raze/source/core/vmexports.cpp
Christoph Oelckers dd2ea96d6c turn players into DObjects and fix several bugs with bad memory access.
* DObjects may not be memset to 0.
* There was still code trying to retrieve the player index with pointer artithmetic. With an array of pointers this does not work.
2023-10-02 21:03:59 +02:00

1139 lines
30 KiB
C++

/*
** 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 "coreplayer.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<PClassActor*>(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(DCorePlayer, pnum)
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;
}