mirror of
https://github.com/ZDoom/Raze.git
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15fb7dab35
This calls virtual functions on the actor defaults now to allow writing specific shoot functions for subclasses.
281 lines
6.4 KiB
Text
281 lines
6.4 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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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 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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}
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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 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 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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// game check shortcuts
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static bool isDuke()
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{
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return gameinfo.gametype & GAMEFLAG_DUKE;
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}
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static bool isNam()
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{
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return gameinfo.gametype & (GAMEFLAG_NAM | GAMEFLAG_NAPALM);
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}
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static bool isNamWW2GI()
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{
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return gameinfo.gametype & (GAMEFLAG_NAM | GAMEFLAG_NAPALM |GAMEFLAG_WW2GI);
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}
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static bool isWW2GI()
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{
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return gameinfo.gametype & (GAMEFLAG_WW2GI);
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}
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static bool isRR()
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{
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return gameinfo.gametype & (GAMEFLAG_RRALL);
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}
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static bool isRRRA()
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{
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return gameinfo.gametype & (GAMEFLAG_RRRA);
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}
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static bool isWorldTour()
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{
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return gameinfo.gametype & GAMEFLAG_WORLDTOUR;
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}
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static bool isPlutoPak()
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{
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return gameinfo.gametype & GAMEFLAG_PLUTOPAK;
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}
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static bool isShareware()
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{
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return gameinfo.gametype & GAMEFLAG_SHAREWARE;
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}
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static bool isBlood()
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{
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return gameinfo.gametype & GAMEFLAG_BLOOD;
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}
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static bool isSW()
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{
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return gameinfo.gametype & GAMEFLAG_SW;
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}
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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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}
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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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