raze/wadsrc/static/zscript/games/duke/dukeactor.zs
2022-11-17 18:38:25 +01:00

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Text

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,
};
native void SetSpritesetImage(int index);
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 double floorz, ceilingz;
native int saved_ammo;
native int palvals;
native int temp_data[6];
native private int flags1, flags2;
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;
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 int ifhitbyweapon();
native int domove(int clipmask);
native void PlayActorSound(int snd);
native DukeActor spawn(Name type);
native DukeActor spawnweaponorammo(int type);
native void lotsofglass(int count);
native void makeitfall();
virtual void BeginPlay() {}
virtual void Initialize() {}
virtual void Tick() {}
virtual void onHit(DukeActor hitter) {}
virtual void onHurt(DukePlayer p) {}
virtual void onUse(DukePlayer user) {}
virtual bool animate(tspritetype tspr) { return false; }
virtual void RunState() {} // this is the CON function.
native void RandomScrap();
native void hitradius(int r, int hp1, int hp2, int hp3, int hp4);
native double, DukeActor hitasprite();
native void ChangeSector(sectortype s, bool forcetail = false);
native void ChangeStat(int s, bool forcetail = false);
// 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 attackerflag1(int mask);
native int attackerflag2(int mask);
}
extend struct _
{
native @DukeGameInfo gs;
native @DukeUserDefs ud;
native DukeLevel dlevel;
}
// 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
{
native DukeActor SpawnActor(sectortype sect, Vector3 pos, class<DukeActor> type, int shade, Vector2 scale, double angle, double vel, double zvel, DukeActor owner, int stat = -1);
}
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,
};