mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-29 15:32:24 +00:00
64d8fd6072
This was merely a testbed with a limited amount of code, the biggest gain here is that the spawning no longer depends on item IDs but classes so new ones can be added later.
275 lines
6.8 KiB
Text
275 lines
6.8 KiB
Text
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enum EGameType
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{
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GAMEFLAG_DUKE = 0x00000001,
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GAMEFLAG_NAM = 0x00000002,
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GAMEFLAG_NAPALM = 0x00000004,
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GAMEFLAG_WW2GI = 0x00000008,
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GAMEFLAG_ADDON = 0x00000010,
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GAMEFLAG_SHAREWARE = 0x00000020,
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GAMEFLAG_DUKEBETA = 0x00000060, // includes 0x20 since it's a shareware beta
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GAMEFLAG_PLUTOPAK = 0x00000080,
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GAMEFLAG_RR = 0x00000100,
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GAMEFLAG_RRRA = 0x00000200,
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GAMEFLAG_RRALL = GAMEFLAG_RR | GAMEFLAG_RRRA,
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GAMEFLAG_BLOOD = 0x00000800,
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GAMEFLAG_SW = 0x00001000,
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GAMEFLAG_POWERSLAVE = 0x00002000,
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GAMEFLAG_EXHUMED = 0x00004000,
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GAMEFLAG_PSEXHUMED = GAMEFLAG_POWERSLAVE | GAMEFLAG_EXHUMED, // the two games really are the same, except for the name and the publisher.
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GAMEFLAG_WORLDTOUR = 0x00008000,
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GAMEFLAG_DUKEDC = 0x00010000,
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GAMEFLAG_DUKENW = 0x00020000,
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GAMEFLAG_DUKEVACA = 0x00040000,
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GAMEFLAG_BLOODCP = 0x00080000,
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GAMEFLAG_ROUTE66 = 0x00100000,
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GAMEFLAG_SWWANTON = 0x00200000,
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GAMEFLAG_SWTWINDRAG = 0x00400000,
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GAMEFLAGMASK = 0x0000FFFF, // flags allowed from grpinfo
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// We still need these for the parsers.
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GAMEFLAG_FURY = 0,
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GAMEFLAG_DEER = 0,
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};
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enum AM_Mode
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{
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am_off,
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am_overlay,
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am_full,
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am_count
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}
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enum EHudSize
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{
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Hud_Current = -1,
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Hud_Frame50 = 0,
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Hud_Frame60,
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Hud_Frame70,
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Hud_Frame80,
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Hud_Frame90,
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Hud_Stbar,
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Hud_StbarOverlay,
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Hud_Mini,
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Hud_Full,
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Hud_Althud,
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Hud_Nothing,
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Hud_MAX
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}
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struct UserConfigStruct native
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{
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native readonly bool nomonsters;
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native readonly bool nosound;
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native readonly bool nologo;
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}
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extend struct _
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{
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native @UserConfigStruct userConfig;
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native readonly MapRecord currentLevel;
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native readonly int automapMode;
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native readonly int PlayClock;
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native Array<@sectortype> Sectors;
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native Array<@walltype> Walls;
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}
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struct MapRecord native
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{
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enum MIFlags
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{
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FORCEEOG = 1,
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USERMAP = 2,
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}
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enum EMapFlags
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{
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LEVEL_NOINTERMISSION = 1,
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LEVEL_SECRETEXITOVERRIDE = 2, // when given an explicit level number, override with secret exit in the map, mainly for compiling episodes out of single levels.
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LEVEL_CLEARINVENTORY = 4,
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LEVEL_CLEARWEAPONS = 8,
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LEVEL_FORCENOEOG = 16, // RR E1L7 needs this to override its boss's death ending the game.
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};
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enum EMapGameFlags
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{
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LEVEL_RR_HULKSPAWN = 1,
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LEVEL_RR_CLEARMOONSHINE = 2,
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LEVEL_EX_COUNTDOWN = 4,
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LEVEL_EX_TRAINING = 8,
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LEVEL_EX_ALTSOUND = 16,
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LEVEL_EX_MULTI = 32,
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LEVEL_SW_SPAWNMINES = 64,
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LEVEL_SW_BOSSMETER_SERPENT = 128,
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LEVEL_SW_BOSSMETER_SUMO = 256,
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LEVEL_SW_BOSSMETER_ZILLA = 512,
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LEVEL_SW_DEATHEXIT_SERPENT = 1024,
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LEVEL_SW_DEATHEXIT_SUMO = 2048,
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LEVEL_SW_DEATHEXIT_ZILLA = 4096,
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LEVEL_SW_DEATHEXIT_SERPENT_NEXT = 8192,
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LEVEL_WT_BOSSSPAWN = 16384,
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LEVEL_BOSSONLYCUTSCENE = 32768,
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};
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native readonly int parTime;
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native readonly int designerTime;
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native readonly String fileName;
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native readonly String labelName;
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native readonly String name;
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native readonly String music;
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native readonly int cdSongId;
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native readonly int flags;
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native readonly int gameflags;
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native readonly int levelNumber;
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native readonly int cluster;
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native readonly String InterBackground;
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native readonly String nextMap;
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native readonly String nextSecret;
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//native readonly String messages[MAX_MESSAGES];
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native readonly String author;
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String GetLabelName()
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{
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if (flags & USERMAP) return StringTable.Localize("$MNU_USERMAP");
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return labelName;
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}
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String DisplayName()
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{
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if (name == "") return labelName;
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return StringTable.Localize(name);
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}
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native ClusterDef GetCluster();
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}
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struct ClusterDef
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{
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native readonly String name;
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native readonly String InterBackground;
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}
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struct SummaryInfo native
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{
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native readonly int kills;
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native readonly int maxkills;
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native readonly int secrets;
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native readonly int maxsecrets;
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native readonly int supersecrets;
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native readonly int time;
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native readonly int totaltime;
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native readonly int playercount;
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native readonly bool cheated;
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native readonly bool endofgame;
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}
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// this only allows function getters to enable validation on the target.
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struct CollisionData
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{
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int type;
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int exbits;
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voidptr hit; // do not access!
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native walltype hitWall();
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native sectortype hitSector();
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native CoreActor hitActor();
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native void setSector(sectortype s);
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native void setWall(walltype w);
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native void setActor(CoreActor a);
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native void setVoid();
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native void setNone();
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}
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struct HitInfo
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{
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Vector3 hitpos;
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sectortype hitSector;
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walltype hitWall;
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CoreActor hitActor;
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}
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struct Raze
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{
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const kAngleMask = 0x7FF;
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const BAngToDegree = 360. / 2048.;
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native static Color shadeToLight(int shade);
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native static String PlayerName(int i);
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static int bsin(double angle) { return int(sin(angle * (360. / 2048)) * 16384); }
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static double bobval(double angle) { return sin(angle * (360. / 2048)); }
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native static TextureID PickTexture(TextureID texid);
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native static int GetBuildTime();
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native static void forceSyncInput(int playeridx);
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native static Font PickBigFont(String cmptext = "");
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native static Font PickSmallFont(String cmptext = "");
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native static int SoundEnabled();
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native static void SetReverb(int r);
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native static void SetReverbDelay(int d);
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native static Sound FindSoundByResID(int id);
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native static int getSpawnNum(class<CoreActor> act);
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native static int tileflags(TextureID tex);
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native static int tilesurface(TextureID tex);
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native static sectortype updatesector(Vector2 pos, sectortype lastsect, double maxdist = 96);
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native static sectortype, Vector3 clipmove(Vector3 pos, sectortype sect, Vector2 move, double walldist, double ceildist, double flordist, uint cliptype, CollisionData coll, int clipmoveboxtracenum = 3);
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native static bool cansee(Vector3 start, sectortype startsec, Vector3 end, sectortype endsec);
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native static int hitscan(Vector3 start, sectortype startsect, Vector3 vect, HitInfo hitinfo, uint cliptype, double maxrange = -1);
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// Dont know yet how to best export this, so for now these are just placeholders as MP is not operational anyway.
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static int playerPalette(int i)
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{
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return 0;
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}
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static int playerFrags(int i, int j)
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{
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return 0;
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}
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static int playerFraggedSelf(int i)
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{
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return 0;
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}
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static void DrawScoreboard(int top)
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{
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// todo: reimplement this in a game independent fashion based on GZDoom's code.
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// Right now, with no MP support there is no need, though.
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}
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static double, double setFreeAimVelocity(double vel, double zvel, double pitch, double zvspeed)
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{
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return vel * cos(pitch), sin(pitch) * zvspeed;
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}
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}
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class CorePlayer native
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{
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native readonly uint8 pnum;
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}
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/*
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struct TileFiles
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{
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native static TextureID GetTexture(int tile, bool animate = false);
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}
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*/
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class RazeMenuDelegate : MenuDelegateBase
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{
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// Todo: Fix this so that it can be done outside the games' sound modules.
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native override void PlaySound(name sname);
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// This is native for security reasons. Having a script call to open the console could be subject to abuse.
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native override void MenuDismissed();
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}
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