT_DUMMYPLAYER = 13, STAT_LIGHT = 14, STAT_RAROR = 15, STAT_DESTRUCT = 100, STAT_BOWLING = 105, STAT_CHICKENPLANT = 106, STAT_LUMBERMILL = 107, STAT_TELEPORT = 108, STAT_BOBBING = 118, STAT_RABBITSPAWN = 119, STAT_REMOVED = MAXSTATUS-2, }; enum amoveflags_t { face_player = 1, geth = 2, getv = 4, random_angle = 8, face_player_slow = 16, spin = 32, face_player_smart = 64, fleeenemy = 128, jumptoplayer_only = 256, justjump1 = 256, jumptoplayer = 257, seekplayer = 512, furthestdir = 1024, dodgebullet = 4096, justjump2 = 8192, windang = 16384, antifaceplayerslow = 32768 }; native void SetSpritesetImage(int index); native int GetSpritesetSize(); native DukeActor ownerActor, hitOwnerActor; native uint8 cgg; native uint8 spriteextra; // moved here for easier maintenance. This was originally a hacked in field in the sprite structure called 'filler'. native int16 /*attackertype, hitang,*/ hitextra, movflag; native int16 tempval; /*, dispicnum;*/ native int16 timetosleep; native bool mapSpawned; native double floorz, ceilingz; native int saved_ammo; native int palvals; native int temp_data[6]; native private int flags1, flags2, flags3; native walltype temp_walls[2]; native sectortype temp_sect, actorstayput; native DukeActor temp_actor, seek_actor; native Vector3 temp_pos, temp_pos2; native double temp_angle; // this is not really usable unless all actors are properly scriptified. flagdef Inventory: flags1, 0; flagdef ShrinkAutoaim: flags1, 1; flagdef Badguy: flags1, 2; flagdef ForceAutoaim: flags1, 3; flagdef Boss: flags1, 4; flagdef Badguystayput: flags1, 5; flagdef GreenSlimeFood: flags1, 6; flagdef NoDamagePush: flags1, 7; flagdef NoWaterDrip: flags1, 8; flagdef InternalBadguy: flags1, 9; flagdef Killcount: flags1, 10; flagdef NoCanSeeCheck: flags1, 11; flagdef HitRadiusCheck: flags1, 12; flagdef MoveFTA_CheckSee: flags1, 13; flagdef MoveFTA_MakeStandable: flags1, 14; flagdef TriggerIfHitSector: flags1, 15; //flagdef MoveFTA_WakeupCheck: flags1, 16; // this one needs to be auto-set for RR, not for Duke, should not be exposed unless the feature becomes generally available. flagdef CheckSeeWithPal8: flags1, 17; flagdef NoShadow: flags1, 18; flagdef SE24_NoFloorCheck: flags1, 19; flagdef NoInterpolate: flags1, 20; native void getglobalz(); native DukePlayer, double findplayer(); native DukePlayer GetPlayer(); native int ifhitbyweapon(); native int domove(int clipmask); native int PlayActorSound(Sound snd, int chan = CHAN_AUTO, int flags = 0); native int CheckSoundPlaying(Sound snd, int chan = CHAN_AUTO); native void StopSound(Sound snd, int flags = 0); native DukeActor spawn(class type); native DukeActor spawnsprite(int type); // for cases where the map has a picnum stored. Avoid when possible. native DukeActor spawnweaponorammo(int type); native void lotsofglass(int count, walltype wal = null); native void lotsofcolourglass(int count, walltype wal = null); native void makeitfall(); native void detonate(class type); native void checkhitdefault(DukeActor proj); native void operatesectors(sectortype sec); native int SpriteWidth(); native void checkhitsprite(DukeActor hitter); virtual native void Tick(); virtual void BeginPlay() {} virtual void StaticSetup() {} virtual void onHit(DukeActor hitter) { checkhitdefault(hitter); } virtual void onHurt(DukePlayer p) {} virtual bool onUse(DukePlayer user) { return false; } virtual void onTouch(DukePlayer toucher) {} virtual void onMotoSmash(DukePlayer toucher) {} virtual void onRespawn(int tag) { } virtual bool animate(tspritetype tspr) { return false; } virtual void RunState() {} // this is the CON function. virtual void PlayFTASound() {} virtual void StandingOn(DukePlayer p) {} virtual bool TriggerSwitch(DukePlayer activator) { return false; } virtual bool shootthis(DukeActor actor, DukePlayer p, Vector3 pos, double ang) const // this gets called on the defaults. { return false; } native void RandomScrap(); native void hitradius(int r, int hp1, int hp2, int hp3, int hp4); native double, DukeActor hitasprite(); native int badguy(); native int scripted(); native int isplayer(); native void lotsofstuff(class type, int count); native double gutsoffset(); native int movesprite(Vector3 move, int clipmask); native int movesprite_ex(Vector3 move, int clipmask, CollisionData coll); native void shoot(class spawnclass); native void setClipDistFromTile(); native void insertspriteq(); native void operateforcefields(int tag); native void restoreloc(); native void addkill(); native void subkill(); // temporary flag accessors - need to be eliminated once we can have true actor flags native int actorflag1(int mask); native int actorflag2(int mask); native int actorflag3(int mask); native int attackerflag1(int mask); native int attackerflag2(int mask); deprecated("4.9") native bool checktype(String name); // this must not stay in the code, so mark it deprecated to keep the annoying warning at startup. virtual void Initialize() { if (!self.badguy() && self.scripted()) { if (!self.mapSpawned) self.lotag = 0; if (self.scale.X == 0 || self.scale.Y == 0) { self.scale = (REPEAT_SCALE, REPEAT_SCALE); } if (self.lotag > ud.player_skill) { self.scale = (0, 0); self.ChangeStat(STAT_MISC); } else { self.clipdist = 10; self.ownerActor = self; self.ChangeStat(STAT_ACTOR); } } } void commonItemSetup(Vector2 scale = (0.5, 0.5), int usefloorshade = -1, bool noinitialmove = false) { let owner = self.ownerActor; if (owner != self) { self.lotag = 0; if (!noinitialmove) { self.pos.Z -= 32; self.vel.Z = -4; } else self.vel.Z = 0; self.DoMove(CLIPMASK0); self.cstat |= randomxflip(); } else { self.cstat = 0; } if ((ud.multimode < 2 && self.pal != 0) || (self.lotag > ud.player_skill)) { self.scale = (0, 0); self.ChangeStat(STAT_MISC); return; } self.pal = 0; self.shade = -17; self.scale = scale; if (owner != self) self.ChangeStat(STAT_ACTOR); else { self.ChangeStat(STAT_ZOMBIEACTOR); self.makeitfall(); } // RR defaults to using the floor shade here, let's make this configurable. if (usefloorshade == 1 || (usefloorshade == -1 && Raze.isRR())) { self.shade = self.sector.floorshade; } } int checkLocationForFloorSprite(double radius) { bool away = self.isAwayFromWall(radius); if (!away) { self.scale = (0, 0); self.ChangeStat(STAT_MISC); return false; } if (self.sector.lotag == ST_1_ABOVE_WATER) { self.scale = (0, 0); self.ChangeStat(STAT_MISC); return false; } return true; } } extend struct _ { native @DukeGameInfo gs; native @DukeUserDefs ud; native DukeLevel dlevel; native DukeActor camsprite; } // The level struct is a wrapper to group all level related global variables and static functions into one object. // On the script side we do not really want scattered global data that is publicly accessible. struct DukeLevel { enum animtype_t { anim_floorz, anim_ceilingz, anim_vertexx, anim_vertexy, }; native DukeActor SpawnActor(sectortype sect, Vector3 pos, class type, int shade, Vector2 scale, double angle, double vel, double zvel, DukeActor owner, int stat = -1); native static int check_activator_motion(int lotag); native static void operatemasterswitches(int lotag); native static void operateactivators(int lotag, DukePlayer p); native static int floorsurface(sectortype s); native static int floorflags(sectortype s); native static int ceilingsurface(sectortype s); native static int ceilingflags(sectortype s); native static int wallflags(walltype s, int which); native static void AddCycler(sectortype sector, int lotag, int shade, int shade2, int hitag, int state); native static void addtorch(sectortype sector, int shade, int lotag); native static void addlightning(sectortype sector, int shade); native static int addambient(int hitag, int lotag); native static void resetswitch(int tag); // native static bool isMirror(walltype wal); native static void checkhitwall(walltype wal, DukeActor hitter, Vector3 hitpos); native static void checkhitceiling(sectortype wal, DukeActor hitter); native static DukeActor LocateTheLocator(int n, sectortype sect); native static int getanimationindex(int type, sectortype sec); native static int setanimation(sectortype animsect, int type, sectortype sec, double target, double vel); } struct DukeStatIterator { private DukeActor nextp; native DukeActor Next(); native DukeActor First(int stat); } struct DukeSectIterator { private DukeActor nextp; native DukeActor Next(); native DukeActor First(sectortype sect); } struct DukeSpriteIterator { private DukeActor nextp; private int stat; native DukeActor Next(); native DukeActor First(); } // this is only temporary. We cannot check the actor flags as long as we still need to deal with internal actors whose picnum defines their type. enum sflags_t { SFLAG_INVENTORY = 0x00000001, SFLAG_SHRINKAUTOAIM = 0x00000002, SFLAG_BADGUY = 0x00000004, SFLAG_FORCEAUTOAIM = 0x00000008, SFLAG_BOSS = 0x00000010, SFLAG_BADGUYSTAYPUT = 0x00000020, SFLAG_GREENSLIMEFOOD = 0x00800040, SFLAG_NODAMAGEPUSH = 0x00000080, SFLAG_NOWATERDIP = 0x00000100, SFLAG_INTERNAL_BADGUY = 0x00000200, // a separate flag is needed for the internal ones because SFLAG_BADGUY has additional semantics. SFLAG_KILLCOUNT = 0x00000400, SFLAG_NOCANSEECHECK = 0x00000800, SFLAG_HITRADIUSCHECK = 0x00001000, SFLAG_MOVEFTA_CHECKSEE = 0x00002000, SFLAG_MOVEFTA_MAKESTANDABLE = 0x00004000, SFLAG_TRIGGER_IFHITSECTOR = 0x00008000, SFLAG_MOVEFTA_WAKEUPCHECK = 0x00010000, SFLAG_MOVEFTA_CHECKSEEWITHPAL8 = 0x00020000, // let's hope this can be done better later. For now this was what blocked merging the Duke and RR variants of movefta SFLAG_NOSHADOW = 0x00040000, SFLAG_SE24_NOCARRY = 0x00080000, SFLAG_NOINTERPOLATE = 0x00100000, SFLAG_FALLINGFLAMMABLE = 0x00200000, SFLAG_FLAMMABLEPOOLEFFECT = 0x00400000, SFLAG_INFLAME = 0x00800000, SFLAG_NOFLOORFIRE = 0x01000000, SFLAG_HITRADIUS_FLAG1 = 0x02000000, SFLAG_HITRADIUS_FLAG2 = 0x04000000, SFLAG_CHECKSLEEP = 0x08000000, SFLAG_NOTELEPORT = 0x10000000, SFLAG_SE24_REMOVE = 0x20000000, SFLAG_BLOCK_TRIPBOMB = 0x40000000, SFLAG_NOFALLER = 0x80000000, }; enum sflags2_t { SFLAG2_USEACTIVATOR = 0x00000001, SFLAG2_NOROTATEWITHSECTOR = 0x00000002, SFLAG2_SHOWWALLSPRITEONMAP = 0x00000004, SFLAG2_NOFLOORPAL = 0x00000008, SFLAG2_EXPLOSIVE = 0x00000010, SFLAG2_BRIGHTEXPLODE = 0x00000020, SFLAG2_DOUBLEDMGTHRUST = 0x00000040, SFLAG2_BREAKMIRRORS = 0x00000080, SFLAG2_CAMERA = 0x00000100, SFLAG2_DONTANIMATE = 0x00000200, //SFLAG2_INTERPOLATEANGLE = 0x00000400, SFLAG2_GREENBLOOD = 0x00000800, SFLAG2_ALWAYSROTATE1 = 0x00001000, SFLAG2_DIENOW = 0x00002000, SFLAG2_TRANFERPALTOJIBS = 0x00004000, SFLAG2_NORADIUSPUSH = 0x00008000, SFLAG2_FREEZEDAMAGE = 0x00010000, SFLAG2_REFLECTIVE = 0x00020000, SFLAG2_ALWAYSROTATE2 = 0x00040000, SFLAG2_SPECIALAUTOAIM = 0x00080000, SFLAG2_NODAMAGEPUSH = 0x00100000, SFLAG2_IGNOREHITOWNER = 0x00200000, SFLAG2_DONTDIVE = 0x00400000, SFLAG2_FLOATING = 0x00800000, SFLAG2_PAL8OOZ = 0x01000000, // dirty hack - only needed because this needs to work from CON. SFLAG2_SPAWNRABBITGUTS = 0x02000000, // this depends on the shooter, not the projectile so it has to be done with a flag. SFLAG2_NONSMOKYROCKET = 0x04000000, // same with this one. Flags should later be copied to the projectile once posible. SFLAG2_MIRRORREFLECT = 0x08000000, SFLAG2_ALTPROJECTILESPRITE = 0x10000000, // yet another shooter flag. RRRA has some projectiles with alternative visuals, again this is on the caller thanks to CON. SFLAG2_UNDERWATERSLOWDOWN = 0x20000000, }; enum sflags3_t { SFLAG3_DONTDIVEALIVE = 0x00000001, SFLAG3_BLOODY = 0x00000002, SFLAG3_BROWNBLOOD = 0x00000004, SFLAG3_LIGHTDAMAGE = 0x00000008, };