98 KiB
Table of Contents
- API
- Type Symbols
- Global Data
- Types
API
The ZScript API is vast and has some holes which are hard to explain. Some parts are implemented in ways that don't make sense to user code, but are fine to the engine. Because of this, the API shall be documented in pseudo-ZScript which gives an idea of how it works for the modder rather than for the engine.
Note to authors: Capitalization is normalized within this documentation to encourage consistent code, and does not follow ZScript's original capitalization exactly. Similarly, argument names in methods are sometimes renamed. Note well that arguments with defaults MAY NOT be renamed as they are part of the API.
Type Symbols
Integer and floating-point types have symbols which can be accessed through typename.name
. Here is a list of them.
Integer types
-
Max
Maximum value of type.
-
Min
Minimum value of type.
Floating-point types
-
Dig
Number of decimal digits in type.
-
Epsilon
ε value of type.
-
Infinity
∞ value of type.
-
Mant_Dig
Number of mantissa bits in type.
-
Max
Maximum value of type.
-
Max_Exp
Maximum exponent bits value of type.
-
Max_10_Exp
Maximum exponent of type.
-
Min_Denormal
Minimum positive subnormal value of type.
-
Min_Exp
Minimum exponent bits value of type.
-
Min_Normal
Minimum value of type.
-
Min_10_Exp
Minimum exponent of type.
-
NaN
Not-a-Number value of type.
Global Data
Global Functions
Class Handling
Type GetDefaultByType(class<Actor> type);
Type New(class typename = ThisClass);
-
GetDefaultByType
Returns an object containing the default values for each member of the
Actor
type provided as they would be set inBeginPlay
. Note that the return value cannot be serialized and if stored must be marked astransient
. The returned object is a pseudo-object which is stored only in-memory. -
New
Typically spelled lowercase (
new
), creates an object with typetypename
. Defaults to using the class of the calling object.
Random Number Generation
All of these functions may have [identifier]
between the function name and the argument list to specify a named RNG table to use.
double FRandom(double min, double max);
double FRandomPick(double...);
int Random(int min = 0, int max = 255);
int Random2(uint mask = uint.Max);
int RandomPick(int...);
void SetRandomSeed(uint num);
-
FRandom
Returns a random float between
min
andmax
. -
FRandomPick
Same as
RandomPick
, but with floats. -
Random
Returns a random integer between
min
andmax
. -
Random2
Returns a random integer value between
-mask
andmask
.mask
is used as a bit mask, so it is recommended to use a value of one less than a power of two (i.e. 3, 7, 15, 31, 63, 127, 255...) -
RandomPick
Returns one of the provided parameters randomly.
-
SetRandomSeed
Sets the seed of the RNG table to
num
.
Math
Type Abs(Type n);
double ATan2(double y, double x);
uint BAM(double angle);
Type Clamp(Type n, Type minimum, Type maximum);
Type Max(Type n, Type maximum);
Type Min(Type n, Type minimum);
double VectorAngle(double x, double y);
-
Abs
Returns
|n|
(absolute ofn
.) -
ATan2
Computes the arctangent of
y / x
using the arguments' signs to determine the correct quadrant. -
BAM
Returns a byte angle of
angle
(degrees * (0x40000000 / 90.0)
.) -
Clamp
Returns
n
ifn
is more thanminimum
and less thanmaximum
, or either of those values if it is not. -
Max
Returns
n
ifn
is less thanmaximum
, ormaximum
. -
Min
Returns
n
ifn
is more thanminimum
, orminimum
. -
VectorAngle
Same as
ATan2
, but with arguments reversed.
Game
string G_SkillName();
int G_SkillPropertyInt(int p);
double G_SkillPropertyFloat(int p);
vector3, int G_PickDeathmatchStart();
vector3, int G_PickPlayerStart(int pnum, int flags = 0);
-
G_SkillName
The name of the skill in play.
-
G_SkillPropertyInt
Returns a skill property.
p
may be:Name SKILLP_ACSReturn
SKILLP_AutoUseHealth
SKILLP_DisableCheats
SKILLP_EasyBossBrain
SKILLP_EasyKey
SKILLP_FastMonsters
SKILLP_Infight
SKILLP_NoPain
SKILLP_PlayerRespawn
SKILLP_RespawnLimit
SKILLP_Respawn
SKILLP_SlowMonsters
SKILLP_SpawnFilter
-
G_SkillPropertyFloat
Returns a skill property.
p
may be:Name SKILLP_Aggressiveness
SKILLP_AmmoFactor
SKILLP_ArmorFactor
SKILLP_DamageFactor
SKILLP_DropAmmoFactor
SKILLP_FriendlyHealth
SKILLP_HealthFactor
SKILLP_MonsterHealth
-
G_PickDeathmatchStart
Returns the position and angle of a random death-match start location.
-
G_PickPlayerStart
Returns the position and angle of a player start for player
pnum
.flags
may be:Name Description PPS_FORCERANDOM
Always picks a random player spawn for this player. PPS_NOBLOCKINGCHECK
Does not check if an object is blocking the player spawn.
Sound
void SetMusicVolume(float vol);
bool S_ChangeMusic(string name, int order = 0, bool looping = true, bool force = false);
float S_GetLength(sound id);
void S_PauseSound(bool notmusic, bool notsfx);
void S_ResumeSound(bool notsfx);
void S_Sound(sound id, int channel, float volume = 1, float attenuation = ATTN_NORM);
-
SetMusicVolume
Sets the volume of the music relative to the user's volume. Range is 0-1, inclusive.
-
S_ChangeMusic
Changes the music to
name
. Ifname
is"*"
, the music will be set to the default music for this level. Will loop iflooping
istrue
.force
will force the music to play even if a playlist (from theplaylist
console command) is playing.order
may mean something different based on the music format:Format Meaning Tracker music ( .mod
,.xm
, etc.)Specifies the order the song will start at. Multi-track .ogg
,.flac
, etc.Specifies the track to begin playing at. Any other format No meaning, will be ignored. -
S_GetLength
Returns the length of a sound in seconds. Potentially non-deterministic if all users in a networked game are not using the same sounds.
-
S_PauseSound
Pauses music if
notmusic
isfalse
and all game sounds ifnotsfx
isfalse
. Used for instance in the time stop power-up. -
S_ResumeSound
Resumes playing music and, if
notsfx
isfalse
, all game sounds as well. -
S_Sound
Plays a sound (as defined in
SNDINFO
) from the calling object if it has world presence (is an actor or sector etc.)channel
may be:Name Description CHAN_AUTO
Automatically assigns the sound to a free channel (if one exists.) CHAN_BODY
For footsteps and generally anything else. CHAN_ITEM
For item pickups. CHAN_VOICE
For player grunts. CHAN_WEAPON
For weapon noises. CHAN_5
Extra sound channel. CHAN_6
Extra sound channel. CHAN_7
Extra sound channel. channel
may also have the following flags applied with the binary OR operator|
:Name Description CHAN_LISTENERZ
Sound ignores height entirely, playing at the listener's vertical position. CHAN_LOOP
Continues playing the sound on loop until it is stopped manually. CHAN_MAYBE_LOCAL
Does not play sound to other players if the silent pickup compatibility flag is enabled. CHAN_NOPAUSE
Does not pause in menus or when S_PauseSound
is called.CHAN_NOSTOP
Does not start a new sound if the channel is already playing something. CHAN_UI
Does not record sound in saved games or demos. Additionally,
CHAN_PICKUP
is equivalent toCHAN_ITEM | CHAN_MAYBE_LOCAL
.attenuation
determines the drop-off distance of the sound. The higher the value, the quicker it fades. Constants include:Name Value Description ATTN_IDLE
1.001
Uses Doom's default sound attenuation. ATTN_NONE
0
Does not drop off at all, plays throughout the whole map. ATTN_NORM
1
Drops off using the close_dist
andclipping_dist
defined inSNDINFO
. Default.ATTN_STATIC
3
Drops off quickly, at around 512 units.
System
uint MSTime();
vararg void ThrowAbortException(string format, ...);
-
MSTime
Returns the number of milliseconds since the engine was started. Not deterministic.
-
ThrowAbortException
Kills the VM and ends the game (without exiting) with a formatted error.
Global Variables
These variables are accessible in any context and are not bound by any specific object.
Constants
const MAXPLAYERNAME;
const MAXPLAYERS;
const DEFMELEERANGE;
const MISSILERANGE;
const PLAYERMISSILERANGE;
const SAWRANGE;
-
MAXPLAYERNAME
The maximum length of a player name.
-
MAXPLAYERS
The maximum amount of players in game.
-
DEFMELEERANGE
The range where melee will be used for monsters, and the range for the player's melee attacks.
-
MISSILERANGE
The maximum range for monster missile/hit-scan attacks.
-
PLAYERMISSILERANGE
The maximum range for player missile/hit-scan attacks.
-
SAWRANGE
The range of Doom's Chainsaw weapon.
Static Info
readonly array<class<Actor>> AllActorClasses;
readonly array<PlayerClass> PlayerClasses;
readonly array<PlayerSkin> PlayerSkins;
readonly array<Team> Teams;
play DEHInfo DEH;
readonly GameInfoStruct GameInfo;
readonly FOptionMenuSettings OptionMenuSettings;
readonly textureid SkyFlatNum;
readonly Weapon WP_NOCHANGE;
-
AllActorClasses
As the name implies, an array of every actor class type reference.
-
PlayerClasses
An array of all player classes as defined in
MAPINFO
/GameInfo andKEYCONF
. -
PlayerSkins
An array of all player skins as defined in
SKININFO
andS_SKIN
. -
Teams
An array of all teams. Maximum index is
Team.Max
. -
DEH
Static DeHackEd information.
-
GameInfo
Static information from
MAPINFO
/GameInfo. -
OptionMenuSettings
Defaults for
OptionMenu
s as defined inMENUDEF
'sOptionMenuSettings
block andMAPINFO
/GameInfo. -
SkyFlatNum
The texture ID for sky flats.
F_SKY1
by default in Doom. -
WP_NOCHANGE
A constant denoting that the weapon the player is currently holding shouldn't be switched from.
Game State
readonly bool AutomapActive;
readonly bool DemoPlayback;
play uint GameAction;
readonly int GameState;
readonly int GameTic;
readonly uint8 GlobalFreeze;
play LevelLocals Level;
int ValidCount;
-
AutomapActive
true
if the auto-map is currently open on the client. Not deterministic. -
DemoPlayback
User is watching a demo.
-
GameAction
Current global game action. May be one of:
Name Description ga_autoloadgame
Don't use this. ga_autosave
Creates an autosave. ga_completed
Don't use this. ga_fullconsole
Don't use this. ga_loadgamehideicon
Don't use this. ga_loadgameplaydemo
Don't use this. ga_loadgame
Don't use this. ga_loadlevel
Don't use this. ga_newgame2
Don't use this. ga_newgame
Don't use this. ga_nothing
Does nothing. ga_playdemo
Don't use this. ga_recordgame
Don't use this. ga_savegame
Don't use this. ga_screenshot
Takes a screenshot. ga_slideshow
Don't use this. ga_togglemap
Toggles the auto-map. ga_worlddone
Don't use this. -
GameState
Current global game state. May be one of:
Name Description GS_DEMOSCREEN
Inside a level but watching a demo in the main menu. GS_FINALE
Reading a cluster end text or at the end sequence. GS_FULLCONSOLE
Outside of a level, console only. GS_HIDECONSOLE
Outside of a level, console hidden (i.e. main menu.) GS_INTERMISSION
In between levels. GS_LEVEL
Inside a level. GS_STARTUP
Game not yet initialized. GS_TITLELEVEL
Watching a TITLEMAP
in the main menu. -
GameTic
Number of game tics passed since engine initialization. Not deterministic.
-
GlobalFreeze
TODO: I have no idea what the difference between this and
Level.Frozen
is. -
Level
All level info as defined in
LevelLocals
. -
ValidCount
Don't use this.
Client
KeyBindings AutomapBindings;
KeyBindings Bindings;
readonly Font BigFont;
readonly int CleanHeight;
readonly int CleanHeight_1;
readonly int CleanWidth;
readonly int CleanWidth_1;
readonly int CleanXFac;
readonly int CleanXFac_1;
readonly int CleanYFac;
readonly int CleanYFac_1;
readonly Font ConFont;
readonly Font IntermissionFont;
readonly Font SmallFont;
readonly Font SmallFont2;
ui float BackbuttonAlpha;
ui int BackbuttonTime;
ui int MenuActive;
ui BaseStatusBar StatusBar;
int LocalViewPitch;
-
AutomapBindings
TODO
-
Bindings
TODO
-
BigFont
The
bigfont
for the current game. -
CleanHeight
The current screen height divided by
CleanYFac
. Not deterministic. -
CleanHeight_1
The current screen height divided by
CleanYFac_1
. Not deterministic. -
CleanWidth
The current screen width divided by
CleanXFac
. Not deterministic. -
CleanWidth_1
The current screen width divided by
CleanYFac_1
. Not deterministic. -
CleanXFac
Integral scaling factor for horizontal positions to scale from 320x200 to the current virtual resolution. Not deterministic.
-
CleanXFac_1
Integral scaling factor for horizontal positions to scale from 320x200 to the current virtual resolution, accounting for aspect ratio differences. Not deterministic.
-
CleanYFac
Integral scaling factor for vertical positions to scale from 320x200 to the current virtual resolution. Not deterministic.
-
CleanYFac_1
Integral scaling factor for vertical positions to scale from 320x200 to the current virtual resolution, accounting for aspect ratio differences. Not deterministic.
-
ConFont
The console font.
-
IntermissionFont
The font used in intermission screens.
-
SmallFont
The
smallfnt
for the current game. -
SmallFont2
The alternate
smallfnt
. -
BackbuttonAlpha
Alpha of the back button in menus.
-
BackbuttonTime
The time until the back button starts fading out in menus.
-
MenuActive
The current active menu state. One of:
Name Description Menu.Off
No active menu. Menu.OnNoPause
Menu is opened, but the game is not paused. Menu.On
Menu is open, game is paused. Menu.WaitKey
Menu is opened, waiting for a key for a controls menu binding. -
StatusBar
TODO
-
LocalViewPitch
The pitch angle (in degrees) of
ConsolePlayer
's view. Not deterministic.
Players
readonly int ConsolePlayer;
readonly bool Multiplayer;
readonly int Net_Arbitrator;
readonly bool PlayerInGame[MAXPLAYERS];
play PlayerInfo Players[MAXPLAYERS];
-
ConsolePlayer
Number of the player running the client. Not deterministic.
-
Multiplayer
Game is networked.
-
Net_Arbitrator
Number of the player who initiated or currently hosts the game.
-
PlayerInGame
true
if the player is currently in-game. -
Players
PlayerInfo
structures for each player.
Types
Built-in Types
Array
While ZScript does not have proper user-facing generics, Array
is one such type that does have a type parameter. It mirrors the internal TArray
type.
struct Array<Type>
{
void Clear();
void Copy(array<Type> other);
void Delete(uint index, int deletecount = 1);
uint Find(Type item) const;
void Grow(uint amount);
void Insert(uint index, Type item);
uint Max() const;
void Move(array<Type> other);
bool Pop();
uint Push(Type item);
uint Reserve(uint amount);
void Resize(uint amount);
void ShrinkToFit();
uint Size() const;
}
-
Clear
Clears out the entire array.
-
Copy
Copies another array's contents into this array.
-
Delete
Deletes
count
object(s) atindex
. Moves objects after them into their place. -
Find
Finds the index of
item
in the array, orSize
if it couldn't be found. -
Grow
Ensures the array can hold at least
amount
new members. -
Insert
Inserts
item
atindex
. Moves objects afterindex
to the right. -
Max
Returns the allocated size of the array.
-
Move
Moves another array's contents into this array.
-
Pop
Deletes the last item in the array. Returns
false
if there are no items in the array. -
Push
Places
item
at the end of the array, callingGrow
if necessary. -
Reserve
Adds
amount
new entries at the end of the array, increasingSize
. CallsGrow
if necessary. -
Resize
Changes the allocated array size to
amount
. Deletes members ifamount
is smaller thanSize
. -
ShrinkToFit
Shrinks the allocated array size
Max
toSize
. -
Size
Returns the amount of objects in the array.
Color
Colors simply store red, green, blue and alpha components. Each component has a range 0 to 255, inclusive.
struct Color
{
uint8 r, g, b, a;
}
FixedArray
Fixed-size arrays have a size method attached to them for convenience purposes.
struct FixedArray
{
uint Size() const;
}
-
Size
Returns the size of the array. This is a compile-time constant.
String
Strings have many methods attached to them for manipulating text.
struct String
{
static vararg string Format(string format, ...);
vararg void AppendFormat(string format, ...);
string CharAt(int pos) const;
int CharCodeAt(int pos) const;
string Filter();
int IndexOf(string substr, int startIndex = 0) const;
string Left(int len) const;
uint Length() const;
string Mid(int pos = 0, int len = int.Max) const;
void Remove(int index, int amount);
void Replace(string pattern, string replacement);
int RightIndexOf(string substr, int endIndex = int.Max) const;
void Split(out array<string> tokens, string delimiter, EmptyTokenType keepEmpty = TOK_KEEPEMPTY) const;
double ToDouble() const;
int ToInt(int base = 0) const;
void ToLower();
void ToUpper();
void Truncate(int newlen);
deprecated("3.5.1") int LastIndexOf(string substr, int endIndex = int.Max) const;
}
-
Format
Creates a string using a format string and any amount of arguments.
-
AppendFormat
Works like
Format
, but appends the result to the string. -
CharAt
Returns the character at
pos
as a new string. -
CharCodeAt
Returns the character at
pos
as an integer. -
Filter
Replaces escape sequences in a string with escaped characters as a new string.
-
IndexOf
Returns the first index of
substr
starting from the left atstart
. -
Left
Returns the first
len
characters as a new string. -
Length
Returns the number of characters in this string.
-
Mid
Returns
len
characters starting atpos
as a new string. -
Remove
Removes
amount
characters starting atindex
in place. -
Replace
Replaces all instances of
pattern
withreplacement
in place. -
RightIndexOf
Returns the first index of
substr
starting from the right atend
. -
Split
Splits the string by each
delimiter
intotokens
.keepEmpty
may be eitherTOK_SKIPEMPTY
(the default) orTOK_KEEPEMPTY
, which will keep or discard empty strings found while splitting. -
ToDouble
Interprets the string as a double precision floating point number.
-
ToInt
Interprets the string as a base
base
integer, guessing the base if it is0
. -
ToLower
Converts all characters in the string to lowercase in place.
-
ToUpper
Converts all characters in the string to uppercase in place.
-
Truncate
Truncates the string to
len
characters in place. -
LastIndexOf
Broken. Use
RightIndexOf
instead.
TextureID
Texture IDs can be explicitly converted to integers, but not the other way around. You can add and subtract integers with a textureid
, however. (This only works with the integer on the right hand side.)
struct TextureID
{
bool Exists() const;
bool IsNull() const;
bool IsValid() const;
void SetInvalid();
void SetNull();
}
-
Exists
Checks if the texture exists within the texture manager at all.
-
IsNull
Checks if the texture is the null index (
0
.) -
IsValid
Checks if the texture index is not the invalid index (
-1
.) -
SetInvalid
Sets the texture index to
-1
. -
SetNull
Sets the texture index to
0
.The proper way to zero-initialize a
textureid
is:textureid tex; tex.SetNull();
Vector2/Vector3
Vectors have builtin methods and Vector3
in particular has a swizzle operator.
struct Vector2
{
double x, y;
double Length() const;
vector2 Unit() const;
}
struct Vector3
{
double x, y, z;
vector2 xy;
double Length() const;
vector3 Unit() const;
}
-
Length
Returns the length (magnitude) of the vector.
-
Unit
Returns a normalized vector. Equivalent to
vec / vec.Length()
.
Base Objects
Object
The base class of all class
types.
class Object
{
bool bDESTROYED;
class GetClass();
string GetClassName();
class GetParentClass();
virtualscope void Destroy();
virtual virtualscope void OnDestroy();
}
-
bDESTROYED
This object wants to be destroyed but has not yet been garbage collected.
-
GetClass
Returns the class type of this object.
-
GetClassName
Returns a string representation of the class type of this object.
-
GetParentClass
Returns the class type of this object's parent class.
-
Destroy
Destroys this object. Do not use the object after calling this. References to it will be invalidated.
-
OnDestroy
Called just before the object is collected by the garbage collector. Not deterministic unless the object is linked into the thinker list, in which case it is destroyed earlier in a deterministic setting. Not all
Thinker
s are linked into this list, so be careful when overriding this. AnyActor
will generally be safe.
Thinker
A class representing any object in the game that runs logic every game tick, i.e., "thinks." Most classes derive from Thinker
, directly or indirectly.
All thinkers are grouped by their "stat" number, or "statnum," which specifies the ordering of which thinkers are run, first to last. There are 127 stat numbers total, 20 of which are not used by the engine and may be used for any purpose.
The user-defined stat numbers begin at Thinker.STAT_USER
and end at Thinker.STAT_USER_MAX
. Do not attempt to use normal integers as stat numbers except as relative to these two.
(Note to authors: These tables are not alphabetically organized as their ordering is meaningful.)
Thinkers which do not think and are elided from many checks:
Name | Description |
---|---|
Thinker.STAT_INFO |
Info queue (used by SpecialSpot and its descendants.) |
Thinker.STAT_DECAL |
Decals that cannot be deleted. |
Thinker.STAT_AUTODECAL |
Decals that can be deleted (were not placed by the map.) |
Thinker.STAT_CORPSEPOINTER |
An entry in Hexen's corpse queue. |
Thinker.STAT_TRAVELLING |
Any actor travelling between maps in a hub. |
Thinker.STAT_STATIC |
Thinkers persistent across maps. |
Thinkers which do think and are mandatory to many checks:
Name | Description |
---|---|
Thinker.STAT_SCROLLER |
Texture scrollers and carriers. |
Thinker.STAT_PLAYER |
All PlayerPawn actors. |
Thinker.STAT_BOSSTARGET |
BossBrain targets. |
Thinker.STAT_LIGHTNING |
Lightning as used by Hexen. |
Thinker.STAT_DECALTHINKER |
Decal animators. |
Thinker.STAT_INVENTORY |
All Inventory items. |
Thinker.STAT_LIGHT |
Sector lighting thinkers. |
Thinker.STAT_LIGHTTRANSFER |
Sector lighting transfer thinkers. |
Thinker.STAT_EARTHQUAKE |
Quake effects. |
Thinker.STAT_MAPMARKER |
All MapMarker actors. |
Thinker.STAT_DLIGHT |
Dynamic lights. |
Thinker.STAT_DEFAULT |
Anything not in any other category. Most actors go here. |
Thinker.STAT_SECTOREFFECT |
Sector effects that cause floor or ceiling movement. |
Thinker.STAT_ACTORMOVER |
All ActorMover actors. |
Thinker.STAT_SCRIPTS |
The ACS VM. |
Thinker.STAT_BOT |
All bot logic. This is not bound to their actor. |
class Thinker play
{
const TICRATE;
virtual void ChangeStatNum(int stat);
virtual void PostBeginPlay();
virtual void Tick();
static clearscope int Tics2Seconds(int tics);
}
-
TICRATE
The number of game ticks in a second. This value is always
int(35)
. -
ChangeStatNum
Changes the statnum of this
Thinker
. -
PostBeginPlay
Called at the very end of this Thinker's initialization.
-
Tick
Called every game tick. The order between this thinker's
Tick
and every other thinker in the same statnum is unspecified. -
Tics2Seconds
Roughly converts a number of tics to an integral amount of seconds. Equivalent to
tics / TICRATE
.
CVar
A Console Variable, either defined in CVARINFO
or by the engine. Not serializable. Do not use as a member unless marked as transient
.
All Get and Set operations will work regardless of the real type of the CVar, as they aren't "strongly" typed.
struct CVar
{
static CVar FindCVar(name n);
static CVar GetCVar(name n, PlayerInfo player = null);
bool GetBool();
double GetFloat();
int GetInt();
string GetString();
void SetBool(bool v);
void SetFloat(double v);
void SetInt(int v);
void SetString(string v);
int GetRealType();
int ResetToDefault();
}
-
FindCVar
Returns a server CVar by name, or
null
if none is found. -
GetCVar
Returns a user or server CVar by name, with
player
as the user if applicable, ornull
if none is found. -
GetBool
Returns a boolean representing the value of the CVar, or
false
if it cannot be represented. -
GetFloat
Returns a float representing the value of the CVar, or
0.0
if it cannot be represented. -
GetInt
Returns an integer representing the value of the CVar, or
0
if it cannot be represented. -
GetString
Returns a string representing the value of the CVar. CVars can always be represented as strings.
-
SetBool
-
SetFloat
-
SetInt
-
SetString
Sets the representation of the CVar to
v
. May only be used on mod-defined CVars. -
GetRealType
Returns the type of the CVar as it was defined, which may be one of the following:
Name CVar.CVAR_Bool
CVar.CVAR_Color
CVar.CVAR_Float
CVar.CVAR_Int
CVar.CVAR_String
-
ResetToDefault
Resets the CVar to its default value and returns 0. The purpose of the return is unknown. May only be used on mod-defined CVars.
GIFont
A font as defined in MAPINFO
/GameInfo.
struct GIFont
{
name Color;
name FontName;
}
-
Color
The color of the font.
-
FontName
The name of the font.
State
Represents a state on an Actor
or StateProvider
. Data in State
is read-only and is copied as needed to its respective locations for modification, as it is merely a look into the global constant state table.
struct State
{
readonly uint8 Frame;
readonly State NextState;
readonly int Sprite;
readonly int16 Tics;
readonly int Misc1;
readonly int Misc2;
readonly uint16 TicRange;
readonly uint8 UseFlags;
readonly bool bCANRAISE;
readonly bool bDEHACKED;
readonly bool bFAST;
readonly bool bFULLBRIGHT;
readonly bool bNODELAY;
readonly bool bSAMEFRAME;
readonly bool bSLOW;
int DistanceTo(State other);
bool ValidateSpriteFrame();
textureid, bool, vector2 GetSpriteTexture(int rotation, int skin = 0, vector2 scale = (0, 0));
}
-
Frame
The sprite frame of this state.
-
NextState
A pointer to the next state in the global state table.
-
Sprite
The sprite ID of this state.
-
Tics
The number of game ticks this state lasts.
-
Misc1
-
Misc2
Primarily used in DeHackEd compatibility. Don't use this.
-
TicRange
The maximum amount of tics to add for random tic durations, or
0
if the duration is not random. For example,TNT1 A random(5, 7)
would have aTics
value of5
and aTicRange
of2
. -
UseFlags
The scope of this state. See Action Scoping. Can have any of the
DefaultStateUsage
flags. -
bCANRAISE
State has the
CANRAISE
flag, allowingA_VileChase
to target this actor for healing without entering an infinitely long state. -
bDEHACKED
true
if the state has been modified by DeHackEd. -
bFAST
State has the
FAST
flag, halving the duration when fast monsters is enabled. -
bFULLBRIGHT
State has the
BRIGHT
flag, making it fully bright regardless of other lighting conditions. -
bNODELAY
State has the
NODELAY
flag, forcing the associated action function to be run if the actor is in its first tic. -
bSAMEFRAME
true
if the state's frame is to be kept from the last frame used, i.e., is#
. -
bSLOW
State has the
SLOW
flag, doubling the duration when slow monsters is enabled. -
DistanceTo
Returns the offset between this state and
other
in the global frame table. Only works if both states are owned by the same actor. -
ValidateSpriteFrame
Returns
true
if the sprite frame actually exists. -
GetSpriteTexture
Returns the texture, if the texture should be flipped horizontally, and scaling of this state's sprite. Scaling will return
scale
unlessskin
is nonzero.skin
determines the player skin used.
StringTable
The localized string table as defined by LANGUAGE
.
struct StringTable
{
static string Localize(string val, bool prefixed = true);
}
-
Localize
Returns the localized variant of
val
. Ifprefixed
istrue
, the string is returned as-is unless it is prefixed with$
where the$
character itself is ignored. Not deterministic unless there is only one variant ofval
. This is generally fine because this should only be used for visual strings anyway.
Globals
DEHInfo
Static DeHackEd information.
struct DEHInfo
{
readonly int BFGCells;
readonly int BlueAC;
readonly double ExplosionAlpha;
readonly uint8 ExplosionStyle;
readonly int MaxSoulsphere;
readonly int NoAutofreeze;
}
-
BFGCells
The amount of ammunition
A_FireBFG
will deplete. Default is 40. -
BlueAC
Multiple of 100 for
BlueArmor
'sArmor.SaveAmount
. Default is 2 for 200 armor. -
ExplosionAlpha
For actors with the
DEHEXPLOSION
flag, the alpha to set the actor to on explosion. -
ExplosionStyle
For actors with the
DEHEXPLOSION
flag, the render style to be applied on explosion. -
MaxSoulsphere
The
Inventory.MaxAmount
forSoulsphere
. Default is 200. -
NoAutofreeze
Overrides generic freezing deaths if not zero, making all actors act as if they had the
NOICEDEATH
flag.
FOptionMenuSettings
Defaults for OptionMenu
s as defined in MENUDEF
's OptionMenuSettings
block and MAPINFO
/GameInfo.
struct FOptionMenuSettings
{
int mTitleColor;
int mFontColor;
int mFontColorValue;
int mFontColorMore;
int mFontColorHeader;
int mFontColorHighlight;
int mFontColorSelection;
int mLineSpacing;
}
-
mTitleColor
TODO
-
mFontColor
TODO
-
mFontColorValue
TODO
-
mFontColorMore
TODO
-
mFontColorHeader
TODO
-
mFontColorHighlight
TODO
-
mFontColorSelection
TODO
-
mLineSpacing
The spacing in virtual pixels between two lines in an
OptionMenu
.
GameInfoStruct
Static information from MAPINFO
/GameInfo.
struct GameInfoStruct
{
double Armor2Percent;
string ArmorIcon1;
string ArmorIcon2;
name BackpackType;
int GameType;
double GibFactor;
array<name> InfoPages;
bool IntermissionCounter;
bool NoRandomPlayerClass;
string mBackButton;
name mSliderColor;
GIFont mStatScreenEnteringFont;
GIFont mStatScreenFinishedFont;
GIFont mStatScreenMapNameFont;
}
-
Armor2Percent
TODO
-
ArmorIcon1
TODO
-
ArmorIcon2
TODO
-
BackpackType
TODO
-
GameType
TODO
-
GibFactor
TODO
-
InfoPages
TODO
-
IntermissionCounter
TODO
-
NoRandomPlayerClass
TODO
-
mBackButton
TODO
-
mSliderColor
TODO
-
mStatScreenEnteringFont
TODO
-
mStatScreenFinishedFont
TODO
-
mStatScreenMapNameFont
TODO
LevelLocals
Most map-relative data is stored in this structure.
struct LevelLocals
{
// Map data
array<Line> Lines;
array<Sector> Sectors;
array<Side> Sides;
internal array<SectorPortal> SectorPortals;
readonly array<Vertex> Vertexes;
// Stats
int Found_Items;
int Found_Secrets;
int Killed_Monsters;
int Total_Items;
int Total_Monsters;
int Total_Secrets;
// Time
readonly int MapTime;
readonly int ParTime;
readonly int StartTime;
readonly int SuckTime;
readonly int Time;
readonly int TotalTime;
// Map sequencing
readonly int Cluster;
readonly int ClusterFlags;
readonly string LevelName;
readonly int LevelNum;
readonly string MapName;
string NextMap;
string NextSecretMap;
readonly int MapType;
// Music
readonly string Music;
readonly int MusicOrder;
// Sky
readonly textureid SkyTexture1;
readonly textureid SkyTexture2;
float SkySpeed1;
float SkySpeed2;
// Physics
play double AirControl
play double AirFriction;
play int AirSupply;
play double Gravity;
// State
bool AllMap;
bool Frozen;
// Static info
string F1Pic;
readonly bool ActOwnSpecial;
readonly bool AllowRespawn;
readonly bool CheckSwitchRange;
readonly int FogDensity;
readonly bool Infinite_Flight;
readonly bool MissilesActivateImpact;
readonly bool MonsterFallingDamage;
readonly bool MonstersTelefrag;
readonly bool NoInventoryBar;
readonly bool NoMonsters;
readonly bool No_Dlg_Freeze;
readonly int OutsideFogDensity;
readonly float PixelStretch;
readonly bool PolyGrind;
readonly int SkyFog;
readonly bool SndSeqTotalCtrl;
readonly double TeamDamage;
double GetUDMFFloat(int type, int index, name key);
int GetUDMFInt(int type, int index, name key);
string GetUDMFString(int type, int index, name key);
bool ExecuteSpecial(int special, Actor activator, Line linedef, bool lineside, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0, int arg5 = 0);
void ChangeSky(textureid sky1, textureid sky2);
string FormatMapName(int mapnamecolor);
string GetChecksum() const;
void SetInterMusic(string nextmap);
string TimeFormatted(bool totals = false);
bool IsCrouchingAllowed() const;
bool IsFreelookAllowed() const;
bool IsJumpingAllowed() const;
static void GiveSecret(Actor activator, bool printmsg = true, bool playsound = true);
static void RemoveAllBots(bool fromlist);
static void StartSlideshow(name whichone = 'none');
static void WorldDone();
static clearscope vector3 SphericalCoords(vector3 viewpoint, vector3 targetPos, vector2 viewAngles = (0, 0), bool absolute = false);
static clearscope vector2 Vec2Diff(vector2 v1, vector2 v2);
static clearscope vector2 Vec2Offset(vector2 pos, vector2 dir, bool absolute = false);
static clearscope vector3 Vec2OffsetZ(vector2 pos, vector2 dir, double atz, bool absolute = false);
static clearscope vector3 Vec3Diff(vector3 v1, vector3 v2);
static clearscope vector3 Vec3Offset(vector3 pos, vector3 dir, bool absolute = false);
}
-
Lines
TODO
-
Sectors
TODO
-
Sides
TODO
-
SectorPortals
TODO
-
Vertexes
TODO
-
Found_Items
TODO
-
Found_Secrets
TODO
-
Killed_Monsters
TODO
-
Total_Items
TODO
-
Total_Monsters
TODO
-
Total_Secrets
TODO
-
MapTime
TODO
-
ParTime
TODO
-
StartTime
TODO
-
SuckTime
TODO
-
Time
TODO
-
TotalTime
TODO
-
Cluster
TODO
-
ClusterFlags
TODO
-
LevelName
TODO
-
LevelNum
TODO
-
MapName
TODO
-
NextMap
TODO
-
NextSecretMap
TODO
-
MapType
TODO
-
Music
TODO
-
MusicOrder
TODO
-
SkyTexture1
TODO
-
SkyTexture2
TODO
-
SkySpeed1
TODO
-
SkySpeed2
TODO
-
AirControl
TODO
-
AirSupply
TODO
-
Gravity
TODO
-
AllMap
TODO
-
Frozen
TODO
-
F1Pic
TODO
-
ActOwnSpecial
TODO
-
AllowRespawn
TODO
-
CheckSwitchRange
TODO
-
FogDensity
TODO
-
Infinite_Flight
TODO
-
MissilesActivateImpact
TODO
-
MonsterFallingDamage
TODO
-
MonstersTelefrag
TODO
-
NoInventoryBar
TODO
-
NoMonsters
TODO
-
No_Dlg_Freeze
TODO
-
OutsideFogDensity
TODO
-
PixelStretch
TODO
-
PolyGrind
TODO
-
SkyFog
TODO
-
SndSeqTotalCtrl
TODO
-
TeamDamage
TODO
-
GetUDMFFloat
TODO
-
GetUDMFInt
TODO
-
GetUDMFString
TODO
-
ExecuteSpecial
TODO
-
ChangeSky
TODO
-
FormatMapName
TODO
-
GetChecksum
TODO
-
SetInterMusic
TODO
-
TimeFormatted
TODO
-
IsCrouchingAllowed
TODO
-
IsFreelookAllowed
TODO
-
IsJumpingAllowed
TODO
-
GiveSecret
TODO
-
RemoveAllBots
TODO
-
StartSlideshow
TODO
-
WorldDone
TODO
-
SphericalCoords
TODO
-
Vec2Diff
TODO
-
Vec2Offset
TODO
-
Vec2OffsetZ
TODO
-
Vec3Diff
TODO
-
Vec3Offset
TODO
Level Data
Vertex
A point in world space.
struct Vertex play
{
readonly vector2 P;
}
-
P
The point this object represents.
Side
Also known as a "sidedef." One of the textured sides of a line. Each sidedef has three portions: Upper, middle, and lower. The middle texture is special as it can have translucency.
The three portions of a sidedef can be referred to with:
Name | Description |
---|---|
Side.Top |
The upper portion. |
Side.Mid |
The middle portion. |
Side.Bottom |
The lower portion. |
struct Side play
{
readonly Line Linedef;
readonly Sector Sector;
uint8 Flags;
int16 Light;
int Index();
clearscope Vertex V1();
clearscope Vertex V2();
textureid GetTexture(int which);
double GetTextureXOffset(int which);
double GetTextureYOffset(int which);
double GetTextureXScale(int which);
double GetTextureYScale(int which);
void SetTexture(int which, textureid tex);
void SetTextureXOffset(int which, double offset);
void SetTextureYOffset(int which, double offset);
void SetTextureXScale(int which, double scale);
void SetTextureYScale(int which, double scale);
void AddTextureXOffset(int which, double delta);
void AddTextureYOffset(int which, double delta);
void MultiplyTextureXScale(int which, double delta);
void MultiplyTextureYScale(int which, double delta);
double GetUDMFFloat(name nm);
int GetUDMFInt(name nm);
string GetUDMFString(name nm);
}
-
Linedef
The line this side belongs to.
-
Sector
The sector this side belongs to.
-
Flags
Any combination of the following bit flags:
Name Description WALLF_ABSLIGHTING
Light is absolute instead of relative to the sector. WALLF_CLIP_MIDTEX
Clips the middle texture when it goes under the floor or above the ceiling. WALLF_LIGHT_FOG
The wall's lighting will ignore fog effects. WALLF_NOAUTODECALS
Don't attach decals to this surface. WALLF_NOFAKECONTRAST
Disables the "fake contrast" effect for this side. WALLF_POLYOBJ
This sidedef belongs to a polyobject. WALLF_SMOOTHLIGHTING
Applies a unique contrast at all angles. WALLF_WRAP_MIDTEX
Repeats the middle texture infinitely on the vertical axis. -
Light
The light level of this side. Relative to the sector lighting unless
WALLF_ABSLIGHTING
. -
Index
Returns the index of this side.
-
V1
,V2
Returns the start and end points of this sidedef, respectively.
-
GetTexture
,SetTexture
Gets or sets the texture of one portion of the sidedef.
-
GetTextureXOffset
,SetTextureXOffset
,AddTextureXOffset
Gets, sets or adds to the texture portion's horizontal offset.
-
GetTextureYOffset
,SetTextureYOffset
,AddTextureYOffset
Gets, sets or adds to the texture portion's vertical offset.
-
GetTextureXScale
,SetTextureXScale
,MultiplyTextureXScale
Gets, sets or multiplies the texture portion's horizontal scale.
-
GetTextureYScale
,SetTextureYScale
,MultiplyTextureYScale
Gets, sets or multiplies the texture portion's vertical scale.
-
GetUDMFFloat
,GetUDMFInt
,GetUDMFString
Gets a named UDMF property attached to this sidedef.
Line
Also known as a "linedef." A line segment with two sides and two vertices.
struct Line play
{
readonly Sector BackSector, FrontSector;
readonly double BBox[4];
readonly vector2 Delta;
readonly Side Sidedef[2];
readonly Vertex V1, V2;
readonly uint PortalIndex;
readonly uint PortalTransferred;
double Alpha;
uint Flags;
int ValidCount;
uint Activation;
int Args[5];
int LockNumber;
int Special;
int Index();
bool Activate(Actor activator, int side, int type);
bool RemoteActivate(Actor activator, int side, int type, vector3 pos);
Line GetPortalDestination();
bool IsLinePortal();
bool IsVisualPortal();
double GetUDMFFloat(name nm);
int GetUDMFInt(name nm);
string GetUDMFString(name nm);
}
-
BackSector
,FrontSector
The sector of the front and back sides of this line.
-
BBox
The top, bottom, left and right of the line, respective to array index.
-
Delta
Equivalent to
V2 - V1
. -
V1
,V2
Returns the start and end points of this line segment, respectively.
-
Sidedef
The front and back sides of this line, 0 and 1 respectively. The aliases
Line.Front
andLine.Back
are provided as well. -
PortalIndex
TODO
-
PortalTransferred
TODO
-
Alpha
Alpha of the middle texture on both sides.
-
Flags
Any combination of the following bit flags:
Name Description ML_3DMIDTEX_IMPASS
Middle texture will collide with projectiles and allow them to pass through. ML_3DMIDTEX
Middle texture can be collided with and walked on as if it were a thin sector. ML_ADDTRANS
Middle textures are drawn with additive translucency on both sides. ML_BLOCKEVERYTHING
Line blocks everything. ML_BLOCKHITSCAN
Line blocks hit scan attacks. ML_BLOCKING
Line is solid and blocks everything but projectiles and hit scan attacks. ML_BLOCKMONSTERS
Line blocks non-flying monsters. ML_BLOCKPROJECTILE
Line blocks projectiles. ML_BLOCKSIGHT
Line blocks line of sight. ML_BLOCKUSE
Line blocks use actions. ML_BLOCK_FLOATERS
Line blocks flying monsters. ML_BLOCK_PLAYERS
Line blocks players. ML_CHECKSWITCHRANGE
Checks the activator's vertical position as well as horizontal before activating. ML_CLIP_MIDTEX
Applies WALLF_CLIP_MIDTEX
to both sides.ML_DONTDRAW
Never shown on the auto-map. ML_DONTPEGBOTTOM
Lower texture is unpegged on both sides. ML_DONTPEGTOP
Upper texture is unpegged on both sides. ML_FIRSTSIDEONLY
Special can only be activated from the front side. ML_MAPPED
Always shown on the auto-map. ML_MONSTERSCANACTIVATE
Monsters may activate this line. ML_RAILING
Line is a railing that can be jumped over. ML_REPEAT_SPECIAL
Special may be activated multiple times. ML_SECRET
Line will be shown as one-sided on the auto-map. ML_SOUNDBLOCK
Blocks sound propagation after two lines with this flag. ML_TWOSIDED
Line has a back side. ML_WRAP_MIDTEX
Applies WALLF_WRAP_MIDTEX
to both sides.ML_ZONEBOUNDARY
Reverb zone boundary. -
ValidCount
Don't use this.
-
Activation
TODO
-
Args
Arguments of the line's special action.
-
LockNumber
TODO
-
Special
Number of the special action to be executed when this line is activated.
-
Index
Returns the index of this line.
-
Activate
TODO
-
RemoteActivate
TODO
-
GetPortalDestination
TODO
-
IsLinePortal
TODO
-
IsVisualPortal
TODO
-
GetUDMFFloat
,GetUDMFInt
,GetUDMFString
Gets a named UDMF property attached to this linedef.
Sector
TODO
struct Sector play
{
readonly FColormap ColorMap;
readonly color SpecialColors[5];
Actor SoundTarget;
int16 Special;
int16 LightLevel;
int16 SeqType;
int Sky;
name SeqName;
readonly vector2 CenterSpot;
int ValidCount;
Actor ThingList;
double Friction, MoveFactor;
int TerrainNum[2];
SectorEffect FloorData;
SectorEffect CeilingData;
SectorEffect LightingData;
uint8 SoundTraversed;
int8 StairLock;
int PrevSec;
int NextSec;
readonly array<Line> Lines;
readonly SecPlane FloorPlane;
readonly SecPlane CeilingPlane;
readonly Sector HeightSec;
uint BottomMap, MidMap, TopMap;
double Gravity;
name DamageType;
int DamageAmount;
int16 DamageInterval;
int16 LeakyDamage;
readonly uint16 ZoneNumber;
uint Flags;
uint16 MoreFlags;
SectorAction SecActTarget;
internal uint Portals[2];
readonly int PortalGroup;
readonly int SectorNum;
int Index();
double, Sector, F3DFloor NextHighestCeilingAt(double x, double y, double bottomz, double topz, int flags = 0);
double, Sector, F3DFloor NextLowestFloorAt(double x, double y, double z, int flags = 0, double steph = 0);
void RemoveForceField();
static Sector PointInSector(vector2 pt);
bool PlaneMoving(int pos);
int GetFloorLight();
int GetCeilingLight();
Sector GetHeightSec();
void TransferSpecial(Sector model);
void GetSpecial(out SecSpecial spec);
void SetSpecial(SecSpecial spec);
int GetTerrain(int pos);
void CheckPortalPlane(int plane);
double, Sector HighestCeilingAt(vector2 a);
double, Sector LowestFloorAt(vector2 a);
double, double GetFriction(int plane);
void SetXOffset(int pos, double o);
void AddXOffset(int pos, double o);
double GetXOffset(int pos);
void SetYOffset(int pos, double o);
void AddYOffset(int pos, double o);
double GetYOffset(int pos, bool addbase = true);
void SetXScale(int pos, double o);
double GetXScale(int pos);
void SetYScale(int pos, double o);
double GetYScale(int pos);
void SetAngle(int pos, double o);
double GetAngle(int pos, bool addbase = true);
void SetBase(int pos, double y, double o);
void SetAlpha(int pos, double o);
double GetAlpha(int pos);
int GetFlags(int pos);
int GetVisFlags(int pos);
void ChangeFlags(int pos, int and, int or);
int GetPlaneLight(int pos);
void SetPlaneLight(int pos, int level);
void SetColor(color c, int desat = 0);
void SetFade(color c);
void SetFogDensity(int dens);
double GetGlowHeight(int pos);
color GetGlowColor(int pos);
void SetGlowHeight(int pos, double height);
void SetGlowColor(int pos, color color);
void SetSpecialColor(int pos, color color);
textureid GetTexture(int pos);
void SetTexture(int pos, textureid tex, bool floorclip = true);
double GetPlaneTexZ(int pos);
void SetPlaneTexZ(int pos, double val, bool dirtify = false);
void ChangeLightLevel(int newval);
void SetLightLevel(int newval);
int GetLightLevel();
void AdjustFloorClip();
bool IsLinked(Sector other, bool ceiling);
bool PortalBlocksView(int plane);
bool PortalBlocksSight(int plane);
bool PortalBlocksMovement(int plane);
bool PortalBlocksSound(int plane);
bool PortalIsLinked(int plane);
void ClearPortal(int plane);
double GetPortalPlaneZ(int plane);
vector2 GetPortalDisplacement(int plane);
int GetPortalType(int plane);
int GetOppositePortalGroup(int plane);
double CenterFloor();
double CenterCeiling();
bool TriggerSectorActions(Actor thing, int activation);
int MoveFloor(double speed, double dest, int crush, int direction, bool hexencrush, bool instant = false);
int MoveCeiling(double speed, double dest, int crush, int direction, bool hexencrush);
Sector NextSpecialSector(int type, Sector prev);
double, Vertex FindLowestFloorSurrounding();
double, Vertex FindHighestFloorSurrounding();
double, Vertex FindNextHighestFloor();
double, Vertex FindNextLowestFloor();
double, Vertex FindLowestCeilingSurrounding();
double, Vertex FindHighestCeilingSurrounding();
double, Vertex FindNextLowestCeiling();
double, Vertex FindNextHighestCeiling();
double FindShortestTextureAround();
double FindShortestUpperAround();
Sector FindModelFloorSector(double floordestheight);
Sector FindModelCeilingSector(double floordestheight);
int FindMinSurroundingLight(int max);
double, Vertex FindLowestCeilingPoint();
double, Vertex FindHighestFloorPoint();
void SetEnvironment(string env);
void SetEnvironmentID(int envnum);
SeqNode StartSoundSequenceID(int chan, int sequence, int type, int modenum, bool nostop = false);
SeqNode StartSoundSequence(int chan, name seqname, int modenum);
SeqNode CheckSoundSequence(int chan);
void StopSoundSequence(int chan);
bool IsMakingLoopingSound();
bool IsSecret();
bool WasSecret();
void ClearSecret();
double GetUDMFFloat(name nm);
int GetUDMFInt(name nm);
string GetUDMFString(name nm);
}
-
ColorMap
TODO
-
SpecialColors
TODO
-
SoundTarget
TODO
-
Special
TODO
-
LightLevel
TODO
-
SeqType
TODO
-
Sky
TODO
-
SeqName
TODO
-
CenterSpot
TODO
-
ValidCount
TODO
-
ThingList
TODO
-
Friction
TODO
-
MoveFactor
TODO
-
TerrainNum
TODO
-
FloorData
TODO
-
CeilingData
TODO
-
LightingData
TODO
-
SoundTraversed
TODO
-
StairLock
TODO
-
PrevSec
TODO
-
NextSec
TODO
-
Lines
TODO
-
FloorPlane
TODO
-
CeilingPlane
TODO
-
HeightSec
TODO
-
BottomMap
TODO
-
MidMap
TODO
-
TopMap
TODO
-
Gravity
TODO
-
DamageType
TODO
-
DamageAmount
TODO
-
DamageInterval
TODO
-
LeakyDamage
TODO
-
ZoneNumber
TODO
-
Flags
TODO
-
MoreFlags
TODO
-
SecActTarget
TODO
-
Portals
TODO
-
PortalGroup
TODO
-
SectorNum
TODO
-
Index
TODO
-
NextHighestCeilingAt
TODO
-
NextLowestFloorAt
TODO
-
RemoveForceField
TODO
-
PointInSector
TODO
-
PlaneMoving
TODO
-
GetFloorLight
TODO
-
GetCeilingLight
TODO
-
GetHeightSec
TODO
-
TransferSpecial
TODO
-
GetSpecial
TODO
-
SetSpecial
TODO
-
GetTerrain
TODO
-
CheckPortalPlane
TODO
-
HighestCeilingAt
TODO
-
LowestFloorAt
TODO
-
GetFriction
TODO
-
SetXOffset
TODO
-
AddXOffset
TODO
-
GetXOffset
TODO
-
SetYOffset
TODO
-
AddYOffset
TODO
-
GetYOffset
TODO
-
SetXScale
TODO
-
GetXScale
TODO
-
SetYScale
TODO
-
GetYScale
TODO
-
SetAngle
TODO
-
GetAngle
TODO
-
SetBase
TODO
-
SetAlpha
TODO
-
GetAlpha
TODO
-
GetFlags
TODO
-
GetVisFlags
TODO
-
ChangeFlags
TODO
-
GetPlaneLight
TODO
-
SetPlaneLight
TODO
-
SetColor
TODO
-
SetFade
TODO
-
SetFogDensity
TODO
-
GetGlowHeight
TODO
-
GetGlowColor
TODO
-
SetGlowHeight
TODO
-
SetGlowColor
TODO
-
SetSpecialColor
TODO
-
GetTexture
TODO
-
SetTexture
TODO
-
GetPlaneTexZ
TODO
-
SetPlaneTexZ
TODO
-
ChangeLightLevel
TODO
-
SetLightLevel
TODO
-
GetLightLevel
TODO
-
AdjustFloorClip
TODO
-
IsLinked
TODO
-
PortalBlocksView
TODO
-
PortalBlocksSight
TODO
-
PortalBlocksMovement
TODO
-
PortalBlocksSound
TODO
-
PortalIsLinked
TODO
-
ClearPortal
TODO
-
GetPortalPlaneZ
TODO
-
GetPortalDisplacement
TODO
-
GetPortalType
TODO
-
GetOppositePortalGroup
TODO
-
CenterFloor
TODO
-
CenterCeiling
TODO
-
TriggerSectorActions
TODO
-
MoveFloor
TODO
-
MoveCeiling
TODO
-
NextSpecialSector
TODO
-
FindLowestFloorSurrounding
TODO
-
FindHighestFloorSurrounding
TODO
-
FindNextHighestFloor
TODO
-
FindNextLowestFloor
TODO
-
FindLowestCeilingSurrounding
TODO
-
FindHighestCeilingSurrounding
TODO
-
FindNextLowestCeiling
TODO
-
FindNextHighestCeiling
TODO
-
FindShortestTextureAround
TODO
-
FindShortestUpperAround
TODO
-
FindModelFloorSector
TODO
-
FindModelCeilingSector
TODO
-
FindMinSurroundingLight
TODO
-
FindLowestCeilingPoint
TODO
-
FindHighestFloorPoint
TODO
-
SetEnvironment
TODO
-
SetEnvironmentID
TODO
-
StartSoundSequenceID
TODO
-
StartSoundSequence
TODO
-
CheckSoundSequence
TODO
-
StopSoundSequence
TODO
-
IsMakingLoopingSound
TODO
-
IsSecret
TODO
-
WasSecret
TODO
-
ClearSecret
TODO
-
GetUDMFFloat
TODO
-
GetUDMFInt
TODO
-
GetUDMFString
TODO
SectorPortal
TODO
SectorEffect
A thinker which is attached to a sector and effects it in some way.
class SectorEffect : Thinker
{
protected Sector m_Sector;
Sector GetSector();
}
-
m_Sector
The sector this effect is attached to.
-
GetSector
Returns the sector this effect is attached to.
SectorAction
TODO
SecSpecial
TODO
struct SecSpecial play
{
int DamageAmount;
int16 DamageInterval;
name DamageType;
int Flags;
int16 LeakyDamage;
int16 Special;
}
-
DamageAmount
TODO
-
DamageInterval
TODO
-
DamageType
TODO
-
Flags
TODO
-
LeakyDamage
TODO
-
Special
TODO
SecPlane
TODO
struct SecPlane play
{
double D;
double NegiC;
vector3 Normal;
void ChangeHeight(double hdiff);
double GetChangedHeight(double hdiff) const;
double HeightDiff(double oldd, double newd = 0.0) const;
bool IsEqual(SecPlane other) const;
bool IsSlope() const;
int PointOnSide(vector3 pos) const;
double PointToDist(vector2 xy, double z) const;
double ZAtPointDist(vector2 v, double dist) const;
clearscope double ZAtPoint(vector2 v) const;
}
-
D
TODO
-
NegiC
TODO
-
Normal
TODO
-
ChangeHeight
TODO
-
GetChangedHeight
TODO
-
HeightDiff
TODO
-
IsEqual
TODO
-
IsSlope
TODO
-
PointOnSide
TODO
-
PointToDist
TODO
-
ZAtPointDist
TODO
-
ZAtPoint
TODO
F3DFloor
Currently empty. Does not expose any information.
FColorMap
Describes the coloring of a sector.
struct FColorMap
{
uint8 BlendFactor;
uint8 Desaturation;
color FadeColor;
color LightColor;
}
-
BlendFactor
TODO: "This is for handling Legacy-style color maps which use a different formula to calculate how the color affects lighting."
-
Desaturation
How much to desaturate colors in this sector. Range is 0 to 255, inclusive.
-
FadeColor
The color of fog in this sector. None if all components are 0.
-
LightColor
The color of the sector. Default if all components are 0.
SectorTagIterator
TODO
LineIdIterator
Iterates over line indices with a specified tag.
class LineIdIterator
{
static LineIdIterator Create(int tag);
int Next();
}
-
Create
Creates a new iterator over lines with tag
tag
. -
Next
Returns the index of the current line and advances the iterator. Returns -1 when the list is exhausted.
Players
PlayerInfo
TODO
PlayerClass
A player class as defined in either MAPINFO
/GameInfo or KEYCONF
.
struct PlayerClass
{
uint Flags;
array<int> Skins;
class<Actor> Type;
bool CheckSkin(int skin);
void EnumColorsets(out array<int> data);
name GetColorsetName(int setnum);
}
-
Flags
Not currently implemented correctly,
PCF_NOMENU
does not exist in ZScript, but its value is1
if you need to check for that. -
Skins
Skin indices available to this player class.
-
Type
The class type reference for this player class.
-
CheckSkin
Checks if
skin
is inSkins
. -
EnumColorsets
TODO
-
GetColorsetName
TODO
PlayerSkin
A player skin as defined in SKININFO
or S_SKIN
.
struct PlayerSkin
{
int CrouchSprite;
string Face;
uint8 Gender;
int NameSpc;
bool OtherGame;
uint8 Range0End;
uint8 Range0Start;
vector2 Scale;
string SkinName;
int Sprite;
}
-
CrouchSprite
The crouching sprite ID for this skin.
-
Face
Prefix for statusbar face graphics.
-
Gender
Default gender of the skin. May be one of the following:
Name Value Description GENDER_FEMALE
1
Feminine. GENDER_MALE
0
Masculine. GENDER_NEUTRAL
2
Neutral. GENDER_OTHER
3
Other (robot, zombie, etc.) -
NameSpc
If this skin was defined in S_SKIN, this is the lump ID of the marker itself.
-
OtherGame
The player skin is made for another game and needs to be color remapped differently.
-
Range0End
The end index of the translation range to be used for changing the player sprite's color.
-
Range0Start
The beginning index of the translation range to be used for changing the player sprite's color.
-
Scale
The scaling factor used for the player sprite.
-
SkinName
Name of the skin.
-
Sprite
The sprite ID for this skin.
Team
A team as defined in TEAMINFO
.
struct Team
{
const Max;
const NoTeam;
string mName;
}
-
Max
The maximum number of teams.
-
NoTeam
A constant index for a player with no team.
-
mName
The name of the team.
Weapons
PSprite
A Player Sprite, paradoxically, is not the player themself, but the sprite within their view, such as their weapon. PSprites are arbitrarily layered by number, somewhat similar to HUDMessage
s. They are drawn ordered from lowest to highest.
The predefined layers are:
Name | Value | Description |
---|---|---|
PSprite.Flash |
1000 |
The layer used by A_GunFlash for gun flashes. |
PSprite.StrifeHands |
-1 |
The hands brought up by A_ItBurnsItBurns when the player in Strife dies of fire. |
PSprite.TargetCenter |
int.Max - 2 |
The middle of the targeting system view in Strife. |
PSprite.TargetLeft |
int.Max - 1 |
The left side of the targeting system view in Strife. |
PSprite.TargetRight |
int.Max |
The right side of the targeting system view in Strife. |
PSprite.Weapon |
1 |
The default layer for all weapons. |
class PSprite play
{
readonly State CurState;
readonly int ID;
readonly PSprite Next;
readonly PlayerInfo Owner;
double Alpha;
Actor Caller;
bool FirstTic;
int Frame;
double OldX;
double OldY;
bool ProcessPending;
spriteid Sprite;
int Tics;
double X;
double Y;
bool bADDBOB;
bool bADDWEAPON;
bool bCVARFAST;
bool bFLIP;
bool bPOWDOUBLE;
void SetState(State newstate, bool pending = false);
void Tick();
}
-
CurState
TODO
-
ID
TODO
-
Next
TODO
-
Owner
TODO
-
Alpha
The amount of translucency of the PSprite, range 0-1 inclusive.
-
Caller
TODO
-
FirstTic
TODO
-
Frame
Frame number of the sprite.
-
OldX
TODO
-
OldY
TODO
-
ProcessPending
TODO
-
Sprite
The sprite to display on this layer.
-
Tics
The number of game ticks before the next state takes over.
-
X
The offset from the weapon's normal resting position on the horizontal axis.
-
Y
The offset from the weapon's normal resting position on the vertical axis. Note that
32
is the real resting position because ofA_Raise
. -
bADDBOB
Adds the weapon's bobbing to this layer's offset.
-
bADDWEAPON
Adds the weapon layer's offsets to this layer's offset.
-
bCVARFAST
Layer will respect
sv_fastweapons
. -
bFLIP
Flips the weapon visually horizontally.
-
bPOWDOUBLE
Layer will respect
PowerDoubleFiringSpeed
. -
SetState
TODO
-
Tick
Called by
PlayerPawn::TickPSprites
to advance the frame.
Weapon
TODO
Drawing
BrokenLines
A container representing an array of lines of text that have been broken up to fit the screen and clipping region.
class BrokenLines
{
int Count();
string StringAt(int line);
int StringWidth(int line);
}
-
Count
Returns the amount of lines in this container.
-
StringAt
Returns the text of line
line
. -
StringWidth
Returns the width (in pixels) of line
line
.
Console
Basic access to console functionality.
struct Console
{
static void HideConsole();
static void MidPrint(Font font, string text, bool bold = false);
static vararg void Printf(string fmt, ...);
}
-
HideConsole
Hides the console if it is open and
GameState
is notGS_FULLCONSOLE
. -
MidPrint
Prints
text
(possibly aLANGUAGE
string if prefixed with$
) infont
to the middle of the screen for 1½ seconds. Will print even if the player is a spectator ifbold
istrue
. Uses themsgmidcolor
CVar for non-bold messages andmsgmidcolor2
for bold messages. -
Printf
Prints a formatted string to the console.
Font
A font as defined in FONTDEFS
or a bitmap font file. Not serializable. Do not use as a member unless marked as transient
.
struct Font
{
static Font FindFont(name fontname);
static int FindFontColor(name color);
static Font GetFont(name fontname);
int GetCharWidth(int code);
string GetCursor();
int GetHeight();
int StringWidth(string code);
BrokenLines BreakLines(string text, int maxlen);
}
-
FindFont
Gets a font as defined in
FONTDEFS
. -
FindFontColor
Returns the color range enumeration for a named color.
-
GetFont
Gets a font either as defined in
FONTDEFS
or a ZDoom/bitmap font. -
GetCharWidth
Returns the width in pixels of a character code.
-
GetCursor
Returns the string used as a blinking cursor graphic for this font.
-
GetHeight
Returns the line height of the font.
-
StringWidth
Returns the width in pixels of the string.
-
BreakLines
Breaks
text
up into aBrokenLines
structure according to the screen and clip region, as well as appropriately accounting for a maximum width in pixels ofmaxlen
.
Shape2D
Represents an arbitrary polygonal 2D shape.
class Shape2D
{
void Clear(int which = C_Verts | C_Coords | C_Indices);
void PushCoord(vector2 c);
void PushTriangle(int a, int b, int c);
void PushVertex(vector2 v);
}
-
Clear
Clears data out of a shape. Uses these as a bit flag:
Name Description Shape2D.C_Coords
Clears texture coordinates. Shape2D.C_Indices
Clears vertex indices. Shape2D.C_Verts
Clears vertices. -
PushCoord
Pushes a texture coordinate into the shape buffer.
-
PushTriangle
Pushes the indices of a triangle into the shape buffer.
-
PushVertex
Pushes a vertex into the shape buffer.
Screen
Functions for drawing various things to the screen.
Note: There are no longer any fully paletted renderers in GZDoom as of version 3.5. Alternate palette index parameters are generally ignored now.
struct Screen
{
static vararg void DrawChar(Font font, int normalcolor, double x, double y, int character, ...);
static vararg void DrawShape(textureid tex, bool animate, Shape2D s, ...);
static vararg void DrawText(Font font, int normalcolor, double x, double y, string text, ...);
static vararg void DrawTexture(textureid tex, bool animate, double x, double y, ...);
static void Clear(int left, int top, int right, int bottom, color cr, int palcolor = -1);
static void Dim(color cr, double amount, int x, int y, int w, int h);
static void DrawFrame(int x, int y, int w, int h);
static void DrawLine(int x0, int y0, int x1, int y1, color cr);
static void DrawThickLine(int x0, int y0, int x1, int y1, double thickness, color cr);
static double GetAspectRatio();
static int GetHeight();
static int GetWidth();
static color PaletteColor(int index);
static vector2, vector2 VirtualToRealCoords(vector2 pos, vector2 size, vector2 vsize, bool vbottom = false, bool handleaspect = true);
static void ClearClipRect();
static int, int, int, int GetClipRect();
static int, int, int, int GetViewWindow();
static void SetClipRect(int x, int y, int w, int h);
}
-
DrawChar
TODO
-
DrawShape
TODO
-
DrawText
TODO
-
DrawTexture
TODO
-
Clear
Draws a rectangle from
top left
tobottom right
in screen coordinates ofcr
color. Does not support translucent colors.palcolor
is a palette index to use as a color in paletted renderers or-1
for automatic conversion from the given RGB color. -
Dim
Draws a rectangle at
x y
ofw h
size in screen coordinates ofcr
color. Does not support translucent colors, butamount
may be used to specify the translucency in a range of 0-1 inclusive. -
DrawFrame
Draws a frame around a rectangle at
x y
ofw h
size in screen coordinates, using the border graphics as defined inMAPINFO
/GameInfo. -
DrawLine
Draws a one pixel wide line from
x0 y0
tox1 y1
in screen coordinates of colorcr
. Does not support translucent colors. -
DrawThickLine
Draws a
thickness
pixel wide line fromx0 y0
tox1 y1
in screen coordinates of colorcr
. Supports translucent colors. -
GetAspectRatio
Returns the aspect ratio of the screen.
-
GetHeight
Returns the height of the screen.
-
GetWidth
Returns the width of the screen.
-
PaletteColor
Returns a
color
for a given palette index. -
VirtualToRealCoords
TODO
-
ClearClipRect
Clears the clipping rectangle if there is one.
-
GetClipRect
Returns the clipping rectangle's
x
/y
/w
/h
. -
GetViewWindow
Returns the 3D viewing window, which may be smaller than the screen size with any given
screenblocks
setting. -
SetClipRect
Sets the clipping rectangle to restrict further drawing to the region starting at
x y
of sizew h
in screen coordinates.
TexMan
The Texture Manager is used for loading, finding, replacing and getting information on textures.
struct TexMan
{
static textureid CheckForTexture(string name, int usetype, int flags = TexMan.TryAny);
static int CheckRealHeight(textureid tex);
static string GetName(textureid tex);
static vector2 GetScaledOffset(textureid tex);
static vector2 GetScaledSize(textureid tex);
static int, int GetSize(textureid tex);
static void ReplaceTextures(string from, string to, int flags);
static void SetCameraToTexture(Actor viewpoint, string texture, double fov);
}
-
CheckForTexture
Returns a
textureid
for the texture namedname
.usetype
may be one of the following, which selects what kind of texture to find:Name Description TexMan.Type_Any
Returns any kind of texture. TexMan.Type_Autopage
Returns an auto-map background graphic. (TODO: needs example) TexMan.Type_Build
Returns a tile from a BUILD TILES entry. TexMan.Type_Decal
Unknown. (TODO) TexMan.Type_FirstDefined
Unknown. (TODO) TexMan.Type_Flat
Returns any flat, i.e. FLOOR0_1
.TexMan.Type_FontChar
Unknown. (TODO) TexMan.Type_MiscPatch
Unknown. (TODO) TexMan.Type_Null
Returns the null graphic. Ignores name
.TexMan.Type_Override
Unknown. (TODO) TexMan.Type_SkinGraphic
Unknown. (TODO) TexMan.Type_SkinSprite
Unknown. (TODO) TexMan.Type_Sprite
Returns a sprite, i.e. MEDIA0
.TexMan.Type_WallPatch
Returns an uncomposited patch, i.e. DOOR2_1
.TexMan.Type_Wall
Returns any composited wall texture, i.e. STARTAN2
.flags
may be any of the following combined (with the bitwise OR operator|
:)Name Description TexMan.AllowSkins
Unknown. (TODO) TexMan.DontCreate
Will never create a new texture when searching. TexMan.Overridable
Unknown. (TODO) TexMan.ReturnFirst
Unknown. (TODO) TexMan.ShortNameOnly
Will force use of a short name when searching. TexMan.TryAny
Default. Unknown. (TODO) -
CheckRealHeight
TODO
-
GetName
Returns the original name of a
textureid
. -
GetScaledOffset
TODO
-
GetScaledSize
TODO
-
GetSize
Returns the width and height of a
textureid
. -
ReplaceTextures
Replaces textures named
from
withto
within the map.flags
may be used to filter out certain textures from being replaced:Name Description TexMan.NOT_BOTTOM
Filters out linedef bottom textures. TexMan.NOT_CEILING
Filters out ceiling flats. TexMan.NOT_FLAT
Filters out any flat texture. TexMan.NOT_FLOOR
Filters out floor flats. TexMan.NOT_MIDDLE
Filters out linedef middle textures. TexMan.NOT_TOP
Filters out linedef upper textures. TexMan.NOT_WALL
Filters out any linedef texture. -
SetCameraToTexture
Sets the camera texture (as defined in
ANIMDEFS
)texture
to the viewpoint ofviewpoint
with a fov offov
.
Sounds
SeqNode
A sound sequence (SNDSEQ
) node.
class SeqNode
{
static name GetSequenceSlot(int sequence, int type);
static void MarkPrecacheSounds(int sequence, int type);
void AddChoice(int seqnum, int type);
bool AreModesSame(name n, int mode1);
bool AreModesSameID(int sequence, int type, int mode1);
name GetSequenceName();
}
-
GetSequenceSlot
TODO
-
MarkPrecacheSounds
TODO
-
AddChoice
TODO
-
AreModesSame
TODO
-
AreModesSameID
TODO
-
GetSequenceName
TODO
Intermission Screens
For legacy reasons, many intermission-related things may be prefixed with WI
or WB
. The abbreviation WI
means World Intermission (the intermission screen was originally called "World Map" by Tom Hall) and WB
meaning World Buffer, as this data was originally buffered into a specific memory address for statistics drivers. (Author's Note: I am not actually sure if this naming scheme is documented anywhere else, as even source port developers I asked didn't know about it. Feel free to disseminate this information, it was an original research.)
WBPlayerStruct
Information for each individual player for a StatusScreen
.
struct WBPlayerStruct
{
int SItems;
int SKills;
int SSecret;
int STime;
int FragCount;
int Frags[MAXPLAYERS];
}
-
SItems
The number of items this player acquired.
-
SKills
The number of monsters this player killed.
-
SSecret
The number of secrets this player found.
-
STime
The time this player finished the level at, in ticks. (This is the same for all players.)
-
FragCount
The total amount of frags this player scored against all players.
-
Frags
The number of frags this player scored against each other player.
WBStartStruct
Information passed into the StatusScreen
class when an intermission starts.
struct WBStartStruct
{
WBPlayerStruct Plyr[MAXPLAYERS];
int PNum;
int Finished_Ep;
int Next_Ep;
string Current;
string Next;
string NextName;
textureid LName0;
textureid LName1;
int MaxFrags;
int MaxItems;
int MaxKills;
int MaxSecret;
int ParTime;
int SuckTime;
int TotalTime;
}
-
Plyr
The
WBPlayerStruct
for each player. -
PNum
The index of the player to show stats for.
-
Finished_Ep
The cluster of the finished map, minus one.
-
Next_Ep
The cluster of the next map, minus one.
-
Current
The name of the map that was finished.
-
Next
The name of the next map.
-
NextName
The printable name of the next map.
-
LName0
Texture ID of the level name of the map that was finished.
-
LName1
Texture ID of the level name of the map being entered.
-
MaxFrags
Unknown purpose, not actually used by any part of the engine.
-
MaxItems
The maximum number of acquired items in the map.
-
MaxKills
The maximum number of killed monsters in the map.
-
MaxSecret
The maximum number of found secrets in the map.
-
ParTime
The par time of the map, in ticks.
-
SuckTime
The suck time of the map, in minutes.
-
TotalTime
The total time for the whole game, in ticks.
InterBackground
A class containing an animated intermission background.
class InterBackground play
{
static InterBackground Create(WBStartStruct wbs);
virtual void DrawBackground(int curstate, bool drawsplat, bool pointeron);
virtual bool LoadBackground(bool isenterpic);
virtual void UpdateAnimatedBack();
}
-
Create
TODO
-
DrawBackground
TODO
-
LoadBackground
TODO
-
UpdateAnimatedBack
TODO
PatchInfo
Either a patch or string depending on external configurations.
struct PatchInfo play
{
int mColor;
Font mFont;
textureid mPatch;
void Init(GIFont gifont);
}
-
mColor
The color of the font, if this is a string.
-
mFont
The font, if this is a string, or
null
. -
mPatch
The patch, if this is a patch, or an invalid texture.
-
Init
Initializes the structure. If
gifont.Color
is'Null'
, andgifont.FontName
is a valid patch,mPatch
will be set accordingly. Otherwise, if the font has a color or the patch is invalid,gifont.FontName
is used to setmFont
(or it is defaulted toBigFont
.)
StatusScreen
The base class for intermission status screens. Any status screen used by MAPINFO
/GameInfo must be derived from this class.
Status screens have four stages:
StatCount
, where the stats are counted and displayed.ShowNextLoc
, where the next map is shown as "ENTERING (map name)" and in episodic maps, the world map.NoState
, at the very end of this process, where the last frame is drawn and the intermission is exited.LeavingIntermission
, which is used only to signify that all stages are done and the status screen has been exited.
These are provided as constants in StatusScreen
. The starting stage is StatCount
.
class StatusScreen abstract play
{
const NG_STATSY;
const SHOWNEXTLOCDELAY;
const SP_STATSX;
const SP_STATSY;
const SP_TIMEX;
const SP_TIMEY;
const TITLEY;
InterBackground BG;
WBPlayerStruct Plrs[MAXPLAYERS];
WBStartStruct WBS;
int AccelerateStage;
int BCnt;
int Cnt;
int Cnt_Deaths[MAXPLAYERS];
int Cnt_Frags[MAXPLAYERS];
int Cnt_Items[MAXPLAYERS];
int Cnt_Kills[MAXPLAYERS];
int Cnt_Par;
int Cnt_Pause;
int Cnt_Secret[MAXPLAYERS];
int Cnt_Time;
int Cnt_Total_Time;
int CurState;
int DoFrags;
int Me;
int NG_State;
bool NoAutoStartMap;
bool PlayerReady[MAXPLAYERS];
int Player_Deaths[MAXPLAYERS];
bool SNL_PointerOn;
int SP_State;
float ShadowAlpha;
int Total_Deaths;
int Total_Frags;
PatchInfo Entering;
PatchInfo Finished;
PatchInfo MapName;
textureid Items;
textureid Kills;
textureid P_Secret;
textureid Par;
textureid Secret;
textureid Sucks;
textureid Timepic;
string LNameTexts[2];
int DrawCharPatch(Font fnt, int charcode, int x, int y, int translation = Font.CR_UNTRANSLATED, bool nomove = false);
void DrawEL();
int DrawLF();
int DrawName(int y, textureid tex, string levelname);
int DrawNum(Font fnt, int x, int y, int n, int digits, bool leadingzeros = true, int translation = Font.CR_UNTRANSLATED);
int DrawPatchText(int y, PatchInfo pinfo, string stringname);
void DrawPercent(Font fnt, int x, int y, int p, int b, bool show_total = true, int color = Font.CR_UNTRANSLATED);
void DrawTime(int x, int y, int t, bool no_sucks = false);
bool AutoSkip();
virtual void Drawer();
virtual void End();
virtual void Start(WBStartStruct wbs_);
virtual void StartMusic();
virtual void Ticker();
protected virtual void DrawNoState();
protected virtual void DrawShowNextLoc();
protected virtual void DrawStats();
protected virtual void InitNoState();
protected virtual void InitShowNextLoc();
protected virtual void InitStats();
protected virtual void UpdateNoState();
protected virtual void UpdateShowNextLoc();
protected virtual void UpdateStats();
protected void CheckForAccelerate();
protected int FragSum(int playernum);
static int, int, int GetPlayerWidths();
static color GetRowColor(PlayerInfo player, bool highlight);
static void GetSortedPlayers(in out array<int> sorted, bool teamplay);
static void PlaySound(sound snd);
}
-
NG_STATSY
TODO
-
SHOWNEXTLOCDELAY
TODO
-
SP_STATSX
TODO
-
SP_STATSY
TODO
-
SP_TIMEX
TODO
-
SP_TIMEY
TODO
-
TITLEY
The Y position (in 320x200 pixels) to draw the top of the "finished" and "entering" texts. Used by
DrawEL
andDrawLF
. -
BG
The
InterBackground
object for this intermission, set byStart
with the initialWBS
object. -
Plrs
The value of
WBS.Plyr
whenStart
was called. Usually not changed, so essentially equivalent toWBS.Plyr
. -
WBS
The
WBStartStruct
passed to this class via theStart
function. -
AccelerateStage
Used to signify to the current stage that it should go quicker or be skipped entirely.
-
BCnt
TODO
-
Cnt
TODO
-
Cnt_Deaths
TODO
-
Cnt_Frags
TODO
-
Cnt_Items
TODO
-
Cnt_Kills
TODO
-
Cnt_Par
TODO
-
Cnt_Pause
TODO
-
Cnt_Secret
TODO
-
Cnt_Time
TODO
-
Cnt_Total_Time
TODO
-
CurState
The current stage the intermission is in.
-
DoFrags
TODO
-
Me
The value of
WBS.PNum
whenStart
was called. Usually not changed, so essentially equivalent toWBS.PNum
. -
NG_State
TODO
-
NoAutoStartMap
TODO
-
PlayerReady
Used in networked games to signify when each player is ready to continue to the next map. Set by
CheckForAccelerate
. -
Player_Deaths
TODO
-
SNL_PointerOn
TODO
-
SP_State
Used in single-player status screens during the
StatCount
stage for indicating the current round of statistics to count up. -
ShadowAlpha
TODO
-
Total_Deaths
TODO
-
Total_Frags
TODO
-
Entering
TODO
-
Finished
TODO
-
MapName
TODO
-
Items
The "ITEMS" (default
WIOSTI
) graphic. -
Kills
The "KILLS" (default
WIOSTK
) graphic. -
P_Secret
The "SECRET" (default
WISCRT2
) graphic. -
Par
The "PAR" (default
WIPAR
) graphic. -
Secret
The "SCRT" (default
WIOSTS
) graphic. -
Sucks
The "SUCKS" (default
WISUCKS
) graphic. -
Timepic
The "TIME" (default
WITIME
) graphic. -
LNameTexts
TODO
-
DrawCharPatch
TODO
-
DrawEL
TODO
-
DrawLF
TODO
-
DrawName
TODO
-
DrawNum
TODO
-
DrawPatchText
TODO
-
DrawPercent
TODO
-
DrawTime
TODO
-
AutoSkip
TODO
-
Drawer
Called by
WI_Drawer
, which is called every frame whenGameState
isGS_INTERMISSION
. -
End
Called when the intermission should end. Default behaviour is to set
CurState
toLeavingIntermission
and remove bots in death-match. Generally,Level.WorldDone
should be called directly after this. -
Start
Called by
WI_Start
after theWBStartStruct
is populated, sounds are stopped and the screen blend is set to black. Sets up initial values and runsInitStats
. -
StartMusic
Called in the first tick by
Ticker
to set the intermission music. -
Ticker
Called by
WI_Ticker
, which is called every game tick whenGameState
isGS_INTERMISSION
. -
DrawNoState
Called by
Drawer
whenCurState
isNoState
or any other non-state. -
DrawShowNextLoc
Called by
Drawer
whenCurState
isShowNextLoc
and, by default,DrawNoState
after settingSNL_PointerOn
totrue
. -
DrawStats
Called by
Drawer
directly after drawing the animated background whenCurState
isStatCount
. -
InitNoState
Called by
UpdateShowNextLoc
to initiate theNoState
stage. -
InitShowNextLoc
Called by
UpdateStats
to initiate theShowNextLoc
stage. -
InitStats
Called by
Start
to initiate theStatCount
stage. -
UpdateNoState
Called by
Ticker
whenCurState
isNoState
or any other non-state. Exits the intermission by callingEnd
andLevel.WorldDone
when appropriate. -
UpdateShowNextLoc
Called by
Ticker
whenCurState
isShowNextLoc
. RunsInitNoState
when appropriate and alternatesSNL_PointerOn
. -
UpdateStats
Called by
Ticker
whenCurState
isStatCount
. RunsInitShowNextLoc
when appropriate. -
CheckForAccelerate
Updates the values of
AccelerateStage
andPlayerReady
according to each player's inputs. -
FragSum
Returns the number of frags player
playernum
has accumulated against all currently in-game players. This is different fromWBPlayerStruct.FragCount
because it is counted dynamically, i.e. if a player leaves the count will be changed. This is only useful for game modes where frags do not count as score. -
GetPlayerWidths
TODO
-
GetRowColor
TODO
-
GetSortedPlayers
TODO
-
PlaySound
Plays a UI sound at full volume using
S_Sound
.
File system
Wads
The Wads
group of functions allow you to access the virtual file system by reading from loaded archives. Note that all archive operations are not deterministic unless all users have the exact same files loaded. This is generally fine even if they are not exactly the same, but be careful to not do things which may collide with what another mod is doing.
As a summary of how the virtual file system works, files of various kinds are loaded from archives into a structure of lumps and namespaces. The term lump in this document refers to any file object loaded from an archive which has its name truncated to 8 characters and its extension stripped, and the term file refers to any actual file within a real folder structure. Archives which have real folder structures are referred to in this document as resource archives or resources. The other two types of supported archives are Doom Wad (commonly just "Wad") and Blood RFF
files. The latter is useless. The former, Doom Wads, are most commonly used for maps, map sets, older mods and all commercially available games including Doom, Heretic &al. The currently supported resource archive file types include PKZIP
(.zip
, .pk3
, .pkz
), 7-Zip (.7z
, .pk7
), BUILD GRP
(.grp
), Quake PAK
(.pak
), and folders. Single files can also be loaded as archives, containing only themselves.
In short:
- Lump refers to an object from any archive type with an 8 character filename (extension removed.)
- File refers to fully qualified object from a resource archive, which can also be used as a lump through its truncated name.
- Archives are real files or folders which hold lumps.
- Resource archives are archives with a folder structure for determining lump namespaces, and also store fully qualified paths for files.
- Wad files are archives which hold only lumps, and use markers for determining lump namespaces.
Name | Description | Resource path | Wad file marker |
---|---|---|---|
ns_acslibrary |
ACS libraries. | /acs/ |
A_START /A_END |
ns_bloodmisc |
Unused. | N/A | N/A |
ns_bloodraw |
Blood RAW format sounds. Found only in RFF files. |
N/A | N/A |
ns_bloodsfx |
Blood SFX format sounds. Found only in RFF files. |
N/A | N/A |
ns_colormaps |
Boom color maps. | /colormaps/ |
C_START /C_END |
ns_flats |
Flat textures. | /flats/ |
FF_START /FF_END |
ns_global |
The global namespace, which is the root of any archive. | / |
None |
ns_graphics |
Miscellaneous graphics. | /graphics/ |
None |
ns_hidden |
Used for filtered files that did not match this game. | N/A | N/A |
ns_hires |
Deprecated high-resolution textures. | /hires/ |
HI_START /HI_END |
ns_music |
Music files. | /music/ |
None |
ns_newtextures |
Generic texture files, usable as patches or flats. | /textures/ |
TX_START /TX_END |
ns_patches |
Texture patches. | /patches/ |
None |
ns_sounds |
Sound files. | /sounds/ |
None |
ns_sprites |
Sprites are all contained in this namespace. | /sprites/ |
S_START /S_END or SS_START /SS_END |
ns_strifevoices |
Strife voice files. | /voices/ |
V_START /V_END |
ns_voxels |
Volumetric pixel (voxel) models. | /voxels/ |
VX_START /VX_END |
Additionally, ns_specialzipdirectory
denotes the start of the specialized resource archive folder namespaces, which are normally under ns_global
.
struct Wads
{
static int CheckNumForFullName(string name);
static int CheckNumForName(string name, int ns, int wadnum = -1, bool exact = false);
static int FindLump(string name, int startlump = 0, FindLumpNamespace ns = Wads.GlobalNamespace);
static string ReadLump(int lump);
}
-
CheckNumForFullName
Returns the handle of the first file named
name
, matching only the full path to it, including the extension, or-1
if the file was not found. Only works with files defined in resource archives. -
CheckNumForName
Returns the handle of the first lump named
name
within namespacens
. Ifwadnum
is not-1
, then it signifies, ifexact
is false, the number of the last archive to search in, or the only archive to search in ifexact
istrue
.Note there is currently no way to actually get the number of an archive, even the current one. The only guarantee is that archive
0
will be the base archive (gzdoom.pk3
.) -
FindLump
Returns the handle of the first lump named
name
starting atstartlump
(zero indicates the first lump) in either the global namespace or any namespace.ns
can be eitherWads.GlobalNamespace
orWads.AnyNamespace
to specify this. Returns-1
if there are no lumps with that name left.This function can be used in a loop to find all lumps with a specified name.
-
ReadLump
Reads the whole contents of
lump
into a string and returns the result. Iflump
is not valid, returns an empty string. Note that binary lumps can be loaded this way and the string's length will be correct according to the lump's size even if null characters are present in the lump.