90 KiB
Table of Contents
- Introduction
- Translation Unit
- Versions
- Top-level
- Class definitions
- Structure definitions
- Enumeration definitions
- Constant definitions
- Static array definitions
- Include directives
- Types
- Expressions and Operators
- Statements
- Compound statements
- Expression statements
- Examples: Expression statements
- Conditional statements
- Examples: Conditional statements
- Switch statements
- Examples: Switch statements
- Loop statements
- Control flow statements
- Examples: Control flow statements
- Local variable statements
- Multi-assignment statements
- Examples: Multi-assignment statements
- Static array statements
- Null statements
- Member declarations
- Method definitions
- Concepts
- API
Introduction
ZScript is a new (circa 2017) scripting language that has sprung from the ceasing of ZDoom and the subsequent reprisal of GZDoom as mainline. It is similar to Java, though it has many deficiencies, oddities and other such issues. Despite this, it is still the most powerful Doom modding tool since straight up source editing, and will likely stay that way for a while until Eternity Engine inevitably becomes competition-worthy with scripting additions.
This documentation serves as an introduction to and informal specification of the ZScript language from a programmer's viewpoint. It should also be useful for non-programmers looking for specifics on the inner workings of the language and more information on the functions and properties provided to it.
ZScript runs in a virtual machine much like ACS, although because it is not compiled to bytecode and uses an object-oriented structure, the virtual machine is far more complex, and also therefore quite a bit slower. ZScript may only be read from source files by the engine, which has several benefits as well as detriments. It is the opinion of the author that this is a bad solution, but the author will refrain from going on a several-paragraph tirade about why bytecode is always better than source, even if it is an optional component.
In any case, here we are. This documentation will detail all aspects of ZScript, from the language and type system to the API and finer details. This document is distributed under the CC0 public domain license in the hope that it is useful reference and serves as a solid basis for further writings. This document was originally written by Alison Sanderson (Marrub.) Attribution is encouraged but not required.
Translation Unit
Full ZScript files are referred to as "translation units." This terminology comes from the C standard, and refers simply to the entirety of a ZScript source file. ZScript files are looked for in lumps named zscript
with any extension. The standard extension is .txt
, but .zsc
and .zs
are common as well. The author of this documentation prefers .zsc
.
The base translation unit zscript
may start with a version directive, then followed by any number of top-level definitions and #include
directives. Included translation units may not have version directives.
All keywords and identifiers in ZScript are case insensitive.
Versions
A version directive may be placed at the very beginning of a ZScript file, the syntax being:
version "num"
Where num
is the ZScript version to use. By default ZScript is version "2.3"
, the original ZScript specification. This old version is not supported by this documentation and it is highly encouraged to always use the latest version of ZScript. The minimum version supported by this documentation is 2.4.
Here is a list of differences between ZScript versions:
Version 2.5
- Added
Inventory::GetPowerupIcon
. - Added
class InterBackground
. - Added
struct PatchInfo
. - Added
class StatusScreen
.
Version 3.3
- Default parameters in overridden virtual functions are now an error.
Version 3.4
- Added "internal" keyword.
Version 3.5.1
- Deprecated
String.LastIndexOf
.
Top-level
A ZScript file can have one of several things at the top level of the file, following a version directive:
- Class definitions
- Structure definitions
- Enumeration definitions
- Constant definitions
- Include directives
Class definitions
A class defines an object type within ZScript, and is most of what you'll be creating within the language.
All classes inherit from other classes. The base class can be set within the class header, but if it is not the class will automatically inherit from Object.
Classes are subject to Scoping. They are also implicitly reference values, and therefore can be null. Use new
to instantiate a new class object.
Classes that inherit from Actor can replace other actors when spawned in maps, and can also be used freely in DECORATE. Actors have states, which will not be explained in this document as they are already well-documented on the ZDoom wiki.
A class is formed with the syntax:
class Name [: BaseClass] [Class flags...]
{
[Class content...]
}
Or, alternatively, the rest of the file can be used as class content. Note that with this syntax you cannot use include directives afterward:
class Name [: BaseClass] [Class flags...];
[Class content...]
If the class is defined within the same archive as the current file, then one can continue a class definition with the syntax:
extend class Name
In place of the class header.
Class flags
Flag | Description |
---|---|
abstract |
Cannot be instantiated with new . |
ui |
Class has UI scope. |
play |
Class has Play scope. |
replaces ReplaceClass |
Replaces ReplaceClass with this class. Only works with descendants of Actor. |
native |
Class is from the engine. Only usable internally. |
version("ver") |
Restricted to ZScript version ver or higher. |
Examples: Class headers
Various class headers:
class MyCoolObject // automatically inherits Object
class MyCoolScopedObject play // has Play scope
class MyCoolThinker : Thinker // inherits Thinker
class MyCoolActor : Actor replaces OtherActor
class MyCoolInterface abstract // can only be inherited
Examples: Class definitions
Basic class definition with a member variable and member function:
class BasicClass
{
int m_thing;
void changeThing()
{
m_thing = 500;
}
}
Alternate syntax usage:
class TheWholeFileIsAClassOhNo;
int m_mymember;
// end of file
Class content
Class contents are an optional list of various things logically contained within the class, including:
- Member declarations
- Method definitions
- Property definitions
- Default blocks
- State definitions
- Enumeration definitions
- Structure definitions
- Constant definitions
- Static array definitions
Property definitions
Property definitions are used within classes to define defaultable attributes on actors. They are not valid on classes not derived from Actor.
When registered, a property will be available in the default
block as ClassName.PropertyName
. Properties can be given multiple members to initialize.
Property definitions take the form property Name: Member list...;
.
Properties defined in ZScript are usable from DECORATE.
Default blocks
Default blocks are used on classes derived from Actor to create an overridable list of defaults to properties, allowing for swift creation of flexible actor types.
In DECORATE, this is everything that isn't in the states
block, but in ZScript, for syntax flexibility purposes, it must be enclosed in a block with default
at the beginning, formed:
default
{
Default statement list...
}
Default statements include flags and properties. Flags are the same as DECORATE, though sub-actor flags require their prefix, and can optionally be followed by a semicolon. Properties are the same as DECORATE, with a terminating semicolon required.
State definitions
These are the same as DECORATE, but states that do not have function blocks require terminating semicolons. Double quotes around ####
and ----
are no longer required. State blocks can be subject to Action Scoping with the syntax states(Scope)
.
Examples: Property definitions
A class with some properties:
class MyCoolActor : Actor
{
default
{
MyCoolActor.MyCoolMember 5000;
MyCoolActor.MyCoolMemberList 501, 502;
}
int m_myCoolMember;
int m_coolMember1, m_coolMember2;
property MyCoolMember: m_myCoolMember;
property MyCoolMemberList: m_coolMember1, m_coolMember2;
}
Structure definitions
A structure is an object type that does not inherit from Object and is not always (though occasionally is) a reference type, unlike classes. Structures marked as native
are passed by-reference as arguments, and null
can be passed in their place. Non-native structures cannot be passed as arguments.
Structures are preferred for basic compound data types that do not need to be instanced and are often used as a way of generalizing code. They cannot be returned from functions.
Structures are subject to Scoping.
A structure takes the form of:
struct Name [Structure flags...]
{
[Structure content...]
}
Optionally followed by a semicolon.
Structure flags
Flag | Description |
---|---|
ui |
Structure has UI scope. |
play |
Structure has Play scope. |
clearscope |
Structure has Data scope. Default. |
native |
Structure is from the engine. Only usable internally. |
version("ver") |
Restricted to ZScript version ver or higher. |
Structure content
Structure contents are an optional list of various things logically contained within the structure, including:
- Member declarations
- Method definitions
- Enumeration definitions
- Constant definitions
Examples: Structure definitions
Simple structure:
struct MyCoolStructure
{
int x;
int y;
int z;
}
Enumeration definitions
An enumeration is a list of named numbers, which by default will be incremental from 0. By default they decay to the type int
, but the default decay type can be set manually.
An enumeration definition takes the form:
enum Name [: IntegerType]
{
[Enumerator...]
}
Optionally followed by a semicolon.
Enumerators can either be incremental (from the last enumerator or 0 if there is none) or explicitly set with the basic syntax enumerator = value
. Enumerators must be followed by a comma unless it is the end of the list.
Examples: Enumeration definitions
Basic enumeration:
enum MyCoolEnum
{
A, // has value int(0)
B, // 1 ...
C, // 2 ...
D // and 3
}
Less trivial example:
enum MyCoolerEnum : int16
{
A = 500, // has value int16(500)
B, // 501
C = 200,
D, // 201
E, // 202
};
Constant definitions
Constants are simple named values. They are created with the syntax:
const Name = value;
Constants are not assignable. Their type is inferred from their value, so if you wish for them to have a specific type, you must cast the value to that type.
Examples: Constant definitions
Making an integer constant from a double:
const MyCoolInt = int(777.7777);
Static array definitions
Similar to constants, static arrays are named values, but for an array. They are created with the syntax:
static const Type name[] = {
[Expression list...]
};
Or:
static const Type[] name = {
[Expression list...]
};
Static arrays cannot be multi-dimensional, unlike normal arrays.
Include directives
Include directives include other files to be processed by the ZScript compiler, allowing you to organize and separate code into different files. Their syntax is simple:
#include "filename"
Note that included filenames will conflict with other mods. If two mods have a file named zscript/MyCoolClasses.zsc
and both include it, expecting to get different files, the engine will fail to load with a script error.
To avoid this, it is suggested to place your ZScript code under a uniquely named sub-folder.
Examples: Include directives
Basic includes:
#include "zscript/MyCoolMod/MyCoolClasses.zsc"
Types
ZScript has several categories of types: Integer types, floating-point (decimal) types, strings, vectors, names, classes, et al. There are a wide variety of ways to use these types, as well as a wide variety of places they are used.
Types determine what kind of value an object stores, how it acts within an expression, etc. All objects, constants and enumerations have a type. Argument lists use types to ensure a function is used properly.
Most basic types have methods attached to them, and both integer and floating-point type names have symbols accessible from them. See the API section for more information.
Integers
Integer types are basic integral numbers. They include:
Name | Usable as argument | Bits | Lowest value | Highest value |
---|---|---|---|---|
int |
Yes | 32 | -2,147,483,648 | 2,147,483,647 |
uint |
Yes | 32 | 0 | 4,294,967,296 |
int16 |
No | 16 | -32,768 | 32,767 |
uint16 |
No | 16 | 0 | 65,535 |
int8 |
No | 8 | -128 | 127 |
uint8 |
No | 8 | 0 | 255 |
Floating-point types
Floating-point types hold exponents, generally represented as regular decimal numbers. There are two such types available to ZScript:
Name | Usable as argument | Notes |
---|---|---|
double |
Yes | 64-bit floating-point number. |
float |
Yes (64 bits) | 32-bit in structures and classes, 64-bit otherwise. |
float64 |
Yes | Alias for double . |
float32 |
No | 32-bit floating-point number. Not implemented correctly, unusable. |
Strings
Name | Usable as argument |
---|---|
string |
Yes |
The string
type is a mutable, garbage-collected string reference type. Strings are not structures or classes, however there are methods attached to the type, detailed in the API section.
Names
Name | Usable as argument |
---|---|
name |
Yes |
The name
type is an indexed string. While their contents are the same as a string, their actual value is merely an integer which can be compared far quicker than a string. Names are used for many internal purposes such as damage type names. Strings are implicitly casted to names.
Color
Name | Usable as argument |
---|---|
color |
Yes |
The color
type can be converted from a string using the X11RGB lump or a hex color in the format #RRGGBB
, or with either color(R, G, B)
or color(R, G, B, A)
.
Vectors
Name | Usable as argument |
---|---|
vector2 |
Yes |
vector3 |
Yes |
There are two vector types in ZScript, vector2
and vector3
, which hold two and three members, respectively. Their members can be accessed through x
, y
and (for vector3
,) z
. vector3
can additionally get the X and Y components as a vector2
with xy
.
Vectors can use many operators and even have special ones to themselves. See the Expressions and Operators section for more information.
Fixed-size arrays
Name | Usable as argument |
---|---|
type[size] |
No |
Fixed-size arrays take the form Type[size]
. They hold size
number of Type
elements, which can be accessed with the array access operator. Multi-dimensional arrays are also supported.
Dynamic-size arrays
Name | Usable as argument |
---|---|
array<Type> |
Yes |
Dynamically sized arrays take the form array<Type>
, and hold an arbitrary number of Type
elements, which can be accessed with the array access operator. Multi-dimensional dynamic arrays are not supported.
Maps
Name | Usable as argument |
---|---|
map<Type, Type> |
No |
Map types take the form map<Type, Type>
. They are not yet implemented.
Class type references
Name | Usable as argument |
---|---|
class<Type> |
Yes |
class |
Yes |
Class type references are used to describe a concrete type rather than an object. They simply take the form class
, and can be restrained to descendants of a type with the syntax class<Type>
. Strings are implicitly casted to class type references.
User types
Name | Usable as argument |
---|---|
Any class object | Yes |
native struct object |
Yes |
User struct object | No |
@Type |
Yes (only internally) |
Any other identifier used as a type will resolve to a user class, structure or enumeration type.
Identifiers prefixed with @
are native pointers to objects and not necessarily exposed to ZScript. This is not usable in user code.
A type name that is within a specific scope can be accessed by prefixing it with a .
. The type .MyClass.MySubStructure
will resolve to the type MySubStructure
contained within MyClass
.
Read-only types
Name | Usable as argument |
---|---|
readonly<Type> |
Yes |
A read-only type, as its name implies, may only be read from, and is effectively immutable. They take the form readonly<Type>
.
Other types
Name | Usable as argument | Description |
---|---|---|
bool |
Yes | Holds one of two values: true or false . |
sound |
Yes | Holds a sound reference. |
textureid |
Yes | Holds a texture reference. |
spriteid |
Yes | Holds a sprite reference. |
state |
Yes | A reference to an actor state. |
statelabel |
Yes | The name of an actor state. |
void |
No | Alias for None . Unknown purpose, likely implementation error. |
voidptr |
No | A pointer to a real memory address. Implementation detail. |
Strings will implicitly convert to sound
and statelabel
.
Expressions and Operators
Literals
Much like C or most other programming languages, ZScript has object literals, including string literals, integer literals, float literals, name literals, boolean literals, and the null pointer.
String literals
String literals take the same form as in C:
"text here"
String literals have character escapes, which are formed with a backslash and a character. Character escapes include:
Spelling | Output |
---|---|
\" |
A literal " . |
\\ |
A literal \ . |
\ followed by newline |
Concatenates the next line with this one. |
\a |
Byte 0x07 (BEL - bell, anachronism.) |
\b |
Byte 0x08 (BS - backspace, anachronism.) |
\c |
Byte 0x1c (TEXTCOLOR_ESCAPE.) |
\f |
Byte 0x0c (FF - form feed, anachronism.) |
\n |
Byte 0x0a (LF - new line.) |
\t |
Byte 0x09 (HT - tab.) |
\r |
Byte 0x0d (CR - return.) |
\v |
Byte 0x0b (VT - vertical tab, anachronism.) |
\? |
A literal ? (obsolete anachronism.) |
\xnn |
Byte 0xnn . |
\Xnn |
Byte 0xnn . |
\nnn |
Byte 0nnn (octal.) |
To quote cppreference, "of the octal escape sequences, \0
is the most useful because it represents the terminating null character in null-terminated strings."
String literals, also like C and C++, will be concatenated when put directly next to each other. For example, this:
"text 1" "text 2"
Will be parsed as a single string literal with the text "text 1text 2"
.
Class type literals
Class type literals take the same form as string literals, but do note that they are not the same.
Name literals
Name literals are similar to string literals, though they use apostrophes instead of quote marks:
'text here'
They do not concatenate like string literals, and do not have character escapes.
Integer literals
Integer literals are formed similarly to C. They may take one of three forms, and be typed uint
or int
based on whether there is a u
or U
at the end or not.
The parser also supports an optional l
/L
suffix as in C, though it does not actually do anything, and it is advised you do not use it for potential forward compatibility purposes.
Integer literals can be in the basic base-10/decimal form:
1234567890 // int
500u // uint
Base-16/hexadecimal form, which may use upper- or lower-case decimals and 0x
prefix, depending on user preference:
0x123456789ABCDEF0
0XaBcDeF0 // don't do this, please.
0x7fff
0x7FFFFFFF
And, base-8/octal form, prefixed with a 0
:
0777
0414444
Float literals
Float literals, much like integer literals, are formed similarly to C, but they do not support hex-float notation. Float literals support exponent notation.
The parser supports an optional f
/F
suffix as in C, though it does not actually do anything, and it is advised you do not use it for potential forward compatibility purposes.
Float literals can be formed in a few ways:
0.5 //=> 0.5
.5 //=> 0.5
1. //=> 1.0
And with exponents:
0.5e+2 //=> 50
50e-2 //=> 0.5
Boolean literals
The two boolean literals are spelled false
and true
, and much like C, can decay to the integer literals 0
and 1
.
Null pointer
The null pointer literal is spelled null
and represents an object that does not exist in memory. Like C, it is not equivalent to the integer literal 0
, and is more similar to C++'s nullptr
.
Expressions
Primary expressions
Basic expressions, also known as primary expressions, can be one of:
- An identifier for a constant or variable.
- The
Super
keyword. - Any object literal.
- A vector literal.
- An expression in parentheses.
Identifiers work as you expect, they reference a variable or constant. The Super
keyword references the parent type or any member within it.
Vector literals
Vector literals are not under object literals as they are not constants in the same manner as other literals, since they contain expressions within them. As such, they are expressions, not proper value-based literals. They can be formed with:
(x, y) //=> vector2, where x is not a vector2
(x, y) //=> vector3, where x *is* a vector2
(x, y, z) //=> vector3
All components must have type double
.
Postfix expressions
Postfix expressions are affixed at the end of an expression, and are used for a large variety of things, although the actual amount of postfix expressions is small:
Form | Description |
---|---|
a([Argument list...]) |
Function call. |
Type(a) |
Type cast. |
(class<Type>)(a) |
Class type reference cast. |
a[b] |
Array access. |
a.b |
Member access. |
a++ |
Post-increment. This increments (adds 1 to) the object after the expression is evaluated. |
a-- |
Post-decrement. This decrements (subtracts 1 from) the object after the expression is evaluated. |
Unary expressions
Unary expressions are affixed at the beginning of an expression. The simplest example of a unary expression is the negation operator, -
, as in -500
. Unary expressions include:
Form | Description |
---|---|
-a |
Negation. |
!a |
Logical negation, "not." |
++a |
Pre-increment. This adds 1 to the object and evaluates as the resulting value. |
--a |
Pre-decrement. This subtracts 1 from the object and evaluates as the resulting value. |
~a |
Bitwise negation. Flips all bits in an integer. |
+a |
Affirmation. Does not actually do anything. |
sizeof a |
Evaluates the size of the type of an expression. Unknown purpose. |
alignof a |
Evaluates the alignment of the type of an expression. Unknown purpose. |
Binary expressions
Binary expressions operate on two expressions, and are the most common kind of expression. They are used inline like regular math syntax, ie. 1 + 1
. Binary expressions include:
Form | Description |
---|---|
a + b |
Addition. |
a - b |
Subtraction. |
a * b |
Multiplication. |
a / b |
Division quotient. |
a % b |
Division remainder, also known as "modulus." Unlike C, this works on floats, too. |
a ** b |
Exponent ("power of.") |
a << b |
Left bitwise shift. |
a >> b |
Right bitwise shift. |
a >>> b |
Right unsigned bitwise shift. |
a cross b |
Vector cross-product. |
a dot b |
Vector dot-product. |
a .. b |
Concatenation, creates a string from two values. |
a < b |
true if a is less than b . |
a > b |
true if a is greater than b . |
a <= b |
true if a is less than or equal to b . |
a >= b |
true if a is greater than or equal to b . |
a == b |
true if a is equal to b . |
a != b |
true if a is not equal to b . |
a ~== b |
true if a is approximately equal to b . For strings this is a case-insensitive comparison, for floats and vectors this checks if the difference between the two is smaller than ε. |
a && b |
true if a and b are both true . |
a || b |
true if a or b is true . |
a is "b" |
true if a 's type is equal to or a descendant of b . |
a <>= b |
Signed difference between a and b . |
a & b |
Bitwise AND. |
a ^ b |
Bitwise XOR. |
a | b |
Bitwise OR. |
a::b |
Scope operator. Not implemented yet. |
Assignment expressions
Assignment expressions are a subset of binary expressions which are never constant expressions. They assign a value to another value, as one might guess.
Form | Description |
---|---|
a = b |
Assigns b to a . |
a += b |
Assigns a + b to a . |
a -= b |
Assigns a - b to a . |
a *= b |
Assigns a * b to a . |
a /= b |
Assigns a / b to a . |
a %= b |
Assigns a % b to a . |
a <<= b |
Assigns a << b to a . |
a >>= b |
Assigns a >> b to a . |
a >>>= b |
Assigns a >>> b to a . |
a |= b |
Assigns a | b to a . |
a &= b |
Assigns a & b to a . |
a ^= b |
Assigns a ^ b to a . |
Ternary expression
The ternary expression is formed a ? b : c
, and will evaluate to b
if a
is true
, or c
if it is false
.
Statements
All functions are made up of a list of statements enclosed with left and right braces, which in and of itself is a statement called a compound statement, or block.
Compound statements
A compound statement is formed as:
{
[Statement list...]
}
Note that the statement list is optional, so an empty compound statement {}
is entirely valid.
Expression statements
An expression statement is the single most common type of statement in just about any programming language. In ZScript, exactly like C and C++, an expression statement is simply formed with any expression followed by a semicolon. Function calls and variable assignments are expressions, for instance, so it is quite clear why they are common.
Examples: Expression statements
Some basic expressions:
myCoolFunction(5, 4);
m_myCoolMember = 500;
5 * 5; // does nothing of course, but valid
Conditional statements
A conditional statement will, conditionally, choose a statement (or none) to execute. They work the same as in C and ACS.
Examples: Conditional statements
Simple conditional:
if(a)
b();
Simple conditional, with else statement and a block:
if(a)
{
b();
c = d;
}
else
e = f;
Switch statements
A switch statement takes an expression of integer or name type and selects a labeled statement to run. They work the same as in C and ACS.
Examples: Switch statements
A switch demonstrating fall-through and default cases:
switch(a)
{
case 500: Console.printf("a is 500"); break;
case 501: Console.printf("a is 501"); // falls through to next case
case 502: Console.printf("a is 501 or 502"); break;
default:
Console.printf("not sure what a is!");
// break is implied here
}
Loop statements
ZScript has five loop statements, for
, while
, until
, do while
and do until
. for
, while
and do while
work the same as in C, C++ and ACS, while until
and do until
do the inverse of while
and do while
.
The for
loop takes a limited statement and two optional expressions: The statement for when the loop begins (which is scoped to the loop,) one expression for checking if the loop should break, and one which is executed every time the loop iterates.
The while
loop simply takes one expression for checking if the loop should break, equivalent to for(; a;)
.
The until
loop is equivalent to while(!a)
.
do while
and do until
will only check the expression after the first iteration is complete. The do while
and do until
loops are formed as such:
do
Statement
while(a) // unlike C, you don't need a semicolon here
do
Statement
until(a)
Control flow statements
As in C, there are three control flow statements that manipulate where the program will execute statements next, which are available contextually. They are continue
, break
and return
.
continue
is available in loop statements and will continue to the next iteration immediately.
break
is available in loop statements and switch statements, and will break out of the containing statement early.
return
is available in functions. If the function does not return any values, it may only be spelled return;
and will simply exit the function early. If the function does return values, it takes a comma-separated list for each value returned.
Examples: Control flow statements
Use of continue
:
for(int i = 0; i < 50; i++)
{
if(i == 25) continue; // don't do anything on 25!
doThing(i);
}
Use of break
:
for(int i = 0; i < 50; i++)
{
if(i == 25) break; // exit the loop at 25!
doThing(i);
}
Use of return
in various contexts:
void returnsNothing()
{
if(m_thing != 50) return; // exit early if m_thing isn't 50.
doThing(m_thing);
}
int returnsInt()
{
if(m_thing == 50)
return 50; // m_thing is 50, so return 50.
return 0; // must have a return eventually
}
int, int returnsTwoInts()
{
return 1, 2; // returns 1 and 2.
}
Local variable statements
Local variable statements are formed in one of 3 ways. The let
keyword can be used to automatically determine the type of the variable from the initializer, while the other two syntaxes use an explicit type, and initialization is optional.
Type a;
Type a[Expression]; // alternate syntax for local array
let a = b;
Type a = b;
Type a = {Expression list...}; // for fixed size array types
Type a[Expression] = {Expression list...};
Multi-assignment statements
Expressions or functions that return multiple values can be assigned into multiple variables with the syntax:
[Expression list...] = Expression;
Examples: Multi-assignment statements
Getting the actor out of A_SpawnItemEx
:
Actor mo;
bool spawned;
[spawned, mo] = A_SpawnItemEx("MyCoolActor");
Static array statements
Static arrays can be defined normally as a statement.
Null statements
A null statement does nothing, and is formed ;
. It is similar to an empty compound statement.
Member declarations
Member declarations define data within a structure or class that can be accessed directly within methods of the object (or its derived classes,) or indirectly from instances of it with the member access operator.
A member declaration is formed as so:
[Member declaration flags...] Type name;
Or, if you want multiple members with the same type and flags:
[Member declaration flags...] Type name[, name...];
Note that the types Font and CVar are unserializable as members and must be marked transient.
Member declaration flags
Flag | Description |
---|---|
private |
Member is not visible to any class but this one. |
protected |
Member is not visible to any class but this one and any descendants of it. |
ui |
Member has UI scope. |
play |
Member has Play scope. |
meta |
Member is read-only static class data. Only really useful on actors, since these can be set via properties on them. |
transient |
Member is not saved into save games. Required for unserializable objects and recommended for UI context objects. |
readonly |
Member is not writable. |
internal |
Member is only writable from gzdoom.pk3 . |
deprecated("ver") |
If accessed, a script warning will occur on load if the archive version is greater than ver. |
native |
Member is from the engine. Only usable internally. |
version("ver") |
Restricted to ZScript version ver or higher. |
Examples: Member declarations
Some basic member variables:
int m_myCoolInt;
int m_coolInt1, m_coolInt2, m_coolInt3;
int[10] m_coolIntArray;
private int m_coolPrivateInt;
protected meta int m_coolMetaInt;
Method definitions
Method definitions define functions within a structure or class that can be accessed directly within other methods of the object (or its derived classes,) or indirectly from instances of it with the member access operator.
Methods marked as virtual
may have their functionality overridden by derived classes, and in those overrides one can use the Super
keyword to call the parent function.
Methods are formed as so:
[Method definition flags...] Type[, Type...] name([Argument list...]) [const]
{
[Function body here]
}
If const
is placed after the function signature and before the function body, the method will not be allowed to modify any members in the object instance it's being called on.
The keyword void
can be used in place of a type (or type list) to have a method which does not have any return value. Similarly, one can place void
where the argument list might be, although this is redundant as having no argument list at all is allowed.
Arguments of methods may only be of certain types due to technical limitations. See the type table for a list of which are usable and which are not.
Method definition flags
Flag | Description |
---|---|
private |
Method is not visible to any class but this one. |
protected |
Method is not visible to any class but this one and any descendants of it. |
static |
Function is not a method, but a global function without a self pointer. |
ui |
Method has UI scope. |
play |
Method has Play scope. |
clearscope |
Method has Data scope. |
virtualscope |
Method has scope of the type of the object it's being called on. |
virtual |
Method can be overridden in derived classes. |
override |
Method is overriding a base class' virtual method. |
final |
Virtual method cannot be further overridden from derived classes. |
action |
Method has implicit owner and state parameters, mostly useful on weapons. |
action(Scope) |
Same as above, but has an action scope. See "Action Scoping" for more information. |
deprecated("ver") |
If accessed, a script warning will occur on load if the archive version is greater than ver. |
vararg |
Method doesn't type-check arguments after ... . Only usable internally. |
native |
Method is from the engine. Only usable internally. |
version("ver") |
Restricted to ZScript version ver or higher. |
Concepts
Action Scoping
On classes derived from Actor, states and methods can be scoped to a certain subset of uses. This is mainly to differentiate actions which take place in inventory items and weapons, and actions which take place in the actual game map. The available scopes are:
Name | Description |
---|---|
actor |
Actions are called from an actual map object. |
overlay |
Actions are called from a weapon overlay. |
weapon |
Actions are called from a weapon. |
item |
Actions are called from an inventory item. |
Object Scoping
Most objects are subject to object scoping, which restricts the way data can be used in certain contexts. This is to ensure that the playsim does not get changed by the UI, for instance, or that the playsim doesn't read from the UI and break network synchronization. In other words, it is to prevent a multitude of errors that arise when data is modified or read from the wrong places.
There are three scopes in ZScript: Play, UI, and Data (also known as "clearscope.") The Play scope is used for objects that are part of the game simulation and interact with the world in some way or another, while the UI scope is for objects that have no correlation with the world besides perhaps reading information from it. The Data scope is shared between the two, and must be used carefully.
Here is a chart of data access possibilities for each scope:
Data scope | Play scope | UI scope | |
---|---|---|---|
From Data context | Read/write | Read-only | No access |
From Play context | Read/write | Read/write | No access |
From UI context | Read/write | Read-only | Read/write |
Format String
A format string is a string that specifies the format of a conversion from arbitrary data to a contiguous character string. A format string contains normal characters and conversion specifiers. See this page for more information. Differences between C's printf
and ZScript formats include:
- Since there's no
char
type,int
is used for%c
. %s
also works forname
.- No
%n
specifier. - An additional conversion specifier
%B
exists which converts a number to binary. - An additional conversion specifier
%H
exists which works like%g
but automatically selects the smallest precision.
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.
Type symbols
Integer and floating-point types have symbols which can be accessed through typename.name
. Here is a list of them.
Integer types
-
Min
Minimum value of type.
-
Max
Maximum value of type.
Floating-point types
-
Min_Normal
Minimum value of type.
-
Max
Maximum value of type.
-
Epsilon
ε value of type.
-
NaN
Not-a-Number value of type.
-
Infinity
∞ value of type.
-
Min_Denormal
Minimum positive subnormal value of type.
-
Dig
Number of decimal digits in type.
-
Min_Exp
Minimum exponent bits value of type.
-
Max_Exp
Maximum exponent bits value of type.
-
Mant_Dig
Number of mantissa bits in type.
-
Min_10_Exp
Minimum exponent of type.
-
Max_10_Exp
Maximum exponent of type.
Globals
Global functions
Class handling
Type New(class typename = ThisClass);
Type GetDefaultByType(TypeName);
-
New
Typically spelled lowercase (
new
), creates an object with typetypename
. Defaults to using the class of the calling object. -
GetDefaultByType
Gets the default value of any built-in type.
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.
int Random(int min = 0, int max = 255);
int Random2(uint mask = uint.max);
int RandomPick(int...);
double FRandom(double min, double max);
double FRandomPick(double...);
void SetRandomSeed(uint num);
-
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 (ie. 3, 7, 15, 31, 63, 127, 255...) -
RandomPick
Returns one of the provided parameters randomly.
-
FRandom
Returns a random float between
min
andmax
. -
FRandomPick
Same as
RandomPick
, but with floats. -
SetRandomSeed
Sets the seed of the RNG table to
num
.
Math
Type Min(Type n, Type minimum);
Type Max(Type n, Type maximum);
Type Clamp(Type n, Type minimum, Type maximum);
Type Abs(Type n);
double ATan2(double y, double x);
double VectorAngle(double x, double y);
uint BAM(double angle);
-
Min
Returns
n
ifn
is more thanminimum
, orminimum
. -
Max
Returns
n
ifn
is less thanmaximum
, ormaximum
. -
Clamp
Returns
n
ifn
is more thanminimum
and less thanmaximum
, or either of those values if it is not. -
Abs
Returns
|n|
(absolute ofn
.) -
ATan2
Computes the arctangent of
y / x
using the arguments' signs to determine the correct quadrant. -
VectorAngle
Same as
ATan2
, but with arguments reversed. -
BAM
Returns a byte angle of
angle
(degrees * (0x40000000 / 90.0)
.)
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_FastMonsters
SKILLP_Respawn
SKILLP_RespawnLimit
SKILLP_DisableCheats
SKILLP_AutoUseHealth
SKILLP_SpawnFilter
SKILLP_EasyBossBrain
SKILLP_ACSReturn
SKILLP_NoPain
SKILLP_EasyKey
SKILLP_SlowMonsters
SKILLP_Infight
SKILLP_PlayerRespawn
-
G_SkillPropertyFloat
Returns a skill property.
p
may be:Name SKILLP_AmmoFactor
SKILLP_DropAmmoFactor
SKILLP_ArmorFactor
SKILLP_HealthFactor
SKILLP_DamageFactor
SKILLP_Aggressiveness
SKILLP_MonsterHealth
SKILLP_FriendlyHealth
-
G_PickDeathmatchStart
Returns the position and angle of a random deathmatch start location.
-
G_PickPlayerStart
Returns the position and angle of a player start for player
pnum
.flags
may be:Name Description PPS_FORCERANDOM
Always randomly picks a random player spawn for this player. PPS_NOBLOCKINGCHECK
Does not check if an object is blocking the player spawn.
Sound
void S_Sound(sound sound_id, int channel, float volume = 1, float attenuation = ATTN_NORM);
void S_PauseSound(bool notmusic, bool notsfx);
void S_ResumeSound(bool notsfx);
bool S_ChangeMusic(string music_name, int order = 0, bool looping = true, bool force = false);
float S_GetLength(sound sound_id);
void SetMusicVolume(float vol);
-
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_WEAPON
For weapon noises. CHAN_VOICE
For player grunts. CHAN_ITEM
For item pickups. CHAN_BODY
For footsteps and generally anything else. CHAN_5
Extra sound channel. CHAN_6
Extra sound channel. CHAN_7
Extra sound channel. channel
may also have the following flags OR'd onto it:Name Description CHAN_LISTENERZ
Sound ignores height entirely, playing at the listener's vertical position. CHAN_MAYBE_LOCAL
Does not play sound to other players if the silent pickup compat flag is enabled. CHAN_UI
Does not record sound in savegames/demos. CHAN_NOPAUSE
Does not pause in menus or when S_PauseSound
is called.CHAN_LOOP
Continues playing the sound on loop until it is stopped manually. CHAN_NOSTOP
Does not start a new sound if the channel is already playing something. Additionally,
CHAN_PICKUP
is equivalent toCHAN_ITEM | CHAN_MAYBE_LOCAL
.attenuation
determines the dropoff distance of the sound. The higher the value, the quicker it fades. Constants include:Name Value Description 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 in SNDINFO. Default.ATTN_IDLE
1.001
Uses Doom's default sound attenuation. ATTN_STATIC
3
Drops off quickly, at around 512 units. -
S_PauseSound
Pauses music if
notmusic
is false and all game sounds ifnotsfx
is false. Used for instance in the time stop powerup. -
S_ResumeSound
Resumes playing music and, if
notsfx
is false, all game sounds as well.
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.
Static info
readonly array<class<Actor>> AllActorClasses;
readonly array<Team> Teams;
readonly array<PlayerClass> PlayerClasses;
readonly array<PlayerSkin> PlayerSkins;
play DehInfo DEH;
readonly GameInfoStruct GameInfo;
readonly textureid SkyFlatNum;
readonly FOptionMenuSettings OptionMenuSettings;
readonly Weapon WP_NOCHANGE;
-
AllActorClasses
As the name implies, an array of every actor class type reference.
-
Teams
An array of all teams. Maximum index is
Team.Max
. -
PlayerClasses
An array of all player classes as defined in MAPINFO/GameInfo and KEYCONF.
-
PlayerSkins
An array of all player skins as defined in SKININFO and S_SKIN.
-
DEH
TODO
-
GameInfo
TODO
-
SkyFlatNum
The texture ID for sky flats.
F_SKY1
by default in Doom. -
OptionMenuSettings
TODO
-
WP_NOCHANGE
A constant denoting that the weapon the player is currently holding shouldn't be switched from.
Game state
int ValidCount;
readonly bool AutomapActive;
play uint GameAction;
readonly int GameState;
readonly int GameTic;
readonly bool DemoPlayback;
readonly uint8 GlobalFreeze;
play LevelLocals Level;
-
ValidCount
Don't use this.
-
AutomapActive
true
if the automap is currently open on the client. Not deterministic. -
GameAction
Current global game action. May be one of:
Name Description ga_nothing
Does nothing. ga_loadlevel
Don't use this. ga_newgame
Don't use this. ga_newgame2
Don't use this. ga_recordgame
Don't use this. ga_loadgame
Don't use this. ga_loadgamehideicon
Don't use this. ga_loadgameplaydemo
Don't use this. ga_autoloadgame
Don't use this. ga_savegame
Don't use this. ga_autosave
Creates an autosave. ga_playdemo
Don't use this. ga_completed
Don't use this. ga_slideshow
Don't use this. ga_worlddone
Don't use this. ga_screenshot
Takes a screenshot. ga_togglemap
Toggles the automap. ga_fullconsole
Don't use this. -
GameState
Current global game state. May be one of:
Name Description GS_LEVEL
Inside a level. GS_INTERMISSION
Inbetween levels. GS_FINALE
Reading a cluster end text or at the end sequence. GS_DEMOSCREEN
Inside a level but watching a demo in the main menu. GS_FULLCONSOLE
Outside of a level, console only. GS_HIDECONSOLE
Outside of a level, console hidden (ie. main menu.) 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.
-
DemoPlayback
Watching a demo.
-
GlobalFreeze
TODO: I have no idea what the difference between this and
Level.Frozen
is. -
Level
All level info as defined in LevelLocals.
Client
KeyBindings Bindings;
KeyBindings AutomapBindings;
readonly Font SmallFont;
readonly Font SmallFont2;
readonly Font BigFont;
readonly Font ConFont;
readonly Font IntermissionFont;
readonly int CleanXFac;
readonly int CleanYFac;
readonly int CleanWidth;
readonly int CleanHeight;
readonly int CleanXFac_1;
readonly int CleanYFac_1;
readonly int CleanWidth_1;
readonly int CleanHeight_1;
ui int MenuActive;
ui int BackbuttonTime;
ui float BackbuttonAlpha;
ui BaseStatusBar StatusBar;
int LocalViewPitch;
-
Bindings
TODO
-
AutomapBindings
TODO
-
SmallFont
The
smallfnt
for the current game. -
SmallFont2
The alternate
smallfnt
. -
BigFont
The
bigfont
for the current game. -
ConFont
The console font.
-
IntermissionFont
The font used in intermission screens.
-
CleanXFac
TODO
-
CleanYFac
TODO
-
CleanWidth
TODO
-
CleanHeight
TODO
-
CleanXFac_1
TODO
-
CleanYFac_1
TODO
-
CleanWidth_1
TODO
-
CleanHeight_1
TODO
-
MenuActive
The current active menu state. One of:
Name Description Menu.Off
No active menu. Menu.On
Menu is open, game is paused. Menu.OnNoPause
Menu is opened, but the game is not paused. Menu.WaitKey
Menu is opened, waiting for a key for a controls menu binding. -
BackbuttonTime
The time until the back button starts fading out in menus.
-
BackbuttonAlpha
Alpha of the back button in menus.
-
StatusBar
TODO
-
LocalViewPitch
The pitch angle (in degrees) of
ConsolePlayer
's view. Not deterministic.
Players
readonly bool Multiplayer;
readonly int ConsolePlayer;
readonly int Net_Arbitrator;
play PlayerInfo Players[MAXPLAYERS];
readonly bool PlayerInGame[MAXPLAYERS];
-
Multiplayer
Game is networked.
-
ConsolePlayer
Number of the player running the client. Not deterministic.
-
Net_Arbitrator
Number of the player who initiated the game.
-
Players
PlayerInfo structs for each player.
-
PlayerInGame
true
if the player is currently in-game.
Built-in types
Object
The base class of all class
types.
class Object
{
bool bDestroyed;
class GetClass();
class GetParentClass();
string GetClassName();
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.
-
GetParentClass
Returns the class type of this object's parent class.
-
GetClassName
Returns a string representation of the class type of this object.
-
Destroy
Destroys this object. Do not use the object after calling this. References to it will be invalidated.
-
OnDestroy
Called when the object is collected by the garbage collector. Not deterministic.
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 Copy(array<Type> other);
void Move(array<Type> other);
uint Find(Type item) const;
uint Push(Type item);
bool Pop();
void Delete(uint index, int count = 1);
void Insert(uint index, Type item);
void ShrinkToFit();
void Grow(uint amount);
void Resize(uint amount);
uint Reserve(uint amount);
uint Max() const;
uint Size() const;
void Clear();
}
-
Copy
Copies another array's contents into this array.
-
Move
Moves another array's contents into this array.
-
Find
Finds the index of
item
in the array, orSize
if it couldn't be found. -
Push
Places
item
at the end of the array, callingGrow
if necessary. -
Pop
Deletes the last item in the array. Returns
false
if there are no items in the array. -
Delete
Deletes
count
object(s) atindex
. Moves objects after them into their place. -
Insert
Inserts
item
atindex
. Moves objects afterindex
to the right. -
ShrinkToFit
Shrinks the allocated array size
Max
toSize
. -
Grow
Ensures the array can hold at least
amount
new members. -
Resize
Changes the allocated array size to
amount
. Deletes members ifamount
is smaller thanSize
. -
Reserve
Adds
amount
new entries at the end of the array, increasingSize
. CallsGrow
if necessary. -
Max
Returns the allocated size of the array.
-
Size
Returns the amount of objects in the array.
-
Clear
Clears out the entire array.
Color
Colors simply store red, green, blue and alpha components.
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
struct String
{
static vararg string Format(string format, ...);
vararg void AppendFormat(string format, ...);
void Replace(string pattern, string replacement);
string Left(int len) const;
string Mid(int pos = 0, int len = int.max) const;
void Truncate(int newlen);
void Remove(int index, int amount);
string CharAt(int pos) const;
int CharCodeAt(int pos) const;
string Filter();
int IndexOf(string substr, int start = 0) const;
deprecated("3.5.1") int LastIndexOf(string substr, int end = int.max) const;
int RightIndexOf(string substr, int end = int.max) const;
void ToUpper();
void ToLower();
int ToInt(int base = 0) const;
double ToDouble() const;
void Split(out array<string> tokens, string delimiter, EmptyTokenType keepEmpty = TOK_KEEPEMPTY) const;
uint Length() const;
}
-
Format
Creates a string using a format string and any amount of arguments.
-
Replace
Replaces all instances of
pattern
withreplacement
in place. -
AppendFormat
Works like
Format
, but appends the result to the string. -
Left
Returns the first
len
characters as a new string. -
Mid
Returns
len
characters starting atpos
as a new string. -
Truncate
Truncates the string to
len
characters in place. -
Remove
Removes
amount
characters starting atindex
in place. -
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
. -
LastIndexOf
Broken. Use
RightIndexOf
instead. -
RightIndexOf
Returns the first index of
substr
starting from the right atend
. -
ToUpper
Converts all characters in the string to uppercase in place.
-
ToLower
Converts all characters in the string to lowercase in place.
-
ToInt
Interprets the string as a base
base
integer, guessing the base if it is0
. -
ToDouble
Interprets the string as a double precision floating point number.
-
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.
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 IsValid() const;
bool IsNull() const;
bool Exists() const;
void SetInvalid();
void SetNull();
}
-
IsValid
Checks if the texture index is not the invalid index (
-1
.) -
IsNull
Checks if the texture is the null index (
0
.) -
Exists
Checks if the texture exists within the texture manager at all.
-
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
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()
.
Level Data
Vertex
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 transparency.
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 Sector Sector;
readonly Line Linedef;
int16 Light;
uint8 Flags;
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);
int GetUDMFInt(name nm);
double GetUDMFFloat(name nm);
string GetUDMFString(name nm);
}
-
Sector
The sector this side belongs to.
-
Linedef
The line this side belongs to.
-
Light
The light level of this side.
-
Flags
Any combination of the following bit flags:
Name Description WALLF_ABSLIGHTING
Light is absolute instead of relative to the sector. WALLF_NOAUTODECALS
Don't attach decals to this surface. WALLF_NOFAKECONTRAST
Disables the "fake contrast" effect for this side. WALLF_SMOOTHLIGHTING
Applies a unique contrast at all angles. WALLF_CLIP_MIDTEX
Clips the middle texture when it goes under the floor or above the ceiling. WALLF_WRAP_MIDTEX
Repeats the middle texture infinitely on the vertical axis. WALLF_POLYOBJ
This sidedef belongs to a polyobject. WALLF_LIGHT_FOG
The wall's lighting will ignore fog effects. -
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.
-
GetUDMFInt
,GetUDMFFloat
,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
{
readonly Vertex V1, V2;
readonly vector2 Delta;
readonly Side Sidedef[2];
readonly double BBox[4];
readonly Sector FrontSector;
readonly Sector BackSector;
readonly uint PortalIndex;
readonly uint PortalTransferred;
int ValidCount;
uint Flags;
double Alpha;
uint Activation;
int LockNumber;
int Special;
int Args[5];
int Index();
bool Activate(Actor activator, int side, int type);
bool RemoteActivate(Actor activator, int side, int type, vector3 pos);
bool IsLinePortal();
bool IsVisualPortal();
Line GetPortalDestination();
int GetUDMFInt(name nm);
double GetUDMFFloat(name nm);
string GetUDMFString(name nm);
}
-
V1
,V2
Returns the start and end points of this line segment, respectively.
-
Delta
Equivalent to
V2 - V1
. -
Sidedef
The front and back sides of this line, 0 and 1 respectively. The aliases
Line.Front
andLine.Back
are provided as well. -
BBox
The top, bottom, left and right of the line, respective to array index.
-
FrontSector
,BackSector
The sector of the front and back sides of this line.
-
PortalIndex
TODO
-
PortalTransferred
TODO
-
ValidCount
Don't use this.
-
Flags
Any combination of the following bit flags:
Name Description ML_BLOCKING
Line is solid and blocks everything but projectiles and hitscans. ML_BLOCKMONSTERS
Line blocks non-flying monsters. ML_BLOCKPROJECTILE
Line blocks projectiles. ML_BLOCKHITSCAN
Line blocks hitscans. ML_BLOCK_FLOATERS
Line blocks flying monsters. ML_BLOCK_PLAYERS
Line blocks players. ML_BLOCKEVERYTHING
Line blocks everything. ML_BLOCKUSE
Line blocks use actions. ML_BLOCKSIGHT
Line blocks line of sight. ML_TWOSIDED
Line has a back side. ML_CLIP_MIDTEX
Applies WALLF_CLIP_MIDTEX
to both sides.ML_WRAP_MIDTEX
Applies WALLF_WRAP_MIDTEX
to both sides.ML_DONTPEGTOP
Upper texture is un-pegged on both sides. ML_DONTPEGBOTTOM
Lower texture is un-pegged on both sides. ML_ADDTRANS
Middle textures are drawn with additive translucency on both sides. ML_SECRET
Line will be shown as one-sided on the automap. ML_DONTDRAW
Never shown on the automap. ML_MAPPED
Always shown on the automap. ML_SOUNDBLOCK
Blocks sound propogation after two lines with this flag. ML_ZONEBOUNDARY
Unknown. (TODO) ML_REPEAT_SPECIAL
Special may be activated multiple times. ML_MONSTERSCANACTIVATE
Monsters may activate this line. ML_CHECKSWITCHRANGE
Checks the activator's vertical position as well as horizontal before activating. ML_RAILING
Unknown. (TODO) ML_3DMIDTEX
Middle texture can be collided with and walked on as if it were a thin sector. ML_3DMIDTEX_IMPASS
Unknown. (TODO) ML_FIRSTSIDEONLY
Unknown. (TODO) -
Alpha
Alpha of the middle texture on both sides.
-
Activation
TODO
-
LockNumber
TODO
-
Special
Number of the special action to be executed when this line is activated.
-
Args
Arguments of the line's special action.
-
Index
Returns the index of this line.
-
Activate
TODO
-
RemoteActivate
TODO
-
IsLinePortal
TODO
-
IsVisualPortal
TODO
-
GetPortalDestination
TODO
-
GetUDMFInt
,GetUDMFFloat
,GetUDMFString
Gets a named UDMF property attached to this linedef.
Sector
TODO
SectorPortal
TODO
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.
LevelLocals
TODO
struct LevelLocals
{
// Map data
array<Sector> Sectors;
array<Line> Lines;
array<Side> Sides;
readonly array<Vertex> Vertexes;
internal array<SectorPortal> SectorPortals;
// Stats
int Total_Secrets;
int Found_Secrets;
int Total_Items;
int Found_Items;
int Total_Monsters;
int Killed_Monsters;
// Time
readonly int Time;
readonly int MapTime;
readonly int TotalTime;
readonly int StartTime;
readonly int ParTime;
readonly int SuckTime;
// Map sequencing
readonly int Cluster;
readonly int ClusterFlags;
readonly int LevelNum;
readonly string LevelName;
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 Gravity;
play double AirControl
play double AirFriction;
play int AirSupply;
// State
bool AllMap;
bool Frozen;
// Static info
string F1Pic;
readonly double TeamDamage;
readonly bool NoInventoryBar;
readonly bool MonstersTelefrag;
readonly bool ActOwnSpecial;
readonly bool SndSeqTotalCtrl;
readonly bool MissilesActivateImpact;
readonly bool MonsterFallingDamage;
readonly bool CheckSwitchRange;
readonly bool PolyGrind;
readonly bool NoMonsters;
readonly bool AllowRespawn;
readonly bool Infinite_Flight;
readonly bool No_Dlg_Freeze;
readonly int FogDensity;
readonly int OutsideFogDensity;
readonly int SkyFog;
readonly float PixelStretch;
string GetUDMFString(int type, int index, name key);
int GetUDMFInt(int type, int index, name key);
double GetUDMFFloat(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 SetInterMusic(string nextmap);
string FormatMapName(int mapnamecolor);
string GetChecksum() const;
void ChangeSky(textureid sky1, textureid sky2);
string TimeFormatted(bool totals = false);
bool IsJumpingAllowed() const;
bool IsCrouchingAllowed() const;
bool IsFreelookAllowed() const;
static void GiveSecret(Actor activator, bool printmsg = true, bool playsound = true);
static void StartSlideshow(name whichone = 'none');
static void WorldDone();
static void RemoveAllBots(bool fromlist);
static clearscope vector2 Vec2Diff(vector2 v1, vector2 v2);
static clearscope vector3 Vec3Diff(vector3 v1, vector3 v2);
static clearscope vector3 SphericalCoords(vector3 viewpoint, vector3 targetPos, vector2 viewAngles = (0, 0), bool absolute = false);
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 Vec3Offset(vector3 pos, vector3 dir, bool absolute = false);
}
Players
PlayerInfo
TODO
PlayerClass
A player class as defined in either MAPINFO/GameInfo or KEYCONF.
struct PlayerClass
{
class<Actor> Type;
uint Flags;
array<int> Skins;
bool CheckSkin(int skin);
void EnumColorsets(out array<int> data);
name GetColorsetName(int setnum);
}
-
Type
The class type reference for this player class.
-
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.
-
CheckSkin
Checks if
skin
is inSkins
. -
EnumColorsets
TODO
-
GetColorsetName
TODO
PlayerSkin
A player skin as defined in SKININFO or S_SKIN.
struct PlayerSkin
{
string SkinName;
string Face;
uint8 Gender;
uint8 Range0Start;
uint8 Range0End;
bool OtherGame;
vector2 Scale;
int Sprite;
int CrouchSprite;
int NameSpc;
}
-
SkinName
Name of the skin.
-
Face
Prefix for statusbar face graphics.
-
Gender
Default gender of the skin (0 for male, 1 for female, 2 for other.)
-
Range0Start
The beginning of the translation range to be used for changing the player sprite's color.
-
Range0End
The end of the translation range to be used for changing the player sprite's color.
-
OtherGame
The player skin is made for another game and needs to be color remapped differently.
-
Scale
The scaling factor used for the player sprite.
-
Sprite
The sprite ID for this skin.
-
CrouchSprite
The crouching sprite ID for this skin.
-
NameSpc
If this skin was defined in S_SKIN, this refers to the marker lump itself.
Team
A team as defined in TEAMINFO.
struct Team
{
const NoTeam;
const Max;
string mName;
}
-
NoTeam
A constant index for a player with no team.
-
Max
The maximum number of teams.
-
mName
The name of the team.
Weapons
Weapon
TODO
Drawing
Font
A font as defined in FONTDEFS or a ZDoom or bitmap font file.
struct Font
{
static int FindFontColor(name color);
static Font FindFont(name fontname);
static Font GetFont(name fontname);
int GetCharWidth(int code);
int StringWidth(string code);
int GetHeight();
string GetCursor();
BrokenLines BreakLines(string text, int maxlen);
}
-
FindFontColor
Returns the color range enumeration for a named color.
-
FindFont
Gets a font as defined in FONTDEFS.
-
GetFont
Gets a font either as defined in FONTDEFS or a ZDoom/bitmap font.
-
GetCharWidth
Returns the width in pixels of a character code.
-
StringWidth
Returns the width in pixels of the string.
-
GetHeight
Returns the line height of the font.
-
GetCursor
Returns the string used as a blinking cursor graphic for this font.
-
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
.
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();
int StringWidth(int line);
string StringAt(int line);
}
-
Count
Returns the amount of lines in this container.
-
StringWidth
Returns the width (in pixels) of line
line
. -
StringAt
Returns the text of line
line
.
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 void ReplaceTextures(string from, string to, int flags);
static string GetName(textureid tex);
static int, int GetSize(textureid tex);
static vector2 GetScaledSize(textureid tex);
static vector2 GetScaledOffset(textureid tex);
static int CheckRealHeight(textureid tex);
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_Wall
Returns any composited wall texture, ie. STARTAN2
.TexMan.Type_Flat
Returns any flat, ie. FLOOR0_1
.TexMan.Type_Sprite
Returns a sprite, ie. MEDIA0
.TexMan.Type_WallPatch
Returns an uncomposited patch, ie. DOOR2_1
.TexMan.Type_Build
Returns a tile from a BUILD TILES entry. TexMan.Type_SkinSprite
Unknown. (TODO) TexMan.Type_Decal
Unknown. (TODO) TexMan.Type_MiscPatch
Unknown. (TODO) TexMan.Type_FontChar
Unknown. (TODO) TexMan.Type_Override
Unknown. (TODO) TexMan.Type_Autopage
Returns an automap background graphic. (TODO: needs example) TexMan.Type_SkinGraphic
Unknown. (TODO) TexMan.Type_Null
Returns the null graphic. Ignores name
.TexMan.Type_FirstDefined
Unknown. (TODO) flags
may be any of the following combined (with the bitwise OR operator|
:)Name Description TexMan.TryAny
Default. Unknown. (TODO) TexMan.Overridable
Unknown. (TODO) TexMan.ReturnFirst
Unknown. (TODO) TexMan.AllowSkins
Unknown. (TODO) TexMan.ShortNameOnly
Will force use of a short name when searching. TexMan.DontCreate
Will never create a new texture when searching. -
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_MIDDLE
Filters out linedef middle textures. TexMan.NOT_TOP
Filters out linedef upper textures. TexMan.NOT_FLOOR
Filters out floor flats. TexMan.NOT_CEILING
Filters out ceiling flats. TexMan.NOT_WALL
Filters out any linedef texture. TexMan.NOT_FLAT
Filters out any flat texture. -
GetName
Returns the original name of a
textureid
. -
GetSize
Returns the width and height of a
textureid
. -
GetScaledSize
TODO
-
GetScaledOffset
TODO
-
CheckRealHeight
TODO
-
SetCameraToTexture
Sets the camera texture (as defined in ANIMDEFS)
texture
to the viewpoint ofviewpoint
with a fov offov
.