/* ** vmexports.cpp ** ** global script exports ** **--------------------------------------------------------------------------- ** Copyright 2022 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "maptypes.h" #include "vm.h" #include "gamefuncs.h" #include "raze_sound.h" #include "texturemanager.h" #include "texinfo.h" #include "buildtiles.h" sectortype* Raze_updatesector(double x, double y, sectortype* sec, double dist) { updatesector(DVector2(x, y), &sec, dist); return sec; } DEFINE_ACTION_FUNCTION_NATIVE(_Raze, updatesector, Raze_updatesector) { PARAM_PROLOGUE; PARAM_FLOAT(x); PARAM_FLOAT(y); PARAM_POINTER(s, sectortype); PARAM_FLOAT(dist); ACTION_RETURN_POINTER(Raze_updatesector(x, y, s, dist)); } DEFINE_ACTION_FUNCTION(_Raze, clipmove) { PARAM_PROLOGUE; PARAM_FLOAT(x); PARAM_FLOAT(y); PARAM_FLOAT(z); PARAM_POINTER_NOT_NULL(s, sectortype); PARAM_FLOAT(mx); PARAM_FLOAT(my); PARAM_FLOAT(wdist); PARAM_FLOAT(cdist); PARAM_FLOAT(fdist); PARAM_UINT(cliptype); PARAM_POINTER_NOT_NULL(coll, CollisionBase); PARAM_INT(cmtn); DVector3 rpos(x, y, z); clipmove(rpos, &s, DVector2(mx, my), wdist, cdist, fdist, cliptype, *coll, cmtn); if (numret > 0) ret[0].SetPointer(s); if (numret > 1) ret[1].SetVector(rpos); return min(numret, 2); } int Raze_cansee(double x, double y, double z, sectortype* sec, double xe, double ye, double ze, sectortype* sece) { return cansee(DVector3(x, y, z), sec, DVector3(xe, ye, ze), sece); } DEFINE_ACTION_FUNCTION_NATIVE(_Raze, cansee, Raze_cansee) { PARAM_PROLOGUE; PARAM_FLOAT(x); PARAM_FLOAT(y); PARAM_FLOAT(z); PARAM_POINTER(s, sectortype); PARAM_FLOAT(xe); PARAM_FLOAT(ye); PARAM_FLOAT(ze); PARAM_POINTER(se, sectortype); ACTION_RETURN_BOOL(Raze_cansee(x, y, z, s, xe, ye, ze, se)); } int Raze_hitscan(double x, double y, double z, sectortype* sec, double xe, double ye, double ze, HitInfoBase* hit, unsigned cliptype, double maxrange) { return hitscan(DVector3(x, y, z), sec, DVector3(xe, ye, ze), *hit, cliptype, maxrange); } DEFINE_ACTION_FUNCTION_NATIVE(_Raze, hitscan, Raze_hitscan) { PARAM_PROLOGUE; PARAM_FLOAT(x); PARAM_FLOAT(y); PARAM_FLOAT(z); PARAM_POINTER(s, sectortype); PARAM_FLOAT(xe); PARAM_FLOAT(ye); PARAM_FLOAT(ze); PARAM_POINTER(se, HitInfoBase); PARAM_UINT(clip); PARAM_FLOAT(maxrange); ACTION_RETURN_INT(Raze_hitscan(x, y, z, s, xe, ye, ze, se, clip, maxrange)); } DEFINE_ACTION_FUNCTION_NATIVE(_Raze, SoundEnabled, SoundEnabled) { ACTION_RETURN_INT(SoundEnabled()); } DEFINE_ACTION_FUNCTION_NATIVE(_Raze, SetReverb, S_SetReverb) { PARAM_PROLOGUE; PARAM_INT(i); S_SetReverb(i); return 0; } DEFINE_ACTION_FUNCTION_NATIVE(_Raze, SetReverbDelay, FX_SetReverbDelay) { PARAM_PROLOGUE; PARAM_INT(i); FX_SetReverbDelay(i); return 0; } int Raze_FindSoundByResID(int id) { return soundEngine->FindSoundByResID(id).index(); } DEFINE_ACTION_FUNCTION_NATIVE(_Raze, FindSoundByResID, Raze_FindSoundByResID) { PARAM_PROLOGUE; PARAM_INT(i); ACTION_RETURN_INT(Raze_FindSoundByResID(i)); } int raze_tileflags(int tex) { return tileflags(FSetTextureID(tex)); } DEFINE_ACTION_FUNCTION_NATIVE(_Raze, tileflags, raze_tileflags) { PARAM_PROLOGUE; PARAM_INT(which); ACTION_RETURN_INT(raze_tileflags(which)); } int raze_tilesurface(int tex) { return tilesurface(FSetTextureID(tex)); } DEFINE_ACTION_FUNCTION_NATIVE(_Raze, tilesurface, raze_tilesurface) { PARAM_PROLOGUE; PARAM_INT(which); ACTION_RETURN_INT(raze_tilesurface(which)); } //============================================================================= // // internal sector struct - no longer identical with on-disk format // //============================================================================= DEFINE_FIELD_NAMED_X(sectortype, sectortype, ceilingxpan_, ceilingxpan) DEFINE_FIELD_NAMED_X(sectortype, sectortype, ceilingypan_, ceilingypan) DEFINE_FIELD_NAMED_X(sectortype, sectortype, floorxpan_, floorxpan) DEFINE_FIELD_NAMED_X(sectortype, sectortype, floorypan_, floorypan) DEFINE_FIELD_UNSIZED(sectortype, sectortype, walls) DEFINE_FIELD_X(sectortype, sectortype, ceilingstat) DEFINE_FIELD_X(sectortype, sectortype, floorstat) DEFINE_FIELD_X(sectortype, sectortype, lotag) DEFINE_FIELD_X(sectortype, sectortype, type) DEFINE_FIELD_X(sectortype, sectortype, hitag) DEFINE_FIELD_X(sectortype, sectortype, ceilingheinum) DEFINE_FIELD_X(sectortype, sectortype, floorheinum) DEFINE_FIELD_X(sectortype, sectortype, ceilingtexture) DEFINE_FIELD_X(sectortype, sectortype, floortexture) DEFINE_FIELD_X(sectortype, sectortype, extra) DEFINE_FIELD_X(sectortype, sectortype, ceilingshade) DEFINE_FIELD_X(sectortype, sectortype, ceilingpal) DEFINE_FIELD_X(sectortype, sectortype, floorshade) DEFINE_FIELD_X(sectortype, sectortype, floorpal) DEFINE_FIELD_X(sectortype, sectortype, visibility) DEFINE_FIELD_X(sectortype, sectortype, fogpal) DEFINE_FIELD_X(sectortype, sectortype, exflags) DEFINE_FIELD_X(sectortype, sectortype, floorz) DEFINE_FIELD_X(sectortype, sectortype, ceilingz) //Duke specific DEFINE_FIELD_X(sectortype, sectortype, lockinfo) DEFINE_FIELD_X(sectortype, sectortype, shadedsector) DEFINE_FIELD_X(sectortype, sectortype, hitagactor) // Blood specific DEFINE_FIELD_NAMED_X(sectortype, sectortype, _xs, x) DEFINE_FIELD_X(sectortype, sectortype, upperLink) DEFINE_FIELD_X(sectortype, sectortype, lowerLink) DEFINE_FIELD_X(sectortype, sectortype, baseFloor) DEFINE_FIELD_X(sectortype, sectortype, baseCeil) DEFINE_FIELD_X(sectortype, sectortype, velFloor) DEFINE_FIELD_X(sectortype, sectortype, velCeil) DEFINE_FIELD_X(sectortype, sectortype, slopewallofs) DEFINE_FIELD_NAMED_X(walltype, walltype, xpan_, xpan) DEFINE_FIELD_NAMED_X(walltype, walltype, ypan_, ypan) DEFINE_FIELD_X(walltype, walltype, walltexture) DEFINE_FIELD_X(walltype, walltype, overtexture) DEFINE_FIELD_X(walltype, walltype, pos) DEFINE_FIELD_X(walltype, walltype, point2) DEFINE_FIELD_X(walltype, walltype, nextwall) DEFINE_FIELD_X(walltype, walltype, sector) DEFINE_FIELD_X(walltype, walltype, nextsector) DEFINE_FIELD_X(walltype, walltype, cstat) DEFINE_FIELD_X(walltype, walltype, lotag) DEFINE_FIELD_X(walltype, walltype, type) DEFINE_FIELD_X(walltype, walltype, hitag) DEFINE_FIELD_X(walltype, walltype, extra) DEFINE_FIELD_X(walltype, walltype, shade) DEFINE_FIELD_X(walltype, walltype, pal) DEFINE_FIELD_NAMED_X(walltype, walltype, xrepeat, xrepeat) DEFINE_FIELD_NAMED_X(walltype, walltype, yrepeat, yrepeat) DEFINE_FIELD_NAMED_X(walltype, walltype, _xw, x) DEFINE_FIELD_NAMED_X(tspritetype, tspritetype, sectp, sector) DEFINE_FIELD_X(tspritetype, tspritetype, cstat) DEFINE_FIELD_X(tspritetype, tspritetype, statnum) DEFINE_FIELD_NAMED_X(tspritetype, tspritetype, Angles.Yaw, angle) DEFINE_FIELD_X(tspritetype, tspritetype, xint) DEFINE_FIELD_X(tspritetype, tspritetype, yint) DEFINE_FIELD_X(tspritetype, tspritetype, inittype) DEFINE_FIELD_X(tspritetype, tspritetype, lotag) DEFINE_FIELD_X(tspritetype, tspritetype, hitag) DEFINE_FIELD_X(tspritetype, tspritetype, extra) DEFINE_FIELD_X(tspritetype, tspritetype, detail) DEFINE_FIELD_X(tspritetype, tspritetype, shade) DEFINE_FIELD_X(tspritetype, tspritetype, pal) DEFINE_FIELD_X(tspritetype, tspritetype, clipdist) DEFINE_FIELD_X(tspritetype, tspritetype, blend) DEFINE_FIELD_X(tspritetype, tspritetype, scale) DEFINE_FIELD_X(tspritetype, tspritetype, xoffset) DEFINE_FIELD_X(tspritetype, tspritetype, yoffset) DEFINE_FIELD_X(tspritetype, tspritetype, ownerActor) DEFINE_FIELD_X(tspritetype, tspritetype, time) DEFINE_FIELD_X(tspritetype, tspritetype, pos) DEFINE_GLOBAL_NAMED(wall, walls) DEFINE_GLOBAL_NAMED(sector, sectors) DEFINE_GLOBAL(display_mirror) void sector_setfloorz(sectortype* sect, double val) { if (!sect) ThrowAbortException(X_READ_NIL, nullptr); sect->setfloorz(val); } DEFINE_ACTION_FUNCTION_NATIVE(_sectortype, setfloorz, sector_setfloorz) { PARAM_SELF_STRUCT_PROLOGUE(sectortype); PARAM_FLOAT(z); self->setfloorz(z); return 0; } void sector_setceilingz(sectortype* sect, double val) { if (!sect) ThrowAbortException(X_READ_NIL, nullptr); sect->setceilingz(val); } DEFINE_ACTION_FUNCTION_NATIVE(_sectortype, setceilingz, sector_setceilingz) { PARAM_SELF_STRUCT_PROLOGUE(sectortype); PARAM_FLOAT(z); self->setceilingz(z); return 0; } void sector_addfloorz(sectortype* sect, double val) { if (!sect) ThrowAbortException(X_READ_NIL, nullptr); sect->addfloorz(val); } DEFINE_ACTION_FUNCTION_NATIVE(_sectortype, addfloorz, sector_addfloorz) { PARAM_SELF_STRUCT_PROLOGUE(sectortype); PARAM_FLOAT(z); self->addfloorz(z); return 0; } void sector_addceilingz(sectortype* sect, double val) { if (!sect) ThrowAbortException(X_READ_NIL, nullptr); sect->addceilingz(val); } DEFINE_ACTION_FUNCTION_NATIVE(_sectortype, addceilingz, sector_addceilingz) { PARAM_SELF_STRUCT_PROLOGUE(sectortype); PARAM_FLOAT(z); self->addceilingz(z); return 0; } void sector_setfloorxpan(sectortype* sect, double val) { if (!sect) ThrowAbortException(X_READ_NIL, nullptr); sect->setfloorxpan(float(val)); } DEFINE_ACTION_FUNCTION_NATIVE(_sectortype, setfloorxpan, sector_setfloorxpan) { PARAM_SELF_STRUCT_PROLOGUE(sectortype); PARAM_FLOAT(xpan); sector_setfloorxpan(self, xpan); return 0; } void sector_setceilingxpan(sectortype* sect, double val) { if (!sect) ThrowAbortException(X_READ_NIL, nullptr); sect->setceilingxpan(float(val)); } DEFINE_ACTION_FUNCTION_NATIVE(_sectortype, setceilingxpan, sector_setceilingxpan) { PARAM_SELF_STRUCT_PROLOGUE(sectortype); PARAM_FLOAT(xpan); sector_setceilingxpan(self, xpan); return 0; } void sector_addfloorxpan(sectortype* sect, double val) { if (!sect) ThrowAbortException(X_READ_NIL, nullptr); sect->addfloorxpan(float(val)); } DEFINE_ACTION_FUNCTION_NATIVE(_sectortype, addfloorxpan, sector_addfloorxpan) { PARAM_SELF_STRUCT_PROLOGUE(sectortype); PARAM_FLOAT(xpan); sector_addfloorxpan(self, xpan); return 0; } void sector_addceilingxpan(sectortype* sect, double val) { if (!sect) ThrowAbortException(X_READ_NIL, nullptr); sect->addceilingxpan(float(val)); } DEFINE_ACTION_FUNCTION_NATIVE(_sectortype, addceilingxpan, sector_addceilingxpan) { PARAM_SELF_STRUCT_PROLOGUE(sectortype); PARAM_FLOAT(xpan); sector_addceilingxpan(self, xpan); return 0; } void sector_setfloorypan(sectortype* sect, double val) { if (!sect) ThrowAbortException(X_READ_NIL, nullptr); sect->setfloorypan(float(val)); } DEFINE_ACTION_FUNCTION_NATIVE(_sectortype, setfloorypan, sector_setfloorypan) { PARAM_SELF_STRUCT_PROLOGUE(sectortype); PARAM_FLOAT(ypan); sector_setfloorypan(self, ypan); return 0; } void sector_setceilingypan(sectortype* sect, double val) { if (!sect) ThrowAbortException(X_READ_NIL, nullptr); sect->setceilingypan(float(val)); } DEFINE_ACTION_FUNCTION_NATIVE(_sectortype, setceilingypan, sector_setceilingypan) { PARAM_SELF_STRUCT_PROLOGUE(sectortype); PARAM_FLOAT(ypan); sector_setceilingypan(self, ypan); return 0; } void sector_addfloorypan(sectortype* sect, double val) { if (!sect) ThrowAbortException(X_READ_NIL, nullptr); sect->addfloorypan(float(val)); } DEFINE_ACTION_FUNCTION_NATIVE(_sectortype, addfloorypan, sector_addfloorypan) { PARAM_SELF_STRUCT_PROLOGUE(sectortype); PARAM_FLOAT(ypan); sector_addfloorypan(self, ypan); return 0; } void sector_addceilingypan(sectortype* sect, double val) { if (!sect) ThrowAbortException(X_READ_NIL, nullptr); sect->addceilingypan(float(val)); } DEFINE_ACTION_FUNCTION_NATIVE(_sectortype, addceilingypan, sector_addceilingypan) { PARAM_SELF_STRUCT_PROLOGUE(sectortype); PARAM_FLOAT(ypan); sector_addceilingypan(self, ypan); return 0; } void sector_setfloorslope(sectortype* sect, int val) { if (!sect) ThrowAbortException(X_READ_NIL, nullptr); sect->setfloorslope(val); } DEFINE_ACTION_FUNCTION_NATIVE(_sectortype, setfloorslope, sector_setfloorslope) { PARAM_SELF_STRUCT_PROLOGUE(sectortype); PARAM_INT(slope); self->setfloorslope(slope); return 0; } void sector_setceilingslope(sectortype* sect, int val) { if (!sect) ThrowAbortException(X_READ_NIL, nullptr); sect->setceilingslope(val); } DEFINE_ACTION_FUNCTION_NATIVE(_sectortype, setceilingslope, sector_setceilingslope) { PARAM_SELF_STRUCT_PROLOGUE(sectortype); PARAM_INT(slope); self->setceilingslope(slope); return 0; } int sector_floorslope(sectortype* sect) { if (!sect) ThrowAbortException(X_READ_NIL, nullptr); return sect->getfloorslope(); } DEFINE_ACTION_FUNCTION_NATIVE(_sectortype, floorslope, sector_floorslope) { PARAM_SELF_STRUCT_PROLOGUE(sectortype); ACTION_RETURN_INT(self->getfloorslope()); } int sector_ceilingslope(sectortype* sect) { if (!sect) ThrowAbortException(X_READ_NIL, nullptr); return sect->getceilingslope(); } DEFINE_ACTION_FUNCTION_NATIVE(_sectortype, ceilingslope, sector_ceilingslope) { PARAM_SELF_STRUCT_PROLOGUE(sectortype); ACTION_RETURN_INT(self->getceilingslope()); } double sector_getslopes(sectortype* sect, double x, double y, double *pf) { if (!sect) ThrowAbortException(X_READ_NIL, nullptr); double pc; calcSlope(sect, x, y, &pc, pf); return pc; } DEFINE_ACTION_FUNCTION_NATIVE(_sectortype, getslopes, sector_getslopes) { PARAM_SELF_STRUCT_PROLOGUE(sectortype); PARAM_FLOAT(x); PARAM_FLOAT(y); double c, f; calcSlope(self, x, y, &c, &f); if (numret > 0) ret[0].SetFloat(c); if (numret > 1) ret[1].SetFloat(f); return min(numret, 2); } DEFINE_ACTION_FUNCTION_NATIVE(_sectortype, nextsectorneighborz, nextsectorneighborzptr) { PARAM_SELF_STRUCT_PROLOGUE(sectortype); PARAM_FLOAT(z); PARAM_INT(find); ACTION_RETURN_POINTER(nextsectorneighborzptr(self, z, find)); } int sector_checktexture(sectortype* sec, int place, int intname) { if (!sec) ThrowAbortException(X_READ_NIL, nullptr); auto tex = TexMan.CheckForTexture(FName(ENamedName(intname)).GetChars(), ETextureType::Any, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ReturnAll); return tex == (place == 0 ? sec->ceilingtexture : sec->floortexture); } DEFINE_ACTION_FUNCTION_NATIVE(_sectortype, checktexture, sector_checktexture) { PARAM_SELF_STRUCT_PROLOGUE(sectortype); PARAM_INT(place); PARAM_INT(name); ACTION_RETURN_BOOL(sector_checktexture(self, place, name)); } void sector_settexturename(sectortype* sec, int place, int intname) { if (!sec) ThrowAbortException(X_READ_NIL, nullptr); FTextureID texid = TexMan.CheckForTexture(FName(ENamedName(intname)).GetChars(), ETextureType::Any); if (place == 0) sec->setceilingtexture(texid); else sec->setfloortexture(texid); } DEFINE_ACTION_FUNCTION_NATIVE(_sectortype, settexturename, sector_settexturename) { PARAM_SELF_STRUCT_PROLOGUE(sectortype); PARAM_INT(place); PARAM_INT(name); sector_settexturename(self, place, name); return 0; } void sector_settexture(sectortype* sec, int place, int inttexid) { if (!sec) ThrowAbortException(X_READ_NIL, nullptr); FSetTextureID texid(inttexid); if (place == 0) sec->setceilingtexture(texid); else sec->setfloortexture(texid); } DEFINE_ACTION_FUNCTION_NATIVE(_sectortype, settexture, sector_settexture) { PARAM_SELF_STRUCT_PROLOGUE(sectortype); PARAM_INT(place); PARAM_INT(name); sector_settexture(self, place, name); return 0; } //============================================================================= void wall_setxpan(walltype* wal, double val) { if (!wal) ThrowAbortException(X_READ_NIL, nullptr); wal->setxpan(float(val)); } DEFINE_ACTION_FUNCTION_NATIVE(_walltype, setxpan, wall_setxpan) { PARAM_SELF_STRUCT_PROLOGUE(walltype); PARAM_FLOAT(xpan); wall_setxpan(self, xpan); return 0; } void wall_addxpan(walltype* wal, double val) { if (!wal) ThrowAbortException(X_READ_NIL, nullptr); wal->addxpan(float(val)); } DEFINE_ACTION_FUNCTION_NATIVE(_walltype, addxpan, wall_addxpan) { PARAM_SELF_STRUCT_PROLOGUE(walltype); PARAM_FLOAT(xpan); wall_addxpan(self, xpan); return 0; } void wall_setypan(walltype* wal, double val) { if (!wal) ThrowAbortException(X_READ_NIL, nullptr); wal->setypan(float(val)); } DEFINE_ACTION_FUNCTION_NATIVE(_walltype, setypan, wall_setypan) { PARAM_SELF_STRUCT_PROLOGUE(walltype); PARAM_FLOAT(ypan); wall_setypan(self, ypan); return 0; } void wall_addypan(walltype* wal, double val) { if (!wal) ThrowAbortException(X_READ_NIL, nullptr); wal->addypan(float(val)); } DEFINE_ACTION_FUNCTION_NATIVE(_walltype, addypan, wall_addypan) { PARAM_SELF_STRUCT_PROLOGUE(walltype); PARAM_FLOAT(ypan); wall_addypan(self, ypan); return 0; } sectortype* wall_nextsector(walltype* wal) { if (!wal) ThrowAbortException(X_READ_NIL, nullptr); return wal->nextSector(); } DEFINE_ACTION_FUNCTION_NATIVE(_walltype, nextsectorp, wall_nextsector) { PARAM_SELF_STRUCT_PROLOGUE(walltype); ACTION_RETURN_POINTER(self->nextSector()); } sectortype* wall_sector(walltype* wal) { if (!wal) ThrowAbortException(X_READ_NIL, nullptr); return wal->sectorp(); } DEFINE_ACTION_FUNCTION_NATIVE(_walltype, sectorp, wall_sector) { PARAM_SELF_STRUCT_PROLOGUE(walltype); ACTION_RETURN_POINTER(self->sectorp()); } walltype* wall_nextwall(walltype* wal) { if (!wal) ThrowAbortException(X_READ_NIL, nullptr); return wal->nextWall(); } DEFINE_ACTION_FUNCTION_NATIVE(_walltype, nextwallp, wall_nextwall) { PARAM_SELF_STRUCT_PROLOGUE(walltype); ACTION_RETURN_POINTER(self->nextWall()); } walltype* wall_lastwall(walltype* wal) { if (!wal) ThrowAbortException(X_READ_NIL, nullptr); return wal->lastWall(); } DEFINE_ACTION_FUNCTION_NATIVE(_walltype, lastwall, wall_lastwall) { PARAM_SELF_STRUCT_PROLOGUE(walltype); ACTION_RETURN_POINTER(self->lastWall()); } walltype* wall_point2wall(walltype* wal) { if (!wal) ThrowAbortException(X_READ_NIL, nullptr); return wal->point2Wall(); } DEFINE_ACTION_FUNCTION_NATIVE(_walltype, point2wall, wall_point2wall) { PARAM_SELF_STRUCT_PROLOGUE(walltype); ACTION_RETURN_POINTER(self->point2Wall()); } void wall_delta(walltype* wal, DVector2* result) { if (!wal) ThrowAbortException(X_READ_NIL, nullptr); *result = wal->delta(); } DEFINE_ACTION_FUNCTION_NATIVE(_walltype, delta, wall_delta) { PARAM_SELF_STRUCT_PROLOGUE(walltype); ACTION_RETURN_VEC2(self->delta()); } void wall_center(walltype* wal, DVector2* result) { if (!wal) ThrowAbortException(X_READ_NIL, nullptr); *result = wal->center(); } DEFINE_ACTION_FUNCTION_NATIVE(_walltype, center, wall_center) { PARAM_SELF_STRUCT_PROLOGUE(walltype); ACTION_RETURN_VEC2(self->center()); } double wall_length(walltype* wal) { if (!wal) ThrowAbortException(X_READ_NIL, nullptr); return wal->Length(); } DEFINE_ACTION_FUNCTION_NATIVE(_walltype, length, wall_length) { PARAM_SELF_STRUCT_PROLOGUE(walltype); ACTION_RETURN_FLOAT(self->Length()); } void wall_move(walltype* wal, double x, double y) { if (!wal) ThrowAbortException(X_READ_NIL, nullptr); wal->move(DVector2(x, y)); } DEFINE_ACTION_FUNCTION_NATIVE(_walltype, move, wall_move) { PARAM_SELF_STRUCT_PROLOGUE(walltype); PARAM_FLOAT(x); PARAM_FLOAT(y); self->move(DVector2(x, y)); return 0; } void wall_dragpoint(walltype* wal, double x, double y) { if (!wal) ThrowAbortException(X_READ_NIL, nullptr); dragpoint(wal, DVector2(x, y)); } DEFINE_ACTION_FUNCTION_NATIVE(_walltype, dragpoint, wall_dragpoint) { PARAM_SELF_STRUCT_PROLOGUE(walltype); PARAM_FLOAT(x); PARAM_FLOAT(y); wall_dragpoint(self, x, y); return 0; } int wall_twosided(walltype* wal) { if (!wal) ThrowAbortException(X_READ_NIL, nullptr); return wal->twoSided(); } DEFINE_ACTION_FUNCTION_NATIVE(_walltype, twosided, wall_twosided) { PARAM_SELF_STRUCT_PROLOGUE(walltype); ACTION_RETURN_BOOL(self->twoSided()); } void wall_settexturename(walltype* sec, int place, int intname) { if (!sec) ThrowAbortException(X_READ_NIL, nullptr); FTextureID texid = TexMan.CheckForTexture(FName(ENamedName(intname)).GetChars(), ETextureType::Any); if (place == 0) sec->setwalltexture(texid); else sec->setovertexture(texid); } DEFINE_ACTION_FUNCTION_NATIVE(_walltype, settexturename, wall_settexturename) { PARAM_SELF_STRUCT_PROLOGUE(walltype); PARAM_INT(place); PARAM_INT(name); wall_settexturename(self, place, name); return 0; } void wall_settexture(walltype* sec, int place, int inttexid) { if (!sec) ThrowAbortException(X_READ_NIL, nullptr); FSetTextureID texid(inttexid); if (place == 0) sec->setwalltexture(texid); else sec->setovertexture(texid); } DEFINE_ACTION_FUNCTION_NATIVE(_walltype, settexture, wall_settexture) { PARAM_SELF_STRUCT_PROLOGUE(walltype); PARAM_INT(place); PARAM_INT(name); wall_settexture(self, place, name); return 0; } //============================================================================= void tspritetype_setSpritePic(tspritetype* targ, DCoreActor* self, unsigned z) { auto& spriteset = static_cast(self->GetClass())->ActorInfo()->SpriteSet; if (z < spriteset.Size()) { targ->setspritetexture(spriteset[z]); } else if (z == ~0) { targ->setspritetexture(self->dispictex); } } DEFINE_ACTION_FUNCTION_NATIVE(_tspritetype, setSpritePic, tspritetype_setSpritePic) { PARAM_SELF_STRUCT_PROLOGUE(tspritetype); PARAM_OBJECT(owner, DCoreActor); PARAM_INT(z); tspritetype_setSpritePic(self, owner, z); return 0; } //============================================================================= DEFINE_FIELD_NAMED(DCoreActor, spr.sectp, sector) DEFINE_FIELD_NAMED(DCoreActor, spr.cstat, cstat) DEFINE_FIELD_NAMED(DCoreActor, spr.cstat2, cstat2) DEFINE_FIELD_NAMED(DCoreActor, spr.statnum, statnum) DEFINE_FIELD_NAMED(DCoreActor, spr.intangle, intangle) DEFINE_FIELD_NAMED(DCoreActor, spr.pos, pos) DEFINE_FIELD_NAMED(DCoreActor, spr.xint, xint) DEFINE_FIELD_NAMED(DCoreActor, spr.yint, yint) DEFINE_FIELD_NAMED(DCoreActor, spr.inittype, inittype) DEFINE_FIELD_NAMED(DCoreActor, spr.hitag, hitag) DEFINE_FIELD_NAMED(DCoreActor, spr.lotag, lotag) DEFINE_FIELD_NAMED(DCoreActor, spr.flags, flags) // need to be careful with this! DEFINE_FIELD_NAMED(DCoreActor, spr.extra, extra) DEFINE_FIELD_NAMED(DCoreActor, spr.detail, detail) DEFINE_FIELD_NAMED(DCoreActor, spr.shade, shade) DEFINE_FIELD_NAMED(DCoreActor, spr.pal, pal) DEFINE_FIELD_NAMED(DCoreActor, spr.clipdist, intclipdist) DEFINE_FIELD_NAMED(DCoreActor, clipdist, clipdist) DEFINE_FIELD_NAMED(DCoreActor, spr.blend, blend) DEFINE_FIELD_NAMED(DCoreActor, spr.scale, scale) DEFINE_FIELD_NAMED(DCoreActor, spr.xoffset, xoffset) DEFINE_FIELD_NAMED(DCoreActor, spr.yoffset, yoffset) DEFINE_FIELD_NAMED(DCoreActor, spr.intowner, intowner) DEFINE_FIELD_NAMED(DCoreActor, sprext.mdanimtims, mdanimtims) DEFINE_FIELD_NAMED(DCoreActor, sprext.mdanimcur, mdanimcur) DEFINE_FIELD_NAMED(DCoreActor, sprext.renderflags, renderflags) DEFINE_FIELD_NAMED(DCoreActor, sprext.alpha, alpha) DEFINE_FIELD_NAMED(DCoreActor, time, spawnindex) DEFINE_FIELD(DCoreActor, spritesetindex) DEFINE_FIELD_NAMED(DCoreActor, spr.Angles.Yaw, angle) DEFINE_FIELD_NAMED(DCoreActor, spr.Angles.Pitch, pitch) DEFINE_FIELD(DCoreActor, vel) DEFINE_FIELD(DCoreActor, viewzoffset) DEFINE_FIELD(DCoreActor, oviewzoffset) DEFINE_FIELD(DCoreActor, opos) void coreactor_setpos(DCoreActor* self, double x, double y, double z, int relink) { self->spr.pos = { x, y, z }; // todo: SW needs to call updatesectorz here or have a separate function. if (relink) SetActor(self, self->spr.pos); } DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, setpos, coreactor_setpos) { PARAM_SELF_PROLOGUE(DCoreActor); PARAM_FLOAT(x); PARAM_FLOAT(y); PARAM_FLOAT(z); PARAM_BOOL(relink); coreactor_setpos(self, x, y, z, relink); return 0; } void coreactor_copypos(DCoreActor* self, DCoreActor* other, int relink) { if (!other) return; self->spr.pos = other->spr.pos; // todo: SW needs to call updatesectorz here or have a separate function. if (relink) SetActor(self, self->spr.pos); } DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, copypos, coreactor_setpos) { PARAM_SELF_PROLOGUE(DCoreActor); PARAM_POINTER(other, DCoreActor); PARAM_BOOL(relink); coreactor_copypos(self, other, relink); return 0; } void coreactor_move(DCoreActor* self, double x, double y, double z, int relink) { self->spr.pos += { x, y, z }; // todo: SW needs to call updatesectorz here or have a separate function. if (relink) SetActor(self, self->spr.pos); } DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, move, coreactor_move) { PARAM_SELF_PROLOGUE(DCoreActor); PARAM_FLOAT(x); PARAM_FLOAT(y); PARAM_FLOAT(z); PARAM_BOOL(relink); coreactor_move(self, x, y, z, relink); return 0; } void coreactor_backuppos(DCoreActor* self) { self->backuppos(); } DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, backuppos, coreactor_backuppos) { PARAM_SELF_PROLOGUE(DCoreActor); coreactor_backuppos(self); return 0; } void coreactor_setposition(DCoreActor* self, double x, double y, double z) { SetActor(self, DVector3(x, y, z)); } DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, setposition, coreactor_setposition) { PARAM_SELF_PROLOGUE(DCoreActor); PARAM_FLOAT(x); PARAM_FLOAT(y); PARAM_FLOAT(z); coreactor_setposition(self, x, y, z); return 0; } void coreactor_setpositionz(DCoreActor* self, double x, double y, double z) { SetActorZ(self, DVector3(x, y, z)); } DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, setpositionz, coreactor_setpositionz) { PARAM_SELF_PROLOGUE(DCoreActor); PARAM_FLOAT(x); PARAM_FLOAT(y); PARAM_FLOAT(z); coreactor_setpositionz(self, x, y, z); return 0; } static double deltaangleDbl(double a1, double a2) { return deltaangle(DAngle::fromDeg(a1), DAngle::fromDeg(a2)).Degrees(); } DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, deltaangle, deltaangleDbl) // should this be global? { PARAM_PROLOGUE; PARAM_FLOAT(a1); PARAM_FLOAT(a2); ACTION_RETURN_FLOAT(deltaangle(DAngle::fromDeg(a1), DAngle::fromDeg(a2)).Degrees()); } static double absangleDbl(double a1, double a2) { return absangle(DAngle::fromDeg(a1), DAngle::fromDeg(a2)).Degrees(); } DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, absangle, absangleDbl) // should this be global? { PARAM_PROLOGUE; PARAM_FLOAT(a1); PARAM_FLOAT(a2); ACTION_RETURN_FLOAT(absangle(DAngle::fromDeg(a1), DAngle::fromDeg(a2)).Degrees()); } static double Normalize180(double angle) { return DAngle::fromDeg(angle).Normalized180().Degrees(); } DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, Normalize180, Normalize180) { PARAM_PROLOGUE; PARAM_ANGLE(angle); ACTION_RETURN_FLOAT(angle.Normalized180().Degrees()); } DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, isAwayFromWall, isAwayFromWall) { PARAM_SELF_PROLOGUE(DCoreActor); PARAM_FLOAT(dist); ACTION_RETURN_INT(isAwayFromWall(self, dist)); return 0; } DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, ChangeSector, ChangeActorSect) { PARAM_SELF_PROLOGUE(DCoreActor); PARAM_POINTER(sec, sectortype); PARAM_INT(tail); ChangeActorSect(self, sec, tail); return 0; } DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, ChangeStat, ChangeActorStat) { PARAM_SELF_PROLOGUE(DCoreActor); PARAM_INT(stat); PARAM_INT(tail); ChangeActorStat(self, stat, tail); return 0; } static int CoreActor_spritetexture(DCoreActor* self) { return self->spr.spritetexture().GetIndex(); } DEFINE_ACTION_FUNCTION_NATIVE(DCoreActor, spritetexture, CoreActor_spritetexture) { PARAM_SELF_PROLOGUE(DCoreActor); ACTION_RETURN_INT(CoreActor_spritetexture(self)); } DEFINE_FIELD_X(CollisionData, CollisionBase, type) DEFINE_FIELD_X(CollisionData, CollisionBase, exbits) walltype* collision_getwall(CollisionBase* coll) { if (coll->type == kHitWall) return coll->hitWall; else return nullptr; } DEFINE_ACTION_FUNCTION_NATIVE(_CollisionData, hitwall, collision_getwall) { PARAM_SELF_STRUCT_PROLOGUE(CollisionBase); ACTION_RETURN_POINTER(collision_getwall(self)); } sectortype* collision_getsector(CollisionBase* coll) { if (coll->type == kHitSector) return coll->hitSector; else return nullptr; } DEFINE_ACTION_FUNCTION_NATIVE(_CollisionData, hitsector, collision_getsector) { PARAM_SELF_STRUCT_PROLOGUE(CollisionBase); ACTION_RETURN_POINTER(collision_getsector(self)); } DCoreActor* collision_getactor(CollisionBase* coll) { if (coll->type == kHitSprite) return coll->hitActor; else return nullptr; } DEFINE_ACTION_FUNCTION_NATIVE(_CollisionData, hitactor, collision_getactor) { PARAM_SELF_STRUCT_PROLOGUE(CollisionBase); ACTION_RETURN_POINTER(collision_getactor(self)); } ///// void collision_setwall(CollisionBase* coll, walltype * w) { coll->type = kHitWall; coll->hitWall = w; } DEFINE_ACTION_FUNCTION_NATIVE(_CollisionData, setwall, collision_setwall) { PARAM_SELF_STRUCT_PROLOGUE(CollisionBase); PARAM_POINTER(p, walltype); collision_setwall(self, p); return 0; } void collision_setsector(CollisionBase* coll, sectortype* s) { coll->type = kHitSector; coll->hitSector = s; } DEFINE_ACTION_FUNCTION_NATIVE(_CollisionData, setsector, collision_setsector) { PARAM_SELF_STRUCT_PROLOGUE(CollisionBase); PARAM_POINTER(p, sectortype); collision_setsector(self, p); return 0; } void collision_setactor(CollisionBase* coll, DCoreActor* a) { coll->type = kHitSprite; coll->hitActor = a; } DEFINE_ACTION_FUNCTION_NATIVE(_CollisionData, setactor, collision_setactor) { PARAM_SELF_STRUCT_PROLOGUE(CollisionBase); PARAM_POINTER(p, DCoreActor); collision_setactor(self, p); return 0; } void collision_setvoid(CollisionBase* coll) { coll->type = kHitVoid; coll->hitActor = nullptr; } DEFINE_ACTION_FUNCTION_NATIVE(_CollisionData, setvoid, collision_setvoid) { PARAM_SELF_STRUCT_PROLOGUE(CollisionBase); collision_setvoid(self); return 0; }