//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements) Copyright (C) 2020 - Christoph Oelckers This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition Duke Nukem 3D is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Original Source: 1996 - Todd Replogle Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms EDuke enhancements integrated: 04/13/2003 - Matt Saettler Note: EDuke source was in transition. Changes are in-progress in the source as it is released. */ //------------------------------------------------------------------------- #include "ns.h" #include "concmd.h" #include "duke3d.h" #include "gamedef.h" #include "gamevar.h" #include "gameexec.h" BEGIN_DUKE_NS // curse these global variables for parameter passing... static int g_i, g_p; static int g_x; static int* g_t; static uint8_t killit_flag; static spritetype* g_sp; static int* insptr; int parse(void); int furthestcanseepoint(int i, spritetype* ts, int* dax, int* day); bool ifsquished(int i, int p); void fakebubbaspawn(int g_i, int g_p); void tearitup(int sect); void destroyit(int g_i); void mamaspawn(int g_i); void forceplayerangle(DukePlayer_t* p); static bool killthesprite = false; void addspritetodelete(int spnum) { killthesprite = true; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void VM_Execute(native_t loop); void parseifelse(int condition) { if( condition ) { // skip 'else' pointer.. and... insptr+=2; parse(); } else { insptr = &ScriptCode[*(insptr+1)]; if(*insptr == 10) { // else... // skip 'else' and... insptr+=2; parse(); } } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static int ifcanshoottarget(int g_i, int g_p, int g_x) { int j; auto g_sp = &sprite[g_i]; if (g_x > 1024) { short temphit, sclip, angdif; if (badguy(g_sp) && g_sp->xrepeat > 56) { sclip = 3084; angdif = 48; } else { sclip = 768; angdif = 16; } j = hitasprite(g_i, &temphit); if (j == (1 << 30)) { return 1; } if (j > sclip) { if (temphit >= 0 && sprite[temphit].picnum == g_sp->picnum) j = 0; else { g_sp->ang += angdif; j = hitasprite(g_i, &temphit); g_sp->ang -= angdif; if (j > sclip) { if (temphit >= 0 && sprite[temphit].picnum == g_sp->picnum) j = 0; else { g_sp->ang -= angdif; j = hitasprite(g_i, &temphit); g_sp->ang += angdif; if (j > 768) { if (temphit >= 0 && sprite[temphit].picnum == g_sp->picnum) j = 0; else j = 1; } else j = 0; } } else j = 0; } } else j = 0; } else j = 1; return j; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static bool ifcansee(int g_i, int g_p) { auto g_sp = &sprite[g_i]; spritetype* s; int j; // select sprite for monster to target // if holoduke is on, let them target holoduke first. // if (ps[g_p].holoduke_on >= 0 && !isRR()) { s = &sprite[ps[g_p].holoduke_on]; j = cansee(g_sp->x, g_sp->y, g_sp->z - (krand() & ((32 << 8) - 1)), g_sp->sectnum, s->x, s->y, s->z, s->sectnum); if (j == 0) { // they can't see player's holoduke // check for player... s = &sprite[ps[g_p].i]; } } else s = &sprite[ps[g_p].i]; // holoduke not on. look for player // can they see player, (or player's holoduke) j = cansee(g_sp->x, g_sp->y, g_sp->z - (krand() & ((47 << 8))), g_sp->sectnum, s->x, s->y, s->z - ((isRR()? 28 : 24) << 8), s->sectnum); if (j == 0) { // they can't see it. // Huh?. This does nothing.... // (the result is always j==0....) if ((abs(hittype[g_i].lastvx - g_sp->x) + abs(hittype[g_i].lastvy - g_sp->y)) < (abs(hittype[g_i].lastvx - s->x) + abs(hittype[g_i].lastvy - s->y))) j = 0; // um yeah, this if() will always fire.... if (j == 0) { // search around for target player // also modifies 'target' x&y if found.. j = furthestcanseepoint(g_i, s, &hittype[g_i].lastvx, &hittype[g_i].lastvy); if (j == -1) j = 0; else j = 1; } } else { // else, they did see it. // save where we were looking... hittype[g_i].lastvx = s->x; hittype[g_i].lastvy = s->y; } if (j == 1 && (g_sp->statnum == 1 || g_sp->statnum == 6)) hittype[g_i].timetosleep = SLEEPTIME; return j == 1; } // int *it = 0x00589a04; int parse(void) { int j, l, s; if(killit_flag) return 1; switch (*insptr) { case concmd_ifrnd: insptr++; parseifelse(rnd(*insptr)); break; case concmd_ifcanshoottarget: parseifelse(ifcanshoottarget(g_i, g_p, g_x)); break; case concmd_ifcanseetarget: j = cansee(g_sp->x, g_sp->y, g_sp->z - ((krand() & 41) << 8), g_sp->sectnum, ps[g_p].posx, ps[g_p].posy, ps[g_p].posz/*-((krand()&41)<<8)*/, sprite[ps[g_p].i].sectnum); parseifelse(j); if (j) hittype[g_i].timetosleep = SLEEPTIME; break; case concmd_ifnocover: j = cansee(g_sp->x, g_sp->y, g_sp->z, g_sp->sectnum, ps[g_p].posx, ps[g_p].posy, ps[g_p].posz, sprite[ps[g_p].i].sectnum); parseifelse(j); if (j) hittype[g_i].timetosleep = SLEEPTIME; break; case concmd_ifactornotstayput: parseifelse(hittype[g_i].actorstayput == -1); break; case concmd_ifcansee: parseifelse(ifcansee(g_i, g_p)); break; case concmd_ifhitweapon: parseifelse(fi.ifhitbyweapon(g_i) >= 0); break; case concmd_ifsquished: parseifelse(ifsquished(g_i, g_p) == 1); break; case concmd_ifdead: { j = g_sp->extra; if (g_sp->picnum == TILE_APLAYER) j--; parseifelse(j < 0); } break; case concmd_ai: insptr++; g_t[5] = *insptr; g_t[4] = ScriptCode[g_t[5]]; // Action g_t[1] = ScriptCode[g_t[5] + 1]; // move g_sp->hitag = ScriptCode[g_t[5] + 2]; // Ai g_t[0] = g_t[2] = g_t[3] = 0; if (g_sp->hitag & random_angle) g_sp->ang = krand() & 2047; insptr++; break; case concmd_action: insptr++; g_t[2] = 0; g_t[3] = 0; g_t[4] = *insptr; insptr++; break; case concmd_ifpdistl: insptr++; parseifelse(g_x < *insptr); if (g_x > MAXSLEEPDIST && hittype[g_i].timetosleep == 0) hittype[g_i].timetosleep = SLEEPTIME; break; case concmd_ifpdistg: insptr++; parseifelse(g_x > * insptr); if (g_x > MAXSLEEPDIST && hittype[g_i].timetosleep == 0) hittype[g_i].timetosleep = SLEEPTIME; break; case concmd_else: insptr = &ScriptCode[*(insptr + 1)]; break; case concmd_addstrength: insptr++; g_sp->extra += *insptr; insptr++; break; case concmd_strength: insptr++; g_sp->extra = *insptr; insptr++; break; case concmd_smacksprite: switch (krand() & 1) { case 0: g_sp->ang = (+512 + g_sp->ang + (krand() & 511)) & 2047; break; case 1: g_sp->ang = (-512 + g_sp->ang - (krand() & 511)) & 2047; break; } insptr++; break; case concmd_fakebubba: insptr++; fakebubbaspawn(g_i, g_p); break; case concmd_rndmove: g_sp->ang = krand() & 2047; g_sp->xvel = 25; insptr++; break; case concmd_mamatrigger: operateactivators(667, ps[g_p].i); insptr++; break; case concmd_mamaspawn: mamaspawn(g_i); insptr++; break; case concmd_mamaquake: if (g_sp->pal == 31) earthquaketime = 4; else if (g_sp->pal == 32) earthquaketime = 6; insptr++; break; case concmd_garybanjo: if (banjosound == 0) { short rnum = (krand() & 3) + 1; if (rnum == 4) { banjosound = 262; } else if (rnum == 1) { banjosound = 272; } else if (rnum == 2) { banjosound = 273; } else { banjosound = 273; } A_PlaySound(banjosound, g_i, CHAN_WEAPON); } else if (!S_CheckSoundPlaying(g_i, banjosound)) A_PlaySound(banjosound, g_i, CHAN_WEAPON); insptr++; break; case concmd_motoloopsnd: if (!S_CheckSoundPlaying(g_i, 411)) A_PlaySound(411, g_i, CHAN_VOICE); insptr++; break; case concmd_ifgotweaponce: insptr++; if (ud.coop >= 1 && ud.multimode > 1) { if (*insptr == 0) { for (j = 0; j < ps[g_p].weapreccnt; j++) if (ps[g_p].weaprecs[j] == g_sp->picnum) break; parseifelse(j < ps[g_p].weapreccnt&& g_sp->owner == g_i); } else if (ps[g_p].weapreccnt < 16) { ps[g_p].weaprecs[ps[g_p].weapreccnt++] = g_sp->picnum; parseifelse(g_sp->owner == g_i); } } else parseifelse(0); break; case concmd_getlastpal: insptr++; if (g_sp->picnum == TILE_APLAYER) g_sp->pal = ps[g_sp->yvel].palookup; else g_sp->pal = hittype[g_i].tempang; hittype[g_i].tempang = 0; break; case concmd_tossweapon: insptr++; fi.checkweapons(&ps[g_sp->yvel]); break; case concmd_nullop: insptr++; break; case concmd_mikesnd: insptr++; if (!S_CheckSoundPlaying(g_i, g_sp->yvel)) A_PlaySound(g_sp->yvel, g_i, CHAN_VOICE); break; case concmd_pkick: insptr++; if (ud.multimode > 1 && g_sp->picnum == TILE_APLAYER) { if (ps[otherp].quick_kick == 0) ps[otherp].quick_kick = 14; } else if (g_sp->picnum != TILE_APLAYER && ps[g_p].quick_kick == 0) ps[g_p].quick_kick = 14; break; case concmd_sizeto: insptr++; // JBF 20030805: As I understand it, if xrepeat becomes 0 it basically kills the // sprite, which is why the "sizeto 0 41" calls in 1.3d became "sizeto 4 41" in // 1.4, so instead of patching the CONs I'll surruptitiously patch the code here //if (!PLUTOPAK && *insptr == 0) *insptr = 4; j = ((*insptr) - g_sp->xrepeat) << 1; g_sp->xrepeat += ksgn(j); insptr++; if ((g_sp->picnum == TILE_APLAYER && g_sp->yrepeat < 36) || *insptr < g_sp->yrepeat || ((g_sp->yrepeat * (tilesiz[g_sp->picnum].y + 8)) << 2) < (hittype[g_i].floorz - hittype[g_i].ceilingz)) { j = ((*insptr) - g_sp->yrepeat) << 1; if (abs(j)) g_sp->yrepeat += ksgn(j); } insptr++; break; case concmd_sizeat: insptr++; g_sp->xrepeat = (uint8_t)*insptr; insptr++; g_sp->yrepeat = (uint8_t)*insptr; insptr++; break; case concmd_shoot: insptr++; fi.shoot(g_i, (short)*insptr); insptr++; break; case concmd_ifsoundid: insptr++; parseifelse((short)*insptr == ambientlotag[g_sp->ang]); break; case concmd_ifsounddist: insptr++; if (*insptr == 0) parseifelse(ambienthitag[g_sp->ang] > g_x); else if (*insptr == 1) parseifelse(ambienthitag[g_sp->ang] < g_x); break; case concmd_soundtag: insptr++; spritesound(ambientlotag[g_sp->ang], g_i); break; case concmd_soundtagonce: insptr++; if (!S_CheckSoundPlaying(g_i, ambientlotag[g_sp->ang])) A_PlaySound(ambientlotag[g_sp->ang], g_i); break; case concmd_soundonce: insptr++; if (!S_CheckSoundPlaying(g_i, *insptr++)) A_PlaySound(*(insptr - 1), g_i); break; case concmd_stopsound: insptr++; if (S_CheckSoundPlaying(g_i, *insptr)) S_StopSound((int)*insptr); insptr++; break; case concmd_globalsound: insptr++; if (g_p == screenpeek || ud.coop == 1) spritesound((int)*insptr, ps[screenpeek].i); insptr++; break; case concmd_smackbubba: insptr++; if (!isRRRA() || g_sp->pal != 105) { ps[myconnectindex].gm = MODE_EOL; ud.level_number++; if (ud.level_number > 6) ud.level_number = 0; ud.m_level_number = ud.level_number; } break; case concmd_mamaend: insptr++; ps[myconnectindex].MamaEnd = 150; break; case concmd_ifactorhealthg: insptr++; parseifelse(g_sp->extra > (short)*insptr); break; case concmd_ifactorhealthl: insptr++; parseifelse(g_sp->extra < (short)*insptr); break; case concmd_sound: insptr++; spritesound((short) *insptr,g_i); insptr++; break; case concmd_tip: insptr++; ps[g_p].tipincs = 26; break; case concmd_iftipcow: case concmd_ifhittruck: // both have the same code. if (g_spriteExtra[g_i] == 1) // TRANSITIONAL 'filler' no longer exists { j = 1; g_spriteExtra[g_i]++; } else j = 0; parseifelse(j > 0); break; case concmd_tearitup: insptr++; tearitup(g_sp->sectnum); break; case concmd_fall: insptr++; g_sp->xoffset = 0; g_sp->yoffset = 0; fi.fall(g_i, g_p); break; case concmd_enda: case concmd_break: case concmd_ends: case concmd_endevent: return 1; case concmd_rightbrace: insptr++; return 1; case concmd_addammo: insptr++; if( ps[g_p].ammo_amount[*insptr] >= max_ammo_amount[*insptr] ) { killit_flag = 2; break; } addammo( *insptr, &ps[g_p], *(insptr+1) ); if(ps[g_p].curr_weapon == KNEE_WEAPON) if( ps[g_p].gotweapon[*insptr] ) fi.addweapon( &ps[g_p], *insptr ); insptr += 2; break; case concmd_money: insptr++; fi.lotsofmoney(g_sp,*insptr); insptr++; break; case concmd_mail: insptr++; fi.lotsofmail(g_sp,*insptr); insptr++; break; case concmd_sleeptime: insptr++; hittype[g_i].timetosleep = (short)*insptr; insptr++; break; case concmd_paper: insptr++; fi.lotsofpaper(g_sp,*insptr); insptr++; break; case concmd_addkills: insptr++; if (isRR()) { if (g_spriteExtra[g_i] < 1 || g_spriteExtra[g_i] == 128) { if (actorfella(g_i)) ps[g_p].actors_killed += *insptr; } } else ps[g_p].actors_killed += *insptr; hittype[g_i].actorstayput = -1; insptr++; break; case concmd_lotsofglass: insptr++; spriteglass(g_i,*insptr); insptr++; break; case concmd_killit: insptr++; killit_flag = 1; break; case concmd_addweapon: insptr++; if( ps[g_p].gotweapon[*insptr] == 0 ) fi.addweapon( &ps[g_p], *insptr ); else if( ps[g_p].ammo_amount[*insptr] >= max_ammo_amount[*insptr] ) { killit_flag = 2; break; } addammo( *insptr, &ps[g_p], *(insptr+1) ); if(ps[g_p].curr_weapon == KNEE_WEAPON) if( ps[g_p].gotweapon[*insptr] ) fi.addweapon( &ps[g_p], *insptr ); insptr+=2; break; case concmd_debug: insptr++; Printf("%ld\n",*insptr); insptr++; break; case concmd_endofgame: ps[g_p].timebeforeexit = *insptr; ps[g_p].customexitsound = -1; ud.eog = 1; insptr++; break; case concmd_isdrunk: // todo: move out to player_r. insptr++; ps[g_p].drink_amt += *insptr; j = sprite[ps[g_p].i].extra; if (j > 0) j += *insptr; if (j > max_player_health * 2) j = max_player_health * 2; if (j < 0) j = 0; if (ud.god == 0) { if (*insptr > 0) { if ((j - *insptr) < (max_player_health >> 2) && j >= (max_player_health >> 2)) spritesound(DUKE_GOTHEALTHATLOW, ps[g_p].i); ps[g_p].last_extra = j; } sprite[ps[g_p].i].extra = j; } if (ps[g_p].drink_amt > 100) ps[g_p].drink_amt = 100; if (sprite[ps[g_p].i].extra >= max_player_health) { sprite[ps[g_p].i].extra = max_player_health; ps[g_p].last_extra = max_player_health; } insptr++; break; case concmd_strafeleft: insptr++; fi.movesprite(g_i, sintable[(g_sp->ang + 1024) & 2047] >> 10, sintable[(g_sp->ang + 512) & 2047] >> 10, g_sp->zvel, CLIPMASK0); break; case concmd_straferight: insptr++; fi.movesprite(g_i, sintable[(g_sp->ang - 0) & 2047] >> 10, sintable[(g_sp->ang - 512) & 2047] >> 10, g_sp->zvel, CLIPMASK0); break; case concmd_larrybird: insptr++; ps[g_p].posz = sector[sprite[ps[g_p].i].sectnum].ceilingz; sprite[ps[g_p].i].z = ps[g_p].posz; break; case concmd_destroyit: insptr++; destroyit(g_i); break; case concmd_iseat: // move out to player_r. insptr++; ps[g_p].eat += *insptr; if (ps[g_p].eat > 100) { ps[g_p].eat = 100; } ps[g_p].drink_amt -= *insptr; if (ps[g_p].drink_amt < 0) ps[g_p].drink_amt = 0; j = sprite[ps[g_p].i].extra; if (g_sp->picnum != TILE_ATOMICHEALTH) { if (j > max_player_health && *insptr > 0) { insptr++; break; } else { if (j > 0) j += (*insptr) * 3; if (j > max_player_health && *insptr > 0) j = max_player_health; } } else { if (j > 0) j += *insptr; if (j > (max_player_health << 1)) j = (max_player_health << 1); } if (j < 0) j = 0; if (ud.god == 0) { if (*insptr > 0) { if ((j - *insptr) < (max_player_health >> 2) && j >= (max_player_health >> 2)) spritesound(229, ps[g_p].i); ps[g_p].last_extra = j; } sprite[ps[g_p].i].extra = j; } insptr++; break; case concmd_addphealth: // todo: move out to player. insptr++; if(!isRR() && ps[g_p].newowner >= 0) { ps[g_p].newowner = -1; ps[g_p].posx = ps[g_p].oposx; ps[g_p].posy = ps[g_p].oposy; ps[g_p].posz = ps[g_p].oposz; ps[g_p].q16ang = ps[g_p].oq16ang; updatesector(ps[g_p].posx,ps[g_p].posy,&ps[g_p].cursectnum); setpal(&ps[g_p]); j = headspritestat[1]; while (j >= 0) { if (sprite[j].picnum == TILE_CAMERA1) sprite[j].yvel = 0; j = nextspritestat[j]; } } j = sprite[ps[g_p].i].extra; if(g_sp->picnum != TILE_ATOMICHEALTH) { if( j > max_player_health && *insptr > 0 ) { insptr++; break; } else { if(j > 0) j += *insptr; if ( j > max_player_health && *insptr > 0 ) j = max_player_health; } } else { if( j > 0 ) j += *insptr; if ( j > (max_player_health<<1) ) j = (max_player_health<<1); } if(j < 0) j = 0; if(ud.god == 0) { if(*insptr > 0) { if( ( j - *insptr ) < (max_player_health>>2) && j >= (max_player_health>>2) ) spritesound(isRR()? 229 : DUKE_GOTHEALTHATLOW,ps[g_p].i); ps[g_p].last_extra = j; } sprite[ps[g_p].i].extra = j; } insptr++; break; case concmd_state: { auto tempscrptr = insptr + 2; insptr = &ScriptCode[*(insptr + 1)]; while (1) if (parse()) break; insptr = tempscrptr; } break; case concmd_leftbrace: insptr++; while (1) if (parse()) break; break; case concmd_move: g_t[0]=0; insptr++; g_t[1] = *insptr; insptr++; g_sp->hitag = *insptr; insptr++; if(g_sp->hitag&random_angle) g_sp->ang = krand()&2047; break; case concmd_spawn: insptr++; if(g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS) fi.spawn(g_i,*insptr); insptr++; break; case concmd_ifwasweapon: case concmd_ifspawnedby: // these two are the same insptr++; parseifelse( hittype[g_i].picnum == *insptr); break; case concmd_ifai: insptr++; parseifelse(g_t[5] == *insptr); break; case concmd_ifaction: insptr++; parseifelse(g_t[4] == *insptr); break; case concmd_ifactioncount: insptr++; parseifelse(g_t[2] >= *insptr); break; case concmd_resetactioncount: insptr++; g_t[2] = 0; break; case concmd_debris: { short dnum; insptr++; dnum = *insptr; insptr++; bool weap = fi.spawnweapondebris(g_sp->picnum, dnum); if(g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS) for(j=(*insptr)-1;j>=0;j--) { if(weap) s = 0; else s = (krand()%3); l = EGS(g_sp->sectnum, g_sp->x + (krand() & 255) - 128, g_sp->y + (krand() & 255) - 128, g_sp->z - (8 << 8) - (krand() & 8191), dnum + s, g_sp->shade, 32 + (krand() & 15), 32 + (krand() & 15), krand() & 2047, (krand() & 127) + 32, -(krand() & 2047), g_i, 5); if(weap) sprite[l].yvel = weaponsandammosprites[j%14]; else sprite[l].yvel = -1; sprite[l].pal = g_sp->pal; } insptr++; } break; case concmd_count: insptr++; g_t[0] = (short) *insptr; insptr++; break; case concmd_cstator: insptr++; g_sp->cstat |= (short)*insptr; insptr++; break; case concmd_clipdist: insptr++; g_sp->clipdist = (short) *insptr; insptr++; break; case concmd_cstat: insptr++; g_sp->cstat = (short) *insptr; insptr++; break; case concmd_newpic: insptr++; g_sp->picnum = (short)*insptr; insptr++; break; case concmd_ifmove: insptr++; parseifelse(g_t[1] == *insptr); break; case concmd_resetplayer: insptr++; //AddLog("resetplayer"); if(ud.multimode < 2) { #if 0 if( lastsavedpos >= 0 && ud.recstat != 2 ) { ps[g_p].gm = MODE_MENU; KB_ClearKeyDown(sc_Space); cmenu(15000); } else #endif ps[g_p].gm = MODE_RESTART; killit_flag = 2; } else { // I am not convinced this is even remotely smart to be executed from here... pickrandomspot(g_p); g_sp->x = hittype[g_i].bposx = ps[g_p].bobposx = ps[g_p].oposx = ps[g_p].posx; g_sp->y = hittype[g_i].bposy = ps[g_p].bobposy = ps[g_p].oposy = ps[g_p].posy; g_sp->z = hittype[g_i].bposy = ps[g_p].oposz = ps[g_p].posz; updatesector(ps[g_p].posx, ps[g_p].posy, &ps[g_p].cursectnum); setsprite(ps[g_p].i, ps[g_p].posx, ps[g_p].posy, ps[g_p].posz + PHEIGHT); g_sp->cstat = 257; g_sp->shade = -12; g_sp->clipdist = 64; g_sp->xrepeat = 42; g_sp->yrepeat = 36; g_sp->owner = g_i; g_sp->xoffset = 0; g_sp->pal = ps[g_p].palookup; ps[g_p].last_extra = g_sp->extra = max_player_health; ps[g_p].wantweaponfire = -1; ps[g_p].sethoriz(100); ps[g_p].on_crane = -1; ps[g_p].frag_ps = g_p; ps[g_p].sethorizoff(0); ps[g_p].opyoff = 0; ps[g_p].wackedbyactor = -1; ps[g_p].shield_amount = max_armour_amount; ps[g_p].dead_flag = 0; ps[g_p].pals.f = 0; ps[g_p].footprintcount = 0; ps[g_p].weapreccnt = 0; ps[g_p].ftq = 0; ps[g_p].posxv = ps[g_p].posyv = 0; if (!isRR()) ps[g_p].rotscrnang = 0; ps[g_p].falling_counter = 0; hittype[g_i].extra = -1; hittype[g_i].owner = g_i; hittype[g_i].cgg = 0; hittype[g_i].movflag = 0; hittype[g_i].tempang = 0; hittype[g_i].actorstayput = -1; hittype[g_i].dispicnum = 0; hittype[g_i].owner = ps[g_p].i; hittype[g_i].temp_data[4] = 0; resetinventory(g_p); resetweapons(g_p); ps[g_p].movement_lock = 0; //cameradist = 0; //cameraclock = totalclock; } setpal(&ps[g_p]); break; case concmd_ifcoop: parseifelse(ud.coop || numplayers > 2); break; case concmd_ifonmud: parseifelse(abs(g_sp->z - sector[g_sp->sectnum].floorz) < (32 << 8) && sector[g_sp->sectnum].floorpicnum == 3073); // eew, hard coded tile numbers... :? break; case concmd_ifonwater: parseifelse( abs(g_sp->z-sector[g_sp->sectnum].floorz) < (32<<8) && sector[g_sp->sectnum].lotag == ST_1_ABOVE_WATER); break; case concmd_ifmotofast: parseifelse(ps[g_p].MotoSpeed > 60); break; case concmd_ifonmoto: parseifelse(ps[g_p].OnMotorcycle == 1); break; case concmd_ifonboat: parseifelse(ps[g_p].OnBoat == 1); break; case concmd_ifsizedown: g_sp->xrepeat--; g_sp->yrepeat--; parseifelse(g_sp->xrepeat <= 5); break; case concmd_ifwind: parseifelse(WindTime > 0); break; case concmd_ifinwater: parseifelse( sector[g_sp->sectnum].lotag == 2); break; case concmd_ifcount: insptr++; parseifelse(g_t[0] >= *insptr); break; case concmd_ifactor: insptr++; parseifelse(g_sp->picnum == *insptr); break; case concmd_resetcount: insptr++; g_t[0] = 0; break; case concmd_addinventory: insptr+=2; switch(*(insptr-1)) { case 0: ps[g_p].steroids_amount = *insptr; ps[g_p].inven_icon = 2; break; case 1: ps[g_p].shield_amount += *insptr;// 100; if(ps[g_p].shield_amount > max_player_health) ps[g_p].shield_amount = max_player_health; break; case 2: ps[g_p].scuba_amount = *insptr;// 1600; ps[g_p].inven_icon = 6; break; case 3: ps[g_p].holoduke_amount = *insptr;// 1600; ps[g_p].inven_icon = 3; break; case 4: ps[g_p].jetpack_amount = *insptr;// 1600; ps[g_p].inven_icon = 4; break; case 6: if (isRR()) { switch (g_sp->lotag) { case 100: ps[g_p].keys[1] = 1; break; case 101: ps[g_p].keys[2] = 1; break; case 102: ps[g_p].keys[3] = 1; break; case 103: ps[g_p].keys[4] = 1; break; } } else { switch (g_sp->pal) { case 0: ps[g_p].got_access |= 1; break; case 21: ps[g_p].got_access |= 2; break; case 23: ps[g_p].got_access |= 4; break; } } break; case 7: ps[g_p].heat_amount = *insptr; ps[g_p].inven_icon = 5; break; case 9: ps[g_p].inven_icon = 1; ps[g_p].firstaid_amount = *insptr; break; case 10: ps[g_p].inven_icon = 7; ps[g_p].boot_amount = *insptr; break; } insptr++; break; case concmd_hitradius: fi.hitradius(g_i,*(insptr+1),*(insptr+2),*(insptr+3),*(insptr+4),*(insptr+5)); insptr+=6; break; case concmd_ifp: { insptr++; l = *insptr; j = 0; s = g_sp->xvel; // sigh... this was yet another place where number literals were used as bit masks for every single value, making the code totally unreadable. if( (l& pducking) && ps[g_p].on_ground && (PlayerInput(g_p, SKB_CROUCH) ^ !!(ps[g_p].crouch_toggle) )) j = 1; else if( (l& pfalling) && ps[g_p].jumping_counter == 0 && !ps[g_p].on_ground && ps[g_p].poszv > 2048 ) j = 1; else if( (l& pjumping) && ps[g_p].jumping_counter > 348 ) j = 1; else if( (l& pstanding) && s >= 0 && s < 8) j = 1; else if( (l& pwalking) && s >= 8 && !(PlayerInput(g_p, SKB_RUN)) ) j = 1; else if( (l& prunning) && s >= 8 && PlayerInput(g_p, SKB_RUN) ) j = 1; else if( (l& phigher) && ps[g_p].posz < (g_sp->z-(48<<8)) ) j = 1; else if( (l& pwalkingback) && s <= -8 && !(PlayerInput(g_p, SKB_RUN)) ) j = 1; else if( (l& prunningback) && s <= -8 && (PlayerInput(g_p, SKB_RUN)) ) j = 1; else if( (l& pkicking) && ( ps[g_p].quick_kick > 0 || ( ps[g_p].curr_weapon == KNEE_WEAPON && ps[g_p].kickback_pic > 0 ) ) ) j = 1; else if( (l& pshrunk) && sprite[ps[g_p].i].xrepeat < (isRR() ? 8 : 32)) j = 1; else if( (l& pjetpack) && ps[g_p].jetpack_on ) j = 1; else if( (l& ponsteroids) && ps[g_p].steroids_amount > 0 && ps[g_p].steroids_amount < 400 ) j = 1; else if( (l& ponground) && ps[g_p].on_ground) j = 1; else if( (l& palive) && sprite[ps[g_p].i].xrepeat > (isRR() ? 8 : 32) && sprite[ps[g_p].i].extra > 0 && ps[g_p].timebeforeexit == 0 ) j = 1; else if( (l& pdead) && sprite[ps[g_p].i].extra <= 0) j = 1; else if( (l& pfacing) ) { if (g_sp->picnum == TILE_APLAYER && ud.multimode > 1) j = getincangle(ps[otherp].getang(), getangle(ps[g_p].posx - ps[otherp].posx, ps[g_p].posy - ps[otherp].posy)); else j = getincangle(ps[g_p].getang(), getangle(g_sp->x - ps[g_p].posx, g_sp->y - ps[g_p].posy)); if( j > -128 && j < 128 ) j = 1; else j = 0; } parseifelse((int) j); } break; case concmd_ifstrength: insptr++; parseifelse(g_sp->extra <= *insptr); break; case concmd_guts: insptr += 2; fi.guts(g_sp,*(insptr-1),*insptr,g_p); insptr++; break; case concmd_slapplayer: insptr++; forceplayerangle(&ps[g_p]); ps[g_p].posxv -= sintable[(ps[g_p].getang() + 512) & 2047] << 7; ps[g_p].posyv -= sintable[ps[g_p].getang() & 2047] << 7; return 0; case concmd_wackplayer: insptr++; if (!isRR()) forceplayerangle(&ps[g_p]); else { ps[g_p].posxv -= sintable[(ps[g_p].getang() + 512) & 2047] << 10; ps[g_p].posyv -= sintable[ps[g_p].getang() & 2047] << 10; ps[g_p].jumping_counter = 767; ps[g_p].jumping_toggle = 1; } return 0; case concmd_ifgapzl: insptr++; parseifelse( (( hittype[g_i].floorz - hittype[g_i].ceilingz ) >> 8 ) < *insptr); break; case concmd_ifhitspace: parseifelse(PlayerInput(g_p, SKB_OPEN)); break; case concmd_ifoutside: parseifelse(sector[g_sp->sectnum].ceilingstat & 1); break; case concmd_ifmultiplayer: parseifelse(ud.multimode > 1); break; case concmd_operate: insptr++; if( sector[g_sp->sectnum].lotag == 0 ) { int16_t neartagsector, neartagwall, neartagsprite; int32_t neartaghitdist; neartag(g_sp->x,g_sp->y,g_sp->z-(32<<8),g_sp->sectnum,g_sp->ang,&neartagsector,&neartagwall,&neartagsprite,&neartaghitdist,768L,1); if( neartagsector >= 0 && isanearoperator(sector[neartagsector].lotag) ) if( (sector[neartagsector].lotag&0xff) == ST_23_SWINGING_DOOR || sector[neartagsector].floorz == sector[neartagsector].ceilingz ) if( (sector[neartagsector].lotag&16384) == 0 ) if( (sector[neartagsector].lotag&32768) == 0 ) { j = headspritesect[neartagsector]; while(j >= 0) { if(sprite[j].picnum == ACTIVATOR) break; j = nextspritesect[j]; } if(j == -1) operatesectors(neartagsector,g_i); } } break; case concmd_ifinspace: parseifelse(fi.ceilingspace(g_sp->sectnum)); break; case concmd_spritepal: insptr++; if(g_sp->picnum != TILE_APLAYER) hittype[g_i].tempang = g_sp->pal; g_sp->pal = *insptr; insptr++; break; case concmd_cactor: insptr++; g_sp->picnum = *insptr; insptr++; break; case concmd_ifbulletnear: parseifelse( dodge(g_sp) == 1); break; case concmd_ifrespawn: if( badguy(g_sp) ) parseifelse( ud.respawn_monsters ); else if( inventory(g_sp) ) parseifelse( ud.respawn_inventory ); else parseifelse( ud.respawn_items ); break; case concmd_iffloordistl: insptr++; parseifelse( (hittype[g_i].floorz - g_sp->z) <= ((*insptr)<<8)); break; case concmd_ifceilingdistl: insptr++; parseifelse( ( g_sp->z - hittype[g_i].ceilingz ) <= ((*insptr)<<8)); break; case concmd_palfrom: insptr++; SetPlayerPal(&ps[g_p], PalEntry(insptr[0], insptr[1], insptr[2], insptr[3])); insptr += 4; break; /* case 74: insptr++; getglobalz(g_i); parseifelse( (( hittype[g_i].floorz - hittype[g_i].ceilingz ) >> 8 ) >= *insptr); break; */ case concmd_addlog: { int l; int lFile; insptr++; lFile=*(insptr++); // file l=*(insptr++); // line // this was only printing file name and line number as debug output. break; } case concmd_addlogvar: { int l; int lFile; insptr++; lFile=*(insptr++); // file l=*(insptr++); // l=Line number, *instpr=varID if( (*insptr >= iGameVarCount) || *insptr < 0 ) { // invalid varID insptr++; break; // out of switch } DPrintf(DMSG_NOTIFY, "ADDLOGVAR: "); if( aGameVars[*insptr].dwFlags & GAMEVAR_FLAG_READONLY) { DPrintf(DMSG_NOTIFY, " (read-only)"); } if( aGameVars[*insptr].dwFlags & GAMEVAR_FLAG_PERPLAYER) { DPrintf(DMSG_NOTIFY, " (Per Player. Player=%d)",g_p); } else if( aGameVars[*insptr].dwFlags & GAMEVAR_FLAG_PERACTOR) { DPrintf(DMSG_NOTIFY, " (Per Actor. Actor=%d)",g_i); } else { DPrintf(DMSG_NOTIFY, " (Global)"); } DPrintf(DMSG_NOTIFY, " =%ld", GetGameVarID(*insptr, g_i, g_p)); insptr++; break; } case concmd_setvar: { int i; insptr++; i=*(insptr++); // ID of def SetGameVarID(i, *insptr, g_i, g_p ); insptr++; break; } case concmd_setvarvar: { int i; insptr++; i=*(insptr++); // ID of def SetGameVarID(i, GetGameVarID(*insptr, g_i, g_p), g_i, g_p ); // aGameVars[i].lValue = aGameVars[*insptr].lValue; insptr++; break; } case concmd_addvar: { int i; insptr++; i=*(insptr++); // ID of def //sprintf(g_szBuf,"AddVar %d to Var ID=%d, g_i=%d, g_p=%d\n",*insptr, i, g_i, g_p); //AddLog(g_szBuf); SetGameVarID(i, GetGameVarID(i, g_i, g_p) + *insptr, g_i, g_p ); insptr++; break; } case concmd_addvarvar: { int i; insptr++; i=*(insptr++); // ID of def SetGameVarID(i, GetGameVarID(i, g_i, g_p) + GetGameVarID(*insptr, g_i, g_p), g_i, g_p ); insptr++; break; } case concmd_ifvarvare: { int i; insptr++; i=*(insptr++); // ID of def j=0; if(GetGameVarID(i, g_i, g_p) == GetGameVarID(*(insptr), g_i, g_p) ) { j=1; } parseifelse( j ); break; } case concmd_ifvarvarg: { int i; insptr++; i=*(insptr++); // ID of def j=0; if(GetGameVarID(i, g_i, g_p) > GetGameVarID(*(insptr), g_i, g_p) ) { j=1; } parseifelse( j ); break; } case concmd_ifvarvarl: { int i; insptr++; i=*(insptr++); // ID of def j=0; if(GetGameVarID(i, g_i, g_p) < GetGameVarID(*(insptr), g_i, g_p) ) { j=1; } parseifelse( j ); break; } case concmd_ifvare: { int i; insptr++; i=*(insptr++); // ID of def j=0; if(GetGameVarID(i, g_i, g_p) == *insptr) { j=1; } parseifelse( j ); break; } case concmd_ifvarg: { int i; insptr++; i=*(insptr++); // ID of def j=0; if(GetGameVarID(i, g_i, g_p) > *insptr) { j=1; } parseifelse( j ); break; } case concmd_ifvarl: { int i; insptr++; i=*(insptr++); // ID of def j=0; if(GetGameVarID(i, g_i, g_p) < *insptr) { j=1; } parseifelse( j ); break; } case concmd_ifphealthl: insptr++; parseifelse( sprite[ps[g_p].i].extra < *insptr); break; case concmd_ifpinventory: { insptr++; j = 0; switch(*(insptr++)) { case 0:if( ps[g_p].steroids_amount != *insptr) j = 1; break; case 1:if(ps[g_p].shield_amount != max_player_health ) j = 1; break; case 2:if(ps[g_p].scuba_amount != *insptr) j = 1;break; case 3:if(ps[g_p].holoduke_amount != *insptr) j = 1;break; case 4:if(ps[g_p].jetpack_amount != *insptr) j = 1;break; case 6: if (isRR()) { switch (g_sp->lotag) { case 100: if (ps[g_p].keys[1]) j = 1; break; case 101: if (ps[g_p].keys[2]) j = 1; break; case 102: if (ps[g_p].keys[3]) j = 1; break; case 103: if (ps[g_p].keys[4]) j = 1; break; } } else { switch (g_sp->pal) { case 0: if (ps[g_p].got_access & 1) j = 1; break; case 21: if (ps[g_p].got_access & 2) j = 1; break; case 23: if (ps[g_p].got_access & 4) j = 1; break; } } break; case 7:if(ps[g_p].heat_amount != *insptr) j = 1;break; case 9: if(ps[g_p].firstaid_amount != *insptr) j = 1;break; case 10: if(ps[g_p].boot_amount != *insptr) j = 1;break; } parseifelse(j); break; } case concmd_pstomp: insptr++; if( ps[g_p].knee_incs == 0 && sprite[ps[g_p].i].xrepeat >= (isRR()? 9: 40) ) if( cansee(g_sp->x,g_sp->y,g_sp->z-(4<<8),g_sp->sectnum,ps[g_p].posx,ps[g_p].posy,ps[g_p].posz+(16<<8),sprite[ps[g_p].i].sectnum) ) { ps[g_p].knee_incs = 1; if(ps[g_p].weapon_pos == 0) ps[g_p].weapon_pos = -1; ps[g_p].actorsqu = g_i; } break; case concmd_ifawayfromwall: { short s1; s1 = g_sp->sectnum; j = 0; updatesector(g_sp->x + 108, g_sp->y + 108, &s1); if (s1 == g_sp->sectnum) { updatesector(g_sp->x - 108, g_sp->y - 108, &s1); if (s1 == g_sp->sectnum) { updatesector(g_sp->x + 108, g_sp->y - 108, &s1); if (s1 == g_sp->sectnum) { updatesector(g_sp->x - 108, g_sp->y + 108, &s1); if (s1 == g_sp->sectnum) j = 1; } } } parseifelse(j); break; } case concmd_quote: insptr++; FTA(*insptr,&ps[g_p]); insptr++; break; case concmd_ifinouterspace: parseifelse( fi.floorspace(g_sp->sectnum)); break; case concmd_ifnotmoving: parseifelse( (hittype[g_i].movflag&49152) > 16384 ); break; case concmd_respawnhitag: insptr++; fi.respawnhitag(g_sp); break; case concmd_ifspritepal: insptr++; parseifelse( g_sp->pal == *insptr); break; case concmd_ifangdiffl: insptr++; j = abs(getincangle(ps[g_p].getang(),g_sp->ang)); parseifelse( j <= *insptr); break; case concmd_ifnosounds: parseifelse(!A_CheckAnySoundPlaying(g_i) ); break; case concmd_ifplaybackon: //Twentieth Anniversary World Tour parseifelse(false); break; default: Printf(TEXTCOLOR_RED "Unrecognized PCode of %ld in parse. Killing current sprite.\n",*insptr); Printf(TEXTCOLOR_RED "Offset=%0lX\n",insptr-ScriptCode.Data()); killit_flag = 1; break; } return 0; } void execute(int i,int p,int x) { if (!G_HaveActor(sprite[i].picnum)) return; int done; g_i = i; // Sprite ID g_p = p; // Player ID g_x = x; // ?? g_sp = &sprite[g_i]; // Pointer to sprite structure g_t = &hittype[g_i].temp_data[0]; // Sprite's 'extra' data if (actorinfo[g_sp->picnum].scriptaddress == 0) return; insptr = &ScriptCode[4 + (actorinfo[g_sp->picnum].scriptaddress)]; killit_flag = 0; if(g_sp->sectnum < 0 || g_sp->sectnum >= MAXSECTORS) { if(badguy(g_sp)) ps[g_p].actors_killed++; deletesprite(g_i); return; } if (g_t[4]) { // This code was utterly cryptic in the original source. auto ptr = &ScriptCode[g_t[4]]; int numframes = ptr[1]; int increment = ptr[3]; int delay = ptr[4]; g_sp->lotag += TICSPERFRAME; if (g_sp->lotag > delay) { g_t[2]++; g_sp->lotag = 0; g_t[3] += increment; } if (abs(g_t[3]) >= abs(numframes * increment)) g_t[3] = 0; } do done = parse(); while( done == 0 ); if(killit_flag == 1) { // if player was set to squish, first stop that... if(ps[g_p].actorsqu == g_i) ps[g_p].actorsqu = -1; killthesprite = true; } else { fi.move(g_i, g_p, g_x); if (g_sp->statnum == STAT_ACTOR) { if (badguy(g_sp)) { if (g_sp->xrepeat > 60) goto quit; if (ud.respawn_monsters == 1 && g_sp->extra <= 0) goto quit; } else if (ud.respawn_items == 1 && (g_sp->cstat & 32768)) goto quit; if (hittype[g_i].timetosleep > 1) hittype[g_i].timetosleep--; else if (hittype[g_i].timetosleep == 1) changespritestat(g_i, STAT_ZOMBIEACTOR); } else if (g_sp->statnum == STAT_STANDABLE) fi.checktimetosleep(g_i); } quit: if (killthesprite) deletesprite(i); killthesprite = false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void OnEvent(int iEventID, int p, int i, int x) { int og_i, og_p; int og_x; int* og_t; spritetype* og_sp; uint8_t okillit_flag; int* oinsptr; char done; if (iEventID >= MAXGAMEEVENTS) { Printf("Invalid Event ID\n"); return; } if (apScriptGameEvent[iEventID] == 0) { return; } // save current values... og_i = g_i; og_p = g_p; og_x = g_x; og_sp = g_sp; og_t = g_t; okillit_flag = killit_flag; oinsptr = insptr; g_i = i; // current sprite ID g_p = p; /// current player ID g_x = x; // ? g_sp = &sprite[g_i]; g_t = &hittype[g_i].temp_data[0]; insptr = &ScriptCode[apScriptGameEvent[iEventID]]; killit_flag = 0; do done = parse(); while (done == 0); // restore old values... g_i = og_i; g_p = og_p; g_x = og_x; g_sp = og_sp; g_t = og_t; killit_flag = okillit_flag; insptr = oinsptr; } END_DUKE_NS