//------------------------------------------------------------------------- /* Copyright (C) 2010 EDuke32 developers and contributors This file is part of EDuke32. EDuke32 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. 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. */ //------------------------------------------------------------------------- #include #include #include #include "duke3d.h" #include "gamedef.h" #include "gameexec.h" #include "scriplib.h" #include "savegame.h" #include "premap.h" #include "osdcmds.h" #include "osd.h" #include "menus.h" #ifdef LUNATIC # include "lunatic.h" extern El_State g_ElState; // this needs to go into a header sometime #endif #if KRANDDEBUG # define GAMEEXEC_INLINE # define GAMEEXEC_STATIC #else # define GAMEEXEC_INLINE inline # define GAMEEXEC_STATIC static #endif vmstate_t vm; int32_t g_errorLineNum; int32_t g_tw; int32_t g_currentEventExec = -1; GAMEEXEC_STATIC void VM_Execute(int32_t loop); #include "gamestructures.c" #define VM_CONDITIONAL(xxx) { if ((xxx) || ((insptr = (intptr_t *)*(insptr+1)) && (((*insptr) & 0xfff) == CON_ELSE))) \ { insptr += 2; VM_Execute(0); } } void VM_ScriptInfo(void) { intptr_t *p; if (!script) return; if (insptr) { initprintf("\n"); for (p=insptr-20; p>12&&(*p&0xFFF)>12),keyw[*p&0xFFF]); else initprintf("%d",(int32_t)*p); initprintf("\n"); } initprintf("\n"); } if (vm.g_i) initprintf("current actor: %d (%d)\n",vm.g_i,vm.g_sp->picnum); initprintf("g_errorLineNum: %d, g_tw: %d\n",g_errorLineNum,g_tw); } // May recurse, e.g. through EVENT_XXX -> ... -> EVENT_KILLIT int32_t VM_OnEvent(int32_t iEventID, int32_t iActor, int32_t iPlayer, int32_t lDist, int32_t iReturn) { #ifdef LUNATIC const double t = gethitickms(); if (El_IsInitialized(&g_ElState) && El_HaveEvent(iEventID)) El_CallEvent(&g_ElState, iEventID, iActor, iPlayer, lDist); #endif if (apScriptGameEvent[iEventID]) { intptr_t *oinsptr=insptr; vmstate_t vm_backup; vmstate_t tempvm = { iActor, iPlayer, lDist, iActor >= 0 ? &actor[iActor].t_data[0] : NULL, iActor >= 0 ? &sprite[iActor] : NULL, 0 }; int32_t backupReturnVar = aGameVars[g_iReturnVarID].val.lValue; int32_t backupEventExec = g_currentEventExec; aGameVars[g_iReturnVarID].val.lValue = iReturn; g_currentEventExec = iEventID; insptr = apScriptGameEvent[iEventID]; Bmemcpy(&vm_backup, &vm, sizeof(vmstate_t)); Bmemcpy(&vm, &tempvm, sizeof(vmstate_t)); VM_Execute(1); if (vm.g_flags & VM_KILL) { // if player was set to squish, first stop that... if (vm.g_p >= 0 && g_player[vm.g_p].ps->actorsqu == vm.g_i) g_player[vm.g_p].ps->actorsqu = -1; A_DeleteSprite(vm.g_i); } Bmemcpy(&vm, &vm_backup, sizeof(vmstate_t)); insptr = oinsptr; g_currentEventExec = backupEventExec; iReturn = aGameVars[g_iReturnVarID].val.lValue; aGameVars[g_iReturnVarID].val.lValue = backupReturnVar; } #ifdef LUNATIC g_eventTotalMs[iEventID] += gethitickms()-t; g_eventCalls[iEventID]++; #endif return iReturn; } static inline int32_t VM_CheckSquished(void) { sectortype *sc = §or[vm.g_sp->sectnum]; if ((vm.g_sp->picnum == APLAYER && ud.noclip) || sc->lotag == 23) return 0; { int32_t fz=sc->floorz, cz=sc->ceilingz; #ifdef YAX_ENABLE int16_t cb, fb; yax_getbunches(vm.g_sp->sectnum, &cb, &fb); if (cb >= 0 && (sc->ceilingstat&512)==0) // if ceiling non-blocking... cz -= (32<<8); // don't squish unconditionally... yax_getneighborsect is slowish :/ if (fb >= 0 && (sc->floorstat&512)==0) fz += (32<<8); #endif if (vm.g_sp->pal == 1 ? (fz - cz >= (32<<8) || (sc->lotag&32768)) : (fz - cz >= (12<<8))) return 0; } P_DoQuote(QUOTE_SQUISHED, g_player[vm.g_p].ps); if (A_CheckEnemySprite(vm.g_sp)) vm.g_sp->xvel = 0; if (vm.g_sp->pal == 1) // frozen { actor[vm.g_i].picnum = SHOTSPARK1; actor[vm.g_i].extra = 1; return 0; } return 1; } GAMEEXEC_STATIC GAMEEXEC_INLINE void P_ForceAngle(DukePlayer_t *p) { int32_t n = 128-(krand()&255); p->horiz += 64; p->return_to_center = 9; p->look_ang = p->rotscrnang = n>>1; } GAMEEXEC_STATIC int32_t A_Dodge(spritetype *s) { int32_t bx,by,bxvect,byvect,i; int32_t mx = s->x, my = s->y; int32_t mxvect = sintable[(s->ang+512)&2047]; int32_t myvect = sintable[s->ang&2047]; if (A_CheckEnemySprite(s) && s->extra <= 0) // hack return 0; for (i=headspritestat[STAT_PROJECTILE]; i>=0; i=nextspritestat[i]) //weapons list { if (OW == i) continue; bx = SX-mx; by = SY-my; bxvect = sintable[(SA+512)&2047]; byvect = sintable[SA&2047]; if ((mxvect * bx) + (myvect * by) >= 0 && (bxvect * bx) + (byvect * by) < 0) { if (klabs((bxvect * by) - (byvect * bx)) < 65536<<6) { s->ang -= 512+(krand()&1024); return 1; } } } return 0; } int32_t A_GetFurthestAngle(int32_t iActor,int32_t angs) { spritetype *s = &sprite[iActor]; if (s->picnum != APLAYER && (actor[iActor].t_data[0]&63) > 2) return(s->ang + 1024); { int32_t furthest_angle=0; int32_t d; int32_t greatestd = -(1<<30); int32_t angincs = 2048/angs,j; hitdata_t hit; for (j=s->ang; j<(2048+s->ang); j+=angincs) { s->z -= (8<<8); hitscan((const vec3_t *)s, s->sectnum, sintable[(j+512)&2047], sintable[j&2047],0, &hit,CLIPMASK1); s->z += (8<<8); d = klabs(hit.pos.x-s->x) + klabs(hit.pos.y-s->y); if (d > greatestd) { greatestd = d; furthest_angle = j; } } return (furthest_angle&2047); } } int32_t A_FurthestVisiblePoint(int32_t iActor,spritetype *ts,int32_t *dax,int32_t *day) { if ((actor[iActor].t_data[0]&63)) return -1; { int32_t d, da;//, d, cd, ca,tempx,tempy,cx,cy; int32_t j, angincs; spritetype *s = &sprite[iActor]; hitdata_t hit; if ((!g_netServer && ud.multimode < 2) && ud.player_skill < 3) angincs = 2048/2; else angincs = 2048/(1+(krand()&1)); for (j=ts->ang; j<(2048+ts->ang); j+=(angincs-(krand()&511))) { ts->z -= (16<<8); hitscan((const vec3_t *)ts, ts->sectnum, sintable[(j+512)&2047], sintable[j&2047],16384-(krand()&32767), &hit,CLIPMASK1); ts->z += (16<<8); d = klabs(hit.pos.x-ts->x)+klabs(hit.pos.y-ts->y); da = klabs(hit.pos.x-s->x)+klabs(hit.pos.y-s->y); if (d < da && hit.sect > -1) if (cansee(hit.pos.x,hit.pos.y,hit.pos.z, hit.sect,s->x,s->y,s->z-(16<<8),s->sectnum)) { *dax = hit.pos.x; *day = hit.pos.y; return hit.sect; } } return -1; } } void A_GetZLimits(int32_t iActor) { spritetype *s = &sprite[iActor]; // if (s->statnum == STAT_PLAYER || s->statnum == STAT_STANDABLE || s->statnum == STAT_ZOMBIEACTOR || s->statnum == STAT_ACTOR || s->statnum == STAT_PROJECTILE) { int32_t hz,lz,zr = 127; int32_t cstat = s->cstat; s->cstat = 0; if (s->statnum == STAT_PROJECTILE) zr = 4; s->z -= ZOFFSET; getzrange((vec3_t *)s,s->sectnum,&actor[iActor].ceilingz,&hz,&actor[iActor].floorz,&lz,zr,CLIPMASK0); s->z += ZOFFSET; s->cstat = cstat; actor[iActor].flags &= ~SPRITE_NOFLOORSHADOW; if ((lz&49152) == 49152 && (sprite[lz&(MAXSPRITES-1)].cstat&48) == 0) { const spritetype *hitspr = &sprite[lz&(MAXSPRITES-1)]; lz &= (MAXSPRITES-1); if ((A_CheckEnemySprite(hitspr) && hitspr->pal != 1 && s->statnum != STAT_PROJECTILE) || (hitspr->picnum == APLAYER && A_CheckEnemySprite(s))) { actor[iActor].flags |= SPRITE_NOFLOORSHADOW; // No shadows on actors // actor[iActor].dispicnum = -4; // No shadows on actors s->xvel = -256; A_SetSprite(iActor,CLIPMASK0); } else if (s->statnum == STAT_PROJECTILE && hitspr->picnum == APLAYER && s->owner==lz) { actor[iActor].ceilingz = sector[s->sectnum].ceilingz; actor[iActor].floorz = sector[s->sectnum].floorz; } } } /* else { actor[iActor].ceilingz = sector[s->sectnum].ceilingz; actor[iActor].floorz = sector[s->sectnum].floorz; } */ } void A_Fall(int32_t iActor) { spritetype *s = &sprite[iActor]; int32_t hz,lz,c = g_spriteGravity; #ifdef YAX_ENABLE int16_t fbunch; #endif if (G_CheckForSpaceFloor(s->sectnum)) c = 0; else { if (G_CheckForSpaceCeiling(s->sectnum) || sector[s->sectnum].lotag == 2) c = g_spriteGravity/6; } if (s->statnum == STAT_ACTOR || s->statnum == STAT_PLAYER || s->statnum == STAT_ZOMBIEACTOR || s->statnum == STAT_STANDABLE) { int32_t cstat = s->cstat; s->cstat = 0; s->z -= ZOFFSET; getzrange((vec3_t *)s,s->sectnum,&actor[iActor].ceilingz,&hz,&actor[iActor].floorz,&lz,127L,CLIPMASK0); s->z += ZOFFSET; s->cstat = cstat; } else { actor[iActor].ceilingz = sector[s->sectnum].ceilingz; actor[iActor].floorz = sector[s->sectnum].floorz; } #ifdef YAX_ENABLE if (sector[s->sectnum].floorstat&512) fbunch = -1; else fbunch = yax_getbunch(s->sectnum, YAX_FLOOR); #endif if (s->z < actor[iActor].floorz-(ZOFFSET) #ifdef YAX_ENABLE || (fbunch >= 0) #endif ) { if (sector[s->sectnum].lotag == 2 && s->zvel > 3122) s->zvel = 3144; s->z += s->zvel = min(6144, s->zvel+c); } #ifdef YAX_ENABLE if (fbunch >= 0) setspritez(iActor, (vec3_t *)s); if (fbunch < 0) #endif if (s->z >= actor[iActor].floorz-(ZOFFSET)) { s->z = actor[iActor].floorz - ZOFFSET; s->zvel = 0; } } int32_t G_GetAngleDelta(int32_t a,int32_t na) { a &= 2047; na &= 2047; if (klabs(a-na) < 1024) { // OSD_Printf("G_GetAngleDelta() returning %d\n",na-a); return (na-a); } if (na > 1024) na -= 2048; if (a > 1024) a -= 2048; na -= 2048; a -= 2048; // OSD_Printf("G_GetAngleDelta() returning %d\n",na-a); return (na-a); } GAMEEXEC_STATIC void VM_AlterAng(int32_t a) { const int32_t ticselapsed = (vm.g_t[0])&31; #ifndef LUNATIC const intptr_t *moveptr; if ((unsigned)vm.g_t[1] >= (unsigned)g_scriptSize-1) { vm.g_t[1] = 0; OSD_Printf(OSD_ERROR "bad moveptr for actor %d (%d)!\n", vm.g_i, vm.g_sp->picnum); return; } moveptr = script + vm.g_t[1]; // RESEARCH: what's with move 0 and >>> 1 <<xvel += (*moveptr - vm.g_sp->xvel)/5; if (vm.g_sp->zvel < 648) vm.g_sp->zvel += ((*(moveptr+1)<<4) - vm.g_sp->zvel)/5; #else vm.g_sp->xvel += (actor[vm.g_i].mv.hvel - vm.g_sp->xvel)/5; if (vm.g_sp->zvel < 648) vm.g_sp->zvel += ((actor[vm.g_i].mv.vvel<<4) - vm.g_sp->zvel)/5; #endif if (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->extra <= 0) // hack return; if (a&seekplayer) { int32_t aang = vm.g_sp->ang, angdif, goalang; int32_t j = g_player[vm.g_p].ps->holoduke_on; // NOTE: looks like 'owner' is set to target sprite ID... if (j >= 0 && cansee(sprite[j].x,sprite[j].y,sprite[j].z,sprite[j].sectnum,vm.g_sp->x,vm.g_sp->y,vm.g_sp->z,vm.g_sp->sectnum)) vm.g_sp->owner = j; else vm.g_sp->owner = g_player[vm.g_p].ps->i; if (sprite[vm.g_sp->owner].picnum == APLAYER) goalang = getangle(actor[vm.g_i].lastvx-vm.g_sp->x,actor[vm.g_i].lastvy-vm.g_sp->y); else goalang = getangle(sprite[vm.g_sp->owner].x-vm.g_sp->x,sprite[vm.g_sp->owner].y-vm.g_sp->y); if (vm.g_sp->xvel && vm.g_sp->picnum != DRONE) { angdif = G_GetAngleDelta(aang,goalang); if (ticselapsed < 2) { if (klabs(angdif) < 256) { j = 128-(krand()&256); vm.g_sp->ang += j; if (A_GetHitscanRange(vm.g_i) < 844) vm.g_sp->ang -= j; } } else if (ticselapsed > 18 && ticselapsed < GAMETICSPERSEC) // choose { if (klabs(angdif>>2) < 128) vm.g_sp->ang = goalang; else vm.g_sp->ang += angdif>>2; } } else vm.g_sp->ang = goalang; } if (ticselapsed < 1) { if (a&furthestdir) { vm.g_sp->ang = A_GetFurthestAngle(vm.g_i, 2); vm.g_sp->owner = g_player[vm.g_p].ps->i; } if (a&fleeenemy) vm.g_sp->ang = A_GetFurthestAngle(vm.g_i, 2); } } static void do_face_player_addang(int32_t shr, int32_t goalang) { int32_t angdif = G_GetAngleDelta(vm.g_sp->ang,goalang)>>shr; if ((angdif > -8 && angdif < 0) || (angdif < 8 && angdif > 0)) angdif *= 2; vm.g_sp->ang += angdif; } static void do_face_player(int32_t shr) { int32_t goalang; const DukePlayer_t *const ps = g_player[vm.g_p].ps; if (g_player[vm.g_p].ps->newowner >= 0) goalang = getangle(ps->opos.x-vm.g_sp->x, ps->opos.y-vm.g_sp->y); else goalang = getangle(ps->pos.x-vm.g_sp->x, ps->pos.y-vm.g_sp->y); do_face_player_addang(shr, goalang); } GAMEEXEC_STATIC void VM_Move(void) { #ifndef LUNATIC const intptr_t *moveptr; #endif int32_t a = vm.g_sp->hitag, goalang, angdif; int32_t deadflag = (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->extra <= 0); if (a == -1) a = 0; vm.g_t[0]++; if (vm.g_t[1] == 0 || a == 0) { if (deadflag || (actor[vm.g_i].bposx != vm.g_sp->x) || (actor[vm.g_i].bposy != vm.g_sp->y)) { actor[vm.g_i].bposx = vm.g_sp->x; actor[vm.g_i].bposy = vm.g_sp->y; setsprite(vm.g_i, (vec3_t *)vm.g_sp); } return; } if (deadflag) goto dead; if (a&face_player) do_face_player(2); if (a&spin) vm.g_sp->ang += sintable[((vm.g_t[0]<<3)&2047)]>>6; if (a&face_player_slow) do_face_player(4); if ((a&jumptoplayer) == jumptoplayer) { if (vm.g_t[0] < 16) vm.g_sp->zvel -= (sintable[(512+(vm.g_t[0]<<4))&2047]>>5); } if (a&face_player_smart) { DukePlayer_t *const ps = g_player[vm.g_p].ps; int32_t newx = ps->pos.x + (ps->vel.x/768); int32_t newy = ps->pos.y + (ps->vel.y/768); goalang = getangle(newx-vm.g_sp->x,newy-vm.g_sp->y); do_face_player_addang(2, goalang); } dead: #ifndef LUNATIC if ((unsigned)vm.g_t[1] >= (unsigned)g_scriptSize-1) { vm.g_t[1] = 0; OSD_Printf(OSD_ERROR "clearing bad moveptr for actor %d (%d)\n", vm.g_i, vm.g_sp->picnum); return; } moveptr = script + vm.g_t[1]; // RESEARCH: what's with move 0 and >>> 1 <<xvel += ((*moveptr)-vm.g_sp->xvel)>>1; if (a&getv) vm.g_sp->zvel += ((*(moveptr+1)<<4)-vm.g_sp->zvel)>>1; #else if (a&geth) vm.g_sp->xvel += (actor[vm.g_i].mv.hvel - vm.g_sp->xvel)>>1; if (a&getv) vm.g_sp->zvel += (actor[vm.g_i].mv.vvel - vm.g_sp->zvel)>>1; #endif if (a&dodgebullet && !deadflag) A_Dodge(vm.g_sp); if (vm.g_sp->picnum != APLAYER) VM_AlterAng(a); if (vm.g_sp->xvel > -6 && vm.g_sp->xvel < 6) vm.g_sp->xvel = 0; a = A_CheckEnemySprite(vm.g_sp); if (vm.g_sp->xvel || vm.g_sp->zvel) { int32_t daxvel; if (a && vm.g_sp->picnum != ROTATEGUN) { if ((vm.g_sp->picnum == DRONE || vm.g_sp->picnum == COMMANDER) && vm.g_sp->extra > 0) { if (vm.g_sp->picnum == COMMANDER) { int32_t l; actor[vm.g_i].floorz = l = getflorzofslope(vm.g_sp->sectnum,vm.g_sp->x,vm.g_sp->y); if (vm.g_sp->z > l-(8<<8)) { vm.g_sp->z = l-(8<<8); vm.g_sp->zvel = 0; } actor[vm.g_i].ceilingz = l = getceilzofslope(vm.g_sp->sectnum,vm.g_sp->x,vm.g_sp->y); if (vm.g_sp->z-l < (80<<8)) { vm.g_sp->z = l+(80<<8); vm.g_sp->zvel = 0; } } else { int32_t l; if (vm.g_sp->zvel > 0) { actor[vm.g_i].floorz = l = getflorzofslope(vm.g_sp->sectnum,vm.g_sp->x,vm.g_sp->y); if (vm.g_sp->z > l-(30<<8)) vm.g_sp->z = l-(30<<8); } else { actor[vm.g_i].ceilingz = l = getceilzofslope(vm.g_sp->sectnum,vm.g_sp->x,vm.g_sp->y); if ((vm.g_sp->z-l) < (50<<8)) { vm.g_sp->z = l+(50<<8); vm.g_sp->zvel = 0; } } } } else if (vm.g_sp->picnum != ORGANTIC) { if (vm.g_sp->zvel > 0 && actor[vm.g_i].floorz < vm.g_sp->z) vm.g_sp->z = actor[vm.g_i].floorz; if (vm.g_sp->zvel < 0) { const int32_t l = getceilzofslope(vm.g_sp->sectnum,vm.g_sp->x,vm.g_sp->y); if ((vm.g_sp->z-l) < (66<<8)) { vm.g_sp->z = l+(66<<8); vm.g_sp->zvel >>= 1; } } } } else if (vm.g_sp->picnum == APLAYER) if ((vm.g_sp->z-actor[vm.g_i].ceilingz) < (32<<8)) vm.g_sp->z = actor[vm.g_i].ceilingz+(32<<8); daxvel = vm.g_sp->xvel; angdif = vm.g_sp->ang; if (a && vm.g_sp->picnum != ROTATEGUN) { DukePlayer_t *const ps = g_player[vm.g_p].ps; if (vm.g_x < 960 && vm.g_sp->xrepeat > 16) { daxvel = -(1024-vm.g_x); angdif = getangle(ps->pos.x-vm.g_sp->x, ps->pos.y-vm.g_sp->y); if (vm.g_x < 512) { ps->vel.x = 0; ps->vel.y = 0; } else { ps->vel.x = mulscale16(ps->vel.x, ps->runspeed-0x2000); ps->vel.y = mulscale16(ps->vel.y, ps->runspeed-0x2000); } } else if (vm.g_sp->picnum != DRONE && vm.g_sp->picnum != SHARK && vm.g_sp->picnum != COMMANDER) { if (actor[vm.g_i].bposz != vm.g_sp->z || ((!g_netServer && ud.multimode < 2) && ud.player_skill < 2)) { if ((vm.g_t[0]&1) || ps->actorsqu == vm.g_i) return; else daxvel <<= 1; } else { if ((vm.g_t[0]&3) || ps->actorsqu == vm.g_i) return; else daxvel <<= 2; } } } { vec3_t tmpvect = { (daxvel*(sintable[(angdif+512)&2047]))>>14, (daxvel*(sintable[angdif&2047]))>>14, vm.g_sp->zvel }; actor[vm.g_i].movflag = A_MoveSprite( vm.g_i,&tmpvect, (A_CheckSpriteFlags(vm.g_i, SPRITE_NOCLIP) ? 0 : CLIPMASK0)); } } if (!a) return; if (sector[vm.g_sp->sectnum].ceilingstat&1) vm.g_sp->shade += (sector[vm.g_sp->sectnum].ceilingshade-vm.g_sp->shade)>>1; else vm.g_sp->shade += (sector[vm.g_sp->sectnum].floorshade-vm.g_sp->shade)>>1; } void addweapon_maybeswitch(DukePlayer_t *ps, int32_t weap) { if (!(ps->weaponswitch & 1)) P_AddWeaponNoSwitch(ps, weap); else P_AddWeapon(ps, weap); } void addweapon_addammo_common(DukePlayer_t *ps, int32_t weap, int32_t amount) { P_AddAmmo(weap, ps, amount); if (ps->curr_weapon == KNEE_WEAPON && (ps->gotweapon & (1 << weap))) addweapon_maybeswitch(ps, weap); } static int32_t VM_AddWeapon(int32_t weap, int32_t amount, DukePlayer_t *ps) { if ((unsigned)weap >= MAX_WEAPONS) { OSD_Printf(CON_ERROR "Invalid weapon ID %d\n",g_errorLineNum,keyw[g_tw], weap); return 1; } if ((ps->gotweapon & (1 << weap)) == 0) { addweapon_maybeswitch(ps, weap); } else if (ps->ammo_amount[weap] >= ps->max_ammo_amount[weap]) { vm.g_flags |= VM_NOEXECUTE; return 2; } addweapon_addammo_common(ps, weap, amount); return 0; } GAMEEXEC_STATIC void VM_Execute(int32_t loop) { register int32_t tw = *insptr; // jump directly into the loop, saving us from the checks during the first iteration goto skip_check; while (loop) { if (vm.g_flags & (VM_RETURN|VM_KILL|VM_NOEXECUTE)) return; tw = *insptr; skip_check: // Bsprintf(g_szBuf,"Parsing: %d",*insptr); // AddLog(g_szBuf); g_errorLineNum = tw>>12; g_tw = tw &= 0xFFF; switch (tw) { case CON_REDEFINEQUOTE: insptr++; { int32_t q = *insptr++, i = *insptr++; if ((ScriptQuotes[q] == NULL || ScriptQuoteRedefinitions[i] == NULL)) { OSD_Printf(CON_ERROR "%d %d null quote\n",g_errorLineNum,keyw[g_tw],q,i); break; } Bstrcpy(ScriptQuotes[q],ScriptQuoteRedefinitions[i]); continue; } case CON_GETTHISPROJECTILE: case CON_SETTHISPROJECTILE: insptr++; { // syntax [gs]etplayer[].x // int32_t lVar1=*insptr++, lLabelID=*insptr++, lVar2=*insptr++; VM_AccessActiveProjectile(tw==CON_SETTHISPROJECTILE,lVar1,lLabelID,lVar2); continue; } case CON_IFRND: VM_CONDITIONAL(rnd(*(++insptr))); continue; case CON_IFCANSHOOTTARGET: { int32_t j; if (vm.g_x > 1024) { int16_t temphit; if ((j = A_CheckHitSprite(vm.g_i,&temphit)) == (1<<30)) { VM_CONDITIONAL(1); continue; } { int32_t sclip = 768, angdif = 16; if (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->xrepeat > 56) { sclip = 3084; angdif = 48; } if (j > sclip) { if (temphit >= 0 && sprite[temphit].picnum == vm.g_sp->picnum) { VM_CONDITIONAL(0); continue; } vm.g_sp->ang += angdif; j = A_CheckHitSprite(vm.g_i,&temphit); vm.g_sp->ang -= angdif; if (j > sclip) { if (temphit >= 0 && sprite[temphit].picnum == vm.g_sp->picnum) { VM_CONDITIONAL(0); continue; } vm.g_sp->ang -= angdif; j = A_CheckHitSprite(vm.g_i,&temphit); vm.g_sp->ang += angdif; if (j > 768) { if (temphit >= 0 && sprite[temphit].picnum == vm.g_sp->picnum) { VM_CONDITIONAL(0); continue; } VM_CONDITIONAL(1); continue; } } } } } VM_CONDITIONAL(1); } continue; case CON_IFCANSEETARGET: { DukePlayer_t *const ps = g_player[vm.g_p].ps; int32_t j = cansee(vm.g_sp->x, vm.g_sp->y, vm.g_sp->z-((krand()&41)<<8), vm.g_sp->sectnum, ps->pos.x, ps->pos.y, ps->pos.z/*-((krand()&41)<<8)*/, sprite[ps->i].sectnum); VM_CONDITIONAL(j); if (j) actor[vm.g_i].timetosleep = SLEEPTIME; } continue; case CON_IFACTORNOTSTAYPUT: VM_CONDITIONAL(actor[vm.g_i].actorstayput == -1); continue; case CON_IFCANSEE: { DukePlayer_t *const ps = g_player[vm.g_p].ps; spritetype *s = &sprite[ps->i]; int32_t j; // select sprite for monster to target // if holoduke is on, let them target holoduke first. // if (ps->holoduke_on >= 0) { s = &sprite[ps->holoduke_on]; j = cansee(vm.g_sp->x,vm.g_sp->y,vm.g_sp->z-(krand()&((32<<8)-1)),vm.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->i]; } } // can they see player, (or player's holoduke) j = cansee(vm.g_sp->x,vm.g_sp->y,vm.g_sp->z-(krand()&((47<<8))),vm.g_sp->sectnum, s->x,s->y,s->z-(24<<8),s->sectnum); if (j == 0) { // search around for target player // also modifies 'target' x&y if found.. j = 1; if (A_FurthestVisiblePoint(vm.g_i,s,&actor[vm.g_i].lastvx,&actor[vm.g_i].lastvy) == -1) j = 0; } else { // else, they did see it. // save where we were looking... actor[vm.g_i].lastvx = s->x; actor[vm.g_i].lastvy = s->y; } if (j && (vm.g_sp->statnum == STAT_ACTOR || vm.g_sp->statnum == STAT_STANDABLE)) actor[vm.g_i].timetosleep = SLEEPTIME; VM_CONDITIONAL(j); continue; } case CON_IFHITWEAPON: VM_CONDITIONAL(A_IncurDamage(vm.g_i) >= 0); continue; case CON_IFSQUISHED: VM_CONDITIONAL(VM_CheckSquished()); continue; case CON_IFDEAD: // j = vm.g_sp->extra; // if (vm.g_sp->picnum == APLAYER) // j--; VM_CONDITIONAL(vm.g_sp->extra <= 0); continue; case CON_AI: insptr++; //Following changed to use pointersizes vm.g_t[5] = *insptr++; // Ai vm.g_t[4] = *(script + vm.g_t[5]); // Action #ifdef LUNATIC set_action_members(vm.g_i); #endif // NOTE: "if (g_t[5])" added in r1155. It used to be a pointer though. if (vm.g_t[5]) { vm.g_t[1] = *(script + vm.g_t[5] + 1); // move #ifdef LUNATIC set_move_members(vm.g_i); #endif } vm.g_sp->hitag = *(script + vm.g_t[5] + 2); // move flags vm.g_t[0] = vm.g_t[2] = vm.g_t[3] = 0; // count, actioncount... vm.g_t[3] = ?? if (!A_CheckEnemySprite(vm.g_sp) || vm.g_sp->extra > 0) // hack if (vm.g_sp->hitag&random_angle) vm.g_sp->ang = krand()&2047; continue; case CON_ACTION: insptr++; vm.g_t[2] = vm.g_t[3] = 0; vm.g_t[4] = *insptr++; #ifdef LUNATIC set_action_members(vm.g_i); #endif continue; case CON_IFPDISTL: VM_CONDITIONAL(vm.g_x < *(++insptr)); if (vm.g_x > MAXSLEEPDIST && actor[vm.g_i].timetosleep == 0) actor[vm.g_i].timetosleep = SLEEPTIME; continue; case CON_IFPDISTG: VM_CONDITIONAL(vm.g_x > *(++insptr)); if (vm.g_x > MAXSLEEPDIST && actor[vm.g_i].timetosleep == 0) actor[vm.g_i].timetosleep = SLEEPTIME; continue; case CON_ELSE: insptr = (intptr_t *) *(insptr+1); continue; case CON_ADDSTRENGTH: insptr++; vm.g_sp->extra += *insptr++; continue; case CON_STRENGTH: insptr++; vm.g_sp->extra = *insptr++; continue; case CON_IFGOTWEAPONCE: insptr++; if ((GametypeFlags[ud.coop]&GAMETYPE_WEAPSTAY) && (g_netServer || ud.multimode > 1)) { DukePlayer_t *const ps = g_player[vm.g_p].ps; if (*insptr == 0) { int32_t j = 0; for (; j < ps->weapreccnt; j++) if (ps->weaprecs[j] == vm.g_sp->picnum) break; VM_CONDITIONAL(j < ps->weapreccnt && vm.g_sp->owner == vm.g_i); continue; } else if (ps->weapreccnt < MAX_WEAPONS) { ps->weaprecs[ps->weapreccnt++] = vm.g_sp->picnum; VM_CONDITIONAL(vm.g_sp->owner == vm.g_i); continue; } } VM_CONDITIONAL(0); continue; case CON_GETLASTPAL: insptr++; if (vm.g_sp->picnum == APLAYER) vm.g_sp->pal = g_player[vm.g_sp->yvel].ps->palookup; else { if (vm.g_sp->pal == 1 && vm.g_sp->extra == 0) // hack for frozen vm.g_sp->extra++; vm.g_sp->pal = actor[vm.g_i].tempang; } actor[vm.g_i].tempang = 0; continue; case CON_TOSSWEAPON: insptr++; P_DropWeapon(g_player[vm.g_sp->yvel].ps); continue; case CON_NULLOP: insptr++; continue; case CON_MIKESND: insptr++; if (((unsigned)vm.g_sp->yvel >= MAXSOUNDS)) { OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],vm.g_sp->yvel); insptr++; continue; } if (!S_CheckSoundPlaying(vm.g_i,vm.g_sp->yvel)) A_PlaySound(vm.g_sp->yvel,vm.g_i); continue; case CON_PKICK: insptr++; if ((g_netServer || ud.multimode > 1) && vm.g_sp->picnum == APLAYER) { if (g_player[otherp].ps->quick_kick == 0) g_player[otherp].ps->quick_kick = 14; } else if (vm.g_sp->picnum != APLAYER && g_player[vm.g_p].ps->quick_kick == 0) g_player[vm.g_p].ps->quick_kick = 14; continue; case CON_SIZETO: insptr++; { int32_t j = (*insptr++ - vm.g_sp->xrepeat)<<1; vm.g_sp->xrepeat += ksgn(j); if ((vm.g_sp->picnum == APLAYER && vm.g_sp->yrepeat < 36) || *insptr < vm.g_sp->yrepeat || ((vm.g_sp->yrepeat*(tilesizy[vm.g_sp->picnum]+8))<<2) < (actor[vm.g_i].floorz - actor[vm.g_i].ceilingz)) { j = ((*insptr)-vm.g_sp->yrepeat)<<1; if (klabs(j)) vm.g_sp->yrepeat += ksgn(j); } } insptr++; continue; case CON_SIZEAT: insptr++; vm.g_sp->xrepeat = (uint8_t) *insptr++; vm.g_sp->yrepeat = (uint8_t) *insptr++; continue; case CON_SHOOT: insptr++; A_Shoot(vm.g_i,*insptr++); continue; case CON_SOUNDONCE: if (((unsigned)*(++insptr) >= MAXSOUNDS)) { OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],(int32_t)*insptr++); continue; } if (!S_CheckSoundPlaying(vm.g_i,*insptr++)) A_PlaySound(*(insptr-1),vm.g_i); continue; case CON_IFACTORSOUND: insptr++; { int32_t i = Gv_GetVarX(*insptr++), j = Gv_GetVarX(*insptr++); if (((unsigned)j >= MAXSOUNDS)) { OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],j); insptr++; continue; } insptr--; VM_CONDITIONAL(A_CheckSoundPlaying(i,j)); } continue; case CON_IFSOUND: if (((unsigned)*(++insptr) >= MAXSOUNDS)) { OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],(int32_t)*insptr); insptr++; continue; } VM_CONDITIONAL(S_CheckSoundPlaying(vm.g_i,*insptr)); // VM_DoConditional(SoundOwner[*insptr][0].ow == vm.g_i); continue; case CON_STOPSOUND: if (((unsigned)*(++insptr) >= MAXSOUNDS)) { OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],(int32_t)*insptr); insptr++; continue; } if (S_CheckSoundPlaying(vm.g_i,*insptr)) S_StopSound((int16_t)*insptr); insptr++; continue; case CON_STOPACTORSOUND: insptr++; { int32_t i = Gv_GetVarX(*insptr++), j = Gv_GetVarX(*insptr++); if ((j<0 || j>=MAXSOUNDS)) { OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],j); continue; } if (A_CheckSoundPlaying(i,j)) S_StopEnvSound(j,i); continue; } case CON_SETACTORSOUNDPITCH: insptr++; { int32_t i = Gv_GetVarX(*insptr++), j = Gv_GetVarX(*insptr++), pitchoffset = Gv_GetVarX(*insptr++); if ((j<0 || j>=MAXSOUNDS)) { OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],j); continue; } S_ChangeSoundPitch(j,i,pitchoffset); continue; } case CON_GLOBALSOUND: if (((unsigned)*(++insptr) >= MAXSOUNDS)) { OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],(int32_t)*insptr); insptr++; continue; } if (vm.g_p == screenpeek || (GametypeFlags[ud.coop]&GAMETYPE_COOPSOUND) || (g_fakeMultiMode && ud.multimode==2) ) A_PlaySound(*insptr,g_player[screenpeek].ps->i); insptr++; continue; case CON_SOUND: if ((unsigned)*(++insptr) >= MAXSOUNDS) { OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],(int32_t)*insptr); insptr++; continue; } A_PlaySound(*insptr++,vm.g_i); continue; case CON_TIP: insptr++; g_player[vm.g_p].ps->tipincs = GAMETICSPERSEC; continue; case CON_FALL: insptr++; vm.g_sp->xoffset = vm.g_sp->yoffset = 0; { int32_t j = g_spriteGravity; if (G_CheckForSpaceCeiling(vm.g_sp->sectnum) || sector[vm.g_sp->sectnum].lotag == 2) j = g_spriteGravity/6; else if (G_CheckForSpaceFloor(vm.g_sp->sectnum)) j = 0; if (!actor[vm.g_i].cgg-- || (sector[vm.g_sp->sectnum].floorstat&2)) { A_GetZLimits(vm.g_i); actor[vm.g_i].cgg = 3; } if (vm.g_sp->z < (actor[vm.g_i].floorz-ZOFFSET)) { vm.g_sp->z += vm.g_sp->zvel = min(6144, vm.g_sp->zvel+j); #ifdef YAX_ENABLE j = yax_getbunch(vm.g_sp->sectnum, YAX_FLOOR); if (j >= 0 && (sector[vm.g_sp->sectnum].floorstat&512)==0) setspritez(vm.g_i, (vec3_t *)vm.g_sp); else #endif if (vm.g_sp->z > (actor[vm.g_i].floorz - ZOFFSET)) vm.g_sp->z = (actor[vm.g_i].floorz - ZOFFSET); continue; } vm.g_sp->z = actor[vm.g_i].floorz - ZOFFSET; if (A_CheckEnemySprite(vm.g_sp) || (vm.g_sp->picnum == APLAYER && vm.g_sp->owner >= 0)) { if (vm.g_sp->zvel > 3084 && vm.g_sp->extra <= 1) { // I'm guessing this DRONE check is from a beta version of the game // where they crashed into the ground when killed if (!(vm.g_sp->picnum == APLAYER && vm.g_sp->extra > 0) && vm.g_sp->pal != 1 && vm.g_sp->picnum != DRONE) { A_DoGuts(vm.g_i,JIBS6,15); A_PlaySound(SQUISHED,vm.g_i); A_Spawn(vm.g_i,BLOODPOOL); } actor[vm.g_i].picnum = SHOTSPARK1; actor[vm.g_i].extra = 1; vm.g_sp->zvel = 0; } else if (vm.g_sp->zvel > 2048 && sector[vm.g_sp->sectnum].lotag != 1) { j = vm.g_sp->sectnum; pushmove((vec3_t *)vm.g_sp,(int16_t *)&j,128L,(4L<<8),(4L<<8),CLIPMASK0); if ((unsigned)j < MAXSECTORS) changespritesect(vm.g_i,j); A_PlaySound(THUD,vm.g_i); } } } if (vm.g_sp->z > (actor[vm.g_i].floorz - ZOFFSET)) { A_GetZLimits(vm.g_i); if (actor[vm.g_i].floorz != sector[vm.g_sp->sectnum].floorz) vm.g_sp->z = (actor[vm.g_i].floorz - ZOFFSET); continue; } else if (sector[vm.g_sp->sectnum].lotag == 1) { switch (DYNAMICTILEMAP(vm.g_sp->picnum)) { default: // fix for flying/jumping monsters getting stuck in water { #ifndef LUNATIC int32_t moveScriptOfs = vm.g_t[1]; #endif if ((vm.g_sp->hitag & jumptoplayer) || (actorscrptr[vm.g_sp->picnum] && #ifndef LUNATIC (unsigned)moveScriptOfs < (unsigned)g_scriptSize-1 && script[moveScriptOfs + 1] #else actor[vm.g_i].mv.vvel != 0 #endif )) { // OSD_Printf("%d\n", script[moveScriptOfs + 1]); break; } } // OSD_Printf("hitag: %d\n",vm.g_sp->hitag); vm.g_sp->z += (24<<8); case OCTABRAIN__STATIC: case COMMANDER__STATIC: case DRONE__STATIC: break; } continue; } vm.g_sp->zvel = 0; continue; case CON_RETURN: vm.g_flags |= VM_RETURN; case CON_ENDA: case CON_BREAK: case CON_ENDS: return; case CON_RIGHTBRACE: insptr++; return; case CON_ADDAMMO: insptr++; { int32_t weap=*insptr++, amount=*insptr++; DukePlayer_t *ps = g_player[vm.g_p].ps; if ((unsigned)weap >= MAX_WEAPONS) { OSD_Printf(CON_ERROR "Invalid weapon ID %d\n",g_errorLineNum,keyw[g_tw], weap); break; } if (ps->ammo_amount[weap] >= ps->max_ammo_amount[weap]) { vm.g_flags |= VM_NOEXECUTE; break; } addweapon_addammo_common(ps, weap, amount); continue; } case CON_MONEY: insptr++; A_SpawnMultiple(vm.g_i, MONEY, *insptr++); continue; case CON_MAIL: insptr++; A_SpawnMultiple(vm.g_i, MAIL, *insptr++); continue; case CON_SLEEPTIME: insptr++; actor[vm.g_i].timetosleep = (int16_t)*insptr++; continue; case CON_PAPER: insptr++; A_SpawnMultiple(vm.g_i, PAPER, *insptr++); continue; case CON_ADDKILLS: insptr++; g_player[vm.g_p].ps->actors_killed += *insptr++; actor[vm.g_i].actorstayput = -1; continue; case CON_LOTSOFGLASS: insptr++; A_SpawnGlass(vm.g_i,*insptr++); continue; case CON_KILLIT: insptr++; vm.g_flags |= VM_KILL; continue; case CON_ADDWEAPON: insptr++; { int32_t weap=*insptr++, amount=*insptr++; VM_AddWeapon(weap, amount, g_player[vm.g_p].ps); continue; } case CON_DEBUG: insptr++; initprintf("%" PRIdPTR "\n",*insptr++); continue; case CON_ENDOFGAME: insptr++; g_player[vm.g_p].ps->timebeforeexit = *insptr++; g_player[vm.g_p].ps->customexitsound = -1; ud.eog = 1; continue; case CON_ADDPHEALTH: insptr++; { int32_t j; DukePlayer_t *const ps = g_player[vm.g_p].ps; if (ps->newowner >= 0) G_ClearCameraView(ps); j = sprite[ps->i].extra; if (vm.g_sp->picnum != ATOMICHEALTH) { if (j > ps->max_player_health && *insptr > 0) { insptr++; continue; } else { if (j > 0) j += *insptr; if (j > ps->max_player_health && *insptr > 0) j = ps->max_player_health; } } else { if (j > 0) j += *insptr; if (j > (ps->max_player_health<<1)) j = (ps->max_player_health<<1); } if (j < 0) j = 0; if (ud.god == 0) { if (*insptr > 0) { if ((j - *insptr) < (ps->max_player_health>>2) && j >= (ps->max_player_health>>2)) A_PlaySound(DUKE_GOTHEALTHATLOW,ps->i); ps->last_extra = j; } sprite[ps->i].extra = j; } } insptr++; continue; case CON_STATE: { intptr_t *tempscrptr=insptr+2; insptr = (intptr_t *) *(insptr+1); VM_Execute(1); insptr = tempscrptr; } continue; case CON_LEFTBRACE: insptr++; VM_Execute(1); continue; case CON_MOVE: insptr++; vm.g_t[0]=0; vm.g_t[1] = *insptr++; #ifdef LUNATIC set_move_members(vm.g_i); #endif vm.g_sp->hitag = *insptr++; if (A_CheckEnemySprite(vm.g_sp) && vm.g_sp->extra <= 0) // hack continue; if (vm.g_sp->hitag&random_angle) vm.g_sp->ang = krand()&2047; continue; case CON_ADDWEAPONVAR: insptr++; { int32_t weap=Gv_GetVarX(*insptr++), amount=Gv_GetVarX(*insptr++); VM_AddWeapon(weap, amount, g_player[vm.g_p].ps); continue; } case CON_ACTIVATEBYSECTOR: case CON_OPERATESECTORS: case CON_OPERATEACTIVATORS: case CON_SETASPECT: case CON_SSP: insptr++; { int32_t var1 = Gv_GetVarX(*insptr++), var2; if (tw == CON_OPERATEACTIVATORS && *insptr == g_iThisActorID) { var2 = vm.g_p; insptr++; } else var2 = Gv_GetVarX(*insptr++); switch (tw) { case CON_ACTIVATEBYSECTOR: if ((unsigned)var1 >= (unsigned)numsectors) {OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],var1); break;} G_ActivateBySector(var1, var2); break; case CON_OPERATESECTORS: if ((unsigned)var1 >= (unsigned)numsectors) {OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],var1); break;} G_OperateSectors(var1, var2); break; case CON_OPERATEACTIVATORS: if ((unsigned)var2>=(unsigned)playerswhenstarted) {OSD_Printf(CON_ERROR "Invalid player %d\n",g_errorLineNum,keyw[g_tw],var2); break;} G_OperateActivators(var1, var2); break; case CON_SETASPECT: setaspect(var1, var2); break; case CON_SSP: if ((unsigned)var1 >= MAXSPRITES) { OSD_Printf(CON_ERROR "Invalid sprite %d\n",g_errorLineNum,keyw[g_tw],var1); break;} A_SetSprite(var1, var2); break; } continue; } case CON_CANSEESPR: insptr++; { int32_t lVar1 = Gv_GetVarX(*insptr++), lVar2 = Gv_GetVarX(*insptr++), res; if ((unsigned)lVar1 >= MAXSPRITES || (unsigned)lVar2 >= MAXSPRITES) { OSD_Printf(CON_ERROR "Invalid sprite %d\n",g_errorLineNum,keyw[g_tw],(unsigned)lVar1 >= MAXSPRITES ? lVar1 : lVar2); res=0; } else res=cansee(sprite[lVar1].x,sprite[lVar1].y,sprite[lVar1].z,sprite[lVar1].sectnum, sprite[lVar2].x,sprite[lVar2].y,sprite[lVar2].z,sprite[lVar2].sectnum); Gv_SetVarX(*insptr++, res); continue; } case CON_OPERATERESPAWNS: insptr++; G_OperateRespawns(Gv_GetVarX(*insptr++)); continue; case CON_OPERATEMASTERSWITCHES: insptr++; G_OperateMasterSwitches(Gv_GetVarX(*insptr++)); continue; case CON_CHECKACTIVATORMOTION: insptr++; aGameVars[g_iReturnVarID].val.lValue = G_CheckActivatorMotion(Gv_GetVarX(*insptr++)); continue; case CON_INSERTSPRITEQ: insptr++; A_AddToDeleteQueue(vm.g_i); continue; case CON_QSTRLEN: insptr++; { int32_t i=*insptr++; int32_t j=Gv_GetVarX(*insptr++); if ((ScriptQuotes[j] == NULL)) { OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],j); Gv_SetVarX(i,-1); continue; } Gv_SetVarX(i,Bstrlen(ScriptQuotes[j])); continue; } case CON_HEADSPRITESTAT: insptr++; { int32_t i=*insptr++; int32_t j=Gv_GetVarX(*insptr++); if ((unsigned)j > MAXSTATUS) { OSD_Printf(CON_ERROR "invalid status list %d\n",g_errorLineNum,keyw[g_tw],j); continue; } Gv_SetVarX(i,headspritestat[j]); continue; } case CON_PREVSPRITESTAT: insptr++; { int32_t i=*insptr++; int32_t j=Gv_GetVarX(*insptr++); if ((unsigned)j >= MAXSPRITES) { OSD_Printf(CON_ERROR "invalid sprite ID %d\n",g_errorLineNum,keyw[g_tw],j); continue; } Gv_SetVarX(i,prevspritestat[j]); continue; } case CON_NEXTSPRITESTAT: insptr++; { int32_t i=*insptr++; int32_t j=Gv_GetVarX(*insptr++); if ((unsigned)j >= MAXSPRITES) { OSD_Printf(CON_ERROR "invalid sprite ID %d\n",g_errorLineNum,keyw[g_tw],j); continue; } Gv_SetVarX(i,nextspritestat[j]); continue; } case CON_HEADSPRITESECT: insptr++; { int32_t i=*insptr++; int32_t j=Gv_GetVarX(*insptr++); if ((unsigned)j >= (unsigned)numsectors) { OSD_Printf(CON_ERROR "invalid sector %d\n",g_errorLineNum,keyw[g_tw],j); continue; } Gv_SetVarX(i,headspritesect[j]); continue; } case CON_PREVSPRITESECT: insptr++; { int32_t i=*insptr++; int32_t j=Gv_GetVarX(*insptr++); if ((unsigned)j >= MAXSPRITES) { OSD_Printf(CON_ERROR "invalid sprite ID %d\n",g_errorLineNum,keyw[g_tw],j); continue; } Gv_SetVarX(i,prevspritesect[j]); continue; } case CON_NEXTSPRITESECT: insptr++; { int32_t i=*insptr++; int32_t j=Gv_GetVarX(*insptr++); if ((unsigned)j >= MAXSPRITES) { OSD_Printf(CON_ERROR "invalid sprite ID %d\n",g_errorLineNum,keyw[g_tw],j); continue; } Gv_SetVarX(i,nextspritesect[j]); continue; } case CON_GETKEYNAME: insptr++; { int32_t i = Gv_GetVarX(*insptr++), f = Gv_GetVarX(*insptr++); int32_t j = Gv_GetVarX(*insptr++); if ((unsigned)i >= MAXQUOTES) OSD_Printf(CON_ERROR "invalid quote ID %d\n",g_errorLineNum,keyw[g_tw],i); else if ((ScriptQuotes[i] == NULL)) OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],i); else if ((unsigned)f >= NUMGAMEFUNCTIONS) OSD_Printf(CON_ERROR "invalid function %d\n",g_errorLineNum,keyw[g_tw],f); else { if (j < 2) Bstrcpy(tempbuf,KB_ScanCodeToString(ud.config.KeyboardKeys[f][j])); else { Bstrcpy(tempbuf,KB_ScanCodeToString(ud.config.KeyboardKeys[f][0])); if (!*tempbuf) Bstrcpy(tempbuf,KB_ScanCodeToString(ud.config.KeyboardKeys[f][1])); } } if (*tempbuf) Bstrcpy(ScriptQuotes[i],tempbuf); continue; } case CON_QSUBSTR: insptr++; { int32_t q1 = Gv_GetVarX(*insptr++); int32_t q2 = Gv_GetVarX(*insptr++); int32_t st = Gv_GetVarX(*insptr++); int32_t ln = Gv_GetVarX(*insptr++); if ((unsigned)q1>=MAXQUOTES) { OSD_Printf(CON_ERROR "invalid quote ID %d\n",g_errorLineNum,keyw[g_tw],q1); continue; } if ((ScriptQuotes[q1] == NULL)) { OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],q1); continue; } if ((unsigned)q2>=MAXQUOTES) { OSD_Printf(CON_ERROR "invalid quote ID %d\n",g_errorLineNum,keyw[g_tw],q2); continue; } if ((ScriptQuotes[q2] == NULL)) { OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],q2); continue; } { char *s1 = ScriptQuotes[q1]; char *s2 = ScriptQuotes[q2]; while (*s2 && st--) s2++; while ((*s1 = *s2) && ln--) { s1++; s2++; } *s1=0; } continue; } case CON_GETPNAME: case CON_QSTRNCAT: case CON_QSTRCAT: case CON_QSTRCPY: case CON_QGETSYSSTR: case CON_CHANGESPRITESECT: insptr++; { int32_t i = Gv_GetVarX(*insptr++), j; if (tw == CON_GETPNAME && *insptr == g_iThisActorID) { j = vm.g_p; insptr++; } else j = Gv_GetVarX(*insptr++); switch (tw) { case CON_GETPNAME: if ((ScriptQuotes[i] == NULL)) { OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],i); break; } if (g_player[j].user_name[0]) Bstrcpy(ScriptQuotes[i],g_player[j].user_name); else Bsprintf(ScriptQuotes[i],"%d",j); break; case CON_QGETSYSSTR: if ((ScriptQuotes[i] == NULL)) { OSD_Printf(CON_ERROR "null quote %d %d\n",g_errorLineNum,keyw[g_tw],i,j); break; } switch (j) { case STR_MAPNAME: Bstrcpy(ScriptQuotes[i],MapInfo[ud.volume_number*MAXLEVELS + ud.level_number].name); break; case STR_MAPFILENAME: Bstrcpy(ScriptQuotes[i],MapInfo[ud.volume_number*MAXLEVELS + ud.level_number].filename); break; case STR_PLAYERNAME: Bstrcpy(ScriptQuotes[i],g_player[vm.g_p].user_name); break; case STR_VERSION: Bsprintf(tempbuf,HEAD2 " %s",s_buildRev); Bstrcpy(ScriptQuotes[i],tempbuf); break; case STR_GAMETYPE: Bstrcpy(ScriptQuotes[i],GametypeNames[ud.coop]); break; case STR_VOLUMENAME: Bstrcpy(ScriptQuotes[i],EpisodeNames[ud.volume_number]); break; default: OSD_Printf(CON_ERROR "unknown str ID %d %d\n",g_errorLineNum,keyw[g_tw],i,j); } break; case CON_QSTRCAT: if ((ScriptQuotes[i] == NULL || ScriptQuotes[j] == NULL)) goto nullquote; Bstrncat(ScriptQuotes[i],ScriptQuotes[j],(MAXQUOTELEN-1)-Bstrlen(ScriptQuotes[i])); break; case CON_QSTRNCAT: if ((ScriptQuotes[i] == NULL || ScriptQuotes[j] == NULL)) goto nullquote; Bstrncat(ScriptQuotes[i],ScriptQuotes[j],Gv_GetVarX(*insptr++)); break; case CON_QSTRCPY: if ((ScriptQuotes[i] == NULL || ScriptQuotes[j] == NULL)) goto nullquote; Bstrcpy(ScriptQuotes[i],ScriptQuotes[j]); break; case CON_CHANGESPRITESECT: if ((unsigned)i >= MAXSPRITES) { OSD_Printf(CON_ERROR "Invalid sprite %d\n",g_errorLineNum,keyw[g_tw],i); break; } if ((unsigned)j >= (unsigned)numsectors) { OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],j); break; } changespritesect(i,j); break; default: nullquote: OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],ScriptQuotes[i] ? j : i); break; } continue; } case CON_CHANGESPRITESTAT: insptr++; { int32_t i = Gv_GetVarX(*insptr++); int32_t j = Gv_GetVarX(*insptr++); if ((unsigned)i >= MAXSPRITES) { OSD_Printf(CON_ERROR "Invalid sprite: %d\n",g_errorLineNum,keyw[g_tw],i); continue; } if ((unsigned)j >= MAXSTATUS) { OSD_Printf(CON_ERROR "Invalid statnum: %d\n",g_errorLineNum,keyw[g_tw],j); continue; } if (sprite[i].statnum == j) continue; /* initialize actor data when changing to an actor statnum because there's usually garbage left over from being handled as a hard coded object */ if (sprite[i].statnum > STAT_ZOMBIEACTOR && (j == STAT_ACTOR || j == STAT_ZOMBIEACTOR)) { actor[i].lastvx = 0; actor[i].lastvy = 0; actor[i].timetosleep = 0; actor[i].cgg = 0; actor[i].movflag = 0; actor[i].tempang = 0; actor[i].dispicnum = 0; T1=T2=T3=T4=T5=T6=T7=T8=T9=0; actor[i].flags = 0; sprite[i].hitag = 0; if (actorscrptr[sprite[i].picnum]) { // offsets T5 = *(actorscrptr[sprite[i].picnum]+1); // action T2 = *(actorscrptr[sprite[i].picnum]+2); // move sprite[i].hitag = *(actorscrptr[sprite[i].picnum]+3); // ai bits } } changespritestat(i,j); continue; } case CON_STARTLEVEL: insptr++; // skip command { // from 'level' cheat in game.c (about line 6250) int32_t volnume=Gv_GetVarX(*insptr++), levnume=Gv_GetVarX(*insptr++); if ((volnume > MAXVOLUMES-1 || volnume < 0)) { OSD_Printf(CON_ERROR "invalid volume (%d)\n",g_errorLineNum,keyw[g_tw],volnume); continue; } if ((levnume > MAXLEVELS-1 || levnume < 0)) { OSD_Printf(CON_ERROR "invalid level (%d)\n",g_errorLineNum,keyw[g_tw],levnume); continue; } ud.m_volume_number = ud.volume_number = volnume; ud.m_level_number = ud.level_number = levnume; if (numplayers > 1 && g_netServer) Net_NewGame(volnume,levnume); else { g_player[myconnectindex].ps->gm |= MODE_EOL; ud.display_bonus_screen = 0; } // MODE_RESTART; continue; } case CON_MYOSX: case CON_MYOSPALX: case CON_MYOS: case CON_MYOSPAL: insptr++; { int32_t x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++), tilenum=Gv_GetVarX(*insptr++); int32_t shade=Gv_GetVarX(*insptr++), orientation=Gv_GetVarX(*insptr++); orientation &= (ROTATESPRITE_MAX-1); switch (tw) { case CON_MYOS: G_DrawTile(x,y,tilenum,shade,orientation); break; case CON_MYOSPAL: { int32_t pal=Gv_GetVarX(*insptr++); G_DrawTilePal(x,y,tilenum,shade,orientation,pal); break; } case CON_MYOSX: G_DrawTileSmall(x,y,tilenum,shade,orientation); break; case CON_MYOSPALX: { int32_t pal=Gv_GetVarX(*insptr++); G_DrawTilePalSmall(x,y,tilenum,shade,orientation,pal); break; } } continue; } case CON_SWITCH: insptr++; // p-code { // command format: // variable ID to check // script offset to 'end' // count of case statements // script offset to default case (null if none) // For each case: value, ptr to code //AddLog("Processing Switch..."); int32_t lValue=Gv_GetVarX(*insptr++), lEnd=*insptr++, lCases=*insptr++; intptr_t *lpDefault=insptr++, *lpCases=insptr; int32_t bMatched=0, lCheckCase; int32_t left,right; insptr += lCases*2; //Bsprintf(g_szBuf,"lEnd= %d *lpDefault=%d",lEnd,*lpDefault); //AddLog(g_szBuf); //Bsprintf(g_szBuf,"Checking %d cases for %d",lCases, lValue); //AddLog(g_szBuf); left=0; right=lCases-1; while (!bMatched) { //Bsprintf(g_szBuf,"Checking #%d Value= %d",lCheckCase, lpCases[lCheckCase*2]); //AddLog(g_szBuf); lCheckCase=(left+right)/2; // initprintf("(%2d..%2d..%2d) [%2d..%2d..%2d]==%2d\n",left,lCheckCase,right,lpCases[left*2],lpCases[lCheckCase*2],lpCases[right*2],lValue); if (lpCases[lCheckCase*2] > lValue) right=lCheckCase-1; else if (lpCases[lCheckCase*2] < lValue) left =lCheckCase+1; else if (lpCases[lCheckCase*2] == lValue) { //AddLog("Found Case Match"); //Bsprintf(g_szBuf,"insptr=%d. lCheckCase=%d, offset=%d, &script[0]=%d", // (int32_t)insptr,(int32_t)lCheckCase,lpCases[lCheckCase*2+1],(int32_t)&script[0]); //AddLog(g_szBuf); // fake a 2-d Array insptr=(intptr_t *)(lpCases[lCheckCase*2+1] + &script[0]); //Bsprintf(g_szBuf,"insptr=%d. ", (int32_t)insptr); //AddLog(g_szBuf); VM_Execute(1); //AddLog("Done Executing Case"); bMatched=1; } if (right-left < 0) break; } if (!bMatched) { if (*lpDefault) { //AddLog("No Matching Case: Using Default"); insptr=(intptr_t *)(*lpDefault + &script[0]); VM_Execute(1); } else { //AddLog("No Matching Case: No Default to use"); } } insptr=(intptr_t *)(lEnd + (intptr_t)&script[0]); //Bsprintf(g_szBuf,"insptr=%d. ", (int32_t)insptr); //AddLog(g_szBuf); //AddLog("Done Processing Switch"); continue; } case CON_ENDSWITCH: case CON_ENDEVENT: insptr++; return; case CON_DISPLAYRAND: insptr++; Gv_SetVarX(*insptr++, system_15bit_rand()); continue; case CON_DRAGPOINT: insptr++; { int32_t wallnum = Gv_GetVarX(*insptr++), newx = Gv_GetVarX(*insptr++), newy = Gv_GetVarX(*insptr++); if ((wallnum<0 || wallnum>=numwalls)) { OSD_Printf(CON_ERROR "Invalid wall %d\n",g_errorLineNum,keyw[g_tw],wallnum); continue; } dragpoint(wallnum,newx,newy); continue; } case CON_LDIST: insptr++; { int32_t distvar = *insptr++, xvar = Gv_GetVarX(*insptr++), yvar = Gv_GetVarX(*insptr++); if ((unsigned)xvar >= MAXSPRITES || (unsigned)yvar >= MAXSPRITES) { OSD_Printf(CON_ERROR "invalid sprite\n",g_errorLineNum,keyw[g_tw]); continue; } Gv_SetVarX(distvar, ldist(&sprite[xvar],&sprite[yvar])); continue; } case CON_DIST: insptr++; { int32_t distvar = *insptr++, xvar = Gv_GetVarX(*insptr++), yvar = Gv_GetVarX(*insptr++); if ((unsigned)xvar >= MAXSPRITES || (unsigned)yvar >= MAXSPRITES) { OSD_Printf(CON_ERROR "invalid sprite\n",g_errorLineNum,keyw[g_tw]); continue; } Gv_SetVarX(distvar, dist(&sprite[xvar],&sprite[yvar])); continue; } case CON_GETANGLE: insptr++; { int32_t angvar = *insptr++; int32_t xvar = Gv_GetVarX(*insptr++); int32_t yvar = Gv_GetVarX(*insptr++); Gv_SetVarX(angvar, getangle(xvar,yvar)); continue; } case CON_GETINCANGLE: insptr++; { int32_t angvar = *insptr++; int32_t xvar = Gv_GetVarX(*insptr++); int32_t yvar = Gv_GetVarX(*insptr++); Gv_SetVarX(angvar, G_GetAngleDelta(xvar,yvar)); continue; } case CON_MULSCALE: insptr++; { int32_t var1 = *insptr++, var2 = Gv_GetVarX(*insptr++); int32_t var3 = Gv_GetVarX(*insptr++), var4 = Gv_GetVarX(*insptr++); Gv_SetVarX(var1, mulscale(var2, var3, var4)); continue; } case CON_INITTIMER: insptr++; { int32_t j = Gv_GetVarX(*insptr++); if (g_timerTicsPerSecond == j) continue; uninittimer(); inittimer((g_timerTicsPerSecond = j)); } continue; case CON_TIME: insptr += 2; continue; case CON_ESPAWNVAR: case CON_EQSPAWNVAR: case CON_QSPAWNVAR: insptr++; { int32_t lIn=Gv_GetVarX(*insptr++); int32_t j; if ((unsigned)vm.g_sp->sectnum >= (unsigned)numsectors) { OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],vm.g_sp->sectnum); continue; } j = A_Spawn(vm.g_i, lIn); switch (tw) { case CON_EQSPAWNVAR: if (j != -1) A_AddToDeleteQueue(j); case CON_ESPAWNVAR: aGameVars[g_iReturnVarID].val.lValue = j; break; case CON_QSPAWNVAR: if (j != -1) A_AddToDeleteQueue(j); break; } continue; } case CON_ESPAWN: case CON_EQSPAWN: case CON_QSPAWN: insptr++; { int32_t j; if ((unsigned)vm.g_sp->sectnum >= (unsigned)numsectors) { OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],vm.g_sp->sectnum); insptr++; continue; } j = A_Spawn(vm.g_i,*insptr++); switch (tw) { case CON_EQSPAWN: if (j != -1) A_AddToDeleteQueue(j); case CON_ESPAWN: aGameVars[g_iReturnVarID].val.lValue = j; break; case CON_QSPAWN: if (j != -1) A_AddToDeleteQueue(j); break; } } continue; case CON_ESHOOT: case CON_EZSHOOT: case CON_ZSHOOT: insptr++; { int32_t j; if (tw != CON_ESHOOT) { actor[vm.g_i].shootzvel = Gv_GetVarX(*insptr++); if (actor[vm.g_i].shootzvel == 0) actor[vm.g_i].shootzvel = 1; } if ((unsigned)vm.g_sp->sectnum >= (unsigned)numsectors) { OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],vm.g_sp->sectnum); insptr++; actor[vm.g_i].shootzvel=0; continue; } j = A_Shoot(vm.g_i,*insptr++); if (tw != CON_ZSHOOT) aGameVars[g_iReturnVarID].val.lValue = j; actor[vm.g_i].shootzvel=0; } continue; case CON_SHOOTVAR: case CON_ESHOOTVAR: insptr++; { int32_t j=Gv_GetVarX(*insptr++); if ((unsigned)vm.g_sp->sectnum >= (unsigned)numsectors) { OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],vm.g_sp->sectnum); actor[vm.g_i].shootzvel=0; continue; } j = A_Shoot(vm.g_i, j); if (tw == CON_ESHOOTVAR) aGameVars[g_iReturnVarID].val.lValue = j; actor[vm.g_i].shootzvel=0; continue; } case CON_EZSHOOTVAR: case CON_ZSHOOTVAR: insptr++; actor[vm.g_i].shootzvel = Gv_GetVarX(*insptr++); if (actor[vm.g_i].shootzvel == 0) actor[vm.g_i].shootzvel = 1; { int32_t j=Gv_GetVarX(*insptr++); if ((unsigned)vm.g_sp->sectnum >= (unsigned)numsectors) { OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],vm.g_sp->sectnum); actor[vm.g_i].shootzvel=0; continue; } j = A_Shoot(vm.g_i, j); if (tw == CON_EZSHOOTVAR) aGameVars[g_iReturnVarID].val.lValue = j; actor[vm.g_i].shootzvel=0; continue; } case CON_CMENU: insptr++; ChangeToMenu(Gv_GetVarX(*insptr++)); continue; case CON_SOUNDVAR: case CON_STOPSOUNDVAR: case CON_SOUNDONCEVAR: case CON_GLOBALSOUNDVAR: insptr++; { int32_t j=Gv_GetVarX(*insptr++); if (j<0 || j>=MAXSOUNDS) { OSD_Printf(CON_ERROR "Invalid sound %d\n",g_errorLineNum,keyw[g_tw],j); continue; } switch (tw) { case CON_SOUNDONCEVAR: if (!S_CheckSoundPlaying(vm.g_i,j)) A_PlaySound((int16_t)j,vm.g_i); continue; case CON_GLOBALSOUNDVAR: A_PlaySound((int16_t)j,g_player[screenpeek].ps->i); continue; case CON_STOPSOUNDVAR: if (S_CheckSoundPlaying(vm.g_i,j)) S_StopSound((int16_t)j); continue; case CON_SOUNDVAR: A_PlaySound((int16_t)j,vm.g_i); continue; } } continue; case CON_GUNIQHUDID: insptr++; { int32_t j=Gv_GetVarX(*insptr++); if (j >= 0 && j < MAXUNIQHUDID-1) guniqhudid = j; else OSD_Printf(CON_ERROR "Invalid ID %d\n",g_errorLineNum,keyw[g_tw],j); continue; } case CON_SAVEGAMEVAR: case CON_READGAMEVAR: { int32_t i=0; insptr++; if (ud.config.scripthandle < 0) { insptr++; continue; } switch (tw) { case CON_SAVEGAMEVAR: i=Gv_GetVarX(*insptr); SCRIPT_PutNumber(ud.config.scripthandle, "Gamevars",aGameVars[*insptr++].szLabel,i,FALSE,FALSE); break; case CON_READGAMEVAR: SCRIPT_GetNumber(ud.config.scripthandle, "Gamevars",aGameVars[*insptr].szLabel,&i); Gv_SetVarX(*insptr++, i); break; } continue; } case CON_SHOWVIEW: case CON_SHOWVIEWUNBIASED: insptr++; { int32_t x=Gv_GetVarX(*insptr++); int32_t y=Gv_GetVarX(*insptr++); int32_t z=Gv_GetVarX(*insptr++); int32_t a=Gv_GetVarX(*insptr++); int32_t horiz=Gv_GetVarX(*insptr++); int32_t sect=Gv_GetVarX(*insptr++); int32_t x1=Gv_GetVarX(*insptr++); int32_t y1=Gv_GetVarX(*insptr++); int32_t x2=Gv_GetVarX(*insptr++); int32_t y2=Gv_GetVarX(*insptr++); int32_t smoothratio = min(max((totalclock - ototalclock) * (65536 / 4),0),65536); #ifdef USE_OPENGL int32_t oprojhacks; #endif if (g_screenCapture) continue; if (offscreenrendering) { clearview(0); continue; } if (x1 > x2) swaplong(&x1,&x2); if (y1 > y2) swaplong(&y1,&y2); if (tw == CON_SHOWVIEW) { // The showview command has a rounding bias towards zero, // e.g. floor((319*1680)/320) == 1674 x1 = scale(x1,xdim,320); y1 = scale(y1,ydim,200); x2 = scale(x2,xdim,320); y2 = scale(y2,ydim,200); } else { // This will map the maximum 320-based coordinate to the // maximum real screen coordinate: // floor((319*1679)/319) == 1679 x1 = scale(x1,xdim-1,319); y1 = scale(y1,ydim-1,199); x2 = scale(x2,xdim-1,319); y2 = scale(y2,ydim-1,199); } if ((x1 < 0 || y1 < 0 || x2 >= xdim || y2 >= ydim)) { OSD_Printf(CON_ERROR "incorrect coordinates\n",g_errorLineNum,keyw[g_tw]); continue; } if ((unsigned)sect >= (unsigned)numsectors) { OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],sect); continue; } horiz = clamp(horiz, HORIZ_MIN, HORIZ_MAX); #ifdef USE_OPENGL oprojhacks = glprojectionhacks; glprojectionhacks = 0; #endif { int32_t o = newaspect_enable; newaspect_enable = r_usenewaspect; setaspect_new_use_dimen = 1; setview(x1,y1,x2,y2); setaspect_new_use_dimen = 0; newaspect_enable = o; } #if 0 if (!ud.pause_on && ((ud.show_help == 0 && (!net_server && ud.multimode < 2) && !(g_player[myconnectindex].ps->gm&MODE_MENU)) || (net_server || ud.multimode > 1) || ud.recstat == 2)) smoothratio = min(max((totalclock-ototalclock)*(65536L/TICSPERFRAME),0),65536); #endif G_DoInterpolations(smoothratio); G_HandleMirror(x, y, z, a, horiz, smoothratio); #ifdef POLYMER if (getrendermode() == 4) polymer_setanimatesprites(G_DoSpriteAnimations, x,y,a,smoothratio); #endif yax_preparedrawrooms(); drawrooms(x,y,z,a,horiz,sect); yax_drawrooms(G_DoSpriteAnimations, sect, 0, smoothratio); display_mirror = 2; G_DoSpriteAnimations(x,y,a,smoothratio); display_mirror = 0; drawmasks(); G_RestoreInterpolations(); G_UpdateScreenArea(); #ifdef USE_OPENGL glprojectionhacks = oprojhacks; #endif continue; } case CON_ROTATESPRITE16: case CON_ROTATESPRITE: insptr++; { int32_t x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++), z=Gv_GetVarX(*insptr++); int32_t a=Gv_GetVarX(*insptr++), tilenum=Gv_GetVarX(*insptr++), shade=Gv_GetVarX(*insptr++); int32_t pal=Gv_GetVarX(*insptr++), orientation=Gv_GetVarX(*insptr++); int32_t x1=Gv_GetVarX(*insptr++), y1=Gv_GetVarX(*insptr++); int32_t x2=Gv_GetVarX(*insptr++), y2=Gv_GetVarX(*insptr++); if (tw == CON_ROTATESPRITE) { x<<=16; y<<=16; } if ((unsigned)tilenum >= MAXTILES) { OSD_Printf(CON_ERROR "invalid tilenum %d\n", g_errorLineNum, keyw[g_tw], tilenum); continue; } if (x < -(320<<16) || x >= (640<<16) || y < -(200<<16) || y >= (400<<16)) { OSD_Printf(CON_ERROR "invalid coordinates: %d, %d\n",g_errorLineNum, keyw[g_tw], x, y); continue; } orientation &= (ROTATESPRITE_MAX-1); rotatesprite(x,y,z,a,tilenum,shade,pal,2|orientation,x1,y1,x2,y2); continue; } case CON_GAMETEXT: case CON_GAMETEXTZ: insptr++; { int32_t tilenum = Gv_GetVarX(*insptr++); int32_t x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++), q=Gv_GetVarX(*insptr++); int32_t shade=Gv_GetVarX(*insptr++), pal=Gv_GetVarX(*insptr++); int32_t orientation=Gv_GetVarX(*insptr++); int32_t x1=Gv_GetVarX(*insptr++), y1=Gv_GetVarX(*insptr++); int32_t x2=Gv_GetVarX(*insptr++), y2=Gv_GetVarX(*insptr++); int32_t z = (tw == CON_GAMETEXTZ) ? Gv_GetVarX(*insptr++) : 65536; if (tilenum < 0 || tilenum+255 >= MAXTILES) { OSD_Printf(CON_ERROR "invalid base tilenum %d\n", g_errorLineNum, keyw[g_tw], tilenum); continue; } if ((unsigned)q >= MAXQUOTES) { OSD_Printf(CON_ERROR "invalid quote ID %d\n", g_errorLineNum, keyw[g_tw], q); continue; } if ((ScriptQuotes[q] == NULL)) { OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],q); if (tw == CON_GAMETEXTZ) Gv_GetVarX(*insptr++); continue; } orientation &= (ROTATESPRITE_MAX-1); G_PrintGameText(0,tilenum,x>>1,y,ScriptQuotes[q],shade,pal,orientation,x1,y1,x2,y2,z); continue; } case CON_DIGITALNUMBER: case CON_DIGITALNUMBERZ: insptr++; { int32_t tilenum = Gv_GetVarX(*insptr++); int32_t x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++), q=Gv_GetVarX(*insptr++); int32_t shade=Gv_GetVarX(*insptr++), pal=Gv_GetVarX(*insptr++); int32_t orientation=Gv_GetVarX(*insptr++); int32_t x1=Gv_GetVarX(*insptr++), y1=Gv_GetVarX(*insptr++); int32_t x2=Gv_GetVarX(*insptr++), y2=Gv_GetVarX(*insptr++); int32_t z = (tw == CON_DIGITALNUMBERZ) ? Gv_GetVarX(*insptr++) : 65536; // NOTE: '-' not taken into account, but we have rotatesprite() bound check now anyway if (tilenum < 0 || tilenum+9 >= MAXTILES) { OSD_Printf(CON_ERROR "invalid base tilenum %d\n", g_errorLineNum, keyw[g_tw], tilenum); continue; } orientation &= (ROTATESPRITE_MAX-1); G_DrawTXDigiNumZ(tilenum,x,y,q,shade,pal,orientation,x1,y1,x2,y2,z); continue; } case CON_MINITEXT: insptr++; { int32_t x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++), q=Gv_GetVarX(*insptr++); int32_t shade=Gv_GetVarX(*insptr++), pal=Gv_GetVarX(*insptr++); if ((unsigned)q >= MAXQUOTES) { OSD_Printf(CON_ERROR "invalid quote ID %d\n", g_errorLineNum, keyw[g_tw], q); continue; } if ((ScriptQuotes[q] == NULL)) { OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],q); continue; } minitextshade(x,y,ScriptQuotes[q],shade,pal,26); continue; } case CON_ANGOFF: insptr++; spriteext[vm.g_i].angoff=*insptr++; continue; case CON_GETZRANGE: insptr++; { vec3_t vect; vect.x = Gv_GetVarX(*insptr++); vect.y = Gv_GetVarX(*insptr++); vect.z = Gv_GetVarX(*insptr++); { int32_t sectnum=Gv_GetVarX(*insptr++); int32_t ceilzvar=*insptr++, ceilhitvar=*insptr++, florzvar=*insptr++, florhitvar=*insptr++; int32_t walldist=Gv_GetVarX(*insptr++), clipmask=Gv_GetVarX(*insptr++); int32_t ceilz, ceilhit, florz, florhit; if ((unsigned)sectnum >= (unsigned)numsectors) { OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],sectnum); continue; } getzrange(&vect, sectnum, &ceilz, &ceilhit, &florz, &florhit, walldist, clipmask); Gv_SetVarX(ceilzvar, ceilz); Gv_SetVarX(ceilhitvar, ceilhit); Gv_SetVarX(florzvar, florz); Gv_SetVarX(florhitvar, florhit); } continue; } case CON_SECTSETINTERPOLATION: case CON_SECTCLEARINTERPOLATION: insptr++; { int32_t sectnum = Gv_GetVarX(*insptr++); if ((unsigned)sectnum >= (unsigned)numsectors) { OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],sectnum); continue; } if (tw==CON_SECTSETINTERPOLATION) Sect_SetInterpolation(sectnum); else Sect_ClearInterpolation(sectnum); continue; } case CON_CALCHYPOTENUSE: insptr++; { int32_t retvar=*insptr++; int64_t dax=Gv_GetVarX(*insptr++), day=Gv_GetVarX(*insptr++); int64_t hypsq = dax*dax + day*day; if (hypsq > (int64_t)INT_MAX) Gv_SetVarX(retvar, (int32_t)sqrt((double)hypsq)); else Gv_SetVarX(retvar, ksqrt((uint32_t)hypsq)); continue; } case CON_LINEINTERSECT: case CON_RAYINTERSECT: insptr++; { int32_t x1=Gv_GetVarX(*insptr++), y1=Gv_GetVarX(*insptr++), z1=Gv_GetVarX(*insptr++); int32_t x2=Gv_GetVarX(*insptr++), y2=Gv_GetVarX(*insptr++), z2=Gv_GetVarX(*insptr++); int32_t x3=Gv_GetVarX(*insptr++), y3=Gv_GetVarX(*insptr++), x4=Gv_GetVarX(*insptr++), y4=Gv_GetVarX(*insptr++); int32_t intxvar=*insptr++, intyvar=*insptr++, intzvar=*insptr++, retvar=*insptr++; int32_t intx, inty, intz, ret; if (tw==CON_LINEINTERSECT) ret = lineintersect(x1, y1, z1, x2, y2, z2, x3, y3, x4, y4, &intx, &inty, &intz); else ret = rayintersect(x1, y1, z1, x2, y2, z2, x3, y3, x4, y4, &intx, &inty, &intz); Gv_SetVarX(retvar, ret); if (ret) { Gv_SetVarX(intxvar, intx); Gv_SetVarX(intyvar, inty); Gv_SetVarX(intzvar, intz); } continue; } case CON_CLIPMOVE: case CON_CLIPMOVENOSLIDE: insptr++; { vec3_t vect; int32_t retvar=*insptr++, xvar=*insptr++, yvar=*insptr++, z=Gv_GetVarX(*insptr++), sectnumvar=*insptr++; int32_t xvect=Gv_GetVarX(*insptr++), yvect=Gv_GetVarX(*insptr++); int32_t walldist=Gv_GetVarX(*insptr++), floordist=Gv_GetVarX(*insptr++), ceildist=Gv_GetVarX(*insptr++); int32_t clipmask=Gv_GetVarX(*insptr++), oclipmoveboxtracenum=clipmoveboxtracenum; int16_t sectnum; vect.x = Gv_GetVarX(xvar); vect.y = Gv_GetVarX(yvar); vect.z = z; sectnum = Gv_GetVarX(sectnumvar); if ((unsigned)sectnum >= (unsigned)numsectors) { OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],sectnum); Gv_SetVarX(retvar, 0); continue; } if (tw==CON_CLIPMOVENOSLIDE) clipmoveboxtracenum = 1; Gv_SetVarX(retvar, clipmove(&vect, §num, xvect, yvect, walldist, floordist, ceildist, clipmask)); if (tw==CON_CLIPMOVENOSLIDE) clipmoveboxtracenum = oclipmoveboxtracenum; Gv_SetVarX(sectnumvar, sectnum); Gv_SetVarX(xvar, vect.x); Gv_SetVarX(yvar, vect.y); continue; } case CON_HITSCAN: insptr++; { vec3_t vect; hitdata_t hit; vect.x = Gv_GetVarX(*insptr++); vect.y = Gv_GetVarX(*insptr++); vect.z = Gv_GetVarX(*insptr++); { int32_t sectnum=Gv_GetVarX(*insptr++); int32_t vx=Gv_GetVarX(*insptr++), vy=Gv_GetVarX(*insptr++), vz=Gv_GetVarX(*insptr++); int32_t hitsectvar=*insptr++, hitwallvar=*insptr++, hitspritevar=*insptr++; int32_t hitxvar=*insptr++, hityvar=*insptr++, hitzvar=*insptr++, cliptype=Gv_GetVarX(*insptr++); if ((unsigned)sectnum >= (unsigned)numsectors) { OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],sectnum); continue; } hitscan((const vec3_t *)&vect, sectnum, vx, vy, vz, &hit, cliptype); Gv_SetVarX(hitsectvar, hit.sect); Gv_SetVarX(hitwallvar, hit.wall); Gv_SetVarX(hitspritevar, hit.sprite); Gv_SetVarX(hitxvar, hit.pos.x); Gv_SetVarX(hityvar, hit.pos.y); Gv_SetVarX(hitzvar, hit.pos.z); } continue; } case CON_CANSEE: insptr++; { int32_t x1=Gv_GetVarX(*insptr++), y1=Gv_GetVarX(*insptr++), z1=Gv_GetVarX(*insptr++); int32_t sect1=Gv_GetVarX(*insptr++); int32_t x2=Gv_GetVarX(*insptr++), y2=Gv_GetVarX(*insptr++), z2=Gv_GetVarX(*insptr++); int32_t sect2=Gv_GetVarX(*insptr++), rvar=*insptr++; if ((unsigned)sect1 >= (unsigned)numsectors || (unsigned)sect2 >= (unsigned)numsectors) { OSD_Printf(CON_ERROR "Invalid sector\n",g_errorLineNum,keyw[g_tw]); Gv_SetVarX(rvar, 0); } Gv_SetVarX(rvar, cansee(x1,y1,z1,sect1,x2,y2,z2,sect2)); continue; } case CON_ROTATEPOINT: insptr++; { int32_t xpivot=Gv_GetVarX(*insptr++), ypivot=Gv_GetVarX(*insptr++); int32_t x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++), daang=Gv_GetVarX(*insptr++); int32_t x2var=*insptr++, y2var=*insptr++; int32_t x2, y2; rotatepoint(xpivot,ypivot,x,y,daang,&x2,&y2); Gv_SetVarX(x2var, x2); Gv_SetVarX(y2var, y2); continue; } case CON_NEARTAG: insptr++; { // neartag(int32_t x, int32_t y, int32_t z, short sectnum, short ang, //Starting position & angle // short *neartagsector, //Returns near sector if sector[].tag != 0 // short *neartagwall, //Returns near wall if wall[].tag != 0 // short *neartagsprite, //Returns near sprite if sprite[].tag != 0 // int32_t *neartaghitdist, //Returns actual distance to object (scale: 1024=largest grid size) // int32_t neartagrange, //Choose maximum distance to scan (scale: 1024=largest grid size) // char tagsearch) //1-lotag only, 2-hitag only, 3-lotag&hitag int32_t x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++), z=Gv_GetVarX(*insptr++); int32_t sectnum=Gv_GetVarX(*insptr++), ang=Gv_GetVarX(*insptr++); int32_t neartagsectorvar=*insptr++, neartagwallvar=*insptr++, neartagspritevar=*insptr++, neartaghitdistvar=*insptr++; int32_t neartagrange=Gv_GetVarX(*insptr++), tagsearch=Gv_GetVarX(*insptr++); if ((unsigned)sectnum >= (unsigned)numsectors) { OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],sectnum); continue; } neartag(x, y, z, sectnum, ang, &neartagsector, &neartagwall, &neartagsprite, &neartaghitdist, neartagrange, tagsearch, NULL); Gv_SetVarX(neartagsectorvar, neartagsector); Gv_SetVarX(neartagwallvar, neartagwall); Gv_SetVarX(neartagspritevar, neartagsprite); Gv_SetVarX(neartaghitdistvar, neartaghitdist); continue; } case CON_GETTIMEDATE: insptr++; { int32_t v1=*insptr++,v2=*insptr++,v3=*insptr++,v4=*insptr++,v5=*insptr++,v6=*insptr++,v7=*insptr++,v8=*insptr++; time_t rawtime; struct tm *ti; time(&rawtime); ti=localtime(&rawtime); // initprintf("Time&date: %s\n",asctime (ti)); Gv_SetVarX(v1, ti->tm_sec); Gv_SetVarX(v2, ti->tm_min); Gv_SetVarX(v3, ti->tm_hour); Gv_SetVarX(v4, ti->tm_mday); Gv_SetVarX(v5, ti->tm_mon); Gv_SetVarX(v6, ti->tm_year+1900); Gv_SetVarX(v7, ti->tm_wday); Gv_SetVarX(v8, ti->tm_yday); continue; } case CON_MOVESPRITE: case CON_SETSPRITE: insptr++; { int32_t spritenum = Gv_GetVarX(*insptr++); vec3_t davector; davector.x = Gv_GetVarX(*insptr++); davector.y = Gv_GetVarX(*insptr++); davector.z = Gv_GetVarX(*insptr++); if (tw == CON_SETSPRITE) { if ((unsigned)spritenum >= MAXSPRITES) { OSD_Printf(CON_ERROR "invalid sprite ID %d\n",g_errorLineNum,keyw[g_tw],spritenum); continue; } setsprite(spritenum, &davector); continue; } { int32_t cliptype = Gv_GetVarX(*insptr++); if ((unsigned)spritenum >= MAXSPRITES) { OSD_Printf(CON_ERROR "invalid sprite ID %d\n",g_errorLineNum,keyw[g_tw],spritenum); insptr++; continue; } Gv_SetVarX(*insptr++, A_MoveSprite(spritenum, &davector, cliptype)); continue; } } case CON_GETFLORZOFSLOPE: case CON_GETCEILZOFSLOPE: insptr++; { int32_t sectnum = Gv_GetVarX(*insptr++), x = Gv_GetVarX(*insptr++), y = Gv_GetVarX(*insptr++); if ((unsigned)sectnum >= (unsigned)numsectors) { OSD_Printf(CON_ERROR "Invalid sector %d\n",g_errorLineNum,keyw[g_tw],sectnum); insptr++; continue; } if (tw == CON_GETFLORZOFSLOPE) { Gv_SetVarX(*insptr++, getflorzofslope(sectnum,x,y)); continue; } Gv_SetVarX(*insptr++, getceilzofslope(sectnum,x,y)); continue; } case CON_UPDATESECTOR: case CON_UPDATESECTORZ: insptr++; { int32_t x=Gv_GetVarX(*insptr++), y=Gv_GetVarX(*insptr++); int32_t z=(tw==CON_UPDATESECTORZ)?Gv_GetVarX(*insptr++):0; int32_t var=*insptr++; int16_t w=sprite[vm.g_i].sectnum; if (tw==CON_UPDATESECTOR) updatesector(x,y,&w); else updatesectorz(x,y,z,&w); Gv_SetVarX(var, w); continue; } case CON_SPAWN: insptr++; if ((unsigned)vm.g_sp->sectnum >= MAXSECTORS) { insptr++; continue; } A_Spawn(vm.g_i,*insptr++); continue; case CON_IFWASWEAPON: insptr++; VM_CONDITIONAL(actor[vm.g_i].picnum == *insptr); continue; case CON_IFAI: insptr++; VM_CONDITIONAL(vm.g_t[5] == *insptr); continue; case CON_IFACTION: insptr++; VM_CONDITIONAL(vm.g_t[4] == *insptr); continue; case CON_IFACTIONCOUNT: insptr++; VM_CONDITIONAL(vm.g_t[2] >= *insptr); continue; case CON_RESETACTIONCOUNT: insptr++; vm.g_t[2] = 0; continue; case CON_DEBRIS: insptr++; { int32_t dnum = *insptr++; int32_t s, l, j; if ((unsigned)vm.g_sp->sectnum < MAXSECTORS) for (j=(*insptr)-1; j>=0; j--) { if (vm.g_sp->picnum == BLIMP && dnum == SCRAP1) s = 0; else s = (krand()%3); l = A_InsertSprite(vm.g_sp->sectnum, vm.g_sp->x+(krand()&255)-128,vm.g_sp->y+(krand()&255)-128,vm.g_sp->z-(8<<8)-(krand()&8191), dnum+s,vm.g_sp->shade,32+(krand()&15),32+(krand()&15), krand()&2047,(krand()&127)+32, -(krand()&2047),vm.g_i,5); if (vm.g_sp->picnum == BLIMP && dnum == SCRAP1) sprite[l].yvel = BlimpSpawnSprites[j%14]; else sprite[l].yvel = -1; sprite[l].pal = vm.g_sp->pal; } insptr++; } continue; case CON_COUNT: insptr++; vm.g_t[0] = (int16_t) *insptr++; continue; case CON_CSTATOR: insptr++; vm.g_sp->cstat |= (int16_t) *insptr++; continue; case CON_CLIPDIST: insptr++; vm.g_sp->clipdist = (int16_t) *insptr++; continue; case CON_CSTAT: insptr++; vm.g_sp->cstat = (int16_t) *insptr++; continue; case CON_SAVENN: case CON_SAVE: insptr++; { time_t curtime; g_lastSaveSlot = *insptr++; if (g_lastSaveSlot > 9) continue; if (tw == CON_SAVE || ud.savegame[g_lastSaveSlot][0] == 0) { curtime = time(NULL); Bstrcpy(tempbuf,asctime(localtime(&curtime))); clearbufbyte(ud.savegame[g_lastSaveSlot],sizeof(ud.savegame[g_lastSaveSlot]),0); Bsprintf(ud.savegame[g_lastSaveSlot],"Auto"); // for (j=0;j<13;j++) // Bmemcpy(&ud.savegame[g_lastSaveSlot][j+4],&tempbuf[j+3],sizeof(tempbuf[j+3])); // ud.savegame[g_lastSaveSlot][j+4] = '\0'; Bmemcpy(&ud.savegame[g_lastSaveSlot][4],&tempbuf[3],sizeof(tempbuf[0])*13); ud.savegame[g_lastSaveSlot][17] = '\0'; } OSD_Printf("Saving to slot %d\n",g_lastSaveSlot); KB_FlushKeyboardQueue(); g_screenCapture = 1; G_DrawRooms(myconnectindex,65536); g_screenCapture = 0; if ((g_netServer || ud.multimode > 1)) G_SavePlayer(-1-(g_lastSaveSlot)); else G_SavePlayer(g_lastSaveSlot); continue; } case CON_QUAKE: insptr++; g_earthquakeTime = (uint8_t)Gv_GetVarX(*insptr++); A_PlaySound(EARTHQUAKE,g_player[screenpeek].ps->i); continue; case CON_IFMOVE: insptr++; VM_CONDITIONAL(vm.g_t[1] == *insptr); continue; case CON_RESETPLAYER: { insptr++; //AddLog("resetplayer"); if ((!g_netServer && ud.multimode < 2)) { if (g_lastSaveSlot >= 0 && ud.recstat != 2) { g_player[vm.g_p].ps->gm |= MODE_MENU; KB_ClearKeyDown(sc_Space); ChangeToMenu(15000); } else g_player[vm.g_p].ps->gm = MODE_RESTART; vm.g_flags |= VM_NOEXECUTE; } else { if (vm.g_p == myconnectindex) { g_cameraDistance = 0; g_cameraClock = totalclock; } if (g_fakeMultiMode) P_ResetPlayer(vm.g_p); if (g_netServer) { int32_t jj = 0; P_ResetPlayer(vm.g_p); packbuf[jj++] = PACKET_PLAYER_SPAWN; packbuf[jj++] = vm.g_p; Bmemcpy(&packbuf[jj], &g_player[vm.g_p].ps->pos.x, sizeof(vec3_t) * 2); jj += sizeof(vec3_t) * 2; packbuf[jj++] = 0; enet_host_broadcast(g_netServer, CHAN_GAMESTATE , enet_packet_create(packbuf, jj, ENET_PACKET_FLAG_RELIABLE)); } } P_UpdateScreenPal(g_player[vm.g_p].ps); //AddLog("EOF: resetplayer"); } continue; case CON_IFONWATER: VM_CONDITIONAL(sector[vm.g_sp->sectnum].lotag == 1 && klabs(vm.g_sp->z-sector[vm.g_sp->sectnum].floorz) < (32<<8)); continue; case CON_IFINWATER: VM_CONDITIONAL(sector[vm.g_sp->sectnum].lotag == 2); continue; case CON_IFCOUNT: insptr++; VM_CONDITIONAL(vm.g_t[0] >= *insptr); continue; case CON_IFACTOR: insptr++; VM_CONDITIONAL(vm.g_sp->picnum == *insptr); continue; case CON_RESETCOUNT: insptr++; vm.g_t[0] = 0; continue; case CON_ADDINVENTORY: { DukePlayer_t *const ps = g_player[vm.g_p].ps; insptr += 2; switch (*(insptr-1)) { case GET_STEROIDS: ps->inv_amount[GET_STEROIDS] = *insptr; ps->inven_icon = 2; break; case GET_SHIELD: ps->inv_amount[GET_SHIELD] += *insptr;// 100; if (ps->inv_amount[GET_SHIELD] > ps->max_shield_amount) ps->inv_amount[GET_SHIELD] = ps->max_shield_amount; break; case GET_SCUBA: ps->inv_amount[GET_SCUBA] = *insptr;// 1600; ps->inven_icon = 6; break; case GET_HOLODUKE: ps->inv_amount[GET_HOLODUKE] = *insptr;// 1600; ps->inven_icon = 3; break; case GET_JETPACK: ps->inv_amount[GET_JETPACK] = *insptr;// 1600; ps->inven_icon = 4; break; case GET_ACCESS: switch (vm.g_sp->pal) { case 0: ps->got_access |= 1; break; case 21: ps->got_access |= 2; break; case 23: ps->got_access |= 4; break; } break; case GET_HEATS: ps->inv_amount[GET_HEATS] = *insptr; ps->inven_icon = 5; break; case GET_FIRSTAID: ps->inven_icon = 1; ps->inv_amount[GET_FIRSTAID] = *insptr; break; case GET_BOOTS: ps->inven_icon = 7; ps->inv_amount[GET_BOOTS] = *insptr; break; default: OSD_Printf(CON_ERROR "Invalid inventory ID %d\n",g_errorLineNum,keyw[g_tw],(int32_t)*(insptr-1)); break; } insptr++; continue; } case CON_HITRADIUSVAR: insptr++; { int32_t v1=Gv_GetVarX(*insptr++),v2=Gv_GetVarX(*insptr++),v3=Gv_GetVarX(*insptr++); int32_t v4=Gv_GetVarX(*insptr++),v5=Gv_GetVarX(*insptr++); A_RadiusDamage(vm.g_i,v1,v2,v3,v4,v5); } continue; case CON_HITRADIUS: A_RadiusDamage(vm.g_i,*(insptr+1),*(insptr+2),*(insptr+3),*(insptr+4),*(insptr+5)); insptr += 6; continue; case CON_IFP: { int32_t l = *(++insptr); int32_t j = 0; DukePlayer_t *const ps = g_player[vm.g_p].ps; int32_t s = sprite[ps->i].xvel; if ((l&8) && ps->on_ground && TEST_SYNC_KEY(g_player[vm.g_p].sync->bits, SK_CROUCH)) j = 1; else if ((l&16) && ps->jumping_counter == 0 && !ps->on_ground && ps->vel.z > 2048) j = 1; else if ((l&32) && ps->jumping_counter > 348) j = 1; else if ((l&1) && s >= 0 && s < 8) j = 1; else if ((l&2) && s >= 8 && !TEST_SYNC_KEY(g_player[vm.g_p].sync->bits, SK_RUN)) j = 1; else if ((l&4) && s >= 8 && TEST_SYNC_KEY(g_player[vm.g_p].sync->bits, SK_RUN)) j = 1; else if ((l&64) && ps->pos.z < (vm.g_sp->z-(48<<8))) j = 1; else if ((l&128) && s <= -8 && !TEST_SYNC_KEY(g_player[vm.g_p].sync->bits, SK_RUN)) j = 1; else if ((l&256) && s <= -8 && TEST_SYNC_KEY(g_player[vm.g_p].sync->bits, SK_RUN)) j = 1; else if ((l&512) && (ps->quick_kick > 0 || (ps->curr_weapon == KNEE_WEAPON && ps->kickback_pic > 0))) j = 1; else if ((l&1024) && sprite[ps->i].xrepeat < 32) j = 1; else if ((l&2048) && ps->jetpack_on) j = 1; else if ((l&4096) && ps->inv_amount[GET_STEROIDS] > 0 && ps->inv_amount[GET_STEROIDS] < 400) j = 1; else if ((l&8192) && ps->on_ground) j = 1; else if ((l&16384) && sprite[ps->i].xrepeat > 32 && sprite[ps->i].extra > 0 && ps->timebeforeexit == 0) j = 1; else if ((l&32768) && sprite[ps->i].extra <= 0) j = 1; else if ((l&65536L)) { if (vm.g_sp->picnum == APLAYER && (g_netServer || ud.multimode > 1)) j = G_GetAngleDelta(g_player[otherp].ps->ang,getangle(ps->pos.x-g_player[otherp].ps->pos.x,ps->pos.y-g_player[otherp].ps->pos.y)); else j = G_GetAngleDelta(ps->ang,getangle(vm.g_sp->x-ps->pos.x,vm.g_sp->y-ps->pos.y)); if (j > -128 && j < 128) j = 1; else j = 0; } VM_CONDITIONAL((intptr_t) j); } continue; case CON_IFSTRENGTH: insptr++; VM_CONDITIONAL(vm.g_sp->extra <= *insptr); continue; case CON_GUTS: A_DoGuts(vm.g_i,*(insptr+1),*(insptr+2)); insptr += 3; continue; case CON_IFSPAWNEDBY: insptr++; VM_CONDITIONAL(actor[vm.g_i].picnum == *insptr); continue; case CON_WACKPLAYER: insptr++; P_ForceAngle(g_player[vm.g_p].ps); continue; case CON_FLASH: insptr++; sprite[vm.g_i].shade = -127; g_player[vm.g_p].ps->visibility = -127; lastvisinc = totalclock+32; continue; case CON_SAVEMAPSTATE: if (MapInfo[ud.volume_number *MAXLEVELS+ud.level_number].savedstate == NULL) MapInfo[ud.volume_number *MAXLEVELS+ud.level_number].savedstate = Bcalloc(1,sizeof(mapstate_t)); G_SaveMapState(MapInfo[ud.volume_number*MAXLEVELS+ud.level_number].savedstate); insptr++; continue; case CON_LOADMAPSTATE: if (MapInfo[ud.volume_number*MAXLEVELS+ud.level_number].savedstate) G_RestoreMapState(MapInfo[ud.volume_number*MAXLEVELS+ud.level_number].savedstate); insptr++; continue; case CON_CLEARMAPSTATE: insptr++; { int32_t j = Gv_GetVarX(*insptr++); if ((unsigned)j >= MAXVOLUMES*MAXLEVELS) { OSD_Printf(CON_ERROR "Invalid map number: %d\n",g_errorLineNum,keyw[g_tw],j); continue; } if (MapInfo[j].savedstate) G_FreeMapState(j); } continue; case CON_STOPALLSOUNDS: insptr++; if (screenpeek == vm.g_p) FX_StopAllSounds(); continue; case CON_IFGAPZL: insptr++; VM_CONDITIONAL(((actor[vm.g_i].floorz - actor[vm.g_i].ceilingz) >> 8) < *insptr); continue; case CON_IFHITSPACE: VM_CONDITIONAL(TEST_SYNC_KEY(g_player[vm.g_p].sync->bits, SK_OPEN)); continue; case CON_IFOUTSIDE: VM_CONDITIONAL(sector[vm.g_sp->sectnum].ceilingstat&1); continue; case CON_IFMULTIPLAYER: VM_CONDITIONAL((g_netServer || g_netClient || ud.multimode > 1)); continue; case CON_IFCLIENT: VM_CONDITIONAL(g_netClient != NULL); continue; case CON_IFSERVER: VM_CONDITIONAL(g_netServer != NULL); continue; case CON_OPERATE: insptr++; if (sector[vm.g_sp->sectnum].lotag == 0) { neartag(vm.g_sp->x,vm.g_sp->y,vm.g_sp->z-(32<<8),vm.g_sp->sectnum,vm.g_sp->ang, &neartagsector,&neartagwall,&neartagsprite,&neartaghitdist, 768, 4+1, NULL); if (neartagsector >= 0 && isanearoperator(sector[neartagsector].lotag)) if ((sector[neartagsector].lotag&0xff) == 23 || sector[neartagsector].floorz == sector[neartagsector].ceilingz) if ((sector[neartagsector].lotag&16384) == 0) if ((sector[neartagsector].lotag&32768) == 0) { int32_t j = headspritesect[neartagsector]; while (j >= 0) { if (sprite[j].picnum == ACTIVATOR) break; j = nextspritesect[j]; } if (j == -1) G_OperateSectors(neartagsector,vm.g_i); } } continue; case CON_IFINSPACE: VM_CONDITIONAL(G_CheckForSpaceCeiling(vm.g_sp->sectnum)); continue; case CON_SPRITEPAL: insptr++; if (vm.g_sp->picnum != APLAYER) actor[vm.g_i].tempang = vm.g_sp->pal; vm.g_sp->pal = *insptr++; continue; case CON_CACTOR: insptr++; vm.g_sp->picnum = *insptr++; continue; case CON_IFBULLETNEAR: VM_CONDITIONAL(A_Dodge(vm.g_sp) == 1); continue; case CON_IFRESPAWN: if (A_CheckEnemySprite(vm.g_sp)) VM_CONDITIONAL(ud.respawn_monsters) else if (A_CheckInventorySprite(vm.g_sp)) VM_CONDITIONAL(ud.respawn_inventory) else VM_CONDITIONAL(ud.respawn_items) continue; case CON_IFFLOORDISTL: insptr++; VM_CONDITIONAL((actor[vm.g_i].floorz - vm.g_sp->z) <= ((*insptr)<<8)); continue; case CON_IFCEILINGDISTL: insptr++; VM_CONDITIONAL((vm.g_sp->z - actor[vm.g_i].ceilingz) <= ((*insptr)<<8)); continue; case CON_PALFROM: insptr++; if ((unsigned)vm.g_p >= (unsigned)playerswhenstarted) { OSD_Printf(CON_ERROR "invalid player ID %d\n",g_errorLineNum,keyw[g_tw],vm.g_p); insptr += 4; } else { uint8_t f=*insptr++, r=*insptr++, g=*insptr++, b=*insptr++; P_PalFrom(g_player[vm.g_p].ps, f, r,g,b); } continue; case CON_SECTOROFWALL: insptr++; { int32_t j = *insptr++; Gv_SetVarX(j, sectorofwall(Gv_GetVarX(*insptr++))); } continue; case CON_QSPRINTF: insptr++; { int32_t dq = Gv_GetVarX(*insptr++), sq = Gv_GetVarX(*insptr++); if ((ScriptQuotes[sq] == NULL || ScriptQuotes[dq] == NULL)) { OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],ScriptQuotes[sq] ? dq : sq); while ((*insptr & 0xFFF) != CON_NULLOP) Gv_GetVarX(*insptr++); insptr++; // skip the NOP continue; } { int32_t arg[32], i = 0, j = 0, k = 0; int32_t len = Bstrlen(ScriptQuotes[sq]); char tempbuf[MAXQUOTELEN]; while ((*insptr & 0xFFF) != CON_NULLOP && i < 32) arg[i++] = Gv_GetVarX(*insptr++); insptr++; // skip the NOP i = 0; do { while (k < len && j < MAXQUOTELEN && ScriptQuotes[sq][k] != '%') tempbuf[j++] = ScriptQuotes[sq][k++]; if (ScriptQuotes[sq][k] == '%') { k++; switch (ScriptQuotes[sq][k]) { case 'l': if (ScriptQuotes[sq][k+1] != 'd') { // write the % and l tempbuf[j++] = ScriptQuotes[sq][k-1]; tempbuf[j++] = ScriptQuotes[sq][k++]; break; } k++; case 'd': { char buf[16]; int32_t ii = 0; Bsprintf(buf, "%d", arg[i++]); ii = Bstrlen(buf); Bmemcpy(&tempbuf[j], buf, ii); j += ii; k++; } break; case 's': { int32_t ii = Bstrlen(ScriptQuotes[arg[i]]); Bmemcpy(&tempbuf[j], ScriptQuotes[arg[i]], ii); j += ii; k++; } break; default: tempbuf[j++] = ScriptQuotes[sq][k-1]; break; } } } while (k < len && j < MAXQUOTELEN); tempbuf[j] = '\0'; Bstrcpy(ScriptQuotes[dq], tempbuf); continue; } } case CON_ADDLOG: { insptr++; OSD_Printf(OSDTEXT_GREEN "CONLOG: L=%d\n",g_errorLineNum); continue; } case CON_ADDLOGVAR: insptr++; { int32_t m=1; char szBuf[256]; int32_t lVarID = *insptr; if ((lVarID >= g_gameVarCount) || lVarID < 0) { if (*insptr==MAXGAMEVARS) // addlogvar for a constant? Har. insptr++; // else if (*insptr > g_gameVarCount && (*insptr < (MAXGAMEVARS<<1)+MAXGAMEVARS+1+MAXGAMEARRAYS)) else if (*insptr&(MAXGAMEVARS<<2)) { int32_t index; lVarID ^= (MAXGAMEVARS<<2); if (lVarID&(MAXGAMEVARS<<1)) { m = -m; lVarID ^= (MAXGAMEVARS<<1); } insptr++; index=Gv_GetVarX(*insptr++); if ((index < aGameArrays[lVarID].size)&&(index>=0)) { OSD_Printf(OSDTEXT_GREEN "%s: L=%d %s[%d] =%d\n", keyw[g_tw], g_errorLineNum, aGameArrays[lVarID].szLabel, index, (int32_t)(m*aGameArrays[lVarID].plValues[index])); continue; } else { OSD_Printf(CON_ERROR "invalid array index\n",g_errorLineNum,keyw[g_tw]); continue; } } else if (*insptr&(MAXGAMEVARS<<3)) { // FIXME FIXME FIXME if ((lVarID & (MAXGAMEVARS-1)) == g_iActorVarID) { intptr_t *oinsptr = insptr++; int32_t index = Gv_GetVarX(*insptr++); insptr = oinsptr; if ((unsigned)index >= MAXSPRITES-1) { OSD_Printf(CON_ERROR "invalid array index\n",g_errorLineNum,keyw[g_tw]); Gv_GetVarX(*insptr++); continue; } OSD_Printf(OSDTEXT_GREEN "%s: L=%d %d %d\n",keyw[g_tw],g_errorLineNum,index,Gv_GetVar(*insptr++,index,vm.g_p)); continue; } } else if (*insptr&(MAXGAMEVARS<<1)) { m = -m; lVarID ^= (MAXGAMEVARS<<1); } else { // invalid varID insptr++; OSD_Printf(CON_ERROR "invalid variable\n",g_errorLineNum,keyw[g_tw]); continue; // out of switch } } Bsprintf(szBuf,"CONLOGVAR: L=%d %s ",g_errorLineNum, aGameVars[lVarID].szLabel); strcpy(g_szBuf,szBuf); if (aGameVars[lVarID].dwFlags & GAMEVAR_READONLY) { Bsprintf(szBuf," (read-only)"); strcat(g_szBuf,szBuf); } if (aGameVars[lVarID].dwFlags & GAMEVAR_PERPLAYER) { Bsprintf(szBuf," (Per Player. Player=%d)",vm.g_p); } else if (aGameVars[lVarID].dwFlags & GAMEVAR_PERACTOR) { Bsprintf(szBuf," (Per Actor. Actor=%d)",vm.g_i); } else { Bsprintf(szBuf," (Global)"); } Bstrcat(g_szBuf,szBuf); Bsprintf(szBuf," =%d\n", Gv_GetVarX(lVarID)*m); Bstrcat(g_szBuf,szBuf); OSD_Printf(OSDTEXT_GREEN "%s",g_szBuf); insptr++; continue; } case CON_SETSECTOR: case CON_GETSECTOR: insptr++; { // syntax [gs]etsector[].x // int32_t lVar1=*insptr++, lLabelID=*insptr++, lVar2=*insptr++; VM_AccessSector(tw==CON_SETSECTOR, lVar1, lLabelID, lVar2); continue; } case CON_SQRT: insptr++; { // syntax sqrt int32_t lInVarID=*insptr++, lOutVarID=*insptr++; Gv_SetVarX(lOutVarID, ksqrt((uint32_t)Gv_GetVarX(lInVarID))); continue; } case CON_FINDNEARACTOR: case CON_FINDNEARSPRITE: case CON_FINDNEARACTOR3D: case CON_FINDNEARSPRITE3D: insptr++; { // syntax findnearactorvar // gets the sprite ID of the nearest actor within max dist // that is of into // -1 for none found // int32_t lType=*insptr++, lMaxDist=*insptr++, lVarID=*insptr++; int32_t lFound=-1, j, k = MAXSTATUS-1; if (tw == CON_FINDNEARACTOR || tw == CON_FINDNEARACTOR3D) k = 1; if (tw==CON_FINDNEARSPRITE3D || tw==CON_FINDNEARACTOR3D) { do { j=headspritestat[k]; // all sprites while (j>=0) { if (sprite[j].picnum == lType && j != vm.g_i && dist(&sprite[vm.g_i], &sprite[j]) < lMaxDist) { lFound=j; j = MAXSPRITES; break; } j = nextspritestat[j]; } if (j == MAXSPRITES || tw == CON_FINDNEARACTOR3D) break; } while (k--); Gv_SetVarX(lVarID, lFound); continue; } do { j=headspritestat[k]; // all sprites while (j>=0) { if (sprite[j].picnum == lType && j != vm.g_i && ldist(&sprite[vm.g_i], &sprite[j]) < lMaxDist) { lFound=j; j = MAXSPRITES; break; } j = nextspritestat[j]; } if (j == MAXSPRITES || tw == CON_FINDNEARACTOR) break; } while (k--); Gv_SetVarX(lVarID, lFound); continue; } case CON_FINDNEARACTORVAR: case CON_FINDNEARSPRITEVAR: case CON_FINDNEARACTOR3DVAR: case CON_FINDNEARSPRITE3DVAR: insptr++; { // syntax findnearactorvar // gets the sprite ID of the nearest actor within max dist // that is of into // -1 for none found // int32_t lType=*insptr++, lMaxDist=Gv_GetVarX(*insptr++), lVarID=*insptr++; int32_t lFound=-1, j, k = 1; if (tw == CON_FINDNEARSPRITEVAR || tw == CON_FINDNEARSPRITE3DVAR) k = MAXSTATUS-1; if (tw==CON_FINDNEARACTOR3DVAR || tw==CON_FINDNEARSPRITE3DVAR) { do { j=headspritestat[k]; // all sprites while (j >= 0) { if (sprite[j].picnum == lType && j != vm.g_i && dist(&sprite[vm.g_i], &sprite[j]) < lMaxDist) { lFound=j; j = MAXSPRITES; break; } j = nextspritestat[j]; } if (j == MAXSPRITES || tw==CON_FINDNEARACTOR3DVAR) break; } while (k--); Gv_SetVarX(lVarID, lFound); continue; } do { j=headspritestat[k]; // all sprites while (j >= 0) { if (sprite[j].picnum == lType && j != vm.g_i && ldist(&sprite[vm.g_i], &sprite[j]) < lMaxDist) { lFound=j; j = MAXSPRITES; break; } j = nextspritestat[j]; } if (j == MAXSPRITES || tw==CON_FINDNEARACTORVAR) break; } while (k--); Gv_SetVarX(lVarID, lFound); continue; } case CON_FINDNEARACTORZVAR: case CON_FINDNEARSPRITEZVAR: insptr++; { // syntax findnearactorvar // gets the sprite ID of the nearest actor within max dist // that is of into // -1 for none found // int32_t lType=*insptr++, lMaxDist=Gv_GetVarX(*insptr++); int32_t lMaxZDist=Gv_GetVarX(*insptr++); int32_t lVarID=*insptr++, lFound=-1, lTemp, lTemp2, j, k=MAXSTATUS-1; do { j=headspritestat[tw==CON_FINDNEARACTORZVAR?1:k]; // all sprites if (j == -1) continue; do { if (sprite[j].picnum == lType && j != vm.g_i) { lTemp=ldist(&sprite[vm.g_i], &sprite[j]); if (lTemp < lMaxDist) { lTemp2=klabs(sprite[vm.g_i].z-sprite[j].z); if (lTemp2 < lMaxZDist) { lFound=j; j = MAXSPRITES; break; } } } j = nextspritestat[j]; } while (j>=0); if (tw==CON_FINDNEARACTORZVAR || j == MAXSPRITES) break; } while (k--); Gv_SetVarX(lVarID, lFound); continue; } case CON_FINDNEARACTORZ: case CON_FINDNEARSPRITEZ: insptr++; { // syntax findnearactorvar // gets the sprite ID of the nearest actor within max dist // that is of into // -1 for none found // int32_t lType=*insptr++, lMaxDist=*insptr++, lMaxZDist=*insptr++, lVarID=*insptr++; int32_t lTemp, lTemp2, lFound=-1, j, k=MAXSTATUS-1; do { j=headspritestat[tw==CON_FINDNEARACTORZ?1:k]; // all sprites if (j == -1) continue; do { if (sprite[j].picnum == lType && j != vm.g_i) { lTemp=ldist(&sprite[vm.g_i], &sprite[j]); if (lTemp < lMaxDist) { lTemp2=klabs(sprite[vm.g_i].z-sprite[j].z); if (lTemp2 < lMaxZDist) { lFound=j; j = MAXSPRITES; break; } } } j = nextspritestat[j]; } while (j>=0); if (tw==CON_FINDNEARACTORZ || j == MAXSPRITES) break; } while (k--); Gv_SetVarX(lVarID, lFound); continue; } case CON_FINDPLAYER: insptr++; { int32_t j; // Gv_SetVarX(g_iReturnVarID, A_FindPlayer(&sprite[vm.g_i],&j)); aGameVars[g_iReturnVarID].val.lValue = A_FindPlayer(&sprite[vm.g_i],&j); Gv_SetVarX(*insptr++, j); } continue; case CON_FINDOTHERPLAYER: insptr++; { int32_t j; // Gv_SetVarX(g_iReturnVarID, P_FindOtherPlayer(vm.g_p,&j)); aGameVars[g_iReturnVarID].val.lValue = P_FindOtherPlayer(vm.g_p,&j); Gv_SetVarX(*insptr++, j); } continue; case CON_SETPLAYER: insptr++; { // syntax [gs]etplayer[].x // int32_t lVar1=*insptr++, lLabelID=*insptr++, lParm2 = 0, lVar2; // HACK: need to have access to labels structure at run-time... if (PlayerLabels[lLabelID].flags & LABEL_HASPARM2) lParm2=Gv_GetVarX(*insptr++); lVar2=*insptr++; VM_SetPlayer(lVar1, lLabelID, lVar2, lParm2); continue; } case CON_GETPLAYER: insptr++; { // syntax [gs]etplayer[].x // int32_t lVar1=*insptr++, lLabelID=*insptr++, lParm2 = 0, lVar2; // HACK: need to have access to labels structure at run-time... if (PlayerLabels[lLabelID].flags & LABEL_HASPARM2) lParm2=Gv_GetVarX(*insptr++); lVar2=*insptr++; VM_GetPlayer(lVar1, lLabelID, lVar2, lParm2); continue; } case CON_SETINPUT: case CON_GETINPUT: insptr++; { // syntax [gs]etplayer[].x // int32_t lVar1=*insptr++, lLabelID=*insptr++, lVar2=*insptr++; VM_AccessPlayerInput(tw==CON_SETINPUT, lVar1, lLabelID, lVar2); continue; } case CON_GETUSERDEF: case CON_SETUSERDEF: insptr++; { // syntax [gs]etuserdef.xxx // int32_t lLabelID=*insptr++, lVar2=*insptr++; VM_AccessUserdef(tw==CON_SETUSERDEF, lLabelID, lVar2); continue; } case CON_GETPROJECTILE: case CON_SETPROJECTILE: insptr++; { // syntax [gs]etplayer[].x // int32_t lVar1=Gv_GetVarX(*insptr++), lLabelID=*insptr++, lVar2=*insptr++; VM_AccessProjectile(tw==CON_SETPROJECTILE,lVar1,lLabelID,lVar2); continue; } case CON_SETWALL: case CON_GETWALL: insptr++; { // syntax [gs]etwall[].x // int32_t lVar1=*insptr++, lLabelID=*insptr++, lVar2=*insptr++; VM_AccessWall(tw==CON_SETWALL, lVar1, lLabelID, lVar2); continue; } case CON_SETACTORVAR: case CON_GETACTORVAR: insptr++; { // syntax [gs]etactorvar[]. // gets the value of the per-actor variable varx into VAR // int32_t lSprite=Gv_GetVarX(*insptr++), lVar1=*insptr++; int32_t lVar2=*insptr++; if ((unsigned)lSprite >= MAXSPRITES) { OSD_Printf(CON_ERROR "invalid sprite ID %d\n",g_errorLineNum,keyw[g_tw],lSprite); if (lVar1 == MAXGAMEVARS || lVar1 & ((MAXGAMEVARS<<2)|(MAXGAMEVARS<<3))) insptr++; if (lVar2 == MAXGAMEVARS || lVar2 & ((MAXGAMEVARS<<2)|(MAXGAMEVARS<<3))) insptr++; continue; } if (tw == CON_SETACTORVAR) { Gv_SetVar(lVar1, Gv_GetVarX(lVar2), lSprite, vm.g_p); continue; } Gv_SetVarX(lVar2, Gv_GetVar(lVar1, lSprite, vm.g_p)); continue; } case CON_SETPLAYERVAR: case CON_GETPLAYERVAR: insptr++; { int32_t iPlayer = vm.g_p; if (*insptr != g_iThisActorID) iPlayer=Gv_GetVarX(*insptr); insptr++; { int32_t lVar1=*insptr++, lVar2=*insptr++; if ((unsigned)iPlayer >= (unsigned)playerswhenstarted) { OSD_Printf(CON_ERROR "invalid player ID %d\n",g_errorLineNum,keyw[g_tw],iPlayer); if (lVar1 == MAXGAMEVARS || lVar1 & ((MAXGAMEVARS<<2)|(MAXGAMEVARS<<3))) insptr++; if (lVar2 == MAXGAMEVARS || lVar2 & ((MAXGAMEVARS<<2)|(MAXGAMEVARS<<3))) insptr++; continue; } if (tw == CON_SETPLAYERVAR) { Gv_SetVar(lVar1, Gv_GetVarX(lVar2), vm.g_i, iPlayer); continue; } Gv_SetVarX(lVar2, Gv_GetVar(lVar1, vm.g_i, iPlayer)); continue; } } case CON_SETACTOR: insptr++; { // syntax [gs]etactor[].x // int32_t lVar1=*insptr++, lLabelID=*insptr++, lParm2 = 0; if (ActorLabels[lLabelID].flags & LABEL_HASPARM2) lParm2=Gv_GetVarX(*insptr++); { int32_t lVar2=*insptr++; VM_SetSprite(lVar1, lLabelID, lVar2, lParm2); } continue; } case CON_GETACTOR: insptr++; { // syntax [gs]etactor[].x // int32_t lVar1=*insptr++, lLabelID=*insptr++, lParm2 = 0; if (ActorLabels[lLabelID].flags & LABEL_HASPARM2) lParm2=Gv_GetVarX(*insptr++); { int32_t lVar2=*insptr++; VM_GetSprite(lVar1, lLabelID, lVar2, lParm2); } continue; } case CON_SETTSPR: case CON_GETTSPR: insptr++; { // syntax [gs]etactor[].x // int32_t lVar1=*insptr++, lLabelID=*insptr++, lVar2=*insptr++; VM_AccessTsprite(tw==CON_SETTSPR, lVar1, lLabelID, lVar2); continue; } case CON_GETANGLETOTARGET: insptr++; // Actor[vm.g_i].lastvx and lastvy are last known location of target. Gv_SetVarX(*insptr++, getangle(actor[vm.g_i].lastvx-vm.g_sp->x,actor[vm.g_i].lastvy-vm.g_sp->y)); continue; case CON_ANGOFFVAR: insptr++; spriteext[vm.g_i].angoff=Gv_GetVarX(*insptr++); continue; case CON_LOCKPLAYER: insptr++; g_player[vm.g_p].ps->transporter_hold=Gv_GetVarX(*insptr++); continue; case CON_CHECKAVAILWEAPON: case CON_CHECKAVAILINVEN: insptr++; { int32_t j = vm.g_p; if (*insptr != g_iThisActorID) j=Gv_GetVarX(*insptr); insptr++; if ((unsigned)j >= (unsigned)playerswhenstarted) { OSD_Printf(CON_ERROR "Invalid player ID %d\n",g_errorLineNum,keyw[g_tw],j); continue; } if (tw == CON_CHECKAVAILWEAPON) P_CheckWeapon(g_player[j].ps); else P_SelectNextInvItem(g_player[j].ps); } continue; case CON_GETPLAYERANGLE: insptr++; Gv_SetVarX(*insptr++, g_player[vm.g_p].ps->ang); continue; case CON_SETPLAYERANGLE: insptr++; g_player[vm.g_p].ps->ang=Gv_GetVarX(*insptr++); g_player[vm.g_p].ps->ang &= 2047; continue; case CON_GETACTORANGLE: insptr++; Gv_SetVarX(*insptr++, vm.g_sp->ang); continue; case CON_SETACTORANGLE: insptr++; vm.g_sp->ang=Gv_GetVarX(*insptr++); vm.g_sp->ang &= 2047; continue; case CON_SETVAR: insptr++; if ((aGameVars[*insptr].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK)) == 0) { aGameVars[*insptr].val.lValue = *(insptr+1); insptr += 2; continue; } Gv_SetVarX(*insptr, *(insptr+1)); insptr += 2; continue; case CON_SETARRAY: insptr++; { int32_t j=*insptr++; int32_t index = Gv_GetVarX(*insptr++); int32_t value = Gv_GetVarX(*insptr++); if (j<0 || j >= g_gameArrayCount || index >= aGameArrays[j].size || index < 0) { OSD_Printf(OSD_ERROR "Gv_SetVar(): tried to set invalid array ID (%d) or index out of bounds from sprite %d (%d), player %d\n",j,vm.g_i,sprite[vm.g_i].picnum,vm.g_p); continue; } aGameArrays[j].plValues[index]=value; continue; } case CON_WRITEARRAYTOFILE: case CON_READARRAYFROMFILE: insptr++; { int32_t j=*insptr++; { int q = *insptr++; if (ScriptQuotes[q] == NULL) { OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],q); continue; } if (tw == CON_READARRAYFROMFILE) { int32_t fil = kopen4loadfrommod(ScriptQuotes[q], 0); int32_t asize; if (fil < 0) continue; asize = kfilelength(fil); if (asize > 0) { /*OSD_Printf(OSDTEXT_GREEN "CON_RESIZEARRAY: resizing array %s from %d to %d\n", aGameArrays[j].szLabel, aGameArrays[j].size, asize / GAR_ELTSZ);*/ aGameArrays[j].plValues=Brealloc(aGameArrays[j].plValues, asize); aGameArrays[j].size = asize / GAR_ELTSZ; kread(fil, aGameArrays[j].plValues, asize); } kclose(fil); continue; } { FILE *fil; char temp[BMAX_PATH]; if (g_modDir[0] != '/') Bsprintf(temp,"%s/%s",g_modDir,ScriptQuotes[q]); else Bsprintf(temp,"%s",ScriptQuotes[q]); if ((fil = fopen(temp,"wb")) == 0) continue; fwrite(aGameArrays[j].plValues,1,sizeof(int) * aGameArrays[j].size,fil); fclose(fil); } continue; } } case CON_GETARRAYSIZE: insptr++; { int32_t j=*insptr++; Gv_SetVarX(*insptr++,aGameArrays[j].size); } continue; case CON_RESIZEARRAY: insptr++; { int32_t j=*insptr++; int32_t asize = Gv_GetVarX(*insptr++); if (asize > 0) { /*OSD_Printf(OSDTEXT_GREEN "CON_RESIZEARRAY: resizing array %s from %d to %d\n", aGameArrays[j].szLabel, aGameArrays[j].size, asize);*/ aGameArrays[j].plValues=Brealloc(aGameArrays[j].plValues, GAR_ELTSZ * asize); aGameArrays[j].size = asize; } continue; } case CON_COPY: insptr++; { int32_t j=*insptr++; int32_t index = Gv_GetVarX(*insptr++); int32_t j1=*insptr++; int32_t index1 = Gv_GetVarX(*insptr++); int32_t value = Gv_GetVarX(*insptr++); if (index > aGameArrays[j].size || index1 > aGameArrays[j1].size) continue; if ((index+value)>aGameArrays[j].size) value=aGameArrays[j].size-index; if ((index1+value)>aGameArrays[j1].size) value=aGameArrays[j1].size-index1; Bmemcpy(aGameArrays[j1].plValues+index1, aGameArrays[j].plValues+index, value * sizeof(intptr_t)); continue; } case CON_RANDVAR: insptr++; Gv_SetVarX(*insptr, mulscale16(krand(), *(insptr+1)+1)); insptr += 2; continue; case CON_DISPLAYRANDVAR: insptr++; Gv_SetVarX(*insptr, mulscale15(system_15bit_rand(), *(insptr+1)+1)); insptr += 2; continue; case CON_INV: if ((aGameVars[*(insptr+1)].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK)) == 0) { aGameVars[*(insptr+1)].val.lValue = -aGameVars[*(insptr+1)].val.lValue; insptr += 2; continue; } Gv_SetVarX(*(insptr+1), -Gv_GetVarX(*(insptr+1))); insptr += 2; continue; case CON_MULVAR: insptr++; Gv_MulVar(*insptr, *(insptr+1)); insptr += 2; continue; case CON_DIVVAR: insptr++; if (*(insptr+1) == 0) { OSD_Printf(CON_ERROR "divide by zero!\n",g_errorLineNum,keyw[g_tw]); insptr += 2; continue; } Gv_DivVar(*insptr, *(insptr+1)); insptr += 2; continue; case CON_MODVAR: insptr++; if (*(insptr+1) == 0) { OSD_Printf(CON_ERROR "mod by zero!\n",g_errorLineNum,keyw[g_tw]); insptr += 2; continue; } Gv_ModVar(*insptr,*(insptr+1)); insptr += 2; continue; case CON_ANDVAR: insptr++; Gv_AndVar(*insptr,*(insptr+1)); insptr += 2; continue; case CON_ORVAR: insptr++; Gv_OrVar(*insptr,*(insptr+1)); insptr += 2; continue; case CON_XORVAR: insptr++; Gv_XorVar(*insptr,*(insptr+1)); insptr += 2; continue; case CON_SETVARVAR: insptr++; { int32_t j=*insptr++; if ((aGameVars[j].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK)) == 0) { aGameVars[j].val.lValue = Gv_GetVarX(*insptr++); continue; } Gv_SetVarX(j, Gv_GetVarX(*insptr++)); } continue; case CON_RANDVARVAR: insptr++; { int32_t j=*insptr++; Gv_SetVarX(j,mulscale16(krand(), Gv_GetVarX(*insptr++)+1)); } continue; case CON_DISPLAYRANDVARVAR: insptr++; { int32_t j=*insptr++; Gv_SetVarX(j,mulscale15(system_15bit_rand(), Gv_GetVarX(*insptr++)+1)); } continue; case CON_GMAXAMMO: insptr++; { int32_t j=Gv_GetVarX(*insptr++); if ((unsigned)j>=MAX_WEAPONS) { OSD_Printf(CON_ERROR "Invalid weapon ID %d\n",g_errorLineNum,keyw[g_tw],j); insptr++; continue; } Gv_SetVarX(*insptr++, g_player[vm.g_p].ps->max_ammo_amount[j]); } continue; case CON_SMAXAMMO: insptr++; { int32_t j=Gv_GetVarX(*insptr++); if ((unsigned)j>=MAX_WEAPONS) { OSD_Printf(CON_ERROR "Invalid weapon ID %d\n",g_errorLineNum,keyw[g_tw],j); insptr++; continue; } g_player[vm.g_p].ps->max_ammo_amount[j]=Gv_GetVarX(*insptr++); } continue; case CON_MULVARVAR: insptr++; { int32_t j=*insptr++; Gv_MulVar(j, Gv_GetVarX(*insptr++)); } continue; case CON_DIVVARVAR: insptr++; { int32_t j=*insptr++; int32_t l2=Gv_GetVarX(*insptr++); if (!l2) { OSD_Printf(CON_ERROR "divide by zero!\n",g_errorLineNum,keyw[g_tw]); continue; } Gv_DivVar(j, l2); continue; } case CON_MODVARVAR: insptr++; { int32_t j=*insptr++; int32_t l2=Gv_GetVarX(*insptr++); if (!l2) { OSD_Printf(CON_ERROR "mod by zero!\n",g_errorLineNum,keyw[g_tw]); continue; } Gv_ModVar(j, l2); continue; } case CON_ANDVARVAR: insptr++; { int32_t j=*insptr++; Gv_AndVar(j, Gv_GetVarX(*insptr++)); } continue; case CON_XORVARVAR: insptr++; { int32_t j=*insptr++; Gv_XorVar(j, Gv_GetVarX(*insptr++)); } continue; case CON_ORVARVAR: insptr++; { int32_t j=*insptr++; Gv_OrVar(j, Gv_GetVarX(*insptr++)); } continue; case CON_SUBVAR: insptr++; Gv_SubVar(*insptr, *(insptr+1)); insptr += 2; continue; case CON_SUBVARVAR: insptr++; { int32_t j=*insptr++; Gv_SubVar(j, Gv_GetVarX(*insptr++)); } continue; case CON_ADDVAR: insptr++; Gv_AddVar(*insptr, *(insptr+1)); insptr += 2; continue; case CON_SHIFTVARL: insptr++; if ((aGameVars[*insptr].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK)) == 0) { aGameVars[*insptr].val.lValue <<= *(insptr+1); insptr += 2; continue; } Gv_SetVarX(*insptr, Gv_GetVarX(*insptr) << *(insptr+1)); insptr += 2; continue; case CON_SHIFTVARR: insptr++; if ((aGameVars[*insptr].dwFlags & (GAMEVAR_USER_MASK|GAMEVAR_PTR_MASK)) == 0) { aGameVars[*insptr].val.lValue >>= *(insptr+1); insptr += 2; continue; } Gv_SetVarX(*insptr, Gv_GetVarX(*insptr) >> *(insptr+1)); insptr += 2; continue; case CON_SIN: insptr++; Gv_SetVarX(*insptr, sintable[Gv_GetVarX(*(insptr+1))&2047]); insptr += 2; continue; case CON_COS: insptr++; Gv_SetVarX(*insptr, sintable[(Gv_GetVarX(*(insptr+1))+512)&2047]); insptr += 2; continue; case CON_ADDVARVAR: insptr++; { int32_t j=*insptr++; Gv_AddVar(j, Gv_GetVarX(*insptr++)); } continue; case CON_SPGETLOTAG: insptr++; aGameVars[g_iLoTagID].val.lValue = vm.g_sp->lotag; continue; case CON_SPGETHITAG: insptr++; aGameVars[g_iHiTagID].val.lValue = vm.g_sp->hitag; continue; case CON_SECTGETLOTAG: insptr++; aGameVars[g_iLoTagID].val.lValue = sector[vm.g_sp->sectnum].lotag; continue; case CON_SECTGETHITAG: insptr++; aGameVars[g_iHiTagID].val.lValue = sector[vm.g_sp->sectnum].hitag; continue; case CON_GETTEXTUREFLOOR: insptr++; aGameVars[g_iTextureID].val.lValue = sector[vm.g_sp->sectnum].floorpicnum; continue; case CON_STARTTRACK: case CON_STARTTRACKVAR: insptr++; if (tw == CON_STARTTRACK) g_musicIndex=(ud.volume_number*MAXLEVELS)+(*(insptr++)); else g_musicIndex=(ud.volume_number*MAXLEVELS)+(Gv_GetVarX(*(insptr++))); if (MapInfo[g_musicIndex].musicfn == NULL) { OSD_Printf(CON_ERROR "null music for map %d\n",g_errorLineNum,keyw[g_tw],g_musicIndex); continue; } S_PlayMusic(&MapInfo[g_musicIndex].musicfn[0],g_musicIndex); continue; case CON_ACTIVATECHEAT: insptr++; { int32_t j=Gv_GetVarX(*(insptr++)); if (numplayers != 1 || !(g_player[myconnectindex].ps->gm & MODE_GAME)) { OSD_Printf(CON_ERROR "not in a single-player game.\n",g_errorLineNum,keyw[g_tw]); continue; } osdcmd_cheatsinfo_stat.cheatnum = j; } continue; case CON_SETGAMEPALETTE: insptr++; P_SetGamePalette(g_player[vm.g_p].ps, Gv_GetVarX(*(insptr++)), 2+16); continue; case CON_GETTEXTURECEILING: insptr++; aGameVars[g_iTextureID].val.lValue = sector[vm.g_sp->sectnum].ceilingpicnum; continue; case CON_IFVARVARAND: insptr++; { int32_t j = Gv_GetVarX(*insptr++); j &= Gv_GetVarX(*insptr++); insptr--; VM_CONDITIONAL(j); } continue; case CON_IFVARVAROR: insptr++; { int32_t j = Gv_GetVarX(*insptr++); j |= Gv_GetVarX(*insptr++); insptr--; VM_CONDITIONAL(j); } continue; case CON_IFVARVARXOR: insptr++; { int32_t j = Gv_GetVarX(*insptr++); j ^= Gv_GetVarX(*insptr++); insptr--; VM_CONDITIONAL(j); } continue; case CON_IFVARVAREITHER: insptr++; { int32_t j = Gv_GetVarX(*insptr++); int32_t l = Gv_GetVarX(*insptr++); insptr--; VM_CONDITIONAL(j || l); } continue; case CON_IFVARVARN: insptr++; { int32_t j = Gv_GetVarX(*insptr++); j = (j != Gv_GetVarX(*insptr++)); insptr--; VM_CONDITIONAL(j); } continue; case CON_IFVARVARE: insptr++; { int32_t j = Gv_GetVarX(*insptr++); j = (j == Gv_GetVarX(*insptr++)); insptr--; VM_CONDITIONAL(j); } continue; case CON_IFVARVARG: insptr++; { int32_t j = Gv_GetVarX(*insptr++); j = (j > Gv_GetVarX(*insptr++)); insptr--; VM_CONDITIONAL(j); } continue; case CON_IFVARVARL: insptr++; { int32_t j = Gv_GetVarX(*insptr++); j = (j < Gv_GetVarX(*insptr++)); insptr--; VM_CONDITIONAL(j); } continue; case CON_IFVARE: insptr++; { int32_t j=Gv_GetVarX(*insptr++); VM_CONDITIONAL(j == *insptr); } continue; case CON_IFVARN: insptr++; { int32_t j=Gv_GetVarX(*insptr++); VM_CONDITIONAL(j != *insptr); } continue; case CON_WHILEVARN: { intptr_t *savedinsptr=insptr+2; int32_t j; do { insptr=savedinsptr; j = (Gv_GetVarX(*(insptr-1)) != *insptr); VM_CONDITIONAL(j); } while (j); continue; } case CON_WHILEVARVARN: { int32_t j; intptr_t *savedinsptr=insptr+2; do { insptr=savedinsptr; j = Gv_GetVarX(*(insptr-1)); j = (j != Gv_GetVarX(*insptr++)); insptr--; VM_CONDITIONAL(j); } while (j); continue; } case CON_IFVARAND: insptr++; { int32_t j=Gv_GetVarX(*insptr++); VM_CONDITIONAL(j & *insptr); } continue; case CON_IFVAROR: insptr++; { int32_t j=Gv_GetVarX(*insptr++); VM_CONDITIONAL(j | *insptr); } continue; case CON_IFVARXOR: insptr++; { int32_t j=Gv_GetVarX(*insptr++); VM_CONDITIONAL(j ^ *insptr); } continue; case CON_IFVAREITHER: insptr++; { int32_t j=Gv_GetVarX(*insptr++); VM_CONDITIONAL(j || *insptr); } continue; case CON_IFVARG: insptr++; { int32_t j=Gv_GetVarX(*insptr++); VM_CONDITIONAL(j > *insptr); } continue; case CON_IFVARL: insptr++; { int32_t j=Gv_GetVarX(*insptr++); VM_CONDITIONAL(j < *insptr); } continue; case CON_IFPHEALTHL: insptr++; VM_CONDITIONAL(sprite[g_player[vm.g_p].ps->i].extra < *insptr); continue; case CON_IFPINVENTORY: insptr++; { int32_t j = 0; DukePlayer_t *const ps = g_player[vm.g_p].ps; switch (*insptr++) { case GET_STEROIDS: if (ps->inv_amount[GET_STEROIDS] != *insptr) j = 1; break; case GET_SHIELD: if (ps->inv_amount[GET_SHIELD] != ps->max_shield_amount) j = 1; break; case GET_SCUBA: if (ps->inv_amount[GET_SCUBA] != *insptr) j = 1; break; case GET_HOLODUKE: if (ps->inv_amount[GET_HOLODUKE] != *insptr) j = 1; break; case GET_JETPACK: if (ps->inv_amount[GET_JETPACK] != *insptr) j = 1; break; case GET_ACCESS: switch (vm.g_sp->pal) { case 0: if (ps->got_access&1) j = 1; break; case 21: if (ps->got_access&2) j = 1; break; case 23: if (ps->got_access&4) j = 1; break; } break; case GET_HEATS: if (ps->inv_amount[GET_HEATS] != *insptr) j = 1; break; case GET_FIRSTAID: if (ps->inv_amount[GET_FIRSTAID] != *insptr) j = 1; break; case GET_BOOTS: if (ps->inv_amount[GET_BOOTS] != *insptr) j = 1; break; default: OSD_Printf(CON_ERROR "invalid inventory ID: %d\n",g_errorLineNum,keyw[g_tw],(int32_t)*(insptr-1)); } VM_CONDITIONAL(j); continue; } case CON_PSTOMP: insptr++; { DukePlayer_t *const ps = g_player[vm.g_p].ps; if (ps->knee_incs == 0 && sprite[ps->i].xrepeat >= 40) if (cansee(vm.g_sp->x,vm.g_sp->y,vm.g_sp->z-(4<<8),vm.g_sp->sectnum,ps->pos.x, ps->pos.y,ps->pos.z+(16<<8),sprite[ps->i].sectnum)) { int32_t j = playerswhenstarted-1; for (; j>=0; j--) { if (g_player[j].ps->actorsqu == vm.g_i) break; } if (j == -1) { ps->knee_incs = 1; if (ps->weapon_pos == 0) ps->weapon_pos = -1; ps->actorsqu = vm.g_i; } } continue; } case CON_IFAWAYFROMWALL: { int16_t s1=vm.g_sp->sectnum; int32_t j = 0; updatesector(vm.g_sp->x+108,vm.g_sp->y+108,&s1); if (s1 == vm.g_sp->sectnum) { updatesector(vm.g_sp->x-108,vm.g_sp->y-108,&s1); if (s1 == vm.g_sp->sectnum) { updatesector(vm.g_sp->x+108,vm.g_sp->y-108,&s1); if (s1 == vm.g_sp->sectnum) { updatesector(vm.g_sp->x-108,vm.g_sp->y+108,&s1); if (s1 == vm.g_sp->sectnum) j = 1; } } } VM_CONDITIONAL(j); } continue; case CON_QUOTE: insptr++; if ((unsigned)(*insptr) >= MAXQUOTES) { OSD_Printf(CON_ERROR "invalid quote ID %d\n",g_errorLineNum,keyw[g_tw],(int32_t)(*insptr)); insptr++; continue; } if ((ScriptQuotes[*insptr] == NULL)) { OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],(int32_t)*insptr); insptr++; continue; } if ((unsigned)vm.g_p >= MAXPLAYERS) { OSD_Printf(CON_ERROR "bad player for quote %d: (%d)\n",g_errorLineNum,keyw[g_tw],(int32_t)*insptr,vm.g_p); insptr++; continue; } P_DoQuote(*(insptr++)|MAXQUOTES,g_player[vm.g_p].ps); continue; case CON_USERQUOTE: insptr++; { int32_t i=Gv_GetVarX(*insptr++); if ((unsigned)i >= MAXQUOTES) { OSD_Printf(CON_ERROR "invalid quote ID %d\n",g_errorLineNum,keyw[g_tw],i); insptr++; continue; } if ((ScriptQuotes[i] == NULL)) { OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],i); continue; } G_AddUserQuote(ScriptQuotes[i]); } continue; case CON_ECHO: insptr++; { int32_t i=Gv_GetVarX(*insptr++); if ((unsigned)i >= MAXQUOTES) { OSD_Printf(CON_ERROR "invalid quote ID %d\n",g_errorLineNum,keyw[g_tw],i); insptr++; continue; } if ((ScriptQuotes[i] == NULL)) { OSD_Printf(CON_ERROR "null quote %d\n",g_errorLineNum,keyw[g_tw],i); continue; } OSD_Printf("%s\n",ScriptQuotes[i]); } continue; case CON_IFINOUTERSPACE: VM_CONDITIONAL(G_CheckForSpaceFloor(vm.g_sp->sectnum)); continue; case CON_IFNOTMOVING: VM_CONDITIONAL((actor[vm.g_i].movflag&49152) > 16384); continue; case CON_RESPAWNHITAG: insptr++; switch (DYNAMICTILEMAP(vm.g_sp->picnum)) { case FEM1__STATIC: case FEM2__STATIC: case FEM3__STATIC: case FEM4__STATIC: case FEM5__STATIC: case FEM6__STATIC: case FEM7__STATIC: case FEM8__STATIC: case FEM9__STATIC: case FEM10__STATIC: case PODFEM1__STATIC: case NAKED1__STATIC: case STATUE__STATIC: if (vm.g_sp->yvel) G_OperateRespawns(vm.g_sp->yvel); break; default: if (vm.g_sp->hitag >= 0) G_OperateRespawns(vm.g_sp->hitag); break; } continue; case CON_IFSPRITEPAL: insptr++; VM_CONDITIONAL(vm.g_sp->pal == *insptr); continue; case CON_IFANGDIFFL: insptr++; { int32_t j = klabs(G_GetAngleDelta(g_player[vm.g_p].ps->ang,vm.g_sp->ang)); VM_CONDITIONAL(j <= *insptr); } continue; case CON_IFNOSOUNDS: { int32_t j = MAXSOUNDS-1; for (; j>=0; j--) { int32_t k = 0; for (; kpicnum] == NULL) return; vm.g_flags &= ~(VM_RETURN|VM_KILL|VM_NOEXECUTE); if ((unsigned)vm.g_sp->sectnum >= MAXSECTORS) { // if(A_CheckEnemySprite(vm.g_sp)) // g_player[vm.g_p].ps->actors_killed++; A_DeleteSprite(vm.g_i); return; } insptr = actorLoadEventScrptr[vm.g_sp->picnum]; VM_Execute(1); insptr = NULL; if (vm.g_flags & VM_KILL) A_DeleteSprite(vm.g_i); } // NORECURSE void A_Execute(int32_t iActor,int32_t iPlayer,int32_t lDist) { #ifdef LUNATIC double t; #endif vmstate_t tempvm = { iActor, iPlayer, lDist, &actor[iActor].t_data[0], &sprite[iActor], 0 }; if (g_netClient && A_CheckSpriteFlags(iActor, SPRITE_NULL)) { A_DeleteSprite(iActor); return; } if (g_netServer || g_netClient) randomseed = ticrandomseed; Bmemcpy(&vm, &tempvm, sizeof(vmstate_t)); if ((unsigned)vm.g_sp->sectnum >= MAXSECTORS) { if (A_CheckEnemySprite(vm.g_sp)) g_player[vm.g_p].ps->actors_killed++; A_DeleteSprite(vm.g_i); return; } /* Qbix: Changed variables to be aware of the sizeof *insptr * (whether it is int32_t vs intptr_t), Although it is specifically cast to intptr_t* * which might be corrected if the code is converted to use offsets */ /* Helixhorned: let's do away with intptr_t's... */ #ifndef LUNATIC // NOTE: for Lunatic, need split into numeric literal / action label // (maybe >=0/<0, respectively?) if (vm.g_t[4]!=0 && (unsigned)vm.g_t[4] + 4 < (unsigned)g_scriptSize) #endif { #ifndef LUNATIC const int32_t action_frames = *(script + vm.g_t[4] + 1); const int32_t action_incval = *(script + vm.g_t[4] + 3); const int32_t action_delay = *(script + vm.g_t[4] + 4); #else // SACTION const int32_t action_frames = actor[vm.g_i].ac.numframes; const int32_t action_incval = actor[vm.g_i].ac.incval; const int32_t action_delay = actor[vm.g_i].ac.delay; #endif vm.g_sp->lotag += TICSPERFRAME; if (vm.g_sp->lotag > action_delay) { vm.g_t[2]++; vm.g_sp->lotag = 0; vm.g_t[3] += action_incval; } if (klabs(vm.g_t[3]) >= klabs(action_frames * action_incval)) vm.g_t[3] = 0; } #ifdef LUNATIC t = gethitickms(); if (El_IsInitialized(&g_ElState) && El_HaveActor(vm.g_sp->picnum)) El_CallActor(&g_ElState, vm.g_sp->picnum, iActor, iPlayer, lDist); #endif insptr = 4 + (actorscrptr[vm.g_sp->picnum]); VM_Execute(1); insptr = NULL; #ifdef LUNATIC g_actorTotalMs[vm.g_sp->picnum] += gethitickms()-t; g_actorCalls[vm.g_sp->picnum]++; #endif if (vm.g_flags & VM_KILL) { // if player was set to squish, first stop that... if (vm.g_p >= 0 && g_player[vm.g_p].ps->actorsqu == vm.g_i) g_player[vm.g_p].ps->actorsqu = -1; A_DeleteSprite(vm.g_i); return; } VM_Move(); /* if (ud.angleinterpolation) { temp = (vm.g_sp->ang & 2047) - sprpos[vm.g_i].ang; sprpos[vm.g_i].oldang = sprpos[vm.g_i].ang; if (temp) { temp2 = temp/klabs(temp); if (klabs(temp) > 1024) temp2 = -(temp2); sprpos[vm.g_i].angdir = temp2; sprpos[vm.g_i].angdif = min(ud.angleinterpolation,klabs(temp)); sprpos[vm.g_i].ang += sprpos[vm.g_i].angdif * sprpos[vm.g_i].angdir; sprpos[vm.g_i].ang &= 2047; } } */ if (vm.g_sp->statnum == STAT_STANDABLE) switch (DYNAMICTILEMAP(vm.g_sp->picnum)) { case RUBBERCAN__STATIC: case EXPLODINGBARREL__STATIC: case WOODENHORSE__STATIC: case HORSEONSIDE__STATIC: case CANWITHSOMETHING__STATIC: case FIREBARREL__STATIC: case NUKEBARREL__STATIC: case NUKEBARRELDENTED__STATIC: case NUKEBARRELLEAKED__STATIC: case TRIPBOMB__STATIC: case EGG__STATIC: if (actor[vm.g_i].timetosleep > 1) actor[vm.g_i].timetosleep--; else if (actor[vm.g_i].timetosleep == 1) changespritestat(vm.g_i,STAT_ZOMBIEACTOR); default: return; } if (vm.g_sp->statnum != 1) return; if (A_CheckEnemySprite(vm.g_sp)) { if (vm.g_sp->xrepeat > 60) return; if (ud.respawn_monsters == 1 && vm.g_sp->extra <= 0) return; } else if (ud.respawn_items == 1 && (vm.g_sp->cstat&32768)) return; if (A_CheckSpriteFlags(vm.g_i, SPRITE_USEACTIVATOR) && sector[vm.g_sp->sectnum].lotag & 16384) changespritestat(vm.g_i,STAT_ZOMBIEACTOR); else if (actor[vm.g_i].timetosleep > 1) actor[vm.g_i].timetosleep--; else if (actor[vm.g_i].timetosleep == 1) changespritestat(vm.g_i,STAT_ZOMBIEACTOR); } void G_SaveMapState(mapstate_t *save) { if (save != NULL) { int32_t i; Bmemcpy(&save->numwalls,&numwalls,sizeof(numwalls)); Bmemcpy(&save->wall[0],&wall[0],sizeof(walltype)*MAXWALLS); Bmemcpy(&save->numsectors,&numsectors,sizeof(numsectors)); Bmemcpy(&save->sector[0],§or[0],sizeof(sectortype)*MAXSECTORS); Bmemcpy(&save->sprite[0],&sprite[0],sizeof(spritetype)*MAXSPRITES); if (g_currentEventExec == EVENT_ANIMATESPRITES) initprintf("Line %d: savemapstate called from EVENT_ANIMATESPRITES. WHY?\n", g_errorLineNum); else for (i=0; ispriteext[0],&spriteext[0],sizeof(spriteext_t)*MAXSPRITES); save->numsprites = Numsprites; save->tailspritefree = tailspritefree; Bmemcpy(&save->headspritesect[0],&headspritesect[0],sizeof(headspritesect)); Bmemcpy(&save->prevspritesect[0],&prevspritesect[0],sizeof(prevspritesect)); Bmemcpy(&save->nextspritesect[0],&nextspritesect[0],sizeof(nextspritesect)); Bmemcpy(&save->headspritestat[0],&headspritestat[0],sizeof(headspritestat)); Bmemcpy(&save->prevspritestat[0],&prevspritestat[0],sizeof(prevspritestat)); Bmemcpy(&save->nextspritestat[0],&nextspritestat[0],sizeof(nextspritestat)); #ifdef YAX_ENABLE Bmemcpy(&save->numyaxbunches, &numyaxbunches, sizeof(numyaxbunches)); Bmemcpy(save->yax_bunchnum, yax_bunchnum, sizeof(yax_bunchnum)); Bmemcpy(save->yax_nextwall, yax_nextwall, sizeof(yax_nextwall)); #endif Bmemcpy(&save->actor[0],&actor[0],sizeof(actor_t)*MAXSPRITES); Bmemcpy(&save->g_numCyclers,&g_numCyclers,sizeof(g_numCyclers)); Bmemcpy(&save->cyclers[0][0],&cyclers[0][0],sizeof(cyclers)); Bmemcpy(&save->g_playerSpawnPoints[0],&g_playerSpawnPoints[0],sizeof(g_playerSpawnPoints)); Bmemcpy(&save->g_numAnimWalls,&g_numAnimWalls,sizeof(g_numAnimWalls)); Bmemcpy(&save->SpriteDeletionQueue[0],&SpriteDeletionQueue[0],sizeof(SpriteDeletionQueue)); Bmemcpy(&save->g_spriteDeleteQueuePos,&g_spriteDeleteQueuePos,sizeof(g_spriteDeleteQueuePos)); Bmemcpy(&save->animwall[0],&animwall[0],sizeof(animwall)); Bmemcpy(&save->msx[0],&msx[0],sizeof(msx)); Bmemcpy(&save->msy[0],&msy[0],sizeof(msy)); Bmemcpy(&save->g_mirrorWall[0],&g_mirrorWall[0],sizeof(g_mirrorWall)); Bmemcpy(&save->g_mirrorSector[0],&g_mirrorSector[0],sizeof(g_mirrorSector)); Bmemcpy(&save->g_mirrorCount,&g_mirrorCount,sizeof(g_mirrorCount)); Bmemcpy(&save->show2dsector[0],&show2dsector[0],sizeof(show2dsector)); Bmemcpy(&save->g_numClouds,&g_numClouds,sizeof(g_numClouds)); Bmemcpy(&save->clouds[0],&clouds[0],sizeof(clouds)); Bmemcpy(&save->cloudx[0],&cloudx[0],sizeof(cloudx)); Bmemcpy(&save->cloudy[0],&cloudy[0],sizeof(cloudy)); Bmemcpy(&save->pskyoff[0],&pskyoff[0],sizeof(pskyoff)); Bmemcpy(&save->pskybits,&pskybits,sizeof(pskybits)); Bmemcpy(&save->animategoal[0],&animategoal[0],sizeof(animategoal)); Bmemcpy(&save->animatevel[0],&animatevel[0],sizeof(animatevel)); Bmemcpy(&save->g_animateCount,&g_animateCount,sizeof(g_animateCount)); Bmemcpy(&save->animatesect[0],&animatesect[0],sizeof(animatesect)); G_Util_PtrToIdx(animateptr, g_animateCount, sector, P2I_FWD); Bmemcpy(&save->animateptr[0],&animateptr[0],sizeof(animateptr)); G_Util_PtrToIdx(animateptr, g_animateCount, sector, P2I_BACK); Bmemcpy(&save->g_numPlayerSprites,&g_numPlayerSprites,sizeof(g_numPlayerSprites)); Bmemcpy(&save->g_earthquakeTime,&g_earthquakeTime,sizeof(g_earthquakeTime)); Bmemcpy(&save->lockclock,&lockclock,sizeof(lockclock)); Bmemcpy(&save->randomseed,&randomseed,sizeof(randomseed)); Bmemcpy(&save->g_globalRandom,&g_globalRandom,sizeof(g_globalRandom)); for (i=g_gameVarCount-1; i>=0; i--) { if (aGameVars[i].dwFlags & GAMEVAR_NORESET) continue; if (aGameVars[i].dwFlags & GAMEVAR_PERPLAYER) { if (!save->vars[i]) save->vars[i] = Bcalloc(MAXPLAYERS,sizeof(intptr_t)); Bmemcpy(&save->vars[i][0],&aGameVars[i].val.plValues[0],sizeof(intptr_t) * MAXPLAYERS); } else if (aGameVars[i].dwFlags & GAMEVAR_PERACTOR) { if (!save->vars[i]) save->vars[i] = Bcalloc(MAXSPRITES,sizeof(intptr_t)); Bmemcpy(&save->vars[i][0],&aGameVars[i].val.plValues[0],sizeof(intptr_t) * MAXSPRITES); } else save->vars[i] = (intptr_t *)aGameVars[i].val.lValue; } ototalclock = totalclock; } } extern void Gv_RefreshPointers(void); void G_RestoreMapState(mapstate_t *save) { if (save != NULL) { int32_t i, x; char phealth[MAXPLAYERS]; for (i=0; ii].extra; pub = NUMPAGES; pus = NUMPAGES; G_UpdateScreenArea(); Bmemcpy(&numwalls,&save->numwalls,sizeof(numwalls)); Bmemcpy(&wall[0],&save->wall[0],sizeof(walltype)*MAXWALLS); Bmemcpy(&numsectors,&save->numsectors,sizeof(numsectors)); Bmemcpy(§or[0],&save->sector[0],sizeof(sectortype)*MAXSECTORS); Bmemcpy(&sprite[0],&save->sprite[0],sizeof(spritetype)*MAXSPRITES); Bmemcpy(&spriteext[0],&save->spriteext[0],sizeof(spriteext_t)*MAXSPRITES); if (g_currentEventExec == EVENT_ANIMATESPRITES) initprintf("Line %d: loadmapstate called from EVENT_ANIMATESPRITES. WHY?\n",g_errorLineNum); else for (i=0; inumsprites; tailspritefree = save->tailspritefree; Bmemcpy(&headspritesect[0],&save->headspritesect[0],sizeof(headspritesect)); Bmemcpy(&prevspritesect[0],&save->prevspritesect[0],sizeof(prevspritesect)); Bmemcpy(&nextspritesect[0],&save->nextspritesect[0],sizeof(nextspritesect)); Bmemcpy(&headspritestat[0],&save->headspritestat[0],sizeof(headspritestat)); Bmemcpy(&prevspritestat[0],&save->prevspritestat[0],sizeof(prevspritestat)); Bmemcpy(&nextspritestat[0],&save->nextspritestat[0],sizeof(nextspritestat)); #ifdef YAX_ENABLE Bmemcpy(&numyaxbunches, &save->numyaxbunches, sizeof(numyaxbunches)); Bmemcpy(yax_bunchnum, save->yax_bunchnum, sizeof(yax_bunchnum)); Bmemcpy(yax_nextwall, save->yax_nextwall, sizeof(yax_nextwall)); #endif Bmemcpy(&actor[0],&save->actor[0],sizeof(actor_t)*MAXSPRITES); Bmemcpy(&g_numCyclers,&save->g_numCyclers,sizeof(g_numCyclers)); Bmemcpy(&cyclers[0][0],&save->cyclers[0][0],sizeof(cyclers)); Bmemcpy(&g_playerSpawnPoints[0],&save->g_playerSpawnPoints[0],sizeof(g_playerSpawnPoints)); Bmemcpy(&g_numAnimWalls,&save->g_numAnimWalls,sizeof(g_numAnimWalls)); Bmemcpy(&SpriteDeletionQueue[0],&save->SpriteDeletionQueue[0],sizeof(SpriteDeletionQueue)); Bmemcpy(&g_spriteDeleteQueuePos,&save->g_spriteDeleteQueuePos,sizeof(g_spriteDeleteQueuePos)); Bmemcpy(&animwall[0],&save->animwall[0],sizeof(animwall)); Bmemcpy(&msx[0],&save->msx[0],sizeof(msx)); Bmemcpy(&msy[0],&save->msy[0],sizeof(msy)); Bmemcpy(&g_mirrorWall[0],&save->g_mirrorWall[0],sizeof(g_mirrorWall)); Bmemcpy(&g_mirrorSector[0],&save->g_mirrorSector[0],sizeof(g_mirrorSector)); Bmemcpy(&g_mirrorCount,&save->g_mirrorCount,sizeof(g_mirrorCount)); Bmemcpy(&show2dsector[0],&save->show2dsector[0],sizeof(show2dsector)); Bmemcpy(&g_numClouds,&save->g_numClouds,sizeof(g_numClouds)); Bmemcpy(&clouds[0],&save->clouds[0],sizeof(clouds)); Bmemcpy(&cloudx[0],&save->cloudx[0],sizeof(cloudx)); Bmemcpy(&cloudy[0],&save->cloudy[0],sizeof(cloudy)); Bmemcpy(&pskyoff[0],&save->pskyoff[0],sizeof(pskyoff)); Bmemcpy(&pskybits,&save->pskybits,sizeof(pskybits)); Bmemcpy(&animategoal[0],&save->animategoal[0],sizeof(animategoal)); Bmemcpy(&animatevel[0],&save->animatevel[0],sizeof(animatevel)); Bmemcpy(&g_animateCount,&save->g_animateCount,sizeof(g_animateCount)); Bmemcpy(&animatesect[0],&save->animatesect[0],sizeof(animatesect)); Bmemcpy(&animateptr[0],&save->animateptr[0],sizeof(animateptr)); G_Util_PtrToIdx(animateptr, g_animateCount, sector, P2I_BACK); Bmemcpy(&g_numPlayerSprites,&save->g_numPlayerSprites,sizeof(g_numPlayerSprites)); Bmemcpy(&g_earthquakeTime,&save->g_earthquakeTime,sizeof(g_earthquakeTime)); Bmemcpy(&lockclock,&save->lockclock,sizeof(lockclock)); Bmemcpy(&randomseed,&save->randomseed,sizeof(randomseed)); Bmemcpy(&g_globalRandom,&save->g_globalRandom,sizeof(g_globalRandom)); for (i=g_gameVarCount-1; i>=0; i--) { if (aGameVars[i].dwFlags & GAMEVAR_NORESET) continue; if (aGameVars[i].dwFlags & GAMEVAR_PERPLAYER) { if (!save->vars[i]) continue; Bmemcpy(&aGameVars[i].val.plValues[0],&save->vars[i][0],sizeof(intptr_t) * MAXPLAYERS); } else if (aGameVars[i].dwFlags & GAMEVAR_PERACTOR) { if (!save->vars[i]) continue; Bmemcpy(&aGameVars[i].val.plValues[0],&save->vars[i][0],sizeof(intptr_t) * MAXSPRITES); } else aGameVars[i].val.lValue = (intptr_t)save->vars[i]; } Gv_RefreshPointers(); for (i=0; ii].extra = phealth[i]; if (g_player[myconnectindex].ps->over_shoulder_on != 0) { g_cameraDistance = 0; g_cameraClock = 0; g_player[myconnectindex].ps->over_shoulder_on = 1; } screenpeek = myconnectindex; if (ud.lockout) { for (x=g_numAnimWalls-1; x>=0; x--) switch (DYNAMICTILEMAP(wall[animwall[x].wallnum].picnum)) { case FEMPIC1__STATIC: wall[animwall[x].wallnum].picnum = BLANKSCREEN; break; case FEMPIC2__STATIC: case FEMPIC3__STATIC: wall[animwall[x].wallnum].picnum = SCREENBREAK6; break; } } #if 0 else { for (x=g_numAnimWalls-1; x>=0; x--) if (wall[animwall[x].wallnum].extra >= 0) wall[animwall[x].wallnum].picnum = wall[animwall[x].wallnum].extra; } #endif #ifdef YAX_ENABLE sv_postyaxload(); #endif G_ResetInterpolations(); Net_ResetPrediction(); G_ClearFIFO(); G_ResetTimers(); } }