WRENCH.gif HEXEN - ACS / Specifications (ZDOOM also)

HEXEN Specs v1.00

The Official Hexen Technical Specs Author: Ben Morris

Additional information & corrections by Jack Vermeulen,

Information from Raven provided by Ben Gokey

[Disclaimer]

The text contained in this document is for informational purposes only. If you decide to use this I information in any way, neither id Software, Raven Software, Ben Morris, nor SBS can be held responsible for any damages or losses (including, but not limited to: dismembered bodily parts, telefrags and lack of sleep) incurred by this information's use. Although this is an "Official" specification, some of the information contained within might be old, or just plain typed in wrong. You have been warned. !!!

The script specifications also apply to ZDOOM in HEXEN mode. The HEXEN specific THINGS are replaced by ZDOOM/DOOM things. Refer to ZDOOM for the names. There are a few added ACS features in ZDOOM that are not in HEXEN. This document only lists the HEXEN features.

Table of Contents

1. About this Document

2. Definitions used in this File

3. Introduction to Hexen

4. Hexen Data Structures

5. Hexen Script Language

6. Flats with special properties

7. The MAPINFO lump

8. PolyObjects

9. List of Spawnable Objects

10. List of Activateable/Deactivateable Objects

11. List of THINGS that require arguments

12. Sector Specials

13. Action Specials

14. Sector Sounds for ChangeSectorSound() special

15. Sounds for ThingSound() (added)

16. Key Numbers

  1. About This Document

This file was written for those who are interested in the inner workings of Hexen. It doesn't contain playing tips or information on how to get Hexen working on your system.

You can also refer to the online Help in DeePsea for further reference to basic definitions.

  1. Definitions used in this File

Angle [0..255] Used in "angle" parameters to Special types:

0 East 32 Northeast

64 North 96 Northwest

128 West 160 Southwest

192 South 224 Southeast

Tics : Time unit of length 1/35 second. So, 35 tics = 1 second.

Octics : Time unit of length 8 tics. So, 8 octics = 1 second.

  1. Introduction to Hexen

Hexen is the sequel to Heretic, Raven Software's first collaboration with id Software.

Hexen's major difference from Heretic and DOOM is its programmability. Hexen features a powerful script language that can be used to create a wide variety of in-game effects such as traps, puzzles and even earthquakes!

  1. Hexen Data Structures

This section outlines the format of the new data blocks in a Hexen map - the LINEDEF and THING structures. These structures have changed from the versions used in DOOM and Heretic [see DOOM Specs ref and DeePsea help].

The Hexen LINEDEF structure

Offset Size Meaning

0 word the line's start-vertex

2 word the line's end-vertex

4 word line flags (see below)

6 byte special type (see [Specials])

7 5 bytes special arguments

12 word the line's right sidedef number

14 word the line's left sidedef number

Line Flags

The following flags are starred with an asterisk if they're new for Hexen:

Bits Meaning when Set

0 impassable - the line cannot be crossed.

1 impassable to monsters only.

2 two-sided

3 upper texture is unpegged (drawn from top-down)

4 lower/middle texture is unpegged (drawn from bottom-up)

5 secret - the line appears as impassable on the automap.

6 sound can't travel through the line for monsters' ears.

7 never draw the line on the auto-map, even with the map cheat enabled.

8 the line is always drawn on the auto-map, even if it hasn't been seen by the player.

* 9 the line's special ([3-1]) is repeatable, ie: it can be activated more than once.

* 10..12 the line's special activation, ie: how the special is activated.

Value Activated when...

0 Player crosses the line

  1. Player uses the line with the use key

  2. Monster crosses the line

  3. Projectile impacts the wall

  4. Player pushes the wall

  5. Projectile crosses the line

To get the special activation, use the following formula:

activation := (line.flags BITAND 0x1C00) BITSHIFTRIGHT 10

The Hexen THING structure

Offset Size Meaning

* 0 word thing ID - used in scripts and specials to identify a THING or a set of THINGs.

2 word x-position on the map

4 word y-position on the map

* 6 word starting altitude on the map - the THING is created at this altitude above the floor of the sector it's in when the map is entered, and is immediately subjected to gravity.

8 word the angle the thing is facing when the map is entered.

10 word the thing type (see below)

* 12 word thing flags (see below)

14 byte special type (see [Specials]). a thing's special is activated when the thing is killed (Monster), destroyed (Tree, Urn, etc.), or picked up (Artifact, Puzzle Piece.)

15 5 bytes special arguments, 1 byte each

Thing Flags

The following flags are starred with an asterisk if they're new for Hexen:

Bits Meaning when Set

0 the thing appears on the Easy skill settings (1-2)

1 the thing appears on the Normal skill setting (3)

2 the thing appears on the Hard skill settings (4-5)

3 the thing is deaf - it sits around until it's hurt, or until it sees a player.

* 4 the thing is dormant - it never wakes up until it's activated using the Thing_Activate() special.

* 5 the thing appears for the Fighter class.

* 6 the thing appears for the Cleric class.

* 7 the thing appears for the Mage class.

* 8 the thing appears in single-player games.

* 9 the thing appears in cooperative games.

* 10 the thing appears in deathmatch games.

Each "thing appears" flag must be set for each condition under which the thing is to appear. For multi-player games involving more than one class, a thing that is set for one of the classes involved will also appear for the other two classes in the game.

For example, if you set the three pieces of the Fighter's sword to appear for only the Fighter (bit 5 is set) and in Deathmatch (bit 10 is set), if a Mage or a Cleric is also playing, the pieces of the sword will be visible to them, too.

Thing Types

Creatures as well as some objects can be activated and/or deactivated with the ThingActivate and ThingDeactivate line specials.

Creatures will freeze when deactivated and resume when activated. Activation can also be used to bring a "dormant" creature to life.

If a creature has a special, that special will be activated upon its death. Also, if the creature is teleported away using the banishment device (teleport other), the special will be activated and then removed from the

creature.

[ Sorted list created by SBS, original was hard to find stuff in ]

Type Name

1 Player_1_start

2 Player_2_start

3 Player_3_start

4 Player_4_start

5 Z_WingedStatue

6 ZC_Rock1

7 ZC_Rock2

9 ZC_Rock3

10 2C_SerpentStaff

11 Player_Deathmatch

12 4F_3Blade

13 4F_2Crosspiece

14 Player_TeleportSpot

15 ZC_Rock4

16 4F_1Hilt

17 Z_Chandelier

18 4C_3Arc

19 4C_2Cross

20 4C_1Shaft

21 4M_3Skull

22 4M_2Stub

23 4M_1Stick

24 ZF_TreeDead

25 ZF_TreeDestructible

26 ZS_Tree2

27 ZS_Tree1

28 ZF_StumpBurned

29 ZF_StumpBare

30 A_Porkelator

31 C_Demon

32 A_HealingComplete (Urn)

33 A_Torch

34 C_Wraith

36 A_ChaosDevice

37 ZS_Stump1

38 ZS_Stump2

39 ZF_ShroomLarge1

40 ZF_ShroomLarge2

41 ZC_ShroomLarge3

42 ZC_ShroomSmall1

44 ZC_ShroomSmall2

45 ZC_ShroomSmall3

46 ZF_ShroomSmall1

47 ZF_ShroomSmall2

48 ZC_Stalagmite_Pillar

49 ZC_StalagmiteLarge

50 ZC_StalagmiteMedium

51 ZC_StalagmiteSmall

52 ZC_StalactiteLarge

53 2M_ConeOfShards

54 Z_Wall_Torch_Lit

55 Z_Wall_Torch_Unlit

56 ZC_StalactiteMedium

57 ZC_StalactiteSmall

58 ZS_Moss1

59 ZS_Moss2

60 ZS_Vine

61 ZG_CorpseKabob

62 ZG_CorpseSleeping

63 ZG_TombstoneRIP

64 ZG_TombstoneShane

65 ZG_TombstoneBigCross

66 ZG_TombstoneBrianR

67 ZG_TombstoneCrossCircle

68 ZG_TombstoneSmallCross

69 ZG_TombstoneBrianP

71 ZG_CorpseHanging

72 ZP_GargPortalTall

73 ZP_GargIceTall

74 ZP_GargPortalShort

76 ZP_GargIceShort

77 Z_Banner

78 ZF_TreeLarge1

79 ZF_TreeLarge2

80 ZF_TreeGnarled1

81 A_HealingWimpy (Vial)

82 A_HealingHefty (Flask)

83 A_WingsOfWrath

84 A_IconOfDefender

86 A_DarkServant

87 ZF_TreeGnarled2

88 ZS_Log

89 ZI_IcicleLarge

90 ZI_IcicleMedium

91 ZI_IcicleSmall

92 ZI_IcicleTiny (missing in spec)

93 ZI_IceSpikeLarge

94 ZI_IceSpikeMedium

95 ZI_IceSpikeSmall

96 ZI_IceSpikeTiny (missing in spec)

97 ZW_RockBrownLarge

98 ZW_RockBrownSmall

99 ZW_RockBlack

100 ZM_Rubble1

101 ZM_Rubble2

102 ZM_Rubble3

103 Z_VasePillar

104 ZM_Pot1

105 ZM_Pot2

106 ZM_Pot3

107 C_Centaur

108 ZG_CorpseLynched

109 ZG_CorpseNoHeart

110 ZG_CorpseSitting

111 ZG_BloodPool

113 Spawn_Leaf

114 C_Bishop

115 C_CentaurLeader

116 Z_TwinedTorch

117 Z_TwinedTorch_Unlit

118 Z_GlitterBridge

119 Z_Candle

120 C_SerpentLeader

121 C_Serpent

122 Mana_1

123 3F_Hammer

124 Mana_2

140 Z_TeleportSmoke

254 C_Dragon (Death Wyvern)

1400 SS_Stone

1401 SS_Heavy

1402 SS_Metal

1403 SS_Creak

1404 SS_Silent

1405 SS_Lava

1406 SS_Water

1407 SS_Ice

1408 SS_EarthCrack

1409 SS_Metal2

1410 SE_Wind

3000 PO_Anchor

3001 PO_StartSpot

3002 PO_StartSpot_Crush

8000 A_Repulsion

8002 A_BootsOfSpeed

8003 A_BoostMana

8004 ManaCombined

8005 Ar_Armor

8006 Ar_Shield

8007 Ar_Helmet

8008 Ar_Amulet

8009 3C_Firestorm

8010 2F_Axe

8020 C_IceGuy

8030 K_SteelKey

8031 K_CaveKey

8032 K_AxeKey

8033 K_FireKey

8034 K_EmeraldKey (was CastleKey)

8035 K_DungeonKey

8036 K_SilverKey

8037 K_RustyKey

8038 K_WasteKey

8039 K_SwampKey

8040 3M_Lightning

8041 A_Bracers

8042 Z_FireBull

8043 Z_FireBull_Unlit

8044 ZP_GargCorrode

8045 ZP_GargLavaDrkTall

8046 ZP_GargLavaBrtTall

8047 ZP_GargBrnzTall

8048 ZP_GargStlTall

8049 ZP_GargLavaDrkShort

8050 ZP_GargLavaBrtShort

8051 ZP_GargBrnzShort

8052 ZP_GargStlShort

8060 Z_FireSkull

8061 Z_BrassBrazier

8062 ZF_DestructibleTree

8063 Z_Chandelier_Unlit

8064 Z_ArmorSuit

8065 Z_Bell

8066 Z_BlueCandle

8067 ZG_IronMaiden

8068 ZF_Hedge

8069 Z_Cauldron

8070 Z_Cauldron_Unlit

8071 Z_Chain32

8072 Z_Chain64

8073 Z_ChainHeart

8074 Z_ChainLHook

8075 Z_ChainSHook

8076 Z_ChainSpikeBall

8077 Z_ChainSkull

8080 C_Demon2

8100 Z_Barrel

8101 ZF_Shrub1

8102 ZF_Shrub2

8103 Z_Bucket

8104 ZF_ShroomBoom

8200 k_CastelKey (was K_GoldKey)

8500 ZM_LgStein

8501 ZM_SmStein

8502 ZM_CandleWeb

8503 ZM_SmCandle

8504 ZM_LgCandle

8505 ZM_GobletSpill

8506 ZM_GobletTall

8507 ZM_GobletSmall

8508 ZM_GobletSilver

8509 ZM_CleaverMeat

9001 X_MapSpot

9002 ZZ_Skull

9003 ZZ_BigGem

9004 ZZ_GemRed

9005 ZZ_GemGreen1

9006 ZZ_GemBlue1

9007 ZZ_Book1

9008 ZZ_Book2

9009 ZZ_GemGreen2

9010 ZZ_GemBlue2

9011 ZZ_WingedStatueNoSkull

9012 ZZ_GemPedestal

9013 X_MapSpotGravity

9014 ZZ_Skull2

9015 ZZ_FWeapon

9016 ZZ_CWeapon

9017 ZZ_MWeapon

9018 ZZ_Gear

9019 ZZ_Gear2

9020 ZZ_Gear3

9021 ZZ_Gear4

10000 Spawn_Fog

10001 Spawn_Fog_a

10002 Spawn_Fog_b

10003 Spawn_Fog_c

10011 C_Wraith2

10030 C_Ettin

10040 A_Banishment

10060 C_FireImp

10080 C_Heresiarch

10090 Spike_Down

10091 Spike_Up

10100 C_FighterBoss

10101 C_ClericBoss

10102 C_MageBoss

10110 A_Flechette

10120 A_HealRadius

10200 C_Korax

10225 Spawn_Bat

10500 Z_SmallFlame_Timed

10501 Z_SmallFlame_Permanent

10502 Z_LargeFlame_Timed

10503 Z_LargeFlame_Permanent

5. Hexen Script Language

The Hexen Script Language is called the "Action Code Script", or ACS.

Each map has an ACS file that contains the scripts specific to that map. The scripts within it are identified using numbers that the general special ACS_Execute() uses.

A script itself can call the ACS_Execute() special, which will spawn (start) another script that will run concurrently (at the same time) with the rest of the scripts.

A script can also be declared as OPEN, which will make it run automatically upon entering the map. This is used for perpetual type effects, level initialization, etc.

The compiler takes the ACS file and produces and object file that is the last lump in the map WAD (BEHAVIOR).

To create a compiled ACS file from a text script from DOS type:

C:\HEXEN > ACS filename [enter]

(See Note below)

The output of ACS produces 'filename.o' from 'filename.acs'. The contents of this output file (filename.o) can be directly used as the BEHAVIOR lump of the map it's to be used with.

SBS Note : DeePsea and other editors directly integrate seamless support for the ACS compiler without having to exit to DOS. The new behavior Lump can be directly saved with no additional steps required. There are 2 examples of scripts. One is SCRIPTS.ACS and the other is HEXENTUT.ACS, with corresponding PWAD files.

In DeePsea, select "Compile Script" from the F6 HEXEN development menu.

Script Shared Structure

Map scripts should start with #include "common.acs", which is just...

#include "specials.acs"

#include "defs.acs"

#include "wvars.acs"

The file "specials.acs" defines all the general specials. These are used within scripts just like function calls. The file "defs.acs" defines a bunch of constants that are used by the scripts. The file "wvars.acs"

defines all the world variables. It needs to be included by all maps so they use consistent indexing.

Variables and their Scope

There is only one data type ACS, a 4 byte integer. Use the keyword int to declare an integer variable. You may also use the keyword str, it is synonymous with int. It's used to indicate that you'll be using the variable as a string. The compiler doesn't use string pointers, it uses string handles, which are just integers.

Declaring a variable

There are two "types" of variables:

  1. "str"

  2. "int":

examples:

str mystring;

int myint;

or:

str texture, sound;

int i, tid;

* Note: You can't assign a variable in its declaration; you must give it a value in a different expression.

The SCOPE of a variable is one of the following:

1. World-scope

2. Map-scope,

3. Script-scope.

  1. World-scope

World-scope variables are global, and can be accessed in any map. Hexen maintains [n] permanent globals, numbered 0-[n-1]. You must assign one of the globals a name in order to access it, like this:

world int 5:Grunt;

This tells Hexen to reference world global number 5 whenever it encounters the name "Grunt".

  1. Map-scope

Map-scope variables are local to the current map. They must be declared outside of any script code, but without the world keyword. These variables can't be accessed in any other map.

Script-scope variables are local to the current script - they can't be accessed by any other script or map.

Here's some code that shows the declaration of all three scopes:

world int 3:DungeonAccess; // World-scope

int mapTimer; // Map-scope

script 4 (void)

{

int x, y; // Script-scope

...

}

Language Structure

Here is a quick reference manual type definition of the language. It ends with a description of all the internal functions.

Keywords

The following identifiers are reserved for use as keywords, and may not be used otherwise:

break

case

const

continue

default

define

do

else

goto

if

include

int

open

print

printbold

restart

script

special

str

suspend

switch

terminate

until

void

while

world

Comments

Comments are ignored by the script compiler. There are two forms:

1. /*...you comment... */

All information between the first /* and last */ is ignored.

The leading /* and trailing */ are required.

2. //

All information past the // is ignored

examples:

/*

This is a comment.

*/

int a; // And this is a comment

World-variable definitions

world int <constant-expression> : <identifier> ;

world int <constant-expression> : <identifier> , ... ;

Map-variable definitions

Declares a variable local to the current map.

int <identifier> ;

str <identifier> ;

int <identifier> , ... ;

Include Directive

Includes the source of the specified file and compiles it. This acts the same as if you have "included" the source in the file it resides in. Use this to make a common reference set of code you use often.

#include <string-literal>

The supplied required includes shown earlier are an illustration:

#include "specials.acs"

#include "defs.acs"

#include "wvars.acs"

Define Directive

Replaces an identifier with a constant expression.

#define <identifier> <constant-expression>

Whenever "identifier" is used in the source, the "constant-expression" is substituted. This is similar to a macro or keyboard short-cut.

Constant Expressions

<integer-constant>:

decimal 200

hexadecimal 0x00a0, 0x00A0

fixed point 32.0, 0.5, 103.329

any radix <radix>_digits :

binary 2_01001010

octal 8_072310

decimal 10_50025

hexadecimal 16_00a03f2

String Literals

<string-literal>: "string"

Example : "Hello there"

Script Definitions

To define a script:

<script-definition>:

script <constant-expression> ( <arglist> ) { <statement> }

script <constant-expression> OPEN { <statement> }

For example:

script 10 (void) { ... }

script 5 OPEN { ... }

* Note that OPEN scripts do not take arguments.

Statements

<statement>:

<declaration-statement>

<assignment-statement>

<compound-statement>

<switch-statement>

<jump-statement>

<selection-statement>

<iteration-statement>

<function-statement>

<linespecial-statement>

<print-statement>

<control-statement>

Declaration Statements

Declaration statements create script variables.

<declaration-statement>:

int <variable> ;

int <variable> , <variable> , ... ;

Assignment Statements

Assigns an expression to a variable.

<assignment-statement>:

<variable> <assignment-operator> <expression> ;

<assignment-operator>:

=

+=

-=

*=

/=

%=

* Note: An assignment of the form V <op>= E is equivalent to V = V <op> E.

For example:

A += 5; is the same as

A = A + 5;

Compound Statements

<compound-statement>:

{ <statement-list> }

<statement-list>:

<statement> <statement> <...>

Switch Statements

A switch statement evaluates an integral expression and passes control to the code following the matched case.

<switch-statement>:

switch ( <expression> ) { <labeled-statement-list> }

<labeled-statement>:

case <constant-expression> : <statement>

default : <statement>

Example:

switch (a)

{

case 1: // when a == 1

b = 1; // .. this is executed,

break; // and this breaks out of the switch().

case 2: // when a == 2

b = 8; // .. this is executed,

// but there is no break, so it continues to the next

// case, even though a != 3.

case 3: // when a == 3

b = 666; // .. this is executed,

break; // and this breaks out of the switch().

default: // when none of the other cases match,

b = 777; // .. this is executed.

}

Note for C users:

While C only allows integral expressions in a switch

statement, ACS allows full expressions such as "a + 10".

Jump Statements

A jump statement passes control to another portion of the script.

<jump-statement>:

continue ;

break ;

restart ;

Iteration Statements

<iteration-statement>:

while ( <expression> ) <statement>

until ( <expression> ) <statement>

do <statement> while ( <expression> ) ;

do <statement> until ( <expression> ) ;

for ( <assignment-statement> ; <expression> ; <assignment-statement> )

<statement>

The continue, break and restart keywords can be used in an iteration statement:

- the continue keyword jumps to the end of the last <statement> in the iteration-statement. The loop continues.

- the break keyword jumps right out of the iteration-statement.

Function Statements

A function statement calls a Hexen internal-function, or a Hexen linespecial-function.

<function-statement>:

<internal-function> | <linespecial-statement>

<internal-function>:

<identifier> ( <expression> , ... ) ;

<identifier> ( const : <constant-expression> , ... ) ;

<linespecial-statement>:

<linespecial> ( <expression> , ... ) ;

<linespecial> ( const : <constant-expression> , ... ) ;

Print Statements

<print-statement>:

print ( <print-type> : <expression> , ... ) ;

printbold ( <print-type> : <expression> , ... ) ;

<print-type>:

s string

d decimal

c constant

Note : Some combinations of text cause playing errors. The text appear to be hard coded in the .EXE. If you have a strange error and have a "print" statement, remove the statement and see if the error still occurs. If it now works, change your text.

Selection Statements

<selection-statement>:

if ( <expression> ) <statement>

if ( <expression> ) <statement> else <statement>

Control Statements

<control-statement>:

suspend ; // suspends the script

terminate ; // terminates the script

Internal Functions

void tagwait(int tag);

----------------------

The current script is suspended until all sectors marked with

<tag> are inactive.

void polywait(int po);

---------------------------

The current script is suspended until the polyobj marked with

<po> is incactive.

void scriptwait(int script);

---------------------------------

The current script is suspended until the script specified by

<script> has terminated.

void delay(int ticks);

--------------------------

The current script is suspended for a time specified by <ticks>.

A tick represents one cycle from a 35Hz timer.

void changefloor(int tag, str flatname);

---------------------------------------------------

The floor flat for all sectors marked with <tag> is changed to

<flatname>.

void changeceiling(int tag, str flatname);

-----------------------------------------------------

The ceiling flat for all sectors marked with <tag> is changed to

<flatname>.

int random(int low, int high);

-------------------------------------

Returns a random number between <low> and <high>, inclusive. The

values for <low> and <high> range from 0 to 255.

int lineside(void);

-----------------------

Returns the side of the line the script was activated from. Use

the macros LINE_FRONT and LINE_BACK, defined in "defs.acs".

void clearlinespecial(void);

-----------------------------------

The special of the line that activated the script is cleared.

int playercount(void);

----------------------------

Returns the number of active players.

int gametype(void);

-------------------------

Returns the type of game being played:

GAME_SINGLE_PLAYER

GAME_NET_COOPERATIVE

GAME_NET_DEATHMATCH

int gameskill(void);

------------------------

Returns the skill of the game being played:

SKILL_VERY_EASY

SKILL_EASY

SKILL_NORMAL

SKILL_HARD

SKILL_VERY_HARD

Example:

int a;

a = gameskill();

switch( gameskill() )

{

case SKILL_VERY_EASY:

...

case SKILL_VERY_HARD:

...

}

int timer(void);

------------------

Returns the current leveltime in ticks.

void sectorsound(str name, int volume);

-----------------------------------------------------

Plays a sound in the sector the line is facing. <volume> has the

range 0 to 127.

void thingsound(int tid, str name, int volume);

------------------------------------------------------------

Plays a sound at all things marked with <tid>. <volume> has the

range 0 to 127. See section 15 for values.

void ambientsound(str name, int volume);

-------------------------------------------------------

Plays a sound that all players hear at the same volume. <volume> has

the range 0 to 127. See section 15 for values.

void soundsequence(str name);

------------------------------------------

Plays a sound sequence in the sector the line is facing.

int thingcount(int type, int tid);

----------------------------------------

Returns a count of things in the world. Use the thing type definitions

in defs.acs for <type>. Both <type> and <tid> can be 0 to force the

counting to ignore that information.

Examples:

// Count all ettins that are marked with TID 28:

c = thingcount(T_ETTIN, 28);

// Count all ettins, no matter what their TID is:

c = thingcount(T_ETTIN, 0);

// Count all things with TID 28, no matter what their type is:

c = thingcount(0, 28);

void setlinetexture(int line, int side, int position, str texturename);

--------------------------------------------------------------------------------------

Sets a texture on all lines identified by <line>. A line is identified by

giving it the special Line_SetIdentification in a map editor.

<side>:

SIDE_FRONT

SIDE_BACK

<position>:

TEXTURE_TOP

TEXTURE_MIDDLE

TEXTURE_BOTTOM

Examples:

setlinetexture(14, SIDE_FRONT, TEXTURE_MIDDLE, "ice01");

setlinetexture(3, SIDE_BACK, TEXTURE_TOP, "forest03");

void setlineblocking(int line, int blocking);

------------------------------------------------------

Sets the blocking (impassable) flag on all lines identified by <line>.

<blocking>:

ON

OFF

Example:

setlineblocking(22, OFF);

void setlinespecial(int line, int special, int arg1, int arg2, int arg3, int arg4, int arg5);

---------------------------------------------------------------------------------------------------------------

Sets the line special and args on all lines identified by <line>.

6. Flats with special properties

Lava Lava does damage

Water Makes things sink

Sludge Makes things sink

Ice Changes friction

7. The MAPINFO lump

This is a lump in the .WAD that gives attributes to each map. This entry

does not go with each map - there is only one MAPINFO lump in the entire

IWAD. If you include a MAPINFO lump in a PWAD, make sure it's got

information for all the possible maps the player will be entering.

map: Number and name of map [1..60]

warptrans: Actual map number in case maps are not sequential [1..60]

next: Map to teleport to upon exit of timed deathmatch [1..60]

cdtrack: CD track to play during level

cluster: Defines what cluster level belongs to

sky1: Default sky texture; followed by speed

sky2: Alternate sky displayed in Sky2 sectors ; followed by speed

doublesky: parallax sky: sky2 behind sky1

lightning: Keyword indicating use of lightning on the level

flashes from sky1 to sky2 (see also: IndoorLightning special)

fadetable: Lump Name of fade table {fogmap}

Example MapInfo entry:

map 1 "Winnowing Hall"

warptrans 1

next 2

cluster 1

sky1 SKY2 2 ; 2 is the sky scroll speed

sky2 SKY3 0 ; 0 means don't scroll sky

lightning

doublesky

cdtrack 13

Note on "next" integer (for timed deathmatches):

In normal gameplay, there is no linear fashion in which the game progresses from one level to another; you just go through a teleport somewhere on a level, and it takes you to somewhere on another level.

For -timer deathmatch, the game needs to know what level to proceed to because it isn't always just the next higher level.

A note about the WARPTRANS keyword: Maps are edited and named MAPxx, where xx is a number from 01 to 63. This is the number that is used from within scripts when a map is referred to, and by the MAP keyword in the MAPINFO lump.

However, the -warp option and the warping cheat use a different set of numbers. This different set of numbers is set by the WARPTRANS keyword. By default, the WARPTRANS value is set to the same number as the map.

Our designers starting making maps with numbers that had big gaps between them, and then made the scripts refer to these numbers, so we needed a way to pack all the map numbers into a continuous stream for the -warp option. Also, the accepted range for a WARPTRANS value is 1-31. Makes it easy when using DM.

Note on "cluster" integer:

The game maps are divided into clusters. When you enter a new cluster, you can never again visit any of the levels from the previous cluster. This makes it so each individual save game only needs to backup map

archives for about 6-7 maps, and provides for a milestone marker of sorts for game play, like an episode .

A Hexen backdrop and some text are given at the end of each cluster. If you don't enter a cluster, it defaults to 0. The commercial IWAD separates its 31 maps into 5 clusters.

8. PolyObjects

Polyobjs are one-sided lines that are built somewhere else on the map, and then later translated to the desired start spot on the map at level load.

In building polyobjs, two different line specials can be used to determine the line drawing order:

Polyobj_ExplicitLine(polyNumber, orderNumber, polyMirror, sound);

Polyobj_StartLine (polyNumber, polyMirror, sound);

Each polyobj should have a unique polyNumber, which is used in poly line specials to refer to a particular polyobj.

polyMirror refers to a second polyobj that will "mirror" all actions of the first polyobj. For instance, if a polyobj is rotated to the right by 90 degrees, then that polyobj's mirror will rotate left 90 degrees.

Note that having two polyobjs mirror each other is not considered to be a good thing, but in general won't cause problems because a poly can only do one particular action at a time.

Meaning: if that poly that rotated left by 90 degrees then mirrored the right-turning polyobj, the right-turning poly would ignore any attempt to rotate it again, as it would already be being acted upon.

The last parameter to these specials refers to a particular sound type that should play when the poly is moved/rotated. See the section on attaching sounds to a moving sector for more info.

Polyobj_StartLine():

A very basic special. Place it on a particular polyobj line, and that line will be the first line rendered on the polyobj.

The rendering order for all other lines are determined by iterating through to the next line that has a first point identical to the start line's second point. The third line rendered will be the next line that has a first point identical to the second line's second point, and so on and so forth.

This method works well for polyobjs that are convex, and has the advantage of leaving all but one line free for other line specials.

Polyobj_ExplicitLine:

This special requires a bit more work to use. Each line in the polyobj

defined using this special must use this line special. Then, a value from

1-255 should be placed in orderNumber.

This defines the rendering order for the lines, with a 1 being the first

line rendered, and so on. Useful for non-convex polyobjs, but has the

disadvantage of utilizing all line specials on the poly.

Polyobj Start Spots and Anchor Points

Each polyobj must have an anchor point, and a startSpot. The anchor is a thing placed near the polyobj when it's created that defines the origin of the polyobj, or the point in which it will rotate about. The anchor (and all polyobj lines) are directly translated to the polyobj startSpot.

Bottom line: The anchor point is the point near the polyobj, and the startSpot is the point on the actual map that defines the location of the poly.

There are two different types of startSpots: crushing and non-crushing. Pretty obvious what the difference is:)

If the poly strikes an object, it'll first attempt to move it. If that fails, it will either try to damage the object, or just stop moving depending upon the type of startSpot.

Please note that the ANGLE field of the startSpot and anchor points should be equal to the polyNumber that was previously defined for that particular polyobj. The polyobj stuff was done before any of the TID/thing special code was implemented, so Raven did this temporary hack, which turned permanent, as the designers had already done a ton of polyobjs, and didn't want to have to go back and replace them.

9. List of Spawnable Objects

Use these identifiers for the Thing_Spawn() and Thing_SpawnNoFog()

specials:

T_NONE

T_CENTAUR

T_CENTAURLEADER

T_DEMON

T_ETTIN

T_FIREGARGOYLE

T_WATERLURKER

T_WATERLURKERLEADER

T_WRAITH

T_WRAITHBURIED

T_FIREBALL1

T_MANA1

T_MANA2

T_ITEMBOOTS

T_ITEMEGG

T_ITEMFLIGHT

T_ITEMSUMMON

T_ITEMTPORTOTHER

T_ITEMTELEPORT

T_BISHOP

T_ICEGOLEM

T_BRIDGE

T_DRAGONSKINBRACERS

T_ITEMHEALTHPOTION

T_ITEMHEALTHFLASK

T_ITEMHEALTHFULL

T_ITEMBOOSTMANA

T_FIGHTERAXE

T_FIGHTERHAMMER

T_FIGHTERSWORD1

T_FIGHTERSWORD2

T_FIGHTERSWORD3

T_CLERICSTAFF

T_CLERICHOLY1

T_CLERICHOLY2

T_CLERICHOLY3

T_MAGESHARDS

T_MAGESTAFF1

T_MAGESTAFF2

T_MAGESTAFF3

T_MORPHBLAST

T_ROCK1

T_ROCK2

T_ROCK3

T_DIRT1

T_DIRT2

T_DIRT3

T_DIRT4

T_DIRT5

T_DIRT6

T_ARROW

T_DART

T_POISONDART

T_RIPPERBALL

T_STAINEDGLASS1

T_STAINEDGLASS2

T_STAINEDGLASS3

T_STAINEDGLASS4

T_STAINEDGLASS5

T_STAINEDGLASS6

T_STAINEDGLASS7

T_STAINEDGLASS8

T_STAINEDGLASS9

T_STAINEDGLASS0

T_BLADE

T_ICESHARD

T_FLAME_SMALL

T_FLAME_LARGE

T_MESHARMOR

T_FALCONSHIELD

T_PLATINUMHELM

T_AMULETOFWARDING

T_ITEMFLECHETTE

T_ITEMTORCH

T_ITEMREPULSION

T_MANA3

T_PUZZSKULL

T_PUZZGEMBIG

T_PUZZGEMRED

T_PUZZGEMGREEN1

T_PUZZGEMGREEN2

T_PUZZGEMBLUE1

T_PUZZGEMBLUE2

T_PUZZBOOK1

T_PUZZBOOK2

T_METALKEY

T_SMALLMETALKEY

T_AXEKEY

T_FIREKEY

T_GREENKEY

T_MACEKEY

T_SILVERKEY

T_RUSTYKEY

T_HORNKEY

T_SERPENTKEY

T_WATERDRIP

T_TEMPSMALLFLAME

T_PERMSMALLFLAME

T_TEMPLARGEFLAME

T_PERMLARGEFLAME

T_DEMON_MASH

T_DEMON2_MASH

T_ETTIN_MASH

T_CENTAUR_MASH

T_THRUSTSPIKEUP

T_THRUSTSPIKEDOWN

T_FLESH_DRIP1

T_FLESH_DRIP2

T_SPARK_DRIP

10. List of Activateable/Deactivateable Objects

Activatable:

MT_ZTWINEDTORCH Lights torch

MT_ZTWINEDTORCH_UNLIT Lights torch

MT_ZWALLTORCH Lights torch

MT_ZWALLTORCH_UNLIT Lights torch

MT_ZGEMPEDESTAL Makes gem appear

MT_ZWINGEDSTATUENOSKULL Makes skull appear in hands

MT_THRUSTFLOOR_UP Raises thrust spike (if lowered)

MT_THRUSTFLOOR_DOWN Raises thrust spike

MT_ZFIREBULL Lights flames

MT_ZFIREBULL_UNLIT Lights flames

MT_ZBELL Rings bell

MT_ZCAULDRON Lights flames

MT_ZCAULDRON_UNLIT Lights flames

MT_FLAME_SMALL Ignites flame

MT_FLAME_LARGE Ignites flame

MT_BAT_SPAWNER Start bat spawning

Deactivatable:

MT_ZTWINEDTORCH Extinguish torch

MT_ZTWINEDTORCH_UNLIT Extinguish torch

MT_ZWALLTORCH Extinguish torch

MT_ZWALLTORCH_UNLIT Extinguish torch

MT_THRUSTFLOOR_UP Lower thrust spike

MT_THRUSTFLOOR_DOWN Lower thrust spike

MT_ZFIREBULL Extinguish torch

MT_ZFIREBULL_UNLIT Extinguish torch

MT_ZCAULDRON Extinguish torch

MT_ZCAULDRON_UNLIT Extinguish torch

MT_FLAME_SMALL Extinguish torch

MT_FLAME_LARGE Extinguish torch

MT_BAT_SPAWNER Stop bat spawning

11. List of THINGS that require arguments

These THINGS ignore their special types, and use the arg0..arg5 fields

for their own purposes:

Type: 10225 Bat Spawner

arg0: frequency of spawn (1=fastest, 10=slowest)

arg1: spread angle (0..255)

arg2: unused

arg3: duration of bats (in octics)

arg4: turn amount per move (in degrees [0..255])

Type: 10000 Fog Spawner

arg0: movement speed [0..10] (10 == fastest)

arg1: spread angle [0..128] (128 == 180 degrees)

arg2: Frequency of spawn [1..10] (1 == fastest)

arg3: Fog Lifetime [0..255] (5 == 1 second)

arg4: unused

Type: 10001 Fog Patch Small

arg0: movement speed [0..10] (10 == fastest)

arg1: unused

arg2: unused

arg3: Fog Lifetime [0..255] (5 == 1 second)

arg4: Boolean: (0 == not moving)

Type: 10002 Fog Patch Medium

arg0: movement speed [0..10] (10 == fastest)

arg1: unused

arg2: unused

arg3: Fog Lifetime [0..255] (5 == 1 second)

arg4: Boolean: (0 == not moving)

Type: 10003 Fog Patch Large

arg0: movement speed [0..10] (10 == fastest)

arg1: unused

arg2: unused

arg3: Fog Lifetime [0..255] (5 == 1 second)

arg4: Boolean: (0 == not moving)

Type: 254 Death Wyvern

arg0: TID of possible destination (required)

arg1: TID of possible destination (optional)

arg2: TID of possible destination (optional)

arg3: TID of possible destination (optional)

arg4: TID of possible destination (optional)

The Death Wyvern requires mapspots placed around the map with

its args containing TIDs of possible destinations, making up to 5

destinations possible from each position. The choice of next

destination is random. Note that the dragon lich's first

destination is the first thing that it can locate that has a TID

identical to it's own.

Type: 10200 Korax

TIDs:

245 Korax's mapthing

249 Teleport destination (MapSpots)

Scripts:

249 Run when korax health falls below half

250-254 Randomly run by korax as commands

255 Run upon death of korax

12. Sector Specials

The following numbers are used in the sector.type field (type of

sector):

  1. Light_Phased

  2. LightSequenceStart

  3. LightSequenceSpecial1

  4. LightSequenceSpecial2

These specials deal with phased lightning ("moving lights"). Two

different ways to go about doing phased lighting: automatic, or

by-hand.

The automatic method is (obviously) more convenient, but

the by-hand method is more flexible. Light_Phased is the by-hand

special. Place it on a sector, then set the sector's lightlevel to a

phase index (0-63). As you place the special on nearby sectors,

increment the index for each sector.

Or, to use the LightSequence specials, just place the LightSequence

special on a sector. Then, for each additional sector, alternate

between LightSequenceSpecial1 & LightSequenceSpecial2.

For instance, if you wanted phased lightning to flow up a staircase,

you could either place Light_Phased on each step, and change the

phase index (lightlevel) accordingly. Or, you could place

LightSequenceStart on the bottom step (and set that step's lightlevel

to something mid-ranged: 80-128 are pretty nice values), and then

let the game calculate the phase indices for each step by placing the

LightSequenceSpecial specials on all other steps.

Note that for the LightSequenceSpecial specials to have proper

lighting, set their lightlevels to zero, which causes it to use

the previous sector's lightlevel. Hence, that "nice value" which

was placed on the first step will iterate through all the other

steps. If a step's lightlevel is not zero, then that value will

filter down to all other steps after it.

26 Stairs_Special1

27 Stairs_Special2

Used by action specials that build stairs.

199 Light_IndoorLightning1

Dimmer effect during lightning flash. Used for indoor areas, which

are normally not affected by lightning.

198 Light_IndoorLightning2

Same as 1, but brighter.

200 Sky2

Use the alternate sky specified in the mapinfo lump.

201 Scroll_North_Slow

202 Scroll_North_Medium

203 Scroll_North_Fast

204 Scroll_East_Slow

205 Scroll_East_Medium

206 Scroll_East_Fast

207 Scroll_South_Slow

208 Scroll_South_Medium

209 Scroll_South_Fast

210 Scroll_West_Slow

211 Scroll_West_Medium

212 Scroll_West_Fast

213 Scroll_NorthWest_Slow

214 Scroll_NorthWest_Medium

215 Scroll_NorthWest_Fast

216 Scroll_NorthEast_Slow

217 Scroll_NorthEast_Medium

218 Scroll_NorthEast_Fast

219 Scroll_SouthEast_Slow

220 Scroll_SouthEast_Medium

221 Scroll_SouthEast_Fast

222 Scroll_SouthWest_Slow

223 Scroll_SouthWest_Medium

224 Scroll_SouthWest_Fast

These all scroll floor flats in their respective directions. They

also move any objects in that direction.

13. Action Specials

These are the specials found in the THING.special and LINEDEF.special

fields.

Floor and Ceiling Specials

20:Floor_LowerByValue / tag / speed / height / arg4 / arg5

tag: tag of affected sector

speed: speed of move [0..255]

height: relative height of move in pixels

Moves the floor of all sectors identified by 'tag'.

21:Floor_LowerToLowest / tag / speed / arg3 / arg4 / arg5

tag: tag of affected sector

speed: speed of move [0..255]

Lowers floor to lowest adjacent sectors' floor.

22:Floor_LowerToNearest / tag / speed / arg3 / arg4 / arg5

tag: tag of affected sector

speed: speed of move [0..255]

Lowers floor to next lower adjacent sector's floor.

23:Floor_RaiseByValue / tag / speed / height / arg4 / arg5

tag: tag of affected sector

speed: speed of move [0..255]

height: relative height of move in pixels

Moves the floor of all sectors identified by 'tag'.

24:Floor_RaiseToHighest / tag / speed / arg3 / arg4 / arg5

tag: tag of affected sector

speed: speed of move [0..255]

Raises floor to highest adjacent sectors' floor.

25:Floor_RaiseToNearest / tag / speed / arg3 / arg4 / arg5

tag: tag of affected sector

speed: speed of move [0..255]

Raises floor to next higher adjacent sector's floor.

28:Floor_RaiseAndCrush / tag / speed / crush / arg4 / arg5

tag: tag of affected sector

speed: speed of move [0..255]

crush: damage done by crush

Raises floor to ceiling and does crushing damage.

35:Floor_RaiseByValueTimes8 / tag / speed / height / arg4 / arg5

tag: tag of affected sector

speed: speed of move [0..255]

height: relative height of move in 8 pixel units

Raises the floor in increments of 8 units.

36:Floor_LowerByValueTimes8 / tag / speed / height / arg4 / arg5

tag: tag of affected sector

speed: speed of move [0..255]

height: relative height of move in 8 pixel units

Lowers the floor in increments of 8 units.

46:Floor_CrushStop / tag / arg2 / arg3 / arg4 / arg5

tag: tag of affected sector

Turns off a crushing floor.

66:Floor_LowerInstant / tag / arg2 / height / arg4 / arg5

tag: tag of affected sector

height: relative height in units of 8 pixels

Moves the floor down instantly by a specified amount.

67:Floor_RaiseInstant / tag / arg2 / height / arg4 / arg5

tag: tag of affected sector

height: relative height in units of 8 pixels

Moves the floor up instantly by a specified amount.

68:Floor_MoveToValueTimes8 / tag / speed / height / negative / arg5

tag: tag of affected sector

speed: speed of move

height: absolute value in 8 pixel units of destination height

negative: boolean (true if height is negative)

Move floor to an absolute height.

40:Ceiling_LowerByValue / tag / speed / height / arg4 / arg5

tag: tag of affected sector

speed: speed of move

height: relative height of move in pixels

Relative ceiling move.

41:Ceiling_RaiseByValue / tag / speed / height / arg4 /arg5

tag: tag of affected sector

speed: speed of move

height: relative height of move in pixels

Relative ceiling move.

42:Ceiling_CrushAndRaise / tag / speed / crush / arg4 / arg5

tag: tag of affected sector

speed: speed of move

crush: damage of crush

Lowers ceiling to crush and raises (continual until stopped)

43:Ceiling_LowerAndCrush / tag / speed / crush / arg4 / arg5

tag: tag of affected sector

speed: speed of move

crush: damage of crush

Lowers ceiling to floor and stops.

44:Ceiling_CrushStop / tag / arg2 / arg3 / arg4 / arg5

tag: tag of affected sector

Stop a crushing ceiling.

45:Ceiling_CrushRaiseAndStay / tag / speed / crush / arg4 / arg5

tag: tag of affected sector

speed: speed of move

crush: damage of crush

Lowers ceiling to crush, raises and stays.

69:Ceiling_MoveToValueTimes8 / tag / speed / height / negative / arg5

tag: tag of affected sector

speed: speed of move

height: absolute value in 8 pixel units of destination height

negative: boolean (true if height is negative)

Moves ceiling to absolute height.

95:FloorAndCeiling_LowerByValue / tag / speed / height / arg4 / arg5

tag: tag of affected sector

speed: speed of move

height: absolute value in 8 pixel units of destination height

Relative move of both floor and ceiling.

96:FloorAndCeiling_RaiseByValue / tag / speed / height / arg4 / arg5

tag: tag of affected sector

speed: speed of move

height: absolute value in 8 pixel units of destination height

Relative move of both floor and ceiling.

60:Plat_PerpetualRaise / tag / speed / delay / arg4 / arg5

tag: tag of affected sector

speed: speed of move

delay: delay before reversing direction

Continually raises and lowers platform.

61:Plat_Stop / tag / arg2 / arg3 / arg4 / arg5

tag: tag of affected sector

Stops a PerpectualRaise platform.

62:Plat_DownWaitUpStay / tag / speed / delay / arg4 / arg5

tag: tag of affected sector

speed: speed of move

delay: delay before reversing direction

One cycle of lowering and raising.

63:Plat_DownByValue / tag / speed / delay / height / arg5

tag: tag of affected sector

speed: speed of move

delay: delay before reversing direction

height: relative height in 8 pixel units

Relative platform move.

64:Plat_UpWaitDownStay / tag / speed / delay / arg4 / arg5

tag: tag of affected sector

speed: speed of move

delay: delay before reversing direction

One cycle of raising and lowering.

65:Plat_UpByValue / tag / speed / delay / height / arg5

tag: tag of affected sector

speed: speed of move

delay: delay before reversing direction

height: relative height

Relative platform move.

29:Pillar_Build / tag / speed / height / arg4 / arg5

tag: tag of affected sector

speed: speed of build

height: height (relative to floor) where

Makes the floor meet the ceiling.

30:Pillar_Open / tag / speed / f_height / c_height / arg5

tag: tag of affected sector

speed: speed of build

f_height: relative height to move floor down

c_height: relative height to move ceiling up

Makes the floor and the ceiling meet by moving both.

94:Pillar_BuildAndCrush / tag / speed / height / crush / arg5

tag: tag of affected sector

speed: speed of build

height: height (relative to floor) where floor meets ceiling

crush: damage from crushing

Stair Specials

These stair building specials find the sector with 'tag' and

build stairs by traversing adjacent sector marked with the

StairSpecial1 and StairSpecial2. These specials must alternate

between the two and must not branch.

26:Stairs_BuildDown / tag / speed / height / delay / reset

tag: tag of sector to start in

speed: speed of build [0.255]

height: height of step in pixels

delay: delay between steps in tics

reset: delay before stairs to reset (0==no reset)

27:Stairs_BuildUp / tag / speed / height / delay / reset

tag: tag of sector to start in

speed: speed of build [0.255]

height: height of step in pixels

delay: delay between steps in tics

reset: delay before stairs to reset (0==no reset)

31:Stairs_BuildDownSync / tag / speed / height / reset / arg5

tag: tag of sector to start in

speed: speed of build [0.255]

height: height of step in pixels

reset: delay before stairs to reset (0==no reset)

32:Stairs_BuildUpSync / tag / speed / height / reset / arg5

tag: tag of sector to start in

speed: speed of build [0.255]

height: height of step in pixels

reset: delay before stairs to reset (0==no reset)

Door Specials

10:Door_Close / tag / speed / arg3 / arg4 / arg5

tag: tag of affected sector or zero if line is part of door

speed: speed of move

Closes a door sector.

11:Door_Open / tag / speed / arg3 / arg4 / arg5

tag: tag of affected sector or zero if line is part of door

speed: speed of move

Opens a door sector.

12:Door_Raise / tag / speed / delay / arg4 / arg5

tag: tag of affected sector or zero if line is part of door

speed: speed of move

delay: delay before door lowers

13:Door_LockedRaise / tag / speed / delay / lock / arg5

tag: tag of affected sector or zero if line is part of door

speed: speed of move

delay: delay before door lowers

lock: key number that will unlock door (see key numbers)

Raises a door if correct key is in inventory of triggering player.

Script Specials

80:ACS_Execute / script / map / s_arg1 / s_arg2 / s_arg3

script: script number to execute

map: map which contains the script

81:ACS_Suspend / script / map / arg3 / arg4 / arg5

script: script number to suspend

map: map which contains the script

82:ACS_Terminate / script / map / arg3 / arg4 / arg5

script: script number to suspend

map: map which contains the script

83:ACS_LockedExecute / script / map / s_arg1 / s_arg2 / lock

script: script number to suspend

map: map which contains the script

lock: key number needed to run script (see key numbers)

Light Specials

110:Light_RaiseByValue / tag / value / arg3 / arg4 / arg5

tag: tag of affected sector

111:Light_LowerByValue / tag / value / arg3 / arg4 / arg5

tag: tag of affected sector

112:Light_ChangeToValue / tag / value / arg3 / arg4 / arg5

tag: tag of affected sector

113:Light_Fade / tag / value / tics / arg4 / arg5

tag: tag of affected sector

tics: number of tics to fade to light level

114:Light_Glow / tag / upper / lower / tics / arg5

tag: tag of affected sector

upper: brightest light level

lower: lowest light level

tics: number of tics between light changes

115:Light_Flicker / tag / upper / lower / arg4 / arg5

tag: tag of affected sector

upper: brightest light level

lower: lowest light level

116:Light_Strobe / tag / upper / lower / u-tics / l-tics

tag: tag of affected sector

upper: brightest light level

lower: lowest light level

u-tics: tics to stay at upper light level

l-tics: tics to stay at lower light level

Miscellaneous Specials

121:Line_SetIdentification / line / arg2 / arg3 / arg4 / arg5

line: unique id of this line

The script functions setlineblocking, setlinespecial, and

setlinetexture use the ID specified here to identify lines.

100:Scroll_Texture_Left / speed / arg2 / arg3 / arg4 / arg5

101:Scroll_Texture_Right / speed / arg2 / arg3 / arg4 / arg5

102:Scroll_Texture_Up / speed / arg2 / arg3 / arg4 / arg5

103:Scroll_Texture_Down / speed / arg2 / arg3 / arg4 / arg5

speed: speed of scroll in pixels

129:UsePuzzleItem / item / script / s_arg1 / s_arg2 / s_arg3

item: item number needed to activate

script: script to run upon activation

Runs a script upon use of appropriate puzzle item:

0 ZZ_Skull

1 ZZ_BigGem

2 ZZ_GemRed

3 ZZ_GemGreen1

4 ZZ_GemGreen2

5 ZZ_GemBlue1

6 ZZ_GemBlue2

7 ZZ_Book1

8 ZZ_Book2

9 ZZ_Skull2

10 ZZ_FWeapon

11 ZZ_CWeapon

12 ZZ_MWeapon

13 ZZ_Gear

14 ZZ_Gear2

15 ZZ_Gear3

16 ZZ_Gear4

140:Sector_ChangeSound / tag / sound / arg3 / arg4 / arg5

tag: tag of sector to contain sound

sound: sound to be played - see sector sounds

120:Radius_Quake / intensity / duration / damrad / tremrad / tid

intensity: strength of earthquake in richters [1..9]

duration: duration in tics [1..255]

damrad: radius of damage in 64x64 cells [0..255]

tremrad: radius of tremor in 64x64 cells [0..255]

tid: TID of map thing(s) for quake foci

Creates an earthquake at all matching foci.

138:Floor_Waggle / tag / amplitude / speed / delay / oscillations

tag: tag of sector to waggle

amplitude: height of change

speed: rate of change

delay: delay until start of change

oscillations: number of up/down cycles

Creates an earthquake at all matching foci.

74:Teleport_NewMap / map / position / arg3 / arg4 / arg5

map: map to teleport to

position: corresponds to destination player start spot arg0.

Teleports the player to a new map and to the player start spot

whose arg0 member matches 'position.'

75:Teleport_EndGame / arg1 / arg2 / arg3 / arg4 / arg5

Ends game and runs finale script.

In deathmatch, teleports to level 1.

70:Teleport / tid / arg2 / arg3 / arg4 / arg5

tid: TID of destination

Teleports triggering object to MapSpot with tid.

71:Teleport_NoFog / tid / arg2 / arg3 / arg4 / arg5

Same as teleport, but silent with no fog sprite.

Thing Specials

72:ThrustThing / angle / distance / arg3 / arg4 / arg5

angle: byte angle to thrust [0..255]

distance: distance to thrust

73:DamageThing / damage / arg2 / arg3 / arg4 / arg5

damage: amount of damage

130:Thing_Activate / tid / arg2 / arg3 / arg4 / arg5

tid: TID of thing to activate (see activatable things)

131:Thing_Deactivate / tid / arg2 / arg3 / arg4 / arg5

tid: TID of thing to deactivate (see deactivatable things)

132:Thing_Remove / tid / arg2 / arg3 / arg4 / arg5

tid: TID of thing to remove

133:Thing_Destroy / tid / arg2 / arg3 / arg4 / arg5

tid: TID of affected thing

Puts thing into its death state.

134:Thing_Projectile / tid / type / angle / speed / vspeed

tid: TID of spawn location

type: Type of thing to spawn (see spawnable things)

angle: byte angle of projectile

speed: speed of projectile

Spawns a projectile.

136:Thing_ProjectileGravity / tid / type / angle / speed / vspeed

tid: TID of spawn location

type: Type of thing to spawn (see spawnable things)

angle: byte angle of projectile

speed: speed of projectile

Spawns a projectile with gravity.

135:Thing_Spawn / tid / type / angle / arg4 / arg5

tid: TID of spawn location

type: Type of thing to spawn (see spawnable things)

angle: byte angle of thing to face

Spawns a thing.

137:Thing_SpawnNoFog / tid / type / angle / arg4 / arg5

tid: TID of spawn location

type: Type of thing to spawn (see spawnable things)

angle: byte angle of projectile

Spawns a thing silently.

PolyObject Specials

1:Polyobj_StartLine / po / mirror / sound / arg4 / arg5

po: refer to a particular polyobj

mirror: poly that will mirror the moves of this poly

sound: See Section 5: Sector Sound

2:Polyobj_RotateLeft / po / speed / angle / arg4 / arg5

po: polyobj

speed: speed

angle: byte angle to rotate

3:Polyobj_RotateRight / po / speed / angle / arg4 / arg5

po: polyobj

speed: speed

angle: byte angle to rotate

4:Polyobj_Move / po / speed / angle / distance / arg5

po: polyobj

speed: speed

angle: byte angle to move along

distance: byte distance to move

5:Polyobj_ExplicitLine / po / order / mirror / sound / arg5

po: polyobj

order: rendering order of this line

mirror: poly that will mirror the moves of this poly

sound: See Section 5: Sector Sound

6:Polyobj_MoveTimes8 / po / speed / angle / distance / arg5

po: polyobj

speed: speed

angle: byte angle

distance: byte distance to move in units of 8

7:Polyobj_DoorSwing / po / speed / angle / delay / arg5

po: polyobj

speed: speed

angle: byte angle

delay: delay in tics

8:Polyobj_DoorSlide / po / speed / angle / distance / delay

po: polyobj

speed: speed

angle: byte angle

distance: byte distance

delay: delay in tics

90:Polyobj_OR_RotateLeft / po / speed / angle / arg4 / arg5

91:Polyobj_OR_RotateRight / po / speed / angle / arg4 / arg5

92:Polyobj_OR_Move / po / speed / angle / distance / arg5

93:Polyobj_OR_MoveTimes8 / po / speed / angle / distance / arg5

The OR stands for OverRide. As stated before, each poly can only be doing

a single action at a time. This poses a problem with perpetual polyobjs,

since they are already moving, the designer cannot do anything else with

them.

However, using these functions the designer can override the code to not

allow a poly to concurrently execute more than one action, and force a poly

to do the other action as well.

14. Sector Sounds for ChangeSectorSound() special:

  1. heavy

  2. metal

  3. creak

  4. silence

  5. lava

  6. water

  7. ice

  8. earth

  9. metal2

15. Sounds for ThingSound() (Added by SBS)

void thingsound(int tid, str name, int volume);

-----------------------------------------------

str name possible names (can be found in SNDINFO lump)

PLAYER SOUNDS

PlayerLand

PlayerPoisonCough

PlayerFallingSplat

Fighter

PlayerFighterNormalDeath

PlayerFighterCrazyDeath

PlayerFighterExtreme1Death

PlayerFighterExtreme2Death

PlayerFighterExtreme3Death

PlayerFighterPain

PlayerFighterGrunt

PlayerFighterFallingScream

PlayerFighterBurnDeath

PlayerFighterFailedUse

FighterPunchMiss

FighterPunchHitWall

FighterPunchHitThing

FighterAxeHitThing

FighterHammerMiss

FighterHammerHitWall

FighterHammerHitThing

FighterHammerContinuous

FighterHammerExplode

FighterSwordFire

FighterSwordExplode

FighterGrunt

Cleric

PlayerClericNormalDeath

PlayerClericCrazyDeath

PlayerClericExtreme1Death

PlayerClericExtreme2Death

PlayerClericExtreme3Death

PlayerClericPain

PlayerClericGrunt

PlayerClericFallingScream

PlayerClericBurnDeath

PlayerClericFailedUse

ClericCStaffFire

ClericCStaffExplode

ClericCStaffHitThing

ClericFlameFire

ClericFlameExplode

ClericFlameCircle

HolySymbolFire

SpiritActive

SpiritAttack

SpiritDie

Mage

PlayerMageNormalDeath

PlayerMageCrazyDeath

PlayerMageExtreme1Death

PlayerMageExtreme2Death

PlayerMageExtreme3Death

PlayerMagePain

PlayerMageGrunt

PlayerMageFallingScream

PlayerMageBurnDeath

PlayerMageFailedUse

MageWandFire

MageLightningFire

MageLightningContinuous

MageLightningReady

MageLightningZap

MageShardsFire

MageShardsExplode

MageStaffFire

MageStaffExplode

Pig

PigActive1

PigActive2

PigPain

PigAttack

PigDeath

MONSTER SOUNDS

Bishop

BishopSight

BishopActive

BishopPain

BishopAttack

BishopDeath

BishopMissileExplode

BishopBlur

Centaur

CentaurSight

CentaurActive

CentaurPain

CentaurAttack

CentaurDeath

CentaurLeaderAttack

CentaurMissileExplode

Serpent

SerpentSight

SerpentActive

SerpentPain

SerpentAttack

SerpentMeleeHit

SerpentDeath

SerpentBirth

SerpentFXContinuous

SerpentFXHit

Demon

DemonSight

DemonActive

DemonPain

DemonAttack

DemonDeath

DemonMissileFire

DemonMissileExplode

Wraith

WraithSight

WraithActive

WraithPain

WraithAttack

WraithDeath

WraithMissileFire

WraithMissileExplode

Maulator

MaulatorSight

MaulatorActive

MaulatorPain

MaulatorHamSwing

MaulatorHamHit

MaulatorMissileHit

MaulatorDeath

Ettin

EttinSight

EttinActive

EttinPain

EttinAttack

EttinDeath

Fire Demon

FireDemonSpawn

FireDemonActive

FireDemonPain

FireDemonAttack

FireDemonMissileHit

FireDemonDeath

Ice Guy

IceGuySight

IceGuyActive

IceGuyAttack

IceGuyMissileExplode

Sorcerer Boss

SorcererSight

SorcererActive

SorcererPain

SorcererSpellCast

SorcererBallWoosh

SorcererDeathScream

SorcererBishopSpawn

SorcererBallPop

SorcererBallBounce

SorcererBallExplode

SorcererBigBallExplode

SorcererHeadScream

Dragon

DragonSight

DragonActive

DragonWingflap

DragonAttack

DragonPain

DragonDeath

DragonFireballExplode

Korax

KoraxSight

KoraxActive

KoraxPain

KoraxAttack

KoraxCommand

KoraxDeath

KoraxStep

Korax Voice sounds

KoraxVoiceGreetings

KoraxVoiceReady

KoraxVoiceBlood

KoraxVoiceGame

KoraxVoiceBoard

KoraxVoiceWorship

KoraxVoiceMaybe

KoraxVoiceStrong

KoraxVoiceFace

Alternate monster pain sound (in gas cloud, lightning zapped, wraithverged)

PuppyBeat

WORLD SOUNDS

Platform Sounds

PlatformStart

PlatformStartMetal

PlatformStop

StoneMove

MetalMove

Door Sounds

DoorOpen

DoorLocked

DoorOpenMetal

DoorCloseMetal

DoorCloseLight

DoorCloseHeavy

DoorCreak

MISCELLANEOUS SOUNDS

BatScream

BellRing

BlastRadius

Chat

ClockTick

Drip

EarthStartMove

Earthquake

EtherealTeleport

Fireball generic fireball projectile

FlyBuzz

FreezeDeath

FreezeShatter

FlechetteBounce

FlechetteExplode

GlassShatter

IceStartMove

Ignite

LavaMove

LavaSizzle

MysticIncant attached to each player affected

PickupWeapon

PickupArtifact

PickupKey

PickupItem

PickupPiece Pickup part of the final weapon

PoisonShroomPain

PoisonShroomDeath

PotteryExplode

PuzzleFailFighter

PuzzleFailCleric

PuzzleFailMage

PuzzleSuccess

Respawn

RopePull

SludgeGloop

StartupTick

SuitofArmorBreak

Switch1

Switch2

SwitchOtherLevel

Teleport

ThrustSpikeRaise

ThrustSpikeLower

ThunderCrash

TreeBreak

TreeExplode

UseArtifact

ValveTurn

WaterMove

WaterSplash

WeaponBuild Built the final weapon

Wind

Ambient sounds

Ambient1 insects1

Ambient2 crkets

Ambient3 crkets1

Ambient4 katydid

Ambient5 frogs

Ambient6 owl

Ambient7 bird

Ambient8 shlurp

Ambient9 bubble

Ambient10 drop2

Ambient11 rocks

Ambient12 chains

Ambient13 gong

Ambient14 steel1

Ambient15 steel2

16. Key Numbers

These are referenced by the DoorRaiseLocked() and ACS_ExecuteLocked()

specials.

  1. steel key

  2. cave key

  3. axe key

  4. fire key

  5. emerald key

  6. dungeon key

  7. silver key

  8. rusted key

  9. horn key

  10. swamp key

  11. castle key

END