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.
2. 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
* NOTE that this differs from DOOM/Heretic in that 45/90 degree increments are not used. However, this difference does not apply for the angles used for the THINGS in map editing - they are the same as DOOM's (eg: 0 = East, 90 = North, etc.)
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.
3. 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!
4. 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".
2. 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
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
value: relative value of light level change
111:Light_LowerByValue / tag / value / arg3 / arg4 / arg5
tag: tag of affected sector
value: relative value of light level change
112:Light_ChangeToValue / tag / value / arg3 / arg4 / arg5
tag: tag of affected sector
value: absolute value of light level change
113:Light_Fade / tag / value / tics / arg4 / arg5
tag: tag of affected sector
value: absolute value of light level change
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
vspeed: vertical speed
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
vspeed: vertical speed
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