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| ACS (Action Coding Script?) is a compiled scripting language that works along side with the Hexen map format. The compiled scripts are stored in a map's BEHAVIOR lump in a binary format decoded by the zdoom/hexen engines. '''The license the ACS interpreter was released under is not GPL complaint, so there is no ACS support in Odamex.''' Here is some info I dug which can aid in rewriting the interpreter. | | ACS (Action Coding Script?) is a compiled scripting language that works along side with the Hexen map format. The compiled scripts are stored in a map's BEHAVIOR lump in a binary format decoded by the zdoom/hexen engines. '''The license the ACS interpreter was released under is not GPL complaint, so there is no ACS support in Odamex.''' Here is some info I dug which can aid in rewriting the interpreter. |
| | | |
− | == ACS Specifications ==
| |
− | ACS File Format
| |
− | ---------------
| |
− | (All numbers are little-endian and 32 bits long)
| |
− | (Pointers are relative to the beginning of the lump)
| |
| | | |
− | {| border="1" width="75%"
| |
− | !Bytes 0 - 3
| |
− | |ACS\0' (0x00534341)
| |
− | |-
| |
− | !Bytes 4 - 7
| |
− | |Pointer to script and text pointers
| |
− | |-
| |
− | !Bytes 8 -...
| |
− | |Varies
| |
− | |}
| |
− |
| |
− | -------------
| |
− | Pointer Table
| |
− | -------------
| |
− | The first dword is a count of the number of scripts in the lump. It is
| |
− | immediately followed by an entry for each script in the lump. These
| |
− | entries are of the format:
| |
− |
| |
− | DWORD 0 This script's number
| |
− | DWORD 1 A pointer to the start of the script
| |
− | DWORD 2 The number of parameters the script accepts
| |
− |
| |
− | These are then followed by a dword indicating how many different strings
| |
− | are in the script. The remaining dwords contain pointers to each of the
| |
− | strings.
| |
− |
| |
− | ------------
| |
− | Script Codes
| |
− | ------------
| |
− | Compiled ACS scripts do not distinguish between their arguments and
| |
− | their local variables. When a script is executed, it's parameters
| |
− | are copied to its first x local variables, where x is the number of
| |
− | parameters the script takes. The ACC compiler will output an error
| |
− | for any script with more than 10 local variables (including
| |
− | parameters), so it's probably safe to allocate enough space for only
| |
− | 10 variables in an ACS interpreter.
| |
− |
| |
− | There are 64 world variables available (numbered 0-63) that are
| |
− | accessible from scripts executed from any map in a single hub. Each
| |
− | map can also have 32 map variables accessible to all scripts in that
| |
− | map, but not by scripts in other maps.
| |
− |
| |
− | ACS's internal functions are actually opcodes. Some use arguments on
| |
− | the stack, and others have their arguments immediately following them
| |
− | in the code. For those that use arguments on the stack, the arguments
| |
− | are first pushed on to the stack in sequence, and then the function's
| |
− | opcode is stored. If the function uses a string as an argument, then
| |
− | the string's index is pushed onto the stack as a number. Functions
| |
− | are responsible for popping the arguments passed to them before they
| |
− | return. The first value pushed is the function's first parameter, the
| |
− | second value pushed is the second parameter, etc.
| |
− |
| |
− | #0: PCD_NOP
| |
− | #1: PCD_TERMINATE
| |
− | #2: PCD_SUSPEND
| |
− | #3: PCD_PUSHNUMBER x
| |
− | #4: PCD_LSPEC1 x
| |
− | #5: PCD_LSPEC2 x
| |
− | #6: PCD_LSPEC3 x
| |
− | #7: PCD_LSPEC4 x
| |
− | #8: PCD_LSPEC5 x
| |
− | #9: PCD_LSPEC1DIRECT x a
| |
− | #10: PCD_LSPEC2DIRECT x a b
| |
− | #11: PCD_LSPEC3DIRECT x a b c
| |
− | #12: PCD_LSPEC4DIRECT x a b c d
| |
− | #13: PCD_LSPEC5DIRECT x a b c d e
| |
− | #14: PCD_ADD
| |
− | #15: PCD_SUBTRACT
| |
− | #16: PCD_MULTIPLY
| |
− | #17: PCD_DIVIDE
| |
− | #18: PCD_MODULUS
| |
− | #19: PCD_EQ
| |
− | #20: PCD_NE
| |
− | #21: PCD_LT
| |
− | #22: PCD_GT
| |
− | #23: PCD_LE
| |
− | #24: PCD_GE
| |
− | #25: PCD_ASSIGNSCRIPTVAR x
| |
− | #26: PCD_ASSIGNMAPVAR x
| |
− | #27: PCD_ASSIGNWORLDVAR x
| |
− | #28: PCD_PUSHSCRIPTVAR x
| |
− | #29: PCD_PUSHMAPVAR x
| |
− | #30: PCD_PUSHWORLDVAR x
| |
− | #31: PCD_ADDSCRIPTVAR x
| |
− | #32: PCD_ADDMAPVAR x
| |
− | #33: PCD_ADDWORLDVAR x
| |
− | #34: PCD_SUBSCRIPTVAR x
| |
− | #35: PCD_SUBMAPVAR x
| |
− | #36: PCD_SUBWORLDVAR x
| |
− | #37: PCD_MULSCRIPTVAR x
| |
− | #38: PCD_MULMAPVAR x
| |
− | #39: PCD_MULWORLDVAR x
| |
− | #40: PCD_DIVSCRIPTVAR x
| |
− | #41: PCD_DIVMAPVAR x
| |
− | #42: PCD_DIVWORLDVAR x
| |
− | #43: PCD_MODSCRIPTVAR x
| |
− | #44: PCD_MODMAPVAR x
| |
− | #45: PCD_MODWORLDVAR x
| |
− | #46: PCD_INCSCRIPTVAR x
| |
− | #47: PCD_INCMAPVAR x
| |
− | #48: PCD_INCWORLDVAR x
| |
− | #49: PCD_DECSCRIPTVAR x
| |
− | #50: PCD_DECMAPVAR x
| |
− | #51: PCD_DECWORLDVAR x
| |
− | #52: PCD_GOTO x
| |
− | #53: PCD_IFGOTO x
| |
− | #54: PCD_DROP
| |
− | #55: PCD_DELAY
| |
− | #56: PCD_DELAYDIRECT x
| |
− | #57: PCD_RANDOM
| |
− | #58: PCD_RANDOMDIRECT x y
| |
− | #59: PCD_THINGCOUNT
| |
− | #60: PCD_THINGCOUNTDIRECT x y
| |
− | #61: PCD_TAGWAIT
| |
− | #62: PCD_TAGWAITDIRECT x
| |
− | #63: PCD_POLYWAIT
| |
− | #64: PCD_POLYWAITDIRECT x
| |
− | #65: PCD_CHANGEFLOOR
| |
− | #66: PCD_CHANGEFLOORDIRECT x y
| |
− | #67: PCD_CHANGECEILING
| |
− | #68: PCD_CHANGECEILINGDIRECT x y
| |
− | #69: PCD_RESTART
| |
− | #70: PCD_ANDLOGICAL
| |
− | #71: PCD_ORLOGICAL
| |
− | #72: PCD_ANDBITWISE
| |
− | #73: PCD_ORBITWISE
| |
− | #74: PCD_EORBITWISE
| |
− | #75: PCD_NEGATELOGICAL
| |
− | #76: PCD_LSHIFT
| |
− | #77: PCD_RSHIFT
| |
− | #78: PCD_UNARYMINUS
| |
− | #79: PCD_IFNOTGOTO x
| |
− | #80: PCD_LINESIDE
| |
− | #81: PCD_SCRIPTWAIT
| |
− | #82: PCD_SCRIPTWAITDIRECT x
| |
− | #83: PCD_CLEARLINESPECIAL
| |
− | #84: PCD_CASEGOTO x y
| |
− | #85: PCD_BEGINPRINT
| |
− | #86: PCD_ENDPRINT
| |
− | #87: PCD_PRINTSTRING
| |
− | #88: PCD_PRINTNUMBER
| |
− | #89: PCD_PRINTCHARACTER
| |
− | #90: PCD_PLAYERCOUNT
| |
− | #91: PCD_GAMETYPE
| |
− | #92: PCD_GAMESKILL
| |
− | #93: PCD_TIMER
| |
− | #94: PCD_SECTORSOUND
| |
− | #95: PCD_AMBIENTSOUND
| |
− | #96: PCD_SOUNDSEQUENCE
| |
− | #97: PCD_SETLINETEXTURE
| |
− | #98: PCD_SETLINEBLOCKING
| |
− | #99: PCD_SETLINESPECIAL
| |
− | #100: PCD_THINGSOUND
| |
− | #101: PCD_ENDPRINTBOLD
| |
− |
| |
− | *1: PCD_TERMINATE
| |
− | Terminates script execution.
| |
− |
| |
− | *3: PCD_PUSHNUMBER x
| |
− | Push x onto the stack.
| |
− |
| |
− | *4: PCD_LSPEC1 x
| |
− | Execute line special x. It takes one argument on the stack.
| |
− |
| |
− | *5: PCD_LSPEC2 x
| |
− | Execute line special x. It takes two arguments on the stack.
| |
− |
| |
− | *6: PCD_LSPEC3 x
| |
− | Execute line special x. It takes three argument on the stack.
| |
− |
| |
− | *7: PCD_LSPEC4 x
| |
− | Execute line special x. It takes four argument on the stack.
| |
− |
| |
− | *8: PCD_LSPEC5 x
| |
− | Execute line special x. It takes five argument on the stack.
| |
− |
| |
− | *9: PCD_LSPEC1DIRECT x a
| |
− | Execute line special x (a).
| |
− |
| |
− | *10: PCD_LSPEC2DIRECT x a b
| |
− |
| |
− | Execute line special x (a, b).
| |
− |
| |
− | *11: PCD_LSPEC3DIRECT x a b c
| |
− |
| |
− | Execute line special x (a, b, c).
| |
− |
| |
− | *12: PCD_LSPEC4DIRECT x a b c d
| |
− |
| |
− | Execute line special x (a, b, c, d).
| |
− |
| |
− | *13: PCD_LSPEC5DIRECT x a b c d e
| |
− |
| |
− | Execute line special x (a, b, c, d, e).
| |
− |
| |
− | *14: PCD_ADD
| |
− |
| |
− | Stack before:
| |
− | int val1
| |
− | int val2
| |
− |
| |
− | Stack after:
| |
− | int (val1 + val2)
| |
− |
| |
− | *15: PCD_SUBTRACT
| |
− |
| |
− | Stack before:
| |
− | int val1
| |
− | int val2
| |
− |
| |
− | Stack after:
| |
− | int (val1 - val2)
| |
− |
| |
− | *16: PCD_MULTIPLY
| |
− |
| |
− | Stack before:
| |
− | int val1
| |
− | int val2
| |
− |
| |
− | Stack after:
| |
− | int (val1 * val2)
| |
− |
| |
− | *17: PCD_DIVIDE
| |
− |
| |
− | Stack before:
| |
− | int val1
| |
− | int val2
| |
− |
| |
− | Stack after:
| |
− | int (val1 / val2)
| |
− |
| |
− | *18: PCD_MODULUS
| |
− |
| |
− | Stack before:
| |
− | int val1
| |
− | int val2
| |
− |
| |
− | Stack after:
| |
− | int (val1 % val2)
| |
− |
| |
− | *19: PCD_EQ
| |
− |
| |
− | Stack before:
| |
− | int val1
| |
− | int val2
| |
− |
| |
− | Stack after:
| |
− | (val1 == val2)
| |
− |
| |
− | *20: PCD_NE
| |
− |
| |
− | Stack before:
| |
− | int val1
| |
− | int val2
| |
− |
| |
− | Stack after:
| |
− | (val1 != val2)
| |
− |
| |
− | *21: PCD_LT
| |
− |
| |
− | Stack before:
| |
− | int val1
| |
− | int val2
| |
− |
| |
− | Stack after:
| |
− | (val1 < val2)
| |
− |
| |
− | *22: PCD_GT
| |
− |
| |
− | Stack before:
| |
− | int val1
| |
− | int val2
| |
− |
| |
− | Stack after:
| |
− | (val1 > val2)
| |
− |
| |
− | *23: PCD_LE
| |
− |
| |
− | Stack before:
| |
− | int val1
| |
− | int val2
| |
− |
| |
− | Stack after:
| |
− | (val1 <= val2)
| |
− |
| |
− | *24: PCD_GE
| |
− |
| |
− | Stack before:
| |
− | int val1
| |
− | int val2
| |
− |
| |
− | Stack after:
| |
− | (val1 >= val2)
| |
− |
| |
− | *25: PCD_ASSIGNSCRIPTVAR x
| |
− |
| |
− | Stack before:
| |
− | int val
| |
− |
| |
− | Store val in script var x.
| |
− |
| |
− | *26: PCD_ASSIGNMAPVAR x
| |
− |
| |
− | Stack before:
| |
− | int val
| |
− |
| |
− | Store val in map var x.
| |
− |
| |
− | *27: PCD_ASSIGNWORLDVAR x
| |
− |
| |
− | Stack before:
| |
− | int val
| |
− |
| |
− | Store val in world var x.
| |
− |
| |
− | *28: PCD_PUSHSCRIPTVAR x
| |
− |
| |
− | Push value of script var x onto the stack.
| |
− |
| |
− | *29: PCD_PUSHMAPVAR x
| |
− |
| |
− | Push value of map var x onto the stack.
| |
− |
| |
− | *30: PCD_PUSHWORLDVAR x
| |
− |
| |
− | Push value of world var x onto the stack.
| |
− |
| |
− | *31: PCD_ADDSCRIPTVAR x
| |
− |
| |
− | Stack before:
| |
− | int val
| |
− |
| |
− | script var x += val
| |
− |
| |
− | *32: PCD_ADDMAPVAR x
| |
− |
| |
− | Stack before:
| |
− | int val
| |
− |
| |
− | map var x += val
| |
− |
| |
− | *33: PCD_ADDWORLDVAR x
| |
− |
| |
− | Stack before:
| |
− | int val
| |
− |
| |
− | world var x += val
| |
− |
| |
− | *34: PCD_SUBSCRIPTVAR x
| |
− |
| |
− | Stack before:
| |
− | int val
| |
− |
| |
− | script var x -= val
| |
− |
| |
− | *35: PCD_SUBMAPVAR x
| |
− |
| |
− | Stack before:
| |
− | int val
| |
− |
| |
− | map var x -= val
| |
− |
| |
− | *36: PCD_SUBWORLDVAR x
| |
− |
| |
− | Stack before:
| |
− | int val
| |
− |
| |
− | world var x -= val
| |
− |
| |
− | *37: PCD_MULSCRIPTVAR x
| |
− |
| |
− | Stack before:
| |
− | int val
| |
− |
| |
− | script var x *= val
| |
− |
| |
− | *38: PCD_MULMAPVAR x
| |
− |
| |
− | Stack before:
| |
− | int val
| |
− |
| |
− | map var x *= val
| |
− |
| |
− | *39: PCD_MULWORLDVAR x
| |
− |
| |
− | Stack before:
| |
− | int val
| |
− |
| |
− | world var x *= val
| |
− |
| |
− | *40: PCD_DIVSCRIPTVAR x
| |
− |
| |
− | Stack before:
| |
− | int val
| |
− |
| |
− | script var x /= val
| |
− |
| |
− | *41: PCD_DIVMAPVAR x
| |
− |
| |
− | Stack before:
| |
− | int val
| |
− |
| |
− | map var x /= val
| |
− |
| |
− | *42: PCD_DIVWORLDVAR x
| |
− |
| |
− | Stack before:
| |
− | int val
| |
− |
| |
− | world var x /= val
| |
− |
| |
− | *43: PCD_MODSCRIPTVAR x
| |
− |
| |
− | Stack before:
| |
− | int val
| |
− |
| |
− | script var x %= val
| |
− |
| |
− | *44: PCD_MODMAPVAR x
| |
− |
| |
− | Stack before:
| |
− | int val
| |
− |
| |
− | map var x %= val
| |
− |
| |
− | *45: PCD_MODWORLDVAR x
| |
− |
| |
− | Stack before:
| |
− | int val
| |
− |
| |
− | world var x %= val
| |
− |
| |
− | *46: PCD_INCSCRIPTVAR x
| |
− |
| |
− | script var x += 1
| |
− |
| |
− | *47: PCD_INCMAPVAR x
| |
− |
| |
− | map var x += 1
| |
− |
| |
− | *48: PCD_INCWORLDVAR x
| |
− |
| |
− | world var x += 1
| |
− |
| |
− | *49: PCD_DECSCRIPTVAR x
| |
− |
| |
− | script var x -= 1
| |
− |
| |
− | *50: PCD_DECMAPVAR x
| |
− |
| |
− | map var x -= 1
| |
− |
| |
− | *51: PCD_DECWORLDVAR x
| |
− |
| |
− | world varx -= 1
| |
− |
| |
− | *52: PCD_GOTO x
| |
− |
| |
− | Jump to offset x (relative to beginning of object file).
| |
− |
| |
− | *53: PCD_IFGOTO x
| |
− |
| |
− | Stack before:
| |
− | int boolean
| |
− |
| |
− | If the boolean is true, jump to offset x.
| |
− |
| |
− | *54: PCD_DROP
| |
− |
| |
− | Stack before:
| |
− | int anything
| |
− |
| |
− | Pop one number off the stack and discard it.
| |
− |
| |
− | *55: PCD_DELAY
| |
− |
| |
− | Stack before:
| |
− | int tics
| |
− |
| |
− | Pop a number off the stick and delay for that many tics.
| |
− |
| |
− | *56: PCD_DELAYDIRECT x
| |
− |
| |
− | Delay for x tics.
| |
− |
| |
− | *57: PCD_RANDOM
| |
− |
| |
− | Stack before:
| |
− | int minval
| |
− | int maxval
| |
− |
| |
− | Stack after:
| |
− | int random(minval, maxval)
| |
− |
| |
− | *58: PCD_RANDOMDIRECT x y
| |
− |
| |
− | Stack after:
| |
− | int random(x, y)
| |
− |
| |
− | *59: PCD_THINGCOUNT
| |
− |
| |
− | Stack before:
| |
− | int type
| |
− | int tid
| |
− |
| |
− | Stack after:
| |
− | int thingcount(type,tid)
| |
− |
| |
− | *60: PCD_THINGCOUNTDIRECT x y
| |
− |
| |
− | Stack after:
| |
− | int thingcount(x, y)
| |
− |
| |
− | *61: PCD_TAGWAIT
| |
− |
| |
− | Stack before:
| |
− | int tag
| |
− |
| |
− | Pops a tag value off the stack and suspends execution of the current
| |
− | script until all sectors with a matching tag value are inactive.
| |
− |
| |
− | *62: PCD_TAGWAITDIRECT x
| |
− |
| |
− | Waits for all sectors with tag x to become inactive before continuing
| |
− | execution of the current script.
| |
− |
| |
− | *63: PCD_POLYWAIT
| |
− |
| |
− | Stack before:
| |
− | int po
| |
− |
| |
− | Suspends execution of the current script until polyobj po is inactive.
| |
− |
| |
− | *64: PCD_POLYWAITDIRECT x
| |
− |
| |
− | Suspends execution of the current script until polyobj x is inactive.
| |
− |
| |
− | *65: PCD_CHANGEFLOOR
| |
− |
| |
− | Stack before:
| |
− | int tag
| |
− | str flatname
| |
− |
| |
− | Sets the floor flat of all sectors tagged with tag to flatname.
| |
− |
| |
− | *66: PCD_CHANGEFLOORDIRECT x y
| |
− |
| |
− | Sets the floor flat of all sectors tagged with x to y.
| |
− |
| |
− | *67: PCD_CHANGECEILING
| |
− |
| |
− | Stack before:
| |
− | int tag
| |
− | str flatname
| |
− |
| |
− | Sets the ceiling flat of all sectors tagged with tag to flatname.
| |
− |
| |
− | *68: PCD_CHANGECEILINGDIRECT x y
| |
− |
| |
− | Sets the ceiling flat of all sectors tagged with x to y.
| |
− |
| |
− | *69: PCD_RESTART
| |
− |
| |
− | Restart execution of the current script from the beginning.
| |
− |
| |
− | *70: PCD_ANDLOGICAL
| |
− |
| |
− | Stack before:
| |
− | int boolean1
| |
− | int boolean2
| |
− |
| |
− | Stack after:
| |
− | (boolean1 && boolean2)
| |
− |
| |
− | *71: PCD_ORLOGICAL
| |
− |
| |
− | Stack before:
| |
− | int boolean1
| |
− | int boolean2
| |
− |
| |
− | Stack after:
| |
− | (boolean1 || boolean2)
| |
− |
| |
− | *72: PCD_ANDBITWISE
| |
− |
| |
− | Stack before:
| |
− | int param1
| |
− | int param2
| |
− |
| |
− | Stack after
| |
− | int (param1 & param2)
| |
− |
| |
− | *73: PCD_ORBITWISE
| |
− |
| |
− | Stack before:
| |
− | int param1
| |
− | int param2
| |
− |
| |
− | Stack after:
| |
− | int (param1 | param2)
| |
− |
| |
− | *74: PCD_EORBITWISE
| |
− |
| |
− | Stack before:
| |
− | int param1
| |
− | int param2
| |
− |
| |
− | Stack after:
| |
− | int (param1 ^ param2)
| |
− |
| |
− | *75: PCD_NEGATELOGICAL
| |
− |
| |
− | Stack before:
| |
− | int val
| |
− |
| |
− | Stack after:
| |
− | int (!val)
| |
− |
| |
− | *76: PCD_LSHIFT
| |
− |
| |
− | Stack before:
| |
− | int a
| |
− | int b
| |
− |
| |
− | Stack after:
| |
− | int (a << b)
| |
− |
| |
− | *77: PCD_RSHIFT
| |
− |
| |
− | Stack before:
| |
− | int a
| |
− | int b
| |
− |
| |
− | Stack after:
| |
− | int (a >> b)
| |
− |
| |
− | *78: PCD_UNARYMINUS
| |
− |
| |
− | Stack before:
| |
− | int val
| |
− |
| |
− | Stack after:
| |
− | int (-val)
| |
− |
| |
− | *79: PCD_IFNOTGOTO x
| |
− |
| |
− | Stack before:
| |
− | int boolean
| |
− |
| |
− | If boolean is false, jump to offset x.
| |
− |
| |
− | *80: PCD_LINESIDE
| |
− |
| |
− | Stack after:
| |
− | int lineside
| |
− |
| |
− | lineside is a numerical parameter indicating which side of the line
| |
− | activated this script.
| |
− |
| |
− | *81: PCD_SCRIPTWAIT
| |
− |
| |
− | Stack before:
| |
− | int scr
| |
− |
| |
− | Suspend execution of the current script until script scr has
| |
− | terminated.
| |
− |
| |
− | *82: PCD_SCRIPTWAITDIRECT x
| |
− |
| |
− | Suspend execution of the current script until script x has
| |
− | terminated.
| |
− |
| |
− | *83: PCD_CLEARLINESPECIAL
| |
− |
| |
− | Clears the special of the activating line.
| |
− |
| |
− | *84: PCD_CASEGOTO x y
| |
− |
| |
− | Stack before:
| |
− | int val
| |
− |
| |
− | Stack after:
| |
− | int val (if not taken)
| |
− |
| |
− | If the val == x, pop it and jump to offset y.
| |
− |
| |
− | *85: PCD_BEGINPRINT
| |
− |
| |
− | Prepare to build a string to output to the screen by creating a new
| |
− | empty working string.
| |
− |
| |
− | *86: PCD_ENDPRINT
| |
− |
| |
− | Output the current working string to the local machine's screen.
| |
− |
| |
− | *87: PCD_PRINTSTRING
| |
− |
| |
− | Stack before:
| |
− | str string
| |
− |
| |
− | Pop a string index off the stack and append it to the current
| |
− | working string.
| |
− |
| |
− | *88: PCD_PRINTNUMBER
| |
− |
| |
− | Stack before:
| |
− | int num
| |
− |
| |
− | Append num to the current working string in its ASCII representation.
| |
− |
| |
− | *89: PCD_PRINTCHARACTER
| |
− |
| |
− | Stack before:
| |
− | int char
| |
− |
| |
− | Append the ASCII character char to the current working string.
| |
− |
| |
− | *90: PCD_PLAYERCOUNT
| |
− |
| |
− | Stack after:
| |
− | int playercount
| |
− |
| |
− | playercount is the number of players in the game.
| |
− |
| |
− | *91: PCD_GAMETYPE
| |
− |
| |
− | Stack after:
| |
− | int gametype
| |
− |
| |
− | gametype represents the current game type.
| |
− |
| |
− | *92: PCD_GAMESKILL
| |
− |
| |
− | Stack after:
| |
− | int gameskill
| |
− |
| |
− | gameskill is the current game skill.
| |
− |
| |
− | *93: PCD_TIMER
| |
− |
| |
− | Stack after:
| |
− | int gametime
| |
− |
| |
− | gametime is the current level time in tics.
| |
− |
| |
− | *94: PCD_SECTORSOUND
| |
− |
| |
− | Stack before:
| |
− | str name
| |
− | int volume
| |
− |
| |
− | Pops two values off the stack and plays a sound in the sector
| |
− | pointed at by this script's activating linedef.
| |
− |
| |
− | *95: PCD_AMBIENTSOUND
| |
− |
| |
− | Stack before:
| |
− | str snd
| |
− | int vol
| |
− |
| |
− | Plays the sound snd at volume vol (0-127) on the local machine.
| |
− |
| |
− | *96: PCD_SOUNDSEQUENCE
| |
− |
| |
− | Stack before:
| |
− | str seq
| |
− |
| |
− | Plays the sound sequence seq in the facing sector.
| |
− |
| |
− | *97: PCD_SETLINETEXTURE
| |
− |
| |
− | Stack before:
| |
− | int line
| |
− | int side
| |
− | int position
| |
− | str texturename
| |
− |
| |
− | *98: PCD_SETLINEBLOCKING
| |
− |
| |
− | Stack before:
| |
− | int line
| |
− | int blocking
| |
− |
| |
− | *99: PCD_SETLINESPECIAL
| |
− |
| |
− | Stack before:
| |
− | int line
| |
− | int special
| |
− | int arg1
| |
− | int arg2
| |
− | int arg3
| |
− | int arg4
| |
− | int arg5
| |
− |
| |
− | Sets the line special and args for all matching lines.
| |
− |
| |
− | *100: PCD_THINGSOUND
| |
− |
| |
− | Stack before:
| |
− | int tid
| |
− | str name
| |
− | int volume
| |
− |
| |
− | Plays a sound at all things marked with tid.
| |
− |
| |
− | *101: PCD_ENDPRINTBOLD
| |
− |
| |
− | Print the current working string to the screen of all computers in
| |
− | the game.
| |
| | | |
| == Sources == | | == Sources == |
| http://odamex.net/doc/thirdparty/acsspec.txt - Unspecified author, found in the zdoom utilities source. | | http://odamex.net/doc/thirdparty/acsspec.txt - Unspecified author, found in the zdoom utilities source. |
ACS (Action Coding Script?) is a compiled scripting language that works along side with the Hexen map format. The compiled scripts are stored in a map's BEHAVIOR lump in a binary format decoded by the zdoom/hexen engines. The license the ACS interpreter was released under is not GPL complaint, so there is no ACS support in Odamex. Here is some info I dug which can aid in rewriting the interpreter.