raze/source/games/duke/src/gameexec.cpp
Christoph Oelckers 83bcfcfd0c - Big cleanup.
2020-07-06 22:53:20 +02:00

1744 lines
39 KiB
C++

//-------------------------------------------------------------------------
/*
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
// Player Actions - used by ifp instruction.
enum playeraction_t {
pstanding = 0x00000001,
pwalking = 0x00000002,
prunning = 0x00000004,
pducking = 0x00000008,
pfalling = 0x00000010,
pjumping = 0x00000020,
phigher = 0x00000040,
pwalkingback = 0x00000080,
prunningback = 0x00000100,
pkicking = 0x00000200,
pshrunk = 0x00000400,
pjetpack = 0x00000800,
ponsteroids = 0x00001000,
ponground = 0x00002000,
palive = 0x00004000,
pdead = 0x00008000,
pfacing = 0x00010000
};
// 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 (actorinfo[sprite[i].picnum].scriptaddress == 0) 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