raze/wadsrc/static/zscript/razebase.zs
Mitchell Richters 4355a44721 - Duke: Rework input blocking setup.
* Takes the duplicated conditions out of the input handler and makes the ticker responsible by forcing synchronised input.
2023-03-18 19:29:29 +11:00

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enum EGameType
{
GAMEFLAG_DUKE = 0x00000001,
GAMEFLAG_NAM = 0x00000002,
GAMEFLAG_NAPALM = 0x00000004,
GAMEFLAG_WW2GI = 0x00000008,
GAMEFLAG_ADDON = 0x00000010,
GAMEFLAG_SHAREWARE = 0x00000020,
GAMEFLAG_DUKEBETA = 0x00000060, // includes 0x20 since it's a shareware beta
GAMEFLAG_PLUTOPAK = 0x00000080,
GAMEFLAG_RR = 0x00000100,
GAMEFLAG_RRRA = 0x00000200,
GAMEFLAG_RRALL = GAMEFLAG_RR | GAMEFLAG_RRRA,
GAMEFLAG_BLOOD = 0x00000800,
GAMEFLAG_SW = 0x00001000,
GAMEFLAG_POWERSLAVE = 0x00002000,
GAMEFLAG_EXHUMED = 0x00004000,
GAMEFLAG_PSEXHUMED = GAMEFLAG_POWERSLAVE | GAMEFLAG_EXHUMED, // the two games really are the same, except for the name and the publisher.
GAMEFLAG_WORLDTOUR = 0x00008000,
GAMEFLAG_DUKEDC = 0x00010000,
GAMEFLAG_DUKENW = 0x00020000,
GAMEFLAG_DUKEVACA = 0x00040000,
GAMEFLAG_BLOODCP = 0x00080000,
GAMEFLAG_ROUTE66 = 0x00100000,
GAMEFLAG_SWWANTON = 0x00200000,
GAMEFLAG_SWTWINDRAG = 0x00400000,
GAMEFLAGMASK = 0x0000FFFF, // flags allowed from grpinfo
// We still need these for the parsers.
GAMEFLAG_FURY = 0,
GAMEFLAG_DEER = 0,
};
enum AM_Mode
{
am_off,
am_overlay,
am_full,
am_count
}
enum EHudSize
{
Hud_Current = -1,
Hud_Frame50 = 0,
Hud_Frame60,
Hud_Frame70,
Hud_Frame80,
Hud_Frame90,
Hud_Stbar,
Hud_StbarOverlay,
Hud_Mini,
Hud_Full,
Hud_Althud,
Hud_Nothing,
Hud_MAX
}
struct UserConfigStruct native
{
native readonly bool nomonsters;
native readonly bool nosound;
native readonly bool nologo;
}
extend struct _
{
native @UserConfigStruct userConfig;
native readonly MapRecord currentLevel;
native readonly int automapMode;
native readonly int PlayClock;
native Array<@sectortype> Sectors;
native Array<@walltype> Walls;
}
struct MapRecord native
{
enum MIFlags
{
FORCEEOG = 1,
USERMAP = 2,
}
native readonly int parTime;
native readonly int designerTime;
native readonly String fileName;
native readonly String labelName;
native readonly String name;
native readonly String music;
native readonly int cdSongId;
native readonly int flags;
native readonly int levelNumber;
native readonly int cluster;
native readonly String InterBackground;
native readonly String nextMap;
native readonly String nextSecret;
//native readonly String messages[MAX_MESSAGES];
native readonly String author;
String GetLabelName()
{
if (flags & USERMAP) return StringTable.Localize("$MNU_USERMAP");
return labelName;
}
String DisplayName()
{
if (name == "") return labelName;
return StringTable.Localize(name);
}
native ClusterDef GetCluster();
}
struct ClusterDef
{
native readonly String name;
native readonly String InterBackground;
}
struct SummaryInfo native
{
native readonly int kills;
native readonly int maxkills;
native readonly int secrets;
native readonly int maxsecrets;
native readonly int supersecrets;
native readonly int time;
native readonly int totaltime;
native readonly int playercount;
native readonly bool cheated;
native readonly bool endofgame;
}
// this only allows function getters to enable validation on the target.
struct CollisionData
{
int type;
int exbits;
voidptr hit; // do not access!
native walltype hitWall();
native sectortype hitSector();
native CoreActor hitActor();
native void setSector(sectortype s);
native void setWall(walltype w);
native void setActor(CoreActor a);
native void setVoid();
}
struct HitInfo
{
Vector3 hitpos;
sectortype hitSector;
walltype hitWall;
CoreActor hitActor;
}
struct Raze
{
const kAngleMask = 0x7FF;
const BAngToDegree = 360. / 2048.;
native static Color shadeToLight(int shade);
native static String PlayerName(int i);
static int bsin(double angle) { return int(sin(angle * (360. / 2048)) * 16384); }
static double bobval(double angle) { return sin(angle * (360. / 2048)); }
native static TextureID PickTexture(TextureID texid);
native static int GetBuildTime();
native static void forceSyncInput();
native static Font PickBigFont(String cmptext = "");
native static Font PickSmallFont(String cmptext = "");
native static int SoundEnabled();
native static void SetReverb(int r);
native static void SetReverbDelay(int d);
native static Sound FindSoundByResID(int id);
//native static int tileflags(TextureID tex)
native static sectortype updatesector(Vector2 pos, sectortype lastsect, double maxdist = 96);
native static sectortype, Vector3 clipmove(Vector3 pos, sectortype sect, Vector2 move, double walldist, double ceildist, double flordist, uint cliptype, CollisionData coll, int clipmoveboxtracenum = 3);
native static bool cansee(Vector3 start, sectortype startsec, Vector3 end, sectortype endsec);
native static int hitscan(Vector3 start, sectortype startsect, Vector3 vect, HitInfo hitinfo, uint cliptype, double maxrange = -1);
// game check shortcuts
static bool isDuke()
{
return gameinfo.gametype & GAMEFLAG_DUKE;
}
static bool isNam()
{
return gameinfo.gametype & (GAMEFLAG_NAM | GAMEFLAG_NAPALM);
}
static bool isNamWW2GI()
{
return gameinfo.gametype & (GAMEFLAG_NAM | GAMEFLAG_NAPALM |GAMEFLAG_WW2GI);
}
static bool isWW2GI()
{
return gameinfo.gametype & (GAMEFLAG_WW2GI);
}
static bool isRR()
{
return gameinfo.gametype & (GAMEFLAG_RRALL);
}
static bool isRRRA()
{
return gameinfo.gametype & (GAMEFLAG_RRRA);
}
static bool isWorldTour()
{
return gameinfo.gametype & GAMEFLAG_WORLDTOUR;
}
static bool isPlutoPak()
{
return gameinfo.gametype & GAMEFLAG_PLUTOPAK;
}
static bool isShareware()
{
return gameinfo.gametype & GAMEFLAG_SHAREWARE;
}
static bool isBlood()
{
return gameinfo.gametype & GAMEFLAG_BLOOD;
}
static bool isSW()
{
return gameinfo.gametype & GAMEFLAG_SW;
}
// Dont know yet how to best export this, so for now these are just placeholders as MP is not operational anyway.
static int playerPalette(int i)
{
return 0;
}
static int playerFrags(int i, int j)
{
return 0;
}
static int playerFraggedSelf(int i)
{
return 0;
}
static void DrawScoreboard(int top)
{
// todo: reimplement this in a game independent fashion based on GZDoom's code.
// Right now, with no MP support there is no need, though.
}
static double, double setFreeAimVelocity(double vel, double zvel, double pitch, double zvspeed)
{
return vel * cos(pitch), sin(pitch) * zvspeed;
}
}
/*
struct TileFiles
{
native static TextureID GetTexture(int tile, bool animate = false);
}
*/
class RazeMenuDelegate : MenuDelegateBase
{
// Todo: Fix this so that it can be done outside the games' sound modules.
native override void PlaySound(name sname);
// This is native for security reasons. Having a script call to open the console could be subject to abuse.
native override void MenuDismissed();
}